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Martin LJ Getting Started Guide - 2

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Saturday, 19 November 2005 15:04

Martin LJ getting started guide by Len Woelfel  

This is a supplement to help users of Martin’s LightJockey program, a software-based DMX control system. This will be posted in installments to this site on an intermittent basis. First and foremost you should read the help menu with the software, and the user manual, available at http://www.martin.com/service/service.asp?dofind=yes&support=Martin You can also find a user forum at http://www.martin.com/forum/forum.asp?FORUM_ID=14 Whether you are a new user or an experienced hand, I hope you find something of value here. Also, since there is no pre-defined list of topics, please feel free to contact me with input or questions and I will try to respond here.

This section is designed to clarify some of the terms used with LightJockey. You may find that some terms are used the same way as with other controllers, and that some take on a different meaning here. So keep this list handy. Also, I’ll likely add to the list as time goes on, so check back for any updates.

Attribute:

Something a fixture can do. A leko or par can has one attribute (dimming). A moving light will have more, such as pan and tilt, color, strobing, gobos, etc.

Fixture:

For this discussion, any piece of equipment which can receive dmx signals. This includes all dmx capable lighting effects, dimmers, fog and haze machines, cd players, video projectors, moving mirrors, lasers, etc. Lasers must be used in accordance with the regulations of the locality. Do not operate lasers unless qualified to do so. Please note that while it is possible to trigger a pyrotechnic effect via a dmx signal IT IS STRONGLY RECOMMENDED THAT YOU NOT DO THIS. THE RISK OF ERROR, INJURY OR DEATH IS TOO GREAT AND FIRING OF PYROTECHNICS SHOULD BE LEFT TO LICENSED, TRAINED PROFESSIONALS.

Background Cue:

A cue running in the background and separated from an active cue.

Cue List:

A list of cues which will run in a certain order. Each cue can be triggered by time code, by the computer clock, or a number of other means.

Cue:

A group of sequences running at the same time to create a desired result.

Fade Time:

The amount of time an attribute will take to fully change from the previous scene. Fade time may be as little as a fraction of a second, or up to an hour. See Sequence Time.

Gobo:

A pattern (usually made of glass or metal) inserted into the light's path to break up the light beams.

Hotkey:

A keystroke or combination of keystrokes used as a shortcut, such as to start a cue, open a window, etc.

Off State or Attribute Off:

An attribute is in off state when no programming is being done to that attribute. For example, if a fixture color wheel is not being programmed it is in the "off state"

Scene:

The basic element of programming. A scene is one building block in a sequence. A scene may contain more than one attribute (intensity, movement, color, etc.) but can only have one step.

Sequence Time:

The length of a scene. A scene can have a Sequence Time of 2 seconds, and a Fade Time of 1 second. That means that the length of the scene is 2 seconds, and the amount of time it will take for the attribute to change is 1 second. See Fade Time.

Sequence:

A scene or scenes, utilizing one or more attributes of one or more fixtures.

Snap:

An attribute is to change as quickly as it is capable of. A dimmer goes from 100% to off as fast as the dimmer can respond.

Static

A simple pre-set, usually used with simple fixtures such as dimmers, or with lights that only have an on/off switch.

Programming Styles

LightJockey can be used in a lot of different ways. I’ve broken them down into some basic categories, and named them. How you choose to use LightJockey is entirely up to you. In fact, you may use a combination of all different programming styles.

On The Fly: As the name implies, doing everything live. No saving, no calling cues, no set list, just grab fixtures and go. Obviously, the shortest route to running a lighting system. The downside is that nothing is saved for your future use. If you never use the same lights at the same addresses this is a simple way to work, but may waste time if you use the same or similar rig over and over.

Single Sequence: This choice has all fixtures and attributes saved into a single sequence, and only one sequence is running at a time. For a short show, with few requirements, this may be an option, but does not offer much flexibility in terms of looks and palettes, as each one has to be re-created for each new sequence.

One Active Cue: Done by combining and saving multiple sequences into one cue. While taking longer to set up initially, ends up saving time in the long run and offers more flexibility.

Transparent Cues: A concept that is more complex but offers even more flexibility than One Active Cue. This will be explained further in a later update.

CueList: Combining a list of cues to be triggered in a specific order. Triggering can occur by methods such as time code, a cd track, or by user input. Ideal when using with a structured show, such as a theatrical production, where the cues are laid out in advance.

All these methods can be used in any combination. One can run an Active Cue, and then grab one light and make changes to it One The Fly. Or one can run a set of Transparent Cues, then activate a Single Sequence, then edit that sequence On The Fly, and either save it to the Single Sequence, or save it as a new sequence, or clear it out and discard any changes. The possibilities are endless.

Next, we’ll take the fixtures you previously set up and start programming them in different ways.