Manual MagicQ
Manual MagicQ
Manual MagicQ
www.chamsys.co.uk
MagicQ User
Manual
Patching, Programming and Playback of shows using
Generic Lighting, Moving Lighting, LED and Media
Servers.
Version 1.5.7.5
ChamSys Ltd
www.chamsys.co.uk
Version 1.5.7.5
ChamSys Ltd
www.chamsys.co.uk
ChamSys Ltd
The features and functions of the MagicQ intelligent lighting console and the ideas contained therein are
the property of ChamSys Ltd. The console is intended for the control of lighting systems. No warranties
are expressed or implied regarding the use of the MagicQ intelligent lighting console. No liabilities are
accepted for the accuracy of the information contained within this manual.
The MagicQ lighting console products are supplied, designed and manufactured by ChamSys Ltd.
Products containing ChamSys Ltd software and firmware embody proprietary information and are
licensed not sold and may not be duplicated in any way.
ChamSys Ltd does not guarantee the accuracy, adequacy, suitability or completeness of any information
or products and is not responsible for any errors or omissions or the results obtained from use of such
information or products.
ChamSys Ltd does not accept responsibility for the consequences of misuse or abuse of its equipment. The
equipment is designed to meet all current regulation requirements in the UK for electrical products.
None of the equipment or software supplied by ChamSys Ltd may be used in any life-critical or
potentially life-endangering situations or in situations where personal injury may result.
ChamSys Ltd reserves the right to make any changes and/or improvements or to discontinue any and all of
their products or services without prior notice, and advises customers to obtain the latest version of
relevant information to verify, before placing orders, that information being relied on is current and
complete. All products are sold subject to the terms and conditions of sale supplied at the time of order
acknowledgement, including those pertaining to warranty, patent infringement, and limitation of liability.
Some of the available functions of products may be altered over the life of the product.
The ChamSys Ltd range of products meet EU directives where applicable, for example the EMC and LVD
directives, as laid down by the European Community and ChamSys Ltd has a policy of regularly testing
samples to ensure that production units continue to meet these specifications.
ChamSys Ltd will not accept goods back for repair if the serial number sticker is removed or defaced so
that it is illegible. This also applies to warranty repairs. See terms and conditions of sale for full details.
All other product names are trademarks or registered trademarks of their respective owners.
No part of this publication may be reproduced or distributed, transmitted, transcribed, stored in a retrieval
system, or translated into any language in any form by any means without the prior written permission of
ChamSys Ltd.
Copyright 2012 by ChamSys Ltd. All rights reserved.
www.chamsys.co.uk
Version 1.5.7.5
ChamSys Ltd
www.chamsys.co.uk
TABLE OF CONTENTS
1
Introduction ......................................................................................................................................... 19
1.1
Which console model? ................................................................................................................ 19
1.2
DMX512 and Art-Net outputs ..................................................................................................... 20
1.3
Care of your MagicQ console...................................................................................................... 20
1.4
Safety Information ....................................................................................................................... 20
2 Console Concepts ................................................................................................................................ 22
2.1
Show Storage ............................................................................................................................... 22
2.2
Output channels ........................................................................................................................... 22
2.2.1
HTP / LTP channels ............................................................................................................ 23
2.3
Cues ............................................................................................................................................. 23
2.4
Cue Stacks ................................................................................................................................... 24
2.5
Playbacks ..................................................................................................................................... 24
2.6
Pages ............................................................................................................................................ 24
2.7
FX ................................................................................................................................................ 24
2.8
Window layouts ........................................................................................................................... 25
2.9
Shift Functions ............................................................................................................................ 25
2.10 The Programmer .......................................................................................................................... 25
2.11 Help ............................................................................................................................................. 26
3 MagicQ Console Layout...................................................................................................................... 27
3.1
Connections ................................................................................................................................. 27
3.2
Plugging Up ................................................................................................................................. 28
3.3
DMX Connections ....................................................................................................................... 28
3.4
Powering Up ................................................................................................................................ 29
3.5
Powering Down ........................................................................................................................... 29
3.6
Resetting the Console .................................................................................................................. 29
3.7
Console Layout............................................................................................................................ 30
3.7.1
Touch Screen & Encoders ................................................................................................... 31
3.7.2
Windows .............................................................................................................................. 32
3.7.3
Head Control ....................................................................................................................... 33
3.7.4
Editor Buttons...................................................................................................................... 34
3.7.5
Playback .............................................................................................................................. 34
3.8
Keyboard, Keypad, Select & Confirm Windows ........................................................................ 35
3.9
Common Actions ......................................................................................................................... 35
3.9.1
Items .................................................................................................................................... 35
3.9.2
Setting the value of items .................................................................................................... 35
3.9.3
Naming items....................................................................................................................... 36
3.9.4
Moving items ....................................................................................................................... 36
3.9.5
Copying items ...................................................................................................................... 36
3.9.6
Removing items ................................................................................................................... 36
3.9.7
Recording items ................................................................................................................... 37
3.9.8
Actions on Playbacks .......................................................................................................... 37
4 Quick Start ........................................................................................................................................... 38
4.1
Starting up the Console ............................................................................................................... 38
4.2
Calibrating the Touch Screen ...................................................................................................... 38
4.3
Starting a New Show ................................................................................................................... 39
4.4
Enabling Console Outputs ........................................................................................................... 40
4.4.1
Using Direct DMX Outputs................................................................................................. 40
4.4.2
Using ArtNet and ArtNet to DMX interfaces ...................................................................... 41
4.5
Connecting a MagicQ Playback Wing ........................................................................................ 41
4.5.1
Setting Playback Wing IDs ................................................................................................. 42
4.6
Connecting External Monitors .................................................................................................... 42
4.6.1
Pro 2010 Operating System ................................................................................................. 42
4.6.2
Pro Operating System .......................................................................................................... 42
4.7
Patching ....................................................................................................................................... 43
4.7.1
Naming and Numbering Heads ........................................................................................... 44
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4.8
Controlling Heads........................................................................................................................ 46
4.8.1
Selecting Heads ................................................................................................................... 46
4.8.2
Selecting heads from the Group/Heads Window................................................................. 46
4.8.3
Recording a Group .............................................................................................................. 46
4.9
Naming a Group .......................................................................................................................... 46
4.10 Recalling a Group ........................................................................................................................ 47
4.11 Setting Levels for Dimmers......................................................................................................... 47
4.12 Locating Heads ............................................................................................................................ 48
4.13 Modifying Attributes ................................................................................................................... 48
4.14 Recording a Palette ...................................................................................................................... 51
4.15 Adding in FX ............................................................................................................................... 51
4.16 Recording a Cue .......................................................................................................................... 51
4.17 Recording a Cue Stack (Chase or Theatre Stack)........................................................................ 52
4.18 Selecting and recording complete window layouts ..................................................................... 53
4.19 Saving Your Show....................................................................................................................... 53
4.20 Playing Back Your Show ............................................................................................................ 53
5 Patching ............................................................................................................................................... 54
5.1
Patching on the MagicQ .............................................................................................................. 54
5.2
Getting started with patching....................................................................................................... 54
5.3
Testing channels .......................................................................................................................... 54
5.4
Patching a head or dimmer .......................................................................................................... 55
5.5
Head names and numbers ............................................................................................................ 56
5.5.1
Head Names......................................................................................................................... 56
5.5.2
Head Numbers ..................................................................................................................... 56
5.6
Gel name and number.................................................................................................................. 57
5.7
Generating auto groups................................................................................................................ 57
5.8
Multi Element Heads ................................................................................................................... 57
5.9
Inverting and Swapping............................................................................................................... 58
5.10 Pan and Tilt Offsets ..................................................................................................................... 58
5.11 Minimum and maximum levels ................................................................................................... 58
5.11.1 Limits and Offset. ................................................................................................................ 58
5.11.2 Delta values (offsets) .......................................................................................................... 58
5.12 Dimmer curves ............................................................................................................................ 59
5.13 Changing the DMX channels of dimmers and heads .................................................................. 59
5.14 Patching a head to multiple DMX addresses ............................................................................... 60
5.15 Unpatching a head from a DMX address .................................................................................... 60
5.16 Patching scrollers......................................................................................................................... 60
5.17 Editing Head personality ............................................................................................................. 61
5.18 Cloning (Adding extra heads / dimmers to a programmed show) ............................................... 61
5.18.1 Copy Head Programming .................................................................................................... 62
5.18.2 Patch Channel Copy ............................................................................................................ 62
5.19 Morphing heads (Changing fixture type) .................................................................................... 62
5.19.1 Morphing Multi Part Heads ................................................................................................. 62
5.20 Importing heads ........................................................................................................................... 63
5.21 Exporting heads ........................................................................................................................... 63
5.22 VL5 type channels (split personalities) ....................................................................................... 63
5.23 Merging with DMX input............................................................................................................ 64
5.24 Customising Locate values and Default values ........................................................................... 64
5.25 Theatre Patch syntax.................................................................................................................... 65
5.26 LED virtual dimmer channels .................................................................................................. 65
5.26.1 Quickly adding Virtual Dimmers to patched heads............................................................. 66
6 Setting Dimmer levels ......................................................................................................................... 67
6.1
Using the on screen faders ........................................................................................................... 67
6.2
Using the encoders ...................................................................................................................... 67
6.3
Using the keypad ......................................................................................................................... 68
6.3.1
Setting fade times from the keypad ..................................................................................... 68
6.4
Using Selected Heads .................................................................................................................. 69
6.5
Utilising gel colours in the Intensity Window ............................................................................. 69
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6.5.1
Programming of Dimmers using gel colours ....................................................................... 70
6.6
Setting levels whilst running a show ........................................................................................... 70
6.7
Viewing Intensities in the Outputs Window................................................................................ 71
7 Controlling intelligent heads ............................................................................................................... 72
7.1
Selecting Heads ........................................................................................................................... 72
7.2
Using Groups ............................................................................................................................... 72
7.2.1
Recording a Group .............................................................................................................. 73
7.2.2
Naming a Group .................................................................................................................. 73
7.3
Selecting Heads using the keypad ............................................................................................... 73
7.3.1
Selecting Heads on the keypad using @@ .......................................................................... 73
7.3.2
Selecting heads on the keypad without @@ ....................................................................... 74
7.3.3
Remove Dimmer (Rem Dim) Function ............................................................................... 74
7.4
Selecting heads using the rig plan view....................................................................................... 74
7.5
Head Macros................................................................................................................................ 75
7.6
Locating Heads ............................................................................................................................ 75
7.7
Modifying Attributes ................................................................................................................... 75
7.7.1
Using Attribute Types ......................................................................................................... 75
7.7.2
Using Attribute Banks ......................................................................................................... 76
7.8
Using a mouse or track-ball to control pan and tilt ..................................................................... 77
7.9
Flip............................................................................................................................................... 77
7.10 Setting attribute values using the keypad .................................................................................... 77
7.11 Selecting individual Heads .......................................................................................................... 78
7.11.1 Single Mode......................................................................................................................... 78
7.11.2 Odd/Even ............................................................................................................................. 78
7.11.3 All ........................................................................................................................................ 79
7.11.4 Changing Overall Selection order ....................................................................................... 79
7.11.5 Sub selection of heads from Groups / Overall Selection ..................................................... 79
7.12 Highlight Mode ........................................................................................................................... 80
7.13 Lowlight function ........................................................................................................................ 80
7.14 Reselecting heads using Palettes and Intensities (Active Palette and Intensity) ......................... 80
7.15 Fan Mode ..................................................................................................................................... 81
7.16 And Only ..................................................................................................................................... 81
8 FX Engine............................................................................................................................................ 83
8.1
Adding in FX ............................................................................................................................... 83
8.1.1
FX Speed & Size ................................................................................................................. 84
8.1.2
FX base values..................................................................................................................... 84
8.1.3
FX add modes ...................................................................................................................... 84
8.1.4
FX Spread (offsets over heads) ........................................................................................... 85
8.1.5
FX Parts ............................................................................................................................... 85
8.1.6
FX Segments ....................................................................................................................... 86
8.1.7
FX Direction & Inversion .................................................................................................... 86
8.1.8
Pulse Width ......................................................................................................................... 88
8.1.9
FX fade times ...................................................................................................................... 88
8.1.10 Initial spreads....................................................................................................................... 88
8.1.11 Flicker FX............................................................................................................................ 88
8.1.12 Multiple FX ......................................................................................................................... 89
8.1.13 Joining / Spliting multiple FX ............................................................................................. 89
8.1.14 Modifying FX for selected Heads ....................................................................................... 89
8.1.15 Changing FX ....................................................................................................................... 90
8.1.16 FX Reordering ..................................................................................................................... 90
8.1.17 Blocking FX ........................................................................................................................ 90
8.2
Generating user FX...................................................................................................................... 90
8.3
Editing user FX ........................................................................................................................... 91
8.4
Palette FX .................................................................................................................................... 91
8.5
FX using base colour ................................................................................................................... 91
8.6
FX Library - storing and recalling programmed FX ................................................................... 91
8.7
Importing and Exporting the FX Library .................................................................................... 92
9 Palettes................................................................................................................................................. 93
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9.1
Using Palettes .............................................................................................................................. 93
9.2
Recording Palettes ....................................................................................................................... 93
9.2.1
Recording individual attributes into a Palette...................................................................... 94
9.2.2
Recording Intensity into a Palette........................................................................................ 94
9.3
Naming Palettes ........................................................................................................................... 94
9.4
Updating Palettes ......................................................................................................................... 94
9.5
Copying and moving Palettes ...................................................................................................... 95
9.6
Removing attributes from Palettes .............................................................................................. 95
9.7
Linked Palettes ............................................................................................................................ 95
9.8
Viewing / Editing Palette contents .............................................................................................. 95
9.9
Merging of Palettes from another show ...................................................................................... 96
9.10 Modifying Palettes in the personality .......................................................................................... 96
9.11 Grabbing Palettes from DMX input ............................................................................................ 97
9.12 Using Palettes with times ............................................................................................................ 97
9.12.1 Using FAN........................................................................................................................... 97
9.13 Making Palettes into Cue Stacks ................................................................................................. 98
9.14 Selecting Palettes from the keypad .............................................................................................. 98
10
Programmer ..................................................................................................................................... 99
10.1 What is in the programmer? ........................................................................................................ 99
10.2 Clearing the programmer ............................................................................................................. 99
10.3 Activation by Channel or by Head? .......................................................................................... 100
10.4 Recording a Cue ........................................................................................................................ 100
10.4.1 Levels ................................................................................................................................ 101
10.4.2 Timing ............................................................................................................................... 101
10.4.3 FX ...................................................................................................................................... 101
10.5 Split Cue Times ......................................................................................................................... 101
10.5.1 View Simple ...................................................................................................................... 101
10.5.2 View Advanced ................................................................................................................. 102
10.6 Fade Type .................................................................................................................................. 102
10.7 Recording to a specific Cue Id .................................................................................................. 103
10.8 Record Options .......................................................................................................................... 103
10.8.1 Record Short cuts .............................................................................................................. 104
10.8.2 Masking ............................................................................................................................. 104
10.8.3 Options .............................................................................................................................. 104
10.9 Active ........................................................................................................................................ 105
10.10
Removing channels from the Programmer ............................................................................ 105
10.10.1
Removing channels using the REMOVE button ........................................................... 105
10.10.2
Removing channels using the Programmer Window .................................................... 105
10.11
Copy between heads .............................................................................................................. 106
10.12
Blind programming ............................................................................................................... 106
10.13
Parking (freezing) channels ................................................................................................... 106
11
Outputs Windows .......................................................................................................................... 108
11.1 Heads View ............................................................................................................................... 108
11.2 Intensity View ........................................................................................................................... 108
11.3 DMX channels view .................................................................................................................. 109
11.4 Movement view ......................................................................................................................... 109
11.5 Plan View .................................................................................................................................. 110
11.5.1 Creating rig plans .............................................................................................................. 110
11.5.2 Selection of heads in Outputs Plan View .......................................................................... 111
12
Editing Cues .................................................................................................................................. 112
12.1 Including Cues into the Programmer ......................................................................................... 112
12.1.1 Including Cues at a specified level .................................................................................... 112
12.1.2 Snapshot ............................................................................................................................ 112
12.2 Editing using Include and Update method ................................................................................ 113
12.3 Updating a Cue with the contents of the programmer (Record Merge). ................................... 113
12.4 Making changes to multiple Cues ............................................................................................. 113
12.4.1 Changes to multiple Cues using keypad ............................................................................ 113
12.4.2 Changes to multiple Cues using Cue Stack window ......................................................... 113
MagicQ User Manual
Version 1.5.7.5
ChamSys Ltd
www.chamsys.co.uk
Version 1.5.7.5
ChamSys Ltd
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Version 1.5.7.5
ChamSys Ltd
www.chamsys.co.uk
10
Version 1.5.7.5
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18.11
Status Window....................................................................................................................... 160
18.12
Editing Heads ........................................................................................................................ 160
18.13
Backup Archives ................................................................................................................... 161
18.14
Using shows on different MagicQ products and show versions............................................ 161
18.14.1
Configuring number of Universes ................................................................................. 161
18.15
MagicQ profiles ..................................................................................................................... 162
18.16
Changing MagicQ Console Software .................................................................................... 162
18.17
Resetting a MagicQ console to factory defaults .................................................................... 162
19
Settings .......................................................................................................................................... 163
19.1 Programming mode ................................................................................................................... 163
19.2 Playback Mode .......................................................................................................................... 164
19.3 Output Settings .......................................................................................................................... 164
19.3.1 Configuring Output Universes........................................................................................... 165
19.3.2 Using Art-Net II ................................................................................................................ 166
19.3.3 Installing USB drivers for MagicQ PC.............................................................................. 166
19.3.4 Installing USB drivers for Mac and Linux ........................................................................ 167
19.3.5 ChamSys Ethernet Interface .............................................................................................. 167
19.3.6 MQ50 Direct Console Outputs .......................................................................................... 167
19.3.7 MQ Consoles Direct Outputs ............................................................................................ 167
19.3.8 MQ PRO Consoles Direct Outputs.................................................................................... 167
19.3.9 ChamSys Twin DMX Interfaces ....................................................................................... 167
19.3.10
ChamSys MagicDMX Interfaces................................................................................... 167
19.3.11
Using the MagicQ wing DMX512 outputs.................................................................... 168
19.3.12
Hot take-over ................................................................................................................. 168
19.3.13
Testing Output Universes .............................................................................................. 168
19.3.14
Copying Output Universes ............................................................................................ 169
19.4 Wing Settings ............................................................................................................................ 169
19.4.1 Connecting a Mini Wing, PC Wing or Maxi Wing ........................................................... 169
19.4.2 Connecting Playback Wings and Extra Wings .................................................................. 170
19.4.3 Connecting an Execute Wing ............................................................................................ 170
19.4.4 Connecting MagicQ consoles together .............................................................................. 171
19.4.5 Using an external DMX console for extra playbacks ........................................................ 171
19.5 Monitor Settings ........................................................................................................................ 171
19.5.1 Pro 2010 (ProX) Operating System ................................................................................... 171
19.5.2 Pro (non Pro 2010) Operating System............................................................................... 172
19.5.3 Monitor settings on MagicQ PC ........................................................................................ 172
19.5.4 Monitor Settings prior to v1.4.3.0 ..................................................................................... 172
19.6 Mode & Security settings .......................................................................................................... 173
19.6.1 Product Type ..................................................................................................................... 173
19.6.2 Country .............................................................................................................................. 173
19.6.3 Time Zone ......................................................................................................................... 173
19.6.4 Latitude .............................................................................................................................. 173
19.6.5 Longitude........................................................................................................................... 173
19.6.6 Disable Programming ........................................................................................................ 173
19.6.7 Disable Modifications ....................................................................................................... 174
19.6.8 Disable Test Mode............................................................................................................. 174
19.6.9 Disable Macros .................................................................................................................. 174
19.6.10
Auto Backup .................................................................................................................. 174
19.6.11
Keep a backup archive................................................................................................... 174
19.6.12
Show file path ................................................................................................................ 174
19.7 Programming settings ................................................................................................................ 174
19.7.1 Activate Chans / Heads ..................................................................................................... 174
19.7.2 Tracking............................................................................................................................. 175
19.7.3 Unused Chans return to defaults........................................................................................ 175
19.7.4 Programmer overrides HTP values.................................................................................... 175
19.7.5 Programmer overrides FX ................................................................................................. 175
19.7.6 Highlight mode .................................................................................................................. 175
19.7.7 Fan Mode ........................................................................................................................... 176
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12
Version 1.5.7.5
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19.12
Network Settings ................................................................................................................... 188
19.12.1
IP Address ..................................................................................................................... 188
19.12.2
Subnet Mask .................................................................................................................. 188
19.12.3
Send to applications on this PC ..................................................................................... 188
19.12.4
Ethernet remote protocol ............................................................................................... 188
19.12.5
Playback Sync Port ........................................................................................................ 188
19.12.6
Web Server .................................................................................................................... 189
19.12.7
Web Server Port ............................................................................................................ 189
19.12.8
Multi Windows .............................................................................................................. 189
19.12.9
Control net IP address ................................................................................................... 189
19.12.10 Control net subnet address............................................................................................. 189
19.12.11 Wireless Mode ............................................................................................................... 189
19.12.12 Wireless IP address........................................................................................................ 189
19.12.13 Wireless subnet address ................................................................................................. 189
19.12.14 Wireless channel............................................................................................................ 190
19.12.15 Wireless SSID ............................................................................................................... 190
19.12.16 Wireless encryption ....................................................................................................... 190
19.12.17 Wireless key .................................................................................................................. 190
19.13
Port Settings........................................................................................................................... 190
19.13.1
MagicQ USB Wings and Interfaces .............................................................................. 190
19.13.2
MagicDMX mode .......................................................................................................... 190
19.13.3
Serial COM port ............................................................................................................ 191
19.13.4
Serial baud rate .............................................................................................................. 191
19.13.5
Serial parity ................................................................................................................... 191
19.13.6
Serial data bits ............................................................................................................... 191
19.13.7
Serial stop bits ............................................................................................................... 191
19.13.8
Serial remote protocol ................................................................................................... 191
19.13.9
Serial touch monitor ...................................................................................................... 191
19.13.10 Remote trigger type ....................................................................................................... 192
19.13.11 Remote trigger action .................................................................................................... 192
19.13.12 Audio input .................................................................................................................... 192
19.13.13 Audio Min / Max Level ................................................................................................. 192
19.13.14 Parallel Port Address ..................................................................................................... 193
19.13.15 Monitor Settings ............................................................................................................ 193
19.14
MIDI / Timecode Settings ..................................................................................................... 193
19.14.1
Timecode frame type ..................................................................................................... 193
19.14.2
Timecode continue frames............................................................................................. 193
19.14.3
Timecode jump detect frames........................................................................................ 193
19.14.4
Timecode in type ........................................................................................................... 193
19.14.5
Timecode generation ..................................................................................................... 193
19.14.6
MIDI In Type / MIDI In Channel.................................................................................. 193
19.14.7
MIDI Out Type / Midi Out Channel.............................................................................. 194
19.14.8
MIDI Show Control Type ............................................................................................. 194
19.15
Multiple Console Settings ..................................................................................................... 194
19.16
Hardware Settings ................................................................................................................. 194
19.16.1
Level above 0 to activate LTP ....................................................................................... 194
19.16.2
Hysterisis on fader / encoder moves .............................................................................. 194
19.16.3
Encoder Damping .......................................................................................................... 194
19.16.4
Touch Screen ................................................................................................................. 194
19.16.5
Encoders ........................................................................................................................ 195
19.16.6
Faulty Faders Mask ....................................................................................................... 195
19.16.7
Power Fail Detection ..................................................................................................... 195
19.16.8
Screen Save ................................................................................................................... 195
19.16.9
Reduced rate Output ...................................................................................................... 195
19.16.10 Movie Buffer frames ..................................................................................................... 196
19.16.11 Standard Logging .......................................................................................................... 196
19.16.12 Extended Logging ......................................................................................................... 196
19.17
General Settings..................................................................................................................... 196
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19.17.1
Splash screen image ...................................................................................................... 196
19.18
Individual Playback Settings ................................................................................................. 196
19.19
Re-calibrating the touch screen ............................................................................................. 196
19.20
Displays brightness and contrast ........................................................................................... 197
19.21
Console lamp brightness........................................................................................................ 197
19.22
LED brightness ...................................................................................................................... 197
19.23
Controlling console lamp from the programmed show ......................................................... 197
19.24
Locking the console ............................................................................................................... 198
19.25
Button test mode .................................................................................................................... 198
19.26
Power Supply Protection ....................................................................................................... 198
20
Using MagicQ on PCs and Macs................................................................................................... 199
20.1 Simple Generic Console ............................................................................................................ 199
20.2 Technician Test Fixture ............................................................................................................. 200
20.3 Demo Shows.............................................................................................................................. 201
20.4 Touch View ............................................................................................................................... 202
20.5 MagicQ PC / Mac Restrictions .................................................................................................. 202
21
Automation .................................................................................................................................... 203
21.1 Scheduled Events....................................................................................................................... 203
21.1.1 Dates and days of the week ............................................................................................... 203
21.1.2 Sunrise + Sunset (astronomical) ........................................................................................ 203
21.2 Automated Start of Playbacks / Executes .................................................................................. 204
21.3 ChamSys Audio Interface.......................................................................................................... 204
21.4 Keyboard macros ....................................................................................................................... 205
21.4.1 Quick Macro Toolbar ........................................................................................................ 205
21.4.2 Keyboard Macro Timing ................................................................................................... 206
21.4.3 Recording Playback faders ................................................................................................ 206
21.4.4 In built Macros .................................................................................................................. 206
21.5 MagicQ Automation Window ................................................................................................... 206
21.5.1 MIDI events ....................................................................................................................... 207
21.5.2 Serial Port events ............................................................................................................... 208
22
Execute Window ........................................................................................................................... 208
22.1 Design View .............................................................................................................................. 208
22.2 Full Screen View ....................................................................................................................... 209
22.3 Faders ........................................................................................................................................ 209
22.4 Buttons....................................................................................................................................... 209
22.5 Button appearance ..................................................................................................................... 210
22.6 Wallpaper .................................................................................................................................. 210
22.7 Modifying items in the Execute Window .................................................................................. 210
22.8 Automated Start ......................................................................................................................... 210
23
Head Editor.................................................................................................................................... 211
23.1 How Heads are stored in MagicQ ............................................................................................. 211
23.2 General View ............................................................................................................................. 212
23.2.1 Names ................................................................................................................................ 212
23.2.2 Params ............................................................................................................................... 212
23.2.3 Options .............................................................................................................................. 212
23.2.4 Multi .................................................................................................................................. 213
23.2.5 Media ................................................................................................................................. 213
23.3 Channels View .......................................................................................................................... 213
23.4 Ranges View.............................................................................................................................. 215
23.4.1 Importing Ranges .............................................................................................................. 216
23.4.2 Capturing Ranges .............................................................................................................. 216
23.4.3 Attribute Test ..................................................................................................................... 216
23.5 Palettes View ............................................................................................................................. 216
23.5.1 Importing Palettes.............................................................................................................. 217
23.5.2 Capturing Palettes.............................................................................................................. 217
23.5.3 Attribute Test ..................................................................................................................... 217
23.6 Macros View ............................................................................................................................. 217
23.7 Icons .......................................................................................................................................... 218
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Multiple Monitors on MagicQ....................................................................................................... 329
42.1 MagicQ Pro and Pro 2010 consoles .......................................................................................... 329
42.1.1 Moving Windows to the External Monitor........................................................................ 329
42.2 Additional Cue Stack, Output and Programmer Windows ........................................................ 329
42.3 Additional external screens (MultiWindows) on consoles ........................................................ 329
42.4 Multiple Windows on MagicQ PC systems .............................................................................. 330
42.5 Monitors on Linux PC systems ................................................................................................. 330
43
Handy Hints ................................................................................................................................... 331
44
MagicQ Short Cuts ........................................................................................................................ 332
Saving / Loading ....................................................................................................................... 332
Patching .................................................................................................................................... 332
Select Heads .............................................................................................................................. 332
Lamp On / Lamp Off / Reset .................................................................................................... 332
Setting Intensities ..................................................................................................................... 332
FX.............................................................................................................................................. 333
Playback .................................................................................................................................... 333
Loading Values into the Programmer ..................................................................................... 333
Removing Values from the Programmer ................................................................................. 334
Recording Cues ......................................................................................................................... 334
Editing Cues.............................................................................................................................. 334
Palettes ...................................................................................................................................... 334
Information Windows ............................................................................................................... 335
Wing / Keypad short cuts .......................................................................................................... 335
Console...................................................................................................................................... 335
Cue Stack Macros ..................................................................................................................... 335
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Troubleshooting............................................................................................................................. 337
45.1 No outputs ................................................................................................................................. 337
45.2 Console not responding ............................................................................................................. 337
45.3 Strange key presses, unexpected window changes .................................................................... 337
46
Button Functions ........................................................................................................................... 338
47
Licensing ....................................................................................................................................... 349
48
Glossary ......................................................................................................................................... 350
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1 Introduction
The MagicQ console supports an extensive array of functionality to enable lighting designers to quickly
and easily realise their innovative and imaginative designs.
The console has been designed to be as flexible as possible so that it can be used equally well for preprogrammed shows / tours or for busking festivals. Significant attention has been given to ensuring that all key
parameters can be changed during run for example it is possible to change any FX parameter at the touch of a
button.
Ease of use and speed of programming have been at the forefront of the design process ensuring that the
lighting designer can patch and program a show in the minimum amount of time without complex button
sequences and multi level menus.
The first few chapters of this guide describe an overview of the console and how scenes, chases, fx and
environments work. If you wish to dive straight into programming a show then turn to the Quick Start section.
1.1
The MagicQ lighting console is available in several different models all utilising the powerful MagicQ
operating environment. The MagicQ operating environment provides an easy to use operating
environment for both programming and playback of shows. A show can be programmed on one model
and then played back on a different model.
The MagicQ operating environment supports 202 playbacks in total which can be all be accessed either
through physical playbacks or through the touch screen. The different models in the MagicQ have
different numbers of physical playbacks and buttons, which enables the size of console to be matched to
the show.
The fully featured MagicQ PC enables shows to be pre-programmed on a PC (Windows, Mac or Linux)
thus enabling Lighting Designers to design and program their shows in advance. Transfer of show data
between the PC and the console uses standard high capacity USB memory sticks, or a direct network
connection.
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MagicQ PC supports the same functionality and user interface as the physical consoles making it easy to
move between the two products. MagicQ PC can also be used to run complete shows, either as a back-up
to the main console or as console in its own right.
Connecting the MagicQ PC Wing to MagicQ PC gives the playback and programming control of the
MagicQ consoles (faders, encoders and buttons) but with a small lightweight (6KG) solution that can
easily be carried onto an aeroplane as hang luggage.
All MagicQ console products are built upon the mission critical Linux operating system. MagicQ PC can
run under Windows, Linux or on Apple Macs.
1.2
The console supports both DMX512 serial and Art-Net and Pathport options. A LAN connector on the
rear panel provides an Ethernet interface for up to 32 universes of Art-Net, ArtNet II, Pathport or ACN.
This enables the console to be connected directly to Art-Net or Pathport based installations.
DMX512 serial outputs are available directly from the MagicQ Expert, Pro and Pro 2010 series of
consoles.
ChamSys provides a range of Art-Net to DMX convertors including a 4 Universe Ethernet to DMX
interface which can be used to convert any of the 32 Art-Net universes to be output on DMX512 serial.
For systems requiring all 32 universes on DMX512 serial, multiple boxes may be purchased.
The provision of both Art-Net and DMX512 serial allows a choice of which protocol is used to connect
between console and stage. The Art-Net to DMX512 convertor box may be situated at the console or at
the stage whichever is most appropriate.
For new systems it is likely to be more cost effective to run a pair of Ethernet cables rather than a much
larger number of DMX512 cables. The Ethernet cables support both DMX512 inputs and outputs.
However, there is obviously a large amount of serial DMX cable already in use and thus the changeover is
likely to be gradual.
1.3
To keep your MagicQ in best condition please observe the following recommendations:
Keep liquids away from the MagicQ. Drinks split over your console may cause irreparable
damage.
Keep the console out of direct sunlight place the console in the shade.
Handle the console with care when moving or transporting it. The console contains
components that may be damaged by shock. Always use a padded flight case or padded bag
wherever possible.
Do not use solvents or cleansers to clean the console. Do not rub firmly on the metal or
plastic surfaces this may cause the paint or lettering to be removed. Gently use a damp
cloth to clean the panels.
1.4
Safety Information
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Do not open the front, rear or lower panels of the console unless you have electrical expertise.
The console contains components with voltages that may shock.
Do not use the console if the power cables are damaged in any way.
If liquids are spilt over the console then remove power immediately, and seek advice from
your authorised service representative.
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2 Console Concepts
A system diagram of the console is shown in the diagram below
PROGRAMING
WINDOWS
PROGRAMMER
OUTPUT
ENGINE
SHOW
DATA
PLAYBACKS
32 UNIVERSES*
32 UNIVERSES*
* standard 32 universes except MQ50 and MQ100 Expert (6), MQ Pro (18)
2.1
Show Storage
The console utilises a hard drive to store show data thus providing virtually unlimited show space many
different shows can be stored on the console and recalled at the touch of a button. Favourite shows,
personalities and FX patterns can be utilised in building new shows thus simplifying and speeding up show
programming.
The console utilises USB memory sticks for transferring of show data to and from PCs and for back up
purposes. USB memory sticks are ideal for this function; small and easily portable they can fit on a key-ring or
lanyard, data for many different shows can be quickly and reliably transferred to them. USB memory sticks are
universally supported by PCs and other computers, unlike custom memory cards traditionally used in lighting
consoles.
Furthermore the Ethernet interface on the console can be utilised to access show files remotely over a network.
This, for example, enables lighting designers to connect their laptops directly to the console.
2.2
Output channels
The console supports up to thrity two DMX512 universes output over Ethernet. This allows up to 16,384
channels of lighting to be controlled. Interface boxes are utilised to convert from Ethernet to serial DMX512 as
appropriate.
Lighting consoles are often limited in the number of DMX channels or the number of intelligent heads they can
control independently typically 24, 48 or 96 channels. These channels typically correspond to the number of
faders on the console. Some consoles offer a patching facility to allow multiple DMX channels to be patched
onto one fader but these DMX channels can then not be controlled independently.
The MagicQ console allows control of all DMX channels individually, whilst utilising grouping and
programming functions to enable control of multiple heads or dimmers together.
The console provides a library of personalities data for each of the different types of intelligent head
available. This data determines how the different attributes of an intelligent head are controlled by the console.
Personalities are provided for most intelligent heads. Where a personality is not available, one can easily be
written using the in built Head Editor. DMX configuration data is generally available from the manufacturer of
the intelligent head.
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The console supports two types of channels, highest takes precedence (HTP) and latest takes precedence (LTP).
Generally HTP channels are used for channels controlling dimmers and for the dimmer channel of intelligent
heads. LTP channels are used for the attributes of intelligent heads such as pan, tilt, colour, gobo etc
For HTP channels the value that is output onto the DMX line is the highest value of that channel on all of the
active playbacks and the programmer. The console can be configured so that if a HTP channel is in the
programmer it always overrides any active playbacks.
For LTP channels the value output is the value from the last active playback unless that channel is active in the
programmer in which case the value output is the value stored in the programmer.
The last active playback is the last playback to be raised above zero, which is still above zero. Playbacks that
are bumped in using ADD or SWAP buttons automatically become the last active playback until the button is
released.
The type of channel used by the console is determined by the personality used to patch the dimmer or
intelligent head.
Playbacks can be set so that all channels controlled by the Playback act in a LTP way, thus allowing Intensity
channels to be overridden by a single Playback.
2.3
Cues
Level information
Timing information
FX information
The Cue stores level information for each of the channels recorded into it. If the channel level was set
using a Palette, then a reference to the Palette is also stored so that the Cue can keep track of changes to
the Palette.
The Cue stores timing information for the channels that have been recorded into it. Two types of timing
information are stored:
General Times:
Individual Times:
Stored for each type of attribute (Int In, Int Out, Position, Colour, Beam)
Stored on an individual channel basis
The Cue stores FX information for each of the FX that has been recorded into the Cue. The FX
information includes the type of FX, the heads that the FX is applied to, and the FX parameters for each
head.
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2.4
Cue Stacks
Cue Stacks are used to manage sequences of Cues. Cue Stacks keep track of the order of the Cues and
the options for how they are played back. A Cue Stack may have only one Cue associated with it or may
have a whole list of Cues.
The Cue Stack stores a Cue Id and a textual field for each Cue so that the different steps in the stack can
be labelled. The Cue Id and textual field are shown on the playback display when the stack is played back
which enables operators to keep track of the current position in the show.
Cue Stacks can be configured to run as a chase rather than as a simple list of Cues. The difference is that
as a chase each the timing of cue is determined by the chase speed and chase contrast rather than by the
individual delay and fade times for each cue.
Each Cue Stack has a number (e.g. CS1) and an optional name.
2.5
Playbacks
The console enables playing of recorded show data through Playbacks. Playbacks are associated with
physical faders and buttons each Playback can have one cue stack assigned to it.
The console supports 202 Playback; 10 main Playbacks situated below the touch screen and up to 8
extension wings each with 24 Playbacks.
On models where less than 8 wings are fitted, the not fitted playbacks can be utilised through the touch
screen and associated buttons.
2.6
Pages
The console supports multiple pages of Playbacks enabling Playback faders to have different functions
depending on the current page. Typically one page is used for each song in a show.
The current page is selected through the NEXT PAGE and PREV PAGE buttons on the main playback
section or by selecting a page in the Page Window.
The 24 Playbacks on each wing are divided up into two rows of 12 Playbacks. Each of the rows has
separate NEXT PAGE and PREV PAGE buttons. This enables the Page used by these Playbacks to be set
differently to the main Playbacks.
This provides significant flexibility to how shows are played back for example one section of a wing can
be used to control par lamps whilst another could be used to control intelligent heads. Changing the Page
of the par lamps would not change the Page of the heads.
2.7
FX
The console contains a powerful engine for creating special effects (FX). FX can be applied to a group of
heads at the touch of a button; there is no need to program lots of different Cues to create the effect. Special
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effects can be easily modified live, enabling, for example, the speed and size of the FX to be modified to match
the mood of the show.
The console supports an extensive library of standard FX such as circles, squares, pan and tilt saws, lifts, zig
zags, etc. In addition the console supports FX on colour, beam and intensity attributes. The console supports
programming and storing of new custom FX, which can then be re-used in shows as required. The FX engine
enables complete shows to be programmed within a matter of minutes.
2.8
Window layouts
The console provides a means of storing the positions and sizes of Windows as a Window layout to enable
easy recall of useful Windows. This allows, for example, a Window configuration consisting of the
Group, Position, Colour and Beam Windows to be stored and recalled at a button press.
The system supports several standard views, including several oriented towards programming and several
oriented towards playback.
Window layouts are recalled by pressing CTRL and selecting one of the top soft buttons.
The three spare buttons in the Windows section default to Layout 1 (Palettes), Layout 2 and Layout 3.
2.9
Shift Functions
The MagicQ lighting console uses SHIFT and CTRL buttons to enable access to advanced features. There
is a SHIFT button and a CTRL button adjacent to the top corners of the touch screen in addition to the
keys on the keyboard.
The SHIFT button is used with the cursor keys to enable selection of multiple items in Windows.
The programmer can be set into a Blind mode using the BLIND button so that the contents of the
programmer do not affect the output of the console. This allows programming adjustments to be made
during a live show and special effects to be busked in.
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2.11 Help
The Help Window enables the operating manual to be viewed on-line. Press the HELP button at any time
to open the Help Window. To close the window, press the CLOSE button.
Use the scroll encoder, the cursor keys, and the hyperlinks to navigate through the manual. You can go
directly to a particular section using the top soft buttons, e.g. CONTENTS or QUICK START.
You can search through the manual by typing some text and pressing SEARCH. To search for the same
words again, press SEARCH AGAIN.
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Connections
The picture below shows the connections on a MQ100 Pro 2010 console. The MQ200 Pro 2010 and
MQ300 Pro 2010 have the same connectors with the addition of extra console lamp sockets.
The expansion module slots can be fitted with MagicQ expansion modules such as the twin DMX512
output module, and other future expansion modules.
MQ100
Pro
Console lamp
USB
ports
Expansion
module
Remote
trigger
Network
ports
sbutton
USB port
under arm-rest
Expansion
module
Console lamp
Power
Power socket
(110-240Vac)
DMX
ports
USB
port
Audio
ports
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Serial
port
Keyboard
port
Monitor
port
Mouse
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MQ100
Console lamp
Expansion
module
Remote
trigger
3.2
USB port
under arm-rest
Expansion
module
Console lamp
Power switch
Power socket
(110-240Vac)
Network
port
Reset
butto
Audio
ports
USB
port
Serial
port
Keyboard
port
Monitor
port
Mouse
port
Plugging Up
Connect the power lead to the power socket labelled LINE INPUT.
Put the console lamps into the console lamp sockets
Connect the keyboard to the socket on the back panel marked KEYBOARD
It is not necessary to connect the mouse. The mouse is only required if the touch screen becomes
damaged.
The Pro 2010 consoles support USB keyboards and mice.
3.3
DMX Connections
The MagicQ Pro and Pro 2010 series of consoles have 4 direct DMX outputs on the rear of the panel so
you can connect your DMX cables direct to the console.
Alternatively you can use Ethernet and an external Ethernet to DMX converter box such as the ChamSys 3
Universe Ethernet to DMX converter. Connect the DMX converter to the console Network port via the
network cable provided. When making a direct connection in this way an inverted network cable must
be used.
To connect multiple Ethernet to DMX converters to the console, use a network hub or network router
using standard network cables.
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Powering Up
To power up the console press the power switch on the back panel. On the MQ50 press the red button in
the top right of the front panel. The blue LEDs on the ten S buttons will light up in turn. After a few
seconds the screen will come to life and you will see the operating system quickly performing self tests.
Once the self tests are completed the MagicQ application is started.
3.5
Powering Down
To power down the console it is necessary to quit the MagicQ application. The console operating system
then performs an automatic shutdown and turns itself off when complete. To quit the MagicQ application,
press the SETUP button and then the QUIT soft button. When asked for confirmation, press the YES.
Note that just removing the power cord to the console will not have the desired effect since the internal
UPS continues to provide power.
If for some reason you are unable to power off the console then you may need to reset it as below.
3.6
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Console Layout
All MagicQ consoles are very similar - they differ only in the number of playback faders. The
programming interface is consistent across the entire range of consoles.
Window select
buttons
Touch screen
& encoders
Head control
section
Editor
buttons
Keypad
section
Playback
section
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There are 24 buttons and 8 rotary encoders placed around the touch screen.
The buttons are referred to as soft buttons since their function changes according to the active window on
the touch screen. The current function of a soft button is displayed on the touch screen adjacent to the
button. To select the function you can either press the screen or the soft button itself.
The function of the rotary encoders also changes according to the active window with the current function
being displayed adjacent to the encoder.
At the top left and top right of the touch screen there are SHIFT and CTRL buttons. Pressing theses
buttons selects alternate functions for the soft buttons and encoders.
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Windows
The area in the centre of the screen is the windows section in which the various control windows are
displayed. There are two main types of windows boxes style windows which have large boxes such as
the Group Window and spreadsheet style editing windows such as the Patch Window.
A window is displayed by pressing the appropriate window button. Changing window does not affect
programming or playback.
Multiple windows can be displayed at one time by sizing the windows appropriately. In addition a
complete configuration of windows i.e. a complete view can be selected using CTRL and the top soft
buttons. For example, to select the Palettes view (Groups, Positions, Colours and Beams) press CTRL and
the first top soft button.
When a window button is pressed, that window becomes the active window. The active window is on the
top of the screen and is easily identified as the window with the highlighted title bar at the top. It is also
the window with the cursor in it.
An item in a window can be selected either
a) By pressing the touch screen over the appropriate part of the window
b) By moving the cursor to the appropriate position and pressing the ENTER button.
c) By moving the mouse to the position and pressing the left mouse button.
The cursor can be moved around the active window using the cursor keys in the Editor area of the console
or via the cursor keys on the keyboard. PG UP, PG DN, PG LEFT and PG RIGHT can be used to scroll
the window in the appropriate direction. HOME and END can be used to get to the start and end of the
window respectively.
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Towards the bottom of the touch screen are two small windows, the Status Display and the Input Display.
The Status Display shows the current date and time, the ADD / SWAP status of the console and other
relevant status information.
The Input Display shows the data that has been currently entered through the keypad and the keyboard.
Note that text is not entered into the main Windows until ENTER is pressed. This allows the user to
choose whether the keyboard data is SET into fields in the windows or onto Playbacks.
After a command has been entered it also confirms that the command has been accepted and shows any
error messages when a command is not possible.
3.7.3
Head Control
The area around the two large rotary encoders is referred to as the head control area. It is used to alter the
parameters of individual heads and apply effects such as fans over groups of heads.
The NEXT HEAD and PREV HEAD buttons are
used to select an individual head to modify.
The other buttons control the selection mode;
LOCATE, HIGHLIGHT, FAN, SINGLE,
ODD/EVEN, and ALL.
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Editor Buttons
The Editor buttons are used to modify program data. The 8 buttons
on the right hand side are the action buttons which are used to
modify show data. The action buttons are
UNDO
SET
REMOVE
INCLUDE
MOVE
UPDATE
COPY
RECORD
3.7.5
Playback
The Playback area is situated directly below the touch screen and consists of 10 playbacks each with a
fader and four buttons (FLASH, GO, STOP, SELECT). The area above each of the playbacks on the touch
screen is used to provide information about the status of the playback.
The playback area also contains a Grand Master, a Sub Master, Page Select buttons and a Manual
Playback for taking control of Cue Stacks.
The cross fade section contains a GO, STOP. FWD, BCK buttons, a cross fader and a master GO button.
The cross fade section controls the current playback selected with the S button.
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MagicQ has a set of on additional on-screen Windows that can be used to enter text, select items and
confirm actions. You can choose whether you use the physical keyboard/keypad to navigate around these
items or whether you use the mouse/touch.
To open the Keyboard Window at any time press SET SET. To open the icon selector press SHIFT +
SET.
Confirm Windows are shown when you carry out important actions that may overwrite or delete show
data. You can confirm an action by pressing 1 on the keypad. To cancel the action press 0 on the keypad.
3.9
Common Actions
The MagicQ utilises many common actions for carrying out programming functions. All the actions use
similar button presses. Once you understand the action in one Window, you will understand how it is
done in another Window.
We strongly recommend you make yourself familiar with these actions they will save you valuable
programming time.
3.9.1
Items
Actions in Windows can be carried out on individual items or on multiple items. For actions on a single
item, use the cursor keys to move around the Window so that the cursor is over the required item.
For multiple items in a Window, move the cursor to the first item. Then press and hold the SHIFT button
whilst moving the cursor to the last item. All the items will be highlighted.
In spreadsheet style Windows (e.g. Patch) pressing the touch screen or left clicking on the item with the
mouse moves the cursor to the item. You can highlight multiple Window items by pressing the touch
screen and moving the touch across multiple items.
In boxes style Windows (e.g. Group), pressing the touch screen or left clicking performs the function
associated with the item (e.g. recalls that Group). In these Windows use SHIFT or CTRL and the cursor
keys to highlight multiple boxes.
3.9.2
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screen select the field and then press anywhere in the Input Display (right side area underneath the main
window) to bring up the list of values.
Items that are coloured orange are read only and therefore cannot be set.
3.9.3
Naming items
Moving items
Copying items
Removing items
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Recording items
In boxes style windows it is possible to record an item (e.g. in the Group Window, to record a group):
Press the RECORD button.
Press the touch screen / click / ENTER over the item to record.
You can also press RECORD instead of pressing ENTER in the above sequence.
3.9.8
Actions on Playbacks
To select a Playback, press the SELECT button for the appropriate Playback.
To record a Playback, press RECORD, then press the SELECT button for the appropriate Playback.
To name a Playback press SET, then press the SELECT button for the Playback. Enter the name using the
on screen keyboard or the external keyboard.
To move a Playback, press MOVE, then press the SELECT button for the source Playback and then press
the SELECT button for the destination Playback.
To copy a Playback, press COPY, then press the SELECT button for the source Playback and then press
the SELECT button for the destination Playback.
To include the contents of a Playback into the Programmer, press INCLUDE, then press the SELECT
button for the destination Playback.
To remove a Playback, press REMOVE, then press the SELECT button for the Playback. Press the
SELECT button again to confirm the remove.
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4 Quick Start
4.1
After powering up you are presented with the introductory Help Window. Choose Continue Show.
You can revert to the Help Window by pressing the HELP button at any time.
The console remembers all windows that were open when the console was last used. To close all windows
press SHIFT and CLOSE.
Press SETUP to open the Setup Window.
4.2
If the touch screen does not seem to be responding to your touch correctly then you may need to calibrate the
touch screen.
Press the SETUP button to open the Setup Window. Press the CAL TOUCH soft button. When asked for
confirmation press 1 on the keypad or press the CAL TOUCH soft button again.
Calibration works by finding the bottom left and top right corners of the screen. First press the bottom left of
the touch screen and then the top right. You may wish to use a fine but blunt object.
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To start a new show, go to the Setup Window and press the NEW SHOW soft button. This will clear the
current show from memory shows that have been previously saved to disc will not be affected. You will
be asked to confirm by selecting YES.
Normal - faders activate Cue Stacks. When recording, all data in the programmer is stored in recorded
cues
Theatre non-track - faders operate levels only. When recording, all data in the programmer is stored
in recorded cues
Theatre tracking - faders operate levels only. When recording only data in the programmer that has
changed since the last record is stored in recorded cues
Hog II warp like Theatre Tracking but with some extra features to make the programming more
familiar to Hog II users.
In Theatre modes, fixtures return to their default values when under control of a playback or the
programmer. The keypad is set up to enable selection of Palettes using Palette numbers, and Cue Stack
timing defaults to being stepped timing rather than chase timing.
The mode can be changed at any time by using the Programming Mode soft button in the Setup Window.
In addition each individual option / default value can be customised by the user and saved as their personal
settings file.
Starting a show clears all patching, all programming and all palettes. It does not clear console specific
options such as the configuration of the DMX outputs or the calibration of the touch screen.
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To enable output of channel data select the DMX IO VIEW in the Setup Window. This windows enables
modification of the inputs and outputs for the 18 universes. The MagicQ Pro consoles support DMX directly
from the console or via an external ArtNet to DMX convertor.
4.4.1
The MagicQ Pro consoles and MagicQ Xpert consoles have DMX outputs directly on the rear panel.
Older MagicQ consoles can be upgraded to have DMX on the rear panel via expansion modules.
From MagicQ software version 1.3.4.5 the four DMX outputs on the rear panel automatically output
universes 1 to 4 unless they are configured otherwise. The DMX will be output regardless of the Status
enabled or disabled in the Setup window. On Pro consoles there is a green LED on the rear panel that
indicates when DMX is being output.
If you wish to choose alternative universes to be output to the four DMX outputs on the rear panel, or you
have software prior to version 1.3.4.5 then you will need to configure the outputs manually. For each of
the Universes you wish to output on the rear panel, select Out Type as MagicQ Direct and Port 1, Port 2,
Port 3 and Port 4.
On Software prior to version 1.3.5.0 select Cham USB instead of MagicQ Direct and select Out Uni
to Mod 1 Port 1, Mod 1 Port 2, Mod 1 Port 3, Mod 1 Port 4 respectively. Enable the Universes.
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To output ArtNet on a Universe enable it and ensure that the output type is set to ArtNet. Choose which ArtNet
Universe you wish to Output the MagicQ Universe on. MagicQ defaults to outputing MagicQ universe 1 on
the first ArtNet Universe (Art 0).
If you are using Ethernet to DMX512 conversion boxes then you will need to configure the boxes to respond to
the correct ArtNet sub-net and ArtNet universe. With ChamSys 3 Universe Ethernet to DMX boxes you need to
set up the two rotary switches to the correct values the left one for ArtNet sub-net and the right one for
ArtNet universe. The interface will then decode the three ArtNet universes starting from that ArtNet subnet
and universe.
In most networks the ArtNet sub-net is set to 0 (you can change this on MagicQ in the DMX I/O View of The
Setup Window by paging right). The ArtNet universe is the same as the Universe set in Out Uni and In Uni
DMX I/O above if you are using only one Ethernet to DMX512 interface then you can use Universe 0.
If you are using multiple Ethernet Interfaces then you will need to set each Ethernet Interface to a different ArtNet Universe for example when using two ChamSys 3 Universe Ethernet Interfaces set the first Interface to
ArtNet Universe 0 and the second one to ArtNet Universe 3.
MagicQ Media Centre includes a DMX viewer for monitoring ArtNet on the Network select Devices,
DMX View. The data on the network is shown in pictorial form. Universes that are active are shown in
white whilst universes that that are inactive are shown in grey.
4.5
To connect a MagicQ Playback Wing simply connect the Wing to the MagicQ console via USB. In the
Setup Window, View System, View Wings set the first Wing to be type USB Wing.
By default the Playback Wings are set so that the Wings change page when the Next Page / Prev Page
button are pressed on the MagicQ console. It is possible to make the Wings operate completely
independently of the main MagicQ console by changing the Lower Bank Tie and Upper Bank Tie.
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To use multiple Playback Wings simply connect them and change the type to USB wing.
4.5.1
When using MagicQ consoles with multiple Playback / Extra Wings (or multiple Execute Wings) it is now
possible to set a Wing ID for each Wing. The required wing ID can then be set in Setup, View Wings to
ensure that the Wings are identified correctly and control the correct Playbacks. Previously Wings could
swap over if one was reset or they were powered on in a different sequence.
Note that the Wing ID is only supported on new Wings with blue LCDs and the most recent Wing
firmware). The Wing ID is set by holding the reset button under the armrest of the Wing whilst holding
the lower most Page UP and Page Down buttons.
4.6
MagicQ has VGA connectors on the rear panel for connecting external monitors. These monitors can be
touch screen monitors.
4.6.1
On MagicQ consoles running the Pro 2010 operating system there is support for 2 external monitors with
resolution up to 1440x900. These monitors can be touch screens there is a list of supported touch
screens on the ChamSys download site. External monitors must be powered and connected when the
console powers up in order to be detected correctly.
Set the required resolution in the Resolution column and enable it.
When using USB touch screens, go to Setup, View System, View Status, Touchscreens to determine
which touch screen is Touch 1 and which is Touch 2.
4.6.2
On the Pro Operating System Monitor output 1 is a duplicate of the on board screen. This enables the
console to continue to be used should there be a problem with the on board screen. Monitor output 1
always duplicates the on-board screen.
Monitor output 2 can be used for showing extra windows. To enable windows to be moved onto Monitor
output 2, enable it in Setup, View System, View Monitors by setting the resolution on Monitor 2 to
1024x768 or 800x600.
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Before turning on the 2nd monitor output, ensure that the monitor card upgrade has been carried out this
requires the fitting of a monitor card inside the rear panel. Note that the presence of the 2nd VGA
connector does NOT indicate that that the monitor card has been fitted. It is recommended to turn off the
2nd monitor output when a monitor is not connected as this will improve performance slightly.
On Pro systems prior to v1.4.3.0 the 2nd monitor and serial touch are configured in Setup, View Settings,
Ports.
The 2nd monitor output can be a touch monitor. To connect a serial touch monitor, simply connect the
serial cable to the serial port on MagicQ. Then select the appropriate protocol in Setup, View Settings,
Ports, Serial remote protocol and set Serial touch monitor to Monitor 2.
MagicQ Pro series consoles running the Pro (non Pro 2010) operating system only support a very limited
number of USB touch screens. We recommend using a serial touch screen or upgrading to Pro 2010
operating system.
4.7
Patching
Open the Patch Window by pressing the PATCH button. The Patch Window has three views, VIEW HEADS,
VIEW CHANS and VIEW DMX. In this section we describe patching in VIEW HEADS.
Choose the head you wish to patch by pressing the CHOOSE HEAD soft button. The Window will change to
give you a list of manufacturers and heads. Select a head by pressing the touch screen. Alternatively scroll
around the Window using the cursor keys, and press ENTER when the cursor is over the correct head.
Once you have chosen a head you will be returned to the Patch Window. Press the PATCH IT soft button to
patch the head. You will be prompted for the number you wish to prompt and the address where you wish to
patch the heads. Use @ to patch at a specific address.
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To patch a dimmer, simply press CHOOSE DIM/MEDIA, select Generic Dimmerer and then patch one or
more dimmers as above.
In the Patch Window all the lighter coloured fields can be configured. To modify a field, first move the cursor
to the field, then input the new value using the keypad and keyboard, and finally press ENTER.
In this way you can modify DMX address, head number, head name and gel for each of your patched heads.
4.7.1
Once you have patched all the heads you can then name and number them as you wish. It is recommended that
you name the dimmer or the head based on its location (e.g. front wash / back truss SL). For dimmers you may
wish to configure the gel. This makes programming easier enabling the console to auto program cues for
you.
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The gel field uses gel numbers. For Lee colours enter the gel number directly (e.g. 181 for Lee 181). For
Rosco colours enter the gel number preceded by dot (e.g. .14 for Rosco 14). For no colour enter 0. If you
would prefer to use colour names rather than gel numbers then simply enter the colour name.
To test a patched head or dimmer, simply press the TEST MODE soft button (soft button encode C) and the
head which the cursor is over will be tested. For heads it locates the fixture; for dimmers it sets the dimmer to
100%. Press the TEST MODE soft button again to turn test mode off.
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Controlling Heads
Selecting Heads
In order to control intelligent heads it is necessary to be able to select which heads to use. The MagicQ console
keeps track of the currently selected heads to enable it to determine which heads to apply changes to. The
operator can select head individually or can use groups to recall configurations of heads that are used
frequently.
In Hog Warp mode or when the Setup option Keypad always selects head is set you can select heads from
the keypad for instance to select heads 1 through 4.
1 THRU 4 ENTER
In other modes, you can select the heads using
1 THRU 4 @@
4.8.2
The console automatically generates a group for all the heads of a particular head type. In addition new groups
can easily be recorded.
The Group Window has two views. VIEW GROUPS enables selection of heads using groups whilst VIEW
HEADS enables individual selection of heads.
In VIEW GROUPS, pressing the touch screen for a particular group selects all the heads associated with that
group. All other heads are deselected. To select multiple groups, press SHIFT and a group to toggle the group
in and out of selection.
In VIEW HEADS, individual heads are selected / deselected by pressing the touch screen. Use PG UP and PG
DN to scroll through the heads.
4.8.3
Recording a Group
Select the heads you want in a group using keypad selection or in the VIEW HEADS view of the Group
Window.
Change to the VIEW GROUPS view.
Press RECORD and then select the group you wish to record either by pressing the touch screen or by using the
cursor keys and then pressing ENTER.
4.9
Naming a Group
When recording a group, if you key in a name before pressing the touch screen (or pressing ENTER) then the
group will be named at the same time as it is recorded.
You can name a group at any time by keying in the name, pressing SET, and pressing the touch screen.
If you do not have a keyboard then press SET and select the group to name by pressing the touch screen (or
using cursor keys and ENTER). A keyboard window will be displayed for you to enter the name on screen.
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The highlighted window enables controls the soft buttons and rotary encoders. In each of the Windows the X
and Y encoders control the most important attributes Pan and Tilt in Position Window, Col Wheel 1 and Col
Wheel 2 in the Colour Window and Gobo Wheel 1 and Gobo Wheel 2 in the Beam Window. In the Beam
Window there are more than eight attributes to be controlled these are accessed using multiple pages of
encoders by pressing the NEXT PAGE soft button.
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For indexed attributes such as colour wheels and gobo wheels, the button associated with each encoder can be
used to bump the attribute value to the next range. Pressing SHIFT and the button bumps back to the previous
range.
In addition the window enables selection of palette values for the attribute type using the touch screen. When
heads are recorded the system automatically generates palettes for each attribute type. You can record new
palette entries, or modify existing ones as you see fit.
In the Colour Window pressing the COL MIX / COL ATTRIBS button changes to the colour picker. Press
COL TYPE to select standard colours, Lee colours, Rosco colours or HIS model.
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To name the palette, key in the name on the external keyboard, then press SET and select the palette entry you
wish to name. To use the on screen keyboard, first move the cursor over the palette entry, then press SET and
key in the name followed by ENTER.
4.15 Adding in FX
To add a FX to some heads, select the heads then from the Group Window or the Prog Window press the ADD
FX soft button. Choose the FX to add.
Once you have chosen a FX you are returned to the Prog Window. Use the encoders to modify the parameters
of the FX such as the speed, size and spread between heads.
You can add multiple FX to a head, provided that the FX uses different attributes - e.g. you can mix a Pan Sine
with a Tilt Sine.
To view a recorded Cue, press the SELECT button for the Playback, and then press CUE to open the Cue
Window.
To configure options when recording, press SHIFT + RECORD and a toolbar of record options will be
displayed. Choose the options you require then press the SELECT button of the Playback as above.
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To test the Cue, clear the programmer by pressing CLEAR then raise the Playback fader or press the Playback
flash button.
View the Cue Stack by selecting the Playback and pressing CUE STACK to open the Cue Stack Window.
When you record more than one Cue onto a Playback the Cue Stack controls the transition from one Cue to
another. In Normal mode by default the Cue Stack operates like a chase - i.e. each Cue is executed in turn, with
timing being handled by a Chase Speed for the whole Cue Stack.
In Theatre Modes the default timing is Cue Timing individual Fade times on each step with GO stepping
from one step to the next.
The timing mode can be changed, so that the Cues play back in a theatre style using the GO / STOP buttons.
Select the VIEW OPTIONS view and press the CUE TIMING and CHASE TIMING soft buttons to modify the
timing mode.
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5 Patching
5.1
Conventional lighting consoles are often limited in the number of DMX channels they can control
independently typically 24, 48 or 96 channels. These channels typically correspond to the number of faders
on the console. Some consoles offer a patching facility to allow multiple DMX channels to be patched onto
one fader but these DMX channels can then not be controlled independently.
The MagicQ console allows access to all DMX channels on all the DMX universes supported on the console.
Each channel can be controlled and programmed independently giving superior flexibility.
Consequentially the console does not make a distinction between DMX channels and console channels and
therefore there is no need for complex patching to be carried out before the console can be used.
Each head can be allocated a head number for recall using the keypad and a name for identification. However
to save time, the console will automatically allocate numbers and names according to fixture types.
5.2
The console supports comprehensive patching facilities for allocating dimmers and intelligent heads to DMX
channels. Patching can be carried out at any time and has an immediate effect.
Press the PATCH button to open the Patch Window. The Patch Window has two possible views, VIEW
HEADS and VIEW CHANS.
VIEW HEADS is used to manage heads and dimmers, such as naming, setting head numbers and gel colour.
VIEW CHANS is used to carry out operations on individual DMX channels, such as testing the channel and
setting inverts.
5.3
Testing channels
To test channels in VIEW CHANS press the TEST CHANS soft button to enter test mode. In this mode the
channel which the cursor is on is set to the level configured on the TEST CHANS encoder. Use the cursor keys
to move through different channels. Test mode remains active until the TEST CHANS soft button is pressed
again.
Channel testing works for both patched and unpatched channels. Note that for channels patched as LTP, the
level of the Grand Master does not affect the channel level and after test is turned off the channel remains at the
test level. LTP channels can be set to zero by pressing CTRL CLEAR.
You can also test channels by moving to the appropriate channel and pressing the TEST SELECT CHANS soft
button. The channel will be set to the level of the Grand Master fader. Pressing TEST SELECT CHANS soft
button again returns the channel to zero. You can test multiple channels by using SHIFT and the cursor keys to
select multiple channels and then pressing the TEST SELECT CHANS soft button. Channels that are in test
mode are highlighted in red.
Pressing the NEXT UNI or PREV UNI soft buttons moves you up or down the window to the first channel of
the next or previous universe.
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The console supports a large library of heads. The console treats dimmers just like any other head - they
just happen to have a single channel. Dimmers use the "Generic Dimmer" personality.
Choose the head you wish to patch by pressing the CHOOSE HEAD soft button. The Window will change to
give you a list of heads. Select a head by pressing the touch screen. Alternatively scroll around the Window
using the cursor keys, and press ENTER when the cursor is over the correct head.
Once you have chosen a head you will be returned to the Patch Window. Press the PATCH IT soft button to
patch the head, and you will be prompted for an address to patch the head to.
Press ENTER to patch to the next free address the title bar shows the next free address that a head of the
chosen type can be patched. If you wish to patch multiple heads at fixed offsets e.g. four Martin Mac500s at
DMX channels 1,21,41,61 then enter 4/20.
To patch a head at a specific address use @. For example to patch 10 dimmers at DMX address 20 key in
10@20. To patch to the 2nd universe use 10@2-20. To patch at the first free address on a universe other than
the first universe use +, e.g. for the second universe use 10@+2-1.
If this is the first patch you have patched then MagicQ will prompt you whether to add the head into the
visualiser. Pressing yes will create a visualiser head within the show file, so that you can see the head in the
MagicQ visualiser.
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In this way you can modify DMX address, head number, head name and gel for each of your patched heads.
5.5
Press the VIEW HEADS soft button to check the heads you have patched, and to name and number them as
you wish. In the Patch Window all the light coloured fields can be configured. To modify a field, first move
the cursor to the field, then input the new value using the keypad and keyboard, and finally press ENTER.
Multiple head names and numbers can be set at the same time by using SHIFT and the cursor keys to select
multiple items. Turning on test mode using the TEST HEAD soft button makes it easy to view each head /
dimmer in turn.
By default the VIEW HEADS view is sorted by head number. If you are setting head numbers by entering
each head number individually then you may find it easier if the view is sorted by DMX. Press the SORT soft
button and select BY DMX. Note that the sort also affects the order in the Intensities Window, the Programmer
Window and the Group Window.
5.5.1
Head Names
Head names are used to identify the Dimmer or Head. We recommend that you set the head name based on its
location (e.g. front wash / back truss SL). It is not necessary to name intelligent heads according to their
product name (e.g. Mac500) as this is already stored in the console from the personality.
5.5.2
Head Numbers
Head numbers are used in various displays to indicate which heads are being operated on. Head numbers can
also be used for selecting heads and setting intensities directly from the keypad.
By default the console numbers in the order that they are patched starting from 1.
If you expect to be selecting heads using the keypad then we recommend you use unique head numbers for
each head. The console will use unique numbers by default. You can modify head numbers manually so that
they are more meaningful to your rig. Alternatively you can use one of the in-built renumber algorithms.
Pressing RENUM HEAD NOS and selecting BEST FIT causes the console to use an intelligent algorithm to
allocate heads starting with numbers that you can easily recall. For example, if you patch 4 MAC500s and 4
HPEs then when you renumber using BEST FIT it will number the MAC500s from 1 to 4 and the HPEs from
11 to 14.
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If you would rather work with DMX channel numbers, then press the RENUM HEAD NOS soft button and
select BY DMX. This will configure the head number for all patched heads to be the DMX channel address of
the head. You can then select heads and set intensities using the DMX channel numbers.
Selecting HEADS (ALL START 1) sets the head numbers so that for each head the numbers start from 1 - this
is the default option. Selecting BY NAME sets the head numbers so that they use head name, gel and type to
order the heads.
5.6
For dimmers you may wish to configure the gel name or number. This makes programming easier enabling
the console to auto program cues for you.
The gel field uses gel numbers. For Lee colours enter the gel number directly (e.g. 181 for Lee 181). For
Rosco colours enter the gel number preceded by dot (e.g. .14 for Rosco 14). For no colour enter 0. If you
would prefer to use colour names rather than gel numbers then simply enter the colour name. The console
knows about most standard colours.
5.7
The console automatically generates groups for each of the different heads patched onto the console e.g.
All Dimmers, All Mac500.
The console is also capable of generating groups based on gel colours and head names. Press the AUTO
GROUPS soft button in the VIEW HEADS view of the Patch Window and then select Dimmers and/or
Heads.
When Dimmers are selected the console will examine all dimmers patched and generate a group for each
different gel colour and a group for each different head name.
When Heads is selected the console will generate a group for each different head type that has heads with
a distinct head name. Thus if you have named some of your Mac500s front and some of them back it
will generate a Mac500 front group and a Mac500 back group.
5.8
For heads that have multiple attributes of one type e.g. more than one dimmer or more than one red,
green or blue channel MagicQ uses multi element heads.
Multi element heads are patched in exactly the same way as normal heads, but MagicQ shows a * next to
the DMX address to indicate that it is a multi element head.
Multi element heads have a separate head number for each element in the head therefore when patching
several of these heads, the head numbers will increase by more than one per head.
MagicQ recognises three kinds of multi element heads those which simply have a repeated element,
those that have a main element followed by a repeated element and those that have repeated elements
followed by a main element.
When multi element heads are patched MagicQ generates the All group which contains both the main
and repeated elements. MagicQ will also generate separate groups for the main Mn part and the
repeated Ele part.
The separate elements of the head can also be sub selected using the dor operator from the keypad for
example for head 2 you can select 2.4 to sub select the 4th element.
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In VIEW HEADS you can invert the pan and tilt channels of moving heads and also swap the pan and tilt
channels. Pressing ENTER in the appropriate field changes the field value.
Individual channels can also be inverted in VIEW CHANS if required.
5.11.1
It is possible to set limits and offsets on channels using the Limit and Offset dimmer curves.
Limit enables a maximum level to be set for the channel whilst retaining the normal linear dimming curve.
When dimmer curve is set to Limit the channel has a linear curve up to the maximum value rather than
using the normal linear curve and then stopping at the maximum value.
Offset enables an offset value to be applied to a channel this can be useful if a moving light is not
calibrated correctly or it has been moved. When dimmer curve is set to Offset then the minimum value
specifies the offset to be applied. When a channel value exceed 255 then it wraps back to 0.
5.11.2
MagicQ supports a quick method of applying an offset to channels such as a pan or tilt offset, or an offset
on a colour scroll.
To apply an offset, playback the Cues and then override only the parameters you wish to offset in the
programmer. Then press the Update button. The Update options have been modified to include an extra
option Patch Offset. Selecting this option applies a permanent offset to the channel in the Patch rather
than modifying the individual Palettes and Cues.
To remove the offset go to Patch, View Chans and remove the offset from the appropriate channels.
Offsets apply only to LTP channels, not to HTP (Intensity) channels.
The Outputs window shows channels with offsets in green colour.
The Patch window shows offsets applied to Pan and Tilt in the Pan Offset and Tilt Offset field.
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User dimmer curves are specified in files of format csv (comma separated variable) with filename
dimmercurveuser1.csv, dimercurveuser2.csv etc stored in the show/heads folder.
The files consist of 256 lines each with a value between 0 and 255. These files can be generated in a
User dimmer curves are not stored into the show or settings files. Each console that uses user dimmer
curves must have the curves stored in the show/heads folder.
In the CSV file the line after the last line of data (the 257th line) can hold a name for the curve which is
then displayed in MagicQ. The name has a maximum of 15 characters.
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In VIEW HEADS, simply edit the DMX field with a new address.
In VIEW CHANS, press the MOVE button, then select the channel field of the Dimmer you wish to
move. Then select the channel field of the destination. Heads are moved in the same way as Dimmers
for the source channel select any of the channels of the Head.
If you try and move to a location where there are already channels patched then the console will prompt
whether you wish to continue and move the already patched channels aside. If you confirm YES the
already patched channels will be moved to the next free locations. If you confirm NO then no move will
be performed.
Multiple Dimmers and Heads can be moved at a time using SHIFT and the cursor keys. When making a
change to multiple heads the change defaults to an absolute change thus the first head will be moved to
the specified address and the next heads to the addresses immediately following. To make a relative
change enter a / after the new address - i.e. to move 4 heads from 1-1 to 2-1, but keeping the relative DMX
offsets between the heads, enter 2-1/. You can also specify an explicit offset to use, just like when
patching e.g. 2-1/20.
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To use this support, patch a Generic Scroller With Dim. This will appear in the View Heads with the
DMX address marked as virtual and any DMX address you specified when you patched it will be
ignored. Change to the View DMX view and specify in the appropriate DMX columns the DMX address
of the dimmer and the scroller.
The Generic Scroller With Dim is set up as a Virtual personality i.e. the channels in the personality
can be patched to any location on MagicQ unlike normal personalities where the channels are sequential
from the DMX start address. In the View DMX view, the DMX address fields are used to specify the
addresses for each channel in the virtual personality up to a maximum of 5 channels. (For normal
personalities these fields are used to specify multiple fixtures patched to one head.)
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If you patch new heads into a show, without cloning it is still possible to then copy programming from
other heads to the new heads. To copy programmed data from one head to another press the SHIFT +
COPY HEAD PRG soft button in the HEAD VIEW, then select the source head followed by the
destination head. All the Cues, Cue Stacks, Groups and Palettes that contain the source head will be
updated to include the destination head.
5.18.2
Another way to expand existing shows is to patch the new heads and dimmers but then in the Patch
window to set a real time channel copy from another already programmed channel. The value of the
channel will always be that of the already programmed channel. Any programming of the newly patched
channel will be ignored. To set up real time copies, edit the Merge and From Chan columns in the View
Chans view of the Patch Window. Press ENTER in the Merge column to change it to "Copy" and then set
the From Chan column.
After morphing heads your groups, palettes, and cues will be updated to reflect the new head types.
5.19.1
From v1.5.1.0 MagicQ supports full morphing between multi part heads, from single part heads to multi
part heads, and from multi part heads to single part heads.
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When morphing between multi part heads, if the new head has less parts than the original head then the
excess parts in the original heads will be ignored. If the new head has more parts than the original head
then the excess parts in the new head will be a repeat of the parts from the original head.
This also enables easy changing of mode of multi part heads which was not previously possible e.g.
when changing a Thomas Pixeline from 18 pixel to 9 pixel mode, or when changing a Chromalec Jarag
from 25 to 31 channel mode.
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You can set up multiple dimmer channels very quickly using the cursor keys to select multiple entries in
the Copy From column. Use / to specify an offset. For example to copy the dummy dimmer channel from
five VL5 heads at 1-1 (9 channels each) to dimmers at 2-1, use the cursors to select the five dimmers in
the Copy From column and enter 1-1/9.
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Only one Cue can be the Default Cue and only one Cue can be the Locate Cue however one cue can be
both the Default Cue and the Locate Cue. A (D) and a (L) are used to indicate the settings respectively.
It is not necessary to program all the different attributes into the Locate Cue or the Default Cue simply
program the values that you want to be different from the Locate vals in the Personality. For instance to
record a default position with all heads positioned towards FOH position, simply record a Cue with the
FOH position data and press the SET DEF CUE soft button.
If you wish to change the Locate Cue or the Default Cue then simply re-record the Cue. If you update
Palettes used in the Cue, or modify the Cue directly from the Cue Window then you may need to reset the
Cue in the Cue Store before the change takes place. Press the CLEAR DEF CUE and SET DEF CUE for
the desired Cue.
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It is possible to add virtual dimmers to a head in the Patch, View Heads view using a single action. Place
the cursor on the head you wish to add a virtual dimmer for and then press SHIFT and ADD VDIM. You
can use SHIFT + the cursor keys to select multiple heads.
Virtual dimmers can only be added to heads that do not have an intensity channel. For heads with
multiple RGB elements, a virtual dimmer will be made for each RGB element.
Virtual dimmers added in this way will appear unpatched. Note that the virtual dimmers take up channels
from the total channel count.
Note that if you set channels up with virtual dimmers and then load your show into a version of software
prior to 1.3.8.1 then the virtual dimmer will not work the channels will always be at full (programmed)
level.
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6.1
This window displays a fader for each dimmer and head patched onto the console. Pressing the slider part of
the fader sets the appropriate level. When a fader is moved from 0 the channel in the programmer is activated
and the fader will turn red.
The SQUARE OFF soft button enables fast programming of intensities. Using the touch screen select the
channels you wish to have at full and at zero but dont bother being exactly accurate with the level of the
selection. Pressing SQUARE OFF finishes the job by setting all channels that are less than 50% to 0 whilst
setting channels above 50% to full.
Use the ALL TO FULL and ALL TO ZERO buttons to change the level of all the channels.
Press SHIFT and SQUARE OFF to invert the faders - all channels less than 50% go to 100% whilst all
channels above 50% go to 0%.
Press the CLEAR soft button to clear the programmer.
6.2
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A single fader or multiple faders can be controlled using the top right rotary encoder in the Intensity Window.
The encoder controls the fader, which the cursor is over. Selecting a block of faders by pressing the cursor
keys whilst holding the SHIFT button down enables multiple faders to be selected.
6.3
The level of dimmers and the intensity channel of heads can be set from the keypad. Head numbers are used to
reference the required dimmers and heads.
If you intend to use this method for setting intensities then you should set up the head numbers when patching.
It is easy to do - the console can automatically renumber them, or they can be set to be the same as the DMX
start address of the dimmer / head. See the section on patching.
Keypad setting of intensities is supported regardless of which Window is currently active.
To set heads 1 to 4 to 40% key in
1 THRU 4 @ 40
To set heads 1 to 4 and heads 8 to 11 to 100% key in
1 THRU 4 + 8 THRU 11 @ FULL
To set heads 1 through 12 but not head 7 to 10% more than their current value key in
1 THRU 12 - 7 @ +10
The console supports theatre style key entry so you can set head 1 to 40% by typing
1 @ 4 ENTER
and you can set head 1 to 4% by typing
1 @ .4 ENTER or 1 @ 04
Note that if the "Auto enter on keypad intensity set" option is set, you do not need to press ENTER after you
have entered a 2 digit level. The console knows that you are setting an intensity due to the @ key. Valid levels
are 0% to 100%.
On MagicQ PC you can use > to indicate THRU and # to indicate FULL.
6.3.1
Fade times for intensity channels can be entered from the keypad. Ensure that Auto Enter on Keypad
Intensity Set is set to No for this to function correctly.
This can be done when setting levels, e.g. to set heads 1 to 4 at 80% with fade time of 5 seconds:
1>4@80/5
Or without changing the level
1>4@/5
To set a delay time and a fade time (e.g. delay 2 seconds, fade 5 seconds)
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1>4@/2/5
Split fade times can be set from the keypad:
1 > 10 @ FULL / 3 *
1 > 10 @ FULL / 0 > 5
1 > 10 @ FULL / 0 > 5 / 0 > 4 // Heads 1 to 10 at 100% split delays and fades
When using split fade times it is possible to enter max > min as well as min > max.
1 > 10 @ FULL / 4 > 0 / 1
6.4
When you use the keypad to modify heads, by default this does not modify which heads are selected. This
ensures that you can be busking moving heads whilst modifying individual dimmer levels at the same time.
However, at any time you can set the levels of the intensities of the currently selected heads using the keypad.
To set the selected heads to 70% key in:
@ 70
This method also supports standard key entry syntax such as + and for relative changes.
You can change which heads are selected at any time through the Group Window see Selecting Heads.
In the Intensities Window you can change which heads are selected by moving the cursor to a fader and
pressing ENTER. You can also select/deselect heads by holding down SHIFT and selecting faders. When
faders are shown with a thick stem they are selected. Holding SHIFT and pressing the fader toggles the
selection of the fader.
In the Intensities Window press SELECT ACTIVE or SHIFT and SELECT NON ZERO to select the heads you
have modified this can be useful for creating groups.
6.5
Programming time is significantly improved by making use of the gel colour facility built into the console.
Assigning a colour to each dimmer is quick and easy and then enables the programming of scenes based on
colours. In the Intensity Window the dimmers can be selected on a per colour basis, thus easily enabling the
operator to identify the colour and position of the lamps to program into each scene.
First ensure that each Dimmer has been given a name and a gel colour. This can be carried out either from the
Patch Window or from the Intensity Window.
To name a Dimmer in the Intensity Window, either:
a) Type in the name on the external keyboard and then press the SET NAME soft button.
b) Press SET, then type in the name on the screen keyboard. Then press the SET NAME soft button.
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6.5.1
In the Intensity Window you can filter out faders based on gel colour, head type and head name thus providing
a view of only the data you are interested in at the time.
Use the top three left rotary encoders / soft buttons to page through head types and gel types. The display will
show only the heads and colours that match the selection.
At any time press the VIEW ALL soft button to revert to viewing all faders regardless of head type, head name
and gel colour.
Pressing the ALL TO ZERO and ALL TO FULL soft buttons only affects the faders that match the selected
filter. So for example in order to set all the red lamps to full, page through the gel type till you reach RED and
then press ALL TO FULL.
Remember that although you only view the gel type that you have requested there may be other gel types that
have been previously activated in the programmer. Press CLEAR before starting programming a new scene.
6.6
The Intensities Window supports two views - the Programmer View and the Presets View. The faders in
each of these views behave differently. In the Programmer View the faders control values within the
programmer whilst in the Presets View the faders act like individual preset faders. Intensity channels are
generally configured to be HTP so the level of a particular channel will be a combination of the faders in
the two views - the highest of the two faders.
It is important to understand the distinction - preset faders do not affect the contents of the programmer
and therefore can not be used for programming Cues.
When programming a show you should always use the Programmer View. When playing back a show
you may wish to use the Presets View - this has the advantage that since it is not part of the programmer,
fader values are not affected by actions on the Programmer such as CLEAR. You could, for example, add
in some face lighting from some profiles using faders in the Presets View which would not be affected by
effects that you are busking on some moving heads.
Faders in both the Programmer and Presets Views are affected by the level of the Grand Master. They are
also affected when a SWAP button is pressed - any HTP channels in the Programmer or the Presets View
will be reduced to zero.
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The Outputs Window includes a View for showing the intensities of all patched channels in a theatrical
manner with channels and percentages. Open the Outputs Window by pressing the Out button and select
the View Chans soft button.
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7.1
Selecting Heads
The console automatically generates a group for all the heads of a particular head type. In addition new groups
can easily be recorded.
The Group Window has two views. VIEW GROUPS enables selection of heads using groups whilst VIEW
HEADS enables individual selection of heads.
In VIEW GROUPS, pressing the touch screen for a particular group selects all the heads associated with that
group. All other heads are deselected.
In VIEW HEADS, individual heads are selected by pressing the touch screen. All other heads are deselected.
Use PG UP and PG DN to scroll through the heads. To select multiple heads hold SHIFT and press a head.
The head will be toggled in and out of selection.
7.2
Using Groups
Once a group has been recorded, then pressing the touch screen for the group will make all the heads in the
group selected. All other heads will be deselected. To select multiple groups press SHIFT and a group to
toggle the group in and out of selection. (Note that you can change an option in the Setup Window to enable
multiple groups to be selected without pressing SHIFT.)
When in the VIEW GROUPS view you can also use the keypad to select a group - simply enter the group
number. You can use + and - to select multiple groups.
Pressing + before a group is selected adds the group to previously selected heads, i.e. the heads in the group are
all selected as before, but other heads are not deselected.
For example to select groups 1 and 3 press
1 + 3 ENTER
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7.2.1
Recording a Group
Select the heads you want in a group in the VIEW HEADS view of the Group Window.
Change to the VIEW GROUPS view.
Press RECORD and then select the group you wish to record either by pressing the touch screen or by using the
cursor keys and then pressing ENTER.
7.2.2
Naming a Group
When recording a group, if you key in a name before pressing the touch screen (or pressing ENTER) then the
group will be named at the same time as it is recorded.
You can name a group at any time by keying in the name, pressing SET, and pressing the touch screen.
If you do not have a keyboard then press SET and select the group to name by pressing the touch screen (or
using cursor keys and ENTER). A keyboard window will be displayed for you to enter the name on screen.
7.3
Heads can be selected based on the head numbers of your dimmers / moving lights - if you intend to use
this method then you should set up the head numbers of your lamps when patching. It is easy to do; the
console can automatically renumber them, or they can be set to be the same as the DMX start address of
the dimmer / head. See the section on patching.
By default on MagicQ the keypad is used for many functions including selecting heads, settings times,
editing fields in spread sheets. This is different to some other consoles which primarily use the keypad for
selection of heads. On MagicQ it is possible to select heads directly form the keypad at any time by
entering the head numbers terminated by @@.
7.3.1
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1 THRU @@
This selects all heads of the same type as head 1 starting at head no 1 in ascending head order until it reaches a
head that is not of the same type.
At any time you can select all of the heads of a particular type (regardless of head no) by selecting one of the
heads and then using SHIFT ALL
1 @@
SHIFT ALL
Note that on MagicQ PC you can use > to indicate THRU.
@@ 0 deselects all heads.
To sub select an element of a multi element head use the dot operator, for example head 1 element 2.
1 . 2 @@
7.3.2
It is also possible to set the Setup Option Keypad always select head. In this mode entering numbers on
the keypad always selects heads however, to perform other operations, like editing fields in the spread
sheet views, you need to press the SET button first.
An alternative to using @@ is to use @ ENTER. This is only supported if the Select heads on intensity
set" option is set. This method works by detecting @ in the keyboard input and instead of passing the input to
the active Window it attempts to parse the input as setting intensities for / selecting heads.
When selecting Colour, Beam or Positions the @@ can be replaced by COL, BEAM or POSITION if you set
the Select Heads and Palettes from keypad option. For example:
1 > 4 COL 5 ENTER
Selects heads 1 to 4 and applies Colour Palette 5.
7.3.3
The keypad now supports functionality to enable selecting of individual selections of heads and
automatically setting all other heads to zero intensity this is similar to the Rem Dim function found in
some other theatre consoles. After selecting heads or setting intensities for heads, type - -.
For example, 1 THRU 4 @ FULL - - will set heads 1 to 4 at full intensity and all other heads in the
programmer will have their intensity set to zero.
4 THRU 8 will bring heads 4 to 8 at full intensity into the programmer, whilst all other heads in the
programmer will be set to zero intensity.
7.4
Heads can be selected from a plan of the rig in the View Plan view of the Outputs window. See creating
rig plans.
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Head Macros
The console loads macros for the head from the personality file. Typical macros are "Lamp On", "Lamp
Off" and "Reset" - however they are very head dependent.
The "Lamp On", Lamp Off and Reset macros can be run at any time by using the following shortcuts:
SHIFT + LOCATE
CTRL + LOCATE
CTRL + SHIFT + LOCATE
Other head macros can be accessed in the Macro Window - press the HEAD MACRO soft button. A list
of the available macros is displayed. Select the macro you wish to run. Progress of the macro is shown in
the Input Display.
It is also possible to lamp on or off all fixtures from the MACRO window.
7.6
Locating Heads
The first action you are likely to want to do is to locate the heads i.e. to put them into a starting position.
Select the required heads and then press the LOCATE button.
Pressing LOCATE, locates all the selected heads. LOCATE places all the attributes of the head into the
Programmer at their default values. The personality data for each head specifies what happens to a head
when it is located. Typically the shutter is opened, the dimmer is set to 100% and pan and tilt are set to
the centre position.
You can locate individual attribute types by holding one of the Pos, Col, Beam or Intensity buttons and
pressing LOCATE. Only attributes of that type are located and placed in the Programmer.
7.7
Modifying Attributes
Intelligent heads have several different attributes typically including pan and tilt, colour, gobo and iris. When
the MagicQ lighting console patches an intelligent head it maps the head parameters to standard attributes to
enable easy access of the features of the head.
The MagicQ lighting console supports two ways to modify attributes either using attribute types or using
attribute banks. Both methods can be used interchangeably to program a show.
7.7.1
Attribute types is a powerful way of categorising attributes. Attributes are categorised into four types
Intensity, Position, Colour and Beam. On the MagicQ there is a window for each of these attribute types.
Select the required heads, then open the required window.
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The window enables the control of all the attributes of that attribute type using the eight rotary encoders. In the
Beam Window there are more than eight attributes to be controlled these are accessed using multiple pages of
encoders by pressing the PAGE 1, PAGE 2, PAGE 3 or PAGE 4 soft buttons or pressing the BEAM button
again.
For indexed attributes such as colour wheels and gobo wheels, the button associated with each encoder can be
used to bump the attribute value to the next range. Pressing SHIFT and the button bumps back to the previous
range.
In addition the window enables selection of palette values for the attribute type using the touch screen. When
heads are recorded the system automatically generates palettes for each attribute type. You can record new
palette entries, or modify existing ones as you see fit.
In the Colour Window there is a COL MIX soft button which gives access to libraries of pre-programmed
colours. Pressing the COL MIX soft button toggles between the normal palette view and the colour mixing
view. In the colour mixing view you can select a colour using the touch screen. The COL TYPE soft button
enables the user to choose between the default colour library, the Lee colour library or the Rosco colour library.
To modify a 16bit parameter in high (i.e. 16 bit resolution), hold SHIFT and turn the appropriate encoder.
7.7.2
Attribute Banks is a traditional way to categorise attributes. The attributes are divided up into banks of two
attributes each, and then can be accessed using two rotary encoders. Select the required heads and then press
CTRL and the FX (was ATTR) button to open the Attribute Window.
On the MagicQ console the attribute banks are supported through the Attribute Window. In this Window the
top soft buttons are used to select the attribute bank. The leftmost soft button toggles between the two possible
pages of attribute banks.
Page
Bank
Attribute 1
Attribute 2
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1
1
1
1
1
1
1
1
1
1
2
3
4
5
6
7
8
9
10
Dimmer
Shutter
Pan
Colour 1
Focus
Gobo 1
Rotate 1
Fx 1
Cyan
Yellow
Iris
Tilt
Colour 2
Zoom
Gobo 2
Rotate 2
Fx 2
Magenta
Col Mix
2
2
2
2
2
2
2
2
2
2
1
2
3
4
5
6
7
8
9
20
Control 1
Control 3
Control 2
Control 4
Colour 3
Frost 1
Gobo 3
Rotate 3
Fx 3
Fx 5
Fx 7
Colour 4
Frost 2
Gobo 4
Rotate 4
Fx 4
Fx 6
Fx 8
Intensity
Beam
Position
Colour
Beam
Beam
Beam
Beam
Colour
Colour
Beam
Beam
Position
Colour
Beam
Beam
Beam
Beam
Beam
Beam
The two large rotary encoders are then used to modify attribute 1 and attribute 2 respectively. Alternatively use
the touch screen to select a range value for the attribute.
For indexed attributes such as colour wheels and gobo wheels, the button associated with each encoder can be
used to bump the attribute value to the next range. Pressing SHIFT and the button bumps back to the previous
range.
To make Palettes in the Attributes Window use the Create Palettes soft button.
7.8
It is possible to use the mouse or trackball for pan/tilt control. Enable the Enable Mouse to control
pan/tilt option in Setup Window, View Settings.
Press the Right mouse button to enter pan/tilt mode. In this mode the mouse or trackball can be used to
control pan and tilt of any selected heads. Press again to return to normal mode.
Support for this function is only available on MagicQ consoles and when connected to a MagicQ PC Wing
or MagicQ MaxiWing. It is not available when connected to MagicQ MiniWing or MagicQ USB
interface as these products do not have X and Y encoders.
MagicQ consoles support serial mice and track balls.
7.9
Flip
Flip modifies the pan and tilt parameters of a moving head so that the beam is positioned in the same place but
from the other end of its movement ranges. Select the fixtures and then press the FLIP soft button in the
Position Window or the Attr Window.
Use SHIFT + INV PAN to only invert the Pan attribute and not the tilt attribute.
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You can set attribute values directly by pressing SET, entering the value on the keypad and then pressing
the soft button for attribute in the Intensity, Position, Colour and Beam windows.
7.11.1
Single Mode
Pressing NEXT HEAD, PREV HEAD or SINGLE enters Single mode whereby only one head from the
selected heads is operated on at a time. When Single mode is first entered control is given to the first
selected head i.e. the first head the user selected after no heads were selected. Note that if the heads
were selected using a group then the first head will be the first head that was selected when the group was
recorded. Single mode is indicated by a LED lit on the SINGLE button.
In Single mode changes made by the encoders or through selecting Palettes only affect the one head that is
being controlled. The head is indicated by a * by the head number.
Once in Single mode, the NEXT HEAD and PREV HEAD buttons are used to transfer control between
the selected heads. Pressing the ALL button returns the head control area to the default mode whereby all
selected heads are controlled.
In Single mode, Locate only affects the one head that is being controlled.
7.11.2
Odd/Even
Odd/Even mode is similar to Single mode except that instead of only a single head being controlled, half
of the heads are controlled. Odd/Even mode is indicated by a LED lit on the ODD/EVEN button.
Pressing ODD/EVEN selects the odd heads. Pressing NEXT HEAD or PREV HEAD toggles between the
odd and even heads. Pressing the ALL button returns the head control area to the default mode whereby
all selected heads are controlled.
Holding the ODD/EVEN button brings up the Odd/Even toolbar for quick selection of odd/even or 3s, 4s,
5s. On MagicQ PC pressing SHIFT + Odd/Even also opens the toolbar.
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All
The ALL button is used to return the head control area to the default mode whereby all heads in the
current selection are controlled.
Pressing ALL when there are no heads selected causes the selected heads that were active when CLEAR
was last pressed, to be reselected.
Pressing SHIFT and ALL selects all the heads of the type last selected.
Pressing CTRL + ALL, or FAN + ALL selects all the heads active in the programmer.
Pressing Next Head and Prev Head reselects all heads in the current selection (like pressing ALL).
7.11.4
The order of the overall selection can be changed using the A Soft Button in the Group Window the
options are Normal, Reverse, Into Centre and Centre Out.
It is also possible to randomise the overall selection order by holding SHIFT and pressing RANDOM
SELECT. The overall selection order can be randomised multiple times to get different random orders.
Note that once the order is randomised it can not be returned to the normal order to do this you must
reselect the overall selection.
Hold the ALL button to bring up a toolbar showing the above options.
7.11.5
When you select heads using Groups or the keypad, MagicQ then enables the operation on a sub selection
of the main selection using the Next Head, Prev Head, Odd/Even, and All buttons. This enables the user
to select a group of heads and work on heads individually without reselecting the heads.
It is possible to sub select heads from within the main selection using the keypad and referring to heads
using the index of that head within the overall selection order for instance, selecting the 1st and 3rd head
within the selection, or selecting heads 1 THRU 4 in that selection. The numbers used are the index into
the selection order, not the head numbers.
To use this method, select a group of heads, then type the index number followed by NEXT HEAD or
PREV HEAD. So to select the 1st and 2nd heads in the current selection:
1+2 NEXT HEAD
Or to the 3rd, 4th and 5th
3 THRU 5 NEXT HEAD
You can select multiple groups as your main selection so if you have a line of 4 spots and 4 washes you
can make a group with of all 8 heads and then access them using the numbers 1 to 8 regardless of their
head number.
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Using NEXT HEAD and PREV HEAD without entering a number, operates as normal, selecting the next
or previous head within the overall selection.
7.14 Reselecting heads using Palettes and Intensities (Active Palette and
Intensity)
To reselect all heads using a particular palette, hold ALL and press the palette entry.
<Hold ALL> <Green>
Or use the keypad
<Hold ALL> <COL 5 ENTER>
To reselect all heads at or above an intensity level hold ALL and type the level. Then release ALL or
press ENTER.
<Hold ALL> <50 ENTER>
To reselect all heads at a specific intensity level hold ALL and type @ followed by the level. Then release
ALL or press ENTER.
<Hold ALL> <@ 60 ENTER>
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GROUP 1 * 2 ENTER
This selects heads which are in both groups 1 and 2
And Only can be used with the THRU, + and operators.
GROUP 1 THRU 4 * 5 THRU 8 ENTER
This select heads which are in one of the groups 1 to 4 and also in one of the groups 5 to 8.
It is possible to use And Only together with the @ operator to set levels directly.
GROUP 1 * 3 @ FULL ENTER
Note that if the option Select heads and palettes from keypad is set to No then the ** operator must
be used to select groups from the keypad:
1*2**
1 THRU 4 * 5 THRU 8 * *
1 * 3 * * @ FULL ENTER
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8 FX Engine
8.1
Adding in FX
To apply a FX to some heads, select the heads then from the FX Window, Group Window, or Prog Window
press the ADD FX soft button. MagicQ lists all of the stored Waveform FX. Choose the FX to apply.
You can apply multiple FX to a head, provided that the FX uses different attributes - e.g. you can mix a
Pan Sine with a Tilt Sine.
Some of the FX are not specific to particular attributes of the head these are marked with a * e.g.
Ramp, Sine and Cosine. When one of these is selected you are prompted for which attribute you wish to
apply the FX to. For instance you could program a circle using a Sine on the Pan attribute and a Cosine
on the Tilt attribute. Alternatively you could just use the circle FX!
Once you have chosen a FX you are returned to the Prog Window. Use the encoders to modify the parameters
of the FX such as the speed, size and spread between heads. By default FX size goes up to 255. Hold SHIFT
+ use the encoder to get sizes above 255.
The Prog Window provides a Simple and an Advanced View. The Simple View enables modifications of the
FX as applied to all heads. The Advanced View enables the parameters of the FX to be modified for each
different head this, for example, enables different sizes to be set for different heads.
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8.1.1
The FX Speed can be modified on encoder X. The soft button stops/starts the FX allowing it to be temporarily
stopped.
The FX Crossfade can be set on encoder Y 0% is snap whilst 100% is complete crossfade. The soft button
can be used to tap to time the speed of the FX.
The FX Size can be modified on the encoder wheel D from 0% to 100%. Pressing SHIFT and turning the
encoder wheel allows the size to be oversized up to 800%. Pressing the soft button swaps between the chosen
size and zero size. This allows an FX to be temporarily taken out.
8.1.2
FX base values
By default FX are added to the current channel values - therefore it is important to ensure that the channel
values are set correctly. For example, to run a circle in the centre of a MAC500s pan and tilt range, it is
necessary to set both pan and tilt to the centre position (128) before adding the FX. Changing the channel
values changes the point around which the FX is centred.
Similarly in order to run a 0% to 100% dimmer chase on HTP channels the channels should be set to 50%
intensity and the FX added.
Channel values and FX values do not have to be recorded onto the same playback. One playback can be used
to set the centre position of the FX and another to control the FX itself. The centre position can itself be part of
a multi Cue Cue-Stack or a chase thus a particular FX can itself be moved around.
If you wish to have a particular playback move heads to a particular position without a FX then record both the
position and a zero size FX on the playback. Recording a zero FX ensures any other playback running an FX
for those heads is over-ridden.
8.1.3
FX add modes
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It is possible to change the way that FX are added to the base values. In the FX View of the Prog Window
and Cue Window there is an add mode field. Page right to see this option. This determines how the FX
in a Cue is added to the base values. There are three choices; Normal, Plus and Minus.
Normal is as default i.e. a FX will apply both plus and minus of the base.
Plus adds the FX onto the top of the current base i.e. the level will never be less than the
base.
Minus subtracts the FX from the current base i.e. the level will never be greater than the
base.
Abs (absolute). MagicQ ignores the base value for the FX and simply outputs the FX value.
This is useful for absolute position FX and for colour change FX.
8.1.4
When a FX is applied to a group of heads, the spread determines how the FX is played back over all the heads.
By default the spread is even (100%) i.e. the same FX is applied to each head but offset so that each of the
heads is at a different point in the FX cycle. With even spread the heads are spread evenly round the cycle.
Setting the Spread to None (0) causes all of the heads to start at the same point in the cycle i.e. they all do
exactly the same thing. Choosing values between 0% and 100% enables different looks to be generated.
The FX Spread is the maximum offset between heads within the FX. FX Spread values greater than 100%
are allowed.
The offsetting of the FX over heads can be further enhanced using FX Parts and FX Segments. FX parts and
FX Segments have no effect if FX Spread is 0.
The spread can be viewed in the Outputs Window, View Chans, View DMX, View Move window. This shows
a 2D representation of the pan and tilt values of each of the heads.
8.1.5
FX Parts
This enables the FX cycle to be repeated across a number of heads. When FX parts is 0 the FX is offset
across the total umber of heads selected in the FX. Using Parts the FX can be offset so that, for example
the FX can be offset (with FX parts = 3) such that the FX is offset other the first 3 heads, and then the next
3 heads, the next 3 heads, and so on
The FX part can have the values none, 2s, 3s etc. For example when set to 3s the FX will be
played back spread over the first 3 heads and then this will repeat over the remaining selected heads i.e.
heads 1,4,7,10 will do the same thing, heads 2,5,8,11 will do the same thing. When a FX part is
selected, the spread determines how the FX is spread across the 3 heads.
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FX Segments
FX segments work together with FX Parts to enable easy control of the relative offsets of different heads
within a FX. FX Segments are the number of adjacent heads that have the same offset.
So for example consider 12 heads. With 100% FX spread then without FX parts or FX Segments you get:
1
0%
2
8%
3
16%
4
25%
5
33%
6
41%
7
50%
8
58%
9
66%
10
75%
11
83%
12
91%
4
16%
5
33%
6
33%
7
50%
8
50%
9
66%
10
66%
11
83%
12
83%
3
0%
4
25%
5
25%
6
25%
7
50%
8
50%
9
50%
10
75%
11
75%
12
75%
3
0%
4
50%
5
0%
6
50%
7
0%
8
50%
9
0%
10
50%
11
0%
12
50%
5
50%
6
50%
7
0%
8
0%
9
0%
10
50%
11
50%
12
50%
With FX Segments = 2s
1
0%
2
0%
3
16%
With FX Segments = 3s
1
0%
2
0%
With FX Parts = 2s
1
0%
2
50%
8.1.7
2
0%
3
0%
4
50%
Forward
Backward
Odd/Even
Even/Odd
Left/Right
Right/Left
Segments
Invert
Invert Odd/Even
Invert Even/Odd
Invert Left/Right
Invert Right/Left
Invert Segments
Forward and Backward affect the direction of the FX. Odd/Even automatically makes the odd heads go
forward and the even heads go backwards. Left/Right splits the heads in two, with the first half going
forward and the second half going backwards. Segments alternates forward / backward for each segment.
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Inverts change the polarity of the FX waveform rather than reversing the direction. For simple FX
Waveforms of 1 or 2 steps the resulting FX will be identical. For FX waveforms with more than 2 steps,
they will be different.
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____
^^^^
Invert
^^^^
____
_^_^
^_^_
Invert Even/Odd
^_^_
_^_^
__^^
^^__
Invert Right/Left
^^__
__^^
___^
__^_
_^__
^___
Backward
^___
_^__
__^_
___^
Invert
^^^_
^^_^
^_^^
_^^^
For FX waveforms that have more than one attribute, the invert is applied only to first attribute of the FX
waveform. This ensures a simple mirror of movement FX such as circles etc...
8.1.8
Pulse Width
The pulse, ramp, dimmer chase and iris chase have Pulse Width on Encoder C. This enables the width of
the FX to be altered without having to select different FX (e.g. pulse 2 step, pulse 3 step etc...)
When set to 50% it is equivalent to a pulse 2 step. When set to close to 0% the pulse or ramp is very
narrow, whilst at close to 100% the pulse or ramp is very wide.
8.1.9
FX fade times
FX can be configured to fade in and out rather than snapping in and out. The fade times are configured in
the View Times view of the Programmer Window and the Cue Window. In older versions of software
they were available in the View FX view of these windows (use the PAGE RIGHT button to move to the
appropriate columns).
8.1.10
Initial spreads
If you are running multiple FX from within a Cue then you may wish to select an initial spread between
the different FX. Configure this from the Programmer Window and the Cue Window (use the PAGE
RIGHT button to move to the appropriate columns). Both a coarse and a fine spread can be configured.
8.1.11
Flicker FX
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MagicQ includes a number of FX designed to simulate flickers these can be used to simulate fires,
candles and lightning. FX speed, size and spread can be used to generate different effects. The flicker FX
available are:
Flicker
Flicker up
Flicker down
Flicker sync
Flicker crossfade
8.1.12
Multiple FX
It is possible to have multiple different FX on a head e.g. a circle on pan and tilt and a red green blue
colour mix on the colour mix attributes.
When viewing and editing multiple FX in the Programmer Window or Cue Window the encoders
A,B,C,D,X and Y affect only the FX that the cursor is placed over. Prior to v1.3.2.4 they always affected
all FX in the Programmer/Cue. When a new FX is added the encoders automatically default to controlling
the parameters of the new FX.
If the cursor is placed in the All FX row at the top of the Window then these encoders affect all FX as per
previous behaviour. The E encoder can still be used to modify the individual parameter at the cursor
location.
8.1.13
There is a function to split some heads out of a FX or to join similar FX together in the Programmer use
SHIFT and the JOIN FX and SPLIT FX soft buttons.
When Split FX is pressed the currently selected heads are moved out of the FX that they are in, into a
separate FX. If the selected heads are the only heads in the FX then no change is made to the FX.
When Join FX is pressed MagicQ analyses all the FX in the programmer and joins any similar FX of the
same type together. The speeds/sizes/offsets are retained until the enlarged FX are modified.
8.1.14
It is possible to change FX for a specific set of heads by first selecting the heads and then modifying the
parameters in the FX Window instead of in the Programmer Window. In the FX Window there are FX
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speed, size, crossfade and offset encoders. These encoders apply changes to the FX of the currently
selected heads. Note they affect all FX running on those heads so if the head has a circle and a CMY
colour FX then both will be changed. To change FX individually use the encoders in the Programmer
Window, FX View.
8.1.15
Changing FX
It is possible to change the type of FX running on a selection of heads from within the Programmer
Window using the CHANGE FX soft button. This enables a different FX to be selected, but with the
speed, size and offsets remaining the same. The FX can only be changed into compatible FX i.e. a circle
can be changed into a square or diamond, but not into a RGB effect.
8.1.16
FX Reordering
It is possible to reorder the heads in a FX without having to recreate the FX. Press the REORDER FX
button in the Programmer, View FX View. MagicQ prompts for the order, Normal, Reverse, Into Centre,
Centre Out, Random. Normal will always return them to head number order.
Note that if the current selection order is different to the one in the Cue then it will automatically use this
as the new order rather than prompting for an order.
8.1.17
Blocking FX
When the Setup option Programmer overrides FX is set then the Programmer automatically includes a
Block FX option this means that whenever a channel is in the programmer it has an implicit zero FX
so that any FX running on the channel on Playbacks is ignored. If the channel has a FX in the programmer
then the FX will run as expected. This, for example, enables the user to take control of a moving light and
place it in a fixed position.
8.2
Generating user FX
It is possible to generate user FX by programming a chase and then converting it into a FX. The FX can
then be applied to any head with the required attributes.
For example, to create a new movement FX, create a position chase by recording the pan and tilt values
for one or more heads. Set the chase speed to the speed that you wish the FX to default to. If you wish
the FX to snap (not fade) then set the chase contrast to 0%.
Convert the chase into a FX by opening the Cue Stack window and pressing SHIFT and MAKE FX. If
the chase only contains 1 attribute then you will be asked whether you wish the FX to always apply to the
specified attribute, or to allow it to be applied to any attribute. If the Cue Stack has more than 1 attribute in
it, then the user is prompted to choose which attributes to use in the Waveform FX.
If multiple heads are used in the chase then multiple heads will be generated in the FX this enables
different heads in the FX to do completely different FX. (For example, you could record a FX where 2
heads do a tilt and 2 heads do a pan)
To record a FX that can be applied to any attribute, choose 1 attribute only (e.g. dimmer) and create the
chase using this attribute. When you press MAKE FX, then select the Make FX apply to any attribute
option.
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From software v1.4.0.3 waveform FX supports any number of attributes. It is recommended that only a
small number of attributes are stored in Waveform FX e.g. just position, colour mix or intensity. For
more complex FX store the FX in the FX Window and save to a FX Library.
Note that FX in software prior to v1.4.0.3 only three attributes were supported in Waveform FX the first
three attributes programmed in the chase were used in the FX. Use Record Remove to remove unwanted
attributes from entire Cue Stack.
8.3
Editing user FX
MagicQ includes a FX Editor which can be used to edit the Waveform FX. Note that changing the
Waveform FX makes a permanent change to the FX on the MagicQ system including all FX of that type
used in the current show and on any new shows made on that console. If users wish to edit the inbuilt
Waveform FX then they should use Save As to save the FX as a different FX name before editing.
8.4
Palette FX
It is now possible to make Waveform FX that use Palette values rather than absolute values. This enables
FX to be built up quickly from existing Palettes. The FX are updated each time the Palette is changed.
8.5
It is now possible to create FX that use any chosen colour rather than just primary colours a new
example Colpulse.wve is included as part of the standard FX library.
When the FX is created, the base level of the colour channel will be used to determine the colour that the
FX will use. When the FX is played back the base level is used in the FX itself rather than the FX adding
to the base.
To create a new FX based on base colour, in the FX Edit Window, View General, set Use Col Base = Yes.
8.6
FX can be recorded for re-use in multiple Cues when programming, or when busking live to quickly apply
a complete FX over multiple heads.
The FX Window enables the storage of FX and combinations of FX that are used regularly. The FX
Window is opened by pressing the FX button (formerly the ATTR button.)
Record FX into the FX Window in the normal way set up the FX in the programmer and then press
RECORD. All of the different FX currently in the programmer are stored including all of the size, speed
and offset information. In addition, any base levels for the channels that are controlled by the FX are also
stored.
To recall the FX simply select some heads, and then select the FX from the FX Window. FX can be
named, moved and copied just like any windows items. FX can be played back on any head that supports
the programmed attributes not just the heads the FX was recorded with.
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To edit FX you can include an FX into the programmer and then use Update.
Note that FX are actually stored as Cues you can see them in the Cue Store however there is no need
to access them other than through the FX window.
When you program new Cues using a FX selected from the FX window, a copy of the FX is made so that
you can make individual changes in the programmed Cue. Editing the FX in the FX window will not
affect your programmed Cues only new Cues programmed using the FX.
8.7
The FX in the FX Window can be stored to a FX library file so that the FX can be reloaded and reused in
any MagicQ show. Use the SAVE FX LIB to make a FX library file all the FX in the FX window are
stored to the file. The FX are saved as generic FX i.e. they can be played back on any type of head as
long as it has the same attributes. Reload a FX library using the LOAD FX LIB.
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9 Palettes
The MagicQ supports a comprehensive palette system for easy access to your favourite looks. When intelligent
heads are patched, the console automatically generates palettes for the patched heads.
There are three types of palettes corresponding to Colour, Beam and Position. Each palette supports up to 1000
different entries.
9.1
Using Palettes
To use a palette, select the heads you wish to apply the change to. Then open the required palette by selecting
one of the Colour, Beam or Position Windows.
From within the window select a palette entry. That palette entry will be applied to all the selected heads.
The first 10 palette entries displayed in each Palette window are automatically available on the buttons above
the touch screen. For playing back shows, this enables the palettes to be "bumped" using real buttons rather
than the touch screen. You an use the CURSOR UP and CURSOR down buttons to adjust which palette entries
are at the top of the window, hence which ones are available on the buttons.
In the Beam Window the first 4 soft buttons above the touch screen are used for selecting the Beam Page 1 to 4
the rest of the soft buttons are used for selecting the palette entries.
Palette entries that contain data for the currently selected heads are shown in white. Palette entries that do not
have any data for the currently selected heads are shown in grey.
9.2
Recording Palettes
To record a palette entry, select the heads you wish to apply the change to. Then open the required palette
by selecting one of the Colour, Beam or Position Windows.
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Modify the attributes of the heads until you are happy with them. Then record the palette entry by pressing
RECORD and then selecting the palette entry in the window.
When you record a palette entry that has already been used in programming of Cues and Cue Stacks then the
Cues and Cue Stacks will be updated to reflect the changes. This is useful, for example, for touring shows that
play many different venues. If the Cues use positions from the Position palette, then each day it is only
necessary to change the palette entries, rather than having to re-record all the Cues.
When palettes are recorded, only the attributes appropriate to the palette are recorded. So when recording to the
colour palette, only colour attributes are stored. By default, the console records all the attributes appropriate to
the palette, regardless of whether you have adjusted them in the programmer.
When recording palette entries, changes are only made for selected heads. The modifications are merged with
the existing palette entries. To ensure that all heads that have been changed are updated, press CTRL + ALL
to select all heads in the programmer before re-recording the palette entry.
9.2.1
You may wish only to record only certain attributes into a palette entry e.g. only the shutter attribute into the
beam palette. You can modify the way the console records palettes using masking in the Record Options
window. Open the Record Options Window when recording by holding SHIFT and pressing RECORD.
Alternatively press the REC OPTIONS soft button in the Programmer Window.
Press the REC INT, REC POS, REC COL, REC BEAM soft buttons to apply masking based on attribute type.
Select attributes in the window to apply masking based on individual attributes. For instance to store only the
shutter attribute, press the SHUTTER attribute.
In some circumstances you may wish to record other attributes into a palette e.g. intensity into a beam palette.
Simply press the appropriate buttons in the Record Options Window. The Palette entry shows I, P, C, B to
indicate which attributes are stored in the Palette.
Once the Palette entry is recorded the masking options are returned to their defaults. You can lock the mask so
that it is not returned to the defaults by pressing the LOCK MASK soft button in the Record Options Window.
9.2.2
To record intensity into a Palette hold SHIFT and press RECORD to open the Record Options Window
(as above) and select the REC INT soft button.
9.3
Naming Palettes
A palette can be named when it is recorded by keying in the name before selecting the palette entry to record.
A palette can be named at any time by keying in the name, pressing SET and selecting the palette entry. If you
are not using an external keyboard the select the palette entry, press SET and enter the name on the on screen
keyboard.
9.4
Updating Palettes
A palette can be updated simply be selecting some heads, applying the palette and then re-recording the
palette. Only the heads that are selected when you re-record the palette will be modified in the palette other heads recorded in the palette will not be changed.
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A complete palette can be edited using Include and Update. Press Include and then select the Palette entry
to include the entire palette into the programmer. The console automatically selects all the heads that are
in the Palette entry. Modifications can then be made in the programmer, and when complete pressing
Update stores the changes back to the Palette.
9.5
Palette entries can be moved and copied just like any other window item.
When a palette entry is moved, programming follows the palette entry - i.e. if you have a Cue which uses
a Colour palette entry, then moving that Colour palette entry, will cause the Cue to be updated to continue
to reference the palette entry.
9.6
You can delete an entire palette entry by using REMOVE as with any window item.
To remove specific attributes from a palette entry you can use the REC REMOVE record option. This
works in a similar way to the normal record mode except that where items in the programmer are
normally merged into the palette entry, they are now removed.
The MASK IPCB and MASK ATTRIB record options enable selection of which options are deleted as for
normal recording of palette entries.
For example, to remove the shutter attribute from a previously recorded beam palette entry; clear the
programmer, select the heads, and modify the shutter attribute only. Then press SHIFT and RECORD,
and select the REC REMOVE and MASK ATTRIB, Shutter record options. Then select the palette entry.
9.7
Linked Palettes
If you select a Palette and then record it as another Palette without changing any of the attributes then all
the values in the new Palette will be linked to the first Palette. Changing any of the attributes in the first
Palette will change the attributes in the new Palette. This is a linked Palette. MagicQ shows a L in the
Palette entry to indicate a linked Palette.
When you change attributes using the encoder wheels or soft buttons then the Palette will contain hard
values instead of links.
It is possible to unlink a Palette from the View Palette Window. Put the cursor on the Palette Entry you
wish to unlink, press VIEW PALETTE and then UNLINK.
Only one level of linking is allowed a Palette can link to another Palette, but it is not possible to link to
further Palettes.
9.8
You can view the contents of a palette entry at any time by pressing the VIEW PALETTE soft button in
the Colour, Beam and Position windows. This opens the Palette View window and shows the contents of
the palette entry that the cursor was on in the Colour, Beam or Position Window.
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Note that the View Palette window shows the entire contents of the palette entry regardless of which heads
are currently selected. You can modify the contents of the palette entry by editing the values in the
spread-sheet. You can remove values, entire heads, or entire attributes from the palette entry using the
REMOVE button.
The View Palette, View Used window can be used to determine how many times Palettes have been used
within a show.
The View Palettes window shows whether Palettes are linked to other Palettes (highlighted in Red). There
is a button to unlink the specific Palettes or using SHIFT, to unlink all the Palettes of that type (Position,
Colour or Beam). Unlinking removes links within the Palettes to other Palettes it does not affect the
links within Cues.
It is possible to step through the different Palettes using the Next Palette and Previous Palette buttons.
9.9
It is possible to merge Palettes from any previous show - you can select the palettes from a specific head
or all the heads that match with your current show.
It is possible to select Position, Beam or Colour palettes, or combinations of the three attribute banks.
To import the Palettes, press the LOAD PALETTES soft button in the View Palette window.
Alternatively from the Setup Window press the SHIFT + IMPORT SHOW soft button and select Palettes.
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Using FAN
You can set both delay and fade times in FAN mode by entering delay / fade. For example to move all
your heads onto a position in turn, type 2 / 2 before selecting the position.
Minimum fade times can be applied using the + operator, for example to perform a fade of between 2 and
6 seconds to a new position on a group of heads enter FAN mode, type 2+4 and select the new position.
The first head will fade over 2 seconds whilst the last will fade over 6 seconds.
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To use both minimum delay and fade times type, for example, 2+4/3+5. This gives delay times of
between 2 and 6, and fade times of between 3 and 8 seconds.
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10 Programmer
The programmer is the function of the console where show data is configured for recording. The
programmer takes priority over all playbacks, and channels. It can also be used during live running to override
the outputs for example, for changing the colour or gobo of intelligent heads.
The console outputs any channels that are active in the programmer at highest priority i.e. they over-ride all
other playbacks.
In the Channel Times and Channel View windows you have a choice of a Simple View or an Advanced View.
The Simple View is sufficient for most programming it enables modifications of fade times on a per attribute
type basis and modifications of each programmed FX. The Advanced View enables fade times and FX
parameters to be set up on a per channel basis.
In Levels View select Advanced View to view the raw values rather than the palette/range names.
The LED on the CLEAR button is illuminated when there is data in the programmer.
A second copy of the Programmer Window, the Programmer Info Window can be opened for displaying
on an external monitor. Press CTRL + Prog to open the Programmer Info Window.
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Pressing SHIFT CLEAR clears the heads that you have currently selected. Use this to clear one or more
heads without clearing all heads from the programmer.
To clear the programmer over a period of time, type a number before pressing CLEAR, e.g. Press 5
CLEAR to clear the programmer over 5 seconds.
When a Cue is recorded it is automatically added to the Cue Store which is a list of all Cues stored on the
console. The Cue will be given a unique Cue Number (e.g. Q1). This enables the Cue to be re-used in
future programming.
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To view a recorded Cue, press the SELECT button for the Playback, and then press CUE to open the Cue
Window.
The Cue Window is very similar to the Programmer Window - it has the same views for Levels, Timing
and FX.
10.4.1
Levels
All active channels in the programmer are transferred into the Cue. Thus if "Activation by Head" is in use
then all the attributes of activated heads will be stored.
If the channel level was set using a Palette, then that is also recorded so that the Cue can keep track of
changes to the Palette. When you subsequently change the Palette the changes will be reflected in the
Cue.
10.4.2
Timing
The timing information in the programmer is copied into the Cue. Cue timing can be set up before or after
the Cue is recorded.
Timing information for channels consists of two types:
General Times:
Individual Times:
stored for each type of attribute (Int In, Int Out, Position, Colour, Beam)
stored on an individual channel basis
All Cues have General Times whereas Individual Times are optional. When a Cue has Individual Times
then these override the General Times. Cues can have Individual Times set for only certain heads or
attributes in this case Individual Times will be used for those heads and attributes, whilst the General
Times will be used for all other heads and attributes.
Timing information for the fade in and out of FX is configured in the FX view.
10.4.3
FX
The Cue stores FX information for each of the FX that is in the programmer.
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The View Simple shows both General Times and Individual Times. The General Times are the times that
are applied by default to attributes in the Cue i.e. if you do not specify any Individual Time for an
attribute on a head then the General Times will be used. The Individual Times lets you enter times for
specific heads and for specific attributes.
If you select some heads selected then the Individual Times will show you the times for those heads
otherwise it will show times for all heads in the Cue. If heads have different then the lowest and highest
times are shown.
You can set split times in the Individual Times by selecting some heads and entering the shortest time
followed by THRU and then the longest time. For instance, if you enter 4 THRU 8 in the fade field then it
will set a fade times from 4 seconds to 8 seconds across the selected heads. The order is determined by
the current order within the selected heads you can change the selection order from the Group Window.
Using the Next Head, Prev Head displays the times for individual heads so you can step through each of
the heads in turn to see their times. Use All to get back to the summary for all selected heads.
It is possible to set individual times on a per attribute view but you must have some heads selected for
this to work.
Use Remove to remove delay and fade times from heads the times will be removed and MagicQ will use
the General Times for these heads.
10.5.2
View Advanced
In the View Advanced you can set delay and fade times on a per head and per attribute basis one at a time.
It is also possible to set multiple heads and multiple attributes by highlighting multiple items using SHIFT
and the cursor keys. Fan also works in this view but note that the order of fanning is fixed to the order
used in the Patch Window. To fan in alternate orders use the View Simple view.
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There are many short-cuts keys for recording is a keypad shortcut for
Record Merge
Hold S and press REC
REC 0 ENTER
REC UPDATE
Hold + and press REC
Hold and press REC
Masking
The console supports comprehensive masking facilities to enable the operator to select which attributes are
recorded from the programmer into Cues.
By default there is no masking applied - all channels in the programmer are recorded into Cues. Two
types of masking can be applied - masking by attribute type and masking by attribute.
Masking by attribute type enables the operator to select which of the intensity, position, colour and beam
attribute types is recorded. Press the REC INT, REC POS, REC COL and REC BEAM soft buttons to
select the attribute types to be recorded.
Select attributes in the Record Options Window to select to record individual attributes into the Cue.
Select Entire State to record all the values in the Programmer regardless of whether they have been
changed since the last Cue was record this forces a blocking Cue to be recorded with hard values. Use
ALL + RECORD as a shortcut to select Entire State.
The Status Display indicates when any masking is active. Masking is cleared once a Cue is recorded - this
can be prevented by pressing the LOCK MASK soft button in the Record Options Window.
The Record Option Window displays individual attribute names based on the currently selected head so
that it is easy to recognise the attributes to select. If no heads are currently selected then it uses the first
active head in the programmer.
Masking can be selected quickly by holding Intensity, Position, Beam or Colour and pressing RECORD
for recording only the selected attributes.
10.8.3
Options
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The console supports several additional options for recording Cues. These include recording all the
channels from heads regardless of whether they are active in the programmer and recording only heads
that are currently selected. Press the REC OPTIONS soft button and select an option.
Record options return to the defaults once a Cue is recorded.
10.9 Active
MagicQ has an Active function for loading attributes into the programmer at their current value. This can
be used to ensure that the programmer contains all the attributes of the selected heads, or to add in
individual attributes to the programmer.
To make individual attributes active in the programmer, hold SET and press the soft button associated
with the attribute in the Intensity, Position, Colour, Beam windows.
It is also possible to make active entire Intensity, Position, Colour or Beam attributes by holding Position,
Colour or Beam or Intensity and pressing SET.
To make all the attributes of a group of heads active, first select the heads you want to control, then hold *
and press SET. Alternatively in the Programmer Window press SHIFT and select ACTIVE.
Select the heads you wish to remove attributes from. If no heads are selected then all active heads in
the programmer are affected.
Hold REMOVE and press All, Position, Colour, Beam. This removes all attributes of these of
Intensity, Position, Colour or Beam.
Hold REMOVE and turn an encoder wheel or press the soft button in the Beam, Colour, Position or
Group windows the specified attribute will be removed.
Hold All, Position, Colour or Beam and press REMOVE. This removes all attributes of these of
Intensity, Position, Colour or Beam.
Hold a soft button in the Beam, Colour, Position or Group windows and press REMOVE. The
specified attribute will be removed.
Hold * and press REMOVE to remove all attributes of the selected heads.
10.10.2
It is also possible to remove attributes from the programmer by editing the spread sheet view in the
Programmer Window.
Select the item (s) with the cursor that you wish to remove from the programmer and then press the
REMOVE soft button.
For example, to remove the iris attributes for all heads in the programmer:
Select VIEW LEVELS in the Prog View.
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Select the entire Iris column (move to the top, hold SHIFT and press END)
Press the REMOVE ATTR soft button.
To remove, all of the attributes of MAC500 head numbers 2 and 3 from the programmer.
Select VIEW LEVELS in the Prog View.
Move the cursor to the Head Name column.
Select MAC500s 2 and 3 (move to the row for number 2, hold SHIFT, move to row for number 3)
Press the REMOVE HEAD soft button.
To remove, the FX for head number 2.
Select VIEW LEVELS in the Prog View.
Select ADV VIEW.
Move the cursor to the Head Name column for Mac number 2.
Press the REMOVE HEAD FX soft button.
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Parking persists over console shutdowns and resets. Parking information is stored in the show file.
Parking forces HTP values to the parked value regardless of other playbacks (In Group window, SHIFT +
ACTIVE).
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11 Outputs Windows
On MagicQ you can view the Outputs in many different ways. MagicQ supports up to 4 different Output
Windows. This allows four different output views to be viewed simultaneously.
Press the Out button to open the main Output Window. Press 2 and then Out to open the second Output
Window, 3 + Out for Output Window 3 and 4 + Out for Output Window 4. The 2nd Output Window the
Output Info Window can also be opened by pressing CTRL + OUT.
In the Outputs Window, just as in the Programmer Window and Palette View Window there is auto
ordering of heads. MagicQ orders the heads according to the selection order. When no heads are selected
the order is the normal head order. Auto ordering can be turned off in the Setup Window under Windows,
Auto Row ordering.
The Outputs Window has many different views press the soft buttons on the top left hand side to change
the views.
You can choose what information is shown for the heads using the VIEW VALS, VIEW RAW and VIEW
PLAYBACK and VIEW CUE IDS soft buttons. VIEW VALS shows the values including range and
palette names. VIEW RAW shows the numeric values. VIEW PLAYBACKS shows which Playback is
controlling the attribute and VIEW CUE IDS shows which Cue ID in a Playback is controlling the
attribute.
The following colours are used:
Red:
White:
Blue:
Grey:
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Use the VIEW HORIZ soft button to change whether heads are shown horizontally or vertically.
The VIEW NAMES soft button allows names to be shown. Deselect this option if you wish to maximise
the number of heads shown in this window or you wish to have a more traditional theatre channel list
view.
The movement view shows the relative positions of heads in terms of pan and tilt range on a 2D map. It
also shows the current colour of the heads. This enables previewing of FX and relative positions without
the lighting rig. Press the VIEW CHANS, VIEW DMX, VIEW MOVE soft buttons.
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It is possible to create a rig plan in the Outputs window, so that you can easily identify the levels and
colours of your moving lights based on their position in the lighting rig. The model of the rig in MagicQ
consists of a grid - each cell can be assigned to a particular head number. Grids can also be used to
monitor LED arrays and other colour blocks.
In the Outputs Window, select View Plan and View Hd Nos. Press Grid Size and enter a matrix size for
your lighting rig e.g. 30/20 gives a 30 by 20 grid.
A grid is now displayed. In each of the boxes enter the head number of the head that you wish to be
represented in this box. You can use SHIFT and the cursor keys to set a sequence of head numbers.
Alternatively, you can use the INSERT HEADS button to insert all patched heads into the matrix. The
heads are placed in order of head number. In order to make use of this feature all heads should have
unique numbers.
Note that it is not necessary to have a head number assigned to every cell in the grid cells can be blank.
This enables the lights to be positioned in the grid in a corresponding way to how the heads are positioned
on the rig.
To remove a head number from a cell, press REMOVE and select the cell. Move and Copy can also be
used to quickly move or copy one or more cells.
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Now press View Colours to view the outputs of your rig. When a head has a level greater than 0% the box
starts to get filled until at 100% it is completely filled. The colour of the lamp is also indicated.
Pressing SHIFT + VIEW HD+INT shows both the head number and the current intensity.
11.5.2
Heads can be selected from the plan view and then their parameters changed by pressing and holding the
Group, Position, Colour or Beam buttons. When the programmer setting Highlight defaults beam and
colour is enabled, any heads selected will have their dimmer set to 100% in open white.
When the Outputs Plan view is used as a stage plan it is possible to select multiple heads in a row or
column by clicking on blank spaces in the grid.
Clicking on a blank space at the top edge of the grid will select/deselect heads in the whole column
depending on the current selection state of the heads.
Clicking on a blank space on the left edge of the grid will select/deselect heads in the whole row
depending on the current selection state of the heads.
Clicking on a blank space at the bottom edge of the grid will select the whole column regardless of the
current state of selection of the heads.
Clicking on a blank space at the right edge of the grid will deselect the whole row regardless of the current
state of selection of the heads.
Clicking within the grid on a blank space that is adjacent to a head will have the same effect as above
but only for all the heads directly adjacent to each other. As it is possible that the blank space that is
clicked on may have more than one adjacent head, the priority is left, top, right, bottom.
For other plans where head numbers are packed into the grid with no blank spaces e.g. LED arrays, it is
still possible to use this method but the grid must have blank spaces around the edges of the grid.
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12 Editing Cues
12.1 Including Cues into the Programmer
A programmed Cue can be included back into the Programmer so that the information can be used to
program further Cues. When a Cue is included all the level, timing and FX information is loaded. The
only exception is if the Programmer already contains FX information for the heads - in this case the FX
information from the Cue is ignored.
Cues can be included directly from Playbacks - the current Cue in the Cue Stack is included. Cues can
also be included from the Cue Stack, Cue and Cue Store Windows.
Including of Cues is an easy way to edit Cues. You can also use the Record Options to specify that only
part of the Cue should be included into the programmer for example only selected heads or only certain
attributes. Press SHIFT and INCLUDE to get the options.
Masking can be selected quickly by holding Intensity, Position, Beam or Colour and pressing INCLUDE
for including only the selected attributes.
By default only the data recorded into the specified Cue is included into the programmer. Use the Entire
State option when including Cues into the programmer to include the whole tracking state of a Cue. The
short cue ALL + INCLUDE can be used to select Entire State.
When Cues are included into the Programmer then the channels from the Cue are automatically selected if
the Setup option Select Heads on Include is set. At any time, CTRL + ALL selects all heads in the
programmer.
12.1.1
By default Include loads the Cue into the programmer at 100%. It is possible to modify this action using
the keypad to use selected levels.
To include a Playback or Cue at a particular level (e.g. 40%), press INCLUDE, type @ 40 and select the
Playback or Cue to include.
To include a playback at its current level press INCLUDE, type @ and press the Select button of the
playback.
12.1.2
Snapshot
The Snapshot function enables the complete current output to be loaded into the programmer and hence
recorded into a Cue. This function takes the Cues running on all active playbacks and includes them into
the programmer based on the level of the fader. Both channel information and FX information is included
into the programmer.
To snapshot the current output, open the Programmer Window and press the Snapshot soft button.
There is a shortcut for recording a complete snapshot - hold THRU and press REC.
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12.3 Updating a Cue with the contents of the programmer (Record Merge).
You can quickly and easily merge the contents of the programmer into the current Cue on a Playback by
holding the S button for the playback and pressing REC. The programmer is merged into the current Cue
on the Playback.
To merge into a specific Cue on a Playback, hold + and REC to select Record Merge and then type the
Cue ID on the keypad before pressing the S button for the Playback.
MagicQ supports record merging / record removing to a range of cues using the keypad for example, to
merge into Cue ids 2 through 4:
RECORD MERGE 2 THRU 4 S
This function also works for the shortcuts e.g. holding S and then typing a range of Cue Ids before
pressing RECORD.
Both the THRU and the + and operators are supported.
12.4.2
To remove all the pan and tilt information for a group of heads from all the Cues in a Cue Stack on a
particular playback.
Clear the programmer.
Select the heads and modify the pan and tilt attributes.
Open the Cue Stack Window and select the playback with the Cue Stack to modify.
In the Cue Window, use cursor keys to select all the Cues (PG LEFT, HOME, SHIFT+END).
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13 Cue Stacks
The console stores sequence of Cues as Cue Stacks. Cue Stacks keep track of the order of the cues and
the options for how they are played back. A Cue Stack may have only one Cue associated with it or may
have a whole list of Cues.
When you record a Cue onto a Playback, the console automatically generates a Cue Stack. The console
adds the Cue Stack to the Stack Store. The Stack Store is a list of all Cue Stacks stored on the console.
The Cue Stack will be given a unique Cue Stack Number (e.g. CS1). This enables the Cue Stack to be reused in future programming.
If a Playback already has a Cue Stack stored on it, then by default the new Cue will be added to the end of
the Cue Stack. However if you key in a Cue Id before pressing RECORD then the Cue will be inserted
into the Cue Stack in the appropriate place.
To view a Cue Stack, press the SELECT button of the Playback and then CUE STACK to open the Cue
Stack Window. Alternatively double click the SELECT button of the Playback.
The status field indicates the current status of the Cue in the Cue Stack. If the Cue is active (i.e. it is in the
process of execution) then the field indicates a % complete and the entire cue is coloured red.
Each Cue within a Cue Stack has a Cue Id (e.g. 1.0). This value is specific to the Cue Stack and is used
for tying up Cues with a script in theatre style playback. It is distinct from the Cue Number (e.g. Q1) used
to identify the Cue in the Cue Store.
Each Cue also has some text associated with it. This text enables easy recognition of the contents of the
Cue when the Cue Stack is played back. This text is displayed above the main Playbacks. It can also be
displayed on the displays above the Wing Playbacks.
Soft button A can be used to select different views. The different view modes show the columns in
different orders. View modes include Default, Info, Macro and Tracking.
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The timing mode can be changed, so that the Cues play back in a theatre style using the GO / STOP buttons, by
pressing the CUE TIMING and CHASE TIMING soft buttons in the Cue Stack View Options Window to
modify the timing mode.
13.3.1
To illustrate the above Cue Timing consider a Cue Stack with three Cues. When the Cue Stack starts executing
it executes the first Cue using its Delay and Fade times.
As soon as the first Cue has been started (regardless of whether the first Cue is in a Delay, Fade or Complete
stage) the next Cue in the Cue Stack will be examined to determined its Wait time.
If the Halt field on the next Cue is set, then the Cue Stack waits for Go to be pressed before starting the next
Cue otherwise it executes the next Cue using its Fade and Delay time. The picture below shows 3 Cues each
set to follow the previous Cue but with Halt set to Yes.
If the Wait time on the next Cue is set to Follow then the Cue Stack will wait until the first Cue has
completely finished fading (i.e. all channels have reached their final values) before starting the next Cue.
If the Wait time on the next Cue is set to a time then the Cue Stack waits that time before executing the next
Cue. This time is completely independent of the first cue the first cue may still be in Delay or Fade and will
continue until the Fade completes.
If you enter a wait time in the Wait field MagicQ automatically changes the Halt field to No so that the
Cue executes after the specified Wait time. The picture below shows Cues 2.00 and 3.00 automatically
running 1 second and 2 seconds after Cue 1.00.
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This field determines whether MagicQ waits for the user to press GO before executing the next Cue. It
can also be use to setup Cue triggers from the remote interface, Scheduled events or timecode.
Pressing ENTER only toggles between Yes and No. To get the advanced options, such as Timecode,
Scheduled or Remote either double click the field or press SHIFT + ENTER.
13.3.3
The Delay and Fade times shown in the Cue Stack Window are properties of the Cue whilst the Wait time is a
property of the Cue Stack. Modifying the Delay and Fade times of the Cue may affect other Cue Stacks that
use the Cue.
The Delay and Fade time fields show the maximum delay and fade times used by any channel within the Cue
so giving a summary of the maximum delay and fade of the Cue. To view the actual times of the Cue move the
cursor to the Delay or Fade field and press the View Cue soft button. This opens the Cue Window for the
selected Cue, automatically showing the Cue Times.
Delay and fade times can be entered directly in the Cue Stack Window note however that this will set the
times for all attributes. If you wish to change just the times for Position, Beam or Colour then these should be
set up in the Cue Window, Simple View for general times or Cue Window, Advanced View for channel
specific times.
Split intensity in/out times can be entered into the Cue Stack Window in the Delay and Fade fields using /.
For example, 2/3 entered in the Fade field will produce an in fade of 2 seconds and an out fade of 3
seconds. Only intensities times are affected Beam, Colour and Position times remain at their current
values.
When executing Cues, MagicQ will primarily use the specific delay and fade times entered in the
Advanced View, of the Cue Window. If no times are specified, then the general times used in the Simple
View will be used.
Times can be added in the Advanced View using the keypad and can be removed using the REMOVE
button. In the Advanced View, the times shown are fade times, except where delay times have been set
up, then times are shown as delay/fade.
Times can also be set up for the selected heads in the Simple View.
In the Cue Stack and Cue Windows delay and fade times with a > symbol after indicate when there are
advanced times set for the Cue.
13.4 Tracking
By default the MagicQ works in a similar way to most traditional lighting consoles, in that what is in the
programmer is recorded into the Cue. This is a "no nonsense" mode where you get what you expect
recorded into your Cues.
If you program just a FX chase on pan and tilt into a Cue, then that is what you get. If you program a
complete look for a head including all the attributes, then that is what you get. Looking at a Cue in the Cue
Window gives you the full picture.
In a Cue Stack, you can choose for each Cue whether the Playback continues to control HTP and LTP
channels used earlier in the Cue Stack but not stored in the current Cue. In the console Normal Mode
the LTP channels are tracked, but HTP channels (Intensities) are not.
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However, some other consoles utilise a tracking mode to reduce show storage whereby only the changes
made since the last Cue was recorded are stored into a Cue. This is often very confusing, since if you
jump around in Cue Stacks they may not playback as they were programmed. Busking live shows can be
particularly difficult, as it can be more difficult to predict what is going to happen.
The MagicQ has a significant amount of in-built memory and a multi Gigabyte disk, so show size is not a
major concern. The MagicQ also has powerful editing modes that enable changes to be made to multiple
Cues simultaneously thus overcoming any benefits tracking mode might have for storing Cues in
separate parts.
The MagicQ supports a tracking mode, which can be turned on through View Settings in the Setup
Window. We recommend that all but die hard tracking mode users utilise the console in its default,
non tracking mode.
13.4.1
The easiest way to change between tracking and non tracking is to change the Programming Mode by
pressing the B soft button in the Setup Window and choosing one of the modes Normal, Theatre NonTracking, Theatre Tracking or Hog II Warp.
Changing the Programming Mode affects the Programmer Tracking option in the Setup Window and
also the defaults for tracking (Track,Zero old HTP , Zero old FX, Rel old chans) on the Cues
Stack options. The Programmer Tracking option by itself determines how Cues are recorded - it does
not affect how they are played back.
When programmer tracking mode is off, then the entire contents of the programmer is recorded into Cues
regardless of whether attributes have been change since the last Cue was recorded.
When programmer tracking mode is on, then only attributes that have been modified since the Cue was
recorded are stored into the new Cue. Attributes are determined as modified if their value had been
changed using an encoder, using keypad entry, using a range button, using a palette or by a locate fixture.
Note that modifying an attribute to a new value and then returning it to its old value counts as modified.
Whilst in programmer tracking mode it is possible to force a record of the whole of the programmer by
selecting the ENTIRE STATE record option. Record options are configured by pressing SHIFT and
RECORD; whereupon the Record Options window is opened. Pressing any Window select button hides
the display option and returns to the appropriate Window.
As a Cue Stack is executed, it keeps track of channels that have been used in previous Cues but are not
used in the current Cue. How these channels are handled depends on the following settings on each Cue
in the Cue Stack there are three options which are shown in the Track field.
H
L
F
Track HTP
Track LTP
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So, to get a Cue Stack recorded in tracking mode to track all channel state during playback, ensure that all
the Cue Stack steps have HLF set in the Track field.
In older versions of software these options correspond to the following options but inverted
H
L
F
Track HTP
Track LTP
Track FX
If Track LTP is not set then LTP channels that were used in previous steps in the Cue Stack but not in the
current step are released with the release time of the Cue Stack. If Track HTP is not set then HTP
channels that were used in previous steps in the Cue Stack but not in the current step are faded out using
the Intensity fade out time of that Cue step.
In addition there is an option on the Cue Stack that affects how tracking works for jumps and going
backwards up the Cue Stack. If "recalculate state on jumps (used to be called maintain state on jumps"
) is set, then the console recalculates the entire state of the Cue Stack when you jump to a new Cue using
"Goto Cue" or if you press the Pause button to go backwards up the Cue Stack.
13.4.2
The Cue Window shows the Cue data for the current Cue on the selected Playback. The Cue Window, has
3 views, View Levels, View Times and View FX just like the Programmer Window.
When looking at a Cue Stack in the Cue Stack Window it is possible to go directly to the Cue Window by
placing the cursor on the required Cue and pressing the View Cue soft button. If the field the cursor is on
is a timing field then the Cue Window will open to show View Times, otherwise it will open to show
View Levels.
It is possible to view Cue data for different Cues in a Cue Stack by pressing the PREV CUE and NEXT
CUE soft buttons. When a Cue is examined that is not the current Cue on the selected Playback, the Cue
Window becomes locked to that Cue. Press the UNLOCK WINDOW soft button to return to viewing the
current Cue.
The Cue Window can also be used to preview Cues when in tracking modes there is a View Tracking
soft button. When this option is on the Window shows all of the values that are tracking from previous
Cues as well as the data in the selected Cue. The tracked data is shown in dark colour whereas the data
from the selected Cue is shown in active colours.
When running a Cue Stack it is possible to determine which values have been tracked through the Cue
Stack by selecting View Cue Ids in the Outputs Window. This shows which playback and which Cue
on that playback is controlling the outputs. Thus, when values are tracking through a Cue Stack the
Outputs Window will show the Cue that originated that value.
13.4.3
When in tracking mode, performing an unlinked copy of a Cue in a Cue Stack now copies the entire state
of the Cue, not just the specific cue values. When copying multiple Cues from one Cue Stack to another
Cue Stack, the first Cue will be copied entire state with the following cues being just the changes.
If Cues are copied linked in tracking mode then they will always be just the change values not the entire
state.
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When using Theatre Tracking mode, Hog II Warp mode and Film mode, MagicQ defaults the Cue Storage
option Copy mode (unlinked/linked) to unlinked.
13.4.4
In tracking mode it is possible to block and unblock Cues from the Cue Stack Window and from the Cue
Window through soft buttons.
Blocking a Cue has the effect of adding to that Cue all the state information that would track through into
that Cue if the Cue Stack was executed up to and including that Cue. When a Cue is blocked it becomes a
hard Cue i.e. if edits are made to previous Cues then the edits will not affect the blocked Cue.
Unblocking a Cue has the effect of removing from the Cue all the state information that would track
through into that Cue if the Cue Stack was executed up to and including that Cue. When a Cue is
unblocked it removes any hard values in the Cue therefore it enables values to track through from where
they were first used.
Unblocking and blocking Cues in a Cue Stack does not affect the appearance of the Cues and Cues Stacks
when the Cue Stack is played back it simply affects where the data is stored and what effect an edit will
have on a Cue.
Multiple Cues can be blocked / unblocked in the Cue Stack Window by selecting a range using SHIFT and
the cursor keys.
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In the Cue Stack Window press the Mark Cue soft button insert a Mark Cue before the Cue which the
cursor is currently on. Alternatively enter a Cue Id and press Mark Cue to insert a mark before the
specified Cue Id.
An entire Cue Stack can be configured to automatically perform the function of marking all Cues - set the
Move When Dark option in View Options in the Cue Stack Options.
The behaviour of Marking and Move When Dark was simplified in v1.3.4.6 so that attributes of moving
lights will be marked even if they have not been previously used in the Cue Stack.
The result of this simplification is that when a Mark Cue is executed in a Cue Stack, MagicQ will take
control of the parameters used in the Marked Cue from other Cue Stacks even though the Cue is not yet
executed. Previously if other Cue Stacks were using these parameters and they had not yet been used in
this Cue Stack then the other Cue Stacks would retain control until the Cue using the parameters was
executed.
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Some users prefer to hide the QId and only use and view Cue Ids use the Setup, Cue Storage Settings
Hide Cue Store Ids (Qxxx). When this option is set the Cue Stack window and Cue Window only either
show the Cue Ids from within the Cue Stack they do not show the Q ids from the Cue Store.
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It is also possible to remove a specific Cue from a Cue Stack using the keypad. Type a Cue Id on the
keypad then press REMOVE and select the S button of the Playback you wish to remove the Cue from.
To remove an entire Cue Stack from a Playback press REMOVE and hit the S button of the Playback.
Press S button again to confirm.
Note that the Cue Storage Setting in the Setup options determine whether the Cue and Cue Stack are
removed from the Cue Store and Cue Stack Store as well.
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P <Page no>
V <View no>
W <Enable>
Q <Time code>
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Change page (page no of 0 means next page)
Open view (window layout)
Enable / disable time code generation (1 for enable, 0 for disable)
Set current time code (used for time code generation)
Playbacks can be the master playbacks 1 to 10 or the wing playbacks 1-1 to 1-24, 2-1 to 2-24
etcPlaybacks can be playbacks with faders or virtual playbacks (playbacks on non fitted wings).
Multiple playbacks can be selected using + and THRU.
For example to activate playback 18 on wing 1,
A1-18
To press GO on playbacks 3 to 5,
G3THRU5
Multiple commands can be put in a Cue Stack macro, e.g. to set the level of playback 6 to 60%
C6L60
When setting Cues to Timecode for the first time, the initial Timecode value is set to the last Timecode
value in the Cue Stack + 1 second.
Added new Cue Stack macro syntax for releasing the playback that is running the macro the R macro
now supports the parameter 0 to release itself i.e. R0.
The G macro optionally supports two parameters separated by a /. The first parameter is the playback, the
second is the Cue ID to GO. For example, G5/6 will GO Cue Id 6 on Playback 5.
13.14 Timeline
MagicQ supports a timeline facility for viewing the contents of Cues in a Cue Stack in a timeline format.
Open the Timeline Window using the Timeline Button (on consoles this is the 4th spare button next to the
Media button).
Use encoders A to specify the level of detail shown for each head and encoder B to choose specific
attribute masks.
Encoder D is used to modify the horizontal scale to choose how many Cue Steps are shown in the
window.
Use encoders X and Y to scroll around the timeline.
By default all of the heads in the Cue Stack on the selected Playback are shown use the SEL HDS
ONLY soft button to make it only show the currently selected heads from that Playback.
View Vals and View Raw can be used to view the data values rather than the timeline.
Note that the Timeline is still under development and testing - we recommend that it is used during
programming rather than show playback.
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14 Playback
The console supports 10 main playbacks, situated immediately below the touch screen. In addition the
console supports up to 192 additional playbacks available on up to 8 expansion wings.
All playbacks have a fader, a FLASH button and a SELECT button.
The 10 main playbacks also have GO and STOP buttons for control of Cue Stacks.
Note that the lower bank of playbacks on each expansion wing have GO buttons only. Cue Stacks on
Playbacks without GO or STOP buttons can be controlled using the GO and STOP buttons in the manual
section.
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Holding multiple Select buttons and pressing RELEASE releases all the selected playbacks.
Green
Red
Green flash
Red flash
Add
Swap
Add - playback held over
Swap - playback held over
GO
Green
STOP
Red
SELECT
Blue
Playback is selected
When a Cue Stack is halted, pressing STOP fades backwards through the stack.
14.4.1
To the left of the 10 playbacks are two master faders - a Grand Master which controls the overall HTP
output level of the console, and a Sub Master which controls the HTP output level of the playbacks. In
addition the Sub Master can be configured to control the level of the FLASH buttons.
Both the Grand Master and the Sub Master have FLASH buttons which respectively bump the overall
HTP output level, and the HTP output level of the playbacks to full.
LTP channels are not affected by the master faders.
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Above the Grand Master there is a DBO button. Pressing this button causes all HTP values to be set to
zero, thus generating a black out. Releasing the button causes the original HTP levels to be restored. LTP
channels are not affected by the DBO button.
14.4.3
Add / Swap
Above the Grand Master there is an ADD / SWAP button which controls the function of the playback
FLASH buttons. When set to ADD, pressing a FLASH button causes the playback to be added to the
output. When set to SWAP, pressing a FLASH button again causes the playback to be added to the
output, but all other playbacks are removed from the output.
Each FLASH button has an LED which is lit green for ADD and red for SWAP.
The ADD / SWAP functionality only affects HTP channels on the playbacks - LTP channels are not
affected by the FLASH buttons. The level of the playback is determined by the master faders see
configuring the masters.
Cue Stacks can be set to always swap. Open the Cue Stack window and press the SELECT button with
the playback. In the VIEW OPTIONS view set the "Flash Button Swaps" option to YES.
The Flash acts like fader option enables the FLASH button to act as if the fader was raised to full. This
is useful if the fader controls LTP (IPCB) channels, FX size or FX speed, or if the Fader is a master for
intensity, size or speed.
14.4.4
Page Select
Above the Sub Master are NEXT PAGE and a PREV PAGE buttons. These control which playback page
is active, and hence which Cue Stacks the physical playback faders and buttons control.
The current page number and name is displayed in the Status Display on the touch screen. The current
page can also be changed from the Page Window by selecting a new page, or by pressing PAGE and
entering the page number on the keypad.
Changing the current page whilst playbacks are active does not affect the output of these playbacks - the
playbacks are "held over" until the playback is released.
It is possible to set up Cue Stacks to be activated and released on a page change in the Cue Stack options.
The next Page can be preloaded in the Page Window by moving the cursor to the required item in the Page
Window and pressing the PRELOAD PAGE soft button. The preloaded page will be indicated in the
Status Display above PB1 to PB5. Pressing NEXT PAGE goes to the preloaded page.
The preloaded page can also be loaded using the keypad syntax <Page> <number> *. So PAGE 34 *
preloads page 34. Pressing NEXT PAGE goes to page 34.
14.4.5
Current Playback
The current playback is the one that has its SELECT button illuminated. The current playback is used by
the Cue and Cue Stack windows to determine the Cue and Cue Stack to view / modify.
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You can change the current playback at any time by pressing the SELECT button for the playback you
want to make the current playback
Sometimes you may wish that the currently selected fader changes to follow the last fader that was raised.
This behaviour can be enables from the Setup Window by setting the "Current Playback follows last
touched" option to YES.
Press the SELECT button of a Playback twice in quick succession to select the Playback and automatically
open the Cue Stack Window so that you can view / change the contents of the Cue Stack.
Press the SELECT button of a Playback three times in quick succession to select the Playback and
automatically open the Cue Stack Window in the Options View.
14.4.6
Multiple Playbacks can be active at one time from different pages. However a particular Playback can
only be active on one Page it is not possible to activate Playback 1 on Page 1 and Playback 1 on Page 2
at the same time.
It is possible to temporarily transfer a Playback that is active to a different Playback in order to unblock a
Playback. Press SHIFT + SEL to action the transfer, and then select the S button of the Playback to
transfer followed by the S button of the destination.
Transfer is only possible when a Playback is active. Once a transfer has occurred the original Playback
can be used to run a Playback from a different page. When the transferred Playback is released then it
returns to its original Playback.
14.4.7
Manual Control
To the right of the 10 playbacks is the manual control section, consisting of a Manual Fader, four buttons
(STOP, GO, FWD, BKWD) and an extra large GO button below the fader. This section controls the
current playback that is the playback whose SELECT button is illuminated.
Pressing the SELECT button associated with a playback causes that playback to become the current
playback and hence to be controlled by the manual section.
When a playback is controlled by the manual section, the playbacks fader and buttons continue to function
as normal so that the HTP level can be set using the fader and the playback can be bumped using the
FLASH button. The manual section simply provides extra control features above those available on each
of the playbacks.
The GO and STOP buttons in the manual section have the same function as the GO and STOP buttons on
each playback. The FWD and BKWD buttons move through the Cue stack without fading. The extra
large GO button below the Manual Fader is designed for theatre style playback and has the same function
as the GO button on each playback.
If multiple SELECT buttons are held down then the Go, Back, Fast Forward and Fast Back buttons in the
manual control section can be used to control multiple Playbacks simultaneously.
The Manual Fader is unlike all the other faders in that it controls the progress of the current CUE rather
than the HTP level of the Cue Stack. This enables a Cue to be manually faded, the level of the Manual
Fader representing the % of the fade that is complete - from 0% to 100%.
The Manual Fader enables you to in a Cue Stack. To start a manual cross-fade, hold the SELECT button
for the playback and move the cross-fader. The display window will show "pickup" until the cross-fader
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level matches the current position in the fade - it will then change to "manual". You can also start a
manual cross-fade on the currently selected playback by holding SHIFT and moving the cross-fader.
As the fader reaches the limits the Cue Stack moves to the next Cue.
14.4.8
Goto
The GO buttons in the manual section can also be used to jump to different Cue id in a Cue Stack enter
the Cue ID in the Cue Stack and press the Go button in the manual section.
It is also possible to perform a Goto and a Preload of the next step to got to in the Cue Stack Window.
14.4.9
Rate sub-master
It is possible in the Setup Window to set the function of manual cross-fade fader to be a rate sub-master to
control the execution rate of the current playback, or the global execution rate of all playbacks. The rate is
shown in the bottom right of the Status Display from 0% to infinity. The fader should be set to 50% for
normal execution rate.
The options are:
Rate Master
Global Rate Master
Cue Stack Rate Master
Cue Stack Global Rate Master
Tested Stacks Rate Master
The Rate Master and Global Master affect both the Cue Stack times, FX times and Pixel FX times. The
Cue Stack Rate Master and Cue Stack Global Rate Master control just the rate of the Cue Stack (not the
FX in it).
Tested Stacks Rate Master only tested Cue Stacks from the Execute Window or externally triggered are
affected by rate changes.
14.4.11
Tap to time
It is possible to change the chase speed or FX speed using Tap to Time. Holding the S button of the
playback and then pressing soft button Y (2nd soft button up on right side of touch screen).
If the current step in the Cue Stack is set to Chase Timing then the Chase speed will be modified. If the
step is set to Cue Timing then the FX speed of any FX in the current Cue will be modified.
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If a Cue Stack is set to Chase Timing then the GO button can also be used to tap the time. Note that this
only works on chases when the option Go Jumps Out of Loop is set to No.
It is also possible to configure the S buttons or the GO buttons to perform Tap to Time Setup, View
Settings, Playbacks, Tap to time buttons.
Testing playbacks
Any playback can be tested, by pressing the appropriate button in the Playbacks Window. This has the
same effect as raising the physical fader from zero to full. Pressing the button again sets the fader back to
zero. We will refer to this as a virtual playback.
You can use physical playbacks and virtual playbacks simultaneously - however if you activate a virtual
playback for an active physical playback then the result will depend on whether the physical playback and
the virtual playback are on the same page. If they are, then the effect will be that the playback will be
activated and set to the highest level of the physical playback and the virtual playback. If not, then the
physical playback will not be affected and the virtual playback will be ignored. This is because only one
Cue Stack can be run on a playback.
Use the View Faders soft button to change the view in the Playbacks Window into faders rather than
buttons. Faders can then be moved up and down using the touch screen / mouse. This enables full control
of virtual playbacks. The GO, PAUSE and RELEASE soft buttons enable immediate control of virtual
playbacks.
You can select a virtual playback as the currently selected playback by pressing the SELECT button and
then pressing the required virtual playback in the Playbacks Window. This enables the Cue Stack from
the virtual playback to be controlled, including the modification of Cues and Cue Stack parameters.
In the Playback Window there is a soft button to release all test Cues, Cue Stacks and Playbacks. This
does not release Playbacks that have been activated been real faders or buttons. This function is also
available on the short cut CTRL + RELEASE.
14.5.2
Naming playbacks
Playbacks can be named in the Playbacks Window as per naming of any Windows item.
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Playbacks can be moved and copied in the Playbacks Window just like any Window item. You can also
change the Playback Window page between selecting the source and destination, so that you can copy or
move between pages.
When a Playback is copied to another Playback, the Cue Stack on the source playback is copied (i.e. a new
Cue Stack is generated) to the destination Playback. By default, the Cues that make up the Cue Stack are
not copied - both Cue Stacks reference the same Cues. This means, for example, that you can generate
several copies of a chase, each with the same Cues but with different chase speeds.
You can force an unlinked copy of Cue Stacks by holding SHIFT down when you press the COPY button.
This forces both the Cue Stack and its Cues to be copied.
14.5.4
Removing playbacks
Playbacks can be removed in the Playbacks Window as per removing of any Windows item.
14.5.5
Playback Rate
It is possible to set the playback rate of a Playback using Encoder X in the Playback Window. Press the S
button of the required playback to choose which playback to change.
By default the playback rate is locked to 100%. Press the X soft button to enable changes to playback
rates. The playback rate % is shown for each of the main playbacks when the % is other than 100%.
The playback rate is stored in the show file, so that the rate will persist over resets and power downs.
Global playback rate can be set using the Y soft button in a similar way.
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When any NEXT PAGE or PREV PAGE buttons are pressed the LCD displays temporarily change to indicate
the current page number.
You can jump to a Wing Playback Page by entering a page number, then holding the Wing NEXT PAGE
button and pressing the Wing PREV PAGE button.
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LTP channels will be activated in the normal way i.e. by pressing GO, or if the Fader activates option
is set by moving the fader upwards. If the Flash activates option is set then pressing the FLASH button
will also activate the channels.
When one of the main faders has HTP levels active then it is coloured orange. Only once the playback is
activated fully will it be coloured red.
Note that this option affects all channels that are patched as HTP channels (normally only Intensity but
potentially other attributes if desired).
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When the Cue Stack has highest priority, LTP channels under control of the playback are not affected by
other playbacks. HTP channels continue to operate as normal.
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When editing the channels in a Group Masters you should ensure that the fader is released before you
make the edit.
Note that the channel levels, times, and FX information in the Cue that is used as the Group Master are ignored
and hence do not affect the output in any way.
To make an Intensity Master based on a Group simply clear the programmer, then select the Group and
record to a Playback. Make sure that there are no active channels in the programmer. MagicQ will
automatically create a Group Master, setting the Cue Stack Options, Function, Intensity Master = Yes and
setting the Cue Stack Options, Function, Group Id to the selected Group.
If required, the group associated with an Intenity Master can be changed in Cue Stack Options, Function.
When a group number other than 0 is set in the Cue Stack Options, Function menu then MagicQ
automatically edits and generates the Cue assigned to the first step in that Cue Stack. Ensure you set the
group id on the correct Cue Stack.
You can have multiple Group Masters that control one channel they will work together.
15.10.2
Record a cue with the channels that you wish to control - the level of the channels can be any level as long
as the channel is in the programmer. Then set the Cue Stack option "Fader is an Intensity Master".
Activate the playback (press GO or raise the fader) and now it acts as an Intensity Master. Press
RELEASE to stop the master having any effect.
15.10.3
To make a FX Size or FX Speed Master you record a single Cue onto a Playback that contains the
attributes that you wish to control.
To make a FX size master for pan movement, record a cue with only the pan attribute in the programmer
for the heads you wish to control. Then set the Cue Stack option "Fader is a Size Master". Activate the
playback and now it acts as a FX Size Master for pan movement.
You can set-up multiple FX Size and FX Speed Masters however you should only have one Master of each
type to control each head otherwise there is a conflict.
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The Cue Stack can be configured in different ways to affect whether the Cue Stack resets to the first step
on release, whether it stays at the current step, or whether it moves on one step.
16.1 Faders
16.1.1
When set to Yes raising the fader from 0 to above the activation threshold activates the Cue Stack. When
set to No the fader does not activate the Cue Stack.
The activation threshold defaults to 0. It is a global setting which is set in Setup, View Settings,
Hardware.
16.1.2
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When set to Yes lowering the fader to the activation threshold releases the Cue Stack. When set to No the
fader does Not release the Cue Stack.
The activation threshold defaults to 0. It is a global setting which is set in Setup, View Settings,
Hardware.
16.1.3
When set to Yes the fader will control the level of all channels that are patched as HTP channels.
Typically this is only Intensity channels although sometimes it is useful to patch fixtures without Intensity
as HTP e.g. the Red, Green, Blue channels of LED fixtures.
The fader controls the levels proportionately from 0% to 100% through the length of the fader.
If the Cue includes FX on HTP channels then the size of the FX is also reduced proportionately according
to the fader level.
When this setting is set to Yes then the other Fader controls settings should generally be set to No.
The overall intensity level of HTP channels is also affected by the Grand Master and the Sub Master and
any active Group Masters.
16.1.4
When set to Yes the fader will control the value of all channels that are patched as LTP channels
generally this is everything apart from Intensity.
When the fader is at 0% the LTP channels are not controlled by this Cue Stack. When the fader is raised
above 0% then MagicQ crossfades the LTP channels to the values stored in the Cue under control of the
fader. When the fader is at 100% then the LTP channels are exactly as stored in the Cue.
MagicQ crossfades the LTP channels from the values that they were at before the fader was raised above 0
i.e. the current value of these channels. This will either be the values from other Cue Stacks, or if No
other Cue Stacks are controlling these channels the LTP or default values.
When set to Yes then the other Fader controls settings should generally be set to No.
16.1.5
When this setting is set to Yes the fader controls the size of any FX that are running in the Cue Stack
this includes FX from the current Cue and also any FX that are tracking from previous Cues in the Cue
Stack.
When the fader is at 100% then the FX is the size that was recorded in the Cue - lowering the fader
reduces the size until there is No size (No FX) at 0%.
Fader controls size affects FX on any attribute.
When set to Yes then the other Fader controls settings other than Fader controls speed settings should
generally be set to No.
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When this setting is set to Yes the fader controls the speed of any FX that are running in the Cue Stack
this includes FX from the current Cue and also any FX that are tracking from previous Cues in the Cue
Stack.
When the fader is at 100% then the FX runs at the speed that was recorded in the Cue - lowering the fader
reduces the speed until it stops at 0%.
Fader controls speed affects FX on any attribute.
When set to Yes then the other Fader controls settings other than Fader controls size settings should
generally be set to No.
16.1.7
When set to Yes then the other Fader controls settings should generally be set to No.
16.2 Buttons
16.2.1
When set to Yes pressing the Flash button activates the Cue Stack and sets the level of the Playback to
100%.
When set to No pressing the Flash button sets the level of the Playback to 100% but does not activate the
Cue Stack.
The overall level of HTP channels is also affected by the Grand Master and Sub Master and any active
Group Masters. The Sub Master can be configured in Setup to be an Add Swap Master.
16.2.2
When set to Yes releasing the Flash button releases the Cue Stack and sets the level of the Playback to
0%.
When set to No pressing the Flash button sets the level of the Playback to 0% but does not release the Cue
Stack.
Note that if the option Fader Activates Stack is set to Yes then releasing of the Playback is also dependent
on the fader. If the Playback was activated by raising the fader then pressing the Flash button will not
release the Playback. In this case the Playback will only be released by lowering the fader to 0% or by
pressing the Rel button. This allows the Flash button to be used both to bump in a Cue which was not
activated by fader, and to also bump a Cue to 100% which was activated by the fader at a lower level.
16.2.3
When set to Yes, pressing the Flash button will always act as a Swap rather than an Add, regardless of the
state of the Add/Swap button. When the button is pressed the Intensity of all other active Playbacks will
be set to 0%. When the button is released the other Playbacks will be restored to their previous level.
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When this option is set Yes then the LED in the Flash button will always be red.
16.2.4
When set to Yes, pressing the Flash button acts as if the Go button had been pressed and pressing Shift +
the Flash button acts as if the BACK button had been pressed. When set this way the button does Not act
as a bump button.
When set to No the Flash button acts as a bump button in the Normal way.
Holding Shift and pressing Flash will perform Back instead of Go.
When set to Yes the settings Flash activates Stack, Flash releases Stack and Flash toggles are
ignored.
16.2.5
When set to Yes the Flash button acts as both a Flash button and a Go button.
Pressing the Flash button performs the Go function this will active the Cue Stack, or if the Cue Stack is
already active, it will Go to the next step. At the same time the Flash button will operate in the Normal
way, setting the Playback level to 100%.
Releasing the Flash button will set the Playback level back to 0% or if the fader is raised to the leve l of
the fader.
Holding SHIFT and pressing the Flash button will perform Flash + Back.
Normally when Flash acts as Flash + Go is set Yes then the setting Flash Releases Stack should be set
to No. If the option Flash Releases Stack is set to Yes then releasing the Flash button will also release
the Playback unless the fader is raised.
When set to Yes, the setting Flash acts as Go/Back is igNored.
16.2.6
Flash toggles
When set to Yes the Flash button acts as a toggle rather than a bump. Pressing the button the first time
activates the Playback. Pressing the button again releases the Playback.
When this option is set and the playback is active the LED in the Flash button Flashes to indicate the
toggle mode is latched.
When set to Yes, the settings Flash activates Stack and Flash releases Stack are ignored.
16.2.7
When set to Yes the Flash button has the same effect as if the fader has temporarily been raised to 100%.
This is useful for enabling the FLASH button to control attributes other Intensity. For example if the fader
is set to control FX size then pressing the Flash button would act like the fader being fully raised so
100% FX size.
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This setting affects Cues that are set to Chase Timing which are in a loop. When set to Yes, pressing Go
will exit the loop jumping to the step after the Cue that loops back to an earlier Cue. When set to No,
pressing Go will step one step within the chase.
16.2.9
Go stop/starts
When set to Yes then pressing GO stops a Cue that is already running or starts a Cue that is stopped.
When set to No then pressing GO starts the next Cue.
16.2.11
Stop swaps
When set to Yes the Back (Stop) button acts as a Flash button in Swap mode.
Pressing the Back button the Playback will be set to 100% and the Intensity of all other active Playbacks
will be set to 0%. When the button is released the other Playbacks will be restored to their previous level.
This setting enables a Playback to have both an Add button and a Swap button.
16.3 Function
16.3.1
When this setting is set to Yes then the Cue Stack behaves as an Intensity Master. The Cue Stack normal
Cue execution behaviour is disabled.
If the Group Id settings is non zero then the channels stored in the Group specified by the Group Id specify
the channels that are under control of the Intensity Master. Updating the channels stored within a Group
updates the channels under control of the Intensity Master. . If there is no Group recorded for the Group
Id then the Cue Stack has no effect.
If the Group Id setting is set to 0 then the channels stored in the first Cue are used to determine which
channels are under control of the Intensity Master. The actual levels of the channels in the first Cue is not
important only that the Channels have some level in the Cue.
In order for the Intensity Master to be activated the Go button must be pressed. To release the Intensity
Master the Playback must be selected and the REL button pressed. The Button settings Flash activates
Stack and Flash releases Stack are ignored. In order to avoid sudden changes in output level the fader
should be raised to 100% before activating or releasing.
When the fader is at 100% then the Cue Stack has no effect. As the fader is lowered then all the channels
under control have their intensity reduced.
From software version 1.4.4.4 it is possible to have multiple Intensity Masters that control the same
channel which work proportionately.
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Normally when this setting is set to Yes, the settings Cue Stack is a Size Master and Cue stack is a Speed
Master should be set to No.
When this setting is set to No then the Cue Stack behaves normally.
16.3.2
When this setting is set to Yes then the Cue Stack behaves as an FX Size Master. The Cue Stack normal
Cue execution behaviour is disabled.
The channels stored in the first Cue are used to determine which channels are under control of the
Intensity Master. The actual levels of the channels in the first Cue is not important only that the
Channels have some level in the Cue.
In order for the Intensity Master to be activated the Go button must be pressed. To release the Intensity
Master the Playback must be selected and the REL button pressed. The Button settings Flash activates
Stack and Flash releases Stack are ignored. In order to avoid sudden changes in output level the fader
should be raised to 100% before activating or releasing.
When the fader is at 100% then FX size is as programmed. As the fader is lowered then the FX size is
reduced until it reaches zero size at 0%.
A particular channel can only be controlled from one FX Size Master.
Normally when this setting is set to Yes, the setting Cue Stack is an Intensity Master should be set to No.
It is possible to have a Cue Stack set to both a Size Master and a Speed Master.
When this setting is set to No then the Cue Stack behaves normally.
16.3.3
When this setting is set to Yes then the Cue Stack behaves as an FX Speed Master. The Cue Stack normal
Cue execution behaviour is disabled.
The channels stored in the first Cue are used to determine which channels are under control of the
Intensity Master. The actual levels of the channels in the first Cue is not important only that the
Channels have some level in the Cue.
In order for the Intensity Master to be activated the Go button must be pressed. To release the Intensity
Master the Playback must be selected and the REL button pressed. The Button settings Flash activates
Stack and Flash releases Stack are ignored. In order to avoid sudden changes in output level the fader
should be raised to 100% before activating or releasing.
When the fader is at 100% then FX size is as programmed. As the fader is lowered then the FX size is
reduced until it reaches zero size at 0%.
A particular channel can only be controlled from one FX Speed Master.
Normally when this setting is set to Yes, the setting Cue Stack is an Intensity Master should be set to No.
It is possible to have a Cue Stack set to both a Size Master and a Speed Master.
When this setting is set to No then the Cue Stack behaves normally.
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Group ID
This setting is used when the setting Cue Stack is an Intensity Master is set to Yes. It specifies the group
to use as an Intensity Master.
This setting has no effect on FX Size Masters and FX Speed Masters.
16.3.5
16.4 Activate/Release
16.4.1
When set to Yes the Cue Stack halts at the last step in the Cue Stack. When set to No then the Cue Stack
will return to the first step after the last step.
16.4.2
When set to Yes the Cue Stack automatically releases after the last step in the Cue Stack has completed
fading. When set to No the Cue Stack must be released manually.
16.4.3
When set to Yes the Cue Stack always starts from the first step when the Cue Stack is activated. The
setting Release steps 1 step is ignored.
When set to No the Cue Stack activates at the step it was on when it was last released.
16.4.4
When set to Yes the Cue Stack activates at the step following the step the Cue Stack was on when it was
last released.
When the setting Release resets to first step is set to Yes, this setting has no effect.
16.4.5
Release time
This is the time for channels to release when the Cue Stack is released (using the REL button or via
fader/flash button). The exact behaviour depends upon whether channels are active on other Playbacks.
Intensity channels not used by other channels will fade out using the release time.
The release time also affects channels that are released from Cue steps within a Cue Stack step i.e. when
the Cue Stack step option Rel old chans = yes (tracking is not set to LTP).
This setting can also be set in the End field in View Cue in the Cue Stack Window.
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When set to Yes, then this Cue Stack is activated when the page is changed to the page that this Cue Stack
is assigned to.
If there is an active Cue Stack on this Playback then the new Cue Stack will only be activated if the old
Cue Stack is set to release on page change.
16.4.7
When set to Yes, then this Cue Stack is released when the page is changed to any page other than the page
that this Cue Stack is assigned to.
16.4.8
When set to Yes then the fader always controls the Intensity (HTP) channels from the Cue Stack
regardless of whether the Cue Stack is activated. Whenever the fader is raised above zero the Intensity
channels will affect the Output. The highest level from this Cue Stack and any other Playbacks will
determine the Output level for each channel.
This setting overrides the Advanced Setting All Channels controlled LTP.
This setting is similar to the Use HTP setting on some other consoles.
16.5 Advanced
16.5.1
When set to Yes all HTP channels under control of the Playback act as if they were LTP channels. When
the Playback with this Cue Stack is the latest activated and highest priority Playback then the Playback has
complete control of all HTP channels regardless of whether they are active on other faders.
HTP channels that are active on higher priority Playbacks will be under control of the higher priority
Playback and will ignore this setting.
HTP channels that are active on other Playbacks with the same priority, but which were
activated/reasserted more recently than this Playback, will be under control of the other Playbacks.
16.5.2
When set to Yes then any channels controlled by this Playback block FX on those channels from other
Playbacks.
Channels controlled by this Playback that have levels but no FX are not affected by FX on other
Playbacks. In effect an implicit zero FX is added to these channels to block the other Playbacks.
When set to No then channels controlled by this Playback that have levels but no FX are affected by FX
on those channels from other Playbacks.
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When set to Yes then the levels of HTP channels (generally Intensity) are affected by the grand master and
sub master faders. Channels also are affected by DBO and can be released by SHIFT RELEASE.
When set to No then the levels of HTP channels are not affected by the grand master and sub master
faders. They are also not affected by DBO or by SHIFT RELEASE.
Note that Group Masters are not affected by this setting. Therefore even with Masters affect level set to
No, channels will still be affected by Group Masters.
16.5.4
Playback priority
The Playback priority can be set to NORMAL, HIGH and ABOVE PROGRAMMER.
When all Playbacks are set to priority NORMAL then the latest Playback to be activated/reasserted will
control the channels.
Playbacks set to HIGH priority always have higher priority than Playbacks set to NoMAL priority.
Playbacks set to ABOVE PROGRAMMER have higher priority than the Programmer in order to edit the
Cues in the Programmer and see the changes on the Output it is best to release the Cue Stack.
16.5.5
When set to Yes, then MagicQ checks after each Cue is executed whether it should perform a move when
dark.
Any heads that are used in the next Cue but which have 0% intensity in the current cue are checked to see
whether the Position, Beam and Colour attributes should be preloaded before the next Cue is executed. If
the Position, Beam or Colour values are different from the current values then the new values are
crossfaded with a time of 3 seconds.
This option is similar to putting a Mark Cue before every Cue in a Cue Stack.
16.5.6
This option specifies how MagicQ calculates the Cue State when playing back a Cue Stack.
When set to Yes, MagicQ recalculates the Cue State whenever a jump is made in the Cue Stack. The
Output of a particular Cue always appears the same regardless of which Cue was executed preciously.
MagicQ recalculates the Output as if the Cue Stack had been played back from the first Cue to this Cue by
pressing the GO button.
When set to No, MagicQ calculates the Cue State based on the Cues that it has actually executed when
jumping to a new Cue only the Cues that have been previously executed will make up the Output.
In tracking modes this setting defaults to Yes. In non-tracking modes this setting defaults to No.
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Stomping enables Playbacks that have been completely overridden by other Playbacks to be automatically
released.
This option is only relevant when the Setup, Playback setting Stomp playbacks is set. When Stomp
Playbacks is set to No then this setting is ignored.
When this setting is set to Yes then this Playback is allowed to stomp other playbacks.
16.5.8
External timecode
This setting affects any steps in this Cue Stack that have their Halt field are set to Timecode.
When set to Yes this Cue Stack is controlled by external timecode. When set to No then this Cue Stack is
controlled by internal timecode activating the Playback starts the timecode from 0.
16.5.9
When set to Yes then the state of this Playback is sent to other MagicQ consoles on the network.
If the Setup, Multi Console setting Send Playback state to other consoles is set to Yes then the state of
all Playbacks is sent to other consoles regardless of this Cue Stack setting.
This setting requires Setup, Network, Ethernet Remote Protocol to be set to ChamSys TX or ChamSys
TX and RX.
When this setting is set to Yes, then when the Cue Stack is activated the fade times for the first step are
ignored and the levels bumped straight in.
This only affects Cue steps set to Chase Timing.
16.6.2
Speed
This controls the speed of any Cue Steps in the Cue Stack set to Chase Timing. This setting can also be
controlled via encoder X in the Cue Stack view.
16.6.3
Xfade
This controls the crossfade of any Cue Steps in the Cue Stack set to Chase Timing. This setting can also
be controlled via the Y encoder in the Cue Stack view.
16.6.4
Direction
This controls the direction (forward or backward) of any Cue Steps in the Cue Stack set to Chase
Timing. This setting can also be controlled via encoder C in the Cue Stack view.
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Repeat type
The options are Normal, Bounce and Random. Bounce executes the Chase alternating backward and
forward direction. This setting can also be controlled via encoder D in the Cue Stack view.
16.6.6
Number of repeats
This setting specifies how many repeats of the Chase should take place.
When set to 0 then the Chase will continue until the chase is exited manually.
16.6.7
Running
HTP in fade, HTP out fade, Position fade, Colour fade, Beam fade
The fade times for any Cue Steps in the Cue Stack set to Chase Timing. These times generally match
the Chase speed. These times can also be controlled via encoder C in the Cue Stack view.
Setting one or more attribute group fade times to 0 causes that attribute group to snap rather than fade.
The overall Chase speed corresponds to attribute group with the biggest combined delay and fade time.
16.7.2
HTP in delay, HTP out delay, Position delay, Colour delay, Beam delay
The delay times for any Cue Steps in the Cue Stack set to Chase Timing.
These times can be used to make one or more attribute groups snap at end.
The overall Chase speed corresponds to attribute group with the biggest combined delay and fade time.
16.8 Audio
16.8.1
When set to Yes, the level of the playback is controlled by the received audio level on the chosen. The
level of the real fader is ignored. The effect on the Playback is determined by the Cue Stack, Fader
settings.
The Cue Stack must be active for the audio to take effect.
When this setting is set to Yes, the settings Audio Bumps Go and Audio sets BPM should be set to
No.
The setting can be used in conjunction with the setting Audio jumps to Cue Step.
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The audio level, audio parameter 1, and audio parameter 2 settings can be used to fine tune how the
received audio affects the fader level.
16.8.2
Audio bumps Go
When set to Yes, the Cue Stack bumps to the next step every time a peak in the audio is detected on the
specified channel. This enables a Cue Stack to follow the beat of the music.
This is best used with the Cue Stack set to Cue Timing instead of Chase Timing.
The Cue Stack must be active for the audio to take effect.
When this setting is set to Yes, the settings Audio controls fader level, Audio sets BPM and Audio
jumps to Cue Step should be set to No.
Audio parameter 1 is used as a divider set it between 2 and 16 to divide the received beat frequency by a
value between 2 and 16 times.
Audio parameter 2 should be set to 0.
16.8.3
When set to Yes, then the chase speed of the Cue Stack is set to the timing of the peaks on the specified
audio channel. The Cue Stack should be set to Chase Timing.
The Cue Stack must be active for the audio to take effect.
When this setting is set to Yes, the settings Audio controls fader level, Audio bumps Go and Audio
jumps to Cue Step should be set to No.
Audio level, audio parameter 1, and audio parameter 2 should be set to 0.
16.8.4
Audio jumps Cue Stack enables the level of the specified audio channel to determine which step in the
Cue Stack is executed for example if you have a Cue Stack with 10 steps, then a level of 0% will
execute step 1, 10% will execute step 2 whilst a level of 100% will execute step 10. This is very useful if
you wish to program different Cues onto LED or media servers.
The Cue Stack must be active for the audio to take effect.
When this setting is set to Yes, the settings Audio bumps Go and Audio jumps to Cue Step should be
set to No.
If the setting Audio Controls fader level is set to YES then audio level, audio parameter 1, and audio
parameter 2 will affect the level of the Playback and hence the Cue step chosen.
16.8.5
Audio channel
This setting specifies the audio channel that the Playback will respond to.
The ChamSys audio interface supports 7 different frequency bands on two audio inputs (left and right).
Selecting the option Energy uses all frequency bands mixed together.
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When Audio controls fader level is set to Yes then the settings Audio parameter 1 and Audio Parameter
2 can be set to control the response:
Audio P1 = 0
Audio P1 = 1
Audio P1 = 2
Audio P1 = 3
Audio P1 = 4
Audio P1 = 5
These parameters are ignored for the settings Audio Bumps Go and Audio sets BPM and Audio
jumps to Cue Step
When set to Yes, the step defaults to Chase timing. When set to No the step defaults to Cue timing.
16.9.2
When set to Yes, the step executes after the completion of the previous step. When set to No the step
executes after the wait time specified in the Cue step.
16.9.3
When set to Yes, the step halts and waits for the user to pres GO before executing the Cue step.
When set to No the step executes immediately after the previous step has completed this is either after it
has completed fading (when Step follows last is set to YES) or immediately after the wait time has
expired.
When Step Controlled as Chase is Yes then this setting is normally set to No so that the chase runs step
to step without user interaction.
When Step Controlled as Chase is No then this setting is normally set to Yes so that the Cue Stack is
executed step by step under user control.
16.9.4
When set to Yes, any HTP channels from previous Cues that are not in this Cue step are faded out.
In tracking modes this setting defaults to No. In non-tracking mode this setting defaults to Yes.
The Tracking flag H corresponds to the inverse of this setting.
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When set to Yes, any FX on channels from previous Cues that are not controlled by a FX in this Cue step
have the FX faded out.
In tracking modes this setting defaults to No. In non-tracking mode this setting defaults to Yes.
The Tracking flag F corresponds to the inverse of this setting.
16.9.6
When set to Yes, any channels used in previous Cues but not used in this Cue step are released.
This setting defaults to No in all modes.
The Tracking flag L corresponds to the inverse of this setting.
HTP in fade, HTP out fade, Position fade, Colour fade, Beam fade
The default fade times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack
set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View
Times.
16.10.2
HTP in delay, HTP out delay, Position delay, Colour delay, Beam delay
The default delay times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack
set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View
Times.
Default speed
This is the default FX speed used when creating new Waveform FX in the FX Editor Window.
16.11.2
Default in fade
This is the default FX fade in used when setting a specific FX fade in time. Note that by default FX are
faded in using the fade times of the Cue step.
16.11.3
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This is the default FX fade in used when setting a specific FX fade out time. Note that by default FX are
faded out using the fade times of the Cue step.
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longer controlled by the master chase speed. Modifying the attribute so that it is the same as the master
chase speed brings it back under control of the master chase speed.
Modifications are retained even after the playback is released.
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been applied. This is different to some other consoles where clearing the programmer has non
deterministic effects.
Note that in order to over-ride individual attributes of an intelligent head you need to be in SELECT BY
CHAN rather than SELECT BY HEAD mode. If you are in SELECT BY HEAD mode then all of the
head attributes will be set to what is in the programmer.
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It is also possible to release a Playback with time by typing a number and then pressing REL. For
example, 3 REL releases the currently selected playback over 3 seconds.
In addition it is possible to clear the programmer and to enter and exit blind mode with times. Press 5
CLEAR to clear the programmer over 5 seconds. Press 10 BLIND to enter blind mode over 10 seconds.
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18 System Management
18.1 Starting Up
First of all power the console up
If power is good then an introductory window is displayed on the screen. You are prompted to continue the
current show, to start a new show, or to follow a Help Tutorial. If you choose to continue the current show or
start a new show, you can revert to the Help Window by pressing the HELP button at any time.
Note that as the console utilises a hard disk system it is necessary to shut the console down before removing
power to it. Removing power to the console when it is running may cause problems with the file system.
Normally this will only result in a subsequent slow start-up whilst the system repairs the disk however in
certain circumstances the file system may become corrupted. If you always follow the instructions for shutting
down you will have no problems.
When the console starts up it loads the last show file that was saved either a file explicitly saved by you, or
the last backup file it automatically saved.
18.3.1
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MagicQ supports auto incrementing show file names. To start an auto incrementing show file, save a
show file with the last part of the name set as _001. When you next press SAVE SHOW, MagicQ will
suggest saving to _002. Press ENTER to accept, or edit the name to save to a different name.
Note that in order to avoid accidentally saving to incrementing files, all 3 digits must be present - _1 or
_10 is not supported. When the number _999 is reached MagicQ will not auto increment and will request
a new name.
Please note that over use of the auto increment feature will lead to high disk usage. It is important to clear
out old versions once the show is finished.
To delete all old revisions of the current show file, go to File Manager, and press SHIFT and REMOVE
OLD REVS. This will remove all revisions of the current show file that have a lower revision number. It
will not remove the current show file.
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Selecting all the options loads the complete console settings and show settings enabling the complete
cloning of a console. Note that the console settings include the network settings and IP address so if 2
cloned consoles are used on the same network then the IP address should be manually set to different
addresses.
18.6 Erasing
To erase the entire show from memory, go to the Setup Window and press the NEW SHOW (was ERASE
SHOW) soft button. You will be asked to confirm by selecting YES. You will then be asked for which
initial mode you want the console to be set up for, Normal, Theatre Non Track, Theatre Tracking or Hog II
Warp. If in doubt, select Normal.
Erasing a show clears all patching, all programming and all palettes.
It does not clear console specific options such as the configuration of the DMX outputs or the calibration
of the touch screen.
Exporting Shows
Press SHIFT and SAVE SHOW (EXPORT SHOW) to export part of the current show. Only the currently
selected heads are exported. All groups, palettes, cues and cue stacks that contain one or more of the
selected heads are exported but only with the data from the selected heads.
If no heads are selected then MagicQ looks for items that are selected in the Page, Stack Store, and Cue
Store windows. Use SHIFT + the cursor keys to select items in these windows. Thus complete pages can
be exported using the Page Window, complete Cue Stacks (including the Cues they use) from the Cue
Stack Store or individual Cues from the Cue Store.
18.7.2
Merging of Shows
When you select SHIFT + IMPORT SHOW, MagicQ now gives you simpler menu options of Entire
Show, Palettes or Advanced.
Entire Show loads the entire show as separate fixtures, i.e. adding the show. This is an in previous
versions if you selected all the Import options.
Palettes allows just palettes to be loaded from the imported show file. There are further options for
choosing just some head types and whether to load Positions, Colours and Beams.
Advanced provides the user with options include choosing whether Settings, Patch, Palettes, Cues, Cue
Stacks and Playback assignments are loaded from the imported show file. Additionally you can choose
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whether Palettes, Cues and Pages are merged together, or whether new Palettes, Cues and Pages are
generated.
It is also possible to load the data for only selected head types from the imported show file.
If the Merge Heads option is selected then MagicQ merges programmed data from the new file into the
heads that match in the original show.
If the Merge Heads is not selected then MagicQ adds the channels to the new show. Channels from the
imported show keep their DMX address unless they clash with channels in the original show in which
case they are moved to the first free location.
If the Merge Pages option is selected then Playback assignments are kept on the same Page as they were in
the imported show but they may be moved onto higher Playbacks (e.g. Playback wings) on the same
page. This allows, for examples two different shows created on a MQ100 to be merged onto a single
MQ200.
18.7.3
To merge two versions of a show together select Advanced and Merge Heads.
MagicQ will merge in Cues and Cue Stacks from the selected show file that are different to the Cues and
Cue Stacks in the original show. Note that for this to work you should ensure that the Cues and Cue
Stacks that are different in the two show files have different names.
18.7.4
USITT ASCII file import
MagicQ supports import of dimmer patch, group, cue level and timing information from USITT ASCII
files. In the Patch Window, View Chans, Import USITT.
MagicQ does not currently support import of non dimmer parameters or more complex fixtures as this is
manufacturer specific and not specified in the USITT ASCII format. We will be happy to investigate
whether we can add fixture import from the format of your console.
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Press COPY and then select the file you wish to copy.
Select USB DRIVE soft button
Select the . entry.
Moving is done in a similar way using the MOVE action button. Renaming and deleting use the NAME
and REMOVE action buttons respectively.
It is also possible to load shows, settings, icons and new software by clicking on items in the File Manager
window.
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Changes that you make in the Head Editor immediately affect the heads patched on the console and any
new heads of that type you patch into the current show. However, you need to save the changes
permanently to disk if you wish the changes to continue to take effect after you erase the show.
To enable 12, 18 or 32 universes, go to Setup Window and VIEW DMX I/O and select SET NUM
UNIVERSES soft button. It is necessary to restart MagicQ before the changes take effect.
Show files are compatible except that it is not possible to load a show using more universes than the
console is set to. So, if a show has channels patched to universes 7 to 12 it will not be loaded into a
console set to support 6 universes.
Shows that only use universes 1 to 6 can to be loaded into consoles set to either 6,12,18 or 32 universes.
MagicQ MQ100, MQ200, MQ300 consoles purchased before March 2006 require a hardware upgrade to
safely run 12 universes this increases the processor power to guarantee performance. MagicQ MQ50
supports only 6 universes. MagicQ Pro consoles support 18 Universes. MagicQ Pro 2010 consoles
support 32 Universes. ChamSys does not guarantee performance if consoles are set to support higher
numbers of universes than the hardware supports.
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MagicQ PC can support 32 universes performance will depend upon the specification of the PC. Latest
PCs can easily support 32 universes fully loaded.
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19 Settings
MagicQ supports a large number of options and settings that the user is free to change. These settings are
divided into two categories show settings and console settings. Show settings are settings that the user
may wish to change on a show by show basis, whereas console settings are associated with the specific
console and its connectivity to external devices.
Show Settings
Mode Settings (not Product & Country)
Keypad & Encoder Settings
Windows Settings
Programming Settings
Playback Settings
Cue Stack Settings
Cue Storage Settings
Media Server Settings
Console Settings
DMX I/O Settings
Wing Settings
Monitor Settings
Mode Settings (Product and Country)
Network Settings
MIDI/SMPTE Settings
Port Settings
Multi Console Settings
Hardware Settings
Both show settings and console settings are stored in MagicQ show files, but by default only show settings
are loaded when a MagicQ show is loaded. To force consoles settings to be loaded as well use SHIFT and
LOAD SHOW+CON.
Normal
(live)
Theatre non
track
Theatre
tracking
Hog II warp
No
No
Yes
Yes
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No
No
Normal
Normal
No
Selected
Yes
No
Advanced
Normal
Multiple
Selected
Yes
No
Advanced
Normal
Multiple
Selected
Yes
Yes
Advanced
No toggle
Multiple
All heads
Yes*
No
No
No
No
Yes
Yes
No
No
Yes
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
No
Setup Windows
Always Show Record Options
No
No
No
Yes
Yes
Yes
No
No
No
No
No
No
Yes
Yes
No
No
No
No
No
No
Yes
No
Yes
Yes
L
No
Yes
Yes
Yes
L
No
Yes
No
No
HLF
No
Yes
No
No
HLF
0s
3s
3s
3s
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MagicQ software originally supported only 6 universes. A processor upgrade in MagicQ consoles enabled
support for 12 universes, then 18 and most recently 32.
To change between 6, 12, 18 and 32 universe operation please see Configuring number of universes.
19.3.1
For each of the 18 universes, the output and input protocol can be selected in the Out Type and In Type fields
respectively. Press ENTER or double click to change to the next protocol type.
No protocol
Art-Net
Pathport
Show Net
ACN
MQ Direct
MQ Wing
Cham USB
MagicDMX
Art Par
Open USB
Enttec Pro
Dig Enlight
Peperoni
DMX4ALL
USBDMX
Velleman
Nicholaudie
ChamSys supports 3rd party DMX dongles but cannot guarantee their performance. these devices are
supported on Universe 1 only. Note that some of these devices rely on the PC to do the DMX framing and
therefore results may be unpredictable on some systems. Many of these devices are unable to transmit full
DMX frames at the full DMX refresh rate.
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ChamSys USB to DMX modules, ChamSys MagicDMX interfaces and ChamSys Ethernet to DMX Interfaces
utilise their own internal processor to ensure correct DMX framing at high DMX refresh rates.
For Ethernet based protocols such as Art-Net and Pathport it is necessary to set up the Out Uni and In Uni
fields - these determine which the ID of the Universe when carried over Ethernet. These need to be set up to
match the Ids configured on the Ethernet Interface boxes.
Where large numbers of universes are being carried over Ethernet it may also be necessary to configure the ArtNet subnet ids. Enter subnet ids using the syntax 1-0 for subnet 1 universe 0. The subnet ids default to 0.
In MagicQ software prior to v1.4.4.1 the sub net ids were set in columns to the right in the View DMX/IO
view. Prior to v1.3.2.0 there was a single option in Setup window, View Settings this set the Art-Net
subnet globally.
A * by a Universe indicates a clash whereby more than one Universe is being output on the same network
Universes.
19.3.2
Using Art-Net II
To use Art-Net II simply configure the Output Universe type to Art-Net and then set the following
options:
Each Universe on MagicQ can be set to Unicast to a specific IP address rather than broadcast as in Art-Net
I. The IP addresses of Art-Net compliant devices on the network can be viewed in Setup Window, View
System, View Status, Art-Net nodes.
For shows programmed prior to v1.4.1.8 to be fully Art-Net II compliant, the Setup option, Hardware,
Reduced Rate DMX should be set to Mixed + Changes.
19.3.3
MagicQ USB interfaces, MagicQ Wings or 3rd party USB interfaces (like the Enttec dongle) use a USB
chipset made by FTDI which requires the installation of the correct drivers.
MagicDMX devices do not need any additional drivers they use different HID drivers within the
operating system.
There are two types of drivers for the FTDI USB interfaces - the VCP (virtual COM port driver) and the
FTDxxxx direct driver. MagicQ uses the FTDxxxx driver. By default Windows will install the VCP
driver (the dongle will then appear as a serial port under ports in Device Manager) and will not work with
MagicQ.
The MagicQ PC installation includes the drivers in the folder c:\Program Files\ChamSys
Ltd\Magicq\MagicQ Wing Drivers. Alternatively download the FTDxxxx driver from the ChamSys web
site - marked "MagicQ PC Wing drivers.zip". Extract this file onto your PC. Then in Device Manager
(Control Panel, Settings, System) go to USB devices and click on the device indicated "USB to Serial
convertor". Click Properties and Reinstall Driver. When Windows asks whether to search for a driver,
then click no and select the downloaded driver manually.
If you continue to have problems loading the correct driver, then try disabling any network ports
on the PC and then reinstall the drivers - Windows sometimes searches automatically for drivers
on the network.
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Please refer to the installation instructions for Mac and Linux which can be downloaded from our web site
www.chamsys.co.uk.
19.3.5
To use a ChamSys Ethernet interface box, set Universes 1 to 3 to an Out Type of Art-Net, an In Type of ArtNet and enable them. Set the Out Uni and the In Uni for Universe 1 to 0, for Universe 2 to 1 and Universe 3 to
2.
19.3.6
On MagicQ 50 consoles there are 4 direct DMX outputs. To use these outputs set up Universes 1 to 4 to MQ
Wing.
19.3.7
On original MagicQ consoles (MQ100, MQ200, MQ300) with twin DMX modules fitted in the rear panel, then
from software v1.3.3.0 these direct outputs default to outputting universes 1 to 4 from the console, providing
none of the Outputs are set to Cham USB.
If you wish to patch the direct outputs to other than the first 4 universes, then set the required universes to
Cham USB and select module Mod 1 Port 1 and Mod 1 Port 2 for the first interface, and Mod 2 Port 1 and
Mod 2 Port 2 for the second interface.
19.3.8
On MagicQ PRO consoles there are 4 direct DMX outputs on the rear panel. From software v1.3.3.0 these
direct outputs default to outputting universes 1 to 4 from the console, providing none of the Outputs are set to
MQ Direct or Cham USB.
If you wish to patch the direct outputs to other than the first 4 universes, then set the required universes to MQ
Direct and set Port 1, Port 2, Port 3 or Port 4.
On software prior to v1.3.4.9 you will need to select CHAM USB and select module Mod 1 Port 1, Mod 1
Port 2, Mod 1 Port 3 and Mod 1 Port 4. In software v1.3.4.9 setting to MQ Direct is the same as setting to
Cham USB.
19.3.9
For ChamSys Twin DMX Interfaces select Cham USB. Then select the module and port in the Out Uni field.
For example, select Mod 1 Port 1 and Mod 1 Port 2 for the two outputs. Any of the console Universes can be
output to ChamSys DMX interfaces.
19.3.10
MagicDMX Interfaces automatically output on universe 1 when the Setup option View Settings, Ports,
MagicDMX mode is set to DMX Out.
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It is possible to set the Out type for Universe 1 to be MagicDMX this automatically sets the Setup option
MagicQDMX mode to DMX Out.
It is not necessary to set the Out type for Universe 1 only the MagicDMX mode setting.
MagicDMX devices do not need any additional drivers they use different HID drivers within the operating
system.
Note that the MagicDMX Basic version is limited to 5 hours of continuous use. When the time is close to
expiring warnings will be shown. On expiry the MagicDMX will send out DMX levels of 0. The MagicDMX
Basic interface must then be unplugged and MagicQ software restarted to use the device again.
The MagicDMX Basic version only supports DMX Out. The MagicDMX Full Interface supports both DMX
Out and DMX In.
The MagicDMX interfaces do not remove the automation and remote restrictions when used with MagicQ
Software this requires a MagicQ Wing, or MagicQ Twin DMX Interface.
19.3.11
To utilise the DMX512 outputs on the PC wing configure Universes 1 and 2 to be "MQ Wing" and enable the
two universes. The PC Wing outputs can be assigned to any of the supported universes - the first two Universes
set to PC Wing will be output to the PC Wing.
For MagicQ MaxiWing you can configure up to four universes, whilst for MagicQ MiniWing you can
configure only one universe.
If the Setup option View Settings, Ports, MagicQ USB Wings & Interfaces is set to Yes auto DMX then
MagicQ will automatically output DMX on the Wings starting from Universe 1 provided that none of the
Universes have been explicitly set to MQ Wing.
Note that it is also possible to use the MagicQ PC Wing direct DMX outputs with a MagicQ console simply
connect the MagicQ PC Wing to the MagicQ console using a USB cable and set the outputs as above.
19.3.12
Hot take-over
The console supports hot take-over to enable a second console (or MagicQ PC) to take-over running the
show if the first console has a problem. In hot take-over mode, the second console has it's universes
disabled but set to hot take-over. The second console monitors the Ethernet for input data on the universe
and if data is not present for a defined period seconds then it automatically enables the universe, thus
giving control to the second console.
For how to use hot take-over see Using Multiple Consoles.
19.3.13
MagicQ supports some simple options for testing complete output universes, including sending all 0s,
sending all 1s, and several additional test patterns. Tests can be performed on individual universes using
by selecting the test in the Test field of the Setup Window, DMX I/O view.
When any of the universes are in test mode a warning flashes in the Status Display.
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MagicQ supports copying of entire universes to multiple outputs this may be useful where you wish to
duplicate an output universe onto different outputs of an Art-Net box, or you want to set MagicQ wing
outputs to be the same as Ethernet outputs. Select the universe you wish to copy in the Copy field of the
Setup Window, DMX I/O View.
Select the Universe to copy e.g. Uni 1 for the first Universe. You can enter the universe number. Enter 0 to
turn off copying.
Product
No of
Playbacks
Mini Wing
10
PC Wing
Playback nos.
No of
DMX
No of wings supported
per PC / console
Main (1-10)
10
Main (1-10)
Maxi Wing
10
Main (1-10)
Extra Wing
24
1 * Wing Playbacks
None
Playback Wing
24
1 * Wing Playbacks
None
Execute Wing
48
2 * Wing Playbacks
None
Note that the Mini Wing, PC Wing and Maxi Wing can be connected to a MagicQ console to enable extra
DMX outputs from the console. Note that they duplicate the Main Playbacks (1-10) they do not enable
extra Playbacks.
19.4.1
Before you can use the MagicQ PC Wing the driver software must be installed on the PC - instructions for
installation are supplied with the MagicQ PC Wing.
To enable the MagicQ PC open the Setup Window and choose the View Settings view. Select the View Ports
tab and cursor down until you reach the MagicQ Wings & Interfaces option and press ENTER to change it
from disabled to enabled.
The following short-cuts make programming on MagicQ PC Wing easier. The short cuts also work on
MagicQ console.
Hold ALL and press a playback Select
Hold POS and press a playback Select
Hold COL and press a playback Select
Hold BEAM and press a playback Select
Hold ALL and press Next Head
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Selects groups 1 to 10
Selects position palette entry
Selects colour palette entry
Selects beam page or beam palette entry
Selects next group
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To connect a Mini, PC or Maxi Wing to a console simply enable the MagicQ Wings and Interfaces option.
19.4.2
To configure Playback Wings and Extra Wings open the Setup Window and choose View System, View Wings
view.
In the Type field, choose "Playback / Extra Wing". When the console has detected the Playback wing it will
show as "Fitted" in the status field. If you wish to connect more than one Playback or Extra Wing then enable
the required number of Wings.
Make sure you enable enough the same number of wings as you connect to MagicQ. Connecting more Wings
to MagicQ than you enable will cause unpredictable results.
19.4.3
The MagicQ Execute Wing is fully supported in software version v1.3.8.1. The Execute Wing has 48
playbacks arranged as 12 fader playbacks and 36 button only playbacks. The Execute Wing can be
configured simply to control Playbacks, or it can be set in a mode whereby the 36 button only playbacks
become a 72 button matrix for use selecting heads, palettes, groups, media and execute buttons.
To configure the MagicQ Execute Wing it must be set up as two consecutive wings in the Setup, View
System, View Wings. The first wing must be configured as Execute and the second wing as Execute
Top. This corresponds to the 48 playbacks whereas with standard Playback Wings there are only 24
playbacks.
The Execute Wing has a mode button called MENU. When this is pressed and held then the 2nd row of
buttons becomes a mode selection page. The mode button affects the top 3 rows of playbacks it does not
affect the bottom row of 12 playbacks they are always configured as normal Playbacks.
The mode options are:
Playbacks
Exec
Access to the Execute Window, enabling complete user configuration of the buttons. Use
PG UP and PG DN to select the Exec Page.
Heads
Palet
The buttons are automatically split into 24 Groups, 16 position palettes, 16 colour palettes
and 16 beam palettes.
Media
Access to the Media Window. Shows media page options, servers, layers and images as
in the Media Window. Use the 2nd down PG UP/PG DN buttons to change the Media
Bank. Use the 3rd down PG UP/PG DN buttons to change the Media Image.
Cues
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Cue Stack
DMX Test
Head Test
When selecting the mode, you can choose to press the SELECT button or the FLASH button associated
with the mode. In some of the modes this will alter the behaviour. For example, in the Heads Test, DMX
Test, Cues and Cues Stack modes, this determines whether the test is latching or momentary.
In Playback mode the upper 3 rows of playbacks control playbacks in the usual way. Note that as they do
not have a fader, the value the attributes that would normally be controlled by the fader (generally
Intensity values) will automatically default to 100%. The Playbacks can still have times in the normal
way, so that Intensity values can be faded in and out.
19.4.4
It is possible to connect multiple MagicQ consoles together in order to control a larger number of
Universes. The master MagicQ console then outputs some channels which act like playbacks for the slave
consoles.
On the slave consoles, one of the wings is configured as "DMX In" and select a range of channels for it to
respond to. Note that the universe that contains these channels must have input enabled in the "View
DMX I/O" view. This causes the playbacks on the wing to be controlled by up to 24 DMX channels
received into the console. The level of the playback is determined from the received channel.
19.4.5
It is possible to use an external DMX console to gain extra playback controls when using MagicQ
consoles. This is not a replacement for a MagicQ Playback wing with its legending and Cue Stack
controls, however it may be useful in certain circumstances.
On MagicQ PC this option is only available to control Playbacks PB1 to PB10 and is only enabled when a
MagicQ Wing or MagicQ USB Interface is connected. This feature allows synchronisation of MagicQ
with other consoles.
Configure an unused wing to be "DMX In" and select a range of channels for it to respond to. Note that
the universe that contains these channels must have input enabled in the "View DMX I/O" view.
In order to allow use of FLASH buttons on the external DMX console, MagicQ uses the top 5% of the
channel range as an indication that a FLASH button has been pressed. On the external console the
playback master fader should be configured at a maximum of 95% with the flash master set to 100%. If it
is not possible to set the master levels independently on the external DMX console then set the grand
maser on it to 95%.
On MagicQ consoles running the Pro 2010 operating system there is support for 2 external monitors with
resolution up to 1440x900. These monitors can be touch screens.
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Set the required resolution in the Resolution column and enable it.
When using USB touch screens, go to Setup, View System, View Status, Touchscreens to determine
which touch screen is Touch 1 and which is Touch 2.
Monitor 3 and Monitor 4 are not used.
19.5.2
On the Pro Operating System Monitor output 1 is a duplicate of the on board screen. This enables the
console to continue to be used should there be a problem with the on board screen. Monitor output 1
always duplicates the on-board screen.
Monitor output 2 can be used for showing extra windows. To enable windows to be moved onto Monitor
output 2, enable it in Setup, View System, View Monitors by setting the resolution on Monitor 2 to
1024x768 or 800x600.
Before turning on the 2nd monitor output, ensure that the monitor card upgrade has been carried out this
requires the fitting of a monitor card inside the rear panel. Note that the presence of the 2nd VGA
connector does NOT indicate that that the monitor card has been fitted. It is recommended to turn off the
2nd monitor output when a monitor is not connected as this will improve performance slightly.
Monitor 3 and Monitor 4 are not used.
19.5.3
When using multiple monitors on a PC first enable the monitors in Windows by putting the Windows
desktop onto all the monitors. Then start MagicQ PC and in Setup, View System, View Monitors press
the RELOAD MULTIW soft button. MagicQ should detect all the monitors attached up to a total of 4.
In Setup, View Settings, Network set MultiWindows to MultiWindows (same PC).
On PC systems touch monitors are set up under Windows not under MagicQ.
19.5.4
Prior to v1.4.3.0 the External monitor settings for Pro systems were configured in Setup, View Settings,
Ports. This included a setting for External Monitor Setting, USB Touch and USB Touch type.
19.5.4.1 External Montor 2
Set to 1024x768 to use the external monitor on a Pro system. Set to None when not using the external
monitor.
19.5.4.2 USB Touch
Determines which monitor on the MagicQ system has a touch screen connected a USB port. On a Pro
console with a USB touch screen connected to the 2nd Monitor port select Monitor 2. For a duplicate
monitor for the on-board screen select Monitor 1 duplicate. On a MQ50 select Monitor 1.
19.5.4.3 USB Touch Type
Enables the touch screen to be specified normal or X/Y swapped.
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19.6.1
Product Type
The product type determines the Product that is running. The options are currently MQ100+ and MQ50.
Use MQ100+ for all products except MQ50.
19.6.2
Country
The country setting determines the Country. Currently the country setting only has the options UK or US
for all countries except US select UK. MagicQ restricts some options including multi console
programming on the US version.
19.6.3
Time Zone
This is used for astronomical scheduled events. Enter the time zone from -23 to +23.
19.6.4
Latitude
This is used for astronomical scheduled events. Enter the latitude in degrees.
19.6.5
Longitude
This is used for astronomical scheduled events. Enter the longitude in degrees.
19.6.6
Disable Programming
This setting allows recording of show data to be disabled. This prevents show data from being recorded,
moved, copied or updated. Use this option to prevent show data being changed.
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When this setting is set to disable recording, parameters of Cue Stacks and Cues such as Chase Speed,
Shape Size and times may still be modified. To prevent all modification use Disable Modifications in
addition to Disable Programming.
19.6.7
Disable Modifications
This setting prevents Cue Stack and Cue data from being modified. Use this setting to ensure that
programmed Cues and Cue Stacks are played back exactly as they were programmed.
19.6.8
This setting prevents the user from testing Cues, Cue Stack, Playbacks and Patched Heads from the
respective Windows. Use this setting to avoid accidental operation of these features.
19.6.9
Disable Macros
This setting prevents Macros running. This is useful in cases where macros have been erroneously
assigned to keys.
19.6.10
Auto Backup
This setting enables automatic back ups. It can be set to No, Yes, and On Changes. By default it is set to
On Changes.
For playback of shows you may wish to turn back ups off, especially if you have a very large show as the
back-up process may occasionally affect the response of the console. We recommend you keep them on
(On Changes) for programming.
19.6.11
With this setting enabled the MagicQ console keeps an archive of back-ups. It will only archive back-ups
created using Auto Backup above therefore if you turn auto backup off then you will not have an archive.
19.6.12
The path where all show files will be stored. This path defaults to show. It is possible to change this path,
for example in an education environment where it is necessary to have different accounts for different users.
This setting determines how channels are activated in the Programmer. If set to Chans then when an
attribute of a head is modified only that channel is affected. If set to Heads then when an attribute of a
head is modified all the channels of that head are activated in the programmer. The channels are activated
using the value that they were at before they were last cleared from the programmer.
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Selecting Activate Heads ensures that all the channels of a head are always present when recording a Cue.
Note that if you plan to over-ride attributes of head during playback then you are likely to require Activate
Chans otherwise all attributes of the head will be over-riden.
MagicQ also supports IPCB, IPC and Col. These group similar parameters together, so for example
if you touch a colour attribute or the colour attributes are loaded into the programmer. IPCB means all
Intensity, Position, Colour and Beam attributes work in this way, whereas IPC only works on Intensity,
Position and Colour attributes , not Beam attributes.
19.7.2
Tracking
This setting turns tracking on and off. This affects new Cues that are recorded to Cue Stacks. It does not
modify Cues or Cue Stacks that have been previously recorded.
Users should be aware that playback of Cue Stacks also depends on the Track settings on each Cue in the
Cue Stack there are the three options Track HTP, Track FX and Track LTP.
In software prior to v1.3.6.4 these options were named Zero old HTP, Zero old FX, Rel unused chans and
were the inverse of the above options.
For software versions prior to v1.3.4.6 , users who wish to use tracking should should turn off the Zero old
HTP and Zero old FX in all Cue Stack steps. The defaults for these options can be changed in the Cue
Stack, View Defaults window.
19.7.3
This setting determines what happens to LTP channels that are not controlled by any playbacks or the
programmer. When enabled, channels default to the Default values specified in the personality. When
disabled, channels hold their last value.
19.7.4
This setting determines whether the programmer overrides HTP values on playbacks. When set to Yes, any
HTP channels in the programmer are no longer affected by the levels of those channels on playbacks.
When set to No, the highest value of the channel from the Playbacks and the Programmer is output.
19.7.5
Programmer overrides FX
This setting determines whether the programmer overrides FX on active playbacks. When set to Yes, any
channels that have base levels in the programmer ignore FX for those channels from any active playbacks.
Cues are automatically recorded with the Cue Option, Block FX this ensures that when the Cues are
played back other FX from other Playbacks are blocked.
When set to No, FX active on playbacks add to the base levels in the Programmer.
19.7.6
Highlight mode
This setting determines the highlight mode. The options are "Normal, Advanced (highlights/lowlight),
Advanced Highlight only and Advanced, no reset.
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In Normal mode, the intensities of the selected heads are reduced except for the one (or ones in
Odd/Even mode) that are being controlled. Highlighting of the controlled head(s) makes programming of
positions much easier.
In "Advanced (highlight/lowlight) mode, all the attributes of the heads that are being controlled are set to
the highlight values from the Personality. If Single mode or Odd/Even mode is in operation then only the
subset of the selected heads is highlighted the rest are lowlighted.
Advanced Highlight Only is the same as above, but no lowlighting occurs.
Advanced no reset is the same as Advanced (highlight/lowlight) but is not cleared when you press
CLEAR. Press Highlight again to reset it.
19.7.7
Fan Mode
This setting determines the fan mode. The options are Normal or No Toggle. When set to Normal
fan mode can be entered and exited by pressing the FAN button. With No toggle fan mode is only
entered when the FAN button is held down.
19.7.8
This setting enables multiple to be selected without pressing SHIFT. To deselect all groups press the
DESELECT ALL soft button in the Group Window.
The options are No, Multiple in one Go and Multiple always.
Whens set to No only one Group can be selected at one time selecting a second group releases the first
group. Pressing SHIFT and multiple groups allows multiple groups to be selected.
Multiple in one Go allows multiple groups to be selected until a head attribute is changed then it starts
with a new selection of groups.
19.7.9
Recording to Palettes
The options are Only selected heads and All heads in Programmer. By default only the selected heads are
stored into Palettes when a Palette is recorded.
19.7.10
By default when the Programmer is merged into a Cue using Record Merge, the times in the Cue are
overwritten with the times in the Programmer. This setting enables this to be changed so that the times in
the Cure are not overwritten.
19.7.11
By default the Programmer is not cleared when the Update button is pressed.
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This setting determines whether when entering keypad intensity settings an ENTER is required. If set
then an auto enter is processed when 2 digits have been keyed in after @ or immediately after FULL.
1 THRU 4 @ 50
or
1 THRU 4 @ FULL
19.8.2
This setting determines whether the current head selection is modified when you set intensities using the
keypad. If this option is not set then intensities are set without modifying the head selection. If set, then
the intensities are set and then the head selection is modified, for example:
1 THRU 4 @ 50 ENTER
sets heads 1 to 4 at 50% intensity and selects heads 1 to 4.
+5 @ FULL
sets head 5 to 100% intensity and adds head 5 to the current selection
19.8.3
This setting was renamed from Select Heads in Col, Beam, Pos
This setting enables you to select Heads and Palettes from the keypad and various other advanced keypad
functions. Select heads by typing the head selection and then pressing the appropriate Colour, Beam or
Position Window button.
1 THRU 4 COL
selects heads 1 through 4 and opens the Colour Window.
1 THRU 4 COL 5
selects heads 1 through 4 and selects Colour Palette 5.
It also enables selecting on Color, Beam and Position palettes direct from the keypad.
19.8.4
This setting determines whether when you include Cues and Palette entries into the programmer the
console automatically selects the heads.
If set to Yes, the console selects all heads that have levels in the Cue or Palette entry.
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When this setting is set to Yes, entering head numbers on the keypad followed by the ENTER key always
selects the heads. When set to Yes, some of the advanced features of MagicQ are not available directly
from the keypad. When editing numeric fields in the spreadsheet style windows in this mode, the operator
must use the SET button rather than editing the field directly.
This setting has a Strict Mode option. In this mode it is not possible to toggle or choose items simply
using the ENTER key. You must use SET first. This should help keypad fanatics to avoid setting options
in Windows accidentally.
19.8.6
This setting swaps around the syntax used for patching Heads. The normal syntax for patching (Theatre Path is
se to No) is
<number of heads> @ <dmx address>
When set to Yes, the syntax for patching is:
<head number> @ <dmx address>
Thatre Patch supports patching multiple multiple DMX addresses to one head when using Theatre Patch
syntax. For example to patch Head no 10 at DMX addresses 1, 2 and 3 enter
10 @ 1 + 2 + 3
As with the Patch, View DMX there is a maximum of 6 DMX addresses per Head.
In Thatre Patch it is possible to repatch dimmer channels. If the head is already unpatched then just enter
the new address e.g. to repatch head number 20 to DMX channel 25.
20 @ 25
It is possible to repatch to multiple DMX addreses e.g. to repatch head number 20 to DMX channel 25
and 26.
20 @ 25 + 26
If the head number is already patched then MagicQ will request confirmation whether to Repatch the
exiting Head with the specified Head No or to patch another Head with the same number.
19.8.7
Encoder Mode
By default MagicQ sets the encoder wheels according to the currently active Window so for example when
you change to Colour Window, the encoder wheels control colour and when you change to Group, the encoder
wheels control Group settings.
When encoder mode is set to Maintain Pos, Col, Beam, the Position, Colour and Beam buttons will act
like Hard Buttons so that the encoders will be maintained on Position, Colour or Beam even when the
Group or Output Windows are opened. At any time the encoders can be forced to their default settings for
the Window by using SHIFT and the Window button e.g. SHIFT + GROUP.
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In addition the Intensity attribute will also appear on Encoder F in the Pos window if that encoder is not
already used for position attributes.
When encoder mode is set to Intensity on X, then when setting an intensity level from the keypad, MagicQ
will open the Intensity Window and the X encoder will control intensity.
When encoder mode is set to Pos, Col, Beam, Int X then MagicQ performs both the above options.
19.8.8
This setting swaps over the pan and tilt encoders. By default the left encoder is pan and the right encoder is tilt.
19.8.9
Normal
Swap all encoders
Swap both pan and tilt encoders
Swap pan encoder only
19.8.10
Enables the Cursor Page buttons (Page Left, Home, Page Up, Page Right, End, Page Down) to be used as
Palette buttons (Group, Int, Fx, Pos, Col, Beam). This makes it easier to select Palettes using the keypad.
When this mode is enabled the Palette Buttons become the Cursor Page buttons.
It is strongly recommended that you do not change the physical key caps of these buttons since this may
cause irreparable damage to the front panel board.
19.8.11
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Beam
Colour
Execute
Fx
Group
Help
Intensity
Cue Stack
Media
Macro
Outputs
Position
Cue
Programmer
Setup
Patch
Page
Playback
Cue Stack Store
Cue Store
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Playback shortcuts
F1 to F10
1 to 0
Q to P
A to ;
\ to .
`
SPACE
#
[
]
-
Note that in playback shortcuts mode many programming options will not work as expected because the
keyboard keys are used for busking.
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This setting allows the THRU, @ and FULL keys to be mapped to different keys on the keyboard. This is
useful in some countries where the normal mappings (>, @ and #) are not easy to select. To set this
setting, simply press the 3 keys you wish for the functions followed by ENTER.
19.8.13
This setting enables a mouse or track ball to control pan and tilt. See mouse controls pan/tilt.
This setting is only supported on MagicQ consoles, and on MagicQ PC systems with a MagicQ PC Wing
or MaxiWing connected.
Colour Scheme
There are options for the default colour scheme (Grey), high brightness (yellow) colour scheme, high
contrast or Grey (black text) colour scheme. The Grey (black text) is useful on some TFT/LCD screens.
The MKII schemes provide improved graphics.
19.9.2
This setting shows all text in CAPITALS regardless of how it is programmed in the show. There is also
an option to capitalise only the first letter of names.
19.9.3
Icons
This setting turns icons on or off and selects the size of the icons. Note that on older MagicQ consoles it
is necessary to load the icons file onto the console.
19.9.4
Speed Display
Choose how speed is displayed for chases and FX - seconds, BPM, or frames.
19.9.5
Attribute Display
This determines how attributes values are displayed for Encoders normal, 16bit, %, or pan and tilt in %.
19.9.6
Column Hiding
When set to Yes, MagicQ hides columns that are unused e.g. attributes that the patched moving lights do
not support. When set to No all columns are shown regardless of whether they are used.
19.9.7
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When set to Yes, MagicQ automatically orders the rows in the Outputs Windows, Programmer Windows
and Cue Windows. The currently selected heads appear at the top of the window.
When set to No, the rows are ordered according to the Sort option specified in the Patch Window.
19.9.8
Confirmation requests
This setting sets the default for confirm boxes. It can be set to Confirm (default no), Confirm (default
yes) and no confirm. The Confirm (default no) is the default option. Use the no confirm option
with great care!
19.9.9
Scroll bars
This setting allows a choice of scroll bars, from none, normal and wide.
19.9.10
This setting splits the function of the top soft buttons above the screen. The physical buttons are changed
so that they always select layouts. The menu buttons associated with each window are then available
using the touch screen. This option is useful on larger shows when you need to often switch between
layout views.
19.9.11
This setting is for testing purposes only. This setting should always be set to No except when directed by
ChamSys support.
19.9.12
When this setting is set to Yes, MagicQ always shows a Record Options toolbar when the Record button is
pressed. An Include Options toolbar is shown when Include is pressed.
19.9.13
This setting determines how windows are shown on the Externa Monitor.
It is possible to force a particular Window to be displayed on the External Monitor regardless of other
Windows moved onto the Monitor. Options are None, Outputs Info, Programmer Info, Cue Stack
Info,Group and Exec.
There are also options to set the sizing (number of columns) on the external monitors to be the same as on
the internal touch screen. You can choose the additional options Normal same res and Normal 10
cols. Normal same res makes the external monitor use the same number of rows and columns as when
the window is on the internal monitor. Normal 10 cols. Makes the external monitor always use 10
columns regardless of what size the window is.
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Option for how the Plan View in the Outputs Window shows intensities either using glass fill or colour
grading.
19.9.15
Message Window
This specifies where the message box is shown (main screen, external screen 1, external screen 2) and
whether a network message is sent to other consoles.
Setting Net Only results in messages only being sent over the network, not shown on the console where
the Cue executed.
With this setting you can force Cues to be deleted when the Cue Stack that uses them is deleted. Cues are
only deleted if they are not used in other Cue Stacks. This option defaults to No.
19.10.2
With this setting you can force Cue Stacks to be deleted when the Playback is deleted. Cue Stacks are
only deleted if they are not used in other Playbacks. This option defaults to No.
19.10.3
By default MagicQ uses the lowest free Cue when recording new Cues. It also uses the lowest free Cue
Stack when recording new Cue Stacks and lowest free Palette when automatically recording Palettes.
Setting this setting to No, forces MagicQ to record items after the place the last items were recorded
enabling the user to control where new items are recorded.
19.10.4
By default when you copy a Cue Stack, MagicQ creates a new Cue Stack but retains links to the old Cues
i.e. no new Cues are made. Using SHIFT + COPY you can specify an unlinked copy whereby new Cues
are made.
This setting allows the default Copy behaviour to be changed so that the copy is always unlinked unless
SHIFT + COPY is pressed.
The options are linked, unlinked and unlinked, no state.
The unlinked, no state option specifies that when Cues are copied within a Cue Stack only the delta
values are copied not the state of the Cue at that step.
19.10.5
This setting specifies how MagicQ sets the Cue settings for new Cues recorded on a Cue Stack.
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When this setting is set to No, MagicQ uses the default Cue settings specified in the Step and Step Times
tabs in the Cue Stack, View Defaults view.
When this setting is set to Yes, MagicQ attempts to derive the setting Cue settings from the previous Cue
in the Cue Stack. If the Cue is the first in the Cue Stack then MagicQ uses the default Step and Step
Times.
19.10.6
MagicQ supports two different ids for Cues the Cue Id of the Cue within the specific Cue Stack and the
QId of the Cue within the Cue Store.
Many users record Cues directly to Cue Stacks on Playbacks and do not need to use the Cue Store. These
users are only concerned with the Cue Id in the Cue Stack.
When this setting is set to Yes, MagicQ hides the QId from the Cue Store from the Cue Stack Windows
and Cue Windows.
19.10.7
This setting allows palettes to be automatically expanded to heads of the same type. This enables palettes
to be built up on a single head and then expanded to all of the patched heads of that type.
It is possible to choose just Colours and Beams to be expanded or all Palettes. Palettes are expanded when
patching a new head and when recording palettes.
19.10.8
This setting determines that heads are unpatched rather than moved aside when repatching and morphing.
When set to Yes, when repatching, any heads that need to be moved aside to make room for new heads are
unpatched.
The Grand Master can be configured to control only the level of preset faders, as accessed through the
Intensities Preset View. Alternatively, it may be configured to control only the level of programmer data, or
it may control both. In each of these configurations it does not control playbacks or add/swap levels.
When set as a Grand Master it controls Playbacks and the Programmer.
19.11.2
The Sub Master can be configured to control either playback faders only, or add/swap buttons only, or both
(the default).
It can also be set as a programmer master, a preset master or both.
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19.11.4
When enabled from the Setup Window, playbacks faders 9 and 10 become Cross Masters for manual Fade
In and Fade Out. Pressing the Pause button on either playback 9 or 10 brings the current playback under
manual control.
The two faders can then be used to fade in each new Cue with separate control for fade in and fade out.
Pressing the Go button on either Playback 9 or 10 returns the current playback to normal Cue execution.
When enabled, playbacks faders 9 and 10 can not be used as normal playbacks.
19.11.5
This option enables the user to lock the manual playback section of MagicQ to Playback Fader 1
regardless of the currently selected Playback. This is designed for theatrical use where Playback Fader 1
always contains the master Cue Stack.
19.11.6
Stomp Playbacks
When the Playback Stomping option is enabled, playbacks that have been fully overridden by other
playbacks will be automatically released (stomped).
19.11.7
This option determines whether one Playback intensity level can subtract from another Playbacks level.
When set to yes an FX on one Playback can subtract from the level on another Playback. When set to
no MagicQ performs pure HTP i.e. the highest level (including FX) from all the Playbacks is output.
19.11.8
Go reasserts channels
This setting determines which channels are reasserted when the Go button of a Playback is pressed. The
options are All inc tracked, non tracked and All no fade.
When set to All inc tracked, then pressing GO on the Playback will reassert channels that are tracking
through the Cue Stack even if they were being controlled by another Playback. When set to non tracked
only channels that are recorded as hard values in the current Cue will be reasserted.
All no fade forces an immediate change of the channel values controlled by the Playback.
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This setting is used to reassert channels using the fader. This setting is useful when using Cue Stacks with
the Fader Releases set to No and Flash releases set to No.
When set to Yes, faders reassert the Playback when the level leaves zero. The setting Go reasserts
channels specifies how the channels are reasserted.
19.11.10 Next Page changes to next used
This setting enables page changes using the Next Page and Prev Page buttons to only access programmed
pages rather than changing through all pages. Any page can be accessed through the Page Window.
19.11.11 Current Playback follows last touched
This setting makes the Current Playback follow the last Playback fader to be raised. If set to No then the
Current Playback is not changed when faders are raised - it is only changed when SELECT buttons are
pressed.
19.11.12 Wing Playbacks SEL+GO = BACK
This setting changes the function of SEL+GO on Playback Wings. By default SEL+GO reasserts the
Playback. This option enables SL+GO to be changed to be a BACK function on Wing Playbacks. This is
useful on Wing Playbacks that do not have physical BACK buttons.
19.11.13 Activate playback on start
This option enables one or more playbacks to be activated on start up. The options include:
None
PB1
Last Active
Wing 1 PB 1
Cue Stack 1
Macro 1
Lamp On All
When set to Activate Playback PB then when MagicQ starts PB1 is activated. This can then be used to
activate other playbacks and potentially run a complete show without user intervention.
When set to Last active then after a power up or a reset, MagicQ will reactivate Cue Stacks that were
running when the console was powered down or reset. MagicQ will start the Cue Stacks from the step that
they were previously on.
Note that all the options except for the PB1 option are only available on MagicQ consoles or on MagicQ
PC systems with MagicQ Wings or Interfaces attached.
19.11.14 Run in Execute Window
This setting starts the console / MagicQ PC up in the Execute Window.
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IP Address
The console stores the TCP/IP address and subnet mask for the network interface. The addresses are stored as
part of the console configuration rather than as part of the show data. Thus erasing show data does not affect
their configuration.
For communicating with an Art-Net convertor the TCP/IP address must be set to a number in the range 2.x.x.x
(e.g. 2.9.200.1) and the Sub net address must be set to 255.0.0.0.
Note that on the MagicQ PC the TCP/IP address of the PC system is configured through Windows rather than
through the MagicQ PC software. However the MagicQ PC software must also be told the TCP/IP address so
that it knows which network interface to use.
19.12.2
Subnet Mask
19.12.3
This setting is used to send Output data internally to other applications on the same PC. This can be used
to connect to a Visualiser or the MagicQ Media Centre on the same PC.
This setting is valid for PCs and Macs only it is ignored on MagicQ consoles.
19.12.4
Determines what protocol is used on the Ethernet communications. If set to none then any data received is
ignored. Data can be transmitted from the Macro field of Cue steps in the Cue Stack.
The other protocols are:
ChamSys Rem (rx)
ChamSys Rem (tx & rx)
ChamSys Rem (tx)
When using playback synchronisation between consoles this setting should be set to ChamSys Rem (tx &
rx).
See Ethernet Communications and Multiple Consoles for more details.
19.12.5
It is possible to configure the port used for synchronisation of playback between multiple MagicQ
consoles. The default port is 6553. If this port interferes with other equipment for any reason then it is
possible to change it.
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Web Server
This is used to enable the in-built Web server which enables remote access to the console functions from
other euqipment using web browsers.
19.12.7
Multi Windows
This option is used to support multiple monitors on a MagicQ PC system or to connect a PC to a MagicQ
console to add additional monitor capability.
When used on MagicQ PC to utilise multiple monitors set it to Multiwindows (same PC). Then go to
Setup, View System, View Monitors to reload the monitor setup (Reload Multi Win).
When used on a MagicQ console to add additional monitor capability to a MagicQ console then set it to
MultieWindows (remote) and on the PC run the MagicQ MultiWindow PC application.
19.12.9
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This setting enables MagicQ Wings and ChamSys USB interfaces to be connected. The options are No,
Yes, and Yes auto DMX.
This option affects MagicQ Wings (Mini, PC, Maxi, Extra, Playback, Execute) and USB Interfaces (Twin
DMX, Audio, SMPTE).
When set to Yes auto DMX then MagicQ automatically outputs DMX on the Wings starting from Universe
1 provided that none of the Universes have been explicitly set to MQ Wing.
19.13.2
MagicDMX mode
The options are None, DMX Out or DMX In. This option defaults to DMX Out.
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Setting the Out Type of Universe 1 in Setup, DMX I/O to MagicDMX will automatically set this option to
DMX Out.
Note that DMX In is not available on the MagicDMX Basic version.
19.13.3
MagicQ supports one serial port for remote connections. On MagicQ consoles select COM1. On MagicQ
PC select a COM port from COM1 to COM8 depending on which COM port you wish to use.
19.13.4
MagicQ consoles support baud rates from 300 to 57600. Baud rates supported on MagicQ PC will depend
on the PC.
19.13.5
Serial parity
MagicQ PC supports None, Odd, Even, Mark and Space. MagicQ consoles only support None, Odd,
Even.
19.13.6
MagicQ PC Supports 1,1.5 or 2 stop bits. MagicQ consoles support 1 or 2 stop bits.
19.13.8
Determines what protocol is used on the serial port. If set to none then any data received is ignored. Data
can be transmitted from the Macro field of Cue steps in the Cue Stack.
The other protocols are:
ChamSys Rem (rx)
ChamSys Rem (tx & rx)
ChamSys Rem (tx)
Ideal Touch
A1 Touch
Elo Touch
The Touch protocols are for the use of external touch screens with the MQ50, MQ100, MQ200 and MQ300
consoles. Refer to the instruction manual of your touch screen for other serial settings.
See Serial Communications and Multiple Consoles for more details.
19.13.9
Determines which monitor on the MagicQ system has a touch screen connected to the serial port. On a Pro
console with a serial touch screen connected to the 2nd Monitor port select Monitor 2. For a duplicate
monitor for the on-board screen select Monitor 1 duplicate. On a MQ50 select Monitor 1.
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When set to ChamSys audio left only, any signals received on the left channel are automatically
duplicated onto the right channel. This is useful in situations where only a mono audio feed is available.
Note that energy detection through PC audio card is no longer supported.
When set to non zero values any levels below the minimum or above the maximum are ignored and the
levels are scaled appropriately.
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The timecode type can be set to EBU-25, SMPTE30, NTSC30 and Film 24. When a ChamSys MIDI/SMPTE
module is fitted the Status Display will show the current time-code being received from the module.
19.14.2
When MagicQ is set to external timecode and the external timecode source is termporarily lost MagicQ
automatically continues to increment the timecode. This parameter specifies how long MagicQ continues
generating for before it stops. After this time the time-code will be frozen until a signal is received again.
19.14.3
The timecode jump detect parameter is the number of frames that MagicQ waits before performing a jump.
This allows spurious timecode values to be ignored.
The MIDI Show Control type specifies how MagicQ treats MIDI show control commands,
19.14.4
Timecode in type
Timecode generation
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The options are None, Any Channel or Requested Channel. When set to Any Channel MagicQ will
process MIDI notes received on any MIDI channel. When set to Requested Channel then MagicQ will
only process MIDI notes recived on the MIDI In Channel that is set.
This option can be used at the same time as timecode in / timecode generation.
19.14.7
The options are None, Any Channel or Requested Channel. When set to Any Channel MagicQ will send
MIDI notes on the channel specified in the macro field in the Cue Stack. When set to Requested Channel
then MagicQ will always send the MIDI notes on the MIDI Out Channel that is set reagardless of the
channel specified in macro field in the Cue Stack.
This option can be used at the same time as timecode in / timecode generation.
19.14.8
The options are Normal, Cue Stack 1, Playback 1. This determines which Cue Stack is triggered when
MIDI Show Control (MSC) commands are received.
In normal mode, MSC commands with two parameters (Q number, Q list) will trigger Cue Stacks in the
Cue Stack Store. MSC commands with one parameters (Q number) will trigger Cues in the Cue Store.
In some circumstances Playbacks may get triggered erroneously even when the fader has not been raised
above 0. In these circumstances setting this level to a level above 0 (e.g. 5) may remove the erroneous
triggers.
19.16.2
In some circumstances faders or encoders may become faulty and generate excess noise in these
circumstances setting this level to a level above 0 (e.g. 5) may remove the effect of the fault.
19.16.3
Encoder Damping
Use this option on a MagicQ PC Wing to improve the performance of the encoder wheels. This option
does not have any effect on MagicQ consoles.
19.16.4
Touch Screen
The touch screen can be disabled with this setting in case it has gone faulty and is causing problems.
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Encoders
The encoders can be disabled in case they have gone faulty and are causing problems.
19.16.6
The faders can be disabled in case they have gone faulty and are causing problems. This setting should
normally be set to 0.
The following values can be used:
Set to 1 to disable the main faders.
Set to 2 to disable Wing 1 lower faders.
Set to 4 to disable Wing 1 upper faders.
Set to 8 to disable Wing 2 lower faders.
Set to 10 to disable Wing 2 upper faders.
19.16.7
This setting disables power fail detection for the current seesion in case the power fail detection circuitry
has gone faulty and is continually reporting power fail.
This setting is not stored over a reset / power on.
19.16.8
Screen Save
By default MagicQ sets the reduced rate Output to Mixed + Changes only. This reduces the amount of
network/usb traffic when DMX values are not changing. It also interleaves the ArtNet frames so that
ArtNet devices with small buffers will still be able to decode the correct ArtNet universes on heavily
loaded networks.
Consoles and PC installations that have been programmed on older versions of MagicQ software will
automatically have this option turned to Mixed + Changes only when the system is first started after the
upgrade. Users can change the setting back to the previous setting if required. The previous setting
Normal has been renamed Continuous. We recommend using the Mixed + Changes only option as
your normal setting particularly when using wireless networking.
Data packets sent to WWIWYG and Capture are sent only when the data changes thus significantly
reducing network traffic when data is not changing. The reduced rate DMX options do not affect the
WYSIWYG or Capture data.
The DMX data sent to MagicQ Wings and Interfaces is only sent when the data changes this reduces
USB data traffic. When the data is constantly changing there will be no difference. The RX data LED on
MagicQ Wings & Interfaces shows the level of DMX traffic when DMX data is not changing this LED
will flicker a few times a second instead of being on constantly.
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Some older DMX equipment is not able to work at full DMX speed. Use this option to reduce the DMX
refresh rate note that this option reduces the rate of data MagicQ sends ve rthe network or via USB to
the interface. It may not affect the actual DMX rate as this may be under control of the interface itself.
Some Ethernet Interfaces and network hubs are unable to handle high levels of Ethernet traffic, for
example all 32 MagicQ universes output simultaneously. On these devices set this option to Mixed +
Changes this sends the Ethernet data at the same rate, but in alternating order, thus ensuring that the
Ethernet Interface can pick up the data.
Note that MagicQ will always send data on ArtNet and Visualiser at least once every second regardless of
whether data has changed.
19.16.10 Movie Buffer frames
MagicQ uses buffering for Movie clips. By default (when this settting is set to 0) MagicQ uses a buffer
size of 128 frames. MagicQ will always use a minimum of 128 frames regardless of this setting.
Note that on Pro 2010 consoles MagicQ uses a solid state disc so on these systems changing this
parameter should not make significant difference.
19.16.11 Standard Logging
This option allows logging to be disabled. This option should always be enabled except when directed by
ChamSys support.
19.16.12 Extended Logging
This option allows extended logging to be enabled. ChamSys support may request that Extended Logging
is enabled in order to try to solve problems.
Users can now add their own splash screen by copying their splash image named usersplash.bmp into the
MagicQ folder. This will be used in favour of the default splash.bmp.
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screen in the bottom left corner of the screen and then the top right corner of the screen. Press the screen
on the corners where the displayed graphics starts/ends.
It does not matter which order you press the screen in. If you feel you have pressed the wrong bit of the
screen just press the screen again in the correct position.
When you are satisfied you have pressed the correct position then press Cal Touch button to leave the
calibration mode. Make sure you use the physical button rather than pressing the touch screen, as pressing
the touch screen messes up the calibration.
You should now find that the touch screen is more accurate. If you continue to have problems then try
pressing the screen with a small blunt object, but don't use a sharp object as it may damage the touch
screen.
When calibrating external touch screens calibrate only 1 touch screen at a time. Pressing in more than one
screen will cause unpredictable results.
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brightness of display 0 is off
brightness of the LEDs
In button test mode the Window shows a map of all the buttons, encoders and faders. When a button is
pressed the map turns green to indicate that the button has been pressed and released o.k. For encoders it
turns green when the encoder has been turned both ways. For faders it turns green when the fader has
been lowered to 0 and raised to full.
To test LEDs, enter button test mode and then press CTRL 1 and CTRL 2 to test the different colour
LEDs. Press CTRL 0 to go back to normal state of the LEDs.
Button test mode is exited in the same way that it is entered.
On MagicQ PC to enter button test mode type test on the keyboard then hold SHIFT and CONTOL. Hold
SHIFT and press CONTROL to exit button test mode.
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This window can be hidden on subsequent starts by pressing the Hide Options Next Time button. It can
be reactivated by setting the Setup, View Settings, Windows, Start Mode option to Choose Demo show.
In this mode the console simply operates as a 48 channel traditional theatre console with 48 dimmers
patched on Universe 1 at channels 1 through 48.
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If a MagicQ Wing, MagicQ Twin DMX Interface or MagicDMX interface is connected to MagicQ then
the 48 channels will be automatically output on the 1st output.
There are 10 Playback Faders labelled PB1 to PB10. Depending on your screen resolution you may have
a S, > and || button for each fader. Pressing in the box labelled PB1 to PB10 is the same as pressing the
appropriate S button.
To record a Cue set the faders as required. Then press REC and press the S button of the Playback fader
you wish to record it to.
Press CLEAR to clear the Programmer and retrun the faders to their defaults.
To record a chase, record multiple Cues to a Playback fader simply record more than one cue to a
Playback fader.
To remove the Cues from a fader press REM and press the S button of the Playback fader you wish to
remove Cues from.
To name a fader press SET and press the S button of the Playback fader you wish to name. You will be
shown a text entry box. Type the name followed by RETURN.
Multiple pages of faders are supported through the Next Page / Previous Page buttons.
It is possible to interchange between the Normal and Simple views of the console by pressing the Norm
and Simple buttons in the top right corner of the Application.
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The Playback faders are automatically set up with some useful functions including Macros for Lamp On,
Reset and Lamp Off, Locate and Movement, Colour, Gobo and Strobe tests.
If a MagicQ Wing, MagicQ Twin DMX Interface or MagicDMX interface is connected to MagicQ then
the fixture will be controlled on the 1st output.
The preset faders can be used to change the values of individual attributes. Use SHIFT and the faders to
make a fine adjustment.
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Note that the MagicDMX interface does not lift these restrictions, as this is a low cost interface intended for
learning how to program the system.
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21 Automation
21.1 Scheduled Events
MagicQ now timed events for trigger Cues at specific times of the day or days of the week. Any Cue in a
Cue Stack can be set to trigger based on a scheduled event rather than following on from the previous Cue.
This enables time of day and date based events to be run automatically.
Scheduled events are supported on MagicQ consoles and on MagicQ PC when connected to a MagicQ
Wing.
To use this feature, set the Halt field in the Cue Stack Window to Sched. Double click to change the
field. Then enter the time in the Wait field. You can enter a full time:
19/30/5 for 19 hours 30 minutes and 5 seconds
or
*/10/0 to have the event occur every hour at 10 minutes past the hour
or
*/*/0 for every minute
21.1.1
It is also possible to set dates. Dates are entered into the macro field starting with Z and ending with Z.
For example to have an event on the 24 December 2005 enter:
Z24/12/2005Z
You can also specify particular days of the week using the characters A to G where A is Monday, B is
Tuesday, C is Wednesday etc
So for an event every Monday and Tuesday enter:
ZABZ
For an event on the first day of every month enter
Z1Z
21.1.2
MagicQ has the capability to trigger events based on the sunrise and sunset at the particular
location.
In order for sunrise and sunset events to occur correctly MagicQ must be configured with the
correct longitude, latitude and time zones. These parameters are configured in Setup, View
Settings, Mode. The sunrise and sunset times for the current location can be checked in Setup,
View System, View Status.
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To set a scheduled event based on sunrise or sunset first set the Halt field in the Cue Stack to
Scheduled (double click to change it). Then enter in the Wait field either R for sunrise or S for
sunset.
It is possible to set offsets on the sunrise and sunset times so the event is triggered a certain time
before or after the sunrise or sunset.
For example to trigger 20 minutes after sunrise enter
R+0/20/0
To trigger 30 minutes before sunset enter
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Slow (increases/decreases by Audio P2 each sample)
Audio bumps go causes the Cue Stack to bump to the next step every time a peak in the audio is
detected on the specified channel. This enables a Cue Stack to follow the beat of the music. This is best
used with the Cue Stack set to Cue Timing instead of Chase Timing. Audio parameter 1 is used as a
divider set it between 2 and 16 to divide the received beat frequency by a value between 2 and 16 times.
Audio sets BPM causes a Cue Stack set as a chase to automatically set the chase speed to the timing of
the peaks on the specified channel. The Cue Stack should be set to Chase Timing.
Audio jumps Cue Stack enables the level of the specified channel to determine which step in the Cue
Stack is executed for example if you have a Cue Stack with 10 steps, then a level of 0% will execute
step 1, 10% will execute step 2 whilst a level of 100% will execute step 10. This is very useful if you
wish to program different Cues onto LED or media servers.
A macro assignment to a button can be removed using the De-assign Macro soft button.
You can view the data in each step of a Macro in the View Data view in the Macro window.
Macro steps can be deleted using the REMOVE key. Note when a button is pressed there is a press and
a release both should be removed otherwise the button state will become confused.
It is possible to move steps in the Macro, View Data view press MOVE and then select the source
followed by the destination. Multiple steps can be moved using SHIFT and the cursor keys.
The macro data can be reordered if the times have been changed out of sequence using the REORDER
soft button.
Macros can be inhibited from the Setup Window using the Inhibit Macros option.
21.4.1
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The Quick Macro Tool Bar is accessed by pressing the screen in the Status Display (the area of the screen
above Playbacks PB1 to PB5 with the Clock). The Macro Tool Bar can be closed by pressing in the
Status Display again.
The Macro Tool Bar shows the Key Macros 1 to 10.
21.4.2
Playback of keyboard macros can use the times that the macro was recorded with or using external time
code sources. By default macros are played back using Immediate timing. Use the SET TIMING soft
button to change the timing to Real time or Time code.
The timing type can be changed after the macro has been recorded however if external time code timing
is required then this should be selected before the macro is recorded. This enables the console to record
the key and button presses according to the received time code signal.
Times can be modified in the View Data view of the Macro Window using the keypad and Encoder E.
Multiple items in the macro can be changed at one time using SHIFT and the cursor keys to select the
items.
When using time code timing, the + and operators can be used to offset the timing of a sequence of
items.
21.4.3
Macros support fader moves and encoder changes as well as button presses. This enables complete
recording and playback of macro segments. Macro timing and playback uses a high resolution internal
clock enabling accurate playback of recorded sequences.
MagicQ optimises fader moves to remove redundant steps.
21.4.4
In built Macros
MagicQ supports a number of in-built macros which carry out common programming key sequences
including quite a few that would normally require multiple key presses or simulataneous pressing of more
than one key. The In-built Macros can be useful on touch systems where it is not possible to touch 2 keys
at one time.
Press the In built Macro soft button and choose the macro to assign to the current item in the Macro
Window.
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MagicQ can take a parameter from the event trigger and pass it to the function for example, it could take
the velocity from a MIDI note event and tigger a Playback level using that velocity.
Events
Each event can have up to 3 paramters (P1,P2,P3) to filter the event further.
Scheduled
MIDI note
MIDI sysex
Timecode
Remote
DMX input
Serial port
Startup
Shutdown
Power fail
Functions
Each Function can have up to 3 function parameters F1, F2, F3. For Playback (PB) functions, F1 is the
Playback number. For Stack functions, F1 is the Stack number. For Cue functions F1 is the Cue number.
For Page functions F1 is the Page Number and F2 specifies a Playback to be activated on the Page Change
(0 = none).
PB a,r,level
PB level
PB activate
PB release
PB act FULL
PB go
PB back
PB ffwd
PB fbck
PB jump
Stack activate
Stack release
Stack level
Cue activate
Cue release
Cue level
Run macro
Change layout
Change page
Change page release main
Change page release all
21.5.1
MIDI events
If you add MIDI events then these override the miditable.txt file the file is completely ignored.
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If you add serial port events then these override the normal ChamSys serial remote protocol functions.
MagicQ matches the serial data received to the string you specify in the P2 field using the same format as
in the Cue Stack Macros but without the X. So if you set the P2 field in the Autom to
1,2,3 it will match the serial data received 1,2,3
22 Execute Window
The Execute Window is a special window designed to allow the user to customise the look and feel of the
MagicQ. This layout of the window is configurable by the user and can contain Groups, Palettes, Macros,
Cues and Cue Stacks.
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You can also assign Special Functions to items in the Execute grid. These include Execute Page Up,
Execute Page Down, Change to Exec Page, Close, Blind, Clear, Lamp On, Lamp Off, Reset, Key Lock.
Press the ASSIGN SPECIAL soft button.
There are also Special Functions for controlling zones enabling, disabling and setting the hot takeover
state. These enable complete control of complex DMX routing from a simple interface.
It is possible to set the execute buttons to be of type Ellipse. By default the buttons are now coloured
according to their function. When that function is active the button appears brighter.
22.3 Faders
The Execute Window now supports faders as well as buttons. Cue Stacks and Cues can be represented as
faders. To set a Cue Stack or Cue as a fader, move the cursor to the item and press SOFT button E to
toggle between button and fader. A F appears in the corner of the item when it is set to be a fader.
Faders are only shown in Execute View, not in Design View.
Faders can be twice as tall as buttons. When setting faders in the Execute Window leave the box below
the fader free. The fader will automatically be adjusted in the Excute View to fill the two boxes.
22.4 Buttons
By default buttons in the Execute Window are set to toggle their function on and off each time the button
is pressed. It is possible to set a button in the Execute Window that is controlling a Cue or a Cue Stack to
momentary rather than toggling. Move the cursor to the required item and use Soft button E to set the
item type Button Fl.
Buttons can also be set as solo buttons (also known as radio buttons) so that a group of buttons
programmed as Cues or Cue Stacks can be set so that only one of the group is active at a time. Use soft
button E to select Solo.
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The group consists of all adjacent buttons in a horizontal row that have their Item Type set to Solo.
Solo buttons must be immediately adjacent. Empty items or items that are not set to Solo will end the
group.
22.6 Wallpaper
It is possible to set a background wallpaper using the SET WALLPAPER soft button. The wallpaper
should be a bmp or jpeg of the size set by the WIN SIZE button. For MagicQ consoles the internal touch
screen is 800x600 resolution.
Use SHIFT + CLR WALLPAPER to remove the wallpaper.
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23 Head Editor
The Head Editor is accessed from the Edit Head soft button in the Patch Window. Making changes
modifies the personality files stored on the MaqicQ disc and used for all new shows.
The Head Editor consists of 5 views for modifying data:
General
Channels
Ranges
Palettes
Macros
In each of the views new values can be entered using the keypad or keyboard. New entries can be added
to the lists by pressing the Insert soft button. The top right encoder wheel can be used to modify the item
where the cursor is placed.
The Head Editor will start up with the chosen head - i.e. the last head you chose for patching. If you have
not yet chosen a head then the Head Editor will be empty.
You can choose the head to edit from within the Head Editor by pressing the Choose Head button. This
has the same effect as the Choose Head button in the Patch Window - i.e. you are presented with a list of
heads to choose from.
Once you have made modifications to the personality you can save the changes to disc by pressing the
SAVE HEAD soft button.
If you wish to start a new personality from scratch you can press the New Head soft button, whilst if you
wish to copy an existing personality you can use the Save As soft button.
At any time you can choose a new head - however if you have made changes, which you have not saved to
disc, then you will be prompted whether you really wish to continue. Continuing will mean that the
changes will be lost unless you already have patched heads of that type - in which case the patched heads
in the show will keep the changes. In either case, personalities on the disc will not keep the changes.
Press the Patch button to leave the Head Editor and return to the Patch Window.
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reloaded from disc and all the patched heads in the show will use the updated personality. Note that it is
not possible to reload a head where the number of channels in the personality has been changed.
23.2.1
Names
The Manufacturer Name, Short Name and Mode are used to identify the head to the system. These fields
should be unique to the moving light. If you make a new personality for a fixture based on one of the
standard ones then you should make sure you change the mode to a name of your choice.
The Short Name and Mode are used in display windows where there is not much space. You should
ensure that these names are as short as possible and do not contain any spaces - preferably less than 8
characters.
The Head Description contains details of the type of head and is used for informational purposes.
The WYSIWYG and Capture patch information names indicate the names of this fixture in WYSIWYG
and Capture to enable patch transfer from these visualisers.
23.2.2
Params
Options
Colour Mix controls the colour mixing channels the options are CMY, RGB, HSI, RGBA and RGBAW.
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The default configuration is for heads that do CMY i.e. the when the Cyan channel is at 100% and the
Magenta and Yellow channels are at 0% you get Cyan. If your head uses RGB colour mixing i.e. the
above combination gives Red then set the CMY Invert option.
HSI is not used at the moment.
For RGBW fixtures use RGBA.
Virtual Chans. Some personalities, such as the Generic Scroller2chan are set up as a Virtual personality
i.e. the channels in the personality can be patched to any location on MagicQ unlike normal
personalities where the channels are sequential from the DMX start address. In the View DMX view, the
DMX address fields are used to specify the addresses for each channel in the virtual personality up to a
maximum of 5 channels. (For normal personalities these fields are used to specify multiple fixtures
patched to one head.) Virtual personalities could be used for other irregular fixtures such as water jet
controls.
Dimmer curve specifies the dimmer curve to be used for Intensity channels.
Fake HSI is not implemented yet.
23.2.4
Multi
The Multiple Heads Type and subsequent fields refer to Personalities with multiple elements see the
section Personalities With Multiple Elements below.
23.2.5
Media
This section is used to automatically set media server options when a media server layer is patched. When
a personality with these settings is patched, MagicQ adds a new entry in Setup, View System, View Media
based on these parameters.
Channels can be added using the Insert soft button and deleted using the Remove Button (press twice to
Remove).
16bit channels are indicated by setting the 16bit coarse and 16bit fine field for the appropriate channels.
For normal 8bit channels both fields should be set to no. The 16bit fine and coarse attributes of a moving
light do not have to be on adjacent channel numbers.
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The Instant field specifies whether a channel by default snaps immediately to new values rather than
fading this is useful for colour wheels and gobo wheels where you want immediate changes.
The Slow Encoder field makes the encoder works more slowly than normal. This is good for attributes
where every possible DMX value represents a different function and therefore only very small turns of the
encoder are required to change function.
The Attrib no field indicates to the console what the function of the channel is and is used in masking,
morphing and cloning. No two channels should have the same Attrib no except for the two channels
comprising a 16bit parameter.
Double click on the attrib field, or press Enter to step through the possible attributes or enter the attribute
number from the tables below.
Intensity attributes (I1)
-
Intensity (0)
Pos5 (50)
Pos6 (51)
Pan (4)
Tilt (5)
Col4 (27)
Col3 (26)
Col2 (7)
Col1 (6)
Rotate2 (11)
Rotate1 (10)
Gobo2 (9)
Gobo1 (8)
Rotate4 (31)
Rotate3 (30)
Gobo4 (29)
Gobo3 (28)
FX8 (39)
FX7 (38)
FX6 (37)
FX5 (36)
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Cont2 (21)
Cont3 (40)
Cont4 (41)
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Cont8 (45)
Cont7 (44)
Cont6 (43)
Cont5 (42)
Frame8 (59)
Frame7 (58)
Frame6 (57)
Frame5 (56)
When making new personalities it is best to match the attributes as closely as possible to the attributes in
the above table.
The Enc field determines whether the attribute is classed as Intensity, Position, Colour or Beam and which
of the eight encoders it is assigned to:
Encoder A
Encoder B
Encoder C
Encoder D
Encoder E
Encoder F
Encoder Y
Encoder X
There are single pages for Intensity, Colour and Position. Beam has 5 pages.
Note that prior to v1.4.1.0 the Attrib field included the Enc field so it was not possible in these versions to
choose an attribute function separate from its encoder assignment.
The Default field defines what value the channel is set to by default on start-up. When the Setup,
Programming option Unused chans return to default is set then channels also return to theses values
when they are no longer controlled by Playbacks or the Programmer.
The Locate field defines what value the channel is set to when a Locate is performed on the head it is
also used as the default value for a channel if no default values is specified.
The Default and Locate should specify the normal defaults for the fixture the exact values used in a
particular show can be overriden by making a Default Cue or Locate Cue in the Cue Store.
The Highlight and Lowlight values are used when the Setup, Programming option Highlight mode is set to
Advanced. This enables the user to configure custom highlight/lowlight settings for each type of
personality.
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This view defines the ranges for channels that utilise specific values to access functions such as colour and
gobo wheels, shutter channels and control channels. Ranges can be set up at any time regardless of
whether heads of the type have been patched and the range data becomes immediately available. If the
head has been patched then you can capture the minimum and maximum value fields from the
programmer.
Ranges can be added using the Insert soft button and deleted using the Remove Button (press twice to
Remove).
The range type field is used to specify the function of this range to MagicQ so that it can recognise the
features of the head. The range types are particularly used in visualisation.
For each Range you specify the channel number (starting at 1), a name for the range (e.g. Blue) and the
minimum and maximum DMX values for the range. The minimum and maximum values can be the same
value if required.
The Auto Palette field indicates whether the range can be used to build Palettes. When a Head has no
Palettes specified for a particular channel then it can try and generate them from the range information.
Up to 20 Auto Palettes are supported per channel. Set this value to 1 for a specific channel function such
as a Cone Gobo on a gobo wheel or a larger value for a graded parameter such as the rotate speed on a
Gobo Rotate channel. The sum of all the Auto Palette fields for a particular channel should not exceed 20.
The Icon field is the icon displayed in the relevant Windows and soft buttons.
The Dep Chan and Dep Val fields enable ranges to depend on other ranges. This enables ranges to be
defined for heads with attributes that change their function depending on the value of another attribute
such as FX parameters that depend on the particular FX chosen. The range is only valid when the
dependent channel (Dep Chan) is set to the range specified in the dependent value (Dep val).
23.4.1
Importing Ranges
Ranges can be imported from a .csv format file using the Import Ranges button. The data should be
organised in the .csv file in the same column order as the fields in MagicQ.
<chan>,<name>,<min>,<max>,<auto pal>,<icon>,<dep chan>,<dep val>
23.4.2
Capturing Ranges
To capture the minimum and maximum values from the programmer you must first insert a new range and
select the channel number you are interested in. Then using the Group, Position, Colour, Beam, windows
in the usual way set the minimum value for the attribute. Back in the Ranges View, move the cursor to the
minimum field and then press the Capture Range soft button. In a similar way, set up the maximum value
in the programmer, move to the maximum field in the Ranges View, and then press the Capture Range
soft button.
23.4.3
Attribute Test
The Attr test mode enables the range to be tested on any patched heads of this type. In this mode
moving up/down outputs the Range to all patched heads of this type. The value output is the middle point
between the minimum and maximum except when the cursor is placed in the minimum or maximum
fields in which case the actual minimum or maximum value is output.
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This view defines the default palettes that are loaded when the head is patched. Palettes can be set up at
any time regardless of whether heads of the type have been patched. The palette data is immediately
available for patching new heads. When you have changed Palettes in the Head Editor you can regenerate
palettes for heads that are already patched by using the Regen Palettes soft button.
For each Palettes you specify the type (press Enter to swap between the types), the name and the number
of channels that make up the Palette. Then for each channel you specify the channel number and the level
for that channel.
Palettes can be added using the Insert soft button and deleted using the Remove Button (press twice to
Remove).
The Icon field is the icon displayed in the relevant Windows and soft buttons.
23.5.1
Importing Palettes
Palettes can be imported from a .csv format file using the Import Ranges button. The data should be
organised in the .csv file in the same column order as the fields in MagicQ.
<palette type>,<name>,<num of chans>,<icon>,<chan 1>,<val 1>,<chan 2>,<val2>,
23.5.2
Capturing Palettes
To capture the palette value fields from the programmer you must first insert a new palette and configure
the channel numbers you are interested in. Then using the Group, Focus, Colour, Beam windows in the
usual way set up the palette values. Back in the Palettes View press the Capture Palette soft button.
23.5.3
Attribute Test
The Attr test mode enables the palette to be tested on any patched heads of this type. In this mode
moving up/down outputs the Palette to all patched heads of this type.
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Each macro has a name and a number of channels. Up to 10 channels can be controlled by each macro.
The macro data consists of fields to specify which channels are used (C1 to C10) and then the macro step
data. The macro step data consists of the number of steps followed by data fields.
The number of steps indicates how many steps are required in the macro normally there are just two
steps the initial step to set the correct levels and hold them for a time (e.g. 5 seconds) and then a step that
returns the channels to their default values.
The step data is specified in the fields D1Dx. For each step there is a time for the step, followed by the
values for each of the channels used for the step.
23.7 Icons
MagicQ supports icons for all programmed items. Icons can be turned on in the Window Settings in the
Setup Window. On MagicQ PC the icon library is automatically included when you upgrade to this
version. On MagicQ consoles it is necessary to copy the icons.all file from the ChamSys web site to the
show/icons folder on the MagicQ console.
Icons can be used on Groups, Colours, Beams, Positions, Cues, Cue Stacks and in the Execute Window.
To set an icon for a Window item (e.g. a Palette Entry) press SHIFT + SET. This will open the Icon
library. The Icon library is split into different types of Icons for colours, positions and different types of
gobos.
ChamSys is updating the personality libraries to automatically include icons however, this process will
take some time. The most popular heads will be updated first. Users can update personalities themselves
in the Head Editor by selecting icons from the icon library.
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Personalities that consist of a single general element in addition to a repeated element are also supported.
In these cases two different personalities are required one for the general element and one for the
repeated element. The personality for the general element is used for patching, and it references the
repeated element to enable it to be patched automatically. It is possible to set the Multiple Heads Type
field to sepecify whether the repeated elements are patched before or after the general element.
In the Patch Window, View Heads personalities only the head general element is shown however
testing, moving, copying and setting the head no, affects all the elements in the personality. The View
Chans view continues to show the individual channels.
Heads with multiple elements can be inserted into the grid in one go. The Width, Height and Order fields
in the personality specify how the repeated elements are arranged for example the picture below shows
Color Web 125 inserted into a grid. Color Web 125 has a strange DMX order with individual elements
having a L shape rather than a square or rectangular shape.
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It is possible to swap the repeated elements of a multiple element head around using the Swap field in the
View Heads view. This is very useful, if for instance a LED batten has been rigged upside down.
When a personality containing multiple elements is patched, a different head number will be allocated to
each element. This enables each individual element to be controlled from the keypad and from the grid
views. For heads that consist of a general element and repeated elements the general element will be
allocated the base head number and the repeated elements will have increasing head numbers from the
base element.
Morphing between different multi element personalities is not currently supported.
It is possible to remove all old personalities (and all user created personalities) by pressing SHIFT and
REMOVE HEADS in the File Manager. This removes all old heads and extracts the heads again from
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heads.all. Make sure all your user created heads are backed up to USB or to another system before
removing all old personalities.
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24 FX Editor
MagicQ includes a FX editor added to enable users to create their own waveform FX and to edit existing
waveform FX. The FX editor edits the core MagicQ waveform FX stored on the console distinct from
the combination FX stored in the FX Window. Waveform FX are not specific to a particular personality
type they can be used on any Head with the required attributes.
Changes made in the FX editor have immediate effect on all Cues that use the FX for example changing
the standard circle FX will affect all cues with circle. It also affects the FX stored on the console, so all
changes will affect new shows made on the console.
MagicQ will not allow you to directly edit the inbuilt FX you must SAVE AS to create a new FX before
you make any changes in the FX Editor.
From v1.4.0.3 MagicQ FX supports any number of attributes in a Waveform FX previous versions
supported a maximum of 3 different attributes. Note that shows that use Waveform FX with more than 3
attributes will not run correctly on software prior to v1.4.0.3.
A MagicQ FX can store data for more than 1 head so that for instance, you can make a FX with some
heads perform circles in whilst others perform squares.
In the FX Editor Window (FX Window, Edit FX) it is now possible to extract the user FX from a show
file to the console. Press the EXTRACT USER FX soft button.
It is possible to remove all user Waveform FX from a console. Press SHIFT + REMOVE USER FX.
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FX that have been recorded in a show, but that have not been stored onto the console can be extracted
from the show by including the Cue that uses the FX. This will bring the FX into the FX Editor, and it can
then be saved on the console.
24.3 Palette FX
In the FX Editor in View General, set up Use Palettes to be either Pos, Col or Beam. Then in
View Chans, the values become Palette entries rather than absolute values.
Each step in the Waveform FX can use any of the first 256 Palettes.
When applying a Palette FX if a Palette does not contain the specified attribute for a selected head then it
will use the attribute from the first head in the Palette with that attribute.
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MagicQ enables LED fixtures to be used in their "high resolution" mode enabling individual control of
each LED pixel rather than the restricted modes where Lighting Designers are reliant on the same old in
built effects that everyone has seen many times.
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To make the most of your LED fixture you can create a grid containing the LED fixtures and then each
fixture becomes a pixel in the grid. The MagicQ Pixel Mapping Engine can then be used to play back
movies, bitmaps and text on the grid.
After patching your LED fixtures you should set up the head numbers for each fixture in the Patch
Window. By default MagicQ numbers heads in the order they are patched starting at 0. Simply edit the
head number field in the Patch Window to change the head numbers. Use SHIFT and the cursors keys to
set multiple head numbers.
In the example above, we patched a 20 by 20 matrix of RGB pixels (total 400 pixels) on Universes 4.5 and
6.
Then in the Outputs Window, Plan View create a grid. First set up the grid size, by pressing the GRID
SIZE soft button. Enter the horizontal size followed by the vertical size e.g. 20/20.
In the Plan View there are three different views, Head Names, Colours and Head Numbers. Press Head
Numbers and View Grid to see the grid. Then you can enter the head numbers in the grid according to the
layout of the LED fixtures within the matrix / stage. Use SHIFT and the cursor keys to set multiple head
numbers in one go.
To insert all the patched heads into the grid in horizontal rows use the INSERT HEADS H soft button.
Press SHIFT and INSERT HEADS V to insert in vertical rows
Note that it is not necessary to allocate a head number to every position in the grid so if your LED
fixtures are placed at weird angles you can make a grid with the LED placed as you would see it. Multiple
grids can contain the same head numbers so it is possible to have one grid with the LED tightly packed
and anther representing how they are really spaced out.
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Once the grid is configured you can then see the Output by pressing the View Colours soft button and the
View Grid soft button. For instance, below you can see the Output when all 400 heads were selected from
the Group window (using the All LED3chan group) and then a RGB FX was played back on them.
You can test the head selected in the grid using the test mode to the Grid selected via soft button C. In test
mode the head under the cursor is tested (located). This enables the grid layout to be easily checked.
25.2.1
Press the Auto Group button to automatically generate groups based on the grid size. This generates
groups using the entire grid but with different orders of selection, e.g. from centre to outside, from the
edges, and vice versa. This makes it easy to quickly generate different FX.
Using the auto groups, it is then possible to use standard FX such as RGB, sine waves, pulses to generate
FX on your grid.
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MagicQ asks the user to specify the number of layers required and will patch that number of layers
(generic bitmapfx2 heads). The layers will be named according to the grid that is selected in the Outputs
Window. MagicQ uses head numbers above the other patched fixtures
When operating on a layer within the pixel mapper it will default to operating on the grid that was selected
when it was patched. MagicQ now overrides the default value for Grid Number specified in the Head
Editor for generic bitmapfx2.
MagicQ automatically adds the settings for the Pixel Mapper to the Media View of the Setup Window.
This enables the Pixel Mapper to be accessed immediately from the Media Window without further set up.
25.3.1
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The bitmaps and text are controlled using bitmap layers each layer is controlled like a normal moving
light i.e. it is patched as a virtual personality. There are three virtual personalities the original generic
bitmap.hed, generic bitmapfx2.hed with more FX and the latest generic bitmapfx2.hed with movie
support. The personality has channels to select the bitmap or text, channels for X, Y position and size,
rotate and master levels for red, green and blue. Multiple layers can be used to mix between the layers
using add, subtract, min, max or invert colour mix modes.
Each bitmap layer uses 40 channels from the output channels. When you patch the Pixel Mapper from the
Grid View, MagicQ chooses free channels for the layers. These channels are then reserved for the pixel
mapper layers and can not be used for controlling real lights. It is best to patch generic bitmap layers to
unused universes.
The Bitmapfx2 is patched to the encoders as follows
Intensity Page
Position Page:
Colour Page:
Media Page (Beam 1):
Text Page (Beam 2):
FX Page (Beam 3):
25.3.2
Intensity
Position, size, rotation of the Bitmap/Text/FX.
Colour, mixing between layers of the Bitmap/Text/FX
Control of Movies, Bitmaps - internal, user and gobo icon library, Live Feeds
Control of Text 2 separate text engines, real time editing of text string
Control of FX - lines, spots, snakes, rainbows, audio triggers, circles, squares
Media Priority
FX, Text and Media interact according to the following priorities, with FX having the highest priority and
Media the lowest.
FX Page
Text Page
Media Page
In the Media Window the Media Page (encoder Y) is used to select the media that is played on the grid.
The Media pages are as follows
Inbuilt
Pics 1
Pics 1
Pics 1
Pics 1
Movies 1
Movies 2
Movies 3
Movies 4
Timers
Live Feed
Gobos
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Inbuilt Bitmaps
The Pixelmapper contains a library of standard bitmap patterns on Bitmap Page 0. These patterns are
automatically sized to the size of your grid.
Select the Pixelmapper, Layer 1 and press LOCATE to set the layer to its defaults.
After a Locate the Media parameters will default to the white cross. Use the touch screen or encoders to
select different Bitmaps.
25.3.4
MagicQ supports picture files in .bmp or .jpeg format and can be loaded using the LOAD PICTURE soft
button.
In addition the user can add their own bitmaps in .bmp or .jpg format manually into the Pics Pages 1 to 4.
Copy the bitmaps into the bitmaps folder underneath the show folder. The bitmaps should be named
bitmap001-001.bmp, bitmap001-002.jpg etcThe first 3 digits are the bitmap page and the second 3
digits the bitmap within the page. Bitmap page 0 is reserved for standard, internally generated bitmap
patterns.
It is best to make user bitmaps the same size as the output grid. By default User bitmaps and icons from
the internal library are applied to the grid using their normal size. It is possible to make MagicQ scale the
user bitmaps and internal icons to the size of the grid - use the Apply Type Scale to Grid to resize a
bitmap to the full grid size.
25.3.5
Media pages 128 to 255 select the icons from the gobo / colour library. The icons are all based on 32 by
32 pixels but they can be sized in the Position Window to fill the required grid size.
25.3.6
Movie support
MagicQ supports playback of movies as well as bitmaps. MagicQ supports up to 1024 different movie
files.
Movies are accessed through the Media Page there are 4 ranges on the Media Page encoder Movie
1,Movie 2,Movie 3, Movie 4. These ranges are after the Inbuilt Page and Pics Pages.
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User pictures and movies can be loaded into the internal pixel mapper directly from the Media Window
using the LOAD PIC / LOAD MOVIE soft button available when the Pixel Mapper server is selected.
Movies are stored in the movies folder (show\movies) in a similar way that bitmaps are stored in the
bitmaps folders. Movie files are stored in a special ChamSys movie format which compresses the data to
the required grid resolution. The files are named movie001-001.cmv, movie001-002.cmv, etc...
ChamSys movie files are created using Tools in the MagicQ MediaCentre application (this now
incorporates the MagicQ Matrix Viewer) which is installed when you install MagicQ PC.
MagicQ MediaCentre uses the free software VirtualDub under the GPL licence to perform the movie
conversion to new the new resolution. VirtualDub is installed in the VirtualDub folder under the MagicQ
PC folder.
When converting movie files we recommend you choose the same movie resolution as your grid size on
MagicQ. Click the auto install feature to automatically install the converted media file into the movies
folder naming it with the next free movie ID.
The speed of movie playback can be controlled by the movie speed encoder.
In order to play back movies patch the Generic BitmapFX2 instead of the Generic BitmapFX2. This
contains 4 more channels including movie speed. It is possible to morph from Generic BitmapFX to
Generic BitmapFX2 so old shows that used the media engine can be upgraded to use the new features.
25.3.7
The MagicQ Pixel mapper includes a Live feed option for capturing live feed video signals and playing
them back on the grids. This enables any movie, animation, or live camera input that can be displayed on
a PC to be captured and pixel mapped onto the Grids in MagicQ.
MagicQ supports up to 5 different live feed sources. Live feed sources are captured from the screen of a
PC running MagicQ Media centre. MagicQ Media centre then sends the live feed information over the
network, making it available to all consoles on the network.
On MagicQ, select the Pixel Mapper layer and then set the Live Feed Media Page (value 127) and select 1
to 5 for the 5 live feeds.
In MagicQ Media Centre select Devices, Live Feeds to configure the live feeds. For each live feed the
user can set the position and size of the capture area on the PC screen. In addition the resolution of the
live feed sent over the network can be configured generally this should be set to the same size as the grid
being used on the MagicQ consoles/MagicQ PC systems.
The position and size of screen capture on the MagicQ Media Centre PC can be remote controlled from a
MagicQ system using ArtNet. This allows different capture areas for the sources to be recorded into the
Cues on MagicQ.
In MagicQ Media Centre select Devices, DMX Devices and select the Type as Live Feed Position.
Select the ArtNet Universe and Channel to respond to. Note that ArtNet Universes start at 0 so if you are
using Universe 1on a MagicQ Console you will most likely need to select ArtNet Universe 0 Channel 1.
MagicQ Media Centre maps 50 consecutive DMX channels for controlling Live Feeds each Live Feed
consisting of a simple 10 channel personality. On MagicQ patch the number of live feeds required using
the Generic Live Feed personality. The channels are
Chan
Description
Default
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2
3
4
5
6
7
8
9
10
Control
X coarse
X fine
Y coarse
Y fine
Width coarse
Width fine
Height coarse
Height fine
Spare
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0
1
0
1
0
0
100
0
100
0
No changes
Change Position
Change Position and Size
The width and height controlled via remote are the width and height of the capture area for the live feed.
The resolution for the feed (pixel width and pixel height) is configured on MagicQ Media Centre only.
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Two text strings can be played back on each layer. The text strings can be positioned at the top, middle or
bottom of the grid and can be made to scroll in either horizontal or vertical directions. Text strings can be
edited live for real time message applications.
Control text strings from the Text Page (Beam Page 2). Each of the two text strings has a Text Page, a
Text, a Text speed and a Text mode.
Using the Text Page and Text encoders select a string that has not been programmed e.g. Text Page 1,
Text 0. Type in new text on the keyboard, press SET and press the soft button associated with the Text
attribute. The Input Display will report text stored.
The Text mode determines how the text is displayed; horizontally, vertically, top, bottom or middle. The
Text speed determines the speed that the text scrolls across the screen.
Note that Text mode values less than 128 cause the text to be scrolled across the screen with no gap
between the start and end of the text. Text mode values greater than 128 cause the text to be scrolled with
a gap between the end of the text and the starting of the text again. Two different fonts can be selected
using the text mode values.
The two sets of text controls enable one text string to be scrolled in one direction and another text string to
be scrolled in the opposite direction.
25.3.9
It is also possible to use the single modes to display a single character, a single word or a single phrase
from the text string at a time on the screen.
By using the position and size parameters in the Position Window, the character can be placed anywhere
in the grid or made to fill the entire grid.
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When the mode is set to single words then MagicQ displays each word in turn. Each word must
be separated by a single space in the text string.
When the mode is set to chunks single chunks then MagicQ displays each chunk in turn. Each
chunk must be separated by a single underscore (_) character in the text string. Space characters
are displayed normally.
25.3.10
Use the Position attributes of the bitmap layer to make changes to the position of the bitmap / text set the
X or Y position, the X or Y size and the rotation.
You can play back standard FX on the bitmap layer attributes just like you would on a moving head. For
example, to scroll a bitmap form left to right, first set the X position to centre (X pos is 128) and then add
a Ramp Up to the X pos.
Use the Colour attributes to determine the layers of red, green and blue in the bitmap / text. For LED
matrix you may find it is better to use only one colour at a time for instance, set Red to 255 and Blue and
Green to 0.
An iris and a strobe function are also included under the Beam attributes.
It is also possible to use playbacks set as LTP faders in order to control individual parameters of the
bitmap from faders.
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The FX channels enable FX to be applied to the grid. The FX type selects the FX that is applied. Some of
the FX are stand-alone, e.g. lines and rainbows. Others like move and audio FX are applied on top of the
selected bitmap or text.
The FX parameters depend upon the FX type selected but generally FX parameter 1 is the speed, FX
parameter 2 is the offset between row or column items in the grid, and FX parameter 3 selects the mode
forward, reverse, bounce or twin.
The currently supported FX are:
Vert lines, Horiz lines enables lines to be moved across the grid. Modify the mode to change thickness
of the lines. Change offset to make patterns rather than lines.
The first image below shows vertical lines with parameter 2 and parameter 3 set to 0. Adjusting parameter
2 gives an offset on the line as shown in the second image. Adjusting parameter 3 changes the width of
the line and changes the mode to bounce instead of normal in the third image.
Vert random, Horiz random enable random movement of elements across the grid. Modify the mode to
change thickness of the elements and offset to change the frequency. With this FX it is possible to
generate snow and rain type FX.
Spot random enable random spots on the grid. Modify mode to determine whether the defaults is white
spots on black background or black spots on white background.
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Vert Rainbow, Horiz Rainbow enable rainbow patterns across the grid. Modify offset to multiply the
rainbow across the grid.
Snakes enable snaking patterns on the grid. Modify the mode to determine the number of snakes, the
randomness of the movement and whether they are white or coloured.
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BatnBall enables simple bat and ball game on the grid. The bats are controlled by FX Parameters 2
and 3. The game starts when one of the bats is moved. Other bitmap layers can be combined with this to
make a background for the playing field.
Vert Move, Horiz Move, Move moves the selected bitmap or text around the grid. The bitmap will wrap
around the edges, thus allowing a texture to be moved across the entire surface of the grid.
Audio shows the selected bitmap or text (from Beam Page 1) dependent on the level of the audio input.
A MagicQ Audio Interface module must be connected via USB in order to utilise this FX.
In Setup, View Settings, Ports, Audio Input must be set to ChamSys Audio Interface. The Audio Level
defaults to 0 which indicates a full audio range signal is expected. To boost the audio signal, set the audio
level to the maximum value expected between 1 and 255.
Parameter 2 select the channels to respond to. When set to 0, it uses all 14 audio input channels. From 1
to 14 it selects one channel to respond to. Value 15 selects the left channels, value 16 the right channels.
The mode determines from which grid edge the audio takes effect. The image below shows an audio
effect on the internal green, yellow, red bitmap.
Ramp Horiz and Ramp Vert these perform a ramp across the entire grid in the horizontal or vertical
directions. FX P1 parameter controls the speed, FX P2 controls the crossfade and FX P3 controls the
width.
Wipe Horiz and Wipe Vert these perform a wipe of a colour across the entire grid in the horizontal or
vertical directions. The colour wiped across the grid is determined by the red, green, blue colour attributes
of the Pixel Map layer. It is possible to wipe multiple colours across a grid simultaneously by choosing
different colours in sequence. When these FX are in use the red, green, blue attributes do not affect the
overall colour of the layer as they would normally.
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Not that in older versions of software the Pixel Mapping FX engine was not supported and therefore older
shows may have been patched with the Generic Bitmap or Generic Bitmapfx rather than the Generic
Bitmap FX2 personality. It is possible to morph the old shows to the new personality.
25.3.12
The interaction of the different pixel mapping layers can be controlled using the Col Mix attribute in the
colour page. The types are
Add
Subtract
Max
Min
Exclusive Or (EOR)
Priority (higher layer numbers have priority)
Priority > 0 (priority if level greater than 0)
Masking
Mask invert
Blue key
Green key
Multiply
No base
Max with base
When a layer is set to green key then any green pixels in that layer pass through the media from the
lower layers. Non-green pixels play back the media on that layer. The mask must be pure green.
When a layer is set to blue key then any blue pixels in that layer pass through the media from the lower
layers. Non-blue pixels play back the media on that layer. The mask must be pure blue.
When any active Pixel Map layer is active (dimmer above 0%) then setting no base on that layer will
make the Pixel Map effect ignore any base level for the controlled channels instead of adding to the base
level.
When any active Pixel Map layer is active (dimmer above 0%) then setting max with base on that layer
will make MagicQ perform a maximum of the Pixel Map effect and any base level for the controlled
channels instead of adding to the base level.
25.3.13
Colour Mixing
The Colour Page of attributes allows the levels of the red, green and blue attributes to be set
independently. The default values are 128, 128, 128. Each colour can be boosted or cut.
The Colour Type attribute allows the overall colour to be adjusted including inverts, mapping of colours,
black and white and other colour effects.
25.3.14
Apply Type
Added new apply type to the Pixel Mapper of use int and fit use int. When these apply types
are used the Pixel Mapper applies to the intensity channel of the fixtures in the grid instead of to
the RGB channels. If the fixtures in the grid have no intensity channel then no pixel mapping is
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applied to the fixture. This is useful for example to use the pixelmapper on the intensity channel
of moving lights or on strobes.
25.4 Multi Element Heads
From v1.5.1.0 it is now possible to play back patterns specifically on multi element heads such as
Chromlech Jarags (5x5 dimmers) or other LED tile squares. If the Pos FX is set to Mult head then any
media, text or FX on that layer will apply to the individual multi element heads rather than across the
entire grid. The same image will be placed on all the multi head elements. For best results the grid
should be made of same size fixtures with equal spacing.
25.4.1
Auto Groups
The auto groups function in the Outputs Window, Plan View now has an option to generate groups for
each of the multi head fixtures in the chosen grid. These groups can then be use in a grid of groups to
perform intensity and colour chases across all the multi heads. By using the first layer for the grid of
heads, and the second layer for a grid of groups with colour mode set to multiply the FX on the individual
multi heads and the FX on the complete heads can be mixed together.
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First enable remote access on the MagicQ console (Setup, View Settings, Multi Console, Enable Remote
Access).
Then in MagicQ Media Cente select Matrix, Scan Network. This should present a list of all the MagicQ
consoles on the network. Select the required network and press APPLY.
If no consoles are found then check the remote access settings on the console or use the manual copy
below.
25.6.2
Manual copy
Copy the show file with the grid that you are using into the c:\Program Files\Chamsys Ltd\MagicQ
PC\show folder. Then after starting the MagicQ Media Centre, select Matrix, Open Show File, and select
the show file. MagicQ Media Centre reads the grid data from the show file and sets up the Viewer to the
same size as the grid.
Note that the MagicQ Media Centre assumes the default ArtNet configuration on the MagicQ console /
MagicQ PC i.e. MagicQ Universe 1 outputs on ArtNet Universe 0, MagicQ Universe 2 outputs on
ArtNet Universe 1. If you are using custom IP addresses and Universes then you will need to configure
the settings in MagicQ Media Centre.
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The above example show file bigmatrix.shw uses 2036 generic 3 channel leds (all 12 universes fully
utilised) and can be downloaded from www.chamsys.co.uk.
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In addition, there is a Live Preview window, which shows the output of the media server, or the output of
each of the layers. This is transferred is real time from the media server so that you can see exactly what
the media server is playing. This is particularly useful in situations with many media servers, or media
servers that are remote from the control position.
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Configure the Media servers and the MagicQ so that they are on the same IP subnet - i.e.. 2.x.x.x.
To check the IP settings you can try and "ping" the MagicQ from the Media Server. From the Windows
menu select run and type in ping 2.x.x.x where 2.x.x.x is the IP address of the MagicQ.
The ping should show a Reply from 2.x.x.x. If you do not get a reply then check the physical
connection, check the configuration of the network port on the media server and check there is no firewall
software blocking on the media server.
It is also possible to ping from MagicQ simply type ping followed by the IP address at the command
line. From the numeric keypad type followed by the IP address.
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Set the IP address of the media server. This will be used to locate the media server on the network and to
retrieve thumbnails and live previews. The IP address should be in the format of 2.x.x.x.
Move to the IP address box are set the IP address. If you have only 1 media server on the network and it is
running and the network is connected then pressing enter should detect its IP address.
To determine the IP address of the media server on Windows XP machines, load the Control Panel, and
open the Network Connections screen. Double click on the network connection, choose the support tab,
and the IP Address is displayed.
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For other Windows machines choose Start > Run, type in cmd and type enter. Enter ipconfig into the
command line and type enter. The IP address of the network card(s) will then be displayed.
Optionally set up a name for the media server. This may help you to distinguish the different media
servers.
Select the type of media server and the version:
Set the number of layers you have patched this is the number of media layers, and does not include
master layers, soft edge or camera layers.
Set the head number of the first media layer. This tells MagicQ which patched layer is the first media
layer on the media server. MagicQ expects layers to be sequential head numbers, e.g. set you head
numbers for your layers to 1 to 8.
Arkaos
For Arkaos 3.6 and above and Media Master choose MSEX (Arkaos). For Arkaos 3.5 select Arkaos. Set
the version number to 0. Arkaos supports 8 layers.
Catalyst
Select Catalyst and set the version number to 0.
Coolux
Select Coolux and set the version number to 0. The number of layers should be set to the total number of
layers patched.
Hippotizer
For Hippotizer choose either Hippo Stage or Hippo Express depending on which type you are using. For
Hippo HD use Hippos Stage. Set the version field according to the version, 2 for Hippo v2, 3 for Hippo
v3.
Maxedia
For Maxedia choose MSEX and set the version number to 0.
Mbox
For Mbox choose Mbox and set the version number to 0.
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If Autothumbs is set to No, you can manually reload thumbnails as and when required by pressing the
Reload Thumbs soft button in the media window. We recommend you leave this set to No since you will
normally know when you have changed the media on the media server and can then request an update.
There is a GET THUMBS soft button in Setup, View System, View Media. This enables all the
thumbnails to be updated for the media server which the cursor is on.
To force a reload of all the media from the media server, move the cursor to the required media server in
the Media View of the Setup Window and press the ERASE CACHE soft button. Then press the GET
THUMBS soft button to retrieve the new thumbs.
Individual pages of thumbs can be reloaded in the Media Window using the RELOAD THUMBS soft
button. Press SHIFT and RELOAD ALL THUMBS to reload all pages.
26.4.2
This method is not normally recommended as it may cause unnecessary network traffic.
In the Setup Window, Media View, if Autothumbs is set to Yes, the thumbnails will reload every time a
page is loaded.
MagicQ retrieves thumbnails when a media bank is selected for the first time, or when the media has been
changed by the media server. MagicQ caches the thumbnails on its hard drive. You may need to change
to a bank a few times before all the thumbnails for that bank have been downloaded.
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MagicQ can connect to a media server to retrieve a live preview of the master output or of the individual
layers. This is very useful where the media server is remote to the console, or in a multiple media server
configuration.
Live Preview support is available when using Arkaos and Hippotizer and any other media server that
supports the live preview part of the MSEX protocol specification.
Enable the Live Preview option in the Media View of the Setup Window.
The live preview is shown in the large window on the left of the Media Window. Choose using the top
soft buttons whether the preview shows the output, or the currently selected layer.
When connected to media servers that do not yet support live previews, the preview window will show the
image thumbnail from the 1st layer that has its intensity channel above zero.
It is possible to use MagicQ and Media Server software (e.g. ArKaos) on the same PC by altering some of
the settings given above. In the Media View of the Setup Window, set the IP address of the media server
to 127.0.0.1. This is the local loopback IP address and will allow the PC to talk to itself to retrieve
thumbnails and live previews.
In the Settings View of the Setup Window, scroll down to Interface Settings. Set the option for Send to
Applications on this PC to YES.
With the loopback IP and Send to Applications set correctly, you should be able to control your mredia
server and use the live previews and thumbnails.
26.7.2
If you still experience problems using the loopback IP address method described above, you will need to
install the Microsoft Loopback Adapter. For more information on installing the Microsoft Loopback
Adapter, view their Knowledge Base article at http://support.microsoft.com/kb/839013
26.8 Troubleshooting
If you do not have control of the Media Server at all, check:
The MagicQ is connected to Media server via LAN or network crossover cable
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There are no firewalls on - this will restrict access between the Media Server and MagicQ
MagicQ is enabled to output Art-Net (Setup, View DMX I/O)
The media server is configured to the correct DMX universe and address
MagicQ is patched with the correct Catalyst personalities at the correct addresses
There are several personalities in MagicQ to choose from for Arkaos. For ArKaos 3.5, use the arkaos vj35
personality. For ArKaos 3.6 you have four to choose from. To use ArKaos in standard mode, either use
arkaos vj36 or arkaos vj36hw if you are using hardware accelerated graphics. To use ArKaos in maxi
mode, either use arkaos vj36max or arkaos vj36maxhw if you are using hardware accelerated graphics.
The table below shows an example of how to patch three ArKaos 3.6 servers in standard mode without
hardware acceleration.
ArKaos
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
Personality
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
arkaos vj36
Universe
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
Address
1
44
87
130
173
216
259
302
1
44
87
130
173
216
259
302
1
44
87
130
173
216
259
302
Two pre-patched shows are included with the MagicQ and can be downloaded from our website,
containing 8 layers and several cues to demonstrate the software. arkaosdemo.shw is for use without
hardware accelerated graphics, and arkaosdemohw.shw is for use with hardware accelerated graphics.
26.9.2
MagicQ supports Catalyst V1 - V4, each version having a different head. The personality files can be
found under the high end folder. Patch the required number of heads for the layers, for example 6x cat4
heads if you are using Catalyst V4, 6 layers. Make sure the DMX addresses correspond to the DMX
addresses you have set up for the layers in Catalyst.
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MagicQ supports Coolux Pandoras Box V1-V4, each version having different heads. The personality files
can be found under the coolux folder. Each Coolux Pandoras Box exists out of a number of video layers, a
number of graphic layers and 1 or 2 cameras, depending on the of the configuration of the Coolux
Pandoras Box.
26.9.3.1 Coolux Media Player
Three different personality files are required for Coolux Media Player differing in type. The Media Player
consists of video layers, graphic layers and an ouput (camera). The table below shows how to patch 2
Mediaplayers:
There are 2 types of Mediaplayer in v4.1:
Mediaplayer STD: 2 video layers, 4 graphic layers and 1 camera layer that controls the output.
Mediaplayer PRO: 4 video layers, 8 graphic layers and 1 camera layer that controls the output.
Mediaplayer STD
1
1
1
1
1
1
1
2
2
2
Personality
coolux playerstdvidv4.hed
coolux playerstdvidv4.hed
coolux playerstdgraphv4.hed
coolux playerstdgraphv4.hed
coolux playerstdgraphv4.hed
coolux playerstdgraphv4.hed
coolux playerstdcamv4.hed
coolux playerstdvidv4.hed
coolux playerstdvidv4.hed
coolux playerstdgraphv4.hed
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1
1
1
1
1
1
1
1
1
1
Adress
1
23
45
66
87
108
129
146
168
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2
2
2
2
coolux playerstdgraphv4.hed
coolux playerstdgraphv4.hed
coolux playerstdgraphv4.hed
coolux playerstdcamv4.hed
1
1
1
1
211
232
253
274
Mediaplayer Pro
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
Personality
coolux playerprovidv4.hed
coolux playerprovidv4.hed
coolux playerprovidv4.hed
coolux playerprovidv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playeroutv4.hed
coolux playerprovidv4.hed
coolux playerprovidv4.hed
coolux playerprovidv4.hed
coolux playerprovidv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playerprographv4.hed
coolux playeroutv4.hed
Universe
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
Adress
1
23
45
67
89
110
131
152
173
194
215
236
257
294
316
338
360
382
403
424
445
466
487
1
22
43
Mediaserver LT: 4 video layers, 8 graphic layers and 2 camera layers who controls the 2 outputs.
Mediaserver STD: with 8 video layers, 16 graphic layers and 2 camera layers which control the 2
outputs.
Mediaserver PRO: with 16 video layers, 32 graphic layers and 2 camera layers which control the 2
outputs.
Mediaserver Lt
1
1
1
1
1
Personality
coolux server_vid_v4.hed
coolux server_vid_v4.hed
coolux server_vid_v4.hed
coolux server_vid_v4.hed
coolux server_graph_v4.hed
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1
1
1
1
1
Adress
1
38
75
112
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1
1
1
1
1
1
1
1
1
coolux server_graph_v4.hed
coolux server_graph_v4.hed
coolux server_graph_v4.hed
coolux server_graph_v4.hed
coolux server_graph_v4.hed
coolux server_graph_v4.hed
coolux server_graph_v4.hed
coolux server_out+se_v4.hed
coolux server_out+se_v4.hed
1
1
1
1
1
1
1
1
1
183
217
251
285
319
353
387
421
465
26.9.4
There are several different personalities for Hippotizer depending on the version personalities can be
found under the Green Hippo folder. Each Hippotizer consists of 1 master and 4-16 layers dependent on
the configuration of the Hippotizer.
For v2 you need v214master.hed and v214layer.hed. For v3 select v3011master.hed and v30111layer.hed
26.9.4.1 Hippotizer V2
The following table shows how two Hippotizer Stages can be patched in single output mode.
Hippotizer
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
Personality
v2master
v2layer
v2layer
v2layer
v2layer
v2layer
v2layer
v2layer
v2layer
v2master
v2layer
v2layer
v2layer
v2layer
v2layer
v2layer
v2layer
v2layer
Universe
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
Address
1
56
106
156
206
256
306
356
406
1
56
106
156
206
256
306
356
406
For dual output mode, 2 master layers are required. Patch 1 master, 4 layers, then 1 master and 4 more
layers.
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Single mode
Hippotizer
1
1
1
1
1
1
1
1
1
Personality
v3011master
v3011layer
v3011layer
v3011layer
v3011layer
v3011layer
v3011layer
v3011layer
v3011layer
Universe
1
1
1
1
1
1
1
1
1
Address
1
46
96
146
196
246
296
346
396
Suggested Head No
9
1
2
3
4
5
6
7
8
Personality
v3011master
v3011layer
v3011layer
v3011layer
v3011layer
v3011master
v3011layer
v3011layer
v3011layer
v3011layer
Universe
1
1
1
1
1
1
1
1
1
1
Address
1
46
96
146
196
246
291
341
391
441
Suggested Head No
9
1
2
3
4
10
5
6
7
8
Personality
v3011master
v3011m2pan
v3011layer
v3011layer
v3011layer
v3011layer
v3011layer
v3011layer
v3011layer
Universe
1
1
1
1
1
1
1
1
1
Address
1
46
76
126
176
226
276
326
376
Suggested Head No
9
10
1
2
3
4
5
6
7
Dual mode
Hippotizer
1
1
1
1
1
1
1
1
1
1
Pan mode
Hippotizer
1
1
1
1
1
1
1
1
1
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v3011layer
426
In order for the layers to appear sequential in the Media Window, the standard layers (not the master or
pan master layers) should be sequential. We recommend setting the head numbers for the layers to a
different range of numbers to the master and pan layers.
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Several personality files are used to patch the Mbox EXtreme on MagicQ. The personalities should be
patched according to the diagram below.
Note that the head numbers for the text and object layers are allocated lower numbers than the ancillary
layers such as the ambient, spots, camera, shutter and keystone. This ensures that the text and object
layers appear before the ancillary layers in the Media Window.
Only one Mbox EXtreme can be patched per universe, however other fixtures can also be parched on the
remaining channels in this universe.
All personality files for the Mbox EXtreme can be found under the Mbox section in the personality
library. If you do not have the personality files, you will need to upgrade the personality library to a
library dated 2nd May 2007 or later. To download the latest personality library and instructions on how to
upgrade it, view the downloads section of our website.
A pre-patched show containing 5 layers and several cues to demonstrate the Mbox EXtreme can be found
on the documents section of our website. This should be placed in the show folder in MagicQ and can then
be opened in the Load Show window, titled mboxdemoshow.shw.
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27 Network Manager
MagicQ supports a Window for managing ChamSys Ethernet Interfaces. The Network Manager (Setup,
View DMX I/O, Net Manager) can be used for monitoring and configuring ChamSys 4 Universe Ethernet
Interfaces.
ChamSys 4 Universe Ethernet interfaces can be configured in different ways depending on the settings of
the 4 way DIP switch on the front of the interface. When the DIP Switch is set to MagicQ Mode (MQ
Net) the configuration of the interface is completely controlled from MagicQ software / consoles. In any
other mode the configuration of the interface is controlled from the rotary switches on the interface.
The profiles act as a starting point once a starting profile has been chosen, the detailed configuration can
all be set individually for each port by changing to the VIEW PORTS view.
The rate, frame, MAB and Break timing can be set for each interface the timings affect all ports on the
interface.
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When configured as Outputs the ports can be configured to output the same or different Art-Net / ACN
universes.
The Cons Uni field shows the console universe on MagicQ that is outputting the data that the port is trying
to read. If no console universe is set to output on that port then the field is blank.
At any time you can revert back to a standard profile by pressing the CONFIG DEVICE soft button will
will show the list of DMX profiles.
An interface can be removed by putting the cursor on the line of the interface and pressing REMOVE.
If there are multiple MagicQ consoles on the network, then only the master one (as per Hot Takeover) will
provide configuration information to the interfaces.
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IP address 2.0.0.1
Subnet mask 255.0.0.0
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Always outputs
ArtNet
Main Console
Preferred Mode
Backup Console
In Equal mode all consoles on the network are set to Hot take-over. At any one time, one of the
consoles will run as the master, with all universes enabled. If that console fails, one of the others will take
over. It is recommended that you set the Hot take-over detect time to different values on each of the
consoles to avoid conflict conditions.
First console to start is the
Master and outputs ArtNet. The
other console becomes the
Slave.
Equal Mode
Console 1
28.4.1
Console 2
Hot Takeover Mode is set in Setup, View Settings, Multi Console. The options are:
Pref Master
Pref Slave
Equal
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Universes controlled independently. (default)
For all modes it is still necessary to set up Setup, View DMX I/O so that all universes that you wish to use
as Hot Takeover have their Output and Input universes and type set correctly.
When you set a universe to Hot Takeover you must ensure that Input is enabled on that Universe and
that it is set to the correct type and universe number generally the Input should be set up the same as the
Output.
When using Hot take-over on MagicQ PC, ensure that the IP address of MagicQ PC (set up in Setup
Window, View Settings) is set to the valid IP address of the network you are using. If this setting is
incorrect then Hot Takeover will not work correctly.
Preferred Mode
Setting one console to Preferred Master and the other to Preferred Slave operates a Master/Slave mode
whereby one console will always be the Master, with the other console only taking control when that
Preferred Master console is not available (shutdown, reset, disconnected from the network). As soon as
the Preferred Master restarts or is connected back on the network then it will take control and the Preferred
Slave will stop outputting.
All required universes on both consoles should be set to Hot Takeover.
Equal Mode
Setting both consoles to Equal operates a Master/Slave mode whereby both Consoles have the same
precedence. The first console to start becomes the Master. Take Control and Release Control can be used
to swap which console is the Master.
All Universes are treated the same enabling / disabling together. For systems which require hot takeover
to operate independently on different Universes the Split mode should be used.
If the network cable between the consoles is broken then neither console will see the other console and
both will become Master. If one of the consoles is still connected to the lighting rig then it will have
control both consoles will not be connected to the lighting rig otherwise the consoles would see each
other.
When the network between the consoles is reconnected then both consoles will detect the other consoles at
the same instance. The console with the lower IP address will become the Master.
All required universes on both consoles should be set to Hot Takeover.
Split Mode
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This mode makes the consoles operate as in previous version of software. Set Hot Takeover in Setup,
View DMX I/O for the required Universes.
To make a single system a backup for another system set the universes to Hot Takeover only on the slave
console. For a Master/Slave system with equal precedence, set the universes to Hot Takeover on both
systems.
28.4.2
Set up the universes to be controlled by hot take-over in the View DMX I/O view of the Setup Window.
For Multiple mode, where all consoles will have equal priority, the universes will be configured as Hot
Takeover on all consoles on the network. For Single mode, only the Backup console will be
configured with Hot Takeover universes.
When a universe is set as Hot Takeover the MagicQ console takes over the control of the status of the
Universe enabling and disabling it according to the ArtNet data received in from the Network.
Universes that are set to Hot take-over, monitor the network for ArtNet traffic on that universe. If no
ArtNet traffic is detected for longer than the Hot take-over detect time then the universe will be
automatically enabled. When ArtNet traffic is again detected on the network (from another console) the
universe is automatically disabled immediately.
28.4.3
The hot take-over type can be set to manual or automatic. When set to manual the operator has output is
effectively frozen until the operator decides what new look to change to. In automatic, a gradual fade is
made to the look set on the Playbacks in this mode an operator will often put up a safe state on the
standby console which can be used if the main console has a problem.
In manual mode, when MagicQ determines that it should take over a universe it will load a snapshot of the
last data from that universe into its Programmer. Thus the universe will be completely controlled from
within the Programmer and not from the Playbacks. The operator can then set up the playbacks as they
wish and then clear the programmer to change to this new look. Clearing the programmer with time
enables the operator to specify a fade time to the new look.
In automatic mode, MagicQ loads the snapshot of the last data from that universe into the Programmer and
then automatically clears the programmer using the hot-takeover fade time.
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Since both options use the programmer, it is recommended that the programmer is kept clear on the
standby console.
28.4.4
In Equal Mode, a console that is set to Hot take-over can be forced to control all universes using the
TAKE CONTROL soft button. This will force an immediate change of control from one console to the
other.
Similarly, control can be given to another console using the RELEASE CONTROL soft button. This
will force the other console to take control, and depending on the hot take-over options will enable a
controlled fade to the new console outputs.
Note that the TAKE CONTROL and RELEASE CONTROL are only active when one or more
universes are set to Hot take-over.
When universes on MagicQ consoles are set to hot-takeover then the current Master / Slave status is
shown in the Status Display underneath the date and time.
Note that a MagicQ console is considered a Master if any of the universes that are configured as a hot
takeover universe are currently enabled and hence outputting to the network. A MagicQ console is
considered a Slave if all universes that are configured as hot takeover universes are currently disabled
the console is not outputting to the network on these universes.
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On all units that will be master units set the Playback Sync type option.
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We strongly recommend you use Enhanced as this is more reliable on heavily loaded networks.
Thus consoles can be set to track the playback exactly or just to honour DBO and Swap status. This
means that, for example, when using two consoles, one for generic lights and one intelligent lights
pressing a Swap button on one console will affect both consoles.
It is possible to synchronise with other (non MagicQ) consoles or external computers that support
ChamSys Remote Ethernet Protocol.
28.5.2
On the master unit set Remote Ethernet Protocol to Chamsys Rem (tx) and on the slave units set Remote
Ethernet Protocol to Chamsys Rem (rx).
For individual playbacks set the Cue Stack option Send playback state to other consoles. For all main
playbacks, set the Setup option Send playback state to other consoles.
28.5.3
When there are multiple consoles on a network, it may be that consoles are controlling different ArtNet
universes and therefore there may be more than one master console sending synchronisation information
on the network.
It is possible to set a MagicQ console to only accept synchronisation information from a particular
console. In Multiple Console Settings, Playback Sync IP enter the IP address of the console to accept
synchronisation from. A value of 0.0.0.0 indicates that it will accept synchronisation from any console on
the network.
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28.8 Zoning
MagicQ supports Zones for controlling multiple rooms / areas in a venue. Each Universe can be allocated
to a Zone, and then all the Universes in a Zone can be controlled together e.g. for enabling / disabling of
a Zone.
Special items in the Execute Window to enable easy control of zones, including enabling and disabling
zones and setting and clearing hot takeover in a zone. This allows complete control of a multi-room
system directly from the Execute Window without users needing to access the Setup Window.
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!10,20!Hello World
!0,0!Hello World
If the comment starts with a !! instead of a ! then the console does an alert as well as showing the message.
The alert flashes the main screen intensity and the console lamps to try to get the operators attention.
Messages can be sent directly from the keyboard by entering text starting with a ! or a !!.
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Show data sent to
slave consoles
Slave Prog Console
Master Prog
Console
Master Prog console has the master
show file. Slaves synchronise to the
master on start-up, after resets or after
a manual resync request.
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MagicQ supports show file synchronisation in a network. One console is designated as the Master Prog
console which will keep the master show file.
The synchronisation of show data is separate to synchronisation of show playback state and hot takeover.
Regardless of which console is actually controlling the universes the Master Prog console will remain in
control of the master show file.
When a Slave Prog console starts or is reset it makes a connection to the Master Prog console and tries to
synchronise to the show master data. This consists of automatically grabbing the show data file from the
show master and loading that show data file into the show slave. Users can also request a resynchronise at
any time.
29.1.1
Configuration
Configure the master console by setting the multi console setting Show data sync type to Master Prog.
On each of the slave consoles set the Show data sync type option to Slave Prog and set the Show
data sync IP to the IP address of the master show console.
The status of the slave synchronisation is shown in the status bar. Initially the status window will show
NoCon.
Once the show slave has a connection to the show master over the network (but not yet synchronised) it
will show NoSync.
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When synchronised the consoles will have the same show data, however they still operate as separate
consoles with a separate programmer and separate playback faders. Recording and updating of Groups,
Palettes, FX, Cues, Cue Stacks, Macros, and Grids will be synchronised between the consoles. Note
however that changes to the Patch must be made on the master console and they will clear any
programmer information on the slave consoles.
It is possible to force a show slave to resynchronise by holding the left and right cursor keys and pressing
SET. It is also possible to resync by restarting or soft resetting the show slave console.
There are hot keys on the slave consoles to enable and disable the show sync (as set up in Setup, View
Settings, Multi Console). Hold the left and right cursor keys and press + to enable the show sync and
hold left and right cursor keys and press - to disable the show sync.
To turn off show synchronisation on the master console simply set the Show Data Sync Type to None.
Outputs enabled
(network and direct
DMX)
Slave
Master
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Configuration
When consoles are set up for multi programming by setting Show data sync to Master Prog and Slave
Prog then selective channel control is automatically enabled.
Selective channel control can also be used without multi programming. This gives slave consoles access
to control part of a lighting rig (e.g. for a technician to test some lights) but does not give them the ability
to change any of the stored show data. To configure this mode, set Show data sync type on the master to
Master Control and on the slaves to Slave Control.
29.2.2
MagicQ enables several different ways of selecting which channels are controlled from which console on
the network selected channels, active channels, groups of channels, universes and zones. MagicQ
defaults to the show master having control of all the channels.
Slaves request control of channels using the Setup, View DMX I/O, Multi Prog Select soft button.
The options allow control of a single head (One Head) all the way through the whole rig (All) by this
show slave.
None
One Head
Show slave controls the first selected head only. If Next Head is used to sub select
heads then the first sub selected head is controlled.
Selected
Show slave controls the currently selected heads. When no heads are selected, none
are controlled.
Active
Show slave controls all channels that are active in the programmer.
Last Active
Show master and show slave both control channels the last one to change a channel in
the programmer controls the channel.
Group
Show slave controls the group that was selected when this option was chosen.
Zones
Universes
All
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When multiple slaves are in use then different slaves can control different channels on the rigs. If the
same channel is requested by multiple slaves then the latest selection will take precedence. The show
slave shows the multiple control method in the status bar e.g. for selected heads it shows CC-Sel.
The show master can request all channels at all time using the Setup, View DMX I/O, Multi Prog Select
button. When the show master is controlling all channels then it shows MCC in the status bar. When
some channels are under control by a slave console then it shows SCC.
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The remote control function is accessed through the new View Remote option in the View System view of
the Setup Window. To control another MagicQ press the Remote Control soft button. MagicQ then
presents a list of all the other MagicQ consoles / MagicQ PC systems it can find on the network and you
can choose which one you wish to control.
You can tell which system you are controlling by looking at the system name in the Status Display (above
PB1 to PB5). When MagicQ is remote controlling another console it indicates REM at the start of this
status line.
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To end remote control of another system press CTRL 1 on the keyboard of the controlling system.
Alternatively press QUIT or CTRL CLOSE on the controlling system. The status line will change back to
be the normal line without REM.
When a remote system is under remote control it is still possible to control the system locally the normal
system interface is still fully operational. We recommend that you only use one interface at a time
having two operators will cause confusion!
This function is only enabled when the target system (i.e. the one you wish to control) is a MagicQ
console, or it is a MagicQ PC system with a MagicQ PC Wing or MagicQ USB interface attached. There
are no restrictions on the MagicQ system that you use to control the remote system for example, this can
be MagicQ PC running on a wireless tablet.
The ChamSys Remote application can be downloaded free of charge from the Apple App Store. For
Android it can be downloaded free of charge from the Market Place.
To enable support for the remote application, set Setup, View Settings, Multi Console, Remote Control to
Enabled.
30.3.1
In order to use a wireless access point with MagicQ you will need to configure the access point with a
SSID, IP address, subnet mask and if required encryption.
Most access points have an inbuilt web server that enables configuration from a PC or Mac using a web
browser. The web server generally has a username and password you will need to consult the
instruction manual for your particular access point.
Access points usually default to a standard IP addess such as 192.168.1.1 and subnet mask of
255.255.255.0. Most acess points have DHCP support i.e. the access point will attempt to give out IP
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addresses to other computers on the network. DHCP may be enable or disabled by default depending on
the type of access point. Consult the manual for your access point to determine how to configure it.
In order for the wireless access point to work correctly with MagicQ, the access point should be in the
same IP address range as the MagicQ console / MagicQ PC/Mac.
For example, if the console is set to IP address 2.9.200.5 then the access point should have an IP address
on the 2.9.200.x network e.g. 2.9.200.1. Note that many access points only support subnet masks of
255.255.255.0 instead of the normal ArtNet subnet mask 255.0.0.0. This can be overcome by simply
making sure that all your devices are on the same subnet i.e. all devices have a 2.9.200.x address.
The remote device (iPhone/iPod/iPad/Android) should also have an IP address on the same same network.
The access point can be set up with DHCP to provide a range of IP addresses to wireless devices this
removes the need to set the IP address manually on the remote device. For example, you could set up your
wireless access point to give out IP addresses in the range 2.9.200.100 to 2.9.200.150.
Security settings should be set up on your access point to avoid unauthorised control of the console.
When using a wireless acess point the wireless settings in MagicQ are not used these are only used when
using a USB Wireless device directly connected to a MagicQ console USB port. Ensure that Setup, View
Settings, Network, Wireless Mode is set to Disabled.
30.3.2
It is possible to use a USB to wireless interface directly from a MagicQ Pro 2010 console. The currently
supported interface is the Edimax EW-7711UAn.
On MagicQ the Console Wireless settings should be set to Ad-hoc with an IP address of 169.254.1.20 and
a subnet mask of 255.255.0.0
The Wireless channel defaults to 0 indicating that the Edimax device will automatically pick a channel. If
you wish to force use of a particular channel enter a number between 1 and 11.
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Enter a name for the Wireless SSID this will be the how the WIFI appears on the remote device on
iPhone go to Settings, Wi-Fi to select connection to the network.
The iPhone should be set to an IP address on the same same network e.g. 169.254.1.1. Some
iPhones/iPods use 169.254.1.1 automatically as their default address.
On iPhone 4 and iPad 2 it is often necessary to set up a static IP address on the iPhone/iPad. In addition
on the iPhone/iPad set up the router IP to the IP address of the console.
So for example, if the MagicQ console is set with
Wireless IP address: 169.254.1.20
Wireless subnet mask: 255.255.0.0
Try the following settings on your iPod/iPhone/iPad
IP address: 169.254.1.30
Subnet mask: 255.255.0.0
Router IP: 169.254.1.20
Choose the encryption type. For secure encryption use WPA or WEP and set the passphrase in the
Wireless Encrpytion field. When you try to connect to the network, the remote device will request a
passphrase.
The MQ encryption keeps the wireless open (so anyone can connect to the wireless device) but puts a
password on the iPhone application so only people who know the password can control the console. The
MagicQ console will be hidden (no connection shown) until the correct password is entered on the iPhone.
Note that MagicQ versions 1.5.4.0 to 1.5.6.0 had problems with the Edimx interface. 1.5.6.2 supports it
ok, but it is necessary to upgrade the kernel first to kernel version 3.9.2.0. Note that before updating the
kernel you must set the Wireless mode to None.
30.3.2.1 Making a connection to MagicQ
Turn on your remote device and select the required wireless network to connect to the network
name (SSID) of your access point or of your Edimax USB interface.
Check the WiFi settings for the remote device to ensure that it has automatically received a correct
IP address. If it has not automatically received an IP address then enter a static IP address
manually see above sections for how to configure the IP address, Subnet Mask and Router IP.
On the iPhone/iPad click on Settings, select WiFi and then click the > to the right of the required
network.
Once you have a wireless connection with correct IP address, start the MagicQ remote application.
In the remote application, go to the connection tab. You should see a list of all the available
MagicQ consoles. Select the required console so that it has a tick by it.
If you have enabled password protection (by setting Setup, View Settings, Network, Wireless
Encyption = MQ) then you will need to set the password in the Con tab on the remote device. The
MagicQ consoles will not show until the password is correct. If you have not set encryption
(Setup, View Settings, Network, Wireless Encyption = None) then the password should be blank
(no characters).
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You should now have control. Change to the Key tab (iPhone) or Focus tab (iPad) and try
selecting a Group (e.g. GROUP 1 ENTER).
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The Remote page is a simple remote focus for setting channel levels. It can also be accessed by adding
/remote to the URL. This is useful for Pocket PC and mobile phones to go directly to the remote control
page.
chamsys176:8080/remote
In order to set up a PC, Pocket PC or mobile phone to connect to MagicQ you must ensure that there is a
physical connection to MagicQ either directly via network cable, or via a wireless router. The IP
address of the PC, Pocket PC, or mobile phone must be set to be on the same network as the MagicQ
this is generally the ArtNet IP addressing scheme so the device must have an IP address starting with 2
(e.g. 2.0.0.2) and a subnet mask of 255.0.0.0.
The Execute page is very similar to the Execute Windows on the console but accessible through any PC
with a browser on the network it enables users to remote manage the console via the Execute window.
The Windows pages enable users to view all the windows on the console remotely within a browser. This
is useful for checking the status of a remote console or for easy printing of console show data.
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The Network page shows all the MagicQ consoles and PC systems on the networks and enables easy
selection of particular consoles for remote control.
The Remote and Execute functions are only enabled when connected to a MagicQ console or a MagicQ
PC System that is itself connected to a MagicQ wing or MagicQ interface.
30.4.1
There is now support for user HTML pages. These pages should be stored in the web folder and their
name should start with user e.g. user1.html, user2.html. The MagicQ remote commands can be sent
from the HTML using the button/input types to submit.
<html>
<head><META NAME="HandheldFriendly" content="True"><META
NAME="MobileOptimized" CONTENT="240">
<title>MagicQ User HTML Page</title>
</head>
<body>
<!-- User forms must start with the name user - e.g. user1, user2 -->
<!-- Remote commands can be found in the MagicQ manual -->
<FORM ACTION="user.html" name="user" METHOD=GET>
<!-- Remote commands are sent using input types -->
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<!-- Place the command in the value and set the name to "cmd" -->
<input type="submit" value="1T" name="cmd">
<input type="submit" value="1U" name="cmd">
<p>
<!-- Or as button types -->
<!-- Note for Internet Explorer to work the value feature below is not
used and you must put the remote command in the name after cmd -->
<button type="submit" name="cmd1T" value="1T">PB1 act</button>
<button type="submit" name="cmd1U" value="1U">PB1 rel</button>
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Activate playback
Release playback
Test playback (activate with level 100%)
Un-test playback (release with level 0%)
Go on playback
Stop (go back) on playback
Fast back on playback (no fade)
Fast forward on playback (no fade)
Set playback fader level
Jump to Cue Id on playback
Change page
Set intensity channel to level
Remote programming command
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Remote programming commands enable simple programming actions to be carried out from a remote
terminal. Remote programming commands consist of the program command number followed by
parameters and completed with an H.
The commands are:
<01> , <start head> , [<end head>] H
<02> , <start head> , [<end head>] H
<03> H
<04> , <group number> H
<05> , <level> , [<time>] H
<06> , <attribute number> , <value> , [<time>] H
<07> , <attribute number> , <value> , [<16bit>] H
<08> , <attribute number> , <value> , [<16bit>] H
<09> H
<10> , <palette id> H
<11> , <palette id> H
<12> , <palette id> H
<13> , <cue id> H
<19> H
<20>, <palette id> H
<21> , <palette id> H
<22> , <palette id> H
<23> , <cue id> H
<30> H
<31> H
<32> H
Next head
Previous head
All heads
<40> H
<41> H
<42> H
<43> H
Locate
Lamp on
Lamp off
Reset
<71>, <state> H
Remote trigger
Test Cue
Untest Cue
Test Cue Stack
Untest Cue Stack
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Attribute numbers
Intensity (0)
Pos5 (50)
Pos6 (51)
Pan (4)
Tilt (5)
Col4 (27)
Col3 (26)
Col2 (7)
Col1 (6)
Rotate2 (11)
Rotate1 (10)
Gobo2 (9)
Gobo1 (8)
Rotate4 (31)
Rotate3 (30)
Gobo4 (29)
Gobo3 (28)
FX8 (39)
FX7 (38)
FX6 (37)
FX5 (36)
Cont8 (45)
Cont7 (44)
Cont6 (43)
Cont5 (42)
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The protocol can also be used to remote control the MagicQ console or MagicQ PC software via a simple
set of text commands.
Note that the use of the ChamSys Remote Ethernet Protocol on MagicQ PC is only enabled when it is
connected to a MagicQ Wing or Interface (not MagicDMX).
On MagicQ commands are placed in the Macro field of the Cue Stack and are transmitted when the Cue
starts to execute. In addition MagicQ will accept commands received according to a pre-defined protocol.
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typedef struct {
long32 chamsys;
word16 version;
byte seq_fwd;
byte seq_bkwd;
word16 length;
byte data;
} remote_ether_message_t;
int remote_ether_sock = 0;
word16 remote_ether_fwd = 0;
word16 remote_ether_bkwd = 0;
int remote_ether_init(void)
{
struct sockaddr_in name;
char opts[100];
socklen_t optlen = 100;
int flags;
int i;
// For Windows OS we need to start winsocket
#ifndef LINUX
{
WSAData ws;
int code;
code = WSAStartup(MAKEWORD(1,1),&ws);
}
#endif
if (remote_ether_sock)
{
return (TRUE);
}
remote_ether_sock = socket (PF_INET, SOCK_DGRAM, 0);
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byte message[MAX_CREP_MSG];
remote_ether_message_t *rem = (remote_ether_message_t *) message;
int nbytes;
struct sockaddr_in name;
if (!remote_ether_sock) return (FALSE);
if (size>(MAX_CREP_MSG-sizeof(remote_ether_message_t)+1))
{
size = MAX_CREP_MSG-sizeof(remote_ether_message_t)+1;
}
rem->chamsys = (('C'<<24)|('R'<<16)|('E'<<8)|('P'));
rem->version = wswap(0);
rem->seq_fwd = remote_ether_fwd;
rem->seq_bkwd = remote_ether_bkwd;
rem->length = wswap(size);
memcpy(&(rem->data),data,size);
my_broadcast_address.s_addr = ip_address | ~subnet_address;
name.sin_family = AF_INET;
name.sin_port = htons (REMOTE_ETHER_PORT);
name.sin_addr.s_addr = dwswap (my_broadcast_address.s_addr);
nbytes = sendto (remote_ether_sock, message, size +
(sizeof(remote_ether_message_t)-1), 0,
(struct sockaddr *) & name, sizeof(name));
if (nbytes>0) remote_ether_fwd++;
return (TRUE);
}
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Note that the only MagicQ support is through the MagicQ MIDI/SMPTE interface. MIDI/SMPTE
directly through PC MIDI interfaces or through the phone (rca) interfaces on the consoles is not supported.
34.1.1
MIDI Transmit
To transmit a MIDI command, first set the MIDI Out Type in the Setup Window. You can choose
between None, Any chan and Requested Chan. When set to Requested Chan the requested
channel is configured in the MIDI Out Chan field.
When set to Any chan MagicQ will send out any MIDI commands specified in the Cue Stack macro
field regardless of the channel specified. When set to Requested Chan MagicQ will always change the
MIDI commands before transmission to be sent on the requested MIDI channel
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MIDI commands are entered in decimal in the Macro field of the Cue Stack Window (page right) using
the N macro command. It is possible to over-ride the channel specified in the MIDI commands using the
MIDI Out Channel in the Setup Window.
MIDI note commands are 3 bytes long, consisting of the command (note on / note off) byte, followed by
the note and then the velocity
<note on/off> <note> <velocity>
For example, to send a note for middle C set the macro field to the following:
N144,60,127
N128,60,0
// Note 60 off
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MIDI receive
To receive MIDI commands, first set the MIDI In Type in the Setup Window. You can choose between
None, Any chan and Requested Chan. When set to Requested Chan the requested channel is
configured in the MIDI IN Chan field.
When using the MagicQ MIDI/SMPTE interface for MIDI only the Timecode options can be set to none
and then the last received MIDI command will be shown in the Status Display.
MagicQ uses a text mapping file, miditable.txt in the MagicQ folder to convert from MIDI commands to
MagicQ serial commands.
An example file miditable.txt is included which maps midi notes to the playbacks PB1 to PB34. Each line
in the file specifies a received MIDI command and then the mapping to the serial command in inverted
comments .
For example, the first to lines in the default file are:
144,36"1t"
128,36"1u"
MagicQ checks the received MIDI note byes to see whether they match the values. So if the MIDI
message matches 144 36 then it executes the remote command 1t (Test Playback 1). Similarly if it
matches 128 36 then executes the remote command 1u (UnTest Playback 1).
Note that Test and Untest are like Activate and Release except they force the Playback level to be 100%
and 0% respectively.
Note that for security reasons MagicQ limits the number of playbacks that can be controlled using MIDI
and the remote protocols. On MagicQ consoles PB1 to PB34 can be controlled. On MagicQ PC,
playbacks PB1 to PB10 can be controlled.
Users may use their own MIDI conversion file usermidimap.txt rather than the in-built miditable.txt.
This avoids user midi tables being overwritten when new software versions are loaded, since only the
miditable.txt is updated on software updates.
34.1.3
It is possible to match all 3 MIDI message bytes including the velocity. So for example:
144,36,1001t
144,36,1011u
This would execute the Test Playback 1 when Note On for note 36 at velocity 100 was received and
Untest Playback 1 when Note On for note 36 at velocity 101 was received.
To jump within a Cue Stack instead of testing / untesting a Playback just change the remote command in
the inverted comments.
144,361,10j
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From MagicQ Software version 1.3.6.5 it is also possible to map the note or velocity directly into the
remote command using the %01 for the note and %02 for the velocity.
So the following command would look for Note On, Note 36 and then use the Velocity to jump to a
specific step on the Playback.
144,361,%02j
144,3682,%02H
The %02 is replaced with the velocity received, so that if MagicQ receives
144 36 50
then it will execute the remote command
1,50j
Which jumps to Cue Id 50 on Playback 1
34.1.4
144,36"1t"
128,36"1u"
144,38"2t"
128,38"2u"
144,40"3t"
128,40"3u"
144,41"4t"
128,41"4u"
144,43"5t"
128,43"5u"
144,45"6t"
128,45"6u"
144,47"7t"
128,47"7u"
144,48"8t"
128,48"8u"
144,50"9t"
128,50"9u"
144,52"10t"
128,52"10u"
144,53"11t"
128,53"11u"
144,54"12t"
128,54"12u"
144,55"13t"
128,55"13u"
144,56"14"
128,56"14u"
144,57"15t"
128,57"15u"
144,58"16t"
128,58"16u"
144,59"17t"
128,59"17u"
144,60"18t"
128,60"18u"
144,61"19t"
128,61"19u"
144,62"20t"
128,62"20u"
144,63"21t"
128,63"21u"
144,64"22t"
128,64"22u"
144,65"23t"
128,65"23u"
144,66"24t"
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128,66"24u"
144,67"25t"
128,67"25u"
144,68"26t"
128,68"26u"
144,69"27t"
128,69"27u"
144,70"28t"
128,70"28u"
144,71"29t"
128,71"29u"
144,72"30t"
128,72"30u"
144,73"31t"
128,73"31u"
144,74"32t"
128,74"32u"
144,75"33t"
128,75"33u"
144,76"34t"
128,76"34u"
It is possible to test how MagicQ responds to Midi commands by typing in the Midi message on the
keyboard. This is only supported when connected to a MagicQ Wing or Interface. For example to test the
command
144,36,127
Type testmidi followed by the message on the keyboard with no spaces between the MIDI values.
testmidi 144,36,127
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Remote commands
For the latest list of remote commands check the section on ChamSys Remote Protocol Commands.
34.1.6
MIDI problems
The ChamSys MIDI interface can be easily tested using the test show midilooptest.show. This show
simply runs a 2 step chase on Playback 1 which sends out MIDI commands corresponding to activation
and release of Playback2.
If the loopback test works but connection to external equipment is failing, then try to insert active splitters
or IN/THRU links into the system.
Note that we have experienced some problems with the signal level transmitted from low cost PC MIDI
dongles operating at 3.3V. From July 08 our interfaces have been improved to boost the signal received
from these devices.
34.1.7
MagicQ supports MIDI show control when connected to a ChamSys 2010 MIDI SMPTE Interface.
MagicQ responds to the GO, STOP, RESUME and TIMED GO commands.
The effect of the MIDI show control commands is determined by the MIDI show control type. This is
configured in Setup Window, View Settings, MIDI/Timecode, Show Control Type. The options are
Normal, Cue Stack 1 and Playback 1. This is useful for integration with (e.g.) Strand consoles which only
have 1 Cue Stack and which do not allow the show Control commands to be configured.
When set to Normal then MIDI show control commands trigger Cues in the Cue Store or Cue Stacks in
the Cue Stack Store. MSC commands with two parameters (Q number, Q list) will trigger Cue Stacks in
the Cue Stack Store. MSC commands with one parameter (Q number) will trigger Cues in the Cue Store.
When set to Cue Stack 1 or Playback 1 then the commands will affect Cue Stack 1 or the Cue Stack stored
on Playback 1 respectively.
MagicQ ignores the times in the TIMED GO command and uses the programmed times. GO and
RESUME have the same effect.
ChamSys MIDI/SMPTE interfaces manufactured prior to October 2009 must be upgraded to latest
firmware by ChamSys to support MIDI show control messages. Please contact your dealer/distributor for
more info.
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For example:
F0 7F 7F 02 01 01 31 F7
F0 7F 7F 02 01 01 32 30 F7
F0 7F 7F 02 01 02 31 F7
F0 7F 7F 02 01 01 00 31 30 F7
F0 7F 7F 02 01 01 32 00 31 30 F7
It is possible to test how MagicQ responds to Midi Show Control messages by typing in the Midi message
on the keyboard. This is only supported when connected to a MagicQ Wing or Interface. For example to
test the command
F0 7F 7F 02 01 01 31 F7
Type testsysex followed by the message on the keyboard without the initial F0 and with no spaces
between the MIDI values
testsysex 7F7F02010137F7
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35 Timecode Support
MagicQ supports both time code receive and time code transmit.
Cue Stacks can be set up to run Cues according to timecode signals received from External sources via
SMPTE or MIDI timecode. They can also be set up to use an Internal timecode source which is activated
from 0:0:0 when the Cue Stack is activated.
Enable timecode receive in the Timecode In Type field, and choose between SMPTE and MIDI
Timecode.
The time-code type can be set to EBU-25, SMPTE30, NTSC30 and Film 24. When a ChamSys
MIDI/SMPTE module is fitted the Status Display will show the current time-code being received from the
module.
The time-code continue frames is the number of frames to continue internal regeneration of the time-code
signal when it is lost. After this time the time-code will be frozen until a signal is received again.
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Time code can be triggered from an external SMPTE time code source using the optional ChamSys
MIDI/SMPTE module, or it can run from the internal time code source. To control a Cue Stack using
external time code set the External time code option in the Cue Stack options.
Cues can be set to time code by changing the Halt field in the Cue Stack window (double click on it or
press SHIFT + ENTER.
When a Cue Stack that contains time code cues is activated the time code takes control of the Cue Stack
and each Cue executes at the time code specified. For Internally generated time code, activating the Cue
Stack starts the time code at 0/0/0. For external time code the time code will be read from the external
module.
35.1.1
It is possible to turn timecode on and off for a Cue Stack using soft button A in the Cue Stack Window.
When timecode is turned off the Cue Stack will not execute timecode Cues. When turned on it will
execute timecode Cues according to the Internal/External setting.
Press SHIFT + soft button A to avoid the confirmation request.
It is also possible to change the Cue Stack from Internal to External timecode using the soft button C.
Press SHIFT + soft button C to avoid the confirmation request.
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There is support for setting the internal timecode from within a Cue Stack using the macro command I.
To reset the internal timecode for a Cue Stack to 0/0/0.0 use the macro I0. To set a specific time, e.g. 10
seconds use the macro I10.
35.1.2
Cue Stacks must be active before external timecode will take effect on the Cue Stack. In some cases it
may be useful to have a master Cue Stack controlled by timecode that is always active which then
activates other Cue Stacks for each song.
When timecode values jump (for example when changing tracks), MagicQ checks for each active Cue
Stack, whether the external timecode received is within the range of the first timecode value in the Cue
Stack and the last timecode value in the Cue Stack. MagicQ will only execute a change of Cue if the new
value is within the range controlled by that Cue Stack. This helps to avoid the erroneous execution of an
entire Cue Stack.
35.1.3
Timecode Simulator
MagicQ includes a powerful timecode simulator for simulating external timecode when an external
timecode source is not available. In the Setup Window, the simulator is turned on using soft button Y.
When the simulator is on, then any received external timecode is ignored.
The timecode start value can be set by entering a timecode value and pressing the X soft button. The X
soft button is also used to start and stop the timecode running.
Entering a new timecode value whilst the timecode simulator is running will jump directly to the new
value and continue running.
Typing * before pressing the X button will restart from the last entered timecode.
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Continue from Stop starts the track from the beginning, whereas continuing from Paused will resume
playback from where it was paused.
Position (16 bit)
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This is the track position in the number of frames from the start of the track at 25fps. A large step on the
high res encoder will be about 10 seconds. This updates the track instantly if changed allowing you to
scrub through the track if necessary. If you scrub off the end of the track, it will restart.
Track
The number of the track in the playlist. If you select a value which is larger than the number of items in
the playlist, then the last item will be played instead.
Reserved
There are two channels reserved for future use and should not be used.
/CLASS=MMC_Winamp_0
/CLASS=MMC_Winamp_1
/CLASS=MMC_Winamp_2
/CLASS=MMC_Winamp_3
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The connections are (in the sequence they appear physically on the connector)
3
The remote input can be used to receive an external signal on the opto isolated inputs, or it can be wired to
an external switch. To receive an external signal wire the signal + to pin 5 and the signal to pin 4. When
used as external optically isolated input the maximum continuous voltage rating is 24V DC.
When wiring to an external switch links pins 4 and 1. Then connect the external switch between pins 2
and 5.
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The connections are (in the sequence they appear physically on the connector)
2
The remote input can be used to receive an external signal on the opto isolated inputs, or it can be wired to
an external switch. To receive an external signal wire the signal + to pin 3 and the signal to pin 4. When
used as external optically isolated input the maximum continuous voltage rating is 24V DC.
When wiring to an external switch links pins 2 and 4. Then connect the external switch between pins 3
and 1.
On MagicQ consoles shipped prior to 22 November 2006 it is necessary to make a modification to the
BIOS setup on the console to enable the remote switch. Connect the keyboard to the console, then on
start-up press and hold DELETE for 10 seconds this should reveal the BIOS setup window. Select
Peripheral interfaces and change parallel port to ECP/EPP. Then select Save and Exit.
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NONE
CURRENT PLAYBACK GO
CURRENT PLAYBACK FLASH
ADD/SWAP
SWAP
DBO
WING1 PB1 GO
WING1 PB1 FLASH
WING1 PB12 GO
WING1 PB12 FLASH
PB10 GO
PB10 FLASH
When set to NONE there is no special action associated with pressing the remote input. However, the
remote input can still be used in Cue Stacks to trigger specific cues by setting the Halt Field in the Cue
Stack to REMOTE. The Cue will then wait till the remote trigger is detected before starting to execute the
Cue.
When set to SWAP, playbacks are set to SWAP mode whenever the remote signal is detected this can
therefore be used with a foot-switch to temporarily engage SWAP mode.
WING1 PB1 GO and WING1 PB1 FLASH are provided as an alternative to the current playback GO and
FLASH. This allows, for example, a smoke machine to be set up on WING1 PB1 trigger by the remote
input.
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Video Out 1
Video Out 2
Video Out 3
Video Out 4
Video Out 5
Video Out 6
Video Out 7
Video Out 8
Spare
Spare
Spare
Spare
0..31
32..63
64..95
96..127
128..159
160..191
192..223
224..255
Video In 1
Video In 2
Video In 3
Video In 4
Video In 5
Video In 6
Video In 7
Video In 8
Panasonic MX50
1
2
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4
5
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ChamSys will add support for alternative video switchers and mixers on request.
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40 MagicQ Visualiser
ChamSys has developed a visualiser for MagicQ called MagicVis. MagicVis is currently
available for Windows PCs and Macs. A Linux version will be available shortly.
MagicVis is available in two versions. Firstly, a stand alone MagicVis application which can be
run on a laptop connected via network to a MagicQ console. Secondly a new version of MagicQ
that has the visualiser combined into it for use on PCs and Macs.
The MagicVis application enables Lighting Designers to add visualisation to their MagicQ
console simply by connecting a network cable and starting the MagicVis application. The
graphics and processor intensive visualisation is performed on the attached computer, thus
ensuring that the MagicQ console continues to run at full performance.
In order to render the beams MagicVis uses the graphics card in your PC / Mac - the better the
performance of your graphics card then the better performance of the visualiser. PCs and Macs
with shared graphics memory will perform slowly and will only be able to render small lighting
rigs. A Nvidia or Radeon graphics card costing 100/120/160$ will make all the difference to
your system. ChamSys will continue to optimise the visualiser to improve the performance.
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In Windows, click on Programmes and select ChamSys, MagicVis and the MagicQ (inc vis) item.
On a Mac, click on Applications, MagicQ and MagicQincVis.
Press the VIS button (top right) to open a Vis window. The default position and size of the Vis
window can be configured on MagicQ in Setup, View System, View Monitors - configure and
enable Monitor 2.
As the Visualiser is integrated with the MagicQ app it is not necessary to set up IP addresses or
enable/configure universes.
40.1.2
Configure the IP addresses of the both the console and the laptop to be within the same IP address
range - e,g, set the console to IP addres 2.0.0.1 netmask 255.0.0.0 and the laptop to 2.0.0.2
netmask 255.0.0.0.
Connect the console and the PC/Mac with an inverted network cable. Start MagicVis and in File,
Settings choose the network adapter/IP address of the network port that connects to the MagicQ
console.
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The View Vis tab in the Patch Window will now become visible. Initially the title bar in
MagicVis will show "Waiting con". Once a connection has been made with the console then it
will change to say "waiting sync". Once the show data has been transferred over the connection
from the console to the MagicQ vis application then it will change to say synced.
Choose which network adapter to use in MagicVis by clicking on File, Settings.
If the system continues to say waiting con then check IP address are correct and check firewalls
are disabled. In some systems you may need to disable other network adapters such as the
wireless adaptor.
Once synced, then whenever you load a new show on the console or change the visualiser patch
then the changes will automatically appear in the visualiser.
When MagicVis starts it assumes that it will receive DMX data on ArtNet starting from ArtNet
Universe 0-0. As soon as MagicVis has a connection with a console it then starts using the DMX
protocols and universes in use on that console for each of the patched universes. If the universes
are not enabled on the console then the console will send the DMX data directly to the MagicVis
using its own MagicVis protocol. This enables MagicVis to be used on a system where the
outputs are not enabled.
Note that even when MagicVis says waiting connection or waiting sync it will visualise
according to received ArtNet. ArtNet is sent separately to the connection for show data transfer.
It is also possible to load a show file directly into MagicQ Vis from the File, Load Show menu in this mode there is no sync - MagicVis just looks at the incoming ArtNet data for rendering the
beams but does not sync the patch. This is useful when converting your show to work with
another lighting rig.
40.2 Using MagicVis
The demos folder (LOAD SHOW and select demos) includes demo show files with fixtures
patched into the visualiser.
MagicVis currently provides five views Perspective, Top, Side, Front, and Free. The view can
be changed either by clicking View in the MagicVis window or in MagicQ in the Patch window,
using Soft Button E.
In Free view you can rotate the room by moving the mouse whilst holding down the left and right
mouse buttons.
The lighting level of the room can be changed by clicking on View and selecting Dark.
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When you patch the first head in your show, MagicQ will prompt you whether you wish to auto
insert heads into the visualiser.
Once a head has been patched into your show MagicQ will not prompt you again. If you wish to
change the setting then you can enable or disable auto insertion in Setup, View Settings, Mode,
Visualiser.
When you patch heads in View Heads, MagicQ patches the head in the View Heads view but also
generates a visualiser object in View Vis.
Visualiser heads are separate from MagicQ heads for instance you can have multiple visualiser
heads associated with one patched head. You might want to do this if you had two par cans on a
single dimmer channel you would have one Generic Dimmer patched in MagicQ and two
visualiser heads.
By default when you patch heads MagicQ creates one visualiser head per MagicQ head. You can
add extra visualiser objects for a head using INSERT.
40.2.2
The Patch Window in addition to View Heads, View Chans and View DMX now supports a View Vis
view. The View Vis view manages the data for the visualiser. There are several different tabs including
Selected Heads, Vis Heads, and Attach Objects.
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In Selected Heads, all the visualiser heads for the currently selected heads will be shown in the list. Heads
are selected as usual using groups or direct from the keypad. In this view the encoders and soft buttons
will apply changes to all the visualiser heads for the selected heads.
In Vis Heads, all the visualiser heads are show in the list i.e. all the visualiser heads that relate to heads
that make up the visualisation. In this view the encoders and soft buttons will apply changes to the
visualiser head under the cursor. Use SHIFT/CTRL and the cursor keys to apply changes to multiple
heads.
In Attach Objects, all the other (non fixture) objects are shown in a list. In this view the encoders and soft
buttons will apply changes to the object under the cursor. Use SHIFT/CTRL and the cursor keys to apply
changes to multiple objects.
40.2.3
When you patch heads, they automatically become selected, so that in Patch, View Vis, View
Selected you will have direct control of the positioning and orientation of the head using the
encoder wheels and soft buttons.
Encoders X, Y and F are used for X,Y and Z positioning.
Pressing the soft buttons X, Y and F increases the position by 1 metre on that axis. Pressing
SHIFT + the soft button decreases the position by 1 metre on that axis.
Use fan to spread the position apart on the X,Y, or Z position wheels.
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Encoders B, C and D are used for rotation around the X, Y and Z axis.
Pressing the soft buttons B, C and D rotates the heads by 90 degrees around that axis. Pressing
SHIFT + the soft button rotates the heads by 90 degrees around that axis.
You can also enter values directly into the spreadsheet view of the Patch, View Vis window.
You can change multiple values at a time by using SHIFT/CTRL and the cursor keys. Use
THRU to enter a spread of values e.g. -5 THRU 5 to spread the X position between -5 and 5
metres.
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Attach Objects
In View Attach you can insert truss, pipe, wall or room objects. The Form, people and furniture
objects are not currently supported.
The model specifies how the object looks. Currently supported models are truss, pipe and
invisible. Invisible can be used for grouping a number of fixtures for example on the floor.
Enter values in the window for length, width and height. Adding a / after the number enters the
dimension in feet rather than metres so for 10 feet enter 10/.
Position the truss or pipe as required. Enter a name in the window for the truss or pipe.
After you insert a truss or pipe, then subsequent heads that are patched will be attached to that
truss or pipe object. If for example you patch 6 spots after inserting a truss object, then they will
be spread out along the length of the truss.
When you create reports, then as well as overall plots, a plot is created for each attach object
enabling the lighting rig to be broken down into separate pipes and trusses.
40.2.5
Heads can be attached to trusses or pipes at any time. Select the fixtures you wish to attach using
groups or the keypad. Change to Patch, View Vis, Selected Heads tab and press the FIT TO
OBJECT soft button.
Alternatively in the Vis Heads tab, double click on the Attach field. MagicQ will prompt you
with a list of all the attach objects to choose from.
Heads that are attached to objects move with that object so for example, repositioning that
object in the Attach Objects tab will move the object and all the attached heads.
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To remove a visualiser head or attach object got to Patch, View Vis and put the cursor on the item. Press
REMOVE. Use SHIFT/CTRL and the cursor keys to cursor select multiple visualiser heads / objects for
removal.
When heads are removed from the visualiser they are not removed from MagicQ patch.
Removing heads from the MagicQ patch will remove any associated visualiser heads.
40.2.7
It is possible to change the size of the room by adding a room object. By default MagicQ uses a
room 20 x 20 x 20 metres. If you add a room object then MagicQ will use the dimensions of the
room object instead.
In View Attach, pres INSERT. Change the object type to Room and enter the length, width, and
height.
Note there is a bug in 1.5.7.1 whereby it is not possible to change the height and the height
parameter actually changes the width. Fixed in 1.5.7.2.
40.2.8
Old MagicQ show files can be loaded into MagicQincVis, but they will not have any visualiser
heads defined. It is easy to take heads from an existing show file and create a visualisation.
Select the heads using groups or the keypad. Then go to Patch, View Vis, Selected Heads. Press
the INSERT SELECTED soft button. This creates a visualiser head for each of the selected
heads.
If you wish, you can attach the heads to an object using the FIT TO OBJECT soft button.
It is also possible to insert all the patched heads in your show file into the visualiser in one step.
Make sure no heads are selected, then go to Patch, View Vis, Vis Heads and press the INSERT
PATCHED soft button. This creates a visualiser head for each head in the patch. The heads will
be positioned in a grid format.
40.2.9
It is possible to convert a grid from the MagicQ Plan View into a visualisation. In the Output
Window, View Plan press SHFIT + ARRANGE VIS. MagicQ will prompt you for the
positioning within the visualisation.
For each of the heads in the grid a visualiser head will be will be inserted into the visualiser. The
positioning will be set according to the position in the grid.
For example if you select Top, then MagicQ will treat the grid as if it is a top view and all the
visualiser heads will be positioned at the top of the room at the same height.
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MagicVis
On start up the Visualiser stage layout may not be updated until the show is reloaded or fixture
physical position is moved in View Vis on the console.
40.3.2
The MagicQ with Visualiser combined app is a beta version for testing only. It should not be
used for important shows - only for visualisation.
40.3.3
Future features
Option to make fixtures show beams or just surfaces (for LEDs etc...)
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Connect the two PCs via an Ethernet LAN. This can be a single reverse cable or a LAN setup with routers
and hubs.
The IP addresses of the two PCs must be configured so that the two PCs can communicate - if you can
ping one PC from the other then you should be ok. For Visualisers that communicate using ArtNet
protocol you need to ensure that both PCs are set to use IP addresses in the ArtNet IP address range
(2.0.0.0 to 2.255.255.255). For example the MagicQ PC could be 2.0.0.1 and the Capture PC 2.0.0.2.
41.1.2
Using a Single PC
You can use one PC and run both MagicQ PC and the Visualiser on the same PC. To get the best results
from this setup, we recommend you use a high screen resolution, or two monitors. In order to use one PC
you must set MagicQ to send to applications on this PC. Doing this defaults MagicQ to broadcast data on
IP address 127.0.0.1, which is the local loopback IP. This enables the data to be transmitted and received
back on the same PC. To set this option, start up MagicQ, go to SETUP, VIEW SETTINGS, and under the
Interface Settings set Send to Applications on this PC to YES.
41.1.3
Setting IP addresses
Changing IP addresses may stop you from connecting to an existing LAN - if you are not sure then check
with the owner of the LAN. If you are simply connecting two of your own PCs together then this should
not be a problem.
Save all existing work and shutdown any open applications.
In Windows the way you set the IP address of your network connection depends on the variant of
Windows. However, once you have found the right dialog box it is fairly simple. In XP click Start,
Control Panel, Network Connections. Then select the LAN connection (most people only have one) and
choose Internet Protocol (TCP/IP).
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A dialog box should appear with the title Internet Protocol (TCP/IP) properties.
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You will be presented with a radio button choice between "Obtain an IP address automatically" and "Use
the following IP address". Choose "Use the following IP address". Enter the IP address (e.g. 192.9.200.1)
and the subnet mask (255.255.255.0). The default gateway address can generally be left blank. Click ok.
Older Windows systems will request a restart - select "restart now".
To check communication between two PCs, go to one of the PCs and click Start, Run and a text entry box
will bedisplayed. Type in ping a.b.c.d where a.b.c.d is the IP address of the other PC (e.g. 192.9.200.2).
The PC will try to ping (send a test IP packet) to the other machine. If all goes well you will see a
message saying "Reply from a.b.c.d". Check communication from both ends (use the IP address of the
other PC at each end).
When using MagicQ and a Visualiser on different PCs it is important to ensure that MagicQ PC knows the
IP address of the network port it will to use to communicate with the Visualiser. In the Setup, View
Settings, Network set the IP Address to be the same as the IP address of your network port for
example if you PC has a network address of 2.9.200.77 then set the value in the Setup Window to
2.9.200.77.
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If you are using the Visualiser on the same PC as MagicQ then set the Visualiser Type to (same PC)
otherwise, set it to (remote). When connecting to WYSIWYG using a MagicQ console, always use
WYSIWYG (remote).
41.4 Capture
MagicQ supports connections to Capture visualiser (www.capturesweden.com). When you are using
MagicQ PC with Capture, we suggest that you run them on separate PCs linked via Ethernet for the best
results. MagicQ PC and Capture can be run on the same PC but best results will be achieved with a big
screen resolution, or multiple monitors.
Capture includes a demo show called Awards.cpf consisting of an award ceremony band set-up with
various truss structures and different heads and par cans. MagicQ includes a demo show called
capture.shw to control this set-up. You can also use a standalone Capture executable file which can be
downloaded from our website www.chamsys.co.uk. This allows the Capture show to run on a PC free of
charge, and without Capture installed.
There are two protocols for communication between MagicQ and Capture ArtNet and CITP. ArtNet is a
standard protocol used to carry DMX over Ethernet and enables control of the lighting.
CITP is an open protocol specific to Capture which enables both control of lighting and the transfer of the
show patch between MagicQ and Capture. ChamSys provides executable files for both protocols.
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To communicate using ArtNet simply set the required universes to Output Type of ArtNet in Setup, View
DMX I/O and enable the universes. To use CITP simply set the Visualiser field for all required universes
to Capture.
41.4.1
Running Capture
The easiest way to run MagicQ with Capture is to use the standalone executable version of Capture. Using
this means you do not have to download and install the full version of Capture, and you are not bound by
the demo time restrictions.
There are two versions of the standalone Capture demo available from our website awardscitp.exe
connects to MagicQ using the CITP protocol, awardsartnet.exe connects to MagicQ using the ArtNet
protocol. Simply copy the file onto your PC and run it.
On MagicQ load the Capture show and raise the fader on playback 1 in MagicQ. You should see the
fingers of PAR cans start to chase. If you don't, ensure you are using the correct executable file for the
way you have set up MagicQ, MagicQ is set up correctly, and that you have connectivity between the
MagicQ PC or console and the PC running Capture.
41.4.2
It is possible for patch data to be transmitted from Capture to MagicQ when connected via CITP protocol.
Start a new show on MagicQ and then in the Patch Window press the Visualiser Patch soft button. This
will download the Patch information from Capture to MagicQ. MagicQ uses a fields in the personality to
specify the Capture manufacturer name (Make) and Capture moving light name).
41.4.3
Troubleshooting
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41.5 WYSIWYG
MagicQ interfaces to the WYSIWYG visualiser using a special Wysiwyg driver file. Download the
MagicQ WYSIWYG driver file from ChamSys download site and install it on the WYSIWYG PC.
41.5.1
Running MagicQ PC
Start up MagicQ PC - you should see the initial screen requesting whether you wish to continue you the
existing show, load a new show, or want help.
Click "load a new show". When asked whether you want to erase the existing show from memory select
yes. Select the show "wysiwyg.shw". This will load a demonstration show designed to work with the
WYSIWYG demonstration show. Note, if you have already closed the initial screen, then you can load a
new show at any time by clicking the Setup button and selecting Load Show.
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If you are using WYWISYG on the same PC as MagicQ then set the Visualiser to WYSIWYG (same PC)
otherwise, set it to WYSIWYG (remote). When connecting to WYSIWYG using a MagicQ console,
always use WYSIWYG (remote).
When using WYSIWYG and MagicQ on different PCs it is important to ensure that MagicQ PC knows
the IP address to use to communicate with WYSIWYG. In the Setup, View Settings Window, set the IP
Address to be the same as the IP address of your network port for example if you PC has a network
address of 2.9.200.77 then set the value in the Setup Window to 2.9.200.77.
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Running WYSIWYG
The universes in WYSIWYG must be bound to the ChamSys MagicQ device in order for communication
to occur with MagicQ.
41.6.2
Once you have set up the connection in WYSIWYG then you should be able to run the demo show.
On MagicQ PC use the playback faders to control the Mac500 and Mac600 lamps in the demo show. The
playback faders are set up to control dimmer, colour, gobo and position on the different faders.
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When using MagicQ PC and WYSIWYG on the same PC you may find that you constantly have to
change between the two windows. Try sizing WYSIWYG to the top half of the screen then select the
reduced view in MagicQ PC - you get a reduced panel with the playbacks and the head control buttons.
This enables you to play back shows or program looks without requiring a full screen.
If you have the capability to run multiple monitors (many lap-tops allow a separate monitor output as well
as the lap-top screen) then extend your desktop across multiple monitors with MagicQ PC on one and
WYSIWYG on the other.
41.6.4
Auto Patch
MagicQ supports the WYSIWYG Auto Patch protocol. Selecting Auto Patch on WYSIWYG transfers the
patch to MagicQ. To transfer a new show to MagicQ first erase the show in MagicQ and then select Auto
Patch, Send Patch in WYSIWYG.
MagicQ identifies the fixtures in WYSIWYG and maps the names to the MagicQ fixtures using a mapping
table. If MagicQ can not identify a fixture it will not be able to auto patch a fixture. The mapping
between MagicQ personality and WYSIWYG fixture is specified in the MagicQ personality. Not all the
different fixture modes are supported by both WYSIWYG and MagicQ.
When performing an Auto Patch, MagicQ will report any fixtures that it can not match. To fix a
personality, edit the head in the Head Editor, setting the correct WYSIWYG name. If the WYSIWYG
name is empty then pressing ENTER will fill in with the name received from WYSIWYG for the last
mismatch.
41.6.5
Auto Focus
MagicQ supports the WYSIWYG Auto Focus protocol. If you turn Auto Focus on for the ChamSys port
in the Device Manager on WYSIWYG then changes made in WYSIWYG design mode will be relayed to
the programmer in the console.
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Troubleshooting
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42.1.1
Press EXT to move a Window to the External Monitor. The window that is currently in focus is
transferred to the external monitor. Press EXT to return the window to the main monitor.
MagicQ includes an option to force a single window to the external monitor output. The Window will
remain on the external monitor except when a SHIFT CLOSE is performed. This option is set in the Setup
Window, View Settings, Windows, Force Window on External Monitor 2.
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Automatic window sizing divides each of the selected screens into quarters just like the touch-screen on
MagicQ. Windows can be moved from the console to the PC using the EXT button (or SHIFT + SIZE).
The SIZE button enables the window to be sized on the PC just as it would on the console.
User sizing forces MultiWindows to ignore the size of the window on the console, and use a size specified
by the user on the PC by dragging the window to the required size.
In order to enable the Multi Windows application to connect to the MagicQ application, set the "Multi
Windows" option in the Setup window on the console to Remote MultiWindow.
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43 Handy Hints
Use SHIFT and the cursor keys to carry out actions on multiple items in a Window.
When recording items, type in a name for the item on the external keyboard before pressing the REC
button.
To force a minimum look on stage (e.g. during a changeover) whilst allowing full programming
capability, set the minimum value of one or more channels in the Patch Window to a non zero value.
When using encoders, to bump to the next range value (e.g. next colour), press the button associated
with the encoder. To bump back, hold SHIFT and press the button.
To modify a playback, press and hold the SELECT button associated with the playback and then use
the encoders or key in new values.
If your CMY colours are coming out inverted i.e. red is cyan, green is purple, blue is yellow, then
you need to set the CMY Invert option for that personality in the Head Editor.
If you find yourself constantly changing Windows to perform an action, try sizing the required
Windows and recording it as a View.
After you have cleared the programmer you can reselect the heads that were selected when you
pressed CLEAR by pressing the ALL button.
To remove attributes from an entire Cue Stack (e.g. position information) activate those attributes in
the programmer and use the RECORD REMOVE option.
To add attributes into an entire Cue Stack (e.g. position information) activate those attributes in the
programmer and use the RECORD MERGE option.
To Record Merge the current contents of the programmer into the current Cue on a Cue Stack, press
and hold the Select button of the playback and press RECORD.
Use the Lamp On All and Lamp Off All soft buttons in the Macro Window to make turning on/off
an entire lighting rig easier.
On the MagicQ PC use F1 to F10 to toggle Playbacks PB1 to PB10 on / off. Use ESC to turn all
Playbacks off.
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Saving / Loading
New show
Save show
Load show
Save settings
Load settings
Save partial show
Merge in show
Load archived backup
Export patch list
Reset console
Patching
Select Heads
Select head 1
1 @@
Select heads 1 to 4
1 THRU 4 @@
Select heads 1 to 10, not 5
1 THRU 10 5 @@
Deselect all heads
0 @@
Reselect last heads after CLEAR ALL
Select Group 1
1**
Select Groups 1 to 4
1 THRU 4 * *
Sub select 1st head
1 NEXT HEAD
Sub select 1st and 2nd head in group 1 + 2 NEXT HEAD
Sub select 3rd 4th and 5th head
3 THRU 5 NEXT HEAD
Select all heads using palette
ALL + <Palette entry>
Select heads active in Playback
ALL + <S>
Select heads above 20% intensity 20 ALL + INT
Setting Intensities
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FX
Add FX
Convert chase to FX
Force Cue to have no FX
Playback
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REC <S>
2.5 REC <S>
REC ENTER
REC 2 ENTER
REC 2 / 2.5 ENTER
<SHIFT + REC> <Sel Only> <S>
<SHIFT + REC>, select attribs, <S>
<+ + REC> <S>
<- + REC> <S>
ALL + REC
<S> + REC
REC + UPD
/ + REC
* + REC
Editing Cues
Edit in Programmer
Record merge
Rec merge all Cue Stack
Rec remove all Cue Stack
Remove Cue Stack
Remove Cue ID 2.5
Copy Playback
Copy Playback unlinked
CLEAR
3 CLEAR
Select heads, SHIFT + CLEAR
CTRL + CLEAR
<REM + turn encoder>
<soft button + REM>
<POS + REM>
<COLOR + REM>
<BEAM + REM>
<INT + REM>
<* + REM>
Recording Cues
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Palettes
Record Palette
Re-record Palette
Name Palette
Name Palette (no keyboard)
Edit Palette
Play Palette with 3 secs
Play Palette with 3 secs fanned
Play Palette fan fade 0 to 3s
Play fan delay 0 to 3s, 1s fade
Copy Palettes to Playback
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Information Windows
<POS + <S>>
<COLOR + <S>>
<BEAM + <S>>
POS 4 ENTER
COLOR 5 ENTER
POS 4 / 5 ENTER
POS 4 / 5 * ENTER
<ALL + LOCATE>
<ALL + SET>
<ALL + REMOVE>
Console
Start up
Shut down
Soft reset
Calibrate touch screen
Hard reset
Hard power off
Lock/unlock console
Console lights on/off
Enter/exit test mode
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Activate Playback
Run Keyboard Macro
Release Playback
Activate Playback 100%
Release Playback 0%
Go Playback
Stop Playback
Choose Playback
Set level last Cue Stack activated
Set level current Playback
Set level of this Playback
Jump to Cue id current Playback
Activates Cue Stack (Stack Store)
Releases Cue Stack (Stack Store)
Change Page
Open view (window layout)
Set received time code
Enable/disable time code gen
Set current time code gen
A <Playback no>
B <Macro no>
R <Playback no>
T <Playback no>
U <Playback no>
G <Playback no>
S <Playback no>
C <Playback no>
K <Level>
L <Level>
M <Level>
J <Cue Id>
E <Qid from Stack Store>
F <Qid from Stack Store>
P <Page no> (0 is next)
V <View no>
O <Time code>
W <Enable> (1 enable, 0 dis)
Q <Time code>
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45 Troubleshooting
45.1 No outputs
Check whether the console is operating correctly by opening the Outputs Window and looking at the
channel data. If channels are not at their correct levels then check:
If the Outputs Window shows correct values then check the Outputs are configured and enabled correctly
in the View DMX I/O view of the Setup Window. If you are using an Ethernet convertor box check that it
is receiving data correctly. Check:
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46 Button Functions
Shift
The shift buttons are used to select alternative functions for buttons and faders. There are three shift
buttons on the console one at the top of each side of the touch-screen. The third is in the row of action
buttons above the keypad.
The shift keys on external keyboards also have the same function.
Ctrl
The ctrl buttons are used to select alternative functions for buttons and faders. There are two shift buttons
on the console at the top corners of the touchscreen.
Alternative functions include selecting views and making adjustments to the display and console light
brightness.
The ctrl keys on external keyboards also have the same function.
Min
Used to minimise a window. Windows appear in the windows section of the screen.
Max
Used to maximise a window. Windows appear in the windows section of the screen. A maximised
window is sized to the complete main window area. The buttons around the edge of the screen and the
status screen continue to be displayed.
Close
Used to close a window. Windows appear in the windows section of the screen. Pressing SHIFT and
CLOSE causes all open windows to be closed.
Next Win
This button allows the user to select the active window from the currently open windows. The order of
window selection is fixed, so that windows appear in a memorable sequence regardless of the order the
windows were opened. Each press of the Next Win button selects the next window in the open window
list.
Windows appear in the windows section of the screen.
Prev Win
This function of this button has changed. It is now renamed EXT and is used to move windows to/from
external monitors when using Multi Windows.
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In older software its function was to select the previous window. The order of window selection is fixed,
so that windows appear in a memorable sequence regardless of the order the windows were opened. Each
press of the Prev Win button selects the previous window in the open window list.
Windows appear in the windows section of the screen.
Size
This button is used to modify the size and position of the active window on the screen. Windows appear in
the windows section of the screen. There are 9 possible combinations of window size and position. The
initial size is the maximised size i.e. the window takes up the whole of the window display area.
There are four possible half screen positions and 4 possible quarter screen positions. Each press of the
size button modifies the window to the next combination. After the final combination the window reverts
to the first (maximised) size.
Prog
This is a Window select button. Pressing this button makes the Programmer Window the active window.
If the window was not open, then the window is opened.
The Programmer Window is used to view and modify the contents of the programmer. The Window
supports three different views; channel levels, timings and FX.
Pressing and holding the Programmer button causes the Programmer Window to be temporarily made the
active window until the button is released.
Outputs
This is a Window select button. Pressing this button makes the Outputs Window the active window. If
the window was not open, then the window is opened.
The Outputs Window enables the user to view the output channels in many different ways including level
data, intensities, movement, plan and colour display. It also allows input channels to be viewed.
In View Heads, the outputs are viewed by head enabling the operator to easily see the levels of different
parameters.
In View Chans, there are two further options, View Int and View DMX. View Int shows all the intensity
levels of patched channels and their current level in percentage i.e. a traditional theatre output screen.
View DMX shows the actual data being transmitted out / or received into the console. In View DMX,
patched channels are shown in Red (HTP) or yellow (LTP). Page Up and Page Down can be used to find
the required channels alternatively use the Universe soft button to jump back or forwards an entire
universe.
In View Plan, a plan of the lighting rig can be created and then used to easily identify the levels of
different lamps according to their position in the lighting rig.
Pressing and holding the Outputs button causes the Outputs Window to be temporarily made the active
window until the button is released.
Type the number 2 to 4 before pressing OUT to open additional Output Windows.
Setup
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This is a Window select button. Pressing this button makes the Setup Window the active window. If the
window was not open, then the window is opened.
The Setup Window is used to perform major operations on show data such as loading, saving and erasing
shows. It is also used to configure console settings and preferences.
The Setup Window has three views, SETTINGS, SYSTEM and DMX I/O.
Pressing and holding the Control button causes the Setup Window to be temporarily made the active
window until the button is released.
Patch
This is a Window select button. Pressing this button makes the Patch Window the active window. If the
window was not open, then the window is opened.
The Patch Window is used to patch dimmers and intelligent heads onto the console channels. It has two
different views, DMX for examining individual DMX channels and HEADS for configuring dimmers and
intelligent heads. See Patching for more details.
Pressing and holding the Patch button causes the Patch Window to be temporarily made the active window
until the button is released.
Macro
This is a Window select button. Pressing this button makes the Macro Window the active window. If the
window was not open, then the window is opened.
The Macro Window allows the user to record and playback keyboard macros thus enabling them to
customise buttons to perform actions unique to their own style of operation.
The Macro Window is currently under testing and is therefore not available. It will be made available in
one of the next software releases.
Pressing and holding the Macro button causes the Macro Window to be temporarily made the active
window until the button is released.
Help
This is a Window select button. Pressing this button makes the Help Window the active window. If the
window was not open, then the window is opened.
The Help Window enables the manual to be viewed on-line on the console. The Help Window supports
hyperlinks, searching, and quick links.
Hyperlinks are shown underlined press the text on the touch screen to jump to the hyperlink.
To find information on a particular button on the console, press and hold down the Help button and then
press the button you wish to get help on. On the MagicQ PC version, press the BUTTON HELP soft
button and then press the required button.
Pressing and holding the Help button causes the Help Window to be temporarily made the active window
until the button is released.
Page
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This is a Window select button. Pressing this button makes the Page Window the active window. If the
window was not open, then the window is opened.
The Page Window is used to select which page of Playbacks is currently in use. Selecting of Pages can
also be done using the Page Select buttons. The Page Window also provides a means for naming Pages.
Pressing and holding the Page button causes the Page Window to be temporarily made the active window
until the button is released.
Playbacks
This is a Window select button. Pressing this button makes the Playbacks Window the active window. If
the window was not open, then the window is opened.
The Playbacks Window is used to manage the allocation of Cue Stacks to Playbacks. Cue Stacks can be
recorded, named, removed, moved, and copied between Playbacks.
Pressing and holding the Playbacks button causes the Playbacks Window to be temporarily made the
active window until the button is released.
Cue
This is a Window select button. Pressing this button makes the Cue Window the active window. If the
window was not open, then the window is opened.
The Cue Window is used to view and modify the contents of a Cue.
Also see Recording a Cue.
Pressing and holding the Cue button causes the Cue Window to be temporarily made the active window
until the button is released.
Cue Stack
This is a Window select button. Pressing this button makes the Cue Stack Window the active window. If
the window was not open, then the window is opened.
The Cue Stack Window is used to manage the steps in a Cue Stack. Steps can be recorded, named and
removed. Cue timings and settings can also be configured.
Also see recording of Cue Stacks.
Pressing and holding the Cue Stack button causes the Cue Stack Window to be temporarily made the
active window until the button is released.
Stack Store
This is a Window select button. Pressing this button makes the Stack Store Window the active window.
If the window was not open, then the window is opened.
The Stack Store Window is used to view all of the Cue Stacks stored on the console. Cue Stacks can be
recorded, named, removed, moved and copied.
Pressing and holding the Stack Store button causes the Stack Store Window to be temporarily made the
active window until the button is released.
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Cue Store
This is a Window select button. Pressing this button makes the Cue Store Window the active window. If
the window was not open, then the window is opened.
The Cue Store Window is used to view all of the Cues stored on the console. Cues can be recorded,
named, removed, moved and copied.
Pressing and holding the Cue Store button causes the Cue Store Window to be temporarily made the
active window until the button is released.
Group
This is a Window select button. Pressing this button makes the Group Window the active window. If the
window was not open, then the window is opened.
The Group Window is used to select heads. Selected heads can then be modified in the Intensity, Position,
Colour, and Beam Windows. The Window supports selecting of heads individually or by group.
Pressing and holding the Group button causes the Group Window to be temporarily made the active
window until the button is released.
Intensity
This is a Window select button. Pressing this button makes the Intensity Window the active window. If
the window was not open, then the window is opened.
The Intensity Window is used to set the level of dimmer channels and the intensity attributes of intelligent
heads. The Window supports two views, Programmer and Preset.
Pressing and holding the Intensity button causes the Intensity Window to be temporarily made the active
window until the button is released.
FX (was ATTR)
This is a Window select button. Pressing this button makes the FX window the active window. If the
window was not open, then the window is opened. In older versions of software this button was named
the ATTR button and opened the Attribute Window. The Attribute Window can still be opened using the
CTRL and ATTR.
The FX window enables FX to be applied to the currently selected heads. If no heads are currently
selected then the Group Window is opened to enable selection of heads.
The Attribute Window is used to set the attributes of intelligent heads using the Attribute Bank method
as opposed to using the Attribute Type (Intensity, Pos, Colour, Beam) method. With attribute banks each
attribute can be modified individually.
The Attribute Window is also used to run head macros.
Pressing and holding the Attribute button causes the Attribute Window to be temporarily made the active
window until the button is released.
Pos
This is a Window select button. Pressing this button makes the Pos Window the active window. If the
window was not open, then the window is opened.
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The Pos Window is used to set the pan and tilt attributes of intelligent heads using the Attribute Type
method. The Pos Window also displays and allows selection of Palette entries from the Position Palette.
It also supports the Flip function for moving heads.
Pressing and holding the Pos button causes the Pos Window to be temporarily made the active window
until the button is released.
Colour
This is a Window select button. Pressing this button makes the Colour Window the active window. If the
window was not open, then the window is opened.
The Colour Window is used to set the colour attributes of intelligent heads using the Attribute Type
method. The Colour Window also displays and allows selection of Palette entries from the Colour Palette.
Pressing and holding the Colour button causes the Colour Window to be temporarily made the active
window until the button is released.
Beam
This is a Window select button. Pressing this button makes the Beam Window the active window. If the
window was not open, then the window is opened.
The Beam Window is used to set the colour attributes of intelligent heads using the Attribute Type
method. The Beam Window also displays and allows selection of Palette entries from the Beam Palette.
Pressing and holding the Beam button causes the Beam Window to be temporarily made the active
window until the button is released.
Next Head
Used to select the next head from the currently selected heads. See selecting individual heads.
Prev Head
Used to select the previous head from the currently selected heads. See selecting individual heads.
Locate
Pressing LOCATE, locates all the selected heads.
Fan
Used to enter Fan Mode. Fan mode enables adjustments to a number of selected heads to be applied in a
non-linear fashion.
Pressing and holding Fan enables Fan mode to be entered temporarily. Make your changes and then
release the Fan button.
Highlight
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Used to enter Highlight Mode. Highlight mode enables adjustments to individual heads from the currently
selected heads. The individual head is highlighted whilst the others are made less bright.
Single
Used to enter Single Mode. Single mode enables adjustments to individual heads from the currently
selected heads. Similar to Highlight Mode but the head under adjustment is not highlighted.
All
Used to return control to all selected heads. Pressing ALL in Single Mode, Highlight Mode or Odd/Even
Mode exits the mode.
See All.
Odd / Even
Used to enter Odd/Even Mode. Odd/Even mode gives control to the odd or even heads from the currently
selected heads.
Select
Used to select a playback as the current playback. Provides a means of selecting playbacks when slaving
other consoles to the MagicQ where the other console does not have separate flash and select buttons.
Also used to select playbacks that have been activated through the Playbacks Window as the current
playback.
Release
The Release button is used to Release a playback i.e. to make it inactive. By default Cue Stacks are
configured so that they release automatically when the fader is brought back to zero. However Cue Stacks
can be configured to require a manual release. See activating and releasing playbacks.
Blind
Used to enter Blind Mode. Blind mode stops the contents of the programmer from affecting the output
channels of the console.
Clear
Used to clear the programmer.
Backspace
Used to remove the last character from the input.
If there is no input then it cancels any outstanding actions such as recording, naming. removing, moving or
copying.
Set
An action button for setting show data.
Used to name playbacks and other items. Also used to set the values of items such as parameters.
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Record
An action button for recording show data.
Used to record Cues onto playbacks and to record Groups, and to record Palettes
See also Recording a Cue.
Remove
An action button for removing show data.
Used to remove Cue Stacks from Playbacks, and to remove other items.
Undo (was Assign)
The Undo button allows the last few changes in the programmer to be undone. Press SHIFT and Undo to
redo a change. The Undo functionality is enable in the Setup Window, Settings View.
The Assign button is no longer supported the function is instead provided by the Move and Copy buttons
- see assign Cues or Cue Stacks to playbacks.
Include
An action button for including previously programmed show data back into the programmer.
Used to edit Cues. See Including Cues.
Update
Used as part of the edit process to update a Cue that has been included into the programmer. See
Including Cues.
Copy
An action button for copying show data.
Used to copy Cue Stacks between Playbacks, and to copy other items.
Move
An action button for moving show data.
Used to move Cue Stacks between Playbacks, and to move other items.
Go
Used to activate a playback. Also used to start the next step in a Cue Stack when the step has been
programmed to halt, or after the user has pressed the Pause button.
Pause
Used to pause the execution of a Cue Stack.
Sel
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Used to make the playback the current playback. This enables the Cue Stack on the Playback to be
viewed in the Cue Stack Window and the current Cue in that Cue Stack to be viewed in the Cue Window.
Pressing and holding a Sel button causes the Cue Stack Window / Cue Window to be temporarily made
active until the button is released. The Cue Stack / Cue Window shows data for the playback associated
with the Sel button.
This enables easy modifications of Cue and Cue Stack parameters such as FX size and chase speed.
Also used when programming for determining which playback to record a Cue onto.
Flash
Used to temporarily activate playbacks by adding or swapping in the Cue Stack from the playback to the
outputs.
Grand Flash
Used to temporarily flash the Grand Master has the same effect as putting the Grand Master to full.
Exact behaviour will depend on the configuration of the masters.
Sub Flash
Used to temporarily flash the Sub Master has the same effect as putting the Sub Master to full.
Exact behaviour will depend on the configuration of the masters.
Next Page
Used to select the page of playbacks. See the page select overview for how pages work.
Prev Page
Used to select the page of playbacks. See the page select overview for how pages work.
Manual Go
This Go button is part of the manual control section and controls the current playback. It has the same
functionality as the Go button associated with a playback. It provides Go functionality for playbacks that
do not have Go buttons.
Manual Pause
This Pause button is part of the manual control section and controls the current playback. It has the same
functionality as the Pause button associated with a playback. It provides Pause functionality for playbacks
that do not have Pause buttons.
Big Go
This Go button is part of the manual control section and controls the current playback. It has the same
functionality as the Go button associated with a playback.
It is designed to be use for theatre style operation where one big GO button is important for cueing a
show.
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Fast Forward
The Fast Forward button is part of the manual control section and controls the current playback. It is used
to bump a Cue Stack to the next step immediately without fading. It is particularly useful when editing a
Cue Stack to bump through Cues to find the one to edit.
Fast Back
The Fast Back button is part of the manual control section and controls the current playback. It is used to
bump a Cue Stack to the previous step immediately without fading. It is particularly useful when editing a
Cue Stack to bump through Cues to find the one to edit.
Add / Swap
The Add / Swap buttons controls the function of flash buttons. See also the Add / Swap overview.
DBO
The Console Blackout Button, used for, suprisingly, black-outs.
Numeric keys
Used for entering values for parameters. The console allows values to be entered before selecting the item
to set on screen thus making configuration of parameters quick and easy,
Can also be used for selecting dimmers and selecting groups.
Used for entering gel numbers. Numbers are assumed to be Lee gel numbers unless preceded by a dot in
which case they are assumed to be rosco gel numbers.
Enter
The enter key is used for selecting items and to finish off an action such as recording a window item, or
editing a parameter value.
Thru
The Thru key is used to select ranges of dimmers when selecting dimmers.
@
The @ key is used to specify levels for dimmers.
Full
The full key is used to indicate 100% when setting levels for dimmers.
Page Left
This key scrolls the active Window to the left. See Cursor Control.
Page Right
This key scrolls the active Window to the right. See Cursor Control.
Cursor Keys
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Used to move the cursor around the active Window. See Cursor Control.
Top Soft
The function of these buttons is soft i.e. it changes according to the active Window and the current view
in that window. The top soft buttons are generally used for menu items.
Side Soft
The function of these buttons is soft i.e. it changes according to the active Window and the current view
in that window.
The side soft buttons are closely associated with the encoders adjacent to them. For example, in the Beam
Window on of the encoder controls the gobo attribute of intelligent heads. Pressing the soft button bumps
the gobo wheel onto the next gobo. Pressing SHIFT and the soft button bumps the gobo wheel back to the
previous gobo.
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47 Licensing
The console runs under the Debian Linux operating system (except for the PC version) www.debian.org
The software also utilises the MicroWindows library. www.microwindows.org
Linux and MicroWindows are subject to the GNU Public License (GPL).
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48 Glossary
Active
Function of loading all parameters for selected heads into the programmer.
Art-Net
Attributes
Attribute Bank
Attribute Type
Attributes of intelligent heads are categorised into one of four types Intensity, Position, Colour, Beam.
Battery Back-up
The console supports battery back up, as an option. If fitted, this ensures that
if there is a temporary interruption to the console power supply, the console
continues to function. The battery will last for a specified time (usually 15
minutes) before the power should be restored or the console shut down.
Beam
Calibration
Channel
The basic unit of control on the console. Each Universe has 512 channels.
Chase
Colour
Contrast
See Crossfade
Crossfade
Cue
The basic unit of storage on the console. A Cue stores level, timing and FX
information for a single look.
Cue Stack
Cue Store
DBO
Dead Black Out. The DBO button when pressed causes all HTP channels to
be set to zero. On release all HTP channels are returned to their previous
values.
Console Lamp
Low voltage lamp which connects into the rear panel. Used to light up the
console surface. The console supports 2 or more console lamps depending on
the number of attached wings.
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DMX
DMX512 protocol.
Encoder
Ethernet
Fan
File Manager
A Window used for organising show data stored on the MagicQ internal disc
and on external USB sticks.
Flip
For moving heads with 360 degree pan movement there is more than one
setting for the pan and tilt attributes for each physical position. Flip modifies
the pan and tilt attributes to the alternate settings.
FX
Gel
Coloured film that is placed in front of lights to modify the colour of the
beam. The MagicQ stores a Gel colour for each dimmer, which makes
identification and programming easy.
Generic
Grand Master
The master fader which controls HTP levels for the entire console.
Gobo
A patterned object placed in front of a light source to modify the shape of the
beam. Intelligent heads typically contain one or more wheels of gobos.
Head
An intelligent head
Include
Intensity
Keyboard
Keypad
The numerical keypad situation to the bottom left of the console. The layout
of the keypad is similar to that found on standard PC keyboards with the
addition of @, THRU and FULL buttons for quick control of lamp
intensities.
LAN
MagicQ PC
Mark Cue
Master
The Playback Master can be configured to control the HTP level of the
Playbacks or the HTP level of Add/Swap buttons.
Merge
Mouse
A Cue Stack Option that enables automatic pre-loading of LTP values for
following Cues when heads are at zero intensity.
Multi Windows
MagicQ allows any of the Windows to be moved onto a remote PC using the
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MagicQ Multi Window PC application.
Page
The MagicQ supports multiple pages of Playbacks. The page can be selected
through buttons or through the Page Window.
The MagicQ also supports multiple pages of attributes in the Attr Window
and the Beam Window.
Parameter
Patch
The way of setting up the console so that it knows what lights are connected
to it. The MagicQ supports a complete Window, the Patch Window for
controlling patching.
PathPort
Palette
The console supports Position, Colour and Beam palettes. Entries in each
palette can be used to quickly store and recall your favourite looks.
Playback
Position
Programmer
Record
Record Merge
Record Remove
Snapshot
Spread
Stack
Stack Store
Touch Screen
Universe
USB
USB stick
Views
Waveform FX
Wing
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