LightJockey Help



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LightJockey Help
48
(C)  1999-2004 Martin Proffesional A/S
The copy function may also be used to build an entire library of sequences for various fixture
configurations (useful for rental operations). Build a sequence library by programming sequences for
one of each (or more) of the relevant fixture types. For the actual rental situation, copy sequence and
preset data to each of the fixtures configured for the rental job. Although all the fixtures will contain the
exact same data as their respective source fixture it does give a nicer starting point for the end-users
(just re-editing position presets may be enough).
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Clear Fixture Data
See also 
copy from fixture
The clear data dialog will be shown automatically to clear data for new configured fixtures, unless it has
been disabled in the preferences menu in the fixture configuration.
When configuring a new fixture and re-using a DMX address range that has been used by a previously
configured fixture, sequences and presets will contain data that will most likely appear as garbage for
the newly configured fixture. To Clear all sequences, presets, and other programmable data so that the
new fixture receives default data only, perform a Clear Fixture Data operation.
To manually clear one or more fixtures, select the fixture from list of configured fixtures. Right-click the
line and select Clear Fixture Data from the popup menu. Note that it is not possible to select this option
for a newly configured fixture before a valid DMX address has been assigned to the fixture and the
configuration has been saved. It is possible to clear data for multiple fixtures by selecting all the
relevant fixtures before right-clicking.
Clear Fixture Data dialog.
From the dialog select what type of data to clear.
Clear Sequence Data  Clears all data in all programmed sequences.
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Clear Fixture Data
49
(C)  1999-2004 Martin Proffesional A/S
Clear Presets
Clears all preset data.
Clear Macro Data
Clears contents of 
Generic DMX
 macros
Clear Misc Data
Clears data that does not fit in the 2 previous categories (i.e. Default DMX
vaues or contents of 
static entries
)
Note that the clear data operation is irreversible - once cleared it is not possible to restore the cleared
data.
Also note that for 
user-definable color-scrollers
 only the intensity information will be cleared, the
color information will not be affected.
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Apply Default DMX to new fixtures
Apply Default DMX to new/modified fixtures
See also 
User defined profiles

Special Tab
.
See also 
Default DMX output
.
Normally LightJockey assumes a default value of 0 for all DMX control channels. However a few
fixtures may implement DMX protocols where 0 values may have unwanted side effects, such as
switching off discharge lamps. The 
userd efined fixture profiles
 contain the option to specify default
DMX output values for control channels that require non-0 default values. Click Yes to the "Apply
Default DMX values to new/modified fixtures" dialog when saving the new configuration to
automatically apply default DMX values to newly configured fixtures.
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Basic Programming Terms and Elements
Fixtures
This term is used throughout the LightJockey to describe the 'equipment' that the LightJockey can
control. The term may not only be confined to lighting fixtures, but everything that might be controlled
from LightJockey via DMX protocol, such as smoke machines or motor control.
Fixture Profiles and protocols
Controlling fixtures via DMX is not a very 'intelligent' method of control. There are (for various reasons,
some of them good reasons) no industry standards for commands like "go to red" or "move to home
position". This means that each type of fixture has it's own set of commands - the fixture DMX protocol.
On generics DMX consoles, usually equipped with faders to set values, it is necessary for the
programmer to know the correct command values to send and also which channel or address to send
these value to. Most modern control systems implement more or less sophisticated fixture
'personalities' to hide the protocols from the end-user. LightJockey implements graphical 'personalities'
or profiles for most DMX capable fixtures, so the user does not need to know anything about DMX
values or addresses to program these fixtures.
See also 
DMX Addresses and Links
See also 
Generic DMX Fixtures
See also 
User Definable Fixtures
See also 
Controlling Martin Fixtures via DMX interface
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LightJockey Help
50
(C)  1999-2004 Martin Proffesional A/S
Scene
A scene is the most basic programming element in LightJockey. In other types of consoles and
controllers this is also known as a memory. Unlike most other consoles, LightJockey does not refer to
individual memories, rather scenes only exists in sequences (see later).
Each scene in Lightjockey contains information on all fixtures and all their effects.
Usually, only a small number of  the fixtures/effects will be programmed in a scene as LightJockey
offers a possibility to combine several 'scenes' to create a final output (the cue). So most of the time an
effect will be "unused" or "off" in that particular scene (see 
off/snap/fade
).
An analogy to a scene in LightJockey is a single picture frame on a roll of film. As the picture frame, a
scene only contains static information , so a scene may not contain both red and blue color commands
for the same color wheel on the same fixture. Like the film, the 'animation' happens when the film
progresses through the individual picture frames on the roll to form a movie. This is what happens
when one scene is replaced by another scene, as in a sequence or when replacing one cue with
another cue.
As mentioned, the scene only contains static commands, however the result of these commands may
not be static at all. For example a command to a fixture to strobe or rotate it's color wheel will result in
a 'dynamic' expresion - in this case the static command specifies a strobe-frequency or rotation speed
but the fixture performs the actual dynamics.
Another notable exception which is dynamic in expression are the 
movement macros
 t
hat moves
the light around in geometric patterns. Although the information to move the light in a circle has a
dynamic expression (the movement in a circle) - the parameters to govern the macro are still static
within the scene.
Sequence
A sequence is the lowest level of programmable unit in the LightJockey. A sequence consists of one or
more numbered scenes chained together in a sequence (hence the name, sequence). If it contains
more than one scene, the sequence can 'animate' the fixtures by executing scenes with different
contents, like the film strip with different picture frames. The default behavior for a sequence when it
reaches the last scene, is to loop back to the first scene to get a continuos execution of the sequence.
A very simplified example is a sequence containing 3 scenes:
Scene 1 instructs a fixture equipped with a color wheel to go to red, scene 2 instructs the fixture to go
to yellow and in scene 3 the fixture is instructed to go to green.
When this sequence is played back in the default loop mode, the sequence will 'animate' the color of
the fixture through the 3 colors, and after scene 3 it will loop back and start with scene 1 and the red
color again.
Scene and Fade times
The sequence also contains some parameters that dictate how the animation is supposed to take
place. First of all there is the scene time. In the previous example, a scene time of 1 second for all
scenes would have LightJockey advancing through the sequence, with each scene being replaced by
the next scene after 1 second of "display time".
The scene time can be set individually for each scene with the sequence control, i.e. scene 1 could
have a scene time of 1 second, while scenes 2 and 3 could have a scene time of 0.5 and 2 seconds
respectively.
The sequence also has a fade time for each scene. The fade time dictates how long time the physical
transition will take from the position (i.e. color wheel position) programmed in the previous scene, to
the position programmed in the current scene.
Here the film analogy might be used again. A film shot showing a person walking from one side of the
scene to the other side requires 'a lot' of individual pictures in between the two positions to get 'smooth'
movement. The way to make making slow, smooth movements like this with Lightjockey is to program
the two end points (colors in the example) in two scenes, and then let LightJockey calculate all the
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