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Control reference

Every button, table and control on the main window, and its command.

This page is generated from the console's own code, so it lists what the shipping build actually does - not what someone remembered to write down.

Every named control on the main window, what it does, and the command it is equivalent to. Generated from the running application, so the labels and tooltips below are the ones the app really shows.

For where each of these sits on screen, see The main window.

Everything echoes. Whatever you click writes the equivalent command into the command history. The “Command” column below is that same command.

Controls that are built per fixture - the attribute sliders, dials, colour picker and wheel strips in the programmer - are not listed individually, because which ones exist depends on what you have selected. They are covered in The programmer.


MenuEntries
FileNew · Open… · Save · Save As… · Export (Patch…, Objects…, Without Cues…) · Fixture Editor · Patch Wizard · Generate from Rig… · Config… · Exit
EditUndo · Redo
LicenceLicence status · Beta membership · Licence… · Enter Offline Activation Code… · Deactivate This Device… · Manage Licence Online…
HelpHelp Contents · Search Help… · Getting started (5 entries) · Programming (5 entries) · Stored looks (5 entries) · Playback (6 entries) · Rig and patch (8 entries) · Setup (7 entries) · Reference (5 entries)

Tabs

The west-side tab strip, in order: Fixtures & Groups · Cues · Cue Inspector · Faders · Palettes · Presets · SFX · Targets · +.


Top toolbar

ControlWhat it doesCommand
LivePuts the programmer live, so what you build reaches the output. (Switch programmer to live output mode)LIVE
BlindSuppresses programmer output - including programmer effects - so you can build the next look during the current one. The window background turns dark blue while it is on. (Switch programmer to blind edit mode)BLIND
AutosaveAutosaves the current showfile to a sidecar a few seconds after each change. Needs a saved showfile, and is unavailable while you are working from a recovered autosave. (Autosave is unavailable until the showfile has been saved)CONFIG AUTOSAVE ON|OFF
BlackoutTakes every intensity to zero. Fixtures listed under CONFIG BLACKOUT EXCLUDE are spared, and the fade back up is configurable. (Toggle blackout output state)BLACKOUT
EmergencyFires the stored emergency state, which supersedes every other layer. Store it with CONFIG EMERGENCY SAVE. (Toggle emergency output state)EMERGENCY
Grand master fader (scales overall intensity)Grand master: scales every intensity in the merged output.MASTER GRAND <level>
ResetReturns the grand master to full. (Reset grand master to full)MASTER GRAND RESET
Group FadersShows the group master faders, one per group, each scaling its members’ intensity. (Show group master faders)MASTER GROUP <ids...> <level>

Fixtures & Groups tab

ControlWhat it doesCommand
Fixture tableThe patch. Click to select, ctrl-click to add, shift-click for a run; double-click a cell to edit id, name, address or position. Text colour says where each value came from - blue programmer, green preset, gold palette, magenta effect.FIXTURE <ids...>
Group tableYour groups, with member counts. Click to select a group; double-click the Name cell to rename.GROUP <id>
Add selected fixtures to new groupMakes a new group out of whatever is selected in the fixture table.STORE GROUP <n> "name"
Delete selected groupDeletes the selected group.DELETE GROUP <id>
Delete selected fixtureDeletes the selected fixture from the patch.DELETE FIXTURE <id>
TableShows the fixtures as the editable table. (Show fixtures in the editable table)-
LayoutSwaps the table for the 2D stage layout in the same space. (Show fixtures in the 2D stage layout)LAYOUT
Patch wizardOpens the Patch Wizard: pick a model, a quantity and an address, and click the DMX grid to place them.PATCH WIZARD
Generate…Opens the Generate window, which builds groups, palettes, presets, effects and targets out of the patched rig.GENERATE
HighlightDrives the selected fixtures to a bright open state so you can see what you have picked. Configurable under CONFIG HIGHLIGHT. (Toggle highlight output override)HIGHLIGHT ON|OFF
LowlightDrops everything that is not selected to a dim level. (Toggle lowlight output override)LOWLIGHT ON|OFF
SoloOnly the selected fixtures output at all. (Toggle solo output override)SOLO ON|OFF
Presets…Menu of preset actions for the current selection - apply, unapply, store, update.PRESET <id> · STORE PRESET <id>
Clear progEmpties the programmer. The first thing to try when the stage is not doing what playback says it should. (Clear programmer values)CLEAR PROGRAMMER
Fixture table text colour keyLegend for the fixture table’s text colours.-

Programmer

ControlWhat it doesCommand
Programmer side tabsThe west-side tab strip: Fixtures & Groups, Cues, Cue Inspector, Faders, Palettes, Presets, SFX, Targets, and + to add a custom view.-
Main tabsThe main content area. The tab bar is hidden; the view is switched from the west-side strip.-
Palettes…Menu of palette actions for the current selection - apply to selection, unapply, store, update.PALETTE <id> · STORE PALETTE <id> TYPE …

Programmer - fan panel

Under the pan and tilt controls. The spread boxes themselves are built with the position controls, so they appear only when the selection can pan or tilt. See Fanning and spread.

ControlWhat it doesCommand
Fan GlobalFans the whole selection as one line instead of fanning within each selected group.<attr> <centre> FAN <width> GLOBAL
Pandirection comboWhich way the pan fan runs: Normal and Reverse are ramps, In and Out are mirrored about the middle of the selection.PAN <centre> FAN <width> DIRECTION NORMAL|REVERSE|IN|OUT
RandomScatters the fixtures along the pan spread instead of stepping them in order. The scatter is seeded, so it repeats.PAN <centre> FAN <width> RANDOM
Split the selection into mirrored sections; each wing fans the full spread and every other one runs in reverse (PAN … FAN … WINGS n).Splits the selection into mirrored sections; each wing fans the full spread, alternating direction.PAN <centre> FAN <width> WINGS <n>
Buddy adjacent fixtures together so each block of n shares one position in the spread (PAN … FAN … BLOCKS n).Buddies adjacent fixtures so each block of n shares one value.PAN <centre> FAN <width> BLOCKS <n>
Tiltdirection comboWhich way the tilt fan runs.TILT <centre> FAN <width> DIRECTION NORMAL|REVERSE|IN|OUT
RandomScatters the fixtures along the tilt spread.TILT <centre> FAN <width> RANDOM
Split the selection into mirrored sections; each wing fans the full spread and every other one runs in reverse (TILT … FAN … WINGS n).Mirrored sections for the tilt fan.TILT <centre> FAN <width> WINGS <n>
Buddy adjacent fixtures together so each block of n shares one position in the spread (TILT … FAN … BLOCKS n).Buddies adjacent fixtures for the tilt fan.TILT <centre> FAN <width> BLOCKS <n>

Cues tab

ControlWhat it doesCommand
Cue tableThe selected cue list. Green is the cue that last played, amber the cue GO will fire next, blue a cue active on an executor. Double-click a cell to edit the label, timings or the Follow mode.LIST CUES
Cue part tableThe parts of the selected cue, each with its own delay, fade up and fade down. Every part’s delay is measured from when the cue fires.CUE <n> PART <p> …
Cues tab cuelist comboWhich cue list the table and GO refer to. Every other cue list keeps running.SELECT CUELIST <id>
ADDCreates a new cue list.ADD CUELIST [<name>]
UPDATERenames the selected cue list.UPDATE CUELIST <id> <name>
GOFires the next cue in the selected cue list. The button shows which cue that will be.GO
STOPFades the selected cue list out. Cancels any pending follow on it. (Fade the selected cue list out)STOP
Programmer → Cue 1Stores the programmer contents into the next free cue number. (Store the programmer into the next cue number)STORE CUE <n>
Output → Cue 1Stores the whole live output - cues, faders and programmer together - as one cue. (Store the full live output into the next cue number)STORE CUE <n> OUTPUT
+ JumpAdds a jump cue: it produces no light, and redirects playback to another cue, which is how loops and skips are built. (Add a jump cue that redirects to another cue (for loops or skips))-
KILLCuts the selected cue list out with no fade. Cancels any pending follow on it. (Cut the selected cue list out with no fade)KILL
Delete selected cueDeletes the selected cue.DELETE CUE <n>
Update loaded cue partWrites the programmer back into the cue part you loaded from, so an edit round-trips without re-storing the whole cue.UPDATE CUE <n> PART <p>

Cue Inspector tab

ControlWhat it doesCommand
Delete selected cueDeletes the cue selected in the inspector.DELETE CUE <n>
Cue inspector tableOne cue opened up: every part, fixture, group and capability it stores, with its timings. Cells are editable.SHOW CUE <n> FULL
Cue inspector cuelist comboWhich cue list the inspector is showing.SELECT CUELIST <id>
Add Cue ListCreates a new cue list.ADD CUELIST [<name>]
Update Cue ListRenames the selected cue list.UPDATE CUELIST <id> <name>
Cue inspector filter editFilters the inspector rows as you type.-
Load selected part into programmerLoads the selected cue part into the programmer so you can edit it.LOAD CUE <n> PART <p> INTO PROGRAMMER
Play cue + load selected partFires the cue and loads the selected part into the programmer in one step, so you edit against what the stage is actually doing.GO <n> · LOAD CUE <n> PART <p> INTO PROGRAMMER
LivePuts the programmer live while you work in the inspector.LIVE
BlindPuts the programmer in blind while you work in the inspector.BLIND

Palettes tab

ControlWhat it doesCommand
Palettes tableStored palettes as a table: id, name, type and contents. Editable in place.LIST PALETTES
Palette icon listThe same palettes as generated icons, so a colour reads as a colour.LIST PALETTES
ListShows palettes as a table. (Show palettes as a table)-
IconsShows palettes as generated icons. (Show palettes as generated icons)-
Delete selected paletteDeletes the selected palette.DELETE PALETTE <id>

Presets tab

ControlWhat it doesCommand
Presets tableStored presets as a table: id, name and what they cover.LIST PRESETS
Preset icon listThe same presets as generated icons showing the look each one holds.LIST PRESETS
ListShows presets as a table. (Show presets as a table)-
IconsShows presets as generated icons. (Show presets as generated icons)-
Delete selected presetDeletes the selected preset.DELETE PRESET <id>

SFX tab

ControlWhat it doesCommand
Sfx tableEffect templates: waveform or chase, size, speed, spread and mode. Editable in place.LIST SFX
Sfx icon listThe same effects as generated icons showing what each one does.LIST SFX
ListShows effects as a table. (Show SFX as a table)-
IconsShows effects as generated icons. (Show SFX as generated icons)-
Add SFXCreates a new effect template. (Create a new effect)ADD SFX <id> …
Delete selected SFXDeletes the selected effect.DELETE SFX <id>
Apply to selectedApplies the selected effect to the current fixture or group selection. (Apply the selected SFX to the current fixture/group selection (APPLY SFX))APPLY SFX <id>
Unapply from selectedRemoves the selected effect from the current selection. (Remove the selected SFX from the current fixture/group selection (UNAPPLY SFX))UNAPPLY SFX <id>
Sfx add capability comboWhich further attribute to add to the selected effect.UPDATE SFX <id> <capability> …
AddAdds the chosen attribute to the effect, so one template can drive several capabilities at once.UPDATE SFX <id> <capability> …
Frequency masters tableFrequency masters: shared clocks that several effects can ride so they stay locked together.LIST FREQUENCIES
Add FrequencyCreates a new frequency master. (Create a new frequency master)CREATE FREQUENCY <id> SPEED|BPM <value>
Delete selected frequency masterDeletes the selected frequency master.DELETE FREQUENCY <id>

Targets tab

ControlWhat it doesCommand
Targets tableTargets as a table: id, name and X/Y/Z in metres. Editable in place; moving a target re-solves every fixture bound to it.LIST TARGETS
Target icon listThe same targets as bird’s-eye stage plans.LIST TARGETS
ListShows targets as a table. (Show targets as a table)-
IconsShows targets as bird’s-eye stage plans. (Show targets as bird’s-eye stage plans)-
Add TargetCreates a new target.CREATE TARGET [<id>] POS <x> <y> <z>
Delete selected targetDeletes the selected target.DELETE TARGET <id>
Capture SelectedBinds the current selection to the selected target, so those fixtures keep tracking it as it moves.CAPTURE AT TARGET <id>
Release SelectedUnbinds the current selection from the selected target.RELEASE FROM TARGET <id>
Target cli inputA command box for target commands, so you can type coordinates without leaving the tab.-

Faders tab

The fader strips are built from the current page, so how many there are follows CONFIG FADERS <n> and none of them is a fixed control. Each strip has a level fader, Momentary and Latch buttons, a Configure button that opens the Fader Config window, and a page selector above the bank. See Faders and pages.

Command line

ControlWhat it doesCommand
Command inputType a command and press Enter. Ghost text shows the rest of the syntax, Tab completes, Up and Down walk this session’s history.-
Command historyWhat you ran and what the console said back. White is the command, green success, amber a warning, red a rejection. Every GUI action echoes here.-

Command line - cue pane

ControlWhat it doesCommand
Command cue tableA duplicate of the Cues tab’s cue table, so you can run the show while the west side shows something else.LIST CUES
Command cue pane cuelist comboWhich cue list the cue pane refers to.SELECT CUELIST <id>
ADDCreates a new cue list.ADD CUELIST [<name>]
UPDATERenames the selected cue list.UPDATE CUELIST <id> <name>
GOFires the next cue.GO
STOPFades the selected cue list out. (Fade the selected cue list out)STOP
Programmer → Cue 1Stores the programmer into the next free cue number. (Store the programmer into the next cue number)STORE CUE <n>
Output → Cue 1Stores the whole live output as one cue. (Store the full live output into the next cue number)STORE CUE <n> OUTPUT
+ JumpAdds a jump cue. (Add a jump cue that redirects to another cue (for loops or skips))-
KILLCuts the selected cue list out with no fade. (Cut the selected cue list out with no fade)KILL
Delete selected cueDeletes the selected cue.DELETE CUE <n>

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