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Controlling LED fixtures using MagicQ 1 of 14 www.chamsys.co.uk Controlling LED fixtures using MagicQ Introduction MagicQ utilises a powerful Cue engine, which enables it to easily handle large numbers of LED heads in the form of panels, battens and moving lights. MagicQ's ability to handle large numbers of heads independently ensures that Lighting Designers get to make the most of their LED arrays without being limited by the console. With MagicQ you can generate complete rainbow washes across all LED fixtures at the touch of a button with immediate live control during playback through encoders and buttons. MagicQ includes a powerful Media engine (Pixel Mapper) designed for use with arrays of LED fixtures. You can design a grid structure based on the layout of the fixtures on the stage and then play back bitmaps and text messages on that grid. The grid can have spaces in it where there are no fixtures allocated to the position in the grid – thus allowing the fixtures to be spread over the grid as they appear on the stage. 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. Patching LED on MagicQ MagicQ is designed so that it can handle different makes of LED fixture independently. Thus the RGB colours of the fixture are patched as generic RGB fixtures whilst any extra in built fixture FX are patched separately.

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Controlling LED fixtures using MagicQ

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Controlling LED fixtures using MagicQ

Introduction

MagicQ utilises a powerful Cue engine, which enables it to easily handle large numbers of LEDheads in the form of panels, battens and moving lights. MagicQ's ability to handle large numbersof heads independently ensures that Lighting Designers get to make the most of their LED arrayswithout being limited by the console. With MagicQ you can generate complete rainbow washesacross all LED fixtures at the touch of a button with immediate live control during playbackthrough encoders and buttons.

MagicQ includes a powerful Media engine (Pixel Mapper) designed for use with arrays of LEDfixtures. You can design a grid structure based on the layout of the fixtures on the stage and thenplay back bitmaps and text messages on that grid. The grid can have spaces in it where there areno fixtures allocated to the position in the grid – thus allowing the fixtures to be spread over thegrid as they appear on the stage.

MagicQ enables LED fixtures to be used in their "high resolution" mode enabling individualcontrol of each LED pixel rather than the restricted modes where Lighting Designers are reliant onthe same old in built effects that everyone has seen many times.

Patching LED on MagicQ

MagicQ is designed so that it can handle different makes of LED fixture independently. Thus theRGB colours of the fixture are patched as generic RGB fixtures whilst any extra in built fixture FXare patched separately.

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It is still possible to patch LED fixtures in their low resolution modes - just choose the correctpersonality and the fixture will appear like any other fixture. However, if you wish to achievemore, then we recommend taking the time to patch in the higher resolution mode.

The generic led3chan and generic led4chan can be used with most LED fixtures. If MagicQ doesnot have the required personality in its library then you can easily build your own personalityusing the in-built Personality Editor.

Using the Grid view in the Outputs Window

To make the most of your LED fixture you can create a grid containing the LED fixtures and theneach fixture becomes a “pixel” in the grid. The MagicQ FX Engine can then be used to play backbitmaps and text on the grid.

After patching your LED fixtures you should set up the head numbers for each fixture in the PatchWindow. By default MagicQ numbers heads in the order they are patched starting at 0. Simplyedit the head number field in the Patch Window to change the head numbers. Use SHIFT and thecursors keys to set multiple head numbers.

In the example above, we patched a 20 by 20 matrix of RGB pixels (total 400 pixels) on Universes4.5 and 6.

Then in the Outputs Window, Plan View create a grid. First set up the grid size, by pressing theGRID 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. PressHead Numbers and View Grid to see the grid. Then you can enter the head numbers in the gridaccording to the layout of the LED fixtures within the matrix / stage. Use SHIFT and the cursorkeys to set multiple head numbers in one go.

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To insert all the patched heads into the grid in horizontal rows use the INSERT HEADS H softbutton. 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 yourLED fixtures are placed at weird angles you can make a grid with the LED placed as you wouldsee it. Multiple grids can contain the same head numbers – so it is possible to have one grid withthe LED tightly packed and anther representing how they are really spaced out.

Once the grid is configured you can then see the Output by pressing the View Colours soft buttonand the View Grid soft button. For instance, below you can see the Output when all 400 headswere selected from the Group window (using the All LED3chan group) and then a RGB FX wasplayed back on them.

Press the Auto Group button to automatically generate groups based on the grid size. Thisgenerates groups using the entire grid but with different orders of selection, e.g. from centre tooutside, 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 togenerate FX on your grid.

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Using Bitmaps, Text and FX on Grids

The bitmaps and text are controlled using bitmap layers – each layer is controlled like a normalmoving light – i.e. it is patched as a virtual personality. There are two virtual personalities – theoriginal generic bitmap.hed and the newer generic bitmapfx.hed which has more FX. Thepersonality has channels to select the bitmap or text, channels for X, Y position and size, rotateand master levels for red, green and blue. Multiple layers can be used to mix between the layersusing add, subtract, min, max or invert colour mix modes.

The Bitmapfx is patched to the encoders as follows

Position Page: Position, size, rotation of the Bitmap/Text/FX.Colour Page: Colour, mixing between layers of the Bitmap/Text/FXBeam Page 1: Control of Bitmaps - internal, user loaded and gobo icon libraryBeam Page 2: Control of Text – 2 separate text engines, real time editing of text stringBeam Page 3: Control of FX - lines, spots, snakes, rainbows, audio triggers

First, patch one or more generic bitmaps. From Software v1.3.4.9 you can do this automaticallyfrom the Outputs Plan View using the PATCH BITMAP soft button. In older software you willneed to choose head and patch in the Patch Window.

Each bitmap layer uses 32 channels from the output channels. Once patched these channels cannot be used for controlling real lights. It is best to patch generic bitmap layers to unused universesor to free spaces in the universes you are using.

Setting a base level for the bitmap (Software pre v1.3.4.9)

On software prior to v1.3.4.9 it was necessary to set a base level set for each of the heads in thegrid in order to use the bitmap and text FX. This is not needed in software v.1.3.4.9 and above.

Select all of the fixtures used in the grid and then program a Cue with all of the levels (Blue, Greenand Red) at zero level. This Cue must be active on a Playback for the bitmap/text FX to beenabled onto the grid.

The level recorded, will be used as the base level to which the bitmap / text FX is added.Generally it is best to record a base level of zero.

This feature can be used to enable different parts of the grids. Only the parts of the grid that havea base level controlled by an active Playback will output. If you use this as part of a Chase tosequentially output different parts of the grid then make sure you set the “Rel Old Chans” optionin the Cue Stack for each of the chase steps.

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Using bitmaps (Beam Page 1)

Select the bitmap layer and press LOCATE to set the bitmap layer to its defaults.

The Beam parameters of the Bitmap layer will default to Bitmap Page 1 and Bitmap 1. Use theencoders to select different Bitmaps.

The Bitmap generator contains a library of standard bitmap patterns on Bitmap Page 0. Thesepatterns are automatically sized to the size of your grid.

In addition the user can add their own bitmaps in .bmp or .jpg format into Bitmap Pages 1 to 255.Copy the bitmaps into the bitmaps folder underneath the show folder. The bitmaps should benamed bitmap001-001.bmp, bitmap001-002.jpg etc…The first 3 digits are the bitmap page and thesecond 3 digits the bitmap within the page. Bitmap page 0 is reserved for standard, internallygenerated bitmap patterns.

It is best to make user bitmaps the same size as the output grid.

Bitmap pages 128 to 255 select the icons from the gobo / colour library. The icons are all based on32 by 32 pixels – but they can be sized in the Position Window to fill the required grid size.

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Using text strings (Beam Page 2)

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 Beam Page 2. Each of the two text strings has a Text Page, a Text, aText speed and a Text mode.

Using the Text Page and Text encoders select a string that has not been programmed – e.g. TextPage 1, Text 0. Type in new text on the keyboard, press SET and press the soft button associatedwith the Text attribute. The status window will report “text stored”.

The Text mode determines how the text is displayed , horizontally, vertically, top, bottom ormiddle. 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 nogap between the start and end of the text. Text mode values greater than 128 cause the text to bescrolled with a gap between the end of the text and the starting of the text again. Two differentfonts 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 textstring to be scrolled in the opposite direction.

It is also possible to use the single modes to display a single character from the text string at a timeon the screen. By using the position and size parameters in the Position Window, the character canbe placed anywhere in the grid or made to fill the entire grid.

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Manipulating bitmaps and text

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 movinghead. For example, to scroll a bitmap form left to right, first set the X position to centre (X pos is128) 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. ForLED matrix you may find it is better to use only one colour at a time – for instance, set Red to 255and 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 ofthe bitmap from faders.

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MagicQ Media Engine FX (Beam Page 3)

There generic bitmap FX personality “Generic Bitmapfx” supports a library of special FX for useon the grid. It is the same as the original “Generic Bitmap” personality, but with 4 extra FXchannels. It is possible to morph to the new personality.

The extra FX channels enable FX to be applied to the grid. The FX type selects the FX that isapplied. Some of the FX are stand-alone, e.g. lines and rainbows. Others like move and audio FXare 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 selectsthe 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 changethickness 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. Adjustingparameter 2 gives an offset on the line as shown in the second image. Adjusting parameter 3changes 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 themode to change thickness of the elements and offset to change the frequency. With this FX it ispossible to generate snow and rain type FX.

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Spot random – enable random spots on the grid. Modify mode to determine whether the defaultsis white spots on black background or black spots on white background.

Vert Rainbow, Horiz Rainbow – enable rainbow patterns across the grid. Modify offset tomultiply the rainbow across the grid.

Snakes – enable snaking patterns on the grid. Modify the mode to determine the number ofsnakes, the randomness of the movement and whether they are white or coloured.

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Bat’n’Ball – enables simple bat and ball game on the grid. The bats are controlled by FXParameters 2 and 3. The game starts when one of the bats is moved. Other bitmap layers can becombined 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 bitmapwill wrap around the edges, thus allowing a texture to be moved across the entire surface of thegrid.

Audio – shows the selected bitmap or text (from Beam Page 1) dependent on the level of the audioinput. 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 AudioLevel defaults to 0 which indicates a full audio range signal is expected. To boost the audiosignal, 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 theright channels.

The mode determines from which grid edge the audio takes effect. The image below shows anaudio effect on the internal green, yellow, red bitmap.

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Using the MagicQ Matrix Viewer

The MagicQ PC software package includes the MagicQ Matrix Viewer application which makespre-programming of LED FX simple. It can also be sued as a useful monitor in situations wherethe Matrix display is remote from the MagicQ console. The MagicQ Matrix Viewer monitors Art-Net traffic on the network from a MagicQ console or from a PC running MagicQ PC.

To use the MagicQ Matrix Viewer you should copy the show file with the grid that you are usinginto the c:\Program Files\Chamsys Ltd\MagicQ PC\show folder. Then after starting the MagicQMatrix Viewer, select File, and select the show file. MagicQ Matrix Viewer reads the grid datafrom the show file and sets up the Viewer to the same size as the grid.

Note that the Matrix Viewer assumes the default ArtNet configuration on the MagicQ console /MagicQ PC – i.e. MagicQ Universe 1 outputs on ArtNet Universe 0, MagicQ Universe 2 outputson ArtNet Universe 1. If you are using custom IP addresses and Universes then you will need toconfigure the settings in MagicQ Matrix Viewer.

The above example show file bigmatrix.shw uses 2036 generic 3 channel leds (all 12 universesfully utilised) and can be downloaded from www.chamsys.co.uk.

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Programming LED using standard FX

To program LED fixtures using standard FX rather then the bitmap layers, just select the fixturesand program them like moving lights.

Select the group of LED fixtures, e.g. "All Pixeline", set the master intensities using the encodersor by pressing the DIM @ FULL soft button in the group window.

You can select standard in-built FX for LED fixtures in the Beam window.

To program colour chases across all patched RGB pixels select all the RGB heads and then in theColour Window select your base colour, e.g. Red at 128, Green at 128, Blue at 128. Then playback an FX on the head such as rgb, cmy or pulse4steps. Speed and size are controlled as normal.

Making groups out of LED pixels

To get the best out of a large array of pixel heads it is best to make groups. Select all the RGBpixels for a particular fixture and record it as a group. The order in which you select the headsdetermines the order that FX are played back on them. You can reverse the selection of an entiregroup by pressing the top right soft button.

If you have set up a Grid View then you can easily select the pixel heads from this View beforerecording the group in the Group Window. Use Auto Groups to generate groups in differentdirections on the group and from the centre outwards.

To get a colour rainbow to roll seamlessly across a line of led battens you may need to reverse theselection of the individual groups - it depends which way you numbered your LED fixtures.

Patching James Thomas Pixeline in MAX1 mode

To utilise James Thomas Pixeline in high resolution mode set the fixtures to MAX1. In this modeeach fixture is controlled as 18 RGB heads and 1 effects head.

Chans 1..54 18 RGB headsChans 55..61 1 effects head (7 chans)

So, assume you have 8 Pixeline on the first universe starting at address 1.

First choose "generic led3chan".Patch 18 of them by pressing PATCH IT and entering [email protected] "jt eng plmax1".Patch 1 of them by pressing PATCH IT and entering 1@1-55.

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Two groups will have now been generated, "All Pixeline" and "All LED3chan". The "AllPixeline" enables control of effects and the master intensity on the fixture. The "All LED3chan"enables control of the colour of the individual pixels.

Now, the above patching method is quite unwieldy. For multiple heads it can be simplifiedsignificantly. For example, for 8 Pixeline starting at address 1 on universe 2.

Choose "jt eng plmax1".Patch 8 of them by pressing PATCH IT and entering 8@2-55/61.First choose "generic led3chan".Patch 144 of them by pressing PATCH IT and entering 144@+2-1.

The above method works by first placing the 8 FX at the appropriate addresses - i.e. Universe 2address 55 with offsets of 61. Then it patches 144 generic RGB heads starting a Universe 2address 1. The + in the patch statement indicates that MagicQ should search upwards for freeaddresses if it finds addresses used (as they will be for the FX part of the Pixeline).

Below is a table of useful numbers:

Pixeline RGB start FX start Total chans Total RGB1 1 55 61 182 62 116 122 363 123 177 183 544 184 238 244 725 245 299 305 906 306 360 366 1087 367 421 427 1268 428 482 488 144

Patching Pulsar Chromabank in 46 channel mode

To utilise Pulsar chromabank in high resolution mode set the fixtures to 46 channel mode. In thismode each fixture is controlled as 12 RGB heads and 1 effects head.

Chans 1..10 1 effects head (10 chans)Chans 11..46 12 RGB heads

So, assume you have 8 Chromabank on the first universe starting at address 1.

Choose "pulsar chroma46".Patch 1 of them by pressing PATCH IT and entering [email protected] choose "generic led3chan".Patch 12 of them by pressing PATCH IT and entering 12@1-11.

Two groups will have now been generated, "All chromabank" and "All LED3chan". The "Allchromabank" enables control of effects and the master intensity on the fixture. The "AllLED3chan" enables control of the colour of the individual pixels.

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Now, the above patching method is quite unwieldy. For multiple heads it can be simplifiedsignificantly. For example, for 10 Chromabank starting at address 1 on universe 2.

Choose "pulsar chroma46".Patch 10 of them by pressing PATCH IT and entering 10@2-1/46.First choose "generic led3chan".Patch 120 of them by pressing PATCH IT and entering 120@+2-11.

The above method works by first placing the 10 FX at the appropriate addresses - i.e. Universe 2address 1 with offsets of 46. Then it patches 120 generic RGB heads starting a Universe 2 address1. The + in the patch statement indicates that MagicQ should search upwards for free addresses ifit finds addresses used (as they will be for the FX part of the Chromabank).

Below is a table of useful numbers:

Chromabank RGB start FX start Total chans Total RGB1 1 11 46 122 47 57 92 243 93 103 138 364 139 149 184 485 185 195 230 606 231 241 276 727 277 287 322 848 323 333 368 969 369 379 414 108

10 415 425 460 120

Making personalities on MagicQ

MagicQ has an in-built personality editor, so it is easy to create new personalities. Newpersonalities can be based on other personalities or created from a blank personality.

For simple LED fixtures you may be able to use one of the generic LED personalities - eithergeneric LED 3 chan or generic LED 4 chan.

When creating a personality allocate the red, green and blue channels to the cyan, magenta andyellow attributes. Set the invert CMY option in the View General page of the Head Editor.

Please refer to the MagicQ user manual or the on-line help for full details on creating personalities.

Any comments on how these instructions could be improved will be gratefully received [email protected],