User’s GuideforCompulite R & D Version 4.1May 1999
ixCanceling a Macro assignment ...24-6DMX Input and patch 999...
Spark8-5Erasing loop assignmentsKeypresses Results/Comments1. Select the first memoryof the loop.2. Press [LOOP]3. Press [ERASE]The message Memory #
LinkSpark8-6LinkThis function allows linkage of two or more memories to playback sequentially regardlessof numerical sequence. Linked sequences are su
LinkSpark8-7link assignment.2. Press [LINK]Select the link function.3. Press [ERASE]The link assignment is canceled. Memory # Storedis displayed.Viewi
CHAPTER 9 MODIFYING MEMORIESThis chapter includes:Basic memory modificationUsing STORE STORESTORE STORE modesStoring to the first active playback devi
Basic Memory ModificationSpark9-2Basic Memory ModificationBasic memory modification is calling a stored memory the memory to the editor,modifying, and
Using STORE STORE Spark9-3Using STORE STORETo work through this section see Chapter 11 the A/B Crossfader. You need to know how toassign memories
Using STORE STORESpark9-4Storing to the first active playback deviceThe example below modifies the memory active on crossfader A. The STORE STOREmode
Using Delta Spark9-5Storing to selected playback devicesYou can select the playback device where you want to store the editor. The STORESTORE togg
Using DeltaSpark9-6Programming a delta via memory modificationDeltas that are a result of memory modification have both absolute and relative values.
Using Delta Spark9-7Programming a delta in the editorYou can create a Delta in the editor that is independent of memory modification. Using thisme
CHAPTER 1 INTRODUCTIONThis User’s Guide contains 24 chapters and 2 appendices. The User’s Guide is dividedinto 8 parts.Part 1 - General• Chapter 1 Int
Using DeltaSpark9-8In absolute Delta exam, the value er on a blue field appears in Delta exam for channels orscrollers erased from the memory. In rela
Using Delta Spark9-9Non-tracking modificationOne memory, a range of sequential memories, or a group of non-sequential memories maybe modified at t
Using DeltaSpark9-10The following table shows the result of Delta tacking using the example described above.Memory20(originalSourcememory)spot 1 color
Using Delta Spark9-11 Testing the deltaYou have the option of testing the application of a Delta to a memory before storing.Keypresses Results/Com
Using Memory Range ModificationSpark9-12Using Memory Range ModificationUse this function to modify channel intensity and scroller assignments over a r
Using Memory Range Modification Spark9-13Releasing channels from a range of memoriesKeypresses Results/Comments1. Select a range of memories.2.
Releasing Channels, Spots, Scrollers from MemoriesSpark9-14Releasing Channels, Spots, Scrollersfrom MemoriesThis function can be used in Live or Blind
CHAPTER 10 DATA STORAGE, RETRIEVAL, &PRINTINGThis chapter includes:Recording Show FilesLoading a Show FileLoading parts of the show fileWarning di
Recording Show FilesSpark10-2 Recording Show FilesShows are recorded in the Record menu - menu 5.The entire contents of the system memory, including m
Loading show files Spark10-3 Loading show filesThe Load menu, menu 2, manages loading show files stored on the hard disk and thefloppy disk.Enteri
Using this User’s GuideSpark1-2• Chapter 13 Control PriorityA description of Spark’s default control and using LTP.Part 5 – Advanced Topics• Chapte
Loading show filesSpark10-4Shows that were recorded on Spark can be loaded to Spark 4D. Only memories are loaded.Snaps, Macros, and Events (Auto Assig
Deleting Show Files Spark10-5 Deleting Show FilesDelete Play/Act is menu number 14. Use this menu to delete show files recorded on floppydisk.Keyp
PrintingSpark10-6 PrintingThis is menu 7. It is suggested to print for documentation purposes and a printout is alifesaver if your diskette is damaged
Printing Spark10-7 Programming a print command macroYou can program a macro that works as Print Screen.Keypresses1. Go to the Macro menu (menu 9)
CHAPTER 11 THE CROSSFADERThis chapter includes:OverviewDisplaysAssigning Memories to the CrossfadersSequencing MemoriesAssigning the Editor to the Cro
Overview Spark11-2 OverviewThe A/B crossfader is a split crossfader, which accepts memory assignments, loopassignments, and editor group assignments.
Assigning to the CrossfadersSpark11-3 Assigning to the CrossfadersThe A/B crossfader accepts assignments of memories and editor groups.When you assign
Freeing assignments Spark11-4Fade to the assignment in selected fade timeExample: Assign memory 1 to the free fader in an 8 second fade.Keypresses Re
Sequencing MemoriesSpark11-5 Sequencing MemoriesThe [SEQ] key must be enabled (LED on) for memories to sequence on the crossfaders.Memories sequence n
The Playback Keys Spark11-6 The Playback KeysThe keys used for playback control are grouped around the crossfaders.Key Function or Command[A] Press
Using this User’s GuideSpark1-3Using this User’s GuideSetting up SparkIf you are setting up the system for the first time, you may want to consult Cha
Modifying the Fade RateSpark11-7 Exiting a continuous automatic or manual loopWhen you are running a continuous automatic (infinite) loop or a continu
Split crossfaders and moving lights Spark11-8 Returning to MEM timeKeypresses Results/Comments1. Press [A/B RATE]The key’s LED goes off. The fade ra
CHAPTER 12 CONTROLLERS AND CHASERSThis chapter includes:OverviewDisplaysAssign modeController LEDsControl priority for spotsAssigning memoriesAssignin
OverviewSpark12-2 OverviewSpark has 20 Controllers. Each controller has a colored LED and a Soft Key/BumpButton. In Assign mode, controllers accept g
Overview Spark12-3Information pertaining to the Controllers is displayed on the monitor.Type ofassignmentsContentsOn monitorGROUPOne or more spot
Assigning MemoriesSpark12-4 Assign modeA double hit on [ASSIGN] changes the default Soft Keys function to Assignment mode.Assign mode allows you to a
Assigning Memories Spark12-5 Assigning a range of memories to sequentialcontrollersExample: assign memories 30 - 35 to controllers 6 - 11.Keypres
Assigning Editor GroupsSpark12-6 Assigning Editor GroupsChannels and spots in the editor, and selected spot parameters can be assigned tocontrollers.
Assigning Editor Groups Spark12-7 Assigning a channel with a specified intensityExample: assign channel 1 at 45% and channels 3 - 8 at 50% to co
Assigning Editor GroupsSpark12-8 Assigning spotsSpot assignments can include all of the parameters or only selected parameters. Raising acontroller c
Text conventionsSpark1-4 • Delta - A tool for memory modification. • Modify - Change stored information and fade rates. • Frame - Scroller fram
Assigning Scrollers Spark12-9 Assigning ScrollersThe keypresses used to assign scroller channels to Controllers influence the scrollerbehavior wh
Examining a Controller AssignmentSpark12-10 Erasing textKeypresses Results/Comments1. Press [TEXT]The command line reads: Press TEXT orAssign Key!2.
Freeing a Controller Assignment Spark12-11 Freeing multiple controller assignmentsYou can free a range of controller assignments or just some of
Using ‘Go Controller’Spark12-12 Using ‘Go Controller’You can initiate an automatic fade for grp and memory assignments. The fade occursregardless of
Chasers Spark12-13If a memory has a wait-out assignment the fade automatically begins a reverse fade afterthe assigned wait-out time. During the
ChasersSpark12-14 Color code for chaser playback displayThe controller number color indicates the playback status of the chaser.Color Playback status
Chasers Spark12-15 Assigning chasers to controllersYou can assign a memory loop or a range of memories as a chaser. When assigning amemory loop
ChasersSpark12-16You can also assign 10 whole memory numbers to a chaser by selecting the first memoryonly. Example: Assign memories 21 29 as a sof
Chasers Spark12-17 Exiting the step modeKeypresses Results/Comments1. Press the [SK]The chaser runs automatically. The controller LED is solidred
ChasersSpark12-18 Modifying the rates for additional chasersIf you want to continue and modify the Chase Rate of another chaser without changing ther
CHAPTER 2 GENERAL OPERATIONThe Editor SectionF keysProgramming memoriesEditor color keyEditor error trappingClearing the editorParameter ControlThe wh
Assigning Controllers as Submasters Spark12-19 Returning to memory rateKeypresses Results/Comments1. Press [RATE CHASE]The LED of the key is lit,
Assigning Controllers as SubmastersSpark12-20Submaster the Lower Bank of controllersKeypresses Results/Comments1. Press [U/L/X] [U/L/X]Submaster LOWE
Sound-to-Light Spark12-21 Sound-to-LightTo use the Sound-to-Light feature, your board must have the Sound-to-Light optioninstalled. Plug a sound
Sound-to-LightSpark12-22Keypresses Results/Comments5. Press [S/L ON]S/L On appears in the command line.6. Press the SK for controller1.7. Press the S
CHAPTER 13 CONTROL PRIORITYThis chapter includes:Playback Control PriorityLTP Playback ModeActions that change the control priority stackEnabling LTP
Playback Control PrioritySpark13-2 Playback Control PriorityControl priority determines which playback devices control the output. The control priori
LTP Playback Mode Spark13-3 LTP Playback ModeLTP (Latest Takes Precedence) control priority means that instead of adhering to a rigidcontrol hie
LTP Playback ModeSpark13-4 Disabling LTP control modeKeypresses Results/Comments1. Press [MENU] [8] [ENTER]You are now in the System Parameters menu.
CHAPTER 14 LIBRARIESThis chapter includes:OverviewProgramming a LibraryText for LibrariesExamining LibrariesViewing the Library ListExamining a selec
OverviewSpark14-2OverviewLibraries are a programmable tracking database for moving lights of preset position, color,and gobo assignments. After you ha
The Editor SectionSpark2-2The Editor SectionEditing keys are used to:• Select channels• Select spots• Assign intensity and parameter values• Progr
Programming a Library Spark14-3Programming a LibraryAny number of spots can be included in a library, however you may use only part of thelibrary w
Examining LibrariesSpark14-4Examining LibrariesYou can examine the contents of each Library or view The Library List for each category. The Library L
Programming Memories with Libraries Spark14-5Programming Memories with LibrariesThe advantage of programming memories using libraries wherever poss
Editing LibrariesSpark14-6Editing LibrariesLibraries can be modified in the editor or updated during the STORE STORE function.In the examples below, G
Editing Libraries Spark14-7Removing spots from a libraryExample: Remove spot 3 from position library 6.Keypresses Results/Comments1. Press [POSITI
Erasing a LibrarySpark14-8Erasing a LibrarySpot parameters with library assignments retain the parameter value when the library iserased. Example: Era
CHAPTER 15PART QsThis chapter includes:OverviewPart Qs displayProgramming memories with Parts.Programming Parts with channelsProgramming Parts with sc
OverviewSpark15-2 OverviewMemories can be divided into 9 parts, part 0 through part 8. Each part can consist of agroup of spots, spot parameters, and/
Programming Memories with PartsSpark15-3 Programming Memories with PartsSpots and channels can be given part assignments during the initial programmin
Programming Memories with PartsSpark15-4 Programming Parts with scrollersScrollers work in Part assignments only when the System parameters toggle Scr
The Editor SectionSpark2-3F keysThe Function (F) keys are multi-purpose soft keys, generally used while working inmenus. When the system is not in men
Dividing a Memory into PartsSpark15-5 Programming Parts with selected parametersSpecific spot parameters can be assigned Parts. Only parameters appear
Adding a Part to a MemorySpark15-6 Adding a Part to a MemoryNew channels and spots can be added as Parts to stored memories.In the example below, part
Modifying a PartSpark15-7 Removing channels/spots from a PartWhen a channel or spot is removed from a part it is automatically reassigned to Part 0.Ch
Using Parts as Editor GroupsSpark15-8 Modifying time assignmentsExample: Change the time assignment for part 5 in memory 1. This modification does not
CHAPTER 16 EVENTSThis chapter includes:OverviewThe Event menuProgramming an EventAdding operations to an EventDeleting an EventAdding a text to an Eve
OverviewSpark16-2 OverviewEvents are a collection of functions that can be triggered using various methods:• SMPTE time code assignments• Operated
The Event Menu Spark16-3 Programming an eventExample: Program Event 3 Assign a range of memories (memories 8 - 10) as a chaser to
The Event MenuSpark16-4 Deleting an eventYou can delete an entire event or selected assignments within the event.Example: Delete Event 3.Keypresses
Operating Events Spark16-5 Examining EventsYou can view the Event List while in the editor.Keypresses Results/Comments1. Press [E
Operating EventsSpark16-6 Erasing an event from a memoryExample: Erase Event assignment from memory 10.Keypresses Results/Comments1. Select memory 1
Parameter ControlSpark2-4Editor error trappingSpark has efficient error trapping, meaning that you cannot go too far wrong. An illegalkey press is imm
CHAPTER 17 SNAPSThis chapter includes:OverviewProgramming a SnapAdding text to SnapsExamining SnapsViewing the Snap listExamining a selected SnapErasi
OverviewSpark17-2 OverviewSnaps are analogous to preset scenes. They are ‘snapshots’ of all playback deviceassignments.Snaps record A/B crossfader ass
Adding Text to SnapsSpark17-3 Adding Text to SnapsText labels can be attached to snaps. Keypresses Results/Comments1. Press [SNAP]Snap is displayed
Erasing SnapsSpark17-4OrKeypresses Results/Comments1. Press [EXAM]2. Press [SNAP]The message Assign Key Expected isdisplayed3. Press the SK of the de
Erasing SnapsSpark17-5Example: Erase Snaps 3 12.Keypresses Results/Comments1. Press [SNAP]2. Select the Snap range -Press [3 12]3. Press [ERASE]T
Operating SnapsSpark17-6 Operating SnapsThere are two snap operation modes: non-forcing (additive) and forcing mode. Snaps never force an assignment
Operating SnapsSpark17-7 Operating Snaps in forcing modeA forcing mode Snap affects all Controller assignments, regardless of their output level.Refe
CHAPTER 18 MACROSThis chapter includes:OverviewThe Macro menuProgramming MacrosModifying MacrosLinking MacrosDedicated function MacrosAdding text to M
OverviewSpark18-2 OverviewA Macro is a collection of keystrokes. Spark stores up to 999 Macros containing up to 40keypresses each. Macros can include
The Macro MenuSpark18-3 Programming MacrosTo select a Macro number, enter a 3-digit number on the keypad. Example: 003, 030, and300.You can also ente
A/B CrossfaderSpark2-5full intensity when spot/channel 1 is at 90%. If you continue moving the wheel untilspot/channel 1 is at full and then you fade
The Macro MenuSpark18-4 Modifying MacrosModify Macros by deleting an erroneous entry or inserting a new entry. New entries areinserted in front of the
The Macro MenuSpark18-5 Dedicated function MacrosMacros can be created for special system functions or for frequently used functions. Thesededicated
The Macro MenuSpark18-6 Memory DimmerWhen the Spark is teamed with the Compulite digital dimmers frame controller. TheMemory Dimmer option provides a
The Macro MenuSpark18-7 Deleting MacrosYou can delete 1 Macro or a range of Macros.Keypresses Results/Comments1. Go to the Macro menu.2. Press F2 De
Using Teach MacroSpark18-8 Using Teach MacroThe Teach Macro function allows you to program Macros live, thus viewing the result ofeach keypress includ
Operating MacrosSpark18-9 Programming with Teach MacroKeypresses Results/Comments1. Press [TEACH MACRO]A window opens with the message Enter key tost
Operating MacrosSpark18-10 Operate Macros 21 - 40Keypresses Results/Comments1. Press [MACRO]Pressing this key displays the Macros.You can skip this st
CHAPTER 19 SYSTEM CONFIGURATIONThis chapter includes:Accessing Service ToolsConfiguring in Service ToolsNavigating in the Config SystemSystem TypeCRT
Accessing Service ToolsSpark19-2 Accessing Service Tools1. Turn off the power2. Press and hold down [CE] [CLEAR].3. Turn the power back on.4. Afte
Configuring in Service Tools Spark19-3To Cold Start the system:Press F1 Cold Start on the Service Tools main menu. PasscodeThe items under the Config
Table of ContentsPart 1 – GeneralChapter 1 Introduction ...
A/B CrossfaderSpark2-6The A/B crossfader area of the console consists of: the A fader and the B fader, an LEDdisplay for each fader that shows their c
Configuring in Service ToolsSpark19-4The spot configuration depends on the type of moving lights you are using.Example: Your rig has 8 yokes, that req
Configuring in Service Tools Spark19-5Bit Function Toggles DescriptionG - 0 Spare NoH - 1 Multi cues Enable When Enabled a memory may be assigned tom
Configuring in Service ToolsSpark19-6Bit Function Toggles DescriptionRemote Designer is enabled.V - 0 Spare NoW - 0 Protect all No Toggle to 0 – All c
System Parameters Spark19-7 System ParametersGeneral system configuration options are also found in the System Parameters menu,menu 8.The upper Syste
System ParametersSpark19-8Non-dim level Set the level at which a dimmer (set for a non-dim curve)will jump to full.On key Set the level at which the O
CHAPTER 20 CHANNEL AND SCROLLERPATCHINGIncluded in this chapter: The Channel PatchPatching dimmers to channelsPatching dimmers to scrollersPatching ch
The Channel PatchSpark20-2 The Channel PatchSpark controls up to 512 channels, which may be soft-patched. The Channel Patch menu,offering many opti
The Channel PatchSpark20-3 Patching dimmers to channelsA single dimmer or a range of dimmers can be patched to a single control channel.Keypresses R
The Channel PatchSpark20-4More than one DMX address can be assigned to a scroller; thus 1 channel controls morethan 1 scroller.Example: 4 scrollers
The Channel PatchSpark20-5Example: Assign channels 73 - 75 to dimmers 120 - 122 respectively.Keypresses Results/Comments1. Press F2 Assign ChannelsT
ControllersSpark2-7ControllersSpark has 20 controllers. Each controller has an associated Soft Key and colored LED.The controllers accept groups of ch
The Channel PatchSpark20-6 Restoring the default patchThe default Channel Patch is a 1 to 1 channel to dimmer assignment.You can restore the defaul
The Channel PatchSpark20-7 Exchanging dimmersExchanging dimmers swaps the dimmers’ channel assignments. The Exchange Dimmerfunction is on the second
The Channel PatchSpark20-8 Programming custom curvesCurves may be programmed either by selecting steps and using the wheel to set the step’slevel o
The Channel PatchSpark20-9 Testing the curveYou can test the programmed curve before storing it. The test procedure depends onwhether you have used
The Channel PatchSpark20-10 Enabling General master controlDimmers that were removed from General Master control can be re-instatedKeypresses Resul
The Channel PatchSpark20-11 Viewing free dimmersThis function displays the free dimmers; dimmers not used in memories.Press F4 Free DimmersThe color
The Scroller PatchSpark20-12 The Scroller PatchThe Scroller Patch menu, menu 20, provides tools for optimizing the scroller set up andquick editing
The Scroller PatchSpark20-13 Selecting a scrollerYou must enter the number of the scroller at the prompt.Enter the scroller number on the numeric ke
The Scroller PatchSpark20-14 Patching DMX addresses to scrollersPressing F2 Assign to Dimmer bumps you to the Channel Patch menu. For instructionso
The Scroller PatchSpark20-15 Changing the number of framesSpark offers the option of changing the number of frames for individual scrollers.The defa
Soft KeysSpark2-8Soft KeysThe Soft Keys have 4 modes.Mode What the Mode doesAssign modeAllows the assignment of groups of channels/spots, memories, or
The Scroller PatchSpark20-16 Copying the scroller setupAfter setting up a scroller to your specifications, the information may be copied to another
CHAPTER 21 SPOT MANAGEMENT ANDPATCHINGThis chapter includes:The Mix Output menuMix Output menu displayPatching spot numbersAssigning output addressesD
The Mix Output MenuSpark21-2Two menus are concerned with moving light management: the Mix Output menu and theSpot Patch menu.The Mix Output menu provi
The Mix Output Menu Spark21-3Spark’s default Device List is divided into three types of devices:• DMX - DMX devices are operator programma
The Mix Output MenuSpark21-4 Patching spot numbersSpot numbers are the numbers by which the editor accesses moving lights. Device typesare patched to
The Mix Output Menu Spark21-5 Calculating DMX addressesThe number of DMX channels occupied by each device varies according to the type ofde
The Mix Output MenuSpark21-6 Using the auto set up optionAuto Set up automatically calculates the DMX offset for each spot and assigns theappropriate
The Mix Output Menu Spark21-7 Assigning a default spaceYou can also assign DMX output address by entering a default space. The Default Spac
The Mix Output MenuSpark21-8 Enabling/disabling spot outputYou can disable a spot’s output from the console. This is useful in case a spot ismalfuncti
The Mix Output Menu Spark21-9default, so you will need the your Device Library diskette to load the devices that do notappear in the defaul
Soft KeysSpark2-9Using the Soft Keys for playback controlIn Assign mode the Soft Keys have 4 operational modes:1. Flash mode is the default function
The Mix Output MenuSpark21-10incremental control of the iris from open to closed and step 2 provides incrementalcontrol of the strobe function. Defin
The Mix Output Menu Spark21-11 Defining other parameter attributesAdditional parameter attributes are:• Home The home definition determine
The Mix Output MenuSpark21-123. DMX is set to control channel according to specifications and time is set to any valueexcept 99. The default or selec
The Mix Output Menu Spark21-13Keypresses Results/Comments1. Press F2 Select Device2. Use the arrows (F2 and F3) toselect the device3. Pres
The Mix Output MenuSpark21-14Example: A Profile Zoom is mounted on a yoke. A conventional dimmer controls thelamp, while the yoke is associated with t
The Mix Output Menu Spark21-15Step 3 - Setting up the output addressTo complete this operation it is now necessary to assign the DMX addres
The Mix Output MenuSpark21-16 Creating a device libraryYou can create a device library by recording device definitions to a floppy disk. Newdevice def
The Spot Patch Spark21-17 The Spot PatchThis is menu number 13. The Spot Patch menu configures for consistent beam movementvis a vis the tr
The Spot PatchSpark21-18 Returning to the default positionRestore all the assigned patch positions to their default position (position 1):Keypresses R
CHAPTER 22 MIDI IN/OUTThis chapter includes:Configuring the System for MIDIConfiguring for MIDI in Service ToolsDefining the MIDI channel in System Pa
General MasterSpark2-10General MasterThe General Master controls the overall dimmer output of the console.The General Master fader has a blackout key,
Configuring the System for MIDISpark22-2 Configuring the System for MIDITo configure Spark for MIDI communication, you must enable bit Q Sys in S
Enabling/Disabling MIDISpark22-3 Enabling/Disabling MIDIThe console transmits or receives MIDI commands, when MIDI is enabled. When MIDI isdisabled,
The MIDI MenuSpark22-4 Enabling and disabling keys and controllersA red asterisk next to a key denotes that it is enabled and responsive to MIDI c
The MIDI MenuSpark22-5 Editing MIDI data for keys and controllersYou can edit the message and data assignments.The input and output key display has
MIDI MacroSpark22-6 MIDI MacroThe MIDI Macro function allows you to program a macro using MIDI transmission input.The macro collects the MIDI code
MIDI SyncSpark22-7 Setting up MIDI Sync in the master consoleSince the MIDI sync function and the regular MIDI transmission can operatesimultaneousl
Standard MIDI codesSpark22-8 Standard MIDI codesDecimal Hex Decimal Hex Decimal Hex Decimal Hex0 00 16 10 32 20 48 301 01 17 11 33 21 49 312 02 18
Standard MIDI codesSpark22-9MIDI codes are also organized according to the 12 octaves on the piano.Note Name Note Name Note Name Note NameC-2 :00 C-
CHAPTER 23 SMPTEThis chapter includes:Configuring the system for SMPTEConfiguring the number of framesTeaching SMPTE Time CodesStarting at a selected
Configuring the system for SMPTESpark23-2 Configuring the system for SMPTESMPTE can be transmitted from an external SMPTE generator directly to the co
MenusSpark2-11Spark contains the following menus:Menu Purpose1. Channel Patch Dimmer management includes soft patch, assigning dimmercurves, defining
Teaching SMPTE Time Spark23-3 Configuring the number of framesThe default is 12 frames per second.Keypresses Results/Comments1. In Service Tools
Teaching SMPTE TimeSpark23-4 Starting at a selected EventExample: You have already assigned time codes to Events 1 – 4. Teach SMPTE time codesstarting
Manual assignment and editing the SMPTE code Spark23-5 Manual assignment and editing theSMPTE codeYou can program the SMPTE time code manually in
Playback with SMPTESpark23-6 Playback with SMPTEWhen the SMPTE generator starts at the time code 00:00:00.0 playback begins from Event1. If the SMPTE
CHAPTER 24 DMX INPUTThis chapter includes:Configuring Spark for DMX inputThe DMX input patchPatching input channelsClearing input patch assignmentsRet
Configuring Spark for DMX InputSpark24-2A DMX source, such as a second lighting computer or a manual desk can be connected tothe Spark. DMX input cont
The DMX Input patchSpark24-3 The DMX Input patchThe Input Patch Table is located in the Channel Patch menu. The extent of the patch tabledepends on th
The DMX Input patchSpark24-4Example 2: Patch channel 55 to DMX Input channel 10, channel 56 to DMX Inputchannel 11, channel 57 to DMX Input channel 12
The DMX Input patchSpark24-5Example: Return channels .55 57 to the defaultKeypresses Results/Comments1. Press F3 Default (1 to 1)2. Press F2 Channel
DMX Input and patch 999Spark24-6 Canceling a Macro assignmentKeypresses Results/Comments1. Go to the Macro menu.2. Press F5 Assign InputThe input pat
Text & the Alphanumeric KeyboardSpark2-12Exiting the menu modePressing [RESET] exits the menu mode and resets the menu you have just exited. Pres
APPENDIX A SERVICE TOOLSThis chapter includes:Accessing Service ToolsMain MenuDiagnosticsUpgrading SoftwareUsing the Software Upgrade optionUpgrading
Accessing Service ToolsSparkA-2Service Tools is where you configure Spark, format disks, carry out hardware tests, andupgrade Spark ’s software.The Sy
Diagnostics SparkA-3DiagnosticsThe diagnostic function (F4) provides 3 tests for hardware, each for a separate part of thesystem.1. F3 CRT'
Upgrading SoftwareSparkA-4Upgrading SoftwarePlease read this thoroughly before attempting to upgrade the software.There are two software Upgrade funct
Upgrading Software SparkA-5Upgrading software under Disk OperationsUpgrade Service Tools here.You can also upgrade the image and time files here,
Disk OperationsSparkA-6Disk OperationsThe functions performed under Disk Operations are:• Format diskettes• Upgrade Service Tools software• Record
Disk Operations SparkA-7Loading the system configurationIt is recommended to load the configuration before loading a show file to avoid loading t
APPENDIX B PATCH 999This appendix includes:Patch 999Configuring for Patch 999Programming and burning Patch 999Editing patch 999Color key for Patch 9
Patch 999SparkB-2Patch 999Patch 999 allows an additional layer of patching at the channel level. In Patch 999, logicalchannels range from 1 to 999. Th
Patch 999SparkB-3Programming and burning Patch 999Keypresses Results/Comments1. Enter Service Tools2. Press [MENU] MorefunctionsThe second page of op
Text & the Alphanumeric KeyboardSpark2-13Erasing textThe [ERASE] key is used to erase text.Example: Delete the text from the Text page.Keypresses
Patch 999SparkB-4Editing the file on a PCKeypresses Results/Comments1. Boot up to DOS2. Insert the disk containingthe Patch 999 copiedfrom the conso
Patch 999SparkB-5The result of the patching described above looks like this:Color key for Patch 999Item ColorCleared assignments Dark GrayChannels wit
Index++1`STORE, 7-12+1STORE, 7-10+1STORE increment, 7-12AA/Bassign memories, 11-3free assignments, 11-4overview, 11-2A/B crossfaderPart Qs, 15-8alphan
copy, 7-6Copyscroller set up, 20-16copy memory, 7-27copy parameter values, 6-13, 6-14, 7-8crossfade rate, 11-7Crossfadersplit and spots, 11-8crossfade
General Master, 20-9overview, 2-10Go, 11-3, 11-6Go Controller, 2-9GOTO, 11-3, 11-6Hhelp, 2-14, 3-6High End, 21-3Hold, 11-6home, 6-13, 21-11homogeneous
Mix Outputload device, 21-16record device, 21-16Mix Output menuassign discrete or mixed steps, 21-10assign output addresses, 21-4define device, 21-14D
release frame, 5-7select, 5-6Selectparameters, 6-7Selectchannels, 5-2parameter values, 7-6part from part Q, 15-8recall last selection, 5-3, 6-5scrolle
Getting HelpSpark2-14Locking/unlocking the keyboardThe alphanumeric keyboard has a lock to prevent unintentional editing. Activate the lockby pressing
CHAPTER 3 DISPLAYSThis chapter includes:Display ControlDisplay FormatsSelecting display optionsCustomizing the display formatThe Stage DisplayChannels
iiConfiguring Spark... 4-2Patching...
Display ControlSpark3-2All the parameters of the system are displayed on a video display monitor. There are 9display formats to chose from.The area at
Display FormatsSpark3-36. X-fade Exam shows the incoming and outgoing memories, a list of the next memoriesin sequence, controller/chaser status, cha
The Stage DisplaySpark3-4Stage Scrlr Provide a special display area for scroller information. The basic channeldisplay will no longer show frame infor
The Playback DisplaySpark3-5The “p” numbers represent the spot parameters as defined in the Mix Output menuExamples of parameter names:• ir - iris•
Output Color KeySpark3-6The yellow line at the bottom of the screen houses:• The command line - The command line echoes the keypresses and contains u
Exam DisplaysSpark3-7Exam DisplaysThere are 2 types of Exam displays: strong displays and weak displays.Weak displays are cleared by any subsequent k
CHAPTER 4 QUICK STARTThis chapter includes:Setting Up SparkConfiguring SparkPatchingPatching dimmers to channelsPatching scrollers to channelsPatchin
Setting Up SparkSpark4-2Setting Up Spark1. Connect the alphanumeric keyboard and the monitors to the appropriate portson the back panel.2. Connect t
Patching Spark4-3Patching dimmers to channels1. Go to the Channel Patch menu – [MENU] [1] [ENTER].2. Press F1 Assign Dimmers.3. Enter a
Selecting Channels & SpotsSpark4-4Creating homogeneous beam movement1. Go to the Spot Patch menu– [MENU] [13] [ENTER].2. Press F1 Patch Position.
iiiChapter 7 Programming Memories...7-1Programming Memories...
Programming Memories Spark4-5Programming Memories1. Select channels using the numeric keypad.2. Assign intensity using the dimmer wheel
Playback ChasersSpark4-6Playback Chasers1. Chasers are played back on the controllers.2. Select a range of memories. If the first memory has a loop
CHAPTER 5 SELECTING AND EDITINGCHANNELS & SCROLLERSThis chapter includes:Selecting channelsChanging the number default selectionSelecting single
Selecting ChannelsSpark5-2Selecting ChannelsSingle channels, groups of non-sequential channels, and a range of sequential channelscan be selected.Ther
Selecting ChannelsSpark5-3Selecting multiple nonsequential channelsKeypresses Results/Comments1. Press [CHANNEL]Skip this step if the numeric selectio
Assigning Intensity LevelsSpark5-4Grabbing channels in the editor and on stageThe are some specialized channel selection key sequences that allow you
Releasing a Channel from the EditorSpark5-5Example: Assign 73% intensity to channel 5.Keypresses Results/Comments1. Press [CHANNEL]Skip this step if t
Selecting and Editing ScrollersSpark5-6Selecting and Editing ScrollersIf your system definition includes scrollers, the channel display shows a small
Selecting and Editing ScrollersSpark5-7Assigning frame valuesFrames can be assigned using the numeric keypad or parameter wheel 2. If you use thewhee
CHAPTER 6 SELECTING AND EDITINGSPOTSThe subjects included in this chapter are:Igniting spotsIgniting DMX SpotsIgniting S-Mix, L-Mix spots, High End p
ivProgramming an automatic continuous loop... 8-2Programming a manual continuous loop ..
Igniting SpotsSpark6-2 Igniting SpotsMost moving devices have a control channel for functions such as igniting the lamp,extinguishing the lamp, resett
Igniting Spots Spark6-3 Igniting S-Mix, L-Mix, and High End protocol spotsThe definition for S-Mix and L-Mix spots is factory configured and may not
Selecting SpotsSpark6-4 Ignition examThe Ignition Exam display shows the ignition status of the all spots in the system.Spots that have had an ignitio
Selecting Spots Spark6-5 Selecting a single spotKeypresses Results/Comments1. Press [SPOT]Skip this step if the default number selectionis Spot.2. E
Mix Editing of SpotsSpark6-6 Selecting spots in the editor and on stageThere are some specialized spot selection key sequences that allow you to grab
Spot Parameters Spark6-7 Spot ParametersEach parameter has a name and a number. Once you have selected a spot, a group ofspots, or a range of spots,
Spot ParametersSpark6-8 Turning on the dimmer parameterThere are a few ways to turn on the dimmer of the selected spots:• Press [FULL].• Press [ON].
Spot Parameters Spark6-9 Assigning values for discrete stepsDiscrete parameters are composed of steps, which increment by one step at a time.Example:
Spot ParametersSpark6-10 Assigning a value to a discrete step using the Soft KeysExample: Martin PAL’s gobo wheel (param 6) is selected. You want to a
Spot Parameters Spark6-11 Assigning a mixed step value using the wheelsExample: assign step 2 at 30% to Golden Scan’s color wheel parameter (p2).Keyp
vPart 4 - PlaybackChapter 11 The Crossfader ...11-1Overv
Spot ParametersSpark6-12NoteTo access the steps for parameters with special modes press and hold [SHIFT].The operating modes for the static gobo (p6)
Spot Parameters Spark6-13 Returning to home valuesHome values for parameters are included in the spot definition. Home values are usuallyneutral assi
Spot ParametersSpark6-14 Copying from the editorExample: Copy parameter values from spot 1 to spot 5.Keypresses Results/Comments1. Press [SPOT][ [5]Se
Releasing Spots/Parameters Spark6-15 Releasing Spots/Parameters Releasing a spot from the editorWhile editing spots for memory programming, you might
CHAPTER 7PROGRAMMING MEMORIESThis chapter includes:Resetting the editorProgramming with channelsProgramming with scrollersProgramming with spotsStorin
Programming MemoriesSpark7-2 Programming MemoriesMemories are programmed by assigning a number to the editor group of channels andspots and storing th
Displays Spark7-3 DisplaysWhen you store a memory Spark generates a confirmation message: Memory # Stored.If the memory number that you assigned
Programming with ScrollersSpark7-4 Programming with ScrollersThe example below uses the numeric keypad to assign the frame number. You can,however, ad
Programming with Spots Spark7-5 Programming with SpotsTo program a memory using spots, you must select the spots and assign a values to theparame
Using the Copy FunctionSpark7-6 Storing spot parameters from trackingThe Store Tracking If Dimmer On switch in the System Parameters menu (menu 8)cont
viEnabling LTP control mode... 13-3Disabling LTP control mode...
Using the Copy Function Spark7-7 Copying channel intensities from a memoryExample: Copy the intensity value assigned to channel 5 in memory 3 to
Using the Copy FunctionSpark7-8 Copying all spot parameters from the editorExample: Copy all the parameter values from spot 10 to spot 4.Keypresses R
Programming a Blackout Cue Spark7-9 Copying selected parameters from a memoryExample: Copy the gobo parameter from spot 10 in memory 1 to spot 4.
Sequential Memory ProgrammingSpark7-10 Sequential Memory ProgrammingStoring a memory does not, as you have seen, automatically clear the editor. Thi
Using the Call Function Spark7-11 Using the Call FunctionThe Call function allows you to merge all or part of the console’s output in the editor
Using the Call FunctionSpark7-12TipYou can press [+1STORE] if you wish to record to the next memory number plus theincrement defined in the System Par
Using the Call Function Spark7-13 Merging selected output sourcesPressing the key associated with a specific output source calls the assignment t
Using the Call FunctionSpark7-14 Calling A/BWhen the A/B is split (A is off its end stop and so is B) using Call brings the the sum ofthe crossfader
Using the Call Function Spark7-15 Storing to the currently active memoryExample: Memory 1 is active on A. You want to modify memory 1 by adding a
Examining Memories, Channels, & SpotsSpark7-16 Examining Memories, Channels, &Spots[PAGE UP] and [PAGE DN] page the channels in the Exam.[PAGE
viiAdding Text to Snaps...17-3Examining Snaps...
Examining Memories, Channels, & Spots Spark7-17 Examining a selected memoryKeypresses Results/Comments1. Press [MEMORY]2. Select the memory
Examining Memories, Channels, & SpotsSpark7-18 Viewing the tracksheetUse [PAGE UP] and [PAGE DN] and the arrow keys on the alphanumeric keyboard
Text for Memories Spark7-19 Viewing selected spotsKeypresses Results/Comments1. Press [SPOT]2. Select the spot number onthe numeric keypad.3. Pr
Programming in Blind ModeSpark7-20 Programming in Blind ModeSpark contains a blind editor.When switching to Blind mode the channels and spots present
Fade Times Spark7-21 Fade TimesTime-in, time-out, delay, wait-in, and wait-out times may be assigned to memories.All fade times are counted from
Fade TimesSpark7-22 Assigning fade times while programmingmemoriesExample: Store memory 7 with fade times.Keypresses Results/Comments1. Create a stag
Fade Times Spark7-23 Assigning fade times to non-sequential memoriesA group of non-sequential memories may also be assigned identical fade times.
Converting Memories to Editor GroupsSpark7-24 Converting Memories to EditorGroupsMemories can be converted to groups in the editor and used as buildin
Converting Memories to Editor Groups Spark7-25One or more memories can be converted to an editor group.Example: Convert memory 4, 5, 6, and 7 to
Inserting a MemorySpark7-26 Inserting a MemoryExample: Insert a memory between memories 3 and 4. Keypresses Results/Comments1. Create a lighting sta
viiiPatching scrollers to control channels... 20-13Patching DMX addresses to scroll
Memory Operations in the Editor Spark7-27Exchanging memories switches the contents of 2 memories.Example: Memory 5 is channel 5 @ 30. Memory 10 i
Memory Operations in the EditorSpark7-28 Erasing memoriesSingle memories, non-sequential groups of memories, and a range of memories can beerased.The
The Memory Operations menu Spark7-29 The Memory Operations menuThe Memory Operations menu is menu number 3.The Rename, Copy, Exchange, and Delete
The Memory Operations menuSpark7-30 Copying a memoryThis function copies the contents from the selected memory to a new memory number. Thenew memory i
Mask Spark7-31 Deleting all the memoriesThe Clear Console option deletes all memories. Be sure to record the current memories ifyou want to save
Programming with LibrariesSpark7-32 Assigning a mask to a controllerKeypresses Results/Comments1. Press [MASK] [#]Select mask.2. Press [ASSIGN]3. Pres
Chapter 8 LOOPS & LINKSThis chapter includes:LoopsProgramming an automatic continuous loopProgramming a manual continuous loopProgramming a manua
LoopsSpark8-2LoopsThe loop function strings together a series of numerically sequential memories forrepetitive playback. Loops may contain any number
LoopsSpark8-3Programming a manual continuous loopA manual continuous loop advances from memory to memory by a manual Go commandfor each memory within
LoopsSpark8-4Programming an autofollow loopAn autofollow loop is a loop linked to a preceding finite loop. It begins its loop when thefinite loop is c
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