Magicq
Magicq
Magicq
ii
REVISION HISTORY
NUMBER
DATE
v1.7.1.0
16/08/2016
DESCRIPTION
NAME
ChamSys
iii
Contents
Introduction
1.1
1.2
1.3
1.4
1.5
Plugging Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1.6
DMX Connections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1.7
Powering Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1.8
Powering Down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1.9
2.1
MagicQ software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2.2
MagicDMX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2.3
2.4
MagicQ on Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2.4.1
2.5
2.6
MagicQ on Mac . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.5.1
2.5.2
2.5.3
2.5.4
2.5.5
MagicQ on Linux . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
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20
3.1
3.2
3.3
Demo Shows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.4
Touch View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.5
Playback mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.6
3.7
MagicQ Concepts
25
4.1
Show Storage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4.2
Output channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4.2.1
4.3
Cues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.4
Cue Stacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.5
Playbacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.6
Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.7
FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.8
Window Layouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.9
Shift Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
MagicQ Layout
5.1
29
Physical layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.1.1
5.1.2
Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.1.3
Head Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
5.1.4
Editor Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.1.5
Playback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.2
5.3
Common Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.4
5.3.1
Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.3.2
5.3.3
Naming items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.3.4
Moving items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.3.5
Copying items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.3.6
Removing items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.3.7
Recording items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
5.4.1
Actions on Playbacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Quick Start
36
6.1
Starting up MagicQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
6.2
6.3
6.4
Enabling Outputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
6.5
6.4.1
6.4.2
6.6
6.7
6.6.2
Patching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
6.7.1
6.8
6.9
Controlling Heads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
6.8.1
Selecting Heads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
6.8.2
6.8.3
Recording a Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Naming a Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Patching
51
7.1
Patching on MagicQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
7.2
7.3
7.4
Head Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
7.4.2
Head Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
7.4.3
7.4.4
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7.5
7.6
7.7
7.8
7.9
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65
8.2
8.3
8.4
8.5
8.6
8.7
8.8
8.9
Controlling Attributes
69
9.1
Selecting Heads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
9.2
Using Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
9.3
9.2.1
Recording a Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
9.2.2
Naming a Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
9.3.2
9.3.3
9.4
9.5
Head Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
9.6
Locating Heads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
9.7
Modifying Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
9.8
9.9
Flip / Mirror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
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80
88
11.1 Adding in FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
11.1.1 FX Speed & Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
11.1.2 FX base values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
11.1.3 FX add modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
11.1.4 FX Spread (offsets over heads) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
11.1.5 FX Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
11.1.6 FX Segments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
11.1.7 FX Direction & Inversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
11.1.8 Width . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
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12.8.2 Masking
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
110
115
15 Cue Stacks
xi
118
16 Playback
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131
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
139
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xv
156
160
xvi
165
171
xvii
xviii
199
206
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218
220
222
225
xx
235
241
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250
253
258
260
263
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35 Timecode Support
270
273
36.1 Connection (MagicQ Consoles, MagicQ PC Wing Compact and MagicQ MaxiWing) . . . . . . . . . . . . . . . 273
36.2 Connection (Original PC Wing) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
36.3 Enabling the remote input in MagicQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
37 Scene Setter
276
279
283
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293
295
299
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340
xxx
44 Software Upgrade
348
356
357
47 Troubleshooting
364
368
49 Licensing
377
50 Glossary
378
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This manual is designed for operators of the MagicQ to help them quickly and effectively learn how to use the system. It has
been written by lighting designers for lighting designers. The reader is assumed to have a basic familiarity with the concepts of
lights and lighting control systems.
The manual starts with an introduction to the MagicQ lighting console its features, functions and concepts. It then moves into
detailed descriptions of patching, programming and playback.
Readers who are tight for time and just want to find out how to quickly program a working show should read the Quick Start
guide.
ChamSys Ltd
The features and functions of the MagicQ software and consoles and the ideas contained therein are the property of ChamSys
Ltd. The console is intended for the control of lighting systems. No warranties are expressed or implied regarding the use of
the MagicQ software of lighting consoles. No liabilities are accepted for the accuracy of the information contained within this
manual.
MagicQ software and MagicQ lighting console products are supplied, designed and manufactured by ChamSys Ltd.
Products containing ChamSys Ltd software and firmware embody proprietary information and are licensed not sold and may not
be duplicated in any way.
ChamSys Ltd does not guarantee the accuracy, adequacy, suitability or completeness of any information or products and is not
responsible for any errors or omissions or the results obtained from use of such information or products.
ChamSys Ltd does not accept responsibility for the consequences of misuse or abuse of its equipment. The equipment is designed
to meet all current regulation requirements in the UK for electrical products.
None of the equipment or software supplied by ChamSys Ltd may be used in any life-critical or potentially life-endangering
situations or in situations where personal injury may result.
ChamSys Ltd reserves the right to make any changes and/or improvements or to discontinue any and all of their products or
services without prior notice, and advises customers to obtain the latest version of relevant information to verify, before placing
orders, that information being relied on is current and complete. All products are sold subject to the terms and conditions of sale
supplied at the time of order acknowledgement, including those pertaining to warranty, patent infringement, and limitation of
liability. Some of the available functions of products may be altered over the life of the product.
The ChamSys Ltd range of products meet EU directives where applicable, for example the EMC and LVD directives, as laid
down by the European Community and ChamSys Ltd has a policy of regularly testing samples to ensure that production units
continue to meet these specifications.
ChamSys Ltd will not accept goods back for repair if the serial number sticker is removed or defaced so that it is illegible. This
also applies to warranty repairs. See terms and conditions of sale for full details.
All other product names are trademarks or registered trademarks of their respective owners.
No part of this publication may be reproduced or distributed, transmitted, transcribed, stored in a retrieval system, or translated
into any language in any form by any means without the prior written permission of ChamSys Ltd.
Copyright 2014 by ChamSys Ltd. All rights reserved.
www.chamsys.co.uk
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Chapter 1
Introduction
MagicQ supports an extensive array of features to enable lighting designers to quickly and easily realise their innovative and
imaginative designs.
Sixty four full 512 channel universes (32768 channels)
Up to 202 playbacks
DMX512, Art-Net I, II and III, Pathport, ACN and many 3rd party DMX dongles
Extensive personality library
In-built personality editor
In-built Pixel Mapping
Advanced Media Server control
Colour mixing library including Lee and Rosco colours
Flexible control of both heads and generic lighting
Cloning and Morphing of heads
Thousands of cues and cue stacks
Naming of all items
Virtually unlimited internal show storage & show merging
FX generator with extensive FX library
Immediate control of any chase / FX parameter
Fully featured and enabled PC/Mac version
Comprehensive multi console networking
Remote control via consoles, tablets, and phone applications
Export and import of patch data to spreadsheets / databases
DMX input, over-riding, merging and testing option
MagicQ has been designed to be as flexible as possible so that it can be used equally well for pre-programmed shows / tours or
for busking festivals. All parameters can be changed during run at the touch of a button.
Ease of use and speed of programming have been at the forefront of the design process ensuring patching and programming a
show in the minimum amount of time without complex button sequences and multi level menus.
The first few chapters of this guide describe an overview of MagicQ including scenes, chases, fx and playbacks. If you wish to
go straight into programming a show then turn to the Quick Start section.
1.1
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MagicQ software runs on PCs, Macs and MagicQ consoles and has the same features and user interface on all systems.
MagicQ software enables shows to be pre-programmed on a PC (Windows, Mac or Linux) enabling Lighting Designers to design
and program their shows in advance. Shows can be transferred between PC, Mac and MagicQ consoles using USB memory sticks,
or via direct network connection.
MagicQ PC / Mac supports the same functionality and user interface as the physical consoles making it easy to move between the
two products. MagicQ PC / Mac can also be used to run complete shows, either as a back-up to the main console or as console
in its own right.
MagicQ consoles are available in several different models all using the powerful MagicQ software on a Linux operating system
giving a reliable operating environment for programming and playback of shows. A show can be programmed on one model and
then played back on a different model.
MagicQ supports 202 playbacks in total which can be be accessed through physical playbacks or through the touch screen.
The different models in the MagicQ console series have different numbers of physical playbacks and buttons, enabling the size
of console to be matched to the show.
Connecting MagicQ USB Wings to MagicQ PC / Mac gives the playback and programming control of the MagicQ consoles
(faders, encoders and buttons) but with a small low cost lightweight solution.
DMX512 serial outputs are available from MagicQ software on PC/Mac using the MagicDMX interface, directly from all MagicQ
consoles and from the Mini Wing, PC Wing and Maxi Wing.
MagicQ supports Art-Net I, Art-Net II, Art-Net III, Pathport and ACN streaming DMX network outputs from PC, Mac or MagicQ
consoles. MagicQ consoles have multiple network ports for connecting to Art-Net, Pathport and ACN installations.
1.2
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MagicQ Pro series is built on the MagicQ MQ100 console and the MagicQ Playback Wing and MagicQ Execute Wing. The
MagicQ MQ200 is a MQ100 with a Playback Wing physically connected whilst the MQ300 has two Playback Wings connected.
The MQ200 Execute and MQ300 Execute have a Playback Wing replaced with an Execute Wing.
The MagicQ Playback Wing provides 24 additional fader playbacks split into two banks of 12.
The MagicQ Execute Wing provides 48 additional playbacks - one bank of 12 fader playbacks and three banks of 12 button
playbacks.
The picture below shows the connections on a MQ100 Pro 2010 console. The MQ200 Pro 2010 and MQ300 Pro 2010 have the
same connectors with the addition of extra console lamp sockets.
Pro 2014 consoles are the same except that they have a MIDI/SMPTE interface fitted in one of the expansion modules.
The MagicQ MQ100 Pro-E (originally Expert) was an entry level version of the MQ100 Pro console with reduced universes and
connectivity. MagicQ MQ100 Pro-E consoles had a similar rear panel but with only one network port and two (non locking)
USB ports. MQ100 Pro-E consoles do not have VGA ports for additional monitors.
1.3
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MagicQ Compact series comprises the MagicQ MQ40, MagicQ MQ60, MagicQ MQ70 and MagicQ MQ80 consoles together
with the MagicQ Extra Wing for more faders and buttons.
1.4
The MagicQ Mini Wing, MagicQ PC Wing and MagicQ Maxi Wing connect directly to a PC or Mac. The PC or Mac runs the
MagicQ software and processes the Cues whilst the wing acts as a physical surface with faders, buttons and encoders and outputs
DMX.
1.5
Plugging Up
All MagicQ consoles and SnakeSys interfaces have auto ranging power supplies and can accept 110V to 240V AC on the blue
powercon socket.
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Connect the power lead to the power socket labelled LINE INPUT.
Put the console lamp(s) into the console lamp socket(s)
Connect the keyboard to the socket on the back panel marked KEYBOARD
MagicQ Pro 2010, Pro 2014 and Compact consoles support USB keyboards and mice. It is not necessary to connect the mouse.
The mouse is only required if the touch screen becomes damaged.
Note that the power cable lead should be connected before other connectors and should remain connected at all time that other
connections such as DMX, network, serial, USB or video are connected to the console. This ensures that the console is correctly
grounded.
1.6
DMX Connections
The MagicQ Pro, Pro 2010 and Pro 2014 series of consoles have 4 direct DMX outputs on the rear of the panel so you can
connect your DMX cables direct to the console.
Alternatively you can connect to an Ethernet network using the Art-Net, Pathport or ACN Streaming DMX protocols and use
external Ethernet to DMX converters to output the DMX.
The network ports on the Pro 2010, Pro 2014 and Compact series all have auto MDI/MDIX detection so a normal or inverted
network cable can be used to connect to other network devices. Most modern laptops and computers also have auto MDI/MDIX
detection.
ChamSys offer a range of Ethernet to DMX convertors including the SnakeSys T2, B4, R4 and R8 Ethernet to DMX interfaces.
These can be used to convert any of the 64 Art-Net or ACN Streaming DMX universes to be output on DMX512 serial. For
systems requiring all 64 universes on DMX512, multiple interfaces may be used connected via network switches.
1.7
Powering Up
To power up the console press the power switch on the rear panel. The blue LEDs on the ten S buttons will light up in turn. After
a few seconds the screen will come to life and you will see the operating system quickly performing self tests. Once the self tests
are completed the MagicQ application is started.
1.8
Powering Down
To power down the console it is necessary to quit the MagicQ application. The console operating system then performs an
automatic shutdown and turns itself off when complete. To quit the MagicQ application, press the SETUP button and then the
QUIT soft button. When asked for confirmation, press the YES.
Note that just removing the power cord to the console will not have the desired effect since the internal UPS continues to provide
power.
If for some reason you are unable to power off the console then you may need to reset it as below.
Note that the power cable should remain connected at all time that other connections such as DMX, network, serial, USB or video
are connected to the console. This ensures that the console is correctly grounded. The power cable should be the last connection
removed.
1.9
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1.10
Hard Reset
If s software reset has no effect then a hard reset may be required. Hard resets should be avoided as they bypass the operating
system shutdown procedures and may cause problems with the file system.
To perform a hard reset, press and hold the reset button on the back panel for 5 seconds. On MQ40, MQ40N, MQ60, MQ70,
MQ80 the reset button is inset, so a thin object like a pen is needed to operate the button.
To force the console to power off completely, press and hold the reset button on the back panel until it powers off (approximately
10 seconds.)
To force a MQ80 to power off, remove all the cables from the rear panel except the powercon connector. Then remove the
powercon connector and then hold the reset button for 10 seconds. For safety reasons the powercon cable should be the last cable
removed.
1.11
MagicQ MQ60, MQ70, MQ80, MQ100, MQ200 and MQ300 have an internal battery designed to protect the system against short
term power losses on troublesome power supplies. The internal battery is not designed to support the running of the console for
long periods of time. If the power is lost then the console will prompt the user to fix the problem or to shut down the console.
The battery when fully charged will support the console for between 5 and 15 minutes.
If your version of the console does not have an internal battery then we recommend the use of a UPS (Un-interruptible Power
Supply).
1.12
To keep your MagicQ console in best condition please observe the following recommendations:
Keep liquids away from the MagicQ. Drinks split over your console may cause irreparable damage.
Keep the console out of direct sunlight place the console in the shade.
Do not use the console outside its operating temperature range.
Handle the console with care when moving or transporting it. The console contains components that may be damaged by
shock. Always use a padded flight case or padded bag wherever possible.
Do not use solvents or cleansers to clean the console. Do not rub firmly on the metal or plastic surfaces this may cause the
paint or lettering to be removed. Gently use a damp cloth to clean the panels.
1.13
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Safety Information
Do not open the front, rear or lower panels of the console unless you have electrical expertise. The console contains components
with voltages that may shock.
Do not use the console if the power cables are damaged in any way.
Repairs should only be undertaken by authorised service representatives.
If liquids are spilt over the console then remove power immediately, and seek advice from your authorised service representative.
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Chapter 2
MagicQ software
MagicQ software runs on PCs and Macs and can be downloaded free from the ChamSys web site www.chamsys.co.uk/download.
2.2
MagicDMX
MagicDMX devices do NOT need any additional drivers they use HID drivers within the operating system. Simply plug in the
device and start MagicQ.
To confirm that the MagicDMX is operating correctly go to Setup, View System, View status, Interfaces. The MagicDMX Status
should say "Connected" and "DMX out".
MagicDMX is enabled as DMX output by default. It can be disable/enabled from Setup, View Setings, Ports, MagicDMX.
When first plugged in the MagicDMX alternates green and orange LEDs every second. When MagicQ is started and connects to
the device then the green LED is on permanently and the orange flashes faster as it receives data from MagicQ.
When using MagicDMX Basic and MagicDMX Full interfaces demo mode will continue to be shown at the top of the MagicQ
window. This does not affect the programming of MagicQ or restrict the output if you have a MagicDMX Full interface. Demo
mode does restrict some advanced MagicQ functions which are unlocked with MagicQ hardware (Not MagicDMX).
2.3
MagicQ Wings (Mini wing, PC Wing, Maxi Wing, Extra Wing, Playback Wing, Execute Wing) and MagicQ DMX interfaces
(Dual DMX, Audio, MIDI/SMPTE) use a USB chipset made by FTDI which requires the installation of the correct drivers.
After the drivers have been installed then MagicQ can be started and the Wing/Interface should be detected. Ensure the setting
Setup, View Settings, Ports, MagicQ Wings & Interfaces is set to Yes (auto DMX)
Note that the drivers for MagicQ Wings and MagicQ DMX interfaces ARE NOT applicable to MagicDMX Basic or MagicDMX
Full. Do not attempt to install drivers for MagicDMX.
2.4
MagicQ on Windows
MagicQ runs fine on Windows Vista, Windows 7, Windows 8 and Windows 10.
MagicDMX devices do not need any drivers - see Section 2.2.
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To use MagicQ Wings and MagicQ Interfaces on Windows the FTDI drivers must be installed manually as Windows is not able
to detect the products correctly. The drivers are included in the MagicQ installation folder
C:\ProgramFiles\ChamSys Ltd\Magicq\MagicQ Wing Drivers. On 64 bit systems MagicQ is installed in Program Files (x86)
instead of Program Files.
Disconnect all MagicQ Wings and Interfaces except the one you are trying to install the driver for.
Open Device Manager. This is found in different places depending on the version of Windows, but it can normally be accessed
by opening Control Panel and then selecting System, and then selecting Device Manager.
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Device Manager lists all the devices on your system. The MagicQ device is normally listed at the bottom under Universal Serial
Bus Controllers but it may be under any other section. It may be listed as a ChamSys or MagicQ device or just as a FTDI device.
If you can not find it then try disconnecting and reconnecting the USB cable to the device - the listing should update and indicate
to you which device is being plugged/unplugged.
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When you have identified the device then right click and press Update Driver.
Select "Browse My Computer for Driver Software (Locate and Install Driver Software Manually)". Do not let Windows search
for a driver.
Select the option "Let me pick from a list of device drivers on my computer".
Select "Have Disk". If you cannot find "Have Disk" then click on items in the list until you get it.
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For PC Wing Compacts the drivers are in c:\Program Files\ChamSys Ltd\Magicq\MagicQ Wing Drivers\PC Wing Compact\CDM
2.08.24 WHQL Certified\ftdibus.inf
PC Wing Compacts require MagicQ software version 1.5.8.0 or above.
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For all other products the drivers are in c:\Program Files\ChamSys Ltd\Magicq\MagicQ Wing Drivers\FTDI\chamsys.inf
If the MagicQ USB wing periodically disconnects and restarts then check the Windows settings for your USB ports - Windows
may be shutting down the USB ports when it incorrectly thinks they are idle. Click on Control Panel, System, Device Manager
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and scroll to the bottom to get a list of the USB devices. For each USB Root Hub click on Properties, Power Management and
make sure that the option "Allow the computer to turn off this device to save power" is NOT selected.
On some Windows systems the Update Drivers dialog will not show the driver files even though they are correctly in the MagicQ
Wing Drivers folder. In this case try copying the whole MagicQ Wing Drivers folder to the desktop (using Windows Explorer)
and then try to update the drivers again.
2.4.1
Note that Vista, Windows 7, 8 and 10 has User Authentication which may cause your show / head files to be stored in
c:\users\username\AppData\Local\VirtualStore\Program Files\ChamSys Ltd\MagicQ PC\show instead of c:\Program Files\ChamSys
Ltd\MagicQ PC\show.
If MagicQ does not store settings after a restart - it forgets the number of universes, IP address or DMX I/O settings - then this is
likely caused by Windows restricting write access to the folders where MagicQ stores this data. Check permissions and try to run
MagicQ as administrator. To Run MagicQ as an administrator on Windows, right click on the MagicQ desktop icon and select
run as administrator from the options menu.
Windows controls the level of access to system folders through the User Account Control Settings. This can be found in Control
Panel, User Accounts, Change User Account Control settings. Setting this to "Never Notify" will make Windows less restrictive.
Note that for security reasons this is only recommended for stand alone systems dedicated to MagicQ which are not connected
to the internet - please make sure you understand the implications for your computer, before changing this setting.
2.5
MagicQ on Mac
MagicQ on Mac includes all the required drivers and no action should be required to install them.
MagicQ Wings and Interfaces must be powered up and connected to the Mac before MagicQ is started.
2.5.1
In 10.11 El Capitan, Apple have forced the use of their Apple FTDI Driver rather than the manufacturer provided driver - the
option to Disable the Apple FTDI Drivers in the MagicQ Tools Menu will not work as Apple have blocked it.
In MagicQ version 1.7.0.2 we have modified MagicQ to enable MagicQ PC Wing Compact and MagicQ Extra Wing Compact
to use the Apple inbuilt FTDI (VCP) Drivers. If you are only trying to connect a MagicQ PC Wing Compact or a MagicQ Extra
Wing Compact, then check that the option Setup, View Settings, Ports, MagicQ Wings & Interfaces is set to "Yes, auto DMX".
Due to problems with the Apple FTDI Driver, when MagicQ version 1.7.0.2 is run on OSX 10.11 then by default it does not
have support enabled for older MagicQ Wings such as MagicQ Mini Wing, Maxi Wing, old PC Wing, old Extra Wing, Playback
Wing, Extra Wing and 3rd party devices such as Enttec Pro.
To use these interfaces with v1.7.0.2 on OSX 10.11, set the option Setup, View Settings, Ports, MagicQ Wings & Interfaces to
"FTDI + VCP driver, auto DMX". When this option is enabled, MagicQ will take about a minute to start up and look for wings
even if there are none present - during this time the system will be blocked. We are working with FTDI to try to find a work
around to this problem.
2.5.2
With OSX10.10 Yosemite, Apple FTDI drivers are not compatible with MagicQ Wings and Hardware.
MagicQ version 1.6.7.1 onwards now includes a utility to disable the Apple FTDI Driver and use the correct drivers. To Disable
the Apple FTDI drivers, run MagicQ and select the option to disable the Apple FTDI driver from the Tools menu at the top of
the window. MagicQ will ask for your system password and then confirm the driver is disabled, so the correct drivers can then
be used. Quit MagicQ and restart for the wing to be detected.
This operation only needs to be carried out after a clean install or OSX update.
2.5.3
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On OSX 10.9 Mavericks you may need to move the mouse pointer whilst MagicQ is starting to avoid a problem in OSX whereby
the mouse/keyboard become unresponsive.
Due to Apple compatibility issues, MagicQ version 1.5.9.9 or higher is required when running on OSX 10.9 Mavericks.
2.5.4
On all versions we recommend you disable Computer sleep and turn off App Nap to avoid MagicQ being shut down inadvertently.
Quit MagicQ
From the OSX Finder, navigate to the /Applications/MagicQ folder
Select MagicQ.app, then go to the File menu and select Get Info (or select the app and hit Command+i)
Check the box for Prevent App Nap, found under the General section of Get Info
2.5.5
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If you get the message "Cannot write file" when trying to save a show file, or your settings changes are not saved then check that
the MagicQ folder and all its subfolders have both read and write permission.
2.6
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MagicQ on Linux
We recommend that only users familiar with Linux based operating systems try to use MagicQ under Linux. We cannot provide
generic support on how to set your system up, but there are many forums and communities online which will be able to.
To install MagicQ on Linux based systems, we recommend a Debian based operating system, either Debian Wheezy, or Ubuntu
14.04 LTS.
To use MagicQ Wings and MagicQ Interfaces Linux requires the ftdi_sio kernel driver which is included as part of most standard
kernel installations.
There are two ways to install MagicQ, either through an apt repository, where you can get automatic updates, or by manually
downloading the installer.
To install using the repository to your system, run the following command to add our public key to your apt keystore
wget http://repo.magicq.co.uk/magicq.co.uk.gpg -qO -| sudo apt-key add Then add the following line to the bottom of your /etc/apt/sources.list file:
deb http://repo.magicq.co.uk/magicq/magicq main
Update your package list in apt by running apt-get update, then you can install MagicQ by running apt-get install magicq.
If you wish to follow our beta release channel, then use apt-get install magicq-beta instead.
To run MagicQ, simply goto your launcher menu, and select "MagicQ". Currently MagicQ will need root permissions to run to
be able to access any USB interfaces.
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Chapter 3
This window can be hidden on subsequent starts by pressing the "Hide Options Next Time" button. It can be reactivated by
setting the Setup, View Settings, Windows, Start Mode option to "Choose Demo show".
3.1
Choosing Simple Generic Console opens MagicQ in Simple View and loads a Simple 48 Channel Generic Console show file.
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In this mode the console simply operates as a 48 channel traditional theatre console with 48 dimmers patched on Universe 1 at
channels 1 through 48.
If a MagicQ Wing, MagicQ Dual DMX Interface or MagicDMX interface is connected to MagicQ then the 48 channels will be
automatically output on the 1st output.
There are 10 Playback Faders labelled PB1 to PB10. Depending on your screen resolution you may have a S, > and || button for
each fader. Pressing in the box labelled PB1 to PB10 is the same as pressing the appropriate S button.
To record a Cue set the faders as required. Then press REC and press the S button of the Playback fader you wish to record it to.
Press CLEAR to clear the Programmer and retrun the faders to their defaults.
To record a chase, record multiple Cues to a Playback fader simply record more than one cue to a Playback fader.
To remove the Cues from a fader press REM and press the S button of the Playback fader you wish to remove Cues from.
To name a fader press SET and press the S button of the Playback fader you wish to name. You will be shown a text entry box.
Type the name followed by RETURN.
Multiple pages of faders are supported through the Next Page / Previous Page buttons.
It is possible to interchange between the Normal and Simple views of the console by pressing the Norm and Simple buttons in
the top right corner of the Application.
3.2
The Technician Test Fixture mode enables technicians to test a moving light or other fixture in a very simple way. Simply press
the TEST SHOW soft button and select a fixture and a mode.
A new show will be created using that fixture patched at DMX address 1 on the first Universe. The 48 faders show up to 48
channels of the fixture. Each fader is named with the attribute name and the values are set to their default values.
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The picture below shows a Clay Paky Alpha Spot HPE 1200 in Standard mode.
The Playback faders are automatically set up with some useful functions including Macros for Lamp On, Reset and Lamp Off,
Locate and Movement, Colour, Gobo and Strobe tests.
If a MagicQ Wing, MagicQ Twin DMX Interface or MagicDMX interface is connected to MagicQ then the fixture will be
controlled on the 1st output.
The preset faders can be used to change the values of individual attributes. Use SHIFT and the faders to make a fine adjustment.
3.3
Demo Shows
The start up Window gives also gives a choice of a standard Lighting demo show or a PixelMapping demo show.
Additional demo shows for other fixture types, media servers and visualisers can be found by going to Setup, View Settings,
Load Show and selecting the demo show folder.
3.4
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Touch View
The Touch View is designed for use with touch screens with buttons that are sized bigger so that it is easier to select functions.
Select Touch View by pressing Touch or Touch2 in the top right corner of the Application.
3.5
Playback mode
MagicQ PC supports a Playback Mode which enables MagicQ to be run in a pure Playback mode. This mode is selected by
clicking on the new Playback mode Icon on the desktop or in the Programs, ChamSys MagicQ PC menu.
Playback mode is only supported when connected to a MagicQ Wing or MagicQ USB interface. The MagicQ interface must be
connected and powered on before MagicQ is started in Playback mode. Note Playback mode is not supported with MagicDMX
or 3rd Party interfaces.
In Playback mode MagicQ it is not possible to record or make changes to the show data. MagicQ will not save the show files /
status files. Changes (e.g. change of chase speed) will be lost when the application is stopped and restarted.
Playback Mode shows a much reduced set of buttons on the screen only buttons required for show playback are shown.
In Playback Mode only pages of playbacks that have been programmed are shown pressing NEXT PAGE will automatically
change to the next programmed page and will cycle around all programmed pages.
3.6
When MagicQ PC (Windows, Linux or Mac) is not connected to a MagicQ USB interface, MagicQ USB Wing or SnakeSys
network product, then a small number of remote and automation features are restricted and Demo Mode is shown in the title
bar. This does not affect show programming or playback.
The restricted features that require a MagicQ USB interface, MagicQ Wing or SnakeSys node to be connected are:
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3.7
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Chapter 4
MagicQ Concepts
A system diagram of the console is shown in the diagram below
64 universes except MQ40 (4), MQ60 (12), MQ70 (12), and MQ100 Expert (12). Older consoles such as MQ Pro support 18
and MQ Pro 2010 supports 32.
4.1
Show Storage
MagicQ stores show data in a single show file stored on the hard drive of the MagicQ console, PC or Mac. The show file contains
all the show settings, patch, palettes, cues and cue stack data. It also stores copies of all the personalities that are used within the
show.
A MagicQ show can be transferred between MagicQ consoles and MagicQ PC or Mac systems simply by copying the show file.
MagicQ show files are compatible across all MagicQ products. MagicQ maintains forward and backward compatibility for show
files - enabling users to load shows created on any version of MagicQ software into any other version fo MagicQ software.
Favourite shows, personalities, palettes and FX patterns can be imported into new shows to simplify and speed up show programming.
Show files can be copied using USB memory sticks or the network can be used to access the file system of MagicQ consoles.
When the user saves the show using the SAVE SHOW menu item or soft button MagicQ stores the show file with a .shw file
extension. At all other times MagicQ automatically backs up the show data whenever changes are made to a (.sbk) file.
4.2
Output channels
MagicQ supports up to 64 DMX512 universes output over Ethernet. This allows up to 32,768 channels of lighting to be controlled. Ethernet to DMX Interfaces are used to convert from Ethernet to serial DMX512 as required.
Lighting consoles are often limited in the number of DMX channels or the number of intelligent heads they can control independently. MagicQ allows control of all DMX channels individually, whilst utilising grouping and programming functions to enable
control of multiple heads or dimmers together.
MagicQ provides a library of over 10,000 personalities data for each of the different types of intelligent head available. This
data determines how the different attributes of an intelligent head are controlled by the console.
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ChamSys adds new personalities for fixtures as the information for new fixtures becomes available. If a personality is not
available then it can be requested from ChamSys. Users also have the ability to create the persoanlity themselves in the inbuilt
Head Editor.
4.2.1
The console supports two types of channels, highest takes precedence (HTP) and latest takes precedence (LTP). Generally HTP
channels are used for channels controlling dimmers and for the dimmer channel of intelligent heads. LTP channels are used for
the attributes of intelligent heads such as pan, tilt, colour, gobo etc. . .
For HTP channels the value that is output is the highest value of that channel on all of the active playbacks and the programmer.
The console can be configured so that if a HTP channel is in the programmer it always overrides any active playbacks.
For LTP channels the value output is the value from the last active playback unless that channel is active in the programmer in
which case the value output is the value stored in the programmer.
The last active playback is the last playback to be raised above zero, which is still above zero. Playbacks that are bumped in
using ADD or SWAP buttons automatically become the last active playback until the button is released.
The type of channel used by the console is determined by the personality used to patch the dimmer or intelligent head.
Playbacks can be set so that all channels controlled by the Playback act in a LTP way, thus allowing Intensity channels to be
overridden by a single Playback.
4.3
Cues
The Cue stores timing information for the channels that have been recorded into it. Two types of timing information are stored:
General Times:
Stored for each type of attribute (Int In, Int Out, Position, Colour, Beam)
Individual Times:
Stored on an individual channel basis
The Cue stores FX information for each of the FX that has been recorded into the Cue. The FX information includes the type of
FX, the heads that the FX is applied to, and the FX parameters for each head.
Each Cue has a number (e.g. Q1) and an optional name.
4.4
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Cue Stacks
Cue Stacks are used to manage sequences of Cues. Cue Stacks keep track of the order of the Cues and the options for how they
are played back. A Cue Stack may have only one Cue associated with it or may have a whole list of Cues.
The Cue Stack stores a Cue Id and a textual field for each Cue so that the different steps in the stack can be labelled. The Cue Id
and textual field are shown on the playback display when the stack is played back which enables operators to keep track of the
current position in the show.
Cue Stacks can be configured to run as a chase rather than as a simple list of Cues. The difference is that as a chase each the
timing of cue is determined by the chase speed and chase contrast rather than by the individual delay and fade times for each cue.
Each Cue Stack has a number (e.g. CS1) and an optional name.
4.5
Playbacks
The console enables playing of recorded show data through Playbacks. Playbacks are associated with physical faders and buttons
each Playback can have one cue stack assigned to it.
The console supports 202 Playback; 10 main Playbacks situated below the touch screen and up to 8 extension wings each with
24 Playbacks.
On models where less than 8 wings are fitted, the not fitted playbacks can be utilised through the touch screen and associated
buttons.
4.6
Pages
The console supports multiple pages of Playbacks enabling Playback faders to have different functions depending on the current
page. Typically one page is used for each song in a show.
The current page is selected through the NEXT PAGE and PREV PAGE buttons on the main playback section or by selecting a
page in the Page Window.
The 24 Playbacks on each wing are divided up into two rows of 12 Playbacks. Each of the rows has separate NEXT PAGE and
PREV PAGE buttons. This enables the Page used by these Playbacks to be set differently to the main Playbacks.
This provides significant flexibility to how shows are played back for example one section of a wing can be used to control par
lamps whilst another could be used to control intelligent heads. Changing the Page of the par lamps would not change the Page
of the heads.
4.7
FX
The console contains a powerful engine for creating special effects (FX). FX can be applied to a group of heads at the touch of a
button; there is no need to program lots of different Cues to create the effect. Special effects can be easily modified live, enabling,
for example, the speed and size of the FX to be modified to match the mood of the show.
The console supports an extensive library of standard FX such as circles, squares, pan and tilt saws, lifts, zig zags, etc. In addition
the console supports FX on colour, beam and intensity attributes. The console supports programming and storing of new custom
FX, which can then be re-used in shows as required. The FX engine enables complete shows to be programmed within a matter
of minutes.
4.8
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Window Layouts
The console provides a means of storing the positions and sizes of Windows as a Window layout to enable easy recall of useful
Windows. This allows, for example, a Window configuration consisting of the Group, Position, Colour and Beam Windows to
be stored and recalled at a button press.
The system supports several standard views, including several oriented towards programming and several oriented towards playback.
Window layouts are recalled by pressing CTRL and selecting one of the top soft buttons.
The three spare buttons in the Windows section default to Layout 1 (Palettes), Layout 2 and Layout 3.
4.9
Shift Functions
The MagicQ lighting console uses SHIFT and CTRL buttons to enable access to advanced features. There is a SHIFT button and
a CTRL button adjacent to the top corners of the touch screen in addition to the keys on the keyboard.
The SHIFT button is used with the cursor keys to enable selection of multiple items in Windows.
The ALT button is used on the Compact series (MQ40/60/70) to access alternative functions such as Page Up, Page Down and
the window sizing options.
4.10
The Programmer
All recording of show data is carried out using the Programmer. The Programmer takes priority over all playbacks, and channels.
It can also be used during live running to override the outputs for example, for changing the colour or gobo of intelligent heads.
The Programmer can be considered to be a table of channel level and active flags for each of the channels patched onto the
console. Initially (and after the Programmer has been cleared) all the channel levels are set to zero and all the channels are
flagged as inactive. When a channel is changed to be non zero the channel level for that entry in the table is set to the new level
and the channel is flagged as active.
The console outputs any channels that are marked as active in the Programmer at highest priority i.e. they over-ride all other
playbacks.
To clear the Programmer press CLEAR. All channels will be deactivated and all HTP channels will be set to zero. It is possible
to force all LTP channels to zero by using CTRL CLEAR.
The programmer can be set into a Blind mode using the BLIND button so that the contents of the programmer do not affect the
output of the console. This allows programming adjustments to be made during a live show and special effects to be busked in.
4.11
Help
The Help Window enables the operating manual to be viewed on-line. Press the HELP button at any time to open the Help
Window. To close the window, press the CLOSE button.
Use the scroll encoder, the cursor keys, and the hyperlinks to navigate through the manual. You can go directly to a particular
section using the top soft buttons, e.g. CONTENTS or QUICK START.
You can search through the manual by typing some text and pressing SEARCH. To search for the same words again, press
SEARCH AGAIN.
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Chapter 5
MagicQ Layout
5.1
Physical layout
All MagicQ consoles are very similar - they differ mainly in the number of playback faders. The programming interface is
consistent across the entire range of consoles. MagicQ software on PC and Mac mimics the layout of the physical buttons on the
MagicQ Consoles - a choice of different Panels is available from the Panel Menu. The Full Panel mode mimics Pro and Compact
whilst the Stadium Panem mode mimics the MQ1000. It is possible to change between different panel views at any time - it
does not affect the programmed show - it just determines what buttons, faders and encoders are available for programming and
playback.
5.1.1
There are 24 buttons and 8 rotary encoders placed around the touch screen.
The buttons are referred to as soft buttons since their function changes according to the active window on the touch screen. The
current function of a soft button is displayed on the touch screen adjacent to the button. To select the function you can either
press the screen or the soft button itself.
The function of the rotary encoders also changes according to the active window with the current function being displayed
adjacent to the encoder.
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At the top left and top right of the touch screen there are SHIFT and CTRL buttons. Pressing theses buttons selects alternate
functions for the soft buttons and encoders.
5.1.2
Windows
The area in the centre of the screen is the windows section in which the various control windows are displayed. There are two
main types of windows boxes style windows which have large boxes such as the Group Window and spreadsheet style editing
windows such as the Patch Window.
A window is displayed by pressing the appropriate window button. On MagicQ PC/Mac the window can be selected from the
Window Menu from the toolbar. Changing window does not affect programming or playback.
Multiple windows can be displayed at one time by sizing and positioning the windows appropriately using the SIZE button. On
MagicQ PC/Mac the size and position can be selected from the View Menu from the toolbar.
In addition a complete configuration of windows i.e. a complete layout can be selected using the Layout buttons - to select
the Palettes layout (Groups, Positions, Colours and Beams) press the Layout 1 button. Layouts 1 to 12 can also be selected
using CTRL and the top soft buttons. Some MagicQ consoles have physical Layout 1, Layout 2 and Layout 3 buttons. On these
consoles SHIFT + Layout 1 gets Layout 4, SHIFT + Layout 2 gets Layout 5 and SHIFT + Layout 3 gets Layout 6.
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When a window button is pressed, that window becomes the active window. The active window is on the top of the screen and is
easily identified as the window with the highlighted title bar at the top. It is also the window with the cursor in it.
An item in a window can be selected either
1. By pressing the touch screen over the appropriate part of the window
2. By moving the cursor to the appropriate position and pressing the ENTER button.
3. By moving the mouse to the position and pressing the left mouse button.
The cursor can be moved around the active window using the cursor keys in the Editor area of the console or via the cursor
keys on the keyboard. PG UP, PG DN, PG LEFT and PG RIGHT can be used to scroll the window in the appropriate direction.
HOME and END can be used to get to the start and end of the window respectively.
On Compact consoles some window buttons and cursor buttons are accessed using the ALT button. PG UP, PG DN, PG LEFT
and PG RIGHT use ALT and the cursor keys. HOME and END use ALT and LAYOUT 1 and LAYOUT 3 respectively.
On PC/Mac the contents of a Window can be printed to a printer or pdf file by selecting File, Print Window from the toolbar.
Towards the bottom of the touch screen are two small windows, the Status Display and the Input Display. The Status Display
shows the current date and time, the ADD / SWAP status of the console and other relevant status information.
If INVALID NET is seen here this indicates MagicQ has been setup to output via Network e.g. Artnet and that MagicQs IP
address has been set differently to the PCs network adapter. E.g. if your PC IP address is 2.0.0.10, then MagicQ should also
have the IP 2.0.0.10 set as its IP address.
The Input Display shows the data that has been currently entered through the keypad and the keyboard. Note that text is not
entered into the main Windows until ENTER is pressed. This allows the user to choose whether the keyboard data is SET into
fields in the windows or onto Playbacks.
After a command has been entered it also confirms that the command has been accepted and shows any error messages when a
command is not possible.
5.1.3
Head Control
The area around the two large rotary encoders is referred to as the head control area. It is used to alter the parameters of individual
heads and apply effects such as fans over groups of heads.
The NEXT HEAD and PREV HEAD buttons are used to select an individual head to modify.
The other buttons control the selection mode; LOCATE, HIGHLIGHT, FAN, SINGLE, ODD/EVEN, and ALL.
5.1.4
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Editor Buttons
The Editor buttons are used to modify program data. The 8 buttons on the right hand side are the action buttons which are used
to modify show data. The action buttons are UNDO, REMOVE, MOVE, COPY, SET, INCLUDE, UPDATE, and RECORD.
The buttons on the left:
BLIND and CLEAR affect the programmer
REL and SELECT affect playbacks
SHIFT selects alternate functions
- undoes keyboard input and clears actions
5.1.5
Playback
The Playback area is situated directly below the touch screen and consists of 10 playbacks each with a fader and four buttons
(FLASH, GO, STOP, SELECT). The area above each of the playbacks on the touch screen is used to provide information about
the status of the playback.
The playback area also contains a Grand Master, a Sub Master, Page Select buttons and a Manual Playback for taking control of
Cue Stacks.
The cross fade section contains a GO, STOP. FWD, BCK buttons, a cross fader and a master GO button. The cross fade section
controls the current playback selected with the S button.
5.2
MagicQ has a set of additional on-screen Windows that can be used to enter text, select items and confirm actions. You can
choose whether you use the physical keyboard/keypad to navigate around these items or whether you use the mouse/touch.
To open the Keyboard Window at any time press SET SET. To open the icon selector press SHIFT + SET.
Confirm Windows are shown when you carry out important actions that may overwrite or delete show data. You can confirm an
action by pressing 1 on the keypad. To cancel the action press 0 on the keypad.
5.3
Common Actions
MagicQ utilises many common actions for carrying out programming functions. All the actions use similar button presses. Once
you understand the action in one Window, you will understand how it is done in another Window.
We strongly recommend you make yourself familiar with these actions they will save you valuable programming time.
5.3.1
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Items
Actions in a Window can be carried out on individual items or on multiple items. For actions on a single item, use the cursor
keys to move around the Window so that the cursor is over the required item.
For multiple items in a Window, move the cursor to the first item. Then press and hold the SHIFT button whilst moving the
cursor to the last item. All the items will be highlighted.
Alternatively hold the CTRL button and select multiple individual items.
In spreadsheet style Windows (e.g. Patch) pressing the touch screen or left clicking on the item with the mouse moves the cursor
to the item. You can highlight multiple Window items by pressing the touch screen and moving the touch across multiple items.
In boxes style Windows (e.g. Group), pressing the touch screen or left clicking performs the function associated with the item
(e.g. recalls that Group). In these Windows use SHIFT or CTRL and the cursor keys to highlight multiple boxes.
5.3.2
5.3.3
Naming items
5.3.4
Moving items
5.3.5
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Copying items
5.3.6
Removing items
5.3.7
Recording items
In boxes style windows it is possible to record an item (e.g. in the Group Window, to record a group):
Press the RECORD button.
Press the touch screen / click / ENTER over the item to record.
You can also press RECORD instead of pressing ENTER in the above sequence.
5.4
Icons
MagicQ supports icons for all programmed items. The size of the icons can be set in the Window Settings in the Setup Window.
Icons can be used on Groups, Colours, Beams, Positions, Cues, Cue Stacks and in the Execute Window.
To set an icon for a Window item (e.g. a Palette Entry) press SHIFT SET. Press the touch screen / click / ENTER over the item
to set an icon for. This will open the Icon library. The Icon library is split into different types of Icons for colours, positions and
different types of gobos.
Select the icon from the icon library.
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Actions on Playbacks
Actions on playbacks are similar to window items except that the S buttons are used instead of window items.
To select a Playback, press the S button for the appropriate Playback.
To record a Playback, press RECORD, then press the S button for the appropriate Playback.
To name a Playback press SET, then press the S button for the Playback. Enter the name using the on screen keyboard or the
external keyboard.
To move a Playback, press MOVE, then press the S button for the source Playback and then press the S button for the destination
Playback.
To copy a Playback, press COPY, then press the S button for the source Playback and then press the S button for the destination
Playback.
To include the contents of a Playback into the Programmer, press INCLUDE, then press the S button for the destination Playback.
To remove a Playback, press REMOVE, then press the S button for the Playback. Press the S button again to confirm the remove.
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Chapter 6
Quick Start
6.1
Starting up MagicQ
On MagicQ consoles hold the power button on the rear panel. On MagicQ PC and Mac click on the MagicQ application icon.
On start up you are presented with an option to load demo shows or to continue the last show. Selecting last show will load and
run the last show used on the system. This option can be hidden for subsequent start ups.
The console remembers all windows that were open when the console was last used. To close all windows press SHIFT and
CLOSE.
Press SETUP to open the Setup Window.
6.2
On MagicQ consoles if the touch screen does not seem to be responding to your touch correctly then you may need to calibrate
the touch screen.
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Press the SETUP button to open the Setup Window. Press the CAL TOUCH soft button. When asked for confirmation press 1
on the keypad or press the CAL TOUCH soft button again.
Calibration works by finding the bottom left and top right corners of the screen. First press the bottom left of the touch screen
and then the top right. You may wish to use a fine but blunt object.
The shortcut CTRL + SET can be used to open the Calibrate window at any time.
6.3
To start a new show, go to the Setup Window and press the NEW SHOW soft button. This will clear the current show from
memory shows that have been previously saved to disc will not be affected. You will be asked to confirm by selecting YES.
There is a choice of four modes.
Normal - faders activate Cue Stacks. When recording, all data in the programmer is stored in recorded cues
Theatre non-track - faders operate levels only. When recording, all data in the programmer is stored in recorded cues
Theatre tracking - faders operate levels only. When recording only data in the programmer that has changed since the last
record is stored in recorded cues
Hog II warp like Theatre Tracking but with some extra features to make the programming more familiar to Hog II users.
In Theatre and Hog II modes, fixtures return to their default values when not under control of a playback or the programmer.
The keypad is set up to enable selection of Palettes using Palette numbers, and Cue Stack timing defaults to being stepped timing
rather than chase timing.
The mode can be changed at any time by using the Programming Mode soft button in the Setup Window. In addition each
individual option / default value can be customised by the user and saved as their personal settings file.
Starting a show clears all patching, all programming and all palettes. It does not clear console specific options such as the
configuration of the DMX outputs or the calibration of the touch screen.
See <_programming_mode,Programming Mode> for more details.
6.4
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Enabling Outputs
To enable output of channel data select the DMX IO VIEW in the Setup Window. This windows enables modification of the
inputs and outputs for all the universes. MagicQ consoles support DMX directly from the console or via an external Ethernet to
DMX convertor. On MagicQ PC or Mac you can output via USB to DMX interfaces (such as MagicDMX) or via DMX outputs
from the Wings.
6.4.1
All current MagicQ consoles have DMX output ports directly on the rear panel.
The four DMX outputs on the rear panel automatically output universes 1 to 4 unless they are configured otherwise. The DMX
will be output regardless of the Status enabled or disabled in the Setup DMX I/O window. On Pro consoles there is a green
LED on the rear panel that indicates when DMX is being output.
If you wish to choose alternative universes to be output to the four DMX outputs on the rear panel then you will need to configure
the outputs manually. For each of the Universes you wish to output on the rear panel, select Out Type as MagicQ Direct and
Port 1, Port 2, Port 3 and Port 4 and enable the universes.
The picture below shows the direct ports to output Universes 5 to 8.
6.4.2
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MagicQ supports output via the network ports using Art-Net, Pathport or ACN Streaming DMX.
To output Art-Net on a Universe enable it and ensure that the output type is set to Art-Net. Choose which Art-Net Universe you
wish to Output the MagicQ Universe on. MagicQ defaults to outputing MagicQ universe 1 on the first Art-Net Universe (Art
0-0).
If you are using Ethernet to DMX512 conversion boxes then you will need to configure the boxes to respond to the correct
Art-Net sub-net and Art-Net universe.
With ChamSys SnakeSys B4 or R4 you need to set up the two rotary switches to the correct values the left one for Art-Net
sub-net and the right one for Art-Net universe. The interface will then decode the four Art-Net universes starting from that
Art-Net subnet and universe.
In most networks the Art-Net sub-net is set to 0. If you are using only one Ethernet to DMX512 interface then you can normally
use subnet 0 universe 0.
If you are using multiple Ethernet Interfaces then you will need to set each Ethernet Interface to a different Art-Net Universe
for example when using two ChamSys SnakeSys B4 Interfaces set the first Interface to Art-Net Universe 0 and the second one to
Art-Net Universe 4.
MagicQ includes a DMX viewer for monitoring Art-Net on the Network select Tools, DMX View.
6.5
To connect a MagicQ Playback or Extra Wing simply connect the Wing to the MagicQ console via USB. In the Setup Window,
View System, View Wings set the first Wing to be type USB Wing.
By default the Playback Wings are set so that the Wings change page when the Next Page / Prev Page button are pressed on the
MagicQ console. It is possible to make the Wings operate completely independently of the main MagicQ console by changing
the Lower Bank Tie and Upper Bank Tie.
To use multiple Playback Wings simply connect them and change the type to USB wing.
6.5.1
When using MagicQ consoles with multiple Playback / Extra Wings (or multiple Execute Wings) it is now possible to set a Wing
ID for each Wing. The required wing ID can then be set in Setup, View Wings to ensure that the Wings are identified correctly
and control the correct Playbacks. Previously Wings could swap over if one was reset or they were powered on in a different
sequence.
Note that the Wing ID is only supported on new Wings with blue LCDs and the most recent Wing firmware). The Wing ID is set
by holding the reset button under the armrest of the Wing whilst holding the lower most Page UP and Page Down buttons.
6.6
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MagicQ consoles have either VGA or DVI connectors depending on the console model for connecting external monitors. On
Pro2014, MQ60/70 and MQ80 consoles these monitors can be touch screen monitors. The MQ40N does not support touch screen
monitors. The MQ40N external monitor is always fully enabled without the need for any configuration.
6.6.1
On MagicQ consoles running the Pro 2010 there is support for two external monitors with resolution up to 1440x900. The Pro
2014 supports one external monitors up to 1920x1080 resolution.
Monitors can be touch screens (only External 1 on Pro 2010/14). MagicQ supports a number of touch screen protocols
External monitors must be powered and connected when the console powers up in order to be detected correctly.
Set the required resolution in the Resolution column and enable it.
When using USB touch screens, go to Setup, View System, View Monitors to see the status of the connected touch screens.
6.6.2
From MagicQ version 1.5.9.4 there is no longer support for an external monitor on the original Pro systems since the graphics
card is not capable of handling the resolutions of modern monitors. Full external monitor support can be obtained by upgrading
the hardware to Pro 2014.
6.7
Patching
Open the Patch Window by pressing the PATCH button. The Patch Window has three views, VIEW HEADS, VIEW CHANS
and VIEW DMX. In this section we describe patching in VIEW HEADS.
Choose the head you wish to patch by pressing the CHOOSE HEAD soft button. The Window will change to give you a list of
manufacturers and heads. Select a head by pressing the touch screen. Alternatively scroll around the Window using the cursor
keys, and press ENTER when the cursor is over the correct head.
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Once you have chosen a head you will be returned to the Patch Window. Press the PATCH IT soft button to patch the head. You
will be prompted for the number you wish to prompt and the address where you wish to patch the heads. Use @ to patch at a
specific address.
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To patch a dimmer, simply press CHOOSE DIM/MEDIA, select Generic Dimmerer and then patch one or more dimmers as
above.
In the Patch Window all the lighter coloured fields can be configured. To modify a field, first move the cursor to the field, then
input the new value using the keypad and keyboard, and finally press ENTER.
In this way you can modify DMX address, head number, head name and gel for each of your patched heads.
6.7.1
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Once you have patched all the heads you can then name and number them as you wish. It is recommended that you name the
dimmer or the head based on its location (e.g. front wash / back truss SL). For dimmers you may wish to configure the gel. This
makes programming easier enabling the console to auto program cues for you.
The gel field uses gel numbers. For Lee colours enter the gel number directly (e.g. 181 for Lee 181). For Rosco colours enter the
gel number preceded by dot (e.g. .14 for Rosco 14). For no colour enter 0. If you would prefer to use colour names rather than
gel numbers then simply enter the colour name.
To test a patched head or dimmer, simply press the TEST MODE soft button (soft button encode C) and the head which the
cursor is over will be tested. For heads it locates the fixture; for dimmers it sets the dimmer to 100%. Press the TEST MODE
soft button again to turn test mode off.
6.8
6.8.1
Controlling Heads
Selecting Heads
In order to control intelligent heads it is necessary to be able to select which heads to use. The MagicQ console keeps track of
the currently selected heads to enable it to determine which heads to apply changes to. The operator can select head individually
or can use groups to recall configurations of heads that are used frequently.
In Hog Warp mode or when the Setup option Keypad always selects head is set you can select heads from the keypad for
instance to select heads 1 through 4.
1 THRU 4 ENTER
In other modes, you can select the heads using
1 THRU 4 @@
6.8.2
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The console automatically generates a group for all the heads of a particular head type. In addition new groups can easily be
recorded.
The Group Window has two views. VIEW GROUPS enables selection of heads using groups whilst VIEW HEADS enables
individual selection of heads.
In VIEW GROUPS, pressing the touch screen for a particular group selects all the heads associated with that group. All other
heads are deselected. To select multiple groups, press SHIFT and a group to toggle the group in and out of selection.
In VIEW HEADS, individual heads are selected / deselected by pressing the touch screen. Use PG UP and PG DN to scroll
through the heads.
6.8.3
Recording a Group
Select the heads you want in a group using keypad selection or in the VIEW HEADS view of the Group Window.
Change to the VIEW GROUPS view.
Press RECORD and then select the group you wish to record either by pressing the touch screen or by using the cursor keys and
then pressing ENTER.
6.9
Naming a Group
When recording a group, if you key in a name before pressing the touch screen (or pressing ENTER) then the group will be
named at the same time as it is recorded.
You can name a group at any time by keying in the name, pressing SET, and pressing the touch screen.
If you do not have a keyboard then press SET and select the group to name by pressing the touch screen (or using cursor keys
and ENTER). A keyboard window will be displayed for you to enter the name on screen.
6.10
Recalling a Group
Once a group has been recorded then pressing the touch screen for the group will make all the heads in the group selected. All
other heads will be deselected. Use SHIFT to select multiple groups. There is a Setup option to allow the user to default to
selecting multiple groups.
6.11
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The SQUARE OFF soft button enables fast programming of intensities. Using the touch panel select the channels you wish to
have at full and at zero but dont bother being exactly accurate with the level of the selection. Pressing SQUARE OFF finishes
the job by setting all channels that are less than 50% to 0 whilst setting channels above 50% to full.
Use the ALL TO FULL and ALL TO ZERO buttons to change the level of all the channels.
Press the CLEAR soft button to clear the programmer.
6.12
Locating Heads
The first action you are likely to want to do is to locate the heads i.e. to put them into a starting position. Select the required
heads and then press the LOCATE button. Locating a head brings all the attributes for that head into the programmer.
If the heads enable DMX control of the striking of the lamp then you may need to Lamp On the head in order to see the beam.
Select the heads and then press SHIFT LOCATE. This runs the "Lamp On" macro.
6.13
Modifying Attributes
Intelligent heads have several different attributes typically including pan and tilt, colour, gobo and iris. When the MagicQ lighting
console patches an intelligent head it maps the head parameters to standard attributes to enable easy access of the features of the
head.
Attributes are categorised into four types Intensity, Position, Colour and Beam. On MagicQ there is a window for each of these
attribute types. Select the required heads, then open the required window.
You can quickly open all the Palette Windows by pressing Layout 1 or holding CTRL and pressing the top soft button marked
Palettes this opens the windows in the layout below.
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The highlighted window enables controls the soft buttons and rotary encoders. In each of the Windows the X and Y encoders
control the most important attributes Pan and Tilt in Position Window, Col Wheel 1 and Col Wheel 2 in the Colour Window
and Gobo Wheel 1 and Gobo Wheel 2 in the Beam Window. In the Beam Window there are more than eight attributes to be
controlled these are accessed using multiple pages of encoders by pressing the NEXT PAGE soft button.
For indexed attributes such as colour wheels and gobo wheels, the button associated with each encoder can be used to bump the
attribute value to the next range. Pressing SHIFT and the button bumps back to the previous range.
In addition the window enables selection of palette values for the attribute type using the touch screen. When heads are recorded
the system automatically generates palettes for each attribute type. You can record new palette entries, or modify existing ones
as you see fit.
In the Colour Window pressing the COL MIX / COL ATTRIBS button changes to the colour picker. Press COL TYPE to select
standard colours, Lee colours, Rosco colours or HIS model.
6.14
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Recording a Palette
To record a favourite combination of attributes into a palette (e.g. a rotating triangle with a prism on a MAC500), first modify the
attributes to the values you wish to record. Then press RECORD and select the palette entry you wish to record. By default only
selected heads get recorded into a palette (this can be changed by pressing SHIFT + RECORD and choosing Record options).
To name the palette, key in the name on the external keyboard, then press SET and select the palette entry you wish to name. To
use the on screen keyboard, first move the cursor over the palette entry, then press SET and key in the name followed by ENTER.
6.15
Adding in FX
To add a FX to some heads, select the heads then from the Group Window or the Prog Window press the ADD FX soft button.
Choose the FX to add.
Once you have chosen a FX you are returned to the Prog Window. Use the encoders to modify the parameters of the FX such as
the speed, size and spread between heads.
You can add multiple FX to a head, provided that the FX uses different attributes - e.g. you can mix a Pan Sine with a Tilt Sine.
6.16
Recording a Cue
To record a look onto a Cue, first set up the look, then press RECORD and press the S button of the Playback to record the Cue
onto.
To test the Cue, first clear the programmer by pressing CLEAR then raise the Playback fader or press the Playback flash button.
Note that recording a Cue onto a Playback, generates a Cue Stack with a single Cue. However, as there is only one step, it
behaves as though it is just the Cue on the Playback.
To view a recorded Cue, press the S button for the Playback, and then press CUE to open the Cue Window.
To configure options when recording, press SHIFT + RECORD and a toolbar of record options will be displayed. Choose the
options you require then press the S button of the Playback as above.
6.17
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Recording a Cue Stack is the same as recording a Cue - you simply record multiple Cues onto a Playback and you end up with a
Cue Stack.
So, for example to record a stack of two looks, the first yellow dots, the second blue triangles:
Generate the yellow dots look.
Press RECORD and press the S button of the playback.
Generate the blue triangles look.
Press RECORD and press the S button of the playback.
To test the Cue, clear the programmer by pressing CLEAR then raise the Playback fader or press the Playback flash button.
View the Cue Stack by selecting the Playback and pressing CUE STACK to open the Cue Stack Window.
When you record more than one Cue onto a Playback the Cue Stack controls the transition from one Cue to another. In Normal
mode by default the Cue Stack operates like a chase - i.e. each Cue is executed in turn, with timing being handled by a Chase
Speed for the whole Cue Stack.
In Theatre Modes the default timing is Cue Timing individual Fade times on each step with GO stepping from one step to the
next.
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The timing mode can be changed, so that the Cues play back in a theatre style using the GO / STOP buttons. Select the VIEW
OPTIONS view and press the CUE TIMING and CHASE TIMING soft buttons to modify the timing mode.
6.18
The console enables complete window layouts to be recorded and selected. The console incorporates several standard window
layouts including Palettes and Cue Stacks.
There are physical buttons for Layout 1, 2 and 3. Layouts 1 to 12 can also be accessed by holding CTRL and selecting one of the
top soft buttons.
To select a Window layout press one of the Layout buttons, or hold down CTRL and select one of the top soft buttons.
To record a Window layout first close all windows (SHIFT + CLOSE). Then open the required Windows and size them appropriately. Press RECORD and then press a Layout button or hold down CTRL and select one of the top soft buttons.
To name the Window layout, press SET and then press a Layout button or hold down CTRL and select one of the top soft buttons.
Enter a name for the layout.
6.19
When programming a show the show is stored in memory. In order to store your show on the disk you need to press the SAVE
SHOW soft button in the Setup Window.
Whilst programming, you should regularly save your show, so that if the power fails your show data is not lost. You can chose
any filename - MagicQ will automatically set the file extension to .shw.
By default, MagicQ periodically saves a backup of your show to disk. It uses the same show name but with the file extension
.sbk.
It is a good idea to save your show to different file names so that you have various points you can back-track to if things go
wrong. For example, save the show as myshow-patch.shw after you have patched and then as myshow-final.shw after you have
finished programming.
When you shut down MagicQ through the QUIT soft button in the Setup Window, MagicQ automatically saves a backup copy
of your show with a .sbk extension. When you subsequently restart MagicQ this file will be re-loaded. This ensures that MagicQ
starts up as it was when the QUIT soft button was pressed.
MagicQ show files are typically only a few megabytes in size so many different shows or versions of a show can be saved without
problem.
6.20
Playback
Now you have Cues and Cue Stacks recorded you can play back your show using the Playback faders and buttons. You can
control how each Cue Stack is played back using the Cue Stack options for example you can set the fader to control LTP fades
or FX size and speed.
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Chapter 7
Patching
7.1
Patching on MagicQ
MagicQ considers DMX and console channels to be the same and therefore there is no need for complex patching to be carried
out before the console can be used. MagicQ allows access to all DMX channels on all DMX universes supported on the console.
Each channel can be controlled and programmed independently.
Each head can be allocated a head number for recall using the keypad and a name for identification. However to save time,
MagicQ will automatically allocate numbers and names according to head types.
7.2
MagicQ supports comprehensive patching facilities for allocating dimmers and intelligent heads to DMX channels. Patching can
be carried out at any time and has an immediate effect.
Press the PATCH button to open the Patch Window. The Patch Window has four views, VIEW HEADS, VIEW CHANS, VIEW
DMX and VIEW VIS.
VIEW HEADS is used to patch heads, name and number then and set and gel colour.
VIEW CHANS is used to carry out operations on individual DMX channels, such as testing the channel and setting inverts.
VIEW DMX is used when patching more than one DMX channel a MagicQ dimmer.
VIEW VIS is used for setting up and modifying visualiser heads in the MagicVis visualiser.
7.3
MagicQ supports a large library of heads. MagicQ treats dimmers just like any other head - they just happen to have a single
channel. Dimmers use the "Generic Dimmer" personality.
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Choose the head you wish to patch by pressing the CHOOSE HEAD soft button. The Window will change to give you a list
of heads. Select a head by pressing the touch screen. Alternatively scroll around the Window using the cursor keys, and press
ENTER when the cursor is over the correct head.
Once you have chosen a head you will be returned to the Patch Window. Press the PATCH IT soft button to patch the head, and
you will be prompted for an address to patch the head to.
Press ENTER to patch to the next free address the title bar shows the next free address that a head of the chosen type can be
patched. If you wish to patch multiple heads at fixed offsets e.g. four Martin Mac500s at DMX channels 1,21,41,61 then enter
4/20.
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To patch a head at a specific address use @. For example to patch 10 dimmers at DMX address 20 key in 10@20. To patch to the
2nd universe use 10@2-20. To patch at the first free address on a universe other than the first universe use +, e.g. for the second
universe use 10@+2-1.
If this is the first patch you have patched then MagicQ will prompt you whether to add the head into the visualiser. Pressing yes
will create a visualiser head within the show file, so that you can see the head in the MagicQ visualiser.
To patch more heads, just repeat the above process.
To patch a dimmer, simply press CHOOSE DIM/MEDIA, select Generic Dimmer, and then patch one or more dimmers as above.
In the Patch Window all the fields coloured yellow can be configured. To modify a field, first move the cursor to the field, then
input the new value using the keypad and keyboard, and finally press ENTER.
In this way you can modify DMX address, head number, head name and gel for each of your patched heads.
7.4
Press the VIEW HEADS soft button to check the heads you have patched, and to name and number them as you wish. In the
Patch Window all the light coloured fields can be configured. To modify a field, first move the cursor to the field, then input the
new value using the keypad and keyboard, and finally press ENTER.
Multiple head names and numbers can be set at the same time by using SHIFT and the cursor keys to select multiple items.
Turning on test mode using the TEST HEAD soft button makes it easy to view each head / dimmer in turn.
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By default the VIEW HEADS view is sorted by head number. If you are setting head numbers by entering each head number
individually then you may find it easier if the view is sorted by DMX. Press the SORT soft button and select BY DMX. Note that
the sort also affects the order in the Intensities Window, the Programmer Window and the Group Window.
7.4.1
Head Names
Head names are used to identify the Dimmer or Head. We recommend that you set the head name based on its location (e.g.
front wash / back truss SL). It is not necessary to name intelligent heads according to their product name (e.g. Mac500) as this is
already stored in the head.
7.4.2
Head Numbers
Head numbers are used in various displays to indicate which heads are being operated on. Head numbers can also be used for
selecting heads and setting intensities directly from the keypad.
By default MagicQ numbers in the order that they are patched starting from 1.
If you expect to be selecting heads using the keypad then we recommend you use unique head numbers for each head. MagicQ uses unique numbers by default. You can modify head numbers manually so that they are more meaningful to your rig.
Alternatively you can use one of the in-built renumber algorithms.
For multi head elements, by default MagicQ allocates each element of a multi element head ascending head numbers. MagicQ
also supports the multiple elements of a multi element head all having the same head number and then use of the dot (.) operator
to select individual heads.
Multiple multi head elements can be set to use only a single head number in Patch, View Heads by setting the Head Number
appended with /1 to indicate only 1 head number in use for that fixture.
7.4.3
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Pressing RENUM HEAD NOS and selecting BEST FIT causes MagicQ to use an intelligent algorithm to allocate heads starting
with numbers that you can easily recall. For example, if you patch 4 MAC500s and 4 HPEs then when you renumber using BEST
FIT it will number the MAC500s from 1 to 4 and the HPEs from 11 to 14.
If you would rather work with DMX channel numbers, then press the RENUM HEAD NOS soft button and select BY DMX.
This will configure the head number for all patched heads to be the DMX channel address of the head. You can then select heads
and set intensities using the DMX channel numbers.
Selecting HEADS (ALL START 1) sets the head numbers so that for each head the numbers start from 1 - this is the default
option. Selecting BY NAME sets the head numbers so that they use head name, gel and type to order the heads.
7.4.4
7.5
For dimmers you may wish to configure the gel name or number. This makes programming easier enabling MagicQ to auto
program cues for you.
The gel field uses gel numbers. For Lee colours enter the gel number directly (e.g. 181 for Lee 181). For Rosco colours enter the
gel number preceded by dot (e.g. .14 for Rosco 14). For no colour enter 0. If you would prefer to use colour names rather than
gel numbers then simply enter the colour name. MagicQ knows standard colour names.
7.6
MagicQ automatically generates groups for each of the different heads patched e.g. All Dimmers, All Mac500.
MagicQ is also capable of generating groups based on gel colours and head names. Press the AUTO GROUPS soft button in the
VIEW HEADS view of the Patch Window and then select Dimmers and/or Heads.
When Dimmers are selected MagicQ will examine all dimmers patched and generate a group for each different gel colour and a
group for each different head name.
When Heads is selected MagicQ will generate a group for each different head type that has heads with a distinct head name.
Thus if you have named some of your Mac500s front and some of them back it will generate a Mac500 front group and a
Mac500 back group.
7.7
For heads that have multiple attributes of one type e.g. more than one dimmer or more than one red, green or blue channel
MagicQ uses multi element heads.
Multi element heads are patched in exactly the same way as normal heads, but MagicQ shows a * next to the DMX address to
indicate that it is a multi element head.
Multi element heads have a separate head number for each element in the head therefore when patching several of these heads,
the head numbers will increase by more than one per head.
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MagicQ recognises three kinds of multi element heads those which simply have a repeated element, those that have a main
element followed by a repeated element and those that have repeated elements followed by a main element.
When multi element heads are patched MagicQ generates the All group which contains both the main and repeated elements.
MagicQ will also generate separate groups for the main Mn part and the repeated Ele part.
The separate elements of the head can also be sub selected using the dot operator from the keypad for example for head 2 you
can select 2.4 to sub select the 4th element.
7.8
In VIEW HEADS you can invert the pan and tilt channels of moving heads and also swap the pan and tilt channels. Pressing
ENTER in the appropriate field changes the field value.
Individual channels can also be inverted in VIEW CHANS if required.
7.9
To add a Pan or Tilt offset then enter the offset in degrees in the Pan offset or Tilt offset in the Patch Window. The offset affects
all programmed values.
7.10
MagicQ supports a quick method of applying an offset to channels such as a pan or tilt offset, or an offset on a colour scroll.
To apply an offset, playback the Cues and then override only the parameters you wish to offset in the programmer. Then press the
Update button. The Update options have been modified to include an extra option Patch Offset. Selecting this option applies a
permanent offset to the channel in the Patch rather than modifying the individual Palettes and Cues.
To remove the offset go to Patch, View Chans and remove the offset from the appropriate channels.
Offsets apply only to LTP channels, not to HTP (Intensity) channels.
The Outputs window shows channels with offsets in green colour.
The Patch window shows offsets applied to Pan and Tilt in the Pan Offset and Tilt Offset field.
7.11
You can set minimum and maximum levels for each patched channel from the VIEW CHANS view. This is useful for setting
pre-heat on dimmers or for limiting output values of certain lamps where power is tight.
The minimum and maximum levels have absolute over-ride over all other playback and programming. Master faders and the
DBO button do not affect the minimum and maximum levels.
Minimum levels can be useful to force a minimum light level on a stage, for example during a changeover.
7.11.1
It is possible to set limits and offsets on channels using the Limit and Offset dimmer curves.
Limit enables a maximum level to be set for the channel whilst retaining the normal linear dimming curve. When dimmer curve
is set to Limit the channel has a linear curve up to the maximum value rather than using the normal linear curve and then
stopping at the maximum value.
Offset enables an offset value to be applied to a channel this can be useful if a moving light is not calibrated correctly or it has
been moved. When dimmer curve is set to Offset then the minimum value specifies the offset to be applied. When a channel
value exceed 255 then it wraps back to 0.
7.12
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Dimmer curves
MagicQ supports 10 user dimmer curves that can be selected in the Patch Window, View Chans view.
User dimmer curves are specified in files of format csv (comma separated variable) with filename dimmercurveuser1.csv, dimercurveuser2.csv etc. . . stored in the show/heads folder.
The files consist of 256 lines each with a value between 0 and 255. These files can be generated in a spreadsheet (e.g. Microsoft
Excel) and saved as csv format.
From v1.6.0.7 dimmer curves can have 16bit values (0..66535) instead of just (0..255). If any value in the user dimmer curve file
is over 255 then 16bit is assumed.
User dimmer curves are not stored into the show or settings files. Each MagicQ system that uses user dimmer curves must have
the curves stored in the show/heads folder.
In the CSV file the line after the last line of data (the 257th line) can hold a name for the curve which is then displayed in MagicQ.
The name has a maximum of 15 characters.
Dimmer curve files are read on startup of MagicQ so you will need to reset MagicQ for new curves to be loaded.
7.13
Testing channels
To test channels in VIEW CHANS press the TEST CHANS soft button to enter test mode. In this mode the channel which the
cursor is on is set to the level configured on the TEST CHANS encoder. Use the cursor keys to move through different channels.
Test mode remains active until the TEST CHANS soft button is pressed again.
Channel testing works for both patched and unpatched channels. Note that for channels patched as LTP, the level of the Grand
Master does not affect the channel level and after test is turned off the channel remains at the test level. LTP channels can be set
to zero by pressing CTRL CLEAR.
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You can also test channels by moving to the appropriate channel and pressing the TEST SELECT CHANS soft button. The
channel will be set to the level of the Grand Master fader. Pressing TEST SELECT CHANS soft button again returns the channel
to zero. You can test multiple channels by using SHIFT and the cursor keys to select multiple channels and then pressing the
TEST SELECT CHANS soft button. Channels that are in test mode are highlighted in red.
Pressing Soft Button A (NEXT UNI or PREV UNI) soft button moves you up or down the window to the first channel of the next
or previous universe.
7.14
Heads (including Dimmers) can be moved to different DMX addresses as required. When they are moved all the programming
and palettes associated with them also moves to the new channels. In Patch, VIEW HEADS simply edit the DMX field with a
new address.
If you try and move to a location where there are already channels patched then MagicQ will prompt whether you wish to
continue and move the already patched channels aside. If you confirm YES the already patched channels will be moved to the
next free locations. If you confirm NO then no move will be performed.
Multiple heads can be moved at a time using SHIFT and the cursor keys. When making a change to multiple heads the change
defaults to an absolute change the first head will be moved to the specified address and the next heads to the addresses
immediately following. To make a relative change enter a / after the new address - i.e. to move 4 heads from 1-1 to 2-1, but
keeping the relative DMX offsets between the heads, enter 2-1/. You can also specify an explicit offset to use, just like when
patching e.g. 2-1/20.
7.15
The View DMX view in the Patch Window enables multiple DMX channels to be easily assigned to one head. Up to 5 additional
DMX channels can be set up for each Head in addition to the main DMX address. Remove additional channels by pressing
REMOVE and selecting the additional channel fields or by typing u (unpatch) instead of a DMX address.
7.16
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It is possible to unpatch a head i.e. to remove the association between the programmed data and a DMX address. The
programmed data for the head is maintained and the head can subsequently be patched to a new DMX address. To unpatch a
head move the cursor to the first DMX field in View DMX view and press REMOVE, or type u.
7.17
Patching scrollers
There are two ways to patch scrollers the first method is to patch the dimmer and scroller separately then the dimmer and
scroller will operate independently. Use the generic dimmer personality for the dimmer and the generic scroller personality
for the scroller.
MagicQ has enhanced support for scrollers, so that the colour scroll channel can be tied up with the dimmer channel in one head.
To use this support, patch a Generic Scroller With Dim. This will appear in the View Heads with the DMX address marked as
virtual and any DMX address you specified when you patched it will be ignored. Change to the View DMX view and specify
in the appropriate DMX columns the DMX address of the dimmer and the scroller.
The Generic Scroller With Dim is set up as a Virtual personality i.e. the channels in the personality can be patched to
any location on MagicQ unlike normal personalities where the channels are sequential from the DMX start address. In the
View DMX view, the DMX address fields are used to specify the addresses for each channel in the virtual personality up to a
maximum of 5 channels. (For normal personalities these fields are used to specify multiple heads patched to one head.)
7.18
Editing Heads
You can modify the Head or create a new head in the Head Editor. Choose the head you wish to edit and then press the EDIT
HEAD soft button.
To quickly choose a head that you have already patched move the cursor to the head in the Patch Window, hold SHIFT and press
CHOOSE HEAD.
To quickly edit a head that you have already patched move the cursor to the head in the Patch Window, hold SHIFT and press
EDIT HEAD.
7.19
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Cloning enables a show programmed with a certain number of heads to be expanded to use more of the same head type without
having to reprogram all of the show.
For example, if you have a show programmed with 4 MAC500s and you want to add 4 more MAC500s, then you can clone the
4 programmed MAC500s. All the Cues, Cue Stacks, Groups and Palettes that have the original 4 MAC500s will now have the
additional 4 MAC500s as well.
By cloning heads in this way you have a quick and easy approach to expanding your show. You can then programme some new
Cues and Cue Stacks that use the new and old heads individually.
To Clone heads
Enter the Patch Window and choose the view heads view. Select the heads you wish to clone using SHIFT and the cursor keys.
Note a new cloned head is created for each of the selected heads. e.g. selecting 4 heads when cloning will patch 4 more fixtures
each cloned to one of the 4 selected heads.
Then press the CLONE HEAD soft button.
Cloned heads are patched on the next free universe/channel in MagicQ, these can then be re addressed as needed.
There are several options when cloning heads. It is possible to choose whether both Palettes and Cues are cloned or just Palettes.
It is also possible to specify that FX are split when the heads are cloned, so that the new heads are part of a different FX from
the original FX. This function should be used with care when cloning multiple heads in order to avoid fragmenting the F X too
much.
7.19.1
If you patch new heads into a show, without cloning it is still possible to then copy programming from other heads to the new
heads. To copy programmed data from one head to another press the SHIFT + COPY HEAD PRG soft button in the HEAD
VIEW, then select the source head followed by the destination head. All the Cues, Cue Stacks, Groups and Palettes that contain
the source head will be updated to include the destination head.
7.19.2
Another way to expand existing shows is to patch the new heads and dimmers but then in the Patch window to set a real time
channel copy from another already programmed channel. The value of the channel will always be that of the already programmed
channel. Any programming of the newly patched channel will be ignored. To set up real time copies, edit the Merge and From
Chan columns in the View Chans view of the Patch Window. Press ENTER in the Merge column to change it to "Copy" and then
set the From Chan column.
7.20
It is possible to morph one head type into another head type. The system will copy the programming from the old head type to
the new head type. The system takes into account the different pan and tilt ranges of the heads when copying pan and tilt data.
As no two heads are exactly the same, the programming will not create exactly the same looks as with the original heads. A
closer representation will be obtained by morphing a spot into a spot compared to a spot into a wash light.
If the new head types have more channels than the original head types then MagicQ morphs the heads but leaves them unpatched
the user must then repatch the heads at a suitable location.
In the Patch Window, choose the new head type, then move the cursor to the head to change or select a block of heads using
SHIFT and the cursor keys. Press the MORPH HEAD soft button and confirm that the action is what is required.
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After morphing heads your groups, palettes, and cues will be updated to reflect the new head types.
7.20.1
From v1.5.1.0 MagicQ supports full morphing between multi part heads, from single part heads to multi part heads, and from
multi part heads to single part heads.
When morphing between multi part heads, if the new head has less parts than the original head then the excess parts in the
original heads will be ignored. If the new head has more parts than the original head then the excess parts in the new head will
be a repeat of the parts from the original head.
This also enables easy changing of mode of multi part heads which was not previously possible e.g. when changing a Thomas
Pixeline from 18 pixel to 9 pixel mode, or when changing a Chromalec Jarag from 25 to 31 channel mode.
7.20.2
It is possible to morph between heads with inbuilt dimmers and heads with virtual dimmers. For example it is possible to morph
a RGB head with an inbuilt dimmer to a RGB head with a virtual dimmer. It is also possible to morph back from a head with a
virtual dimmer to one that has an inbuilt dimmer.
7.20.3
When morphing between heads with CMY/RGB and Colour Wheel to heads with only Colour Wheels, MagicQ now converts
the CMY/RGB data to Col Wheel rather than trying to map between the Colour Wheels. This ensures that shows programmed
with Cues using RGB palettes morph to Col Wheel palettes.
When morphing to heads with greater number of colour wheels or greater number of gobo wheels MagicQ now includes the
extra colour or gobo wheels channels in Palettes and Cues where the colour wheels or gobo wheels were previously used. This
enables easy updating of shows, for example when changing from heads with only 1 gobo wheel to heads with 2 gobo wheels.
7.21
Importing Heads
A quick way of patching heads is to import the heads from a file. MagicQ supports comma separated variable files (.csv) which
can be generated from most spread sheets and word processors.
The first row of the file indicates which columns are present in the file. The next rows of the file contain the data for each head.
7.22
Exporting Heads
The patched heads can be exported using the same file format as used for import. This file can then be read by a standard spread
sheet or word processor. Patch lists can then be printed.
7.23
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MagicQ supports heads such as the Vari-lite VL5TM where the head functionality is split between different noncontiguous DMX addresses.
The personality for the main channels in the head includes the extra channels. The extra channels are then patched separately
and set to have their levels copied from the main channels.
For example for a VL5, patch the VL5 to the required DMX address for the main head. This will include a dummy dimmer
channel.
In Patch, View DMX set the address of the real dimmer channel in the second DMX field.
7.24
MagicQ supports comprehensive merging of data from each of the input and output universes. Any output channel can be set to
output data from any received input channel, or to merge the two.
In addition channels can be configured so that they are passed through transparently unless MagicQ is controlling the channel
from the programmer or a playback. This provides a powerful over-ride mode.
To set a channel to output data received as input from another channel set the Merge field to Input and the From field to the
channel number you wish to get the data from.
You can easily set up a large number of channels by using SHIFT and the cursor keys to select multiple channels.
You can also set up a channel so that it outputs data from an input channel except when that channel is being controlled by a
playback or the programmer. Set the Merge field to Over.
To HTP merge the output with the received input use the Merge option.
The Mult option enables another channel on the console to control the level of the output of the channel- this is useful with
RGB LED heads where you wish to make another channel control the overall level of the RGB.
The Mul-In option multiplies the received input with the calculated value for the channel. MagicQ can therefore be used as a
DMX modifier to modify the level of individual or groups of channels.
It is possible to set multiple channels all to copy or multiply by one channel. Use SHIFT and the cursor keys to select all the
required channels and enter <chan> / 0.
7.25
MagicQ allows the user to define the Locate, Default, Highlight and Lowlight values for each attribute of each patched heads.
The Locate values are the values that are used when the Locate button is pressed. The Default values are the values that are
output when a channel is not in the programmer and no playback is controlling a channel. Note that the Setup Window option
Unused chans return to defaults" must be enabled for this mode of operation.
The Hightlight and Lowlight values are used when Highlight Mode is set to one of the Advanced modes.
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By default, the Locate values and Default values are taken from the personality of the patched head these typically put the
position to centre, beam open, colour white and intensity at full.
These values can be re-programmed by creating a Cue that represents the desired Locate Values and/or a Cue that represents the
desired Default Values. For Highlight and Lowlight create a Cue that represents the desired Highlight or Lowlight values.
Simply record a Cue into the Cue Store and then press the SET LOC CUE, SET DEF CUE, SET HIGHL CUE, SET LOWL
CUE soft buttons. The Cue is indicated as Default, Locate, Highlight or Lowlight by a D, L,H or Lo after the Q number.
Only one Cue can be set for each type - however one cue can be set for more than one type e.g. one Cue can be set for both the
Default Cue and the Locate Cue.
It is not necessary to program all the different attributes into the Locate, Default, Highlight or Lowlight Cues. Simply program
the values that you want to be different from normal operation. For instance to record a default position with all heads positioned
towards FOH position, simply record a Cue with the FOH position data and press the SET DEF CUE soft button.
If you wish to change the Locate, Default, Highlight or Lowlight Cue then simply re-record the Cue. If you update Palettes used
in the Cue, or modify the Cue directly from the Cue Window then you may need to reset the Cue in the Cue Store before the
change takes place. Press the CLEAR DEF CUE and SET DEF CUE for the desired Cue.
7.26
MagicQ supports a Theatre Patch option which changes the syntax used for patching to simplify patching (and re-patching) of
large numbers of dimmers.
The option is enabled in Setup,View Settings, Keypad, Keypad Syntax Theatre Patch. When this option is set to yes the keypad
can be used to patch a dimmer or moving light directly to a DMX address and head number e.g.
10 @ 2 5 will patch head number 10 to Universe 2 channel 5.
7.27
Virtual Dimmers
MagicQ enables LED and other heads with colour mixing but no dimmer channel to have an associated virtual dimmer. This
allows the LED heads to be used as simple RGB fixtures with a dimmer. This development does not affect the internal pixel
mapping (Bitmap FX) which already has a virtual dimmer.
To add a virtual dimmer channel for a LED head (i.e. a head without a dimmer) simply patch a generic dimmer and set the head
number to the same head number as the LED head. The generic dimmer will then be shown with a v after the head number to
indicate the association with the LED fixture. The LED head will then appear with a dimmer in the Intensity, Group, Outputs
and Programmer windows.
Note that virtual dimmers will only work if there are only 2 heads with the same head number if there are more than 2 heads
with the same head number then each head will be treated as a separate head.
When MagicQ assigns a virtual dimmer in this way, in the Cue Engine it takes the value of the RGB (CMY) attributes from the
playbacks and programmer and then scales these values according to the value of the virtual dimmer channel.
Virtual Dimmers take effect at the Patch level rather than at the Programmer level. This means that the Output Window, View
Heads will show the virtual levels on the RGB channels (i.e. the RGB levels before the virtual dimmer is applied).
The Outputs Window, View Chans, View DMX will show the actual levels output to the RGB channels (i.e. the level after the
virtual dimmer is applied).
The full head can be selected using the head number. The title bar of the Group, Pos, Colour, Beam windows will show +v for
each head with a virtual dimmer.
7.27.1
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It is possible to add virtual dimmers to a head in the Patch, View Heads view using a single action. Place the cursor on the head
you wish to add a virtual dimmer for and then press SHIFT and ADD VDIM. You can use SHIFT + the cursor keys to select
multiple heads.
Virtual dimmers can only be added to heads that do not have an intensity channel. For heads with multiple RGB elements, a
virtual dimmer will be made for each RGB element.
Virtual dimmers added in this way will appear unpatched. Note that virtual dimmers take up channels from the total channel
count.
7.27.2
It is possible to make heads that automatically patch a virtual dimmer. In the Head Editor, View General, Options there is an
option "Virtual Dim". If this is set to "yes" and the head has no dimmer then a virtual dimmer is automatically patched for this
head.
The MagicQ head library includes a mode of LED3chan with a virtual dimmer.
Note that Virtual Dimmer is distinct from Virtual Channels where all the channels of the head have separate DMX addresses.
7.28
In Patch, Choose Head it is possible to filter personalities by type, making it easier to find the personalities required. Filter
options include All, Patched, Live, Club, Film/TV and User.
Patched enables users to see which heads are patched in the current show and to re choose them easily.
Users can tag heads that they use frequently so that they appear in the User filter. This could be used for example to include all
heads in the stock of a rental company.
Heads can be tagged and untagged in both Choose Head, Simple View and Choose Head, Adv View. In Simple View you can tag
all heads from a particular manufacturer, or all modes of a specific head. In Adv View you can tag individual modes of a head.
In Adv View the Tag column shows a "U" for all heads tagged as user.
MagicQ stores a file of all tagged heads in the heads folder called userheads.csv. It is possible to create or edit this file with a text
editor/spreadsheet. The format is:
<manufacturer> , <short name> , <mode>
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Chapter 8
8.1
This window displays a fader for each head (including dimmers) patched onto the console. Pressing the slider part of the fader
sets the appropriate level. When a fader is moved from 0 the channel in the programmer is activated and the fader will turn red.
The SQUARE OFF soft button enables fast programming of intensities. Using the touch screen select the channels you wish to
have at full and at zero but dont bother being exactly accurate with the level of the selection. Pressing SQUARE OFF finishes
the job by setting all channels that are less than 50% to 0 whilst setting channels above 50% to full.
Use the ALL TO FULL and ALL TO ZERO buttons to change the level of all the channels.
Press SHIFT and SQUARE OFF to invert the faders - all channels less than 50% go to 100% whilst all channels above 50% go
to 0%.
Press the CLEAR soft button to clear the programmer.
8.2
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A single fader or multiple faders can be controlled using the top right rotary encoder in the Intensity Window. The encoder
controls the fader, which the cursor is over. Selecting a block of faders by pressing the cursor keys whilst holding the SHIFT
button down enables multiple faders to be selected.
8.3
The level of the intensity channel of heads can be set from the keypad. Head numbers are used to reference the required heads.
If you intend to use this method for setting intensities then you should set up the head numbers when patching. It is easy to do the console can automatically renumber them, or they can be set to be the same as the DMX start address of the dimmer / head.
See the section on patching.
Keypad setting of intensities is supported regardless of which Window is currently active.
To set heads 1 to 4 to 40% key in
1 THRU 4 @ 40
To set heads 1 to 4 and heads 8 to 11 to 100% key in
1 THRU 4 + 8 THRU 11 @ FULL
To set heads 1 through 12 but not head 7 to 10% more than their current value key in
1 THRU 12 - 7 @ +10
The console supports theatre style key entry so you can set head 1 to 40% by typing
1 @ 4 ENTER
and you can set head 1 to 4% by typing
1 @ .4 ENTER or 1 @ 04
Note that if the Setup option "Auto enter on keypad intensity set" option is set, you do not need to press ENTER after you have
entered a 2 digit level. The console knows that you are setting an intensity due to the @ key. Valid levels are 0% to 100%.
On MagicQ PC / Mac you can use > to indicate THRU and # to indicate FULL.
8.3.1
Fade times for intensity channels can be entered from the keypad. Ensure that Auto Enter on Keypad Intensity Set is set to
No for this to function correctly.
This can be done when setting levels, e.g. to set heads 1 to 4 at 80% with fade time of 5 seconds:
1 > 4 @ 80 / 5
Or without changing the level
1>4@/5
To set a delay time and a fade time (e.g. delay 2 seconds, fade 5 seconds)
1>4@/2/5
Split fade times can be set from the keypad:
1 > 10 @ FULL / 3 * // Heads 1 to 10 at 100% split times over 3s
1 > 10 @ FULL / 0 > 5 // Heads 1 to 10 at 100% split fades 0s to 5s
1 > 10 @ FULL / 0 > 4 / 1 // Heads 1 to 10 at 100% split delays 0s to 4s, 1s fade
1 > 10 @ FULL / 0 > 5 / 0 > 4 // Heads 1 to 10 at 100% split delays and fades
When using split fade times it is possible to enter max > min as well as min > max.
1 > 10 @ FULL / 4 > 0 / 1 // Heads 1 to 10 at 100% split delays 4s to 1s, 1s fade
8.4
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From software version 1.6.5.1 the "." operator is now universally used for selecting elements of multiple heads. The repeated
element of a multiple head are indexed .1 .2 .3 etc.. whilst the main part of a multi element head in indexed as .0. Note that if a
multi element head does not have a main part - i.e. it is just a repeated head then there is no .0 element. The operators +, -, and
THRU (>) can be used to select more than one element of a multi element head. Only one . is supported per command.
Examples of supported syntax are:
. 3 // Select 3rd element of currently selected heads . 1 > 3 // Select 1st, 2nd and 3rd elements of currently selected heads . 1 + 4
// Select 1st and 4th elements of currently selected heads
1 > 10 . 1 @ FULL // Set element 1 of heads 1 to 10 at FULL 1 > 10 . 1 > 3 @ 50 // Set elements 1,2,3 of heads 1 to 10 at 50%
Depending on the MagicQ setup options, it may be necessary to enter @@ at the end of the line to select heads or to press
ENTER at the end of the line to enter intensities.
MagicQ now supports the multiple elements of a multi element head all having the same head number. By default MagicQ
allocates each element of a multi element head ascending head numbers - this can be modified in Patch, View Heads by setting
the Head Number appended with /1 to indicate only 1 head number in use for that fixture.
Note that prior to v1.6.5.1 the "." was used for selecting or setting intensity direct to a DMX channel rather than a head number.
This functionality is no longer supported - see below.
8.5
To set a DMX channel intensity rather than a head number intensity precede the dmx number with a *. For example to set DMX
channel 1-50 to FULL, type * 1 . 50 @ FULL
8.6
When you use the keypad to modify heads, by default this does not modify which heads are selected. This ensures that you can
be busking moving heads whilst modifying individual dimmer levels at the same time.
However, at any time you can set the levels of the intensities of the currently selected heads using the keypad. To set the selected
heads to 70% key in:
@ 70
This method also supports standard key entry syntax such as + and for relative changes.
You can change which heads are selected at any time through the Group Window see Selecting Heads.
In the Intensities Window you can change which heads are selected by moving the cursor to a fader and pressing ENTER. You
can also select/deselect heads by holding down SHIFT and selecting faders. When faders are shown with a thick stem they are
selected. Holding SHIFT and pressing the fader toggles the selection of the fader.
In the Intensities Window press SELECT ACTIVE or SHIFT and SELECT NON ZERO to select the heads you have modified
this can be useful for creating groups.
8.7
Programming time is significantly improved by making use of the gel colour facility built into the console. Assigning a colour
to each dimmer is quick and easy and then enables the programming of scenes based on colours. In the Intensity Window the
dimmers can be selected on a per colour basis, thus easily enabling the operator to identify the colour and position of the lamps
to program into each scene.
First ensure that each Dimmer has been given a name and a gel colour. This can be carried out either from the Patch Window or
from the Intensity Window.
To name a Dimmer in the Intensity Window, either:
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Type in the name on the external keyboard and then press the SET NAME soft button.
Press SET, then type in the name on the screen keyboard. Then press the SET NAME soft button.
To set a Gel Colour in the Intensity Window, either:
Type in the colour number on the keypad. Press the SET GEL soft button. Note that colour numbers are assumed to be Lee
proceed the colour with a dot for Rosco colours.
Type in the colour name (or part of it) on the external keyboard and then press the SET NAME soft button.
Press SET, then type in the colour name (or part of it) on the screen keyboard. Then press the SET NAME soft button.
Note, you should not press ENTER in any of the above operations as this will try and use the text or number you have entered to
set the level for the fader which the cursor is over.
8.7.1
In the Intensity Window you can filter out faders based on gel colour, head type and head name thus providing a view of only the
data you are interested in at the time.
Use the top three left rotary encoders / soft buttons to page through head types and gel types. The display will show only the
heads and colours that match the selection.
At any time press the VIEW ALL soft button to revert to viewing all faders regardless of head type, head name and gel colour.
Pressing the ALL TO ZERO and ALL TO FULL soft buttons only affects the faders that match the selected filter. So for example
in order to set all the red lamps to full, page through the gel type till you reach RED and then press ALL TO FULL.
Remember that although you only view the gel type that you have requested there may be other gel types that have been previously
activated in the programmer. Press CLEAR before starting programming a new look.
8.8
The Intensities Window supports two fader views - Programmer View and Presets View. The faders in each of these views behave
differently. In the Programmer View the faders control values within the programmer whilst in the Presets View the faders act
like individual preset faders. Intensity channels are generally configured to be HTP so the level of a particular channel will be a
combination of the faders in the two views - the highest of the two faders.
It is important to understand the distinction - preset faders do not affect the contents of the programmer and therefore can not be
used for programming Cues.
When programming a show you should always use the Programmer View. When playing back a show you may wish to use the
Presets View - this has the advantage that since it is not part of the programmer, fader values are not affected by actions on the
Programmer such as CLEAR. You could, for example, add in some face lighting from some profiles using faders in the Presets
View which would not be affected by effects that you are busking on some moving heads.
Faders in both the Programmer and Presets Views are affected by the level of the Grand Master. They are also affected when a
SWAP button is pressed - any HTP channels in the Programmer or the Presets View will be reduced to zero.
8.9
The Outputs Window includes a View for showing the intensities of all patched channels in a theatrical manner with channels
and percentages. Open the Outputs Window by pressing the Out button and select the View Chans soft button.
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Chapter 9
Controlling Attributes
MagicQ supports many different ways of modifying the values of attributes for moving heads - using encoders, using buttons,
and using the touch screen.
In order to control intelligent heads it is necessary to be able to select which heads to use. MagicQ keeps track of the currently
selected heads to enable it to determine which heads to apply changes to. You can select heads individually or can use groups to
recall configurations of heads that are used frequently.
9.1
Selecting Heads
MagicQ automatically generates a group for all the heads of a particular head type. In addition new groups can easily be recorded.
The Group Window has two views. VIEW GROUPS enables selection of heads using groups whilst VIEW HEADS enables
individual selection of heads.
In VIEW GROUPS, pressing the touch screen for a particular group selects all the heads associated with that group. All other
heads are deselected.
In VIEW HEADS, individual heads are selected by pressing the touch screen. All other heads are deselected. Use PG UP and
PG DN to scroll through the heads. To select multiple heads hold SHIFT and press a head. The head will be toggled in and out
of selection.
9.2
Using Groups
Once a group has been recorded, then pressing the touch screen for the group will make all the heads in the group selected. All
other heads will be deselected. To select multiple groups press SHIFT and a group to toggle the group in and out of selection.
(Note that you can change an option in the Setup Window to enable multiple groups to be selected without pressing SHIFT.)
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When in the VIEW GROUPS view you can also use the keypad to select a group - simply enter the group number. You can use
+ and - to select multiple groups.
Pressing + before a group is selected adds the group to previously selected heads, i.e. the heads in the group are all selected as
before, but other heads are not deselected.
For example to select groups 1 and 3 press
1 + 3 ENTER
To deselect group 4 from the selection press
- 4 ENTER
MagicQ generates groups for each head as they are patched. In addition MagicQ can generate auto groups based on gel colour
and head name.
9.2.1
Recording a Group
Select the heads you want in a group in the VIEW HEADS view of the Group Window.
Change to the VIEW GROUPS view.
Press RECORD and then select the group you wish to record either by pressing the touch screen or by using the cursor keys and
then pressing ENTER.
9.2.2
Naming a Group
When recording a group, if you key in a name before pressing the touch screen (or pressing ENTER) then the group will be
named at the same time as it is recorded.
You can name a group at any time by keying in the name, pressing SET, and pressing the touch screen.
If you do not have a keyboard then press SET and select the group to name by pressing the touch screen (or using cursor keys
and ENTER). A keyboard window will be displayed for you to enter the name on screen.
9.3
Heads can be selected based on the head numbers of your dimmers / moving lights - if you intend to use this method then you
should set up the head numbers of your lamps when patching. It is easy to do; MagicQ can automatically renumber them, or they
can be set to be the same as the DMX start address of the dimmer / head. See the section on patching.
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By default on MagicQ the keypad is used for many functions including selecting heads, settings times, editing fields in spread
sheets. This is different to some other consoles which primarily use the keypad for selection of heads. On MagicQ it is possible
to select heads directly form the keypad at any time by entering the head numbers terminated by @@.
9.3.1
9.3.2
It is also possible to set the Setup Option Keypad always select head. In this mode entering numbers on the keypad always
selects heads however, to perform other operations, like editing fields in the spread sheet views, you need to press the SET
button first.
An alternative to using @@ is to use @ ENTER. This is only supported if the Select heads on intensity set option is set. This
method works by detecting @ in the keyboard input and instead of passing the input to the active Window it attempts to parse
the input as setting intensities for / selecting heads.
When selecting Colour, Beam or Positions the @@ can be replaced by COL, BEAM or POS if you set the Select Heads and
Palettes from keypad] Setup option. For example:
1 > 4 COL 5 ENTER
Selects heads 1 to 4 and applies Colour Palette 5.
9.3.3
The keypad now supports functionality to enable selecting of individual selections of heads and automatically setting all other
heads to zero intensity this is similar to the Rem Dim function found in some other theatre consoles. After selecting heads or
setting intensities for heads, type - -.
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For example, 1 THRU 4 @ FULL - - will set heads 1 to 4 at full intensity and all other heads in the programmer will have their
intensity set to zero.
4 THRU 8 will bring heads 4 to 8 at full intensity into the programmer, whilst all other heads in the programmer will be set to
zero intensity.
9.4
Heads can be selected from a plan of the rig in the View Plan view of the Outputs window. See Plan View.
9.5
Head Macros
MagicQ loads macros for the head from the personality file. Typical macros are "Lamp On", "Lamp Off" and "Reset" - however
they are very head dependent.
The "Lamp On", Lamp Off and Reset macros can be run at any time by using the following short-cuts:
SHIFT + LOCATE Lamp on selected heads
CTRL + LOCATE Reset selected heads
CTRL + SHIFT + LOCATE Lamp off selected heads
Other head macros can be accessed in the Macro Window - press the HEAD MACRO soft button. A list of the available macros
is displayed. Select the macro you wish to run. Progress of the macro is shown in the Input Display.
It is also possible to lamp on or off all fixtures from the MACRO window.
9.6
Locating Heads
The first action you are likely to want to do is to locate the heads i.e. to put them into a starting position. Select the required
heads and then press the LOCATE button.
Pressing LOCATE, locates all the selected heads. LOCATE places all the attributes of the head into the Programmer at their
default values. The personality data for each head specifies what happens to a head when it is located. Typically the shutter is
opened, the dimmer is set to 100% and pan and tilt are set to the centre position.
You can locate individual attribute types by holding one of the Pos, Col, Beam or Intensity buttons and pressing LOCATE. Only
attributes of that type are located and placed in the Programmer.
9.7
Modifying Attributes
Intelligent heads have several different attributes typically including pan and tilt, colour, gobo and iris. When MagicQ patches
an intelligent head it maps the head parameters to standard attributes to enable easy access of the features of the head.
Attributes are categorised into four types Intensity, Position, Colour and Beam. On MagicQ there is a window for each of these
attribute types. Select the required heads, then open the required window.
The window enables the control of all the attributes of that attribute type using the eight rotary encoders. In the Beam Window
there are more than eight attributes to be controlled these are accessed using multiple pages of encoders by pressing the PAGE
1, PAGE 2, PAGE 3, PAGE 4 or PAGE 5 soft buttons or pressing the BEAM button again.
For indexed attributes such as colour wheels and gobo wheels, the button associated with each encoder can be used to bump the
attribute value to the next range. Pressing SHIFT and the button bumps back to the previous range.
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In addition the window enables selection of palette values for the attribute type using the touch screen. When heads are recorded
the system automatically generates palettes for each attribute type. You can record new palette entries, or modify existing ones
as you see fit.
In the Colour Window there is a COL MIX soft button which gives access to libraries of pre-programmed colours. Pressing the
COL MIX soft button toggles between the normal palette view and the colour mixing view. In the colour mixing view you can
select a colour using the touch screen. The COL TYPE soft button enables the user to choose between the default colour library,
the Lee colour library or the Rosco colour library.
To modify a 16bit parameter in high (i.e. 16 bit resolution), hold SHIFT and turn the appropriate encoder.
Layout 1 opens the Group, Position, Colour and Beam windows together.
9.8
It is possible to use the mouse or trackball for pan/tilt control. Enable the Enable Mouse to control pan/tilt option in Setup
Window, View Settings.
Press the Right mouse button to enter pan/tilt mode. In this mode the mouse or trackball can be used to control pan and tilt of
any selected heads. Press again to return to normal mode.
Support for this function is only available on MagicQ consoles and on MagicQ PC/Mac when connected to a MagicQ PC Wing
or MagicQ MaxiWing. It is not available when connected to MagicQ MiniWing or MagicQ USB interface as these products do
not have X and Y encoders.
MagicQ consoles support mice and track balls.
9.9
Flip / Mirror
Flip modifies the pan and tilt parameters of a moving head so that the beam is positioned in the same place but from the other
end of its movement ranges. Select the fixtures and then press the FLIP soft button in the Position Window.
Use the MIRROR soft button in the Position Window to only invert the Pan attribute and not the tilt attribute. On older software
versions press SHIFT + FLIP.
The MQ1000 includes a dedicated MIRROR button. On Compact consoles (MQ40, MQ60, MQ70) press ALT + FAN.
9.10
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You can set attribute values directly by pressing SET, entering the value on the keypad and then pressing the soft button for
attribute in the Intensity, Position, Colour and Beam windows.
9.11
When programming it is often useful to be able to control one head out of a group of heads - for instance, in order to set up its
position on the stage. Alternatively you may wish to apply an effect to all the heads, such as fanning the position.
The head control buttons situated to the right of the touch screen enable the individual head to be selected quickly. Once a
number of heads have been selected for programming, the head control buttons controls how changes are applied to those heads.
By default changes are applied to all the selected heads.
On MagicQ you first select the overall selection of heads you want to control using Groups or keypad selection, then you use the
head control buttons to sub-select within that overall selection.
The title bar of the Group, Position, Colour and Beam Windows show the currently selected heads.
9.11.1
Single Mode
Pressing NEXT HEAD, PREV HEAD or SINGLE enters Single mode whereby only one head from the selected heads is sub
selected for operation on at a time.
When Single mode is first entered control is given to the first head within the selection i.e. the first head within the group or
the first head the user selected after no heads were selected.
Single mode is indicated by a LED lit on the SINGLE button.
In Single mode changes made by the encoders or through selecting Palettes only affect the one sub selected head. The head is
indicated by a * by the head number.
Once in Single mode, the NEXT HEAD and PREV HEAD buttons are used to transfer control between the selected heads.
Pressing the ALL button returns the head control area to the default mode whereby all selected heads are controlled.
In Single mode, Locate only affects the sub selected head.
9.11.2
Pair
Pair mode is similar to Single mode except that instead of only a single head being sub selected, a symmetrical pair within the
selected heads is sub selected.
Pair mode is indicated by a LED flashing on the SINGLE button.
Pressing NEXT HEAD or PREV HEAD selects the next pair for sub selection. Pressing the ALL button returns the head control
area to the default mode whereby all selected heads are controlled.
The MQ1000 includes a dedicated PAIR button. On Compact consoles (MQ40/60/70) press ALT + SINGLE to get Pair. On all
systems SHIFT + SINGLE will also select PAIR.
9.11.3
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Odd/Even
Odd/Even mode is similar to Single mode except that instead of only a single head, half of the heads are sub selected. Odd/Even
mode is indicated by a LED lit on the ODD/EVEN button.
Pressing ODD/EVEN selects the odd heads. Pressing NEXT HEAD or PREV HEAD toggles between the odd and even heads.
Pressing the ALL button returns the to the default mode whereby all selected heads are controlled.
Holding the ODD/EVEN button brings up the Odd/Even toolbar for quick selection of odd/even or 3s, 4s, 5s. On MagicQ
PC/Mac pressing SHIFT and ODD/EVEN opens the toolbar and keeps it open.
9.11.4
Segments
Segments is similar to Odd/Even except that the sub selection is a segment of heads - for example if you have selected 10 heads
and then select Seg 3s will sub select the first three heads in the selection. Pressing Next Head will select the next three, then
pressing NEXT HEAD again will get the next three, and then pressing NEXT HEAD again will get the tenth head. Pressing
NEXT HEAD again goes back to the start with the first three. PREV HEAD works in a similar way but in the opposite direction.
Segments is selected by holding ODD/EVEN to show the ODD/EVEN toolbar and then selecting SEGMENTS.
9.11.5
All
The ALL button is used to return the head control area to the default mode whereby all heads in the current selection are
controlled.
Pressing ALL when there are no heads selected causes the selected heads that were active when CLEAR was last pressed, to be
reselected.
Pressing SHIFT and ALL selects all the heads of the type last selected.
Pressing CTRL + ALL, or FAN + ALL selects all the heads active in the programmer.
Pressing Next Head and Prev Head reselects all heads in the current selection (like pressing ALL).
9.11.6
It is also possible to sub select groups. When making a head selection you can choose multiple groups using SHIFT and pressing
group items or using the keypad.
To sub select groups, Hold Odd/Even and then select Groups. MagicQ will now sub select heads from the first group. Pressing
Next Head moves the sub selection to the next group of heads. Pressing Prev Head moves the sub selection to the previous group
of heads.
9.11.7
It is possible to sub select heads from the current selection, sub selecting only the heads using a particular palette and that have
intensity greater than 0%.
Hold NEXT HEAD and then select a palette in the Position, Colour, or Beam windows.
9.11.8
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The order of the overall selection can be changed using the A Soft Button in the Group Window the options are Normal,
Reverse, Into Centre and Centre Out.
It is also possible to randomise the overall selection order by holding SHIFT and pressing RANDOM SELECT. The overall
selection order can be randomised multiple times to get different random orders. Note that once the order is randomised it can
not be returned to the normal order to do this you must reselect the overall selection.
Hold the ALL button to bring up a toolbar showing the above options.
9.11.9
When you select heads using Groups or the keypad, MagicQ then enables the operation on a sub selection of the main selection
using the Next Head, Prev Head, Odd/Even, and All buttons. This enables the user to select a group of heads and work on heads
individually without reselecting the heads.
It is possible to sub select heads from within the main selection using the keypad and referring to heads using the index of that
head within the overall selection order for instance, selecting the 1st and 3rd head within the selection, or selecting heads 1
THRU 4 in that selection. The numbers used are the index into the selection order, not the head numbers.
To use this method, select a group of heads, then type the index number followed by NEXT HEAD or PREV HEAD. So to select
the 1st and 2nd heads in the current selection:
1+2 NEXT HEAD
Or to the 3rd , 4th and 5th
3 THRU 5 NEXT HEAD
You can select multiple groups as your main selection so if you have a line of 4 spots and 4 washes you can make a group with
of all 8 heads and then access them using the numbers 1 to 8 regardless of their head number.
It is possible to invert the current sub selection - press 0 NEXT HEAD.
Using NEXT HEAD and PREV HEAD without entering a number, operates as normal, selecting the next or previous head within
the overall selection.
9.11.10
In normal operation heads with duplicated elements are treated as if there is only one element of each attribute. MagicQ automatically copies the output from the 1st element to the duplicated elements. This enables the head to be treated in a simple way
like any other head.
Sub selection of duplicated elements can be done using the "." operator. The first element in the head is ".1" and the duplicated
elements are ".2", ".3" and so on. For heads that have both a main section and duplicate elements (e.g. master colour channels
and individual colour pixels) the main element is ".0".
For example, to select the second element of a duplicated head
1. 2 @ @
To select all elements of duplicated heads.
1. > @ @
To go back to normal selection (i.e. no duplicated elements selected)
1. @ @
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Note that the @ @ can be replaced by ENTER when the option to select heads from keypad is set. @ @ can also be replaced by
NEXT HEAD.
From v1.2.7.1 it is possible to store the duplicated element selection in Groups - so you could make a group with no duplicated
element selection and one with all duplicated elements selected. Groups with duplicate element selection show a "." after the
number of heads in the top right of the group item. Note that duplicate element selection applies to all selected heads in the
programmer and in groups, so it is not possible to store e.g. element 1 from head 1 and element 2 from head 2 in the group.
To make it easier to select all elements of a duplicate head the following shortcuts have been added. When all duplicated elements
are selected the head selection text in the Window title bars will show ".all".
9.12
Highlight Mode
Highlight mode is used in conjunction with Single mode and Odd/Even mode. There are four possible modes of operation
depending on the setting in the Setup Window of the Highlight Mode - "Normal, Advanced (highlights/lowlight), Advanced
Highlight only and Advanced, no reset.
In Normal mode, the intensities of the selected heads are reduced except for the one (or ones in Odd/Even mode) that are being
controlled. Highlighting of the controlled head(s) makes programming of positions much easier.
In "Advanced (highlight/lowlight) mode, the selected heads are highlighted using the highlight values from the personality. If
heads from the current selection are sub selected (e.g. through Single or Odd/Even) then the sub selected heads are highlighted
and the remaining heads in the selection are lowlighted.
Advanced Highlight Only is the same as above, but no lowlighting occurs. If heads from the current selection are sub selected
(e.g. through Single or Odd/Even) then only the sub selected heads are highlighted - all other heads remain at their playback
state.
Advanced no reset is the same as Advanced (highlight/lowlight) but is not cleared when you press CLEAR. Press Highlight
again to reset it.
When in Highlight mode the LED on the HIGHLIGHT button is lit - pressing the HIGHLIGHT button again or the ALL button
returns the head control area back to the default mode.
9.13
Lowlight function
A lowlight function is accessed by pressing SHIFT and HIGHLIGHT. When active the selected head is lowlighted to the value
in the personality. This allows each head in the current selection to be temporarily lowlighted to try to find a particular head
without making a massive change to the current lighting state.
Highlight mode must be set to Advanced highlight/lowlight.
9.14
Reselecting heads using Palettes and Intensities (Active Palette and Intensity)
To reselect all heads using a particular palette, hold ALL and press the palette entry.
<Hold ALL> <Green>
Or use the keypad
<Hold ALL> <COL 5 ENTER>
To reselect all heads at or above an intensity level hold ALL and type the level. Then release ALL or press ENTER.
<Hold ALL> <50 ENTER>
To reselect all heads at a specific intensity level hold ALL and type @ followed by the level. Then release ALL or press ENTER.
<Hold ALL> <@ 60 ENTER>
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9.15
Fan Mode
The FAN button enables a different mode of operation of the encoders whereby instead of encoder changes being applied to each
selected head in a linear fashion, changes are applied in a fan. Positive changes fan the heads apart whilst negative changes fan
the heads together. Fan mode cannot be used when Single mode is are active since fanning only makes sense when more than
one head is under control.
Pressing and holding the FAN button enters FAN mode temporarily. Releasing the FAN button returns to the normal mode.
When you press and hold FAN you get a toolbar on the screen that gives you direct access to fanning options. On MagicQ PC
you can press SHIFTFAN to bring up the FAN toolbar.
9.16
And Only
The AND ONLY (*) function enables selecting of the common heads between groups. It can be used on pairs of groups or on
ranges of groups. When selecting a number of groups then the * operator can be used to specify that only the heads that are in
both groups are selected.
GROUP 1 * 2 ENTER
This selects heads which are in both groups 1 and 2
And Only can be used with the THRU, + and operators.
GROUP 1 THRU 4 * 5 THRU 8 ENTER
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This select heads which are in one of the groups 1 to 4 and also in one of the groups 5 to 8.
It is possible to use And Only together with the @ operator to set levels directly.
GROUP 1 * 3 @ FULL ENTER
Note that if the option Select heads and palettes from keypad is set to No then the * * operator must be used to select
groups from the keypad:
1*2**
1 THRU 4 * 5 THRU 8 * *
1 * 3 * * @ FULL ENTER
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Chapter 10
Palettes
MagicQ supports a comprehensive palette system for easy access to your favourite looks. When heads are patched, the console
automatically generates palettes for the patched heads.
There are four types of palettes corresponding to Intensity, Colour, Beam and Position. Each palette supports up to 1000 different
entries.
10.1
Using Palettes
To use a palette, select the heads you wish to apply the change to. Then open the required palette by selecting one of the Intensity,
Colour, Beam or Position Windows.
From within the window select a palette entry. That palette entry will be applied to all the selected heads.
In the Beam Window the first 5 soft buttons above the touch screen are used for selecting the Beam Page 1 to 5 the rest of the
soft buttons are used for selecting the palette entries.
Palette entries that contain data for the currently selected heads are shown in white. Palette entries that do not have any data for
the currently selected heads are shown in grey.
In the Colour Window the top soft buttons Col Norm, Col CMY, Col RGB and Col HSI determine how the colour mix encoder
wheels are used to modify the colour.
Col Mix is used to select between Palettes and the Lee, Rosco and Generic colour charts and also to select the colour mixing
rainbows.
10.2
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Recording Palettes
To record a palette entry, select the heads you wish to apply the change to. Then open the required palette by selecting one of the
Intensity, Colour, Beam or Position Windows.
Modify the attributes of the heads until you are happy with them. Then record the palette entry by pressing RECORD and then
selecting the palette entry in the window.
When you record a palette entry that has already been used in programming of Cues and Cue Stacks then the Cues and Cue
Stacks will be updated to reflect the changes. This is useful, for example, for touring shows that play many different venues.
If the Cues use positions from the Position palette, then each day it is only necessary to change the palette entries, rather than
having to re-record all the Cues.
When palettes are recorded, only the attributes appropriate to the palette are recorded. So when recording to the colour palette,
only colour attributes are stored. By default, the console records all the attributes appropriate to the palette, regardless of whether
you have adjusted them in the programmer.
Palette values are shown in the Output, Programmer and Cue windows by a small black rectangle in the bottom left corner.
10.2.1
You may wish only to record only certain attributes into a palette entry e.g. only the shutter attribute into the beam palette.
You can modify the way the console records palettes using masking in the Record Options window. Open the Record Options
Window when recording by holding SHIFT and pressing RECORD. Alternatively press the REC OPTIONS soft button in the
Programmer Window.
Press the REC INT, REC POS, REC COL, REC BEAM soft buttons to apply masking based on attribute type. Select attributes in
the window to apply masking based on individual attributes. For instance to store only the shutter attribute, press the SHUTTER
attribute.
In some circumstances you may wish to record other attributes into a palette e.g. intensity into a beam palette. Simply press
the appropriate buttons in the Record Options Window. The Palette entry shows I, P, C, B to indicate which attributes are stored
in the Palette.
Once the Palette entry is recorded the masking options are returned to their defaults. You can lock the mask so that it is not
returned to the defaults by pressing the LOCK MASK soft button in the Record Options Window.
10.2.2
By default when recording palette entries, changes are only made for selected heads. The modifications are merged with the
existing palette entries.
To ensure that all heads that have been changed are updated, press CTRL + ALL to select all heads in the programmer before
re-recording the palette entry.
It is possible to set the "Recording to Palettes" option to "All Heads in Programmer" to force all heads that are active in the
programmer to be updated in the palette rather than just the selected heads.
10.3
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Intensity Palettes
From v1.6.5.1 the Intensity window has been enhanced to have a View Palettes view similar to the Position, Colour and Beam
windows. Palettes can be recorded, moved, copied and removed and used within Cues just as with Position, Colour and Beam
palettes.
By default only Intensity parameters are recorded into the Intensity Palettes regardless of whether other attributes are in the
programmer. A record mask (SHIFT + RECORD) can be used to override which attributes are recorded.
The only difference with Intensity Palettes compared to Position, Colour and Beam palettes is that by default the record type is
set to all heads that have intensity in the Programmer being recorded into the Palette not just the selected heads. This avoids the
need to always select heads (e.g. by selecting the All Dimmers group) before recording an Intensity Palette. The record type can
be changed by pressing SHIFT RECORD and selecting RECORD TYPE.
To record intensity into a Colour, Beam or Position Palette hold SHIFT and press RECORD to open the Record Options Window
(as above) and select the REC INT soft button.
10.4
In normal operation heads with duplicated elements are treated as if there is only one element of each attribute. MagicQ automatically copies the output from the 1st element to the duplicated elements. This enables the head to be treated in a simple way
like any other head.
If you have element specific data in the Programmer then it will be recorded into a Palette during the normal Palette record
operation.
If you recall the palette without a duplicated element selection active, then it will only recall for the 1st element - so the duplicated
elements will be the same as the main element. If you sub select all duplicated elements before applying the palette then you can
recall the element specific data.
You can sub select all duplicated elements by doing e.g. .1 THRU 3 to sub select the 3 elements.
From v1.2.7.1 it is possible to store the duplicated element selection in Groups - so you could make a group with no duplicated
element selection and one with all duplicated elements selected.
To select all elements of duplicated heads.
1. > NEXT HEAD
OR
1. > @@
To go back to normal selection (i.e. no duplicated elements selected)
1. NEXT HEAD
OR
1. @@
10.5
Naming Palettes
A palette can be named when it is recorded by keying in the name before selecting the palette entry to record.
A palette can be named at any time by keying in the name, pressing SET and selecting the palette entry. If you are not using an
external keyboard the select the palette entry, press SET and enter the name on the on screen keyboard.
10.6
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Updating Palettes
A palette can be updated simply be selecting some heads, applying the palette and then re-recording the palette. Only the heads
that are selected when you re-record the palette will be modified in the palette - other heads recorded in the palette will not be
changed.
A complete palette can be edited using Include and Update. Press Include and then select the Palette entry to include the entire
palette into the programmer. The console automatically selects all the heads that are in the Palette entry. Modifications can then
be made in the programmer, and when complete pressing Update stores the changes back to the Palette.
10.7
Palette entries can be moved and copied just like any other window item.
When a palette entry is moved, programming follows the palette entry - i.e. if you have a Cue which uses a Colour palette entry,
then moving that Colour palette entry, will cause the Cue to be updated to continue to reference the palette entry.
10.8
You can delete an entire palette entry by using REMOVE as with any window item.
To remove specific attributes from a palette entry you can use the REC REMOVE record option. This works in a similar way to
the normal record mode except that where items in the programmer are normally merged into the palette entry, they are now
removed.
The MASK IPCB and MASK ATTRIB record options enable selection of which options are deleted as for normal recording of
palette entries.
For example, to remove the shutter attribute from a previously recorded beam palette entry; clear the programmer, select the
heads, and modify the shutter attribute only. Then press SHIFT and RECORD, and select the REC REMOVE and MASK
ATTRIB, Shutter record options. Then select the palette entry.
10.9
Linked Palettes
If you select a Palette and then record it as another Palette without changing any of the attributes then all the values in the new
Palette will be linked to the first Palette. Changing any of the attributes in the first Palette will change the attributes in the new
Palette. This is a linked Palette. MagicQ shows a L in the Palette entry to indicate a linked Palette.
When you change attributes using the encoder wheels or soft buttons then the Palette will contain hard values instead of links.
It is possible to unlink a Palette from the View Palette Window. Put the cursor on the Palette Entry you wish to unlink, press
VIEW PALETTE and then UNLINK.
Only one level of linking is allowed a Palette can link to another Palette, but it is not possible to link to further Palettes.
10.10
You can view the contents of a palette entry at any time by pressing the VIEW PALETTE soft button in the Colour, Beam and
Position windows. This opens the Palette View window and shows the contents of the palette entry that the cursor was on in the
Colour, Beam or Position Window.
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Note that the View Palette window shows the entire contents of the palette entry regardless of which heads are currently selected.
You can modify the contents of the palette entry by editing the values in the spread-sheet. You can remove values, entire heads,
or entire attributes from the palette entry using the REMOVE button.
The View Palette, View Used window can be used to determine how many times Palettes have been used within a show.
The View Palettes window shows whether Palettes are linked to other Palettes (highlighted in Red). There is a button to unlink
the specific Palettes or using SHIFT, to unlink all the Palettes of that type (Position, Colour or Beam). Unlinking removes links
within the Palettes to other Palettes it does not affect the links within Cues.
It is possible to step through the different Palettes using the Next Palette and Previous Palette buttons.
10.11
Palettes can be applied with a time by simply typing in a number of seconds before selecting the Palette - this is very useful for
quickly setting fade times when recording Cues or for busking in effects. In addition you can use FAN mode to quickly spread
different times across a number of heads.
For example, typing in 3 before selecting a position will cause a fade to the position over 3 seconds.
Typing 0 THRU 3 before selecting a position causes the heads to move to the position with a spread of 3 seconds - i.e. the first
head moves immediately whilst the last head takes 3 seconds.
To fan delays, rather than fade times, type delay / fade e.g. for 1 second fade but delayed from 0 to 3 seconds type 0 THRU 3 /
1 before selecting the palette.
A short-cut can be used to perform fanned delay/fades type a time followed by * before selecting the Palette to fan the fade
across the currently selected heads.
<time> *
<time> * /
<time> * +
<time> * <time> * \.
*
Applying Palettes with times and fanned times can be applied to all Palette types including Beam and Colour. For example to
perform a gradual fade from one colour to the next over all your colour mixing heads, select the heads, 0 THRU 5 before selecting
a colour palette entry.
You can modify the order that a fan is applied to heads by selecting the heads in the appropriate order - at any time you can invert
the order using the Selection soft button in the Group Window.
Whenever a Palette is selected with a time the times are stored in the programmer. This makes it very easy to build up Cues with
times. Simply select the Palettes you want with the required times and Record the Cue. The Cue will playback with the required
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times.
MagicQ v1.7.1.5 has a shortcut for symmetric fans from centre - for older versions hold ALL and select CENTRE OUT and then
hold FAN and select SEGMENTS 2.
10.11.1
Using FAN
You can set both delay and fade times in FAN mode by entering delay / fade. For example to move all your heads onto a position
in turn, type 2 / 2 before selecting the position.
Minimum fade times can be applied using the + operator, for example to perform a fade of between 2 and 6 seconds to a new
position on a group of heads enter FAN mode, type 2+4 and select the new position. The first head will fade over 2 seconds
whilst the last will fade over 6 seconds.
To use both minimum delay and fade times type, for example, 2+4/3+5. This gives delay times of between 2 and 6, and fade
times of between 3 and 8 seconds.
10.12
You can copy one or more palettes from the Position, Colour or Beam windows to a Playback (use SHIFT + cursor keys to select
multiple items). This enables quick generation of Cue Stacks based on your palettes.
The Cue Stack will include one Cue for every Palette selected. The Cues will contain values from the Palette for the currently
selected heads. Other attributes can be added using Record Merge.
If a Cue Stack already exists on the Playback, then the extra Cues are appended to the end of the Cue Stack.
Copying a Group to a Playback makes a Cue with Intensity at 100% for all the channels in the Group. Selecting multiple groups
using the cursor (SHIFT + cursor keys) and then copying to a Playback creates a multi step Cue Stack of intensities one Cue
step for each group. This is an easy way to create, for example an intensity chase of your different moving light groups or your
different par can colour groups.
10.13
You can select palettes from the keypad. Enable the Setup Option, Select channels in Beam, Col, Pos. To select a palette use:
COL 5 ENTER
BEAM 3 ENTER
Timed fades can be entered at the same time e.g. to apply colour palette 5 with a time of 4 seconds spread across all the selected
heads:
COL 5 / 4 * ENTER
It is possible to record, include and remove Palettes from the keypad:
RECORD GROUP <group number> ENTER
RECORD POS <palette entry> ENTER
RECORD COL<palette entry> ENTER
RECORD BEAM <palette entry> ENTER
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It is possible to merge Palettes from any previous show that uses the same type of heads - you can select the palettes from a
specific head or all the heads that match with your current show.
It is possible to select Position, Beam or Colour palettes, or combinations of the three attribute types.
To import the Palettes, press the LOAD PALETTES soft button in the View Palette window.
Alternatively from the Setup Window press the SHIFT + IMPORT SHOW soft button and select Palettes.
10.15
When palettes are recorded they become part of the show data and can be used during programming of the show. In the normal
mode of operation recording palettes does not affect the personality file. This ensures that changes you make for the purposes of
the show do not affect future shows.
However, it is sometimes necessary to update the personality file - either because the data in the personality file is incorrect, or
to add extra palettes entries to the personality. Pressing SHIFT when you select the palette entry to record, causes the changes to
be copied through into the personality.
When recording through into the personality file, the console takes the first selected head and copies the data associated with the
palette entry you selected into the personality file. If the palette entry is already in the personality file (i.e. there is a palette entry
with the same name as the one you selected) then that palette entry is replaced. Otherwise a new palette entry is created in the
file.
You can examine the personality file, by going into the Patch Window and pressing the Edit Head soft button. Then press the
Select Head button to choose the personality to examine.
10.16
You can program palettes by capturing real DMX data from another consoles. This provides a handy way of converting show
data from one console type to another, or to back up data from one console on another.
To capture real DMX data, first select the heads you are interested in. Then change to the appropriate Palette Window - Intensity,
Position, Colour or Beam. Press CTRL and RECORD then select a Palette entry this will load the DMX input data for the
selected heads into the programmer and record it into the specified Palette entry.
Alternatively use Include to get the data into the programmer and record the Palette entry in the normal way for recording palette
entries. Press CTRL and INCLUDE and then ENTER. This will include the DMX input data for the selected heads into the
programmer. The data can then be stored into a Palette in the usual way using RECORD.
You can grab all attributes of a moving head by changing to the Group window, pressing CTRL and INCLUDE, then ENTER.
10.17
Expanding Palettes
The Expand Palette function allows data in Cues to be expanded to use all attributes from a Palette. For example, consider a
show that is using fixtures with RGB colour mixing but now has been morphed to fixtures with extra colour wheels. The Cues
programmed into the show do not have the extra colour wheel info - they just have RGB attributes. With Expand Palette it is
possible to program the extra colour wheel attributes into the Palette and then expand the Palettes into all the Cues that use the
Palette.
In View Palettes, select the Expand Palette or SHIFT and Expand All Palettes soft button.
All programmed Cues that contain heads that use the Palette are expanded. Only heads that are already in the Cue, and that
have at least one attribute using the Palette are expanded - it does not affect heads that are not in the Cue or heads that have no
attributes from the Palette in the Cue.
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Heads that have some attributes in the Cue referencing the Palette but others using hard values, will convert the hard values to
use the values from the Palette.
Heads that have some attributes in the Cue referencing the Palette but others using other Palettes, will not change the attributes
that are using other Palettes.
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Chapter 11
FX Engine
11.1
Adding in FX
To apply a FX to some heads, select the heads then from the FX Window, Group Window, or Prog Window press the ADD FX
soft button.
MagicQ groups FX into the categories - Intensity, Position, Colour, Beam, Any Attribute, User and Old. MagicQ lists all of the
stored Waveform FX. Choose the Category and then the FX to apply.
The position category includes FX using the pan and tilt attributes:
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The Any Attribute folder contains FX that are not specific to particular attributes of the head these are marked with a * e.g.
Ramp, Sine and Cosine. When one of these is selected you are prompted for which attribute you wish to apply the FX to. For
instance you could program a circle using a Sine on the Pan attribute and a Cosine on the Tilt attribute. Alternatively you could
just use the circle FX!
You can apply multiple FX to a head, provided that the FX uses different attributes - e.g. you can mix a Pan Sine with a Tilt Sine.
Once you have chosen a FX you are returned to the Prog Window. Use the encoders to modify the parameters of the FX such as
the speed, size and spread between heads. By default FX size goes up to 255. Hold SHIFTuse the encoder to get sizes above 255.
The Prog Window provides a Simple and an Advanced View. The Simple View enables modifications of the FX as applied to all
heads. The Advanced View enables the parameters of the FX to be modified for each different head this, for example, enables
different sizes to be set for different heads.
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The FX Speed can be modified on encoder X. The soft button stops/starts the FX allowing it to be temporarily stopped.
The FX Crossfade can be set on encoder Y 0% is snap whilst 100% is complete crossfade. The soft button can be used to tap
to time the speed of the FX.
The FX Size can be modified on the encoder wheel D from 0% to 100%. Pressing SHIFT and turning the encoder wheel allows
the size to be oversized up to 800%. Pressing the soft button swaps between the chosen size and zero size. This allows an FX to
be temporarily taken out.
11.1.2
FX base values
By default FX are added to the current channel values - therefore it is important to ensure that the channel values are set correctly.
For example, to run a circle in the centre of a MAC500s pan and tilt range, it is necessary to set both pan and tilt to the centre
position (128) before adding the FX. Changing the channel values changes the point around which the FX is centred.
Similarly in order to run a 0% to 100% dimmer chase on HTP channels the channels should be set to 50% intensity and the FX
added.
Channel values and FX values do not have to be recorded onto the same playback. One playback can be used to set the centre
position of the FX and another to control the FX itself. The centre position can itself be part of a multi Cue Cue-Stack or a chase
thus a particular FX can itself be moved around.
If you wish to have a particular playback move heads to a particular position without a FX then record both the position and a
zero size FX on the playback. Recording a zero FX ensures any other playback running an FX for those heads is over-ridden.
You can add a zero size FX using SHIFT + ADD FX 0 SIZE soft button in the Group or FX windows.
11.1.3
FX add modes
It is possible to change the way that FX are added to the base values. In the FX View of the Prog Window and Cue Window there
is an add mode field. Page right to see this option. This determines how the FX in a Cue is added to the base values. There are
three choices; Normal, Plus and Minus.
Normal is as default i.e. a FX will apply both plus and minus of the base.
Plus adds the FX onto the top of the current base i.e. the level will never be less than the base.
Minus subtracts the FX from the current base i.e. the level will never be greater than the base.
Abs (absolute). MagicQ ignores the base value for the FX and simply outputs the FX value. This is useful for absolute position
FX and for colour change FX.
11.1.4
When a FX is applied to a group of heads, the spread determines how the FX is played back over all the heads. By default the
spread is even (100%) i.e. the same FX is applied to each head but offset so that each of the heads is at a different point in the
FX cycle. With even spread the heads are spread evenly round the cycle.
Setting the Spread to None (0) causes all of the heads to start at the same point in the cycle i.e. they all do exactly the same
thing. Choosing values between 0% and 100% enables different looks to be generated.
The FX Spread is the maximum offset between heads within the FX. FX Spread values greater than 100% are allowed.
The offsetting of the FX over heads can be further enhanced using FX Parts and FX Segments. FX parts and FX Segments have
no effect if FX Spread is 0.
The spread can be viewed in the Outputs Window, View Chans, View DMX, View Move window. This shows a 2D representation
of the pan and tilt values of each of the heads.
11.1.5
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FX Parts
This enables the FX cycle to be repeated across a number of heads. When FX parts is 0 the FX is offset across the total umber
of heads selected in the FX. Using Parts the FX can be offset so that, for example the FX can be offset (with FX parts = 3) such
that the FX is offset other the first 3 heads, and then the next 3 heads, the next 3 heads, and so on. . .
The FX part can have the values none, 2s, 3s etc. For example when set to 3s the FX will be played back spread over
the first 3 heads and then this will repeat over the remaining selected heads i.e. heads 1,4,7,10 will do the same thing, heads
2,5,8,11 will do the same thing. When a FX part is selected, the spread determines how the FX is spread across the 3 heads.
11.1.6
FX Segments
FX segments work together with FX Parts to enable easy control of the relative offsets of different heads within a FX. FX
Segments are the number of adjacent heads that have the same offset.
So for example consider 12 heads.
Table 11.1: 100% FX spread (no FX Parts or FX Segments)
1
2
3
4
5
6
7
8
9
10
11
12
0%
8%
16%
25%
33%
41%
50%
58%
66%
75%
83%
91%
0%
0%
16%
16%
33%
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33%
50%
50%
66%
66%
83%
83%
0%
0%
0%
25%
25%
25%
50%
50%
50%
75%
75%
75%
0%
50%
0%
50%
0%
50%
0%
50%
0%
50%
0%
50%
0%
0%
0%
50%
50%
50%
0%
0%
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11.1.7
0%
50%
50%
50%
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Invert Even/Odd
#-#-#-#
Invert Left Right
--##
##-Invert Right/Left
^^__
__^^
Consider a pulse 4 step FX Waveform on 4 heads:
Forward
___^
__^_
_^__
^___
Backward
^___
_^__
__^_
___^
Invert
^^^_
^^_^
^_^^
_^^^
For FX waveforms that have more than one attribute, the invert is applied only to first attribute of the FX waveform. This ensures
a simple mirror of movement FX such as circles etc. . .
11.1.8
Width
Waveform FX with one or two steps can have a Width parameter on Encoder C. The pulse, ramp, rampup, rampdown, sineup,
sinedown, dimmer chase and iris chase all have Width.
This enables the width of the FX to be altered without having to select different FX (e.g. pulse 2 step, pulse 3 step etc. . . ) When
set to 50% it is equivalent to a pulse 2 step. When set to close to 0% the pulse or ramp is very narrow, whilst at close to 100%
the pulse or ramp is very wide.
For example, consider a head with a ramp on Intensity with crossfade 100% and width set to 50%. The head will ramp up and
down between 0% and 100%. Changing to 25% will cause the head to stay at 0% for half the period and then ramp up to 100%
and back down to 0% for the other half of the period. Changing to 75% will cause the head to stay at 100% for half the period
and then ramp down to 0% and back up to 100% for the other half period.
11.1.9
FX fade times
FX can be configured to fade in and out rather than snapping in and out. The fade times are configured in the View Times view
of the Programmer Window and the Cue Window. In older versions of software they were available in the View FX view of these
windows (use the PAGE RIGHT button to move to the appropriate columns).
11.1.10
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FX delay times
MagicQ supports a FX Delay Type option for applying individual delay times to FX as well as base levels. When enabled, the
individual delay times for the base level of an attribute in a head will also apply to any incoming FX on that attribute. This allows
sweeping effects across large numbers of moving heads.
The delay FX option is configured in the Cue Window, View FX, Delay Type. Note you need to cursor right to see it. There is a
similar option in the Programmer Window if you want to set it before you record a Cue.
When set to "None" there is no delay - all the FX start to fade in at the start of the Cue.
When set to "Delay start" the FX will delay by the amount set for the individual attribute in View Times. If there are no delay
times for the individual attributes then there is no delay on the FX. After the delay for a particular head the FX will start as if it
was the start of the Cue - i.e. the offset will start from the position it would normally start from at the beginning of the Cue. The
final offset between the heads will be dependent on the delay time. Note that if you include a Cue with FX set to "Delay start"
into the programmer then it will look different as when Cues are included the delay times are ignored.
When set to "Delay size" this is like "Delay start" except that after the delay the FX is not restarted. Instead the size is faded in
and the offset is therefore exactly as it would have been if there was no delay. This means after all heads have delayed then the
final offsets between heads will be as if there had been no delay.
If you dont want to change the base level, then you just set it at the same levels as the previous Cue - but you add individual
delay times so that MagicQ delays both the start of the level change (could be no change) and the start of the FX.
MagicQ does not currently support FX Out Delay times.
Note that the FX In Delay and FX Out Delay times in the Cue Window and Programmer Window, View Times, Simple View
are not currently supported. To add FX delay times set Individual Delay times and configure the FX Delay Type in View FX to
"Delay Start" or "Delay Size" as above.
11.1.11
Initial spreads
If you are running multiple FX from within a Cue then you may wish to select an initial spread between the different FX.
Configure this from the Programmer Window and the Cue Window (use the PAGE RIGHT button to move to the appropriate
columns). Both a coarse and a fine spread can be configured.
11.1.12
The inbuilt colour FX are now designed to work on both CMY and RGB fixtures - these FX are set with the "Auto Invert RGB"
option set in the Waveform FX. This means that, for example, adding the RGB FX to a group of CMY and RGB fixtures will
cause all fixtures to change colour red, green, blue.
11.1.13
Flicker FX
MagicQ includes a number of FX designed to simulate flickers these can be used to simulate fires, candles and lightning. FX
speed, size and spread can be used to generate different effects. The flicker FX available are:
Flicker Random flicker above and below base level
Flicker up Random flicker above the base level
Flicker down Random flicker below the base level
Flicker sync Random flicker all heads in the FX synchronised together
Flicker crossfade Random flicker with random levels and random crossfades
11.1.14
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Multiple FX
It is possible to have multiple different FX on a head e.g. a circle on pan and tilt and a red green blue colour mix on the colour
mix attributes.
When viewing and editing multiple FX in the Programmer Window or Cue Window the encoders A,B,C,D,X and Y affect only
the FX that the cursor is placed over. Prior to v1.3.2.4 they always affected all FX in the Programmer/Cue. When a new FX is
added the encoders automatically default to controlling the parameters of the new FX.
If the cursor is placed in the All FX row at the top of the Window then these encoders affect all FX as per previous behaviour.
The E encoder can still be used to modify the individual parameter at the cursor location.
11.1.15
There is a function to split some heads out of a FX or to join similar FX together in the Programmer use SHIFT and the JOIN
FX and SPLIT FX soft buttons.
When Split FX is pressed the currently selected heads are moved out of the FX that they are in, into a separate FX. If the selected
heads are the only heads in the FX then no change is made to the FX.
When Join FX is pressed MagicQ analyses all the FX in the programmer and joins any similar FX of the same type together. The
speeds/sizes/offsets are retained until the enlarged FX are modified.
11.1.16
It is possible to change FX for a specific set of heads by first selecting the heads and then modifying the parameters in the FX
Window instead of in the Programmer Window. In the FX Window there are FX speed, size, crossfade and offset encoders. These
encoders apply changes to the FX of the currently selected heads. Note they affect all FX running on those heads so if the head
has a circle and a CMY colour FX then both will be changed. To change FX individually use the encoders in the Programmer
Window, FX View.
11.1.17
Changing FX
It is possible to change the type of FX running on a selection of heads from within the Programmer Window using the CHANGE
FX soft button. This enables a different FX to be selected, but with the speed, size and offsets remaining the same. The FX can
only be changed into compatible FX i.e. a circle can be changed into a square or diamond, but not into a RGB effect.
11.1.18
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FX Reordering
It is possible to reorder the heads in a FX without having to recreate the FX. Press the REORDER FX button in the Programmer,
View FX View. MagicQ prompts for the order, Normal, Reverse, Into Centre, Centre Out, Random. Normal will always return
them to head number order.
Note that if the current selection order is different to the one in the Cue then it will automatically use this as the new order rather
than prompting for an order.
11.1.19
Blocking FX
When the Setup option Programmer overrides FX is set then the Programmer automatically includes a Block FX option
this means that whenever a channel is in the programmer it has an implicit zero FX so that any FX running on the channel on
Playbacks is ignored. If the channel has a FX in the programmer then the FX will run as expected. This, for example, enables
the user to take control of a moving light and place it in a fixed position.
11.1.20
One Shot FX
MagicQ has support for one shot FX i.e. FX that play back only one cycle and then stop. There are two example one shot FX
in the FX library - PulseOne and RampOne. Custom waveform FX can be created and set as one shot in the FX parameters.
11.2
Generating user FX
It is possible to generate user FX by programming a chase and then converting it into a FX. The FX can then be applied to any
head with the required attributes.
For example, to create a new movement FX, create a position chase by recording the pan and tilt values for one or more heads.
Set the chase speed to the speed that you wish the FX to default to. If you wish the FX to snap (not fade) then set the chase
contrast to 0%.
Convert the chase into a FX by opening the Cue Stack window and pressing SHIFT and MAKE FX. If the chase only contains 1
attribute then you will be asked whether you wish the FX to always apply to the specified attribute, or to allow it to be applied to
any attribute. If the Cue Stack has more than 1 attribute in it, then the user is prompted to choose which attributes to use in the
Waveform FX.
If multiple heads are used in the chase then multiple heads will be generated in the FX this enables different heads in the FX to
do completely different FX. (For example, you could record a FX where 2 heads do a tilt and 2 heads do a pan)
To record a FX that can be applied to any attribute, choose 1 attribute only (e.g. dimmer) and create the chase using this attribute.
When you press MAKE FX, then select the Make FX apply to any attribute option.
Waveform FX support any number of attributes but it is recommended that only a small number of attributes are stored in
Waveform FX e.g. just position, colour mix or intensity. For more complex FX store the FX in the FX Window and save to a
FX Library.
Use Record Remove to remove unwanted attributes from entire Cue Stack.
11.3
Editing user FX
MagicQ includes a FX Editor which can be used to edit the Waveform FX. Note that changing the Waveform FX makes a
permanent change to the FX on the MagicQ system including all FX of that type used in the current show and on any new shows
made on that console. If users wish to edit the inbuilt Waveform FX then they should use Save As to save the FX as a different
FX name before editing.
All User FX are shown in the User category - only inbuilt FX are shown in the Intensity, Position, Colour and Beam categories.
All FX are stored in the FX folder as .wve files - MagicQ intelligently filters them into categories.
11.4
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Palette FX
Some of the inbuilt FX use Palette values rather than absolute values. This enables FX to be built up quickly from existing
Palettes. The FX are updated each time the Palette is changed.
Palettes can be chosen when the FX is applied rather than having to create new Waveform FX. Palette selection can be changed
directly in the Programmer, View FX and Cue , View FX windows. Changes of Palette selection are immediately updated in the
Output.
The inbuilt library of FX contains several Waveform FX that allow selection of Palettes - including 2col, 3col, 4col, 2pos, 3pos,
4pos, 2iris and 2focus.
For example, to make a FX that colour changes between yellow and magenta simply choose the 2col FX - then select the
"Yellow" palette, followed by the "Magenta" palette. Change the width parameter to vary the proportion of time spent on yellow
and magenta.
Note that MagicQ maps Red to Cyan, Green to Magenta and Blue to Yellow, so the 2col, 3col and 4col will work equally as well
for CMY heads as for RGB LED fixtures.
From v1.7.1.3 if palettes are moved in the Position, Colour or Beam windows then the reference in the FX will be modified to be
the new ID, so that the FX stays the same.
Users can create their own waveform FX using the FX Editor. To make a waveform FX that has selected palettes, set both the
"Use Palettes" and "Use FX Palettes" in the Edit FX, View General. The palettes in Edit FX, View Chans are then Palette indices
rather than Palette numbers - e.g. Col 1 refers to the first selected Palette when you apply the FX, Col 2 the second selected
Palette.
11.4.1
From v1.7.1.5 the Palette FX can be applied to heads even if the heads do not have all the attributes in the Palette FX. In previous
versions the heads had to have specific attributes - for example to run the 2col the head had to have Cyan, Magenta and Yellow
attributes - it could not be applied on heads with only colour wheels like Clay Paky Sharpys.
The 2col, 3col and 4col inbuilt FX have been modified to include all 8 colour attributes (Cyan, Magenta, Yellow, Col Mix, Col1,
Col2, Col3 and Col4) so that when these FX are chosen they will run on all the colour attributes that are stored in the chosen
Palette. This enables colour palette FX to be run over multi heads with different attributes - CMY, RGB, RGBA, RGBW etc. . .
The existing 2col, 3col and 4col inbuilt FX which used Cyan, Magenta and Yellow only have been renamed to 2cmy, 3cmy and
4cmy. These can be used to limit FX to CMY attributes only - no FX on colour wheel, colour correction, White or Amber.
This change only affects shows created in v1.7.1.5 or above, or shows where the FX were not previously used. Shows that have
been programmed using the old 2col, 3col and 4col FX will continue to operate as before on CMY data since the FX data is
stored within the show file.
11.5
FX colour flicks
MagicQ supports colour flicks - i.e. FX that apply a different colour over the base colour without mixing the colours - for example
running a red flick over a green base without mixing the red and green to get yellow.
The inbuilt FX library now includes Red, Green, Blue and White colour flicks. In addition there is a colflick FX where you select
the colour you want from a colour palette. The width parameter can be modified to change the width of the flick.
Users can create their own Waveform FX to perform complex colour flicks. In Edit FX, View General set the Default Add Type
to "Abs". In the Edit FX, View Chans set the curve to "Abs" for steps that you want to be absolute and to "Trans" for steps that
you want to be transparent (i.e. not affected by the FX - just the base level). The levels for steps set to "Trans" should be 0, or if
using Palette based FX then just set them to the first Palette selection (P1,C1,B1).
11.6
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It is possible to create FX that use any chosen colour rather than just primary colours a new example Colpulse.wve is included
as part of the standard FX library.
When the FX is created, the base level of the colour channel will be used to determine the colour that the FX will use. When the
FX is played back the base level is used in the FX itself rather than the FX adding to the base.
To create a new FX based on base colour, in the FX Edit Window, View General, set Use Col Base = Yes.
11.7
Group based FX
MagicQ supports FX based on groups. Multiple groups can be selected and than an FX applied to each of those groups rather
than to individual fixtures. This enables advanced FX over groups of fixtures. This has the advantage over parts and segments
that the groups can split the FX over different numbers of fixtures - e.g. 6 sports on the front truss, 4 on each of the sides, and 8
on the rear. It also has the advantage that if you add a fixture to the group then that fixture automatically becomes part of the FX
in all the Cues that use that FX.
If multiple groups are selected then when adding FX, MagicQ automatically requests whether the FX should be applied to the
the Groups or to the all the Heads.
FX can be added as a Group FX even if only one group is selected by using the ADD GROUP FX soft buttons in the Group
and FX windows. This has the benefit that if the members of the Group are changed then programmed Cues using the FX
automatically change to use the new members of the group.
Group FX and Palette FX can be used together to create FX that can be easily changed between different size rigs with only
minor changes to Groups and Palettes (from v1.7.1.5).
If groups are moved in the Group Window then the reference in the FX will be modified to be the new ID, so that the FX stays
the same (from v1.7.1.3).
As Group based FX contain channels not groups, it is not possible to carry out channel based edits on the FX such as merging
changes from the programmer or reordering the channels in the Group based FX.
11.7.1
Group FX Spread
From v1.7.1.5 the Spread of Group FX can be modified in the Prog Window, View FX and also once recorded in a Cue, in the
Cue, View FX Window using the "Group Spread" column. The options are:
Group
All chans
Within groups
Parts, Segments and Direction can be used in all "Group Spread" modes. When set to "Group" these will have limited effect
unless lots of groups are selected.
The "Within Groups" is particularly useful when running FX on Groups each with different numbers of heads - for example
consider a three truss system with 6 heads on the front truss, 5 on the mid and 4 on the rear with corresponding Groups - Front,
Mid and Back with 4,5 and 6 heads in each. Using "Within Groups" will run the FX synchronously across each truss.
11.8
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FX Window
FX can be recorded for re-use in multiple Cues when programming, or when busking live to quickly apply a complete FX over
multiple heads.
The FX Window enables the storage of FX and combinations of FX that are used regularly. The FX Window is opened by
pressing the FX button (formerly the ATTR button.)
Record FX into the FX Window in the normal way set up the FX in the programmer and then press RECORD. All of the
different FX currently in the programmer are stored including all of the size, speed and offset information. In addition, any base
levels for the channels that are controlled by the FX are also stored.
To recall the FX simply select some heads, and then select the FX from the FX Window. FX can be named, moved and copied
just like any windows items. FX can be played back on any head that supports the programmed attributes not just the heads the
FX was recorded with.
To edit FX you can include an FX into the programmer and then use Update.
Note that FX are actually stored as Cues you can see them in the Cue Store however there is no need to access them other
than through the FX window.
When you program new Cues using a FX selected from the FX window, a copy of the FX is made so that you can make
individual changes in the programmed Cue. Editing the FX in the FX window will not affect your programmed Cues only new
Cues programmed using the FX.
11.9
The FX in the FX Window can be stored to a FX library file so that the FX can be reloaded and reused in any MagicQ show. Use
the SAVE FX LIB to make a FX library file all the FX in the FX window are stored to the file. The FX are saved as generic FX
i.e. they can be played back on any type of head as long as it has the same attributes. Reload a FX library using the LOAD FX
LIB.
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Chapter 12
Programmer
The programmer is the function of MagicQ where show data is configured for recording. The programmer takes priority over
all playbacks. It can also be used during live running to override the outputs for example, for changing the colour or gobo of
intelligent heads.
MagicQ outputs any channels that are active in the programmer at highest priority i.e. they over-ride all other playbacks.
12.1
The Prog Window enables you to determine exactly what is in the programmer and how it is configured. Press PROG to open
the window. The programmer stores three types of data
Channel Levels
Channel Times
Channel FX
In the Prog Window there are three views, corresponding to the three types of data View Levels, View Times and View FX.
Use the three top left soft buttons to select the view.
In the Channel Times and Channel View windows you have a choice of a Simple View or an Advanced View. The Simple View
is sufficient for most programming it enables modifications of fade times on a per attribute type basis and modifications of each
programmed FX. The Advanced View enables fade times and FX parameters to be set up on a per channel basis.
In Levels View select Advanced View to view the raw values rather than the palette/range names.
The LED on the CLEAR button is illuminated when there is data in the programmer.
A second copy of the Programmer Window, the Programmer Info Window can be opened for displaying on an external monitor.
Press CTRL + Prog to open the Programmer Info Window.
12.2
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To clear the Programmer press CLEAR. All channels will be deactivated and all HTP channels will be set to zero.
Pressing SHIFT CLEAR clears the heads that you have currently selected. Use this to clear one or more heads without clearing
all heads from the programmer.
To clear the programmer over a period of time, type a number before pressing CLEAR, e.g. Press 5 CLEAR to clear the
programmer over 5 seconds.
To set all channels to default values use CTRL + CLEAR (supported from v1.7.2.1 and above).
It is possible to force all LTP channels to zero by using SHIFT + CTRL + CLEAR. (supported from v1.7.2.1 - in previous version
this was supported on CTRL + CLEAR).
12.3
After CLEAR has been pressed, the programmer is empty - i.e. there are no channels active in the programmer. When the level
of a dimmer channel or an attribute of an intelligent head is changed for the first time then it becomes active in the programmer.
For heads with multiple channels, there is a choice here as to how the other attributes of a head are affected by the activation of
one of the head attributes.
By default, if one attribute of a head is changed then only that attribute is activated - this is referred to as "Activation by Chan".
This can be modified in the Setup Window in the Activate chans/head option. When set to "head" then when one attribute of a
head is changed, all the attributes of the head are activated. For LTP channels the values of the attributes in the programmer are
set to the current output value. HTP channels will remain at zero.
MagicQ also supports IPCB, IPC and Col. These group similar parameters together, so for example if you touch a colour
attribute or the colour attributes are loaded into the programmer. IPCB means all Intensity, Position, Colour and Beam attributes
work in this way, whereas IPC only works on Intensity, Position and Colour attributes, not Beam attributes.
Performing a LOCATE activates all parameters. At any time all of the attributes of the selected heads can be forced into the
programmer by opening the Programmer Window, holding SHIFT and pressing ACTIVE.
12.4
Recording a Cue
The basic unit of storage on the console is the Cue, which stores
Level information
Timing information
FX information
This corresponds to the information in the programmer - recording a Cue is simply a matter of transferring what is in the
programmer into the Cue.
To record a Cue, first set up the look, then press RECORD and press the SELECT button of the Playback to record the Cue onto.
To name the Cue, key in the name before pressing RECORD. You can name a Cue that has already been recorded by keying in
the name, pressing SET and pressing the Select button for the Playback that the Cue was recorded onto.
To test the Cue, first clear the programmer by pressing CLEAR then raise the Playback fader or press the Playback FLASH
button.
When a Cue is recorded it is automatically added to the Cue Store - a list of all Cues stored in the show. The Cue will be given a
unique Cue Number (e.g. Q1). This enables the Cue to be re-used in future programming.
To view a recorded Cue, press the SELECT button for the Playback, and then press CUE to open the Cue Window.
The Cue Window is very similar to the Programmer Window - it has the same views for Levels, Timing and FX.
12.4.1
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Levels
All active channels in the programmer are transferred into the Cue. Thus if "Activation by Head" is in use then all the attributes
of activated heads will be stored.
If the channel level was set using a Palette, then that is also recorded so that the Cue can keep track of changes to the Palette.
When you subsequently change the Palette the changes will be reflected in the Cue.
12.4.2
Timing
The timing information in the programmer is copied into the Cue. Cue timing can be set up before or after the Cue is recorded.
Timing information for channels consists of two types:
General Times: stored for each type of attribute (Int In, Int Out, Position, Colour, Beam)
Individual Times: stored on an individual channel basis
All Cues have General Times whereas Individual Times are optional. When a Cue has Individual Times then these override the
General Times. Cues can have Individual Times set for only certain heads or attributes in this case Individual Times will be
used for those heads and attributes, whilst the General Times will be used for all other heads and attributes.
12.4.3
FX
The Cue stores FX information for each of the FX that is in the programmer.
12.5
It is possible to add Split Cue times (different times for different heads) both before a Cue is programmed in the Programmer
Window and afterwards in the Cue Window.
Split times can be added by playing back Palettes with time or by directly editing the Times in the Programmer or Cue Windows.
In both the Programmer and the Cue Window the View Times has two views View Simple and View Advanced. View Simple
is used for simple changes to times including entering split times across the selected heads. View Advanced is used for editing
attribute times for a particular head one by one.
12.5.1
View Simple
The View Simple shows both General Times and Individual Times. The General Times are the times that are applied by default
to attributes in the Cue i.e. if you do not specify any Individual Time for an attribute on a head then the General Times will be
used. The Individual Times lets you enter times for specific heads and for specific attributes.
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If you select some heads selected then the Individual Times will show you the times for those heads otherwise it will show times
for all heads in the Cue. If heads have different then the lowest and highest times are shown.
You can set split times in the Individual Times by selecting some heads and entering the shortest time followed by THRU and
then the longest time. For instance, if you enter 4 THRU 8 in the fade field then it will set a fade times from 4 seconds to 8
seconds across the selected heads. The order is determined by the current order within the selected heads you can change the
selection order from the Group Window.
Using the Next Head, Prev Head displays the times for individual heads so you can step through each of the heads in turn to see
their times. Use All to get back to the summary for all selected heads.
It is possible to set individual times on a per attribute view but you must have some heads selected for this to work.
Use Remove to remove delay and fade times from heads the times will be removed and MagicQ will use the General Times for
these heads.
12.5.1.1
Fade Type
It is possible to specify the fade type in both the Programmer Window, View Times and Cue Window, View Times.
Default fades according to Instant attribute in Personality
Fade always fades
Snap at start always snaps at beginning of fade
Snap at end always snaps at end of fade
Damped - fades using a damped fade curve - starts slowly, speeds up, slows down
Slow start - starts slowly, finishes fast
Slow end - starts fast, finishes slowly
Fade types can be set for individual attributes or for attribute types such as Intensity, Position, Colour, Beam.
Note that as per individual delay and fade times, the fade type is only adjustable for attributes that are in the Programmer / Cue.
12.5.2
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View Advanced
In the View Advanced you can set delay and fade times on a per head and per attribute basis one at a time. It is also possible to
set multiple heads and multiple attributes by highlighting multiple items using SHIFT and the cursor keys. To fan times across
heads use Simple View.
12.6
To Record to a specific Cue Id in a Cue Stack, enter the Cue Id number on the keypad before you press RECORD and select the
Playback S button.
It is also possible when the Setup option Select Heads and Palettes from keypad is set to record Cues using only the keypad.
Press Record + Enter to record directly to the currently selected Playback. You can record to a specific Cue Id on the currently
selected playback by entering a number and pressing Record + Enter.
You can record to a specific Cue Id and Playback by entering the Playback number followed by /, followed by the Cue Id and
pressing Record + Enter.
For example 6/2.0 ENTER records to Playback 6, Cue Id 2.0.
12.7
Snapshot Icons
MagicQ stores Snapshot images of the Visualisation, Media or Pixel Mapping output when recording Cues and Palettes enabling
easy identification of the contents of Cues and Palettes. MagicQ grabs Snapshots directly from MagicVis and MagicHD. MagicQ
can also grab Snapshots from Capture using CITP and from MSEX compliant Media Servers. Snapshots are stored into extended
show files which can be transferred between consoles.
MagicQ will only store snapshot icons when the relevant Visualiser / Media Server is active and connected.
12.8
Record Options
Record options can be accessed when recording by pressing SHIFT and RECORD or at any time using the REC OPTIONS soft
button in the Programmer Window.
12.8.1
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12.8.2
Masking
The console supports comprehensive masking facilities to enable the operator to select which attributes are recorded from the
programmer into Cues.
By default there is no masking applied - all channels in the programmer are recorded into Cues. Two types of masking can be
applied - masking by attribute type and masking by attribute.
Masking by attribute type enables the operator to select which of the intensity, position, colour and beam attribute types is
recorded. Press the REC INT, REC POS, REC COL and REC BEAM soft buttons to select the attribute types to be recorded.
Select attributes in the Record Options Window to select to record individual attributes into the Cue.
Select Entire State to record all the values in the Programmer regardless of whether they have been changed since the last Cue
was record this forces a blocking Cue to be recorded with hard values. Use ALL + RECORD as a shortcut to select Entire
State.
The Status Display indicates when any masking is active. Masking is cleared once a Cue is recorded - this can be prevented by
pressing the LOCK MASK soft button in the Record Options Window.
The Record Option Window displays individual attribute names based on the currently selected head so that it is easy to recognise
the attributes to select. If no heads are currently selected then it uses the first active head in the programmer.
Masking can be selected quickly by holding Intensity, Position, Beam or Colour and pressing RECORD for recording only the
selected attributes.
12.8.3
Options
The console supports several additional options for recording Cues. These include recording all the channels from heads regardless of whether they are active in the programmer and recording only heads that are currently selected. Press the REC OPTIONS
soft button and select an option.
Record options return to the defaults once a Cue is recorded.
12.9
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Active
MagicQ has an Active function for loading attributes into the programmer at their current value. This can be used to ensure that
the programmer contains all the attributes of the selected heads, or to add in individual attributes to the programmer.
To make individual attributes active in the programmer, hold SET and press the soft button associated with the attribute in the
Intensity, Position, Colour, Beam windows.
It is also possible to make active entire Intensity, Position, Colour or Beam attributes by holding Position, Colour or Beam or
Intensity and pressing SET.
To make all the attributes of a group of heads active, first select the heads you want to control, then hold * and press SET.
Alternatively in the Programmer Window press SHIFT and select ACTIVE.
12.10
12.10.1
12.10.2
It is also possible to remove attributes from the programmer by editing the spread sheet view in the Programmer Window.
Select the item (s) with the cursor that you wish to remove from the programmer and then press the REMOVE soft button.
For example, to remove the iris attributes for all heads in the programmer:
Select VIEW LEVELS in the Prog View.
Select the entire Iris column (move to the top, hold SHIFT and press END)
Press the REMOVE ATTR soft button.
To remove, all of the attributes of MAC500 head numbers 2 and 3 from the programmer:
Select VIEW LEVELS in the Prog View.
Move the cursor to the Head Name column.
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Select MAC500s 2 and 3 (move to the row for number 2, hold SHIFT, move to row for number 3)
Press the REMOVE HEAD soft button.
To remove, the FX for head number 2:
Select VIEW LEVELS in the Prog View.
Select ADV VIEW.
Move the cursor to the Head Name column for Mac number 2.
Press the REMOVE HEAD FX soft button.
12.11
Channels in the programmer can be set to have hard values instead of palette values. This function can be accessed in the
Programmer Window, View Levels with SHIFT + MAKE HARD. All attributes of the currently selected heads that are active in
the programmer are made hard (non palette) values. If no heads are selected then all heads in the programmer are affected.
Keyboard shortcuts are also available by holding POS, COL, BEAM, * or one of the attribute soft buttons and pressing INC.
This operates in a similar way to making channels active using SET, knocking out channels using REMOVE or partial locating
channels with LOCATE.
To make channels hard in the the programmer.
Select the heads you wish to remove attributes from. If no heads are selected then all active heads in the programmer are
affected.
Then choose one of the following methods
Hold INCLUDE and press All, Position, Colour, Beam. This the Intensity, Position, Colour or Beam attributes hard.
Hold INCLUDE and turn an encoder wheel or press the soft button in the Beam, Colour, Position or Group windows the
specified attribute will be made a hard value.
Hold All, Position, Colour or Beam and press INCLUDE. This makes all of the Intensity, Position, Colour or Beam attributes
hard values.
Hold a soft button in the Beam, Colour, Position or Group windows and press INCLUDE. Channels of the specified attribute
will be made hard.
Hold * and press INCLUDE to set all attributes of the selected heads hard values.
12.12
You can copy between heads using the keypad. To copy the head data, select some heads from the keypad, press COPY and then
enter the destination heads. For example, to copy from heads 1 to 2 to heads 5 to 8
1 THRU 2 COPY 5 THRU 8 ENTER
MagicQ also supports the @ Syntax.
COPY 1 THRU 2 @ 5 THRU 8 ENTER
It is not necessary to have the same number of source heads as destination heads. Each of the source heads is used in turn to copy
data to the destination heads.
If the source head is using a palette for an attribute then the destination head automatically also uses the palette - but uses its
value from the palette, not the value from the source head.
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Copying head data can be used to copy data between different types of head. If the source head is not using a palette then MagicQ
will try to match range information - for example if the source head has a random strobe in the shutter channel then MagicQ will
try to find a random strobe in the shutter channel of the destination head. If no range match can be found then MagicQ simply
uses the hard value from the source head.
In 1.6.7.4 a setting has been added to determine whether copying of heads in the programmer is limited to the attributes that
are in the programmer or whether it includes attributes that are active on playbacks. The setting is in Setup, View Settings, Cue
Storage, Copy Heads Mode. Note that in v1.6.6.9 to 1.6.7.3 MagicQ always copied from both programmer and active playbacks.
Prior to v1.6.6.9 only attributes in the programmer were copied.
Fade times will only be copied if the source head has level data in the programmer. FX data will only be copied between heads
where the source head has FX data in the programmer.
Selected attributes can be copied rather than the entire head, by using SHIFT + COPY instead of COPY and setting the attribute
mask. A shortcut to copy just one attribute type is to hold the attribute type button and press COPY - e.g. to copy just colour,
hold COLOUR and press COPY.
COPY GROUP 1 @ 2 ENTER will copy head data from heads in Group 1 to heads in Group 2.
You can copy from the current selection to other heads by using the COPY @ syntax, e.g. to copy from currently selected heads
to heads 1 and 2:
COPY @ 1 THRU 2 ENTER.
Copying head data in this way respects sub selection on the source - so when sub selection is active then it will only copy from
heads that are sub selected not from all heads that are selected.
12.13
Blind programming
A show can be programmed without affecting the state of the outputs using blind programming mode. In this mode the programmer will operate as normal (with the current levels being displayed in the Prog Window) but the contents of the programmer will
not be output.
Enter and exit blind mode by pressing the BLIND button. The button illuminates to indicate blind mode is active and BLIND is
indicated in the status display.
Blind mode is also useful during playback for busking in FX. For example you might wish to set up a FX on some moving heads
using blind mode configuring the speed and size before you make it live.
You can enter and exit blind mode with times. For example, press 10 BLIND to enter blind mode over 10 seconds.
12.14
It is possible to park (freeze) channels using the PARK soft button in the Group Window. Press SHIFT + PARK to unpark
channels.
All attributes of selected heads that are in the programmer are parked/unparked. To make all the attributes of the selected heads
active, go to the Programmer Window and press SHIFT and ACTIVE.
Parking persists over shutdowns and resets. Parking information is stored in the show file.
Parking forces HTP values to the parked value regardless of other playbacks (In Group window, SHIFT + ACTIVE).
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Chapter 13
Outputs Windows
On MagicQ you can view the Outputs in many different ways. MagicQ supports up to 4 different Output Windows. This allows
four different output views to be viewed simultaneously.
Press the Out button to open the main Output Window. Press 2 and then Out to open the second Output Window, 3 + Out for
Output Window 3 and 4 + Out for Output Window 4. The 2nd Output Window the Output Info Window can also be opened by
pressing CTRL + OUT.
In the Outputs Window, just as in the Programmer Window and Palette View Window there is auto ordering of heads. MagicQ
orders the heads according to the selection order. When no heads are selected the order is the normal head order. Auto ordering
can be turned off in the Setup Window under Windows, Auto Row ordering.
The Outputs Window has many different views press the soft buttons on the top left hand side to change the views.
13.1
Heads View
The Heads View shows information for all of the heads patched in the show - press the VIEW HEADS soft button.
The sort order of the heads is as chosen in the Patch Window, Sort Head. If the Setup option, View Settings, Windows, Auto
Row Ordering is set to "yes" then the sort order is modified to show the currently selected heads at the top.
The Output values shown are the values calculated internally in MagicQ BEFORE any patch adjustments are made such as
dimmer curves, offsets, inverts, merges, min and max and vdims.
You can request only information for certain heads to be shown by using the PROG ONLY, SEL ONLY and SEL PB soft buttons.
These show respectively, heads that are active in the programmer, selected heads, and heads in the current cue on the selected
playback.
You can choose what information is shown for the heads using the VIEW VALS, VIEW RAW and VIEW PLAYBACK and
VIEW CUE IDS soft buttons. VIEW VALS shows the values including range and palette names. VIEW RAW shows the
numeric values. VIEW PLAYBACKS shows which Playback is controlling the attribute and VIEW CUE IDS shows which Cue
ID in a Playback is controlling the attribute.
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13.2
Intensity View
The Intensity View shows just intensity information for the patched heads enabling a large number of heads to be shown within
the window. Press the VIEW CHANS and VIEW INT soft buttons. Intensity level is shown as a percentage (%).
The sort order of the heads is as chosen in the Patch Window, Sort Head. If the Setup option, View Settings, Windows, Auto
Row Ordering is set to "yes" then the sort order is modified to show the currently selected heads at the top.
The Output values shown are the values calculated internally in MagicQ BEFORE any patch adjustments are made such as
dimmer curves, offsets, inverts, merges, min and max and vdims.
Use the VIEW HORIZ soft button to change whether heads are shown horizontally or vertically.
The VIEW NAMES soft button allows names to be shown. Deselect this option if you wish to maximise the number of heads
shown in this window or you wish to have a more traditional theatre channel list view.
The VIEW COLS soft buttons allows colours to show the state of the channel.
Red
Cyan
Green
White
Magenta
In programmer
Increasing value
Decreasing value
Static value controlled by Playback/Cue
Tracked value
13.3
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The DMX Channels View shows the actual values that are being output on the DMX or on the network. Press the VIEW CHANS,
VIEW DMX and VIEW VALS soft buttons. Note that these values are the real output values if the output is enabled then these
values will be the values transmitted in the DMX packets on the wire. Inversions, merging, and all other modifications are made
to the values before they are displayed in this Window.
Intensity channels are shown in red, position in green, colour in purple and beam in yellow. Channels that are not patched are
shown in grey.
Use the VIEW INPUTS / VIEW OUTPUTS soft buttons to view the DMX / network values that are being received rather than
the ones being transmitted.
When viewing the Inputs it is possible to select the VIEW MIN MAX soft button to show the maximum values received.
Deselecting the VIEW MIN MAX resets the view.
VIEW ARTNET changes to a view of the first 256 Art-Net universes with a count of the number of Art-Net packets being
received on each universe per second. From v1.7.1.3, counts in red show an Art-Net universe where there is a conflict from 2 or
more consoles.
13.4
Movement View
Press the VIEW CHANS, VIEW DMX and VIEW MOVE soft buttons for movement view.
The movement view shows the relative positions of heads in terms of pan and tilt range on a 2D map. It also shows the current
colour of the heads. This enables previewing of FX and relative positions without the lighting rig. Press the VIEW CHANS,
VIEW DMX, VIEW MOVE soft buttons.
13.5
Chart View
Press the VIEW CHANS, VIEW DMX and VIEW CHART soft buttons for chart view.
In this view whole universes of DMX are shown in a graphical format. Use Encoder A to change the starting universe.
Press VIEW INPUTS to view the DMX inputs to the console instead of the outputs.
13.6
Plan View
Plan View enables 2D plans of the stage rig constructed and viewed. It also enables grids of LED or dimmers to be created for
use with the in-built pixel mapping (Bitmap FX) engine. Press the VIEW PLAN soft button.
13.6.1
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It is possible to create a rig plan in the Outputs window, so that you can easily identify the levels and colours of your moving
lights based on their position in the lighting rig. The model of the rig in MagicQ consists of a grid - each cell can be assigned to
a particular head number.
In the Outputs Window, select View Plan. Then select View Grid and View Hd Nos. Press Grid Size and enter a matrix size for
your lighting rig e.g. 30/20 gives a 30 by 20 grid.
A grid is now displayed. In each of the boxes enter the head number of the head that you wish to be represented in this box. In
order to make best use of this feature all heads should have unique numbers.
The grid can be zoomed on encoder E.
13.6.2
You can use SHIFT or CTRL and the cursor keys to cursor select a number of items and set a sequence of head numbers starting
from the entered head number. The order of the cursor selection determines how the items are ordered - for example, cursor
selecting an area from bottom right to bottom left and then to top left will cause the heads to be number from bottom right to top
left starting horizontally.
Note that it is not necessary to have a head number assigned to every cell in the grid cells can be blank. This enables the lights
to be positioned in the grid in a corresponding way to how the heads are positioned on the rig.
To remove a head number from a cell, press REMOVE and select the cell. Move and Copy can also be used to quickly move or
copy one or more cells.
13.6.3
You can use the INSERT HEADS button to insert the currently selected heads into the grid. The heads are placed in order of
head number. If no heads are selected then all heads from the patch are inserted.
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The Insert Heads soft button has the options Horiz, Vert, Dup Ele (Horiz), Dup Ele (Vert), 3D and and Col Web.
Horiz, Vert insert into the Grid in the horizontal or vertical direction. Multi element heads will be inserted into separate grid
cells according to the width and height specifiers in the personality and using the shape from the personality to determine the
orientation of the multiple elements. Duplicate element heads will be inserted as a single cell.
Dup Ele (Horiz) and Dup Ele (vert) are used to insert all the elements of a Duplicated Element head into the grid as separate cells.
The duplicated elements will be inserted into separate grid cells according to the width and height specifiers in the personality
and using the shape from the personality to determine the orientation of the duplicated elements.
Note that Horiz and Vert refer to the relationship between separate heads, not the orientation of the multi elements or duplicated
elements within a head. To rotate a multi element or a duplicated element head to an orientation that is different to that specified
in the personality, use the Output Multi Head Support below.
3D is used for inserting for 3D pixel mapping in the 3rd dimension - only multi element heads can be inserted in 3D.
Col Web is for inserted Col Web only.
13.6.4
The Output Grids supports manipulation of multi element heads and duplicated heads as complete objects. Multi Head mode is
enabled on soft button D.
In Multi Head mode, MagicQ automatically keeps tracks of the elements of the the multi element or duplicated heads, adjusting
them each time the head is inserted, moved or rotated in the Grid.
Setting Multi Head "off" will change back to each element operating independently as in previous versions of software.
13.6.5
Press View Colours to view the outputs of your rig. When a head has a level greater than 0% the box starts to get filled until at
100% it is completely filled. The colour of the lamp is also indicated.
Pressing SHIFT + VIEW HD+INT shows both the head number and the current intensity.
Pressing SHIFT + VIEW CUE shows the contents of the current Cue instead of the Output. The current Cue is the Cue that is
showing in the Cue Window - which normally is the active Cue on the currently selected Playback - unless the Cue Window has
been locked to a specific Cue in a Cue Stack.
13.6.6
Heads can be selected from the plan view and then their parameters changed by pressing and holding the Group, Position, Colour
or Beam buttons. When the programmer setting Highlight defaults beam and colour is enabled, any heads selected will have
their dimmer set to 100% in open white.
When the Outputs Plan view is used as a stage plan it is possible to select multiple heads in a row or column by clicking on blank
spaces in the grid.
Clicking on a blank space at the top edge of the grid will select/deselect heads in the whole column depending on the current
selection state of the heads.
Clicking on a blank space on the left edge of the grid will select/deselect heads in the whole row depending on the current
selection state of the heads.
Clicking on a blank space at the bottom edge of the grid will select the whole column regardless of the current state of selection
of the heads.
Clicking on a blank space at the right edge of the grid will deselect the whole row regardless of the current state of selection of
the heads.
Clicking within the grid on a blank space that is adjacent to a head will have the same effect as above but only for all the heads
directly adjacent to each other. As it is possible that the blank space that is clicked on may have more than one adjacent head, the
priority is left, top, right, bottom.
For other plans where head numbers are packed into the grid with no blank spaces e.g. LED arrays, it is still possible to use
this method but the grid must have blank spaces around the edges of the grid.
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Chapter 14
Editing Cues
14.1
A programmed Cue can be included back into the Programmer so that the information can be used to program further Cues.
When a Cue is included all the level, timing and FX information is loaded. The only exception is if the Programmer already
contains FX information for the heads - in this case the FX information from the Cue is ignored.
Cues can be included directly from Playbacks - the current Cue in the Cue Stack is included. Cues can also be included from the
Cue Stack, Cue and Cue Store Windows.
Including of Cues is an easy way to edit Cues. You can also use the Record Options to specify that only part of the Cue should
be included into the programmer for example only selected heads or only certain attributes. Press SHIFT and INCLUDE to get
the options.
Masking can be selected quickly by holding Intensity, Position, Beam or Colour and pressing INCLUDE for including only the
selected attributes.
By default only the data recorded into the specified Cue is included into the programmer. Use the Entire State option when
including Cues into the programmer to include the whole tracking state of a Cue. The short cue ALL + INCLUDE can be used
to select Entire State.
When Cues are included into the Programmer then the channels from the Cue are automatically selected if the Setup option
Select Heads on Include is set. At any time, CTRL + ALL selects all heads in the programmer.
14.1.1
By default Include loads the Cue into the programmer at 100%. It is possible to modify this action using the keypad to use
selected levels.
To include a Playback or Cue at a particular level (e.g. 40%), press INCLUDE, type @ 40 and select the Playback or Cue to
include.
To include a playback at its current level press INCLUDE, type @ and press the Select button of the playback.
14.1.2
Snapshot
The Snapshot function enables the complete current output to be loaded into the programmer and hence recorded into a Cue.
This function takes the Cues running on all active playbacks and includes them into the programmer based on the level of the
fader. Both channel information and FX information is included into the programmer.
To snapshot the current output, open the Programmer Window and press the Snapshot soft button.
There is a shortcut for recording a complete snapshot - hold THRU and press REC.
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Cues can be edited using INCLUDE and UPDATE. This includes the Cue data into the programmer where it can then be changed,
before it is saved back to the Cue using Update.
First, clear the Programmer, then include the required Cue back into the Programmer. Modify the required values in the Programmer and then use Update to re-record the Cue.
You can include multiple Cues into the programmer. When you press UPDATE, the last Cue that you included will be modified.
The Status Display shows which Cue was the last one to be Included.
14.3
You can quickly and easily merge the contents of the programmer into the current Cue on a Playback by holding the S button for
the playback and pressing REC. The programmer is merged into the current Cue on the Playback.
To merge into a specific Cue on a Playback, hold + and REC to select Record Merge and then type the Cue ID on the keypad
before pressing the S button for the Playback.
14.4
Changes can be made to multiple Cues using the REC MERGE and REC REMOVE record options to specify a change in the
programmer which is then merged with or removed from a number of Cues.
There are some short-cuts for selecting RECORD MERGE and RECORD REMOVE
Hold + and press REC for REC MERGE
Hold - and press REC for REC REMOVE
14.4.1
MagicQ supports record merging / record removing to a range of cues using the keypad for example, to merge into Cue ids 2
through 4:
RECORD MERGE 2 THRU 4 S
This function also works for the shortcuts e.g. holding S and then typing a range of Cue Ids before pressing RECORD.
Both the THRU and the + and operators are supported.
14.4.2
To remove all the pan and tilt information for a group of heads from all the Cues in a Cue Stack on a particular playback.
Clear the programmer.
Select the heads and modify the pan and tilt attributes.
Open the Cue Stack Window and select the playback with the Cue Stack to modify.
In the Cue Window, use cursor keys to select all the Cues (PG LEFT, HOME, SHIFT+END).
Press SHIFT + RECORD and select REC REMOVE record option.
Press ENTER.
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MagicQ supports a function for easy updating of Cues and Palettes without first Including the Cues and Palettes. This is useful
when making modifications to a pre-programmed show.
When you press Update (when not in Include Mode) a list of all the Palettes and Cues that have been over-riden is shown. You
can then choose which of the Palettes and Cues to update by selecting from the select box. One you have finished your selection
press the Done button. You can press Cancel at any point to cancel the Update.
When using a tracking Cue Stack, MagicQ will show all the Cues that have been overriden in the Stack hence you can make
an update even if the attributes were used in a previous Cue on that Cue Stack.
Pressing SHIFT + UPDATE forces an update using the above method even if a Cue was previously included.
14.6
To add or change the intensity of heads (or dimmer channels) recorded into a Cue on a Playback without using the programmer,
press and hold the SELECT button of the Playback with the Cue to be modified. Then use the keypad to adjust the intensity
channels e.g. typing 1 THRU 4 @ FULL will add channels 1 to 4 at FULL into the current Cue on the Playback. The change
is immediate and permanent. The programmer is not affected.
Setting intensities in a Cue can be absolute - e.g. setting some heads to 50% - or relative, e.g. setting some heads +10% where
they are already used.
To remove a level from the current Cue on a Cue Stack hold the S button and set the channel at the special level . .
For example, whilst holding S type
1 @ FULL Sets head 1 to FULL in current cue on Playback with S held 1 @ +10 Adjusts head 1 intensity +10% in current cue
on Playback with S held 1 @ FULL THRU Sets head 1 to FULL in all cues on Playback with S held 1 @ +10 THRU Adjusts
head 1 intensity +10% in all cues on Playback with S held 1 @ .. THRU Removes head 1 intensity in all cues on Playback with
S held
Note that in order to use THRU at the end of the syntax line to select all Cues in the Playback the Setup option, View Setup,
View Settings, Keypad, Auto Enter on Intensity Set, must be set to No.
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Chapter 15
Cue Stacks
MagicQ stores sequence of Cues as Cue Stacks. Cue Stacks keep track of the order of the cues and the options for how they are
played back. A Cue Stack may have only one Cue associated with it or may have a whole list of Cues.
When you record a Cue onto a Playback, MagicQ automatically generates a Cue Stack. MagicQ adds the Cue Stack to the Stack
Store. The Stack Store is a list of all Cue Stacks stored in the show. The Cue Stack will be given a unique Cue Stack Number
(e.g. CS1). This enables the Cue Stack to be re-used in future programming.
If a Playback already has a Cue Stack stored on it, then by default the new Cue will be added to the end of the Cue Stack.
However if you key in a Cue Id before pressing RECORD then the Cue will be inserted into the Cue Stack in the appropriate
place.
To view a Cue Stack, press the SELECT button of the Playback and then CUE STACK to open the Cue Stack Window. Alternatively double click the SELECT button of the Playback.
15.1
The Cue Stack Window shows details of all the Cues in the Cue Stack including their names, numbers and timing information.
The fields can be edited in a similar way to the Prog Window and Patch Windows.
The status field indicates the current status of the Cue in the Cue Stack. If the Cue is active (i.e. it is in the process of execution)
then the field indicates a % complete and the entire cue is coloured red.
Each Cue within a Cue Stack has a Cue Id (e.g. 1.0). This value is specific to the Cue Stack and is used for tying up Cues with a
script in theatre style playback. It is distinct from the Cue Number (e.g. Q1) used to identify the Cue in the Cue Store.
Each Cue also has some text associated with it. This text enables easy recognition of the contents of the Cue when the Cue
Stack is played back. This text is displayed above the main Playbacks. It can also be displayed on the displays above the Wing
Playbacks.
Soft button A can be used to select different views. The different view modes show the columns in different orders. View modes
include Default, Info, Macro and Tracking and Media.
It is possible to open two cue stack windows on MagicQ systems. To open a second cue stack window using CNTRL + Cue
Stack window button. The Choose Cue stack soft button inside the window can be used to lock a cue stack window to a particular
stack.
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Chase Timing
When you record more than one Cue onto a Cue Stack, the Cue Stack behaviour kicks in to control the transition from one Cue
to another. By default the Cue Stack operates like a chase - i.e. each Cue is executed in turn, with timing being handled by a
Chase Speed for the whole Cue Stack.
The timing mode can be changed, so that the Cues play back in a theatre style using the GO / STOP buttons, by pressing the
CUE TIMING and CHASE TIMING soft buttons in the Cue Stack View Options Window to modify the timing mode.
15.3
Cue Timing
When using Cue Timing, the timing of each cue is determined by individual Wait, Delay and Fade times for each Cue in the Cue
Stack. The MagicQ can execute multiple Cues at one time - for example a Cue Stack could have one Cue that fades in MAC500s
in green whilst another Cue fades in HPEs in red.
The Wait time affects when execution of the Cue is started. The Delay and Fade times affect how each individual Cue is
executed. The Wait time can be set to "Follow" - in this case the Cue is executed when the last Cue finishes - i.e. Cues are
executed sequentially.
Each Cue has a Next Cue - by default this is set up to be the following Cue in the Cue Stack. You can change the Next Cue to be
any of the Cues in the Cue Stack. This enables loops and sequences to be set up.
The Next Cue for the last Cue in the Cue Stack defaults to being the first Cue in the Cue Stack.
15.3.1
To illustrate the above Cue Timing consider a Cue Stack with three Cues. When the Cue Stack starts executing it executes the
first Cue using its Delay and Fade times.
As soon as the first Cue has been started (regardless of whether the first Cue is in a Delay, Fade or Complete stage) the next Cue
in the Cue Stack will be examined to determined its Wait time.
If the Halt field on the next Cue is set, then the Cue Stack waits for Go to be pressed before starting the next Cue otherwise it
executes the next Cue using its Fade and Delay time. The picture below shows 3 Cues each set to follow the previous Cue but
with Halt set to Yes.
If the Wait time on the next Cue is set to Follow then the Cue Stack will wait until the first Cue has completely finished fading
(i.e. all channels have reached their final values) before starting the next Cue.
If the Wait time on the next Cue is set to a time then the Cue Stack waits that time before executing the next Cue. This time is
completely independent of the first cue the first cue may still be in Delay or Fade and will continue until the Fade completes.
If you enter a wait time in the Wait field MagicQ automatically changes the Halt field to No so that the
Cue executes after the specified Wait time. The picture below shows Cues 2.00 and 3.00 automatically running 1 second and 2
seconds after Cue 1.00.
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This field determines whether MagicQ waits for the user to press GO before executing the next Cue. It can also be use to setup
Cue triggers from the remote interface, Scheduled events or timecode.
Pressing ENTER only toggles between Yes and No. To get the advanced options, such as Timecode, Scheduled or Remote either
double click the field or press SHIFT + ENTER.
15.3.3
The Delay and Fade times shown in the Cue Stack Window are properties of the Cue whilst the Wait time is a property of the
Cue Stack. Modifying the Delay and Fade times of the Cue may affect other Cue Stacks that use the Cue.
The Delay and Fade time fields show the maximum delay and fade times used by any channel within the Cue so giving a
summary of the maximum delay and fade of the Cue. To view the actual times of the Cue move the cursor to the Delay or Fade
field and press the View Cue soft button. This opens the Cue Window for the selected Cue, automatically showing the Cue Times.
Delay and fade times can be entered directly in the Cue Stack Window note however that this will set the times for all attributes.
If you wish to change just the times for Position, Beam or Colour then these should be set up in the Cue Window, Simple View
for general times or Cue Window, Advanced View for channel specific times.
Split intensity in/out times can be entered into the Cue Stack Window in the Delay and Fade fields using /. For example, 2/3
entered in the Fade field will produce an in fade of 2 seconds and an out fade of 3 seconds. Only intensities times are affected
Beam, Colour and Position times remain at their current values.
When executing Cues, MagicQ will primarily use the specific delay and fade times entered in the Advanced View, of the Cue
Window. If no times are specified, then the general times used in the Simple View will be used.
Times can be added in the Advanced View using the keypad and can be removed using the REMOVE button. In the Advanced
View, the times shown are fade times, except where delay times have been set up, then times are shown as delay/fade.
Times can also be set up for the selected heads in the Simple View.
In the Cue Stack and Cue Windows delay and fade times with a > symbol at the end indicate when there are advanced times set
for the Cue.
15.4
Tracking
By default MagicQ works in a similar way to most traditional lighting consoles, in that what is in the programmer is recorded
into the Cue. This is a "no nonsense" mode where you get what you expect recorded into your Cues.
If you program just a FX chase on pan and tilt into a Cue, then that is what you get. If you program a complete look for a head
including all the attributes, then that is what you get. Looking at a Cue in the Cue Window gives you the full picture.
In a Cue Stack, you can choose for each Cue whether the Playback continues to control HTP and LTP channels used earlier in
the Cue Stack but not stored in the current Cue. In Normal Mode the LTP channels are tracked, but HTP channels (Intensities)
are not.
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Traditionally lighting consoles used tracking mode to reduce show storage by only recording changes into each Cue. This can be
confusing as when you jump around in Cue Stacks they may not play back as they were programmed. Busking live shows can
be particularly difficult, as it can be more difficult to predict what is going to happen.
MagicQ show files do not require a significant amount of space compared to the storage space available so show size is not a major
concern. MagicQ has powerful editing modes that enable changes to be made to multiple Cues simultaneously overcoming any
benefits tracking mode might have for storing Cues in separate parts.
The MagicQ supports a tracking mode, which can be turned on through View Settings in the Setup Window. We recommend that
users unfamiliar with tracking use MagicQ in its default, non tracking mode.
15.4.1
Tracking on MagicQ
The easiest way to change between tracking and non tracking is to change the Programming Mode by pressing soft button B
in the Setup Window and choosing one of the modes Normal, Theatre Non-Tracking, Theatre Tracking or Hog II Warp.
Changing the Programming Mode affects the Programmer Tracking option in the Setup Window and also the defaults for
tracking (Track,Zero old HTP , Zero old FX, Rel old chans) on the Cues Stack options. The Programmer Tracking
option by itself determines how Cues are recorded - it does not affect how they are played back.
When programmer tracking mode is off, then the entire contents of the programmer is recorded into Cues regardless of whether
attributes have been change since the last Cue was recorded.
When programmer tracking mode is on, then only attributes that have been modified since the Cue was recorded are stored into
the new Cue. Attributes are determined as modified if their value had been changed using an encoder, using keypad entry, using
a range button, using a palette or by a locate fixture. Note that modifying an attribute to a new value and then returning it to its
old value counts as modified.
Whilst in programmer tracking mode it is possible to force a record of the whole of the programmer by selecting the ENTIRE
STATE record option. Record options are configured by pressing SHIFT and RECORD; whereupon the Record Options window
is opened. Pressing any Window select button hides the display option and returns to the appropriate Window.
As a Cue Stack is executed, it keeps track of channels that have been used in previous Cues but are not used in the current Cue.
How these channels are handled depends on the following settings on each Cue in the Cue Stack there are three options which
are shown in the Track field.
H Track HTP (Defaults Yes in tracking mode)
L Track LTP (Defaults Yes in all modes)
F Track FX (Defaults Yes in tracking mode)
So, to get a Cue Stack recorded in tracking mode to track all channel state during playback, ensure that all the Cue Stack steps
have HLF set in the Track field.
If Track LTP is not set then LTP channels that were used in previous steps in the Cue Stack but not in the current step are released
with the release time of the Cue Stack. If Track HTP is not set then HTP channels that were used in previous steps in the Cue
Stack but not in the current step are faded out using the Intensity fade out time of that Cue step.
In addition there is an option on the Cue Stack that affects how tracking works for jumps and going backwards up the Cue Stack.
If "recalculate state on jumps is set, then MagicQ recalculates the entire state of the Cue Stack when you jump to a new Cue
using "Goto Cue" or if you press the Pause button to go backwards up the Cue Stack.
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The Cue Window shows the Cue data for the current Cue on the selected Playback. The Cue Window, has three views, View
Levels, View Times and View FX just like the Programmer Window.
When looking at a Cue Stack in the Cue Stack Window it is possible to go directly to the Cue Window by placing the cursor on
the required Cue and pressing the View Cue soft button. If the field the cursor is on is a timing field then the Cue Window will
open to show View Times, otherwise it will open to show View Levels.
It is possible to view Cue data for different Cues in a Cue Stack by pressing the PREV CUE and NEXT CUE soft buttons. When
a Cue is examined that is not the current Cue on the selected Playback, the Cue Window becomes locked to that Cue. Press the
UNLOCK WINDOW soft button to return to viewing the current Cue.
The Cue Window can also be used to preview Cues when in tracking modes there is a View Tracking soft button. When this
option is on the Window shows all of the values that are tracking from previous Cues as well as the data in the selected Cue. The
tracked data is shown in dark colour whereas the data from the selected Cue is shown in active colours.
When running a Cue Stack it is possible to determine which values have been tracked through the Cue Stack by selecting View
Cue Ids in the Outputs Window. This shows which playback and which Cue on that playback is controlling the outputs. Thus,
when values are tracking through a Cue Stack the Outputs Window will show the Cue that originated that value.
15.4.3
When in tracking mode, performing an unlinked copy of a Cue in a Cue Stack now copies the entire state of the Cue, not just the
specific cue values. When copying multiple Cues from one Cue Stack to another Cue Stack, the first Cue will be copied entire
state with the following cues being just the changes.
If Cues are copied linked in tracking mode then they will always be just the change values not the entire state.
When using Theatre Tracking mode, Hog II Warp mode and Film mode, MagicQ defaults the Cue Storage option Copy mode
(unlinked/linked) to unlinked.
15.4.4
It is possible to block and unblock Cues from the Cue Stack Window and from the Cue Window through soft buttons.
Blocking a Cue has the effect of adding to that Cue all the state information that would track through into that Cue if the Cue
Stack was executed up to and including that Cue. When a Cue is blocked it becomes a hard Cue i.e. if edits are made to
previous Cues then the edits will not affect the blocked Cue.
Unblocking a Cue has the effect of removing from the Cue all the state information that would track through into that Cue if
the Cue Stack was executed up to and including that Cue. When a Cue is unblocked it removes any hard values in the Cue
therefore it enables values to track through from where they were first used.
Unblocking and blocking Cues in a Cue Stack does not affect the appearance of the Cues and Cues Stacks when the Cue Stack is
played back it simply affects where the data is stored and what effect an edit will have on a Cue.
Multiple Cues can be blocked / unblocked in the Cue Stack Window by selecting a range using SHIFT and the cursor keys.
15.5
Cue Only
The Cue Only function in the Cue Stack Window can be used to mark a Cue as a temporary change to the lighting state before
continuing the tracked state from the following Cue. The Cue Only field is on the right hand side of the Cue Stack Window (page
right) and is only relevant when using tracking mode.
MagicQ enables one or more Cues to be marked as Cue Only when MagicQ moves on to the next Cue which is not set to Cue
Only then it reverts to tracking the Cue Stack from before the Cue Only cues.
Note that sequential Cues marked Cue Only will each be based on the state previous to the first Cue Only Cue with the
additions of the specific Cue. To track changes through a sequence of Cue Only Cues, record each Cue using Entire State to
capture the entire programmer contents in to each Cue Only Cue.
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Mark Cues
Mark Cues are special cues that are used to pre-load LTP values before the following Cue is executed thus ensuring that, for
instance, moving heads are in the correct position before the Cue executes. Note that Mark Cues only take effect if the corresponding head has intensity set to 0 otherwise the change would be noticeable.
The Mark Cue only affects LTP values for heads controlled by the Cue Stack which are currently at zero intensity. If these heads
are used in the next Cue then their value will be faded to the value of the next Cue. By default the fade is set to 3 seconds but this
can be modified as required. Note that attributes that are specified as Instant in the personality file will snap to the new value.
The Mark Cue executes as soon as the previous Cue has completed execution.
In the Cue Stack Window press the Mark Cue soft button insert a Mark Cue before the Cue which the cursor is currently on.
Alternatively enter a Cue Id and press Mark Cue to insert a mark before the specified Cue Id.
An entire Cue Stack can be configured to automatically perform the function of marking all Cues - set the Move When Dark
option in View Options in the Cue Stack Options.
When using Marking and Move When Dark attributes of moving lights will be marked even if they have not been previously used
in the Cue Stack. This result is that when a Mark Cue is executed in a Cue Stack, MagicQ will take control of the parameters
used in the Marked Cue from other Cue Stacks even though the Cue is not yet executed.
15.7
MagicQ stores Cues and Cue Stacks in the Cue Store and Cue Stack Store respectively. Since you can program Cues and Cue
Stacks directly onto playbacks, it is possible to program complete shows without referring to the Cue Store or the Cue Stack
Store.
However, sometimes you may wish to build up a library of Cues or Cue Stacks that are not assigned to playbacks. You might
then assign them to playbacks later, e.g. during a technical rehearsal.
To record a Cue into the Cue Store simply set up the required look in the programmer, open the Cue Store Window, press
RECORD and press an empty Cue in the Cue Store Window.
To record a Cue into a Cue Stack in the Cue Stack Store Window set up the look as above, open the Cue Store Window, press
RECORD and press the Cue Stack you wish to record the Cue into. If the Cue stack is empty then a new Cue Stack will be
generated. Otherwise the Cue will be added to the existing Cue Stack, either at the specified Cue Id, or at the end of the Cue
Stack.
You can test programmed Cues and Cue Stacks in the Cue Store and Cue Stack Store by pressing the appropriate Cue or Cue
Stack. MagicQ searches for an unused playback (from the last playback down) to test the Cue on. Pressing the Cue or Cue Stack
again removes the Cue or Cue Stack from the playback.
You can restart a Cue or Cue Stack that is being tested by pressing the "Retest" soft button. Holding CTRL and selecting a Cue
or Cue Stack also restarts the Cue / Cue Stack.
You can view the contents of a programmed Cue by moving he cursor to the required Cue in the Cue Store Window and pressing
the View Cue soft button. This opens the Cue Window locked to the specified Cue. Pressing the Unlock Cue button returns the
Cue Window to monitoring the current Cue on the currently selected playback.
You can view the contents of a programmed Cue Stack by moving he cursor to the required Cue Stack in the Cue Stack Store
Window and pressing the View Stack soft button. This opens the Cue Stack Window locked to the specified Cue Stack. Pressing
the Unlock Stack button returns the Cue Stack Window to monitoring the Cue Stack on the currently selected playback.
Note that the Cue Id used as a sequence number in the Cue Stack (e.g. 1.00) is different to the QId used in the Cue Store (e.g.
Q5). The Cue Id is the sequence number within the Cue Stack wheras the QId is the reference number in the Cue Store.
Some users prefer to hide the QId and only use and view Cue Ids use the Setup, Cue Storage Settings Hide Cue Store Ids
(Qxxx). When this option is set the Cue Stack window and Cue Window only either show the Cue Ids from within the Cue Stack
they do not show the Q ids from the Cue Store.
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15.9
Cues can be copied and moved within a Cue stack using the standard move and copy procedures. For example, to move a cue,
press COPY, select the source, then select the destination. To copy multiple cues, press and hold COPY, select multiple entries,
release COPY and select the destination.
When copying or moving within a Cue Stack, Cues the Cues are moved or copied before the destination Cue that you select. To
copy or move onto the end of the Stack select "End" as the destination.
Cues can be copied onto other Cue Stacks that are assigned to playbacks. Select the Cues in the Cue Stack window and then
select a playback fader as the destination.
By default when copying Cues MagicQ does not create new Cues - it simply makes another link to the existing Cue. To force
MagicQ to create a new Cue press SHIFT and COPY and select Unlinked.
15.10
Linked Cues
Cues that are used more than once in a Cue Stack or that are used in more than one Cue Stack are called Linked Cues. If you edit
a linked cue it will affect all places where the Cue is used. The Cue Store Window shows where each cue is used.
In Cue Stacks linked Cues are shown with a L in the Cue field. It is possible to unlink a Cue by moving to the Cue in the Cue
Stack and pressing SHIFT and UNLINK CUE.
If you wish to avoid creating linked Cues, then when copying Cues and Cue Stacks use SHIFT + COPY (copy unlinked) rather
than COPY and select COPY UNLINKED.
15.11
Cues can be removed from a Cue Stack by opening the Cue Stack window, then pressing REMOVE and selecting the Cue you
wish to remove by pressing in the Status or Cue Id field.
It is also possible to remove a specific Cue from a Cue Stack using the keypad. Type a Cue Id on the keypad then press REMOVE
and select the S button of the Playback you wish to remove the Cue from.
To remove an entire Cue Stack from a Playback press REMOVE and hit the S button of the Playback. Press S button again to
confirm.
Note that the Cue Storage Setting in the Setup options determine whether the Cue and Cue Stack are removed from the Cue Store
and Cue Stack Store as well.
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The default operation of Cue Stacks can be modified in the Defaults view of the Cue Stack Window.
Defaults can be configured for all of the Cue Stack options including operation of the faders and buttons, chase defaults and the
defaults for each Cue Stack step.
Changing the Defaults does not change Cue Stacks and Cues which have already been recorded it only changes the options for
when new Cue Stacks and Cues are recorded.
When inserting and adding Cues to a Cue Stack MagicQ by default derives the settings from the previous Cue in the Cue Stack.
If the setting Setup, Cue Storage Settings, Derive settings from previous Cue is set to "No" then all new recorded Cues will use
the default step settings.
15.13
MagicQ supports playback of audio files triggered from Cues within Cue Stacks for playing back sound effects in theatre shows
and for playing back Cue Calls. Users place audio files in the audio folder and then can select them directly from the Cue Stack.
Multiple audio files can be played at the same time and the audio volume can be configured.
In the Cue Stack use Encoder A to select View Mode to Media to choose and view the audio clip for each Cue step.
From v1.7.1.3 the Cue Stack audio field supports an option to allow audio files to jump to new position when stepping a timecode
Cue Stack. Set the text "jump" in the audio field of Cues that should cause the current audio file to be restarted at the new duration
(calculated as the difference in timecode value from the Cue step where the audio file was first played.
15.14
Cue Stack macros enable control over other Cue Stacks from within Cue Stacks such as activation, release, go, stop, and setting
level of other Cue Stacks. Macros are typed into the Macro field in the Cue Stack window (scroll to the right). Macros can affect
multiple Cue Stacks on different Playbacks enabling complete shows to be driven from one master Cue Stack.
Cue Stack macros take the following format:
A <Playback no>
A <Playback no> / <Level>
B <Macro no>
R <Playback no>
T < Playback no>
U <Playback no>
G <Playback no>
G <Playback no> / <Cue id>
H <Type>
H <Type> / <zone>
S <Playback no>
C <Playback no>
K <Level>
L <Level>
M <Level>
J <Cue Id>
E <Cue Stack id>
E <Cue Stack is>/<level>
F <Cue Stack id>
I <Time code>
Activate playback
Activate playback at level
Run macro (0 = stop all macros)
Release playback (0 = release this playback)
Test playback (activate with level 100%)
Un-test playback (release with level 0%)
Go on playback.
Go to Cue id on playback.
1 Lamp on all heads, 2 reset all heads, 3 lamp off all
heads, 4 cancel screen save
Type is 5 for enable zone, 6 for disable zone
Stop playback
Choose playback
Set level of last Cue Stack to be activated (e.g. with an A
command)
Set level of current playback
Set level of the playback that is running the macro
Jump to Cue Id on current playback
Activates Cue Stack (in Stack Store).
Activate Cue Stack at level.
Releases Cue Stack (in Stack Store)
Set internal time code
O <Time code>
P <Page no>
V <View no>
W <Enable>
Q <Time code>
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Playbacks can be the master playbacks 1 to 10 or the wing playbacks 1-1 to 1-24, 2-1 to 2-24 etc. . . Playbacks can be playbacks
with faders or virtual playbacks (playbacks on non fitted wings). Multiple playbacks can be selected using + and THRU.
For example to activate playback 18 on wing 1,
A1-18
To press GO on playbacks 3 to 5,
G3THRU5
Multiple commands can be put in a Cue Stack macro, e.g. to set the level of playback 6 to 60%
C6L60
The G macro optionally supports two parameters separated by a /. The first parameter is the playback, the second is the Cue ID
to GO. For example, G5/6 will GO Cue Id 6 on Playback 5.
The A macro optionally supports two parameters separated by a /. The first parameter is the playback, the second is the level in
%. For example, A5/60 will activate Playback 5 at 60%. To activate at 100% we suggest using the T macro rather than A - i.e.
T5 instead of A5/100.
The R macro supports the parameter 0 to release itself i.e. R0 releases the playback that is running the macro.
15.15
MagicQ supports execution of the Cues in a Cue Stack according to timecode - either generated internally, or received externally
from other devices.
To use timecode in a Cue Stack set the Halt field of one or more steps to timecode. Note you will need to double click the Halt
field or put the cursor on the Halt field and press in the Input Window to open the Halt options. Pressing SHIFT and ENTER will
toggle through the options.
When setting Cues to timecode for the first time, the initial timecode value is set to previous timecode value in the Cue Stack +
1 second.
Timecode values in a Cue Stack MUST be in increasing order otherwise the Cue Stack may not play back at all. Timecode values
that are our of sequence are shown with a !.
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MagicQ supports both external and internal timecode - choose using soft button C. External timecode is received from LTC,
MIDI, Winamp or from the MagicQ timecode simulator.
Internal timecode is run on a per Cue Stack basis, starting from 0/0/0 when the Cue Stack is activated.
When the Cue Stack is active and a timecode value reaches a value in one of the steps then that step is executed.
See Timecode Support for how to set up external timecode on the console.
15.15.1
Editing timecode
Timecode values can be edited individually and can be set in the format 0/0/0.00. The + and operators can be used to add or
subtract times to the timecode times for one or more cues. This is useful for changing the absolute times of a Cue Stack whilst
maintaining the relative times between Cues. Use SHIFT or CTRL and the cursor keys to select multiple times and offset their
values using + or -.
15.15.2
Learn Timing
It is possible for the console to learn the timing live. Set the steps in the Cue Stack to timecode. Then release the Cue Stack, and
in the Cue Stack window, press SHIFT and RECORD TC.
Now press the GO button for the Cue Stack. MagicQ starts the time code running at 0/0/0 and each time you press GO it moves
to the next Cue whilst recording the current timecode into the Wait fields. At the end of the Cue Stack, press RELEASE to end
the timecode record mode.
15.15.3
Testing timecode
When a Cue Stack has some steps set to timecode the Cue Stack Window shows the timecode simulator / internal timecode on
soft buttons X and Y.
When a Cue Stack is set to External Timecode then the timecode simulator is available - this is the same simulator that is available
in the Setup window, but is easier to access when working on a timecode Cue Stack. Use soft button Y to turn the timecode
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simulator on and off. The display for soft button X shows the current timecode value (either received from external timecode or
set by the simulator). Use soft button X to start and stop the timecode, or enter a value on the keyboard/keypad and press the soft
button to jump to a new timecode value.
When a Cue Stack is set to Internal Timecode then soft button X shows the current internal timecode value of the playback. Use
soft button X to start and stop the timecode, or enter a value on the keyboard/keypad and press the soft button to jump to new
timecode value. Soft button Y can be used to restart the internal timecode at 0.
When using the TC simulator or internal timecode, manually jumping to a Cue that is set to timecode timing will cause the
timecode to be set to that timecode value. Jumping to a Cue can be done by pressing GOTO CUE or putting the cursor on the
Cue Status field of a Cue and pressing ENTER.
15.15.4
External timecode
A Cue Stack on a Playback will only run external timecode steps when it is active - it will not activate by itself. Either manually
activate the playback before the external timecode is started or use an Autom event to set a Playback to activate when a particular
external timecode range is detected.
In some cases it may be useful to have a master Cue Stack controlled by timecode that is always active which then activates other
Cue Stacks for each song.
When timecode values jump (for example when changing tracks), MagicQ checks for each active Cue Stack, whether the external
timecode received is within the range of the first timecode value in the Cue Stack and the last timecode value in the Cue Stack.
MagicQ will only execute a change of Cue if the new value is within the range controlled by that Cue Stack. This helps to avoid
the erroneous execution of an entire Cue Stack.
When timecode values jump forward, MagicQ will jump to the Cue that corresponds to the new timecode. If the Cue Stack,
Options, Advanced, Recalculate State on Jumps is set to "Yes" then MagicQ will execute all of the Cues from the current Cue to
the new Cue including any macros, media and audio clips. If Recalculate on Jumps is set to "No" then only the new Cue will be
executed.
15.15.5
Internal timecode
Cue Stacks set to Internal timecode start the internal timecode from 0 when the Cue Stack is activated.
There is support for setting the internal timecode from within a Cue Stack using the macro command I. To reset the internal
timecode for a Cue Stack to 0/0/0.0 use the macro I0. To set a specific time, e.g. 10 seconds use the macro I10.
15.15.6
It is possible to turn timecode decode on and off for a Cue Stack using soft button A in the Cue Stack Window. When timecode
is turned off the Cue Stack will not execute timecode Cues.
Press SHIFT + soft button A to avoid the confirmation request.
15.16
MagicQ supports up to 10 time code tracks linked to each Cue Stack. A time code track allows a sequence of button presses/fader
movement events to be associated with the playback of a Cue Stack. This is useful where a main Cue Stack is used to program
the overall look, but additional effects and bumps need to be added in time to the music. The time code tracks are independent of
the Cues in the Cue Stack, so it is therefore not necessary to generate a Cue for each of these effects/bumps.
All recorded time code tracks are started when the Cue Stack is activated and are released when the Cue Stack is released.
Time code tracks are visible in the Cue Stack, View TC view. Note that the Cue Stack, View Default soft button has now moved
to under the View Options soft button to make way for the View TC button.
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Tracks 1 to 10 are selected by soft button A. Tracks can be recorded and removed using the RECORD TRACK and REMOVE
TRACK soft buttons.
The RECORD TRACK function is used to record the tracks - in this mode MagicQ records all button presses and fader movements as they occur with the appropriate times. The events and times can be modified afterwards. Each event can be edited
individually, or whole sections can be cursor selected and moved in time.
Each time code track is stored in MagicQ as a keyboard macro and can also be viewed and played back in the Macro Window.
Events in the timeline are stored in the same way as keyboard macros.
15.17
MagicQ supports a Timeline Window for viewing the contents of Cues in a Cue Stack in a timeline format and also for viewing
a Track Sheet.
Use encoders A to specify the level of detail shown for each head and encoder B to choose specific attribute masks.
By default all of the heads in the Cue Stack on the selected Playback are shown use the SEL HDS ONLY soft button to make
it only show the currently selected heads from that Playback.
Press VIEW TACKING to show the tracking information.
15.17.1
Track Sheet
15.17.2
In programmer
Increasing value
Decreasing value
Static value controlled by Playback/Cue
Tracked value
Timeline
15.18
From v1.6.7.4 MagicQ supports the SELECTED ONLY option when copying Cues and Cue Stacks. Only the selected heads
from the source Cues and Cue Stacks will be copied. If none of the selected heads are not in a source Cue then an empty Cue
will be generated.
The Cues in Cue Stacks created using copying SELECTED ONLY will always be unlinked.
15.19
MagicQ can create a Cue Stack based on an old Cue Stack but using different heads.
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Press SHIFT + COPY and select the COPY TO SEL option. This creates a new Cue Stack with identical Cues to the original Cue
Stack except that it uses the selected heads instead of the heads in the original Cue Stack. The new Cue Stack will not contain
the heads from the old Cue Stack, unless they are part of the new selection.
MagicQ will rotate around the heads from the existing Cue to provide data for the new heads - for example if the old Cue Stack
had 4 heads and 8 heads are selected then heads 1 and 5 from the selection will both use data from the first head in the old Cue
Stack.
This option will work on Cue Stacks containing multiple head types, but the best conversion will occur when copying from one
set of heads to another set of heads. In some situations it may be preferable to do a selective copy of the original Cue Stack to
heads of only one type and then to use the COPY TO SEL option on that new Cue Stack.
The Cues in Cue Stacks created using COPY TO SEL will always be unlinked.
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Chapter 16
Playback
MagicQ consoles support 10 main playbacks situated immediately below the touch screen. Up to 192 additional playbacks
available on up to 8 expansion wings.
All playbacks have a fader, a FLASH button and a SELECT button.
The 10 main playbacks also have GO and PAUSE buttons for control of Cue Stacks.
Cue Stacks on wings have GO buttons. SHIFT + GO gives PAUSE function.
16.1
Playback Display
The area above each of the main playbacks on the display is used to provide information about the status of the playback. This
includes the name of the Cue Stack that is loaded on the playback, the current Cue and the next Cue. The status of the Cue is
shown as a percentage along with an indication of whether the Cue is running or paused.
The LCD screen above each of the Playbacks on the Playback Wings and Execute Wings displays the name of the Cue Stack.
The name can be up to 12 characters. When a Cue Stack is assigned to Wing Playbacks that has multiple steps then the name of
the Cue Stack is displayed on the first line of the Wing Playback and the second line shows the current step. If no name is set for
the Cue Stack then the first line shows the current step and the second line shows the next step.
16.2
Playbacks are activated and released by pressing the associated buttons and raising the associated faders depending on the options
of the Cue Stack. Once a playback is activated it affects the output of the console until it is released.
By default the Cue Stack on a playback is activated when the fader is raised above zero and released when it is returned to zero.
Similarly it is activated when a flash button is pressed and then deactivated when the button is released.
The Cue Stack options can be configured so that the flash buttons/faders do not affect activation or deactivation. In this case the
playback can be activated by pressing the GO button. It can be released by pressing the S button to make the playback the current
playback and then pressing the RELEASE button.
The Cue Stack can also be configured so that it does not reset to the first step when it is released.
A Cue Stack can be set so that pressing the FLASH button, activates and releases the playback on alternate presses. Set the
Flash Button toggles option.
A release time can be set for the Cue Stack in the Cue Stack options, so that when released the levels fade out over a specified
time.
At any time a playback can be released with time by pressing the SELECT button of the playback, typing a time and pressing the
RELEASE button.
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Pressing SHIFT + RELEASE releases all playbacks simultaneously. It is also possible to enter a time before doing SHIFT +
RELEASE. Holding a single SELECT button and pressing SHIFT + RELEASE releases all the playbacks except the one for
which the SELECT is held.
Holding multiple Select buttons and pressing RELEASE releases all the selected playbacks.
Cue Stacks can be set to automatically activate or release on page change. When a Cue Stack is set to release on page change
then holding the S button of the Playback when changing page avoids the release of the Cue Stack.
16.3
Fader control
By default the playback fader controls the level of any HTP channels recorded into the current Cue on the Cue Stack. If the
Fader controls HTP chans option is set to No then the fader will no longer control the HTP channels the Playback will
automatically be always set to 100% level.
The Cue Stack options can be configured so that the fader also controls LTP channels using the Fader controls LTP (IPCB)
option. This is useful for example, to set up a fader to perform a "fly away" at the end of a song. As the fader is moved up the
LTP channels are changed from their current values to the values recorded in the Cue.
MagicQ supports an additional option All chans controlled LTP. This options allows the Playback when it is the last activated,
to consider all channels to be LTP. The value of HTP channels controlled by the Playback is the value output, regardless of the
HTP level of other Playbacks. This allows soloing of Intensities.
The Cue Stack can also be configured so that the fader controls the size and/or speed of any FX recorded in the current Cue.
Thus, for example, you can set up one fader to control a pan swing and another to control a tilt swing. Moving the faders to half
gets a small circle whilst moving to full gets a big circle. Varying the faders enables generation of ellipses.
16.4
Playback Buttons
In a Cue Stack set to Chase timing, GO runs the chase whilst PAUSE stops it.
In a Cue Stack set to Theatre timing, GO steps to the next step in the Cue Stack. When a Cue Stack is fading, pressing PAUSE
stops the fade mid step. When a Cue Stack is paused, pressing PAUSE fades backwards through the stack.
Pressing S + GO steps to the next step without fading. Pressing S + PAUSE steps back to the previous step without fading.
Pressing S + FLASH reasserts the Cue Stack to be the latest touched - this has the effect of reasserting channels that have been
overriden by other Playbacks.
Double clicking the S button opens the Cue Stack Window, View Cue Stack for that playback. Triple clicking the S button opens
the Cue Stack options for that playback (i.e. the Cue Stack Window, View Options). Holding SHIFT and double clicking the S
button opens the Cue Window for that playback to show the contents of the current Cue on that playback.
Each of the buttons illuminates to indicate its current state:
FLASH
GO
PAUSE
SELECT
16.4.1
Green
Red
Green flash
Red flash
Green
Red
Blue
Add
Swap
Add - playback held over
Swap - playback held over
Cue Stack is running
Cue Stack is paused
Playback is selected
MagicQ Extra Wings and Execute Wings have some playbacks without faders and without GO or PAUSE buttons.
On these playbacks the FLASH buttons can be set to toggle on/off in the Cue Stack Options, Buttons, Flash toggles.
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From v1.7.1.3 there is support for toggling on/off these playbacks without permanently setting the FLASH buttons to toggle.
Hold SHIFT and press the FLASH or press S + FLASH to toggle.
16.4.2
To the left of the 10 playbacks are two master faders - a Grand Master which controls the overall HTP output level of the console,
and a Sub Master which controls the HTP output level of the playbacks. In addition the Sub Master can be configured to control
the level of the FLASH buttons.
Both the Grand Master and the Sub Master have FLASH buttons which respectively bump the overall HTP output level, and the
HTP output level of the playbacks to full.
LTP channels are not affected by the master faders.
16.4.3
Above the Grand Master there is a DBO button. Pressing this button causes all HTP values to be set to zero, thus generating a
black out. Releasing the button causes the original HTP levels to be restored. LTP channels are not affected by the DBO button.
16.4.4
Add / Swap
Above the Grand Master there is an ADD / SWAP button which controls the function of the playback FLASH buttons. When set
to ADD, pressing a FLASH button causes the playback to be added to the output. When set to SWAP, pressing a FLASH button
again causes the playback to be added to the output, but all other playbacks are removed from the output.
Each FLASH button has an LED which is lit green for ADD and red for SWAP.
The ADD / SWAP functionality only affects HTP channels on the playbacks - LTP channels are not affected by the FLASH
buttons. The level of the playback is determined by the master faders see configuring the masters.
Cue Stacks can be set to always swap. Open the Cue Stack window and press the SELECT button with the playback. In the
VIEW OPTIONS view set the "Flash Button Swaps" option to YES.
The Flash acts like fader option enables the FLASH button to act as if the fader was raised to full. This is useful if the fader
controls LTP (IPCB) channels, FX size or FX speed, or if the Fader is a master for intensity, size or speed.
16.4.5
Page Select
Above the Sub Master are NEXT PAGE and a PREV PAGE buttons. These control which playback page is active, and hence
which Cue Stacks the physical playback faders and buttons control.
The current page number and name is displayed in the Status Display under the clock. The current page can also be changed
from the Page Window by selecting a new page, or by pressing PAGE and entering the page number on the keypad.
Changing the current page whilst playbacks are active does not affect the output of these playbacks - the playbacks are "held
over" until the playback is released.
It is possible to set up Cue Stacks to be activated and released on a page change in the Cue Stack options. When a Cue Stack is
set to release on page change then holding the S button of the Playback when changing page avoids the release of the Cue Stack.
The next Page can be preloaded in the Page Window by moving the cursor to the required item in the Page Window and pressing
the PRELOAD PAGE soft button. The preloaded page will be indicated in the Status Display above PB1 to PB5. Pressing NEXT
PAGE goes to the preloaded page.
The preloaded page can also be loaded using the keypad syntax <Page> <number> *. So PAGE 34 * preloads page 34. Pressing
NEXT PAGE goes to page 34.
16.4.6
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Current Playback
The current playback is the one that has its SELECT button illuminated. The current playback is used by the Cue and Cue Stack
windows to determine the Cue and Cue Stack to view / modify.
You can change the current playback at any time by pressing the SELECT button for the playback you want to make the current
playback
Press the SELECT button of a Playback twice in quick succession to select the Playback and automatically open the Cue Stack
Window so that you can view / change the contents of the Cue Stack.
Press the SELECT button of a Playback three times in quick succession to select the Playback and automatically open the Cue
Stack Window in the Options View.
Sometimes you may wish that the currently selected fader changes to follow the last fader that was raised. This behaviour can be
enables from the Setup Window by setting the "Current Playback follows last touched" option to YES.
16.4.7
Multiple Playbacks can be active at one time from different pages. However a particular Playback can only be active on one Page
it is not possible to activate Playback 1 on Page 1 and Playback 1 on Page 2 at the same time.
It is possible to temporarily transfer a Playback that is active to a different Playback in order to unblock a Playback. Press SHIFT
+ SEL to action the transfer, and then select the S button of the Playback to transfer followed by the S button of the destination.
Transfer is only possible when a Playback is active. Once a transfer has occurred the original Playback can be used to run a
Playback from a different page. When the transferred Playback is released then it returns to its original Playback.
16.4.8
Manual Control
To the right of the 10 playbacks is the manual control section, consisting of a Manual Fader, four buttons (GO, PAUSE, FWD,
BKWD) and an extra large GO button below the fader. This section controls the current playback that is the playback whose
SELECT button is illuminated.
Pressing the SELECT button associated with a playback causes that playback to become the current playback and hence to be
controlled by the manual section.
When a playback is controlled by the manual section, the playbacks fader and buttons continue to function as normal so that
the HTP level can be set using the fader and the playback can be bumped using the FLASH button. The manual section simply
provides extra control features above those available on each of the playbacks.
The GO and PAUSE buttons in the manual section have the same function as the GO and PAUSE buttons on each playback. The
FWD and BKWD buttons move through the Cue stack without fading. The extra large GO button below the Manual Fader is
designed for theatre style playback and has the same function as the GO button on each playback.
If multiple SELECT buttons are held down then the Go, Pause, Fast Forward and Fast Back buttons in the manual control section
can be used to control multiple Playbacks simultaneously.
The Manual Fader is unlike all the other faders in that it controls the progress of the current CUE rather than the HTP level of
the Cue Stack. This enables a Cue to be manually faded, the level of the Manual Fader representing the % of the fade that is
complete - from 0% to 100%.
The Manual Fader enables you to in a Cue Stack. To start a manual crossfade, hold the SELECT button for the playback and
move the crossfader. The display window will show "pickup" until the crossfader level matches the current position in the fade it will then change to "manual". You can also start a manual crossfade on the currently selected playback by holding SHIFT and
moving the crossfader.
As the fader reaches the limits the Cue Stack moves to the next Cue.
16.4.9
Goto
The GO buttons in the manual section can also be used to jump to different Cue id in a Cue Stack enter the Cue ID in the Cue
Stack and press the Go button in the manual section.
It is also possible to perform a Goto and a Preload of the next step to got to in the Cue Stack Window.
16.4.10
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16.4.11
It is possible in the Setup Window to set the function of manual crossfade fader to be a rate sub-master to control the execution
rate of the current playback, or the global execution rate of all playbacks. The rate is shown in the bottom right of the Status
Display from 0% to infinity. The fader should be set to 50% for normal execution rate.
The options are:
Rate Master
Global Rate Master
Cue Stack Rate Master
Cue Stack Global Rate Master
Tested Stacks Rate Master
The Rate Master and Global Master affect both the Cue Stack times, FX times and Pixel FX times. The Cue Stack Rate Master
and Cue Stack Global Rate Master control just the rate of the Cue Stack (not the FX in it).
Tested Stacks Rate Master only tested Cue Stacks from the Execute Window or externally triggered are affected by rate changes.
16.4.12
Tap to time
It is possible to change the chase speed or FX speed using Tap to Time. Holding the S button of the playback and then pressing
soft button Y (2nd soft button up on right side of touch screen).
If the current step in the Cue Stack is set to Chase Timing then the Chase speed will be modified. If the step is set to Cue Timing
then the FX speed of any FX in the current Cue will be modified.
If a Cue Stack is set to Chase Timing then the GO button can also be used to tap the time. Note that this only works on chases
when the option Go Jumps Out of Loop is set to No.
It is also possible to configure the S buttons or the GO buttons to perform Tap to Time Setup, View Settings, Playbacks, Tap to
time buttons.
Tap to Time can also be triggered from Autom events.
The remote input can also be set to always tap to time the currently selected playback.
It is possible to set the GO button in the Master Crossfade Section to a Selected Playback or Global Tap to Time button. In the
Setup Window, View Settings, Playback, set Crossfade button function to "Tap To Time Selected" or "Global Tap to Time". "Tap
to Time Selected" affects the absolute rate of the currently selected Playback. "Global Tap to Time" affects the absolute rate of
all active playbacks.
16.4.13
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When the Crossfade button function is set to "Global Tap to Time" then the absolute rate of all active playbacks can be controlled.
This is also possible through a Global Tap button in the Execute Window.
Cue Stacks can be set to use a divisor of the tapped time - in Cue Stack Options, Audio set The rate that the Rate Divisor - by
default it is set to "Normal" and takes the tapped time. Options include "Div by 2" to "Div by 8" and "Mult by 2". The divisor
affects setting of the rate by tap to time either as the selected playback, as part of global tap to time, or as part of audio BPM rate
setting.
Cue Stacks can also have the Rate Divisor can be set to "Inhibit" - in this case the rate of the Cue Stack is never affected by global
tap to time options. This allows Global Tap to Time to be used without affecting particular Cue Stacks.
Tap to time affects the absolute rate of the Cue Stack - if it is a Chase, then the Chase Speed, or if it is a Cue Stack Step with FX
then the FX rate - the programmed rate of the Cue Stack or Cue is changed. The programmed rate is then modified by the relative
speed controllers - it can be reduced by speed masters and fader controls FX speed options before being potentially increased or
decreased by the playback rate/global rate masters.
16.5
Playbacks Window
The Playbacks Window enables management of all 202 playbacks regardless of how many physical wings are attached. This
ensures that shows that will be run on consoles with wings can be programmed on a MagicQ system without wings. It also
provides an ideal way of expanding your show control by using virtual playbacks.
The Playbacks Window displays a button for each of the 202 playbacks - starting with the 10 main playbacks and then with 8
wings each with 24 playbacks.
The top right encoder is used to select which Page of playbacks is displayed. This is completely separate from the Page used
for the physical playbacks - you can have the physical playbacks set to one page whilst you view and modify playbacks on a
different page.
Cues can be recorded onto any of the playbacks in the same way as they are recorded onto a real playback. After pressing
RECORD, instead of selecting a playback SELECT button, just press the appropriate button in the Playbacks Window.
16.5.1
Testing playbacks
Any playback can be tested, by pressing the button in the Playbacks Window. This has the same effect as raising the physical
fader from zero to full. Pressing the button again sets the fader back to zero. We will refer to this as a virtual playback.
You can use physical playbacks and virtual playbacks simultaneously - however if you activate a virtual playback for an active
physical playback then the result will depend on whether the physical playback and the virtual playback are on the same page.
If they are, then the effect will be that the playback will be activated and set to the highest level of the physical playback and the
virtual playback. If not, then the physical playback will not be affected and the virtual playback will be ignored. This is because
only one Cue Stack can be run on a playback.
Use the View Faders soft button to change the view in the Playbacks Window into faders rather than buttons. Faders can then
be moved up and down using the touch screen / mouse. This enables full control of virtual playbacks. The GO, PAUSE and
RELEASE soft buttons enable immediate control of virtual playbacks.
You can select a virtual playback as the currently selected playback by pressing the SELECT button and then pressing the required
virtual playback in the Playbacks Window. This enables the Cue Stack from the virtual playback to be controlled, including the
modification of Cues and Cue Stack parameters.
In the Playback Window there is a soft button to release all test Cues, Cue Stacks and Playbacks. This does not release Playbacks
that have been activated on real faders or buttons. This function is also available on the short cut CTRL + RELEASE.
16.5.2
Naming playbacks
Playbacks can be named in the Playbacks Window as per naming of any Windows item.
16.5.3
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Playbacks can be moved and copied in the Playbacks Window just like any Window item. You can also change the Playback
Window page between selecting the source and destination, so that you can copy or move between pages.
When a Playback is copied to another Playback, the Cue Stack on the source playback is copied (i.e. a new Cue Stack is
generated) to the destination Playback. By default, the Cues that make up the Cue Stack are not copied - both Cue Stacks
reference the same Cues. This means, for example, that you can generate several copies of a chase, each with the same Cues but
with different chase speeds.
You can force an unlinked copy of Cue Stacks by holding SHIFT down when you press the COPY button and electing Unlinked.
This forces both the Cue Stack and its Cues to be copied.
16.5.4
Removing playbacks
Playbacks can be removed in the Playbacks Window as per removing of any Windows item.
16.5.5
Playback Rate
It is possible to set the playback rate of a Playback using Encoder X in the Playback Window. Press the S button of the required
playback to choose which playback to change.
By default the playback rate is locked to 100%. Press the X soft button to enable changes to playback rates. The playback rate
% is shown for each of the main playbacks when the % is other than 100%.
The playback rate is stored in the show file, so that the rate will persist over resets and power downs.
Global playback rate can be set using the Y soft button in a similar way.
16.5.6
To view the active Playbacks on the console press soft button C to set "View Active" = "On". In this view, the active playbacks
are shown together with the page that they are active on. The top soft buttons, GO, PAUSE and RELEASE can be used on the
active playbacks. Playbacks that are not active show the Cues Stack that would be activated if that playback was activated.
16.6
Playback wings support 24 playbacks divided into two rows of 12 playbacks. Each row of playbacks has separate NEXT PAGE
and PREV PAGE buttons.
This is a very powerful feature as it allows the playbacks to be split into separate sections without forcing all the playbacks to be
on the same page.
This provides significant flexibility to how shows are played back for example one section of a wing can be used to control
traditional lamps whilst another could be used to control intelligent heads. Changing the Page of the par lamps would not change
the Page of the heads.
By default the page buttons on the main section affect all playbacks whilst the buttons on each wing row only affect that row. If
you plan to operate a wing section separately then you can avoid the main page buttons affecting that wing section. In the Setup
Window, select VIEW SYSTEM, VIEW WINGS.
For each wing section you can specify which page buttons the section is tied to. To operate a section independently of any other
page buttons set the tie to be itself. For example, to operate the upper section of Wing 1 independently set the upper bank tie to
Wing 1 upper.
You can also tie multiple wing banks together to use one set of page buttons. Thus if you want both sections of a wing to operate
off 1 set of buttons, then you can configure the ties to do this.
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When any NEXT PAGE or PREV PAGE buttons are pressed the LCD displays temporarily change to indicate the current page
number.
You can jump to a Wing Playback Page by entering a page number, then holding the Wing NEXT PAGE button and pressing the
Wing PREV PAGE button.
16.7
Cue Stacks can be made to appear on all pages of a Playback. To use this feature, record a Cue Stack on Page 1 and then in the
Playbacks Window set "Default Cue Stack" to "On" for the selected Playback.
The Cue Stack on Page 1 then appears on any Pages which do not have a Cue Stack assigned.
16.8
Synchronising Playbacks
It is possible to sychronise the Cue Stacks on two or more Playbacks. Set the Sync next playback to this one option. MagicQ
matches the Cue Ids in the Cue Stack so it is possible to have different numbers of Cues in the Stacks. If there is no Cue Id
matching in the next Cue Stack then it will remain at the current Cue.
It is possible to have several Playbacks synced to one master Playback by setting the option Sync next playback to this one on
the master and each adjacent Cue Stack, except for the last one in the chain. MagicQ tries to match the Cue Id within each Cue
Stack to the master Cue Stack.
16.9
Set lists
It is possible to save and load set lists in the Page Window. Set lists are simply text files with a list of page names. When the set
list is loaded, MagicQ rearranges the pages so that they are in the order specified in the set list. Pages that are not specified in the
set list (for example songs not being used today) are moved after all the pages specified in the set list file.
To use set lists, first name all the pages in the Page Window according to the song name or section name. You can then save this
as a set list by pressing the Save Set List soft button the file is saved into the show folder with a .txt file extension. You can edit
this file with a text editor (e.g. Windows Notepad) to rearrange the songs. Load the set list back into MagicQ using the Load Set
List soft button.
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Chapter 17
17.1
Faders
17.1.1
When set to Yes raising the fader from 0 to above the activation threshold activates the Cue Stack. When set to No the fader does
not activate the Cue Stack.
The activation threshold defaults to 0. It is a global setting which is set in Setup, View Settings, Hardware.
17.1.2
When set to Yes lowering the fader to the activation threshold releases the Cue Stack. When set to No the fader does Not release
the Cue Stack.
The activation threshold defaults to 0. It is a global setting which is set in Setup, View Settings, Hardware.
17.1.3
When set to Yes the fader will control the level of all channels that are patched as HTP channels. Typically this is only Intensity
channels although sometimes it is useful to patch fixtures without Intensity as HTP e.g. the Red, Green, Blue channels of LED
fixtures.
The fader controls the levels proportionately from 0% to 100% through the length of the fader.
If the Cue includes FX on HTP channels then the size of the FX is also reduced proportionately according to the fader level.
When this setting is set to Yes then the other Fader controls settings should generally be set to No.
The overall intensity level of HTP channels is also affected by the Grand Master and the Sub Master and any active Group
Masters.
17.1.4
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When set to Yes the fader will crossfade all channels that are operating as LTP channels (generally this is everything apart from
Intensity).
When the fader is at 0% the LTP channels are not controlled by this Cue Stack. When the fader is raised above 0% then MagicQ
crossfades the LTP channels to the values stored in the Cue under control of the fader. When the fader is at 100% then the LTP
channels are exactly as stored in the Cue.
MagicQ crossfades the LTP channels from the values that they were at before the fader was raised above 0 i.e. the current value
of these channels. This will either be the values from other Cue Stacks, or if no other Cue Stacks are controlling these channels
the LTP or default values.
When set to Yes then the other Fader controls settings should generally be set to No.
If the setting Fader controls HTP is set to No, and the setting Advanced, All Channels Controlled LTP is set to Yes, then MagicQ
will crossfade channels that are normally HTP as well such as Intensity.
17.1.5
When set to Yes the fader will control the value of all LTP chans in an absolute way - when the fader is at 0% then the channels
are at 0% - when at 100% the channels are at the programmed value. This allows direct control of the attributes from the fader.
This is similar to Fader Controls LTP (IPCB) chans except that the crossfade always starts from 0% rather than the value from
other Playbacks.
17.1.6
When this setting is set to Yes the fader controls the size of any FX that are running in the Cue Stack this includes FX from the
current Cue and also any FX that are tracking from previous Cues in the Cue Stack.
When the fader is at 100% then the FX is the size that was recorded in the Cue - lowering the fader reduces the size until there is
No size (No FX) at 0%.
Fader controls size affects FX on any attribute.
When set to Yes then the other Fader controls settings other than Fader controls speed settings should generally be set to No.
17.1.7
When this setting is set to Yes the fader controls the speed of any FX that are running in the Cue Stack this includes FX from
the current Cue and also any FX that are tracking from previous Cues in the Cue Stack.
When the fader is at 100% then the FX runs at the speed that was recorded in the Cue - lowering the fader reduces the speed until
it stops at 0%.
Fader controls speed affects FX on any attribute.
When set to Yes then the other Fader controls settings other than Fader controls size settings should generally be set to No.
17.1.8
When set to Yes then the other Fader controls settings should generally be set to No.
17.2
Buttons
17.2.1
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When set to Yes pressing the Flash button activates the Cue Stack and sets the level of the Playback to 100%.
When set to No pressing the Flash button sets the level of the Playback to 100% but does not activate the Cue Stack.
The overall level of HTP channels is also affected by the Grand Master and Sub Master and any active Group Masters. The Sub
Master can be configured in Setup to be an Add Swap Master.
17.2.2
When set to Yes releasing the Flash button releases the Cue Stack and sets the level of the Playback to 0%.
When set to No pressing the Flash button sets the level of the Playback to 0% but does not release the Cue Stack.
Note that if the option Fader Activates Stack is set to Yes then releasing of the Playback is also dependent on the fader. If the
Playback was activated by raising the fader then pressing the Flash button will not release the Playback. In this case the Playback
will only be released by lowering the fader to 0% or by pressing the Rel button. This allows the Flash button to be used both to
bump in a Cue which was not activated by fader, and to also bump a Cue to 100% which was activated by the fader at a lower
level.
17.2.3
When set to Yes, pressing the Flash button will always act as a Swap rather than an Add, regardless of the state of the Add/Swap
button. When the button is pressed the Intensity of all other active Playbacks will be set to 0%. When the button is released the
other Playbacks will be restored to their previous level.
When this option is set Yes then the LED in the Flash button will always be red.
17.2.4
When set to Yes, pressing the Flash button acts as if the Go button had been pressed and pressing Shift + the Flash button acts as
if the PAUSE button had been pressed. When set this way the button does Not act as a bump button.
When set to No the Flash button acts as a bump button in the normal way.
Holding Shift and pressing Flash will perform Pause instead of Go.
When set to Yes the settings Flash activates Stack, Flash releases Stack and Flash toggles are ignored.
17.2.5
When set to Yes the Flash button acts as both a Flash button and a Go button.
Pressing the Flash button performs the Go function this will active the Cue Stack, or if the Cue Stack is already active, it will
Go to the next step. At the same time the Flash button will operate in the Normal way, setting the Playback level to 100%.
Releasing the Flash button will set the Playback level back to 0% or if the fader is raised to the leve l of the fader.
Holding SHIFT and pressing the Flash button will perform Flash + Pause.
Normally when Flash acts as Flash + Go is set Yes then the setting Flash Releases Stack should be set to No. If the option
Flash Releases Stack is set to Yes then releasing the Flash button will also release the Playback unless the fader is raised.
When set to Yes, the setting Flash acts as Go/PAuse is ignored.
17.2.6
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Flash toggles
When set to Yes the Flash button acts as a toggle rather than a bump. Pressing the button the first time activates the Playback.
Pressing the button again releases the Playback.
When this option is set and the playback is active the LED in the Flash button Flashes to indicate the toggle mode is latched.
When set to Yes, the settings Flash activates Stack and Flash releases Stack are ignored.
17.2.7
When set to Yes the Flash button has the same effect as if the fader has temporarily been raised to 100%. This is useful for
enabling the FLASH button to control attributes other Intensity. For example if the fader is set to control FX size then pressing
the Flash button would act like the fader being fully raised so 100% FX size.
17.2.8
This setting affects Cues that are set to Chase Timing which are in a loop. When set to Yes, pressing Go will exit the loop
jumping to the step after the Cue that loops back to an earlier Cue. When set to No, pressing Go will step one step within the
chase.
17.2.9
17.2.10
Go stop/starts
When set to Yes then pressing GO stops a Cue that is already running or starts a Cue that is stopped.
When set to No then pressing GO starts the next Cue.
17.2.11
Pause swaps
When set to Yes the Pause button acts as a Flash button in Swap mode.
Pressing the Pause button the Playback will be set to 100% and the Intensity of all other active Playbacks will be set to 0%. When
the button is released the other Playbacks will be restored to their previous level.
This setting enables a Playback to have both an Add button and a Swap button.
17.2.12
Pause releases
When set to Yes the Pause button releases the Cue Stack.
17.3
Function
17.3.1
When this setting is set to Yes then the Cue Stack behaves as an Intensity Master. The Cue Stack normal Cue execution behaviour
is disabled.
If the Group Id settings is non zero then the channels stored in the Group specified by the Group Id specify the channels that are
under control of the Intensity Master. Updating the channels stored within a Group updates the channels under control of the
Intensity Master. . If there is no Group recorded for the Group Id then the Cue Stack has no effect.
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If the Group Id setting is set to 0 then the channels stored in the first Cue are used to determine which channels are under control
of the Intensity Master. The actual levels of the channels in the first Cue is not important only that the Channels have some
level in the Cue.
In order for the Intensity Master to be activated the Go button must be pressed. To release the Intensity Master the Playback must
be selected and the REL button pressed. The Button settings Flash activates Stack and Flash releases Stack are ignored. In
order to avoid sudden changes in output level the fader should be raised to 100% before activating or releasing.
When the fader is at 100% then the Cue Stack has no effect. As the fader is lowered then all the channels under control have their
intensity reduced.
It is possible to have multiple Intensity Masters that control the same channel which work proportionately.
Normally when this setting is set to Yes, the settings Cue Stack is a Size Master and Cue stack is a Speed Master should be set to
No.
When this setting is set to No then the Cue Stack behaves normally.
17.3.2
When this setting is set to Yes then the Cue Stack behaves as an FX Size Master. The Cue Stack normal Cue execution behaviour
is disabled.
The channels stored in the first Cue are used to determine which channels are under control of the Intensity Master. The actual
levels of the channels in the first Cue is not important only that the Channels have some level in the Cue.
In order for the Intensity Master to be activated the Go button must be pressed. To release the Intensity Master the Playback must
be selected and the REL button pressed. The Button settings Flash activates Stack and Flash releases Stack are ignored. In
order to avoid sudden changes in output level the fader should be raised to 100% before activating or releasing.
When the fader is at 100% then FX size is as programmed. As the fader is lowered then the FX size is reduced until it reaches
zero size at 0%.
A particular channel can only be controlled from one FX Size Master.
Normally when this setting is set to Yes, the setting Cue Stack is an Intensity Master should be set to No. It is possible to have a
Cue Stack set to both a Size Master and a Speed Master.
When this setting is set to No then the Cue Stack behaves normally.
17.3.3
When this setting is set to Yes then the Cue Stack behaves as an FX Speed Master. The Cue Stack normal Cue execution
behaviour is disabled.
The channels stored in the first Cue are used to determine which channels are under control of the Intensity Master. The actual
levels of the channels in the first Cue is not important only that the Channels have some level in the Cue.
In order for the Intensity Master to be activated the Go button must be pressed. To release the Intensity Master the Playback must
be selected and the REL button pressed. The Button settings Flash activates Stack and Flash releases Stack are ignored. In
order to avoid sudden changes in output level the fader should be raised to 100% before activating or releasing.
When the fader is at 100% then FX size is as programmed. As the fader is lowered then the FX size is reduced until it reaches
zero size at 0%.
A particular channel can only be controlled from one FX Speed Master.
Normally when this setting is set to Yes, the setting Cue Stack is an Intensity Master should be set to No. It is possible to have a
Cue Stack set to both a Size Master and a Speed Master.
When this setting is set to No then the Cue Stack behaves normally.
17.3.4
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This setting is used when the setting Cue Stack is an Intensity Master is set to Yes. It specifies the group to use as an Intensity
Master.
This setting has no effect on FX Size Masters and FX Speed Masters.
17.3.5
17.3.6
When Cue Stack is an Intensity Master is set to yes, then the fader will operate from 0% to 200% intensity. Above 100% the
level recorded in the Cue will be boosted - although the maximum level will always be 100%.
17.4
Activate/Release
17.4.1
When set to Yes the Cue Stack halts at the last step in the Cue Stack. When set to No then the Cue Stack will return to the first
step after the last step.
17.4.2
When set to Yes the Cue Stack automatically releases after the last step in the Cue Stack has completed fading. When set to No
the Cue Stack must be released manually.
17.4.3
When set to Yes the Cue Stack always starts from the first step when the Cue Stack is activated. The setting Release steps 1
step is ignored.
When set to No the Cue Stack activates at the step it was on when it was last released.
17.4.4
When set to Yes the Cue Stack activates at the step following the step the Cue Stack was on when it was last released.
When the setting Release resets to first step is set to Yes, this setting has no effect.
17.4.5
Release time
This is the time for channels to release when the Cue Stack is released (using the REL button or via fader/flash button). The exact
behaviour depends upon whether channels are active on other Playbacks. Intensity channels not used by other channels will fade
out using the release time.
The release time also affects channels that are released from Cue steps within a Cue Stack step i.e. when the Cue Stack step
Tracking option is not set to LTP (Rel old chans = yes)
This setting can also be set in the End field in View Cue in the Cue Stack Window.
17.4.6
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When the Playback is released then MagicQ executes the last step of the Cue Stack before releasing. Any macros in the last step
of the Cue Stack are also executed.
It affects all releases including releasing by flash button, fader to 0% or RELEASE button.
This can be used with a Release Time on the Cue Stack to perform a fade out of a different look when the Cue Stack is released.
17.4.7
When set to Yes, then this Cue Stack is activated when the page is changed to the page that this Cue Stack is assigned to.
If there is an active Cue Stack on this Playback then the new Cue Stack will only be activated if the old Cue Stack is set to release
on page change.
17.4.8
When set to Yes, then this Cue Stack is released when the page is changed to any page other than the page that this Cue Stack is
assigned to.
17.4.9
When set to Yes then the fader always controls the Intensity (HTP) channels from the Cue Stack regardless of whether the Cue
Stack is activated. Whenever the fader is raised above zero the Intensity channels will affect the Output. The highest level from
this Cue Stack and any other Playbacks will determine the Output level for each channel.
This setting overrides the Advanced Setting All Channels controlled LTP.
This setting is similar to the Use HTP setting on some other consoles.
17.5
Advanced
17.5.1
When set to Yes all HTP channels under control of the Playback act as if they were LTP channels. When the Playback with
this Cue Stack is the latest activated and highest priority Playback then the Playback has complete control of all HTP channels
regardless of whether they are active on other faders.
HTP channels that are active on higher priority Playbacks will be under control of the higher priority Playback and will ignore
this setting.
HTP channels that are active on other Playbacks with the same priority, but which were activated/reasserted more recently than
this Playback, will be under control of the other Playbacks.
17.5.2
When set to Yes then any channels controlled by this Playback block FX on those channels from other Playbacks.
Channels controlled by this Playback that have levels but no FX are not affected by FX on other Playbacks. In effect an implicit
zero FX is added to these channels to block the other Playbacks.
When set to No then channels controlled by this Playback that have levels but no FX are affected by FX on those channels from
other Playbacks.
17.5.3
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When set to Yes then the levels of HTP channels (generally Intensity) are affected by the grand master and sub master faders.
Channels also are affected by DBO and can be released by SHIFT RELEASE.
When set to No then the levels of HTP channels are not affected by the grand master and sub master faders. They are also not
affected by DBO or by SHIFT RELEASE.
Note that Group Masters are not affected by this setting. Therefore even with Masters affect level set to No, channels will still
be affected by Group Masters.
17.5.4
Playback priority
The Playback priority can be set to NORMAL, HIGH and ABOVE PROGRAMMER.
When all Playbacks are set to priority NORMAL then the latest Playback to be activated/reasserted will control the channels.
Playbacks set to HIGH priority always have higher priority than Playbacks set to NORMAL priority.
Playbacks set to ABOVE PROGRAMMER have higher priority than the Programmer in order to edit the Cues in the Programmer and see the changes on the Output it is best to release the Cue Stack.
17.5.5
When set to Yes, then MagicQ checks after each Cue is executed whether it should perform a move when dark.
Any heads that are used in the next Cue but which have 0% intensity in the current cue are checked to see whether the Position,
Beam and Colour attributes should be preloaded before the next Cue is executed. If the Position, Beam or Colour values are
different from the current values then the new values are crossfaded with a time of 3 seconds.
This option is similar to putting a Mark Cue before every Cue in a Cue Stack.
17.5.6
This option specifies how MagicQ calculates the Cue State when playing back a Cue Stack.
When set to Yes, MagicQ recalculates the Cue State whenever a jump is made in the Cue Stack. The Output of a particular Cue
always appears the same regardless of which Cue was executed preciously. MagicQ recalculates the Output as if the Cue Stack
had been played back from the first Cue to this Cue by pressing the GO button.
When set to No, MagicQ calculates the Cue State based on the Cues that it has actually executed when jumping to a new Cue
only the Cues that have been previously executed will make up the Output.
In tracking modes this setting defaults to Yes. In non-tracking modes this setting defaults to No.
17.5.7
Stomping enables Playbacks that have been completely overridden by other Playbacks to be automatically released.
This option is only relevant when the Setup, Playback setting Stomp playbacks is set. When Stomp Playbacks is set to No
then this setting is ignored.
When this setting is set to Yes then this Playback is allowed to stomp other playbacks.
17.5.8
This setting enables one or more playbacks to be synchronised together so that they step the same Cue Ids at the same time.
Setting this option to yes forces the next Playback (higher number) to synchronise to this Playback. If enabled for playback PB10
then Wing 1 PB1 will be synced to it.
If you Go on this playback to a Cue Id that is not implemented on the next playback then the next playback will not change step.
It will only sync to steps where the Cue Ids match.
It is possible to synchronise multiple playbacks by enabling this setting on several adjacent playbacks.
17.5.9
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External timecode
This setting affects any steps in this Cue Stack that have their Halt field are set to Timecode.
When set to Yes this Cue Stack is controlled by external timecode. When set to No then this Cue Stack is controlled by internal
timecode activating the Playback starts the timecode from 0.
17.5.10
When set to Yes then the state of this Playback is sent to other MagicQ consoles on the network.
If the Setup, Multi Console setting Send Playback state to other consoles is set to Yes then the state of all Playbacks is sent to
other consoles regardless of this Cue Stack setting.
This setting requires Setup, Network, Ethernet Remote Protocol to be set to ChamSys TX or ChamSys TX and RX.
17.6
Chase Options
17.6.1
When this setting is set to Yes, then when the Cue Stack is activated the fade times for the first step are ignored and the levels
bumped straight in.
This only affects Cue steps set to Chase Timing.
17.6.2
Speed
This controls the speed of any Cue Steps in the Cue Stack set to Chase Timing. This setting can also be controlled via encoder
X in the Cue Stack view.
17.6.3
Xfade
This controls the crossfade of any Cue Steps in the Cue Stack set to Chase Timing. This setting can also be controlled via the
Y encoder in the Cue Stack view.
17.6.4
Direction
This controls the direction (forward or backward) of any Cue Steps in the Cue Stack set to Chase Timing. This setting can also
be controlled via encoder C in the Cue Stack view.
17.6.5
Repeat type
The options are Normal, Bounce and Random. Bounce executes the Chase alternating backward and forward direction. This
setting can also be controlled via encoder D in the Cue Stack view.
17.6.6
Number of repeats
This setting specifies how many repeats of the Chase should take place.
When set to 0 then the Chase will continue until the chase is exited manually.
17.6.7
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Running
17.7
Chase Times
17.7.1
HTP in fade, HTP out fade, Position fade, Colour fade, Beam fade
The fade times for any Cue Steps in the Cue Stack set to Chase Timing. These times generally match the Chase speed. These
times can also be controlled via encoder C in the Cue Stack view.
Setting one or more attribute group fade times to 0 causes that attribute group to snap rather than fade.
The overall Chase speed corresponds to attribute group with the biggest combined delay and fade time.
HTP in delay, HTP out delay, Position delay, Colour delay, Beam delay
The delay times for any Cue Steps in the Cue Stack set to Chase Timing.
These times can be used to make one or more attribute groups snap at end.
The overall Chase speed corresponds to attribute group with the biggest combined delay and fade time.
17.8
Audio
17.8.1
Audio bumps Go
When set to Yes, the Cue Stack bumps to the next step every time a peak in the audio is detected on the specified channel. This
enables a Cue Stack to follow the beat of the music.
This is best used with the Cue Stack set to Cue Timing instead of Chase Timing.
The Cue Stack must be active for the audio to take effect.
When this setting is set to Yes, the settings Audio controls fader level, Audio sets BPM and Audio jumps to Cue Step
should be set to No.
Audio parameter 1 is used as a divider set it between 2 and 16 to divide the received beat frequency by a value between 2 and
16 times.
Audio parameter 2 should be set to 0.
17.8.2
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When set to Yes, then the chase speed of the Cue Stack is set to the timing of the peaks on the specified audio channel. The Cue
Stack should be set to Chase Timing.
The Cue Stack must be active for the audio to take effect.
When this setting is set to Yes, the settings Audio controls fader level, Audio bumps Go and Audio jumps to Cue Step
should be set to No.
Audio level, audio parameter 1, and audio parameter 2 should be set to 0.
17.8.3
Audio jumps to Cue Step enables the level of the specified audio channel to determine which step in the Cue Stack is executed
for example if you have a Cue Stack with 10 steps, then a level of 0% will execute step 1, 10% will execute step 2 whilst a level
of 100% will execute step 10. This is very useful if you wish to program different Cues onto LED or media servers.
The Cue Stack must be active for the audio to take effect.
When this setting is set to Yes, the settings Audio bumps Go and Audio jumps to Cue Step should be set to No.
If the setting Audio Controls fader level is set to YES then audio level, audio parameter 1, and audio parameter 2 will affect
the level of the Playback and hence the Cue step chosen.
17.8.4
Audio channel
This setting specifies the audio channel that the Playback will respond to.
The ChamSys audio interface supports 7 different frequency bands on two audio inputs (left and right).
Selecting the option Energy uses all frequency bands mixed together.
17.8.5
Audio level
When Audio controls fader level is set to Yes then the settings Audio parameter 1 and Audio Parameter 2 can be set to control
the response:
Audio P1 = 0 Normal (direct trigger from level)
Audio P1 = 1 Decayed (decays by Audio P2 each sample)
Audio P1 = 2 Pulse (triggers at Audio Level, Audio P2 is duration of pulse)
Audio P1 = 3 Pulse decay (triggers at Audio Level, decays by Audio P2 each sample)
Audio P1 = 4 Switch (triggers to on/off at Audio Level)
Audio P1 = 5 Slow (increases/decreases by Audio P2 each sample)
These parameters are ignored for the settings Audio Bumps Go and Audio sets BPM, and Audio jumps to Cue Step
When the setting Audio Bumps Go is set to Yes, then Audio P1 acts as a divider - from 2 to 64 so that the Cue Stack is bumped
at a slower rate than the audio input.
17.8.6
Audio parameter 1
17.8.7
Audio parameter 2
17.8.8
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Rate Divisor
Cue Stacks can be set to use a divisor of the tapped time - by default it is set to "Normal" and takes the tapped time. Options
include "Div by 2" to "Div by 8" and "Mult by 2". The divisor affects setting of the rate by tap to time either as the selected
playback, as part of global tap to time, or as part of audio BPM rate setting.
Cue Stacks can also have the Rate Divisor can be set to "Inhibit" - in this case the rate of the Cue Stack is never affected by global
tap to time options. This allows Global Tap to Time to be used without affecting particular Cue Stacks.
17.9
17.9.1
When set to Yes, the step defaults to Chase timing. When set to No the step defaults to Cue timing.
17.9.2
When set to Yes, the step executes after the completion of the previous step. When set to No the step executes after the wait time
specified in the Cue step.
17.9.3
When set to Yes, the step halts and waits for the user to pres GO before executing the Cue step.
When set to No the step executes immediately after the previous step has completed this is either after it has completed fading
(when Step follows last is set to YES) or immediately after the wait time has expired.
When Step Controlled as Chase is Yes then this setting is normally set to No so that the chase runs step to step without user
interaction.
When Step Controlled as Chase is No then this setting is normally set to Yes so that the Cue Stack is executed step by step
under user control.
17.9.4
When set to Yes, any HTP channels from previous Cues that are not in this Cue step are faded out.
In tracking modes this setting defaults to No. In non-tracking mode this setting defaults to Yes.
The Tracking flag H corresponds to the inverse of this setting.
17.9.5
When set to Yes, any FX on channels from previous Cues that are not controlled by a FX in this Cue step have the FX faded out.
In tracking modes this setting defaults to No. In non-tracking mode this setting defaults to Yes.
The Tracking flag F corresponds to the inverse of this setting.
17.9.6
When set to Yes, any channels used in previous Cues but not used in this Cue step are released.
This setting defaults to No in all modes.
The Tracking flag L corresponds to the inverse of this setting.
17.10
17.10.1
HTP in fade
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The default fade times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11
The default fade times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.1
Position fade
The default fade times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.2
Colour fade
The default fade times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.3
Beam fade
The default fade times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.4
HTP in delay
The default delay times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.5
The default delay times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.6
Position delay
The default delay times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.7
Colour delay
The default delay times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.11.8
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Beam delay
The default delay times used when new Cues are recorded in a Cue Stack. Used by Cues in the Cue Stack set to Cue Timing.
Once Cues have been recorded then the times for Specific Cues are edited in the Cue Window, View Times.
17.12
Default speed
This is the default FX speed used when creating new Waveform FX in the FX Editor Window.
17.12.1
Default in fade
This is the default FX fade in used when setting a specific FX fade in time. Note that by default FX are faded in using the fade
times of the Cue step.
17.12.2
This is the default FX fade in used when setting a specific FX fade out time. Note that by default FX are faded out using the fade
times of the Cue step. == Advanced Playback / Cue Stack Options
17.13
Channels are set as either HTP (Highest Takes Priority) or LTP (Latest Takes Priority) in their personality file the property can
be edited in the Head Editor.
By default, Playbacks use the HTP / LTP property to determine how channels are controlled from multiple playbacks simultaneously. For HTP channels the highest level will be output, for LTP channels the highest priority or latest touched playback will
control the channel.
This operation can be modified on a per Cue Stack basis.
17.14
HTP handling
The console handles HTP (Highest Takes Precedence) channels in a very simple way - the highest value from all the playbacks,
the programmer and the preset faders is the value that is output.
If the "Programmer overrides HTP chans" option is enabled then any HTP channels in the programmer will override channels on
the playbacks. Channels on preset faders still affect the output.
The console supports a powerful swap mode selected through the ADD/SWAP button. In SWAP mode when a FLASH button
for a playback is pressed then the HTP channels from all other playbacks are disregarded. Only playbacks with a FLASH button
pressed affect the HTP output. Similarly, the programmer and preset faders have no effect on HTP output.
FX and channel values are handled independently enabling operators to program one playback with channel values and one with
FX. For example one playback could have an ambient level whilst another has a dimmer chase. The FX is added to the highest
channel value.
Note that if a Cue Stack on a Playback is set to All chans controlled LTP then when that Playback is activated as the last
touched playback then all channels controlled by that Playback are considered to be LTP. Thus that Playback will exclusively
control the levels of all channels used by the Cue Stack.
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By default HTP channels programmed in a Playback only affect output when the Playback is active. It is possible to make a
Playback so that the activation of the Playback is separated from the operation of the HTP channels using the HTP always active
(Use HTP) in Cue Stack options, Activate/Release.
When this option is set, then HTP channels on the playback will be output whenever the fader is above the activation point
(defaults 0) regardless of the other activate options on the Cue Stack. They will only be released when the fader is taken back
down to 0. They are not affected by pressing the RELEASE or the SHIFT RELEASE buttons.
If a Playback is set to HTP Always Active then raising the fader or pressing the FLASH button will not use any specified
Intensity delay or fade times. If the Cue Stack has multiple steps then delay and fade times will still be used when changing steps
i.e. pressing the GO or PAUSE buttons.
The HTP always active (Use HTP) has priority over the All chans controlled LTP option therefore HTP channels on
playbacks will be output regardless of any other higher priority faders with All chans controlled LTP.
LTP channels will be activated in the normal way i.e. by pressing GO, or if the Fader activates option is set by moving the
fader upwards. If the Flash activates option is set then pressing the FLASH button will also activate the channels.
When one of the main faders has HTP levels active then it is coloured orange. Only once the playback is activated fully will it be
coloured red.
Note that this option affects all channels that are patched as HTP channels (normally only Intensity but potentially other
attributes if desired).
17.16
LTP handling
The MagicQ console provides powerful handling of LTP (Latest Takes Precedence) channels allowing new effects to be bumped
onto intelligent heads for a period of time before reverting to the previous effect.
Note that several other consoles handle LTP channels in a less intuitive way - when the last active playback is returned to zero
then the values on that playback still control the channel rather than reverting to the previous raised playback that is still active.
The programmer always over-rides playbacks. If a LTP channel is active in the programmer then playbacks will be disregarded
for this channel.
FX and channel values are handled independently enabling operators to program one playback with channel values and one with
FX. For example one playback could have MAC500 positions (channels) whilst another has MAC500 movements (FX).
17.17
By default, the FX and levels on MagicQ operate independently so it is possible to have a FX running on one Playback and the
level (base values that the FX is applying to) coming from a separate Playback.
Only one FX is ever active on a particular channel, so the FX from the last touched playback will over-ride any FX for that
channel from other playbacks.
If a Playback has a Cue with both a FX and a level for a channel then that will Playback controls then the output will be the level
plus the FX from that Playback.
If a Playback has a Cue with only a level for a channel (i.e. no FX), then a FX may be added to that level from another active
Playback.
It is possible to set the Cue Stack option Ignore FX from other Playbacks so that when the Playback is the last touched Playback,
any FX from other Playbacks are ignored, regardless of whether this Playback has FX for these channels.
It is also possible to set the Cue Option Block FX to block other Playbacks with FX from affecting the levels in a particular
Cue. Note that when the option Programmer overrides FX is active (e.g. in Hog II Warp mode) then Cues are automatically
recorded with the Block FX option set. The Cue option Block FX can be viewed and changed in the Cue Stack Window
(page right).
An alternative way to block FX from other Playbacks is to use Add FX Zero Size in Cues where you wish to block other
Playbacks.
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Playback Priority
By default all playbacks have the same priority. It is possible to set a playback to maximum priority using the Cue Stack option
Highest Playback priority. The options are:
Normal same priority as other playbacks last activated has control
Mid above Normal but lower than programmer
High highest priority of all playbacks but lower priority than the programmer
Above Programmer higher than playbacks and the programmer
When the Cue Stack has highest priority, LTP channels under control of the playback are not affected by other playbacks. HTP
channels continue to operate as normal.
17.19
Sometimes it is necessary to program playbacks that are not affected by the Grand Master or Sub Master. Use the Masters do
not affect level option to prevent the Cue Stack being affected by the master faders this is useful for controlling channels that
must stay up e.g. house lights, smoke machines etc. . . Cue Stacks set with this option are not affected by grand master, sub
master, DBO button.
Cue Stacks with this option set are not released by pressing SHIFT RELEASE to release all playbacks.
17.20
Playback Stomping
There is a Playback Stomping option in the Setup Window, View Settings, Playback. With this option enabled playbacks that
have been fully overridden by other playbacks will be automatically released (stomped).
This is useful in some environments such as night-clubs where the operator wishes to continually play back new functions without
having to turn off the older functions.
There is a choice of Stomping - LTP or both LTP and HTP.
When set to just LTP then playbacks that contain HTP channels are never released (stomped) as they may still be affecting the
output. When set to LTP and HTP then playbacks are stomped if all of the LTP channels have been overridden by another
playback and the HTP channels are at the same or higher level in another playback.
When using the Playback Stomping option it is possible to allow some playbacks to be marked as non stomping. This enables
certain playbacks to be bumped in without stomping over the original playback.
17.21
Playbacks can be used to control groups of channels you can assign a playback to be a master for Intensities, FX size or FX
speed for a specified set of heads. Using Intensity Masters you can make an Inhibit Master to give overall control for the levels
of a group of channels.
Group Masters are activated and released in the same way as normal Cue Stacks. When you set Cue Stacks to be Intensity
Masters, FX Speed or FX Size Masters it is not necessary to set Fader Activates Stack to No and Fader Releases Stack to No.
MagicQ will ignore these settings and always activate only using the GO button and release using the RELEASE button.
When editing the channels in a Group Masters you should ensure that the fader is released before you make the edit.
Note that the channel levels, times, and FX information in the Cue that is used as the Group Master are ignored and hence do not
affect the output in any way.
17.21.1
Intensity Masters
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To make an Intensity Master based on a Group simply clear the programmer, then select the Group and record to a Playback.
Make sure that there are no active channels in the programmer. MagicQ will automatically create a Group Master, setting the Cue
Stack Options, Function, Intensity Master = Yes and setting the Cue Stack Options, Function, Group Id to the selected Group.
If required, the group associated with an Intenity Master can be changed in Cue Stack Options, Function. When a group number
other than 0 is set in the Cue Stack Options, Function menu then MagicQ automatically edits and generates the Cue assigned to
the first step in that Cue Stack. Ensure you set the group id on the correct Cue Stack.
You can have multiple Group Masters that control one channel they will work together.
17.21.1.2
Record a cue with the channels that you wish to control - the level of the channels can be any level as long as the channel is in
the programmer. Then set the Cue Stack option "Fader is an Intensity Master".
Activate the playback (press GO or raise the fader) and now it acts as an Intensity Master. Press RELEASE to stop the master
having any effect.
17.21.2
To make a FX Size or FX Speed Master you record a single Cue onto a Playback that contains the attributes that you wish to
control.
To make a FX size master for pan movement, record a cue with only the pan attribute in the programmer for the heads you wish
to control. Then set the Cue Stack option "Fader is a Size Master". Activate the playback and now it acts as a FX Size Master
for pan movement.
You can set-up multiple FX Size and FX Speed Masters however you should only have one Master of each type to control each
head otherwise there is a conflict.
17.22
The FLASH button can be set to release the Cue Stack using the Flash releases stack option. This option works in a slightly
different way depending on the Fader releases stack.
When Fader releases stack = no (Theatre, Hog II Warp modes), pressing and then releasing the FLASH button will always
release the stack regardless of the fader level. When Fader releases stack = yes (Normal mode), pressing and releasing the
FLASH button will only release the Cue Stack if the fader is at 0.
The Cue Stack can be configured in different ways to affect whether the Cue Stack resets to the first step on release, whether it
stays at the current step, or whether it moves on one step.
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Chapter 18
Individual channels can be added into the show as required using the Intensities Windows. Channels can be added using the
faders in either the Programmer View or the Presets View.
Channels added in the Programmer View are added into the programmer in the usual way. If the programmer is cleared then
they are cleared. Channels added using the Presets View are not affected by operations on the programmer - they act like preset
faders.
Channels added in both views are affected by the Grand Master and by the pressing of SWAP buttons.
18.2
Over-ride / take-over
The MagicQ architecture supports the combined use of the programmer, playbacks and preset faders so that there is no need to
constantly swap between modes, losing your overridden effects. This makes the console ideal for busking shows.
ADD and SWAP buttons work regardless of whether you are programming or playing back. Similarly the programmer works as
an over-ride, regardless of what you are doing.
By default, the console makes no distinction between programming and run modes. Some operators may wish to restrict what
is allowed in run mode this can be configured in the Setup Window. You can choose to disable programming or to disable
modification of programmed Cues / Cue Stacks.
18.3
The Cue and Cue Stack Windows are used to monitor and adjust the execution of Cues and Cue Stacks respectively. Both
windows monitor the currently selected playback.
For a Cue Stack with a single Cue recorded on it, then the Cue Stack window will not be of much interest. In this case the Cue
can be monitored and adjusted using the Cue Window.
For a Cue Stack with multiple Cues, the Cue Stack window can be used to watch the progress of the Cue Stack. The position
within the Cue Stack can be changed along with the timing information. You can make the Cue Stack window follow the Cue
currently executing on the selected playback - set the Display Current Cue option to YES in the Cue Stack Window.
18.4
To modify the speed or contrast of a Cue Stack that is running with Chase Timing, press the SELECT button for the playback,
and then adjust the encoders in the Cue Stack Window. The chase direction and chase type (Normal, Bounce, Random) can
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also be selected. Pressing and holding the SELECT button of a Playback with a chase on it automatically opens the Cue Stack
Window.
Use the top right encoder to modify individual attributes - Position, Beam, Colour, Intensity In and Intensity Out (soft button
selects the different attributes). Once the speed of an attribute is changed it is no longer controlled by the master chase speed.
Modifying the attribute so that it is the same as the master chase speed brings it back under control of the master chase speed.
Modifications are retained even after the playback is released.
18.5
Modifying FX parameters
To modify the parameters of a FX that is programmed in a Cue, press the SELECT button for the playback, and then adjust the
encoders in the Cue Window.
FX size, shape, spread and speed are all adjustable.
Modifications are retained even after the playback is released.
18.6
Cue Stacks can be started and stopped using the GO and STOP buttons associated with the playback.
For wing playbacks, make the playback the current playback and then press the GO / STOP buttons in the manual control section.
18.7
18.8
When playing back a show, you can over-ride the programmed effect in the playbacks by using the programmer. For instance,
assume that you are running a yellow circle on your MAC500s. You wish to change the colour to Red.
Select the MAC500s from the Group Window.
In the Colour Window select the Red palette entry.
If you wish to remove the over-ride then you can either clear all off the programmer by pressing CLEAR. Alternatively you
can remove only certain attributes or certain heads by selecting the items with the cursor in the Prog Window and pressing the
REMOVE soft button.
When you press CLEAR or remove selected heads from the programmer, the programming will be immediately removed and the
heads will be controlled by the playbacks as if the programming had not been applied. This is different to some other consoles
where clearing the programmer has non deterministic effects.
Note that in order to over-ride individual attributes of an intelligent head you need to be in SELECT BY CHAN rather than
SELECT BY HEAD mode. If you are in SELECT BY HEAD mode then all of the head attributes will be set to what is in the
programmer.
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Adding in new FX
MagicQ does not make a distinction between programming and run modes so it is always possible to busk new FX. For instance,
assume that you have an active playback which has the MAC500s statically focused on the centre vocals position. You now wish
to temporarily add in a tilt saw.
Select the MAC500s from the Group Window.
In the Prog Window, select the ADD FX soft button.
Select the TILT SAW FX.
Adjust the encoder wheels as appropriate.
If you wish to set the speed / size of the FX before you make it live on stage, then go into BLIND mode before you ADD in the
FX. Then you can adjust the chase without affecting the stage output. Use the Move View in the Outputs Window to get a 2D
picture of how your FX will look. Then when you are happy, go out of BLIND mode and the FX will appear on stage.
Alternatively use the ADD FX ZERO SIZE soft button this adds an FX into the programmer exactly as when using the ADD
FX soft button except that the Zero Size option is set. You can then select the size you want using the SIZE encoder before
pressing the ZERO SIZE soft button to clear the Zero Size option.
Use the CHANGE FX soft button to change the waveform of the FX live.
Pressing and releasing BLIND will enable you to busk the FX in and out e.g. in the chorus / verse transitions.
18.10
Palettes can be applied with a time by simple entering a time in seconds before selecting the palette entry to apply.
For example, to apply a 4.5 second movement from the current position to your programmed centre vocals position, simply type
4.5 and select the vocals position in the Position Window.
The fades are carried out in the programmer (you dont need any playbacks free). All attributes in the palette are faded regardless
of whether they are marked as instant or fading in the personality file.
If you apply a palette with time whilst in FAN mode then the times will be fanned across the different heads in the order that the
heads have been selected. See using palettes with time.
18.11
Release times can be set on a per Cue Stack basis, in the Cue Stack Options. Default release times can be set up in the Cue Stack,
Defaults view including times for Cue Stacks with single Cues and Cue Stacks with multiple Cues.
It is also possible to release a Playback with time by typing a number and then pressing REL. For example, 3 REL releases the
currently selected playback over 3 seconds.
In addition it is possible to clear the programmer and to enter and exit blind mode with times. Press 5 CLEAR to clear the
programmer over 5 seconds. Press 10 BLIND to enter blind mode over 10 seconds.
18.12
Busking Master
It is possible in the Setup Window to set the manual crossfade fader to be a busking rate sub-master from 0 seconds to 10
seconds. The rate is shown in the bottom right of the Status Display. The time is applied to selection of palettes and intensities.
When FAN mode is selected the change is applied in turn across each of the selected heads.
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Programmer Master
It is possible to make a Playback into a Programmer Master. Record an empty Cue onto a Playback and then set the Cue Stack
option, Function, Programmer Master.
When the Playback is activated by pressing the GO button then the fader level becomes the Programmer level. Releasing the
fader level causes the Programmer level to go back to 100%.
When the fader is less set to less than 100%, the FLASH button can be used to bump in the Programmer at 100%.
The GO button and PAUSE buttons are used to swap Palette values in the Programmer when the Programmer has mixed palette
values.
For instance if some heads are set to use the RED palette in the programmer and others using the GREEN palette then pressing
GO will swap all the heads using RED palette to use GREEN and all the heads using GREEN palette to use RED.
If there are more than 2 colour Palettes in use in the Programmer, then the colours rotate around all the different Palettes.
Odd/Even can be used to easily set up an initial look of 2 or more colour palettes.
Currently only one Programmer Master can be active at a time.
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Chapter 19
Execute Window
The Execute Window is a special window designed to allow customisation of the look and feel of the MagicQ. This layout of
the window is configurable by the user and can contain Groups, Palettes, Macros, Cues and Cue Stacks. It is also automatically
accessible on the MagicQ remote iOS and Android applications.
Press the Exec button to open the Execute Window. Press 2 and Exec or 3 and Exec to open additional Execute Windows. Each
Execute Window operates independently and can select different Execute Grid pages. Items can be copied between different
Execute Windows.
There are three views, View Design, View Execute and View Max. Use View Design to design the grid size and to place items in
the grid. Use View Execute for playback, or View Max for full screen playback.
19.1
Design View
Use the Set Grid Size soft button to specify a grid size and then copy the relevant items from other windows. For example,
to place a Group in the Execute Window; go to the Group Window, press Copy, select the Group, and then go to the Execute
Window and select the box to place the Group.
Cues and Cue Stacks can be recorded directly into the Execute Window using Record and selecting a free item.
Multiple items can be selected for copying into the Execute Window.
You can also assign Special Functions to items in the Execute grid. These include Execute Page Up, Execute Page Down, Change
to Exec Page, Close, Blind, Clear, Lamp On, Lamp Off, Reset, Key Lock. Press the ASSIGN SPECIAL soft button.
There are special functions for controlling zones enabling, disabling and setting the hot takeover state. These enable complete
control of complex DMX routing from a simple interface.
To view the details of an item in the Execute Window use the View Item soft button. This makes it easy to change FX and Chase
speed quickly.
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The Execute Window can be run in full-screen mode (View Max), allowing the whole of the screen to be customised. The size
of the full screen Execute Window can be set via the Set Win Size button this defaults to 1024 by 768 for MagicQ PC/Mac and
800 by 600 for the console.
Selecting the Run in Execute Window option in the Setup Window ensures that the MagicQ will start up directly in the Execute
Window. Note that on MagicQ PC/Mac, the buttons on the full screen Execute Window will only work when a MagicQ PC Wing
is connected.
Use the close icon in the title bar to close the Execute Window. Use Assign Special to add a specific Close button into the Execute
Grid. On MagicQ consoles you can press the CLOSE button to return to normal MagicQ windows.
It is possible to have the legends for the 10 main playbacks displayed even when in full screen view - use soft button C, Playbacks
= On. The Playback legends take up the bottom part of the window, thus reducing the total size available for items.
Note that View Max is only supported on the first Execute Window.
19.3
Password Protection
It is possible to protect the Execute Window so that operators only see the Execute Window and can not use the main MagicQ
application windows. From the Execute Window set up a password using the Set Password soft button. If an operator tries to
close the window then they have the choice of shutting down or entering the password to re-enter the main MagicQ application
windows.
For security reasons there is not a master password. To reset the password that is locked, please contact your local dealer.
Protection can be added so that users cannot operate any Execute buttons until they enter a password. A Key Lock Special
Function button can be placed in the Execute Window. When pressed the Execute Window is locked and can only be unlocked
by entering the password. If no password has been set, then entering a blank password will unlock the window.
19.4
Automated Start
MagicQ includes several options for automated start of Playbacks and Executes. These options are available on MagicQ consoles
and on MagicQ PC systems when connected to a MagicQ USB Wing or Interface. See Setup, View Settings, Playback, Activate
Playbacks On Start.
19.5
Faders
The Execute Window supports faders as well as buttons. Cue Stacks and Cues can be represented as faders. To set a Cue Stack or
Cue as a fader, move the cursor to the item and press SOFT button E to toggle the Type between button and fader. A F appears
in the corner of the item when it is set to be a fader. Faders are only shown in Execute View and Max View, not in Design View.
Faders can be twice as tall as buttons. When setting faders in the Execute Window leave the box below the fader free. The fader
will automatically be adjusted in the Execute View to fill the two boxes.
Use SHIFT or CTRL and the cursor keys to cursor select multiple items to set the type for multiple items in one go.
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Buttons
By default buttons in the Execute Window are set to toggle their function on and off each time the button is pressed. It is possible
to set a button in the Execute Window that is controlling a Cue or a Cue Stack to momentary rather than toggling. Move the
cursor to the required item and use Soft button E to set the item type Button Fl.
Buttons can also be set as solo buttons (also known as radio buttons) so that a group of buttons programmed as Cues or Cue
Stacks can be set so that only one of the group is active at a time. Use soft button E to select Solo.
The group consists of all adjacent buttons in a horizontal row that have their Item Type set to Solo. Solo buttons must be
immediately adjacent. Empty items or items that are not set to Solo will end the group.
Use SHIFT or CTRL and the cursor keys to cursor select multiple items to set the type for multiple items in one go.
19.7
Button appearance
The appearance of the boxes can be set using Soft button B Appearance. The options are "Images", Boxes or Coloured for
the appearance of the buttons, faders and encoders. "Images" uses inbuilt images whilst "Coloured" colours the buttons according
to function. When that function is active the button appears brighter.
The Execute Window supports custom images for the buttons, faders and encoders. The images should be stored in the bitmaps
folder and named according to:
Button up image
Button down image
Fader track image
Fader knob image
Encoder back image
Encoder dial image
xxxxup.bmp
xxxxdn.bmp
xxxxtrck.bmp
xxxxknob.bmp
xxxxbase.bmp
xxxxdial.bmp
Where xxxx is any name. The images can be bmp, jpeg or png. The bitmaps can be selected for each item in the Execute Window,
View Design by pressing the BUTTON BITMAP soft button and selecting the required image file.
When selecting the file, choose the up, "trck" or "base" file. MagicQ will automatically substitute the dn file when the button
is active.
Use SHIFT + CLEAR BITMAP to remove the bitmap.
Use SHIFT or CTRL and the cursor keys to cursor select multiple items to set the image for multiple items in one go.
19.8
Speed Encoders
The Execute Window supports encoders for speed control of Cue Stacks. Use Insert Special, and select Encoder to insert an
encoder below a recorded Cue Stack. The Encoder will only be active when the Cue Stack directly above is active.
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Attribute Encoders
The attribute encoder acts like the encoders in the Intensity, Position, Colour, Beam windows, affecting the currently selected
heads.
19.10
Preload
The Preload function allows execute window items to be selected before the change is applied. Press the PRELOAD soft button
to start selecting/deselecting items. MagicQ will show the items selected/deselected but will not apply them until the PRELOAD
GO soft button is pressed. The Busking Rate Master can be used in conjunction with this feature to allow all the items to fade at
the same time.
19.11
Wallpaper
It is possible to set a background wallpaper using the SET WALLPAPER soft button. The wallpaper should be a bmp or jpeg of
the size set by the WIN SIZE button. For MagicQ consoles the internal touch screen is 800x600 resolution.
Use SHIFT + CLR WALLPAPER to remove the wallpaper.
19.12
Special Options
There are a number of special options that can be assigned as buttons using the ASSIGN SPECIAL soft button. These include:
Exec Page, Exec Page Up, Exec Page Dn
Blind, Close, Clear, Locate
Enable Zone, Disable Zone, Set Hot Zone, Clear Hot Zone
Global Tap
Powerdown
Lamp On, Lamp Off, Reset
Lamp On All, Lamp Of All
Preload
Setup Option
Encoder
Keylock
19.12.1
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It is possible to build up multiple execute grids and to change between them using the Exec Page, Exec Page Up and Exec Page
Down special options.
For example you could use Grid 1 as an "Home" grid with only buttons to change to other pages. Then each of the other pages
could have a Exec Page button to change back to the "Home" grid.
19.12.2
Setup options can be changed from the Execute Window without having to write keyboard macros. In the Execute Window
press ASSIGN SPECIAL and select Setup Option in order to assign the changing of a Setup Option to a single button.
19.13
19.14
From v1.6.7.0 its possible to enable 20 Execute buttons on the GO and Pause buttons for Playbacks 1 to 10. These can be set to
to use the Execute Grid 1 functions instead of the Cue Stack Go and Pause functions. When this function is in use then Execute
Grid should be set to size 10/2 giving a total of 20 items.
In Setup, View Settings, Playbacks if the option "Playback Go/Pause use Execute Grid 1" is set to "yes", then this makes all 20
Execute buttons follow the items in Execute Grid 1. Setting this option automatically sets Execute Grid 1 to 10/2 if it was not
previously used. It is also possible to set individual items in Cue Stacks, Options, Buttons by setting the options Go uses Exec
Grid 1 or Pause uses Exec Grid 1.
Note that if a button is set to an Execute and there is no corresponding item in Exec Grid 1 then the button operates as the normal
Go/Pause for the Cue Stack.
When a button is set to Execute then the function of the button is shown in the display together with its activation state.
Exec Grid items can be set to Cue Stacks, Cues, Groups, Positions, Colours, Beams, Macros and other functions - all off these
functions are available through the 20 Execute buttons. By default items in the Execute Grid toggle on/off - the LED on the
Go/Pause button shows the state. Alternatively the Button function can be changed in the Exec Grid to be "Button Flash" or even
"Button Solo".
Note only a 10/2 grid can be mapped to the main 10 MagicQ playbacks, this function is not supported on Extra wings, playback
wings or Execute wings.
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Chapter 20
Automation
20.1
MagicQ supports an automation system to enable it to automatically respond to both external, internal and timed events. MagicQ
can trigger on external events such as MIDI notes, DMX input, serial input, timecode, and the remote contact input. MagicQ can
also trigger on internal events such as system startup, system shutdown and system powerfail. In addition MagicQ can trigger on
timed (scheduled) events.
MagicQ supports an Automation Window for managing all of the automated events. The Automation Window supports multiple
events with each event being subject to specified parameters.
Each event then triggers a particular MagicQ function this can be a function on a Playback, a Cue Stack, a Cue, a Page, a Macro
or a Layout.
MagicQ can take a parameter from the event trigger and pass it to the function for example, it could take the velocity from a
MIDI note event and tigger a Playback level using that velocity.
Automation is only supported on MagicQ PC/Mac when connected to a MagicQ USB Wing, MagicQ USB Interface or SnakeSys
product.
20.1.1
Autom Events
Each event can have up to 3 parameters (P1,P2,P3) to filter the event further.
Event
Scheduled
MIDI note
MIDI sysex
Timecode
Remote
DMX
Serial port
P1
Time
Mode - on, off or both
P2
Date mask
Note
P3
Channel 0 for all
Event
Startup
Shutdown
Power fail
Scene Setter Button
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P1
P2
P3
Button number 1 to 16
Autom Functions
Each Function can have up to 3 function parameters F1, F2, F3. For Playback (PB) functions, F1 is the Playback number. For
Stack functions, F1 is the Stack number. For Cue functions F1 is the Cue number.
For Macros F1 is the keyboard macro Id. 0 means stop all playing keyboard macros.
For Page functions F1 is the Page Number and F2 specifies a Playback to be activated on the Page Change (0 = none) and a Cue
Id to jump to on PB go and PB jump.
PB a,r,level
PB level
PB activate
PB release
PB act FULL
PB go
PB back
PB ffwd
PB fbck
PB jump
Stack toggle
Stack activate
Stack release
Stack level
Cue toggle
Cue activate
Cue release
Cue level
Run macro
Change layout
Change page
Change page release main
Change page release all
MagicQ PC supports control of the first 10 playbacks (PB1 to PB10). MagicQ consoles support control of all 202 playbacks.
20.1.3
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MIDI events
If you add MIDI events then these override the miditable.txt file the file is completely ignored.
20.1.4
If you add serial port events then these override the normal ChamSys serial remote protocol functions. The serial port settings in
Setup, View Settings, Ports must be set up with Serial Remote Protocol set to ChamSys RX.
MagicQ matches the serial data received to the string you specify in the P2 field using the same format as in the Cue Stack
Macros but without the X. So if you set the P2 field in the Autom to
1,2,3 it will match the serial data received 1,2,3
P1 is the number of characters to match and P3 determines which character is passed onto the Autom function.
So if you want to set up MagicQ to respond to serial commands to set the level of Playback 1 using the serial commands L1 to
L100 you would set up the Autom as:
Type Serial Port
P1 1 // Match 1 character
P2 L // Character to match
P3 2 // 2nd character of received string
Function PB Level
F1 1
20.2
Scheduled Events
MagicQ supports timed events for trigger Cues at specific times of the day or days of the week. Any Cue in a Cue Stack can
be set to trigger based on a scheduled event rather than following on from the previous Cue. This enables time of day and date
based events to be run automatically.
Scheduled events are supported on MagicQ consoles and on MagicQ PC when connected to a MagicQ Wing.
19/30/5 for 19 hours 30 minutes and 5 seconds
or
*/10/0 to have the event occur every hour at 10 minutes past the hour
or
//0 for every minute
20.2.1
It is also possible to set dates in P2. For example to have an event on the 24 December 2005 enter:
24/12/2005
You can also specify particular days of the week using the characters A to G where A is Monday, B is Tuesday, C is Wednesday
etc. . .
So for an event every Monday and Tuesday enter:
AB
For an event on the first day of every month enter
1
20.2.2
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MagicQ has the capability to trigger events based on the sunrise and sunset at the particular location.
In order for sunrise and sunset events to occur correctly MagicQ must be configured with the correct longitude, latitude and time
zones. These parameters are configured in Setup, View Settings, Mode. The sunrise and sunset times for the current location can
be checked in Setup, View System, View Status.
To set a scheduled event based on sunrise or sunset first set the time starting with R for sunrise or S for sunset.
It is possible to set offsets on the sunrise and sunset times so the event is triggered a certain time before or after the sunrise or
sunset.
For example to trigger 20 minutes after sunrise enter
R+0/20/0
To trigger 30 minutes before sunset enter
S-0/30/0
20.3
MagicQ includes several options for automated start of Playbacks and Executes. These options are available on MagicQ consoles
and on MagicQ PC systems when connected to a MagicQ USB Wing or Interface. See Setup, View Settings, Playback, Activate
Playbacks On Start.
20.4
Keyboard macros
Keyboard macros enable you to record sequences of key presses and to replay the sequence at the press of a single button.
Keyboard macros can be assigned to any button on the console (including to a SHIFT+button and CTRL+button) or to buttons
on an external keyboard. The first 10 keyboard macros are available on the Quick Macro Tool Bar.
Macros can be inhibited from the Setup Window using the Inhibit Macros option.
20.4.1
To record a keyboard macro, go to the Macro Window, press RECORD and select a macro to record. Alternatively moe the
cursor to a free item in the window and press the START MACRO soft button.
The console then records all of the following key sequences until you press the Macro Window button and the END MACRO
soft button.
The title bar shows "Recording" whilst recording is in progress. MagicQ automatically removes the MACRO and END MACRO
soft button press from the end of the recording.
In software prior to v1.7.1.3 MagicQ stored raw key presses. From v1.7.1.3 MagicQ supports several different formats for storing
the keys - by default it now uses the internal MQ keys. The internal MQ keys have the advantage that they are the same across
all MagicQ consoles - therefore a keyboard macro that is recorded on a MQ80 will always run correctly on a Pro 2014 and vice
versa.
Choose the Record Options by pressing soft button A in the Macro window. The options are "Keys", "MQ Keys" and "Functions".
20.4.2
Macros can be played by simply pressing the item in the Macro Window.
To stop a macro that is playing open the Macro Window, View Macros, put the cursor on the macro and press the STOP MACRO
soft button. To stop all macros that are playing press SHIFT + STOP ALL MACROS.
Keyboard macros can be triggered from Cue Stacks using the Cue Stack Macro B, e.g. B1 plays macro B1. B0 stops all macros.
20.4.3
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Playback of keyboard macros can use the times that the macro was recorded with or using external time code sources. By default
macros are played back using Immediate timing. Use the SET TIMING soft button to change the timing to Real time or
Time code.
The timing type can be changed after the macro has been recorded however if external time code timing is required then this
should be selected before the macro is recorded. This enables the console to record the key and button presses according to the
received time code signal.
20.4.4
Times can be modified in the View Data view of the Macro Window using the keypad and Encoder E. Multiple items in the
macro can be changed at one time using SHIFT and the cursor keys to select the items.
When using time code timing, the + and operators can be used to offset the timing of a sequence of items.
Macro steps can be deleted using the REMOVE key. Note when a button is pressed there is a press and a release both
should be removed otherwise the button state will become confused.
It is possible to move steps in the Macro, View Data view press MOVE and then select the source followed by the destination.
Multiple steps can be moved using SHIFT and the cursor keys.
The RETIME soft button can be used to change the times for steps that are out of sequence - any times that are not in order are
changed to a new time that is within order. The sequence that the keys are played back in is maintained.
The REORDER soft button changes the sequence of keys to match the timing. Note that this will affect the result of playing the
macro.
20.4.5
To assign a macro to a button, press the ASSIGN MACRO soft button and press a key to assign it to (e.g. one of the 6 spare
keys). Keyboard macros can also be assigned to a combination of keys for example if you hold one key and press another key.
Keyboard macros are saved into show files and also when you Save Settings, so it is possible to personalise your console.
If you accidentally assign a keyboard macro to the wrong button then you can easily change the assignment. Open the Macro
Window, move the cursor to the macro you want to change the assignment for and press the ASSIGN MACRO soft button. Now
press the button that you really wanted to assign it to.
A macro assignment can be removed using the DEASSIGN MACRO soft button.
20.4.6
The Quick Macro Tool Bar is accessed by pressing the screen in the Status Display (the area of the screen above Playbacks PB1
to PB5 with the Clock). The Macro Tool Bar can be closed by pressing in the Status Display again.
The Macro Tool Bar shows the Key Macros 1 to 10.
20.4.7
Macros support fader moves and encoder changes as well as button presses. This enables complete recording and playback
of macro segments. Macro timing and playback uses a high resolution internal clock enabling accurate playback of recorded
sequences.
MagicQ optimises fader moves to remove redundant steps.
20.4.8
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In built Macros
MagicQ supports a number of in-built macros which carry out common programming key sequences including quite a few that
would normally require multiple key presses or simulataneous pressing of more than one key. The In-built Macros can be useful
on touch systems where it is not possible to touch 2 keys at one time.
Press the In built Macro soft button and choose the macro to assign to the current item in the Macro Window.
20.4.9
Cue Stacks can be used to program a list of scheduled events. To use this feature, set the Halt field of each of the Cues in the Cue
Stack Window to Sched. Double click to change the field. Then enter the time in the Wait field. The times can have wildcards
and sunrise/sunset times as per Autom events.
If dates are required then they are entered into the macro field starting with Z and ending with Z. For example to have an event
on the
24 December 2005 enter:
Z24/12/2005Z
You can also specify particular days of the week using the characters A to G where A is Monday, B is Tuesday, C is Wednesday
etc. . .
So for an event every Monday and Tuesday enter:
ZABZ
For an event on the first day of every month enter
Z1Z
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Chapter 21
MagicQ includes a powerful 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 movies, bitmaps and text messages on that grid. The grid can have
spaces in it 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.
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21.1
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We recommend that you patch LED fixtures in their highest resolution mode (maximum number of controllable RGB elements)
and chose a mode without extra inbuilt FX channels if possible.
The generic led3chan and generic led4chan can be used with most LED fixtures. If MagicQ does not have the required personality
in its library then you can easily build your own personality using the in-built Head Editor.
For LED heads without dimmers we recommend you patch the RGB channels as HTP. For LED fixtures with an inbuilt dimmer
channel the RGB channels should be LTP.
After patching your LED heads you should set up the head numbers for each fixture in the Patch Window. By default MagicQ
numbers heads in the order they are patched starting at 0. Simply edit the head number field in the Patch Window to change the
head numbers. Use SHIFT and the cursors keys to set multiple head numbers.
21.2
To make the most of your LED head you can create a grid containing the LED head and then each head becomes a pixel in the
grid. The MagicQ Pixel Mapper can then be used to play back movies, bitmaps, text and FX on the grid.
In the example above, we patched a 20 by 20 matrix of RGB pixels (total 400 pixels) on Universes 4.5 and 6.
In the Outputs Window select View Plan.
In the Plan View there are three different views, Head Names, Colours and Head Numbers. Additionally the View Grid soft
button is used to show and edit the grid.
Press Head Numbers and View Grid to see the grid.
Set up the grid size, by pressing the GRID SIZE soft button. Enter the horizontal size followed by the vertical size e.g. 20/20.
Use Encoder E to zoom the grid.
21.2.1
You can enter the head numbers in the grid according to the layout of the LED fixtures within the matrix / stage. Put the cursor
on the desired item and enter a head number on the keypad. To insert multiple head numbers in one go use SHIFT or CTRL and
the cursor keys to set multiple head numbers in one go before entering the starting head number.
To set multiple items in a particular orientation then put the cursor on the starting item then move in the direction you wish them
to number - for example to number from bottom right to top left going horizontally first, then put the cursor on the bottom right,
press SHIFT and move left to the left corner and then up to the top left corner.
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Note that it is not necessary to allocate a head number to every position in the grid so if your LED fixtures are placed at weird
angles you can make a grid with the LED placed as you would see it. Multiple grids can contain the same head numbers so it
is possible to have one grid with the LED tightly packed and anther representing how they are really spaced out.
21.2.2
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To insert the currently selected heads into the grid use the INSERT HEADS soft button. If no heads are currently selected then
all patched heads will be inserted.
The Insert Heads soft button has 5 options - Horiz, Vert, 3D, Dup Ele and Col Web.
Horiz, Vert insert into the Grid in the horizontal or vertical direction. Multi element heads will be inserted into separate grid cells
according to the width and height specifiers in the personality. Duplicate element heads will be inserted as a single cell.
3D is used for inserting for 3D pixel mapping in the 3rd dimension - only multi element heads can be inserted in 3D.
Dup Ele is to insert all the elements of a Duplicated Element head into the grid as separate cells.
Col Web is for inserted Col Web only.
21.2.3
Once the grid is configured you can then see the Output by pressing the View Colours soft button and the View Grid soft button.
For instance, below you can see the Output when all 400 heads were selected from the Group window (using the All LED3chan
group) and then a RGB FX was played back on them.
You can test the head selected in the grid using the test mode to the Grid selected via soft button C. In test mode the head under
the cursor is tested (located). This enables the grid layout to be easily checked.
21.3
Pixel Mapper
MagicQ software contains an in-built Pixel Mapper that appears as a media server just like an external media server. The Pixel
Mapper can be used to play back images, movies, text and FX on a grid of LED, dimmers or moving lights.
If the heads in the grid have colour mixing then the pixel mapping will operate on the RGB (or CMY). If they have no colour mix
then the pixel mapping will operate on the Colour Wheel or if there is no colour wheel, then on the intensity. The pixel mapping
can be set to always operate on the intensity regardless of head type.
When the Pixel Mapper is patched for a grid then MagicQ sets up the media settings automatically so that the Pixel Mapper
appears in the Media Window.
Once a grid has been designed in the Plan View of the Outputs Window, then pressing the PATCH PIXMAP soft button automatically patches the internal pixel mapper (personality generic bitmapfx2).
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MagicQ asks the user to specify the number of layers required and will patch that number of layers (generic bitmapfx2 heads).
The layers will be named according to the grid that is selected in the Outputs Window. MagicQ uses head numbers above the
other patched fixtures
When operating on a layer within the pixel mapper it will default to operating on the grid that was selected when it was patched.
MagicQ overrides the default value for Grid Number specified in the Head Editor for generic bitmapfx2.
MagicQ automatically adds the settings for the Pixel Mapper to the Media View of the Setup Window. This enables the Pixel
Mapper to be accessed immediately from the Media Window without further set up.
21.3.1
The bitmaps and text are controlled using bitmap layers each layer is controlled like a normal moving light i.e. it is patched
as a virtual personality - generic bitmapfx2.hed. The personality has channels to select the bitmap or text, channels for X, Y
position and size, rotate and master levels for red, green and blue. Multiple layers can be used to mix between the layers using
add, subtract, min, max or invert colour mix modes.
Each bitmap layer uses 40 channels from the output channels. When you patch the Pixel Mapper from the Grid View, MagicQ
chooses free channels for the layers. These channels are then reserved for the pixel mapper layers and can not be used for
controlling real lights. It is best to patch generic bitmap layers to unused universes or to set them as unpatched.
The Bitmapfx2 is patched to the encoders as follows
Intensity Page Intensity
Position Page: Position, size, rotation of the Bitmap/Text/FX.
Colour Page: Colour, mixing between layers of the Bitmap/Text/FX
Media Page (Beam 1): Control of Movies, Bitmaps - internal, user and gobo icon library, Live Feeds
Text Page (Beam 2): Control of Text 2 separate text engines, real time editing of text string
FX Page (Beam 3): Control of FX - lines, spots, snakes, rainbows, audio triggers, circles, squares
21.3.2
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Media Priority
FX, Text and Media interact according to the following priorities, with FX having the highest priority and Media the lowest.
FX Page If FX Type is greater than 0 then FX has highest Priority
Text Page If Text 1 is greater than 0 or Text 2 is greater than 0 then Text has priority over media
Media Page Media has the lowest priority
In the Media Window the Media Page (encoder Y) is used to select the media that is played on the grid. The Media pages are as
follows
I NBUILT I NBUILT PATTERNS AND COLOURS
Pics 1 User bitmaps (bmp or jpeg)
Pics 2 User bitmaps (bmp or jpeg)
Pics 3 User bitmaps (bmp or jpeg)
Pics 4 User bitmaps (bmp or jpeg)
Movies 1 User movies (cmv use MagicQ Media centre to convert from mpeg,avi,mov etc. . . )
Movies 2 User movies (cmv use MagicQ Media centre to convert from mpeg,avi,mov etc. . . )
Movies 3 User movies (cmv use MagicQ Media centre to convert from mpeg,avi,mov etc. . . )
Movies 4 User movies (cmv use MagicQ Media centre to convert from mpeg,avi,mov etc. . . )
Gifs 1 User gif animations
Gifs 2 User gif animations
Gifs 3 User gif animations
Gifs 4 User gif animations
Timers Date, Time, Up counters, Down counters, end of year counters
Live Feed Live capture from a PC screen
Gobos Access to all the gobo, colours and image libraries
21.3.3
Inbuilt Bitmaps
The Pixel Mapper contains a library of standard bitmap patterns on Bitmap Page 0. These patterns are automatically sized to the
size of your grid.
Select the Pixel Mapper, Layer 1 and press LOCATE to set the layer to its defaults.
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After a Locate the Media parameters will default to the white cross. Use the touch screen or encoders to select different Bitmaps.
21.3.4
MagicQ supports picture files in .bmp or .jpeg format and can be loaded using the LOAD PICTURE soft button.
In addition the user can add their own bitmaps in .bmp or .png format manually into the Pics Pages 1 to 4. Copy the bitmaps
into the bitmaps folder underneath the show folder. The bitmaps should be named bitmap001-001.bmp, bitmap001-002.png
etc. . . The first 3 digits are the bitmap page and the second 3 digits the bitmap within the page. Bitmap page 0 is reserved for
standard, internally generated bitmap patterns.
It is best to make user bitmaps the same size as the output grid. By default User bitmaps and icons from the internal library are
applied to the grid using their normal size. It is possible to make MagicQ scale the user bitmaps and internal icons to the size of
the grid - use the Apply Type Scale to Grid to resize a bitmap to the full grid size.
21.3.5
Media pages 128 to 255 select the icons from the gobo / colour library. The icons are all based on 32 by 32 pixels but they can
be sized in the Position Window to fill the required grid size.
21.3.6
Movie support
MagicQ supports playback of movies as well as bitmaps. MagicQ supports up to 1024 different movie files.
Movies are accessed through the Media Page there are 4 ranges on the Media Page encoder Movie 1,Movie 2,Movie 3,
Movie 4. These ranges are after the Inbuilt Page and Pics Pages.
User pictures and movies can be loaded into the internal pixel mapper directly from the Media Window using the LOAD PIC /
LOAD MOVIE soft button available when the Pixel Mapper server is selected.
Movies are stored in the movies folder (show\movies) in a similar way that bitmaps are stored in the bitmaps folders. Movie files
are stored in a special ChamSys movie format which compresses the data to the required grid resolution. The files are named
movie001-001.cmv, movie001-002.cmv, etc. . .
ChamSys movie files can be created in MagicQ on PC/Mac using Tools, CMV Converter.
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When converting movie files we recommend you choose the same movie resolution as your grid size on MagicQ. Click the auto
install feature to automatically install the converted media file into the movies folder naming it with the next free movie ID.
The speed of movie playback can be controlled by the movie speed encoder.
21.3.7
Gif animations
The Pixel Mapper has been enhanced to support playback of gif files. There are four folders under Media Page, Gif 1, Gif 2, Gif
3 and Gif4.
You can load gifs either:
a) by manually copying them to the media folder and naming them gif001-001.gif and so on
b) using MagicQ File Manager to select a gif.
c) in Media Window, pressing the LOAD GIF soft button.
Playback of the gif occurs when the intensity of the media layer is greater than 0. When the Media Page or Media Id is changed,
or when the intensity is dropped to 0 then the gif will reset to the beginning.
The movie speed encoder affects the speed including. It is possible to pause playback of the gif by taking the movie speed to 0.
21.3.8
The MagicQ Pixel Mapper includes a Live feed option for capturing live feed video signals from Media Servers and external
live feed sources. MagicQ supports live feeds from all 50 connected Media Servers (including the inbuilt MagicHD) or CITP
feed sources.
To use the output of a Media Server in the Pixel Mapper set the Media Folder to Live Feed and choose the Media File Server 1 to
Server 50 to choose a feed from the appropriate media server as configured in Setup, View System, View Media. Feeds from the
inbuilt MagicHD are used directly, whilst feeds from external media servers use the live preview capabilities. Live feed is only
available from external Media Servers that support live preview over CITP MSEX.
21.3.8.1
MagicCap
The MagicCap application is bundled with the MagicQ installation from v1.6.6.9. This enables capture of multiple windows on
a PC/Mac and output over CITP/MSEX on the network at a chosen resolution and refresh rate.
The application will start streaming as soon as it is run. Click on Add to add a new stream, and Remove. . . to delete the current
stream. To edit the parameters of a stream click on it in the top window then enter new values in the main edit window. If the
FPS value turns red then the PC is not able to capture the window fast enough. If the output Width or Height parameters turn red
then the output resolution is too big.
MagicCap should be run on a separate PC to the MagicQ application. Running MagicCap on a PC/Mac together with MagicQ
or MagicHD will not work.
To view the feed in MagicQ setup a media server with type CITP Live Feed. Set the IP Address to the IP address of the PC running
MagicCap and enable Thumb Con and Live Prev. To view more feeds create more media servers with the same IP address and
the same type. External live feed sources are captured from the screen of a PC running MagicQ Media centre. MagicQ Media
centre then sends the live feed information over the network, making it available to all consoles on the network.
21.3.8.2
Older versions of MagicQ included an application called MagicQ Media Center. This has now been superseded by MagicCap.
On MagicQ, select the Pixel Mapper layer and then set the Live Feed Media Page (value 127) and select 1 to 5 for the 5 live
feeds.
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In MagicQ Media Centre select Devices, Live Feeds to configure the live feeds. For each live feed the user can set the position
and size of the capture area on the PC screen. In addition the resolution of the live feed sent over the network can be configured
generally this should be set to the same size as the grid being used on the MagicQ consoles/MagicQ PC systems.
The position and size of screen capture on the MagicQ Media Centre PC can be remote controlled from a MagicQ system using
ArtNet. This allows different capture areas for the sources to be recorded into the Cues on MagicQ.
In MagicQ Media Centre select Devices, DMX Devices and select the Type as Live Feed Position. Select the ArtNet Universe
and Channel to respond to. Note that ArtNet Universes start at 0 so if you are using Universe 1on a MagicQ Console you will
most likely need to select ArtNet Universe 0 Channel 1.
MagicQ Media Centre maps 50 consecutive DMX channels for controlling Live Feeds each Live Feed consisting of a simple 10
channel personality. On MagicQ patch the number of live feeds required using the Generic Live Feed personality. The channels
are
Chan Description Default
1. Control 0
2. X coarse 1
3. X fine 0
4. Y coarse 1
5. Y fine 0
6. Width coarse 0
7. Width fine 100
8. Height coarse 0
9. Height fine 100
10. Spare 0
The values for control are:
1. No changes
2. Change Position
128 Change Position and Size
The width and height controlled via remote are the width and height of the capture area for the live feed. The resolution for the
feed (pixel width and pixel height) is configured on MagicQ Media Centre only.
21.3.9
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 the Text Page (Beam Page 2). Each of the two text strings has a Text Page, a Text, a Text speed and a
Text mode.
Using the Text Page and Text encoders select a string that has not been programmed e.g. Text Page 1, Text 0. Type in new
text on the keyboard, press SET and press the soft button associated with the Text attribute. The Input Display will report text
stored.
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The Text mode determines how the text is displayed; horizontally, vertically, top, bottom or middle. 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 no gap between the start and end of
the text. Text mode values greater than 128 cause the text to be scrolled with a gap between the end of the text and the starting of
the text again. Two different fonts 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 text string to be scrolled in the
opposite direction.
21.3.10
It is also possible to use the single modes to display a single character, a single word or a single phrase from the text string at a
time on the screen.
By using the position and size parameters in the Position Window, the character can be placed anywhere in the grid or made to
fill the entire grid.
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When the mode is set to single words then MagicQ displays each word in turn. Each word must be separated by a single space
in the text string.
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When the mode is set to chunks single chunks then MagicQ displays each chunk in turn. Each chunk must be separated by a
single underscore (_) character in the text string. Space characters are displayed normally.
21.3.11
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 moving head. For example, to scroll a
bitmap form left to right, first set the X position to centre (X pos is 128) 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. For LED matrix you may find it is
better to use only one colour at a time for instance, set Red to 255 and 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 of the bitmap from faders.
21.3.12
Pixel Map FX
The FX channels enable FX to be applied to the grid. The FX type selects the FX that is applied. Some of the FX are stand-alone,
e.g. lines and rainbows. Others like move and audio FX are 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 selects the 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 change thickness 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. Adjusting parameter 2 gives an offset on
the line as shown in the second image. Adjusting parameter 3 changes the width of the line and changes the mode to bounce
instead of normal in the third image.
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Vert random, Horiz random enable random movement of elements across the grid. Modify the mode to change thickness of the
elements and offset to change the frequency. With this FX it is possible 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 defaults is white spots on black
background or black spots on white background.
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Vert Rainbow, Horiz Rainbow enable rainbow patterns across the grid. Modify offset to multiply the rainbow across the grid.
Snakes enable snaking patterns on the grid. Modify the mode to determine the number of snakes, the randomness of the
movement and whether they are white or coloured.
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BatnBall enables simple bat and ball game on the grid. The bats are controlled by FX Parameters 2 and 3. The game starts
when one of the bats is moved. Other bitmap layers can be combined with this to make a background for the playing field.
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Vert Move, Horiz Move, Move moves the selected bitmap or text around the grid. The bitmap will wrap around the edges, thus
allowing a texture to be moved across the entire surface of the grid.
Ramp Horiz and Ramp Vert these perform a ramp across the entire grid in the horizontal or vertical directions. FX P1 parameter
controls the speed, FX P2 controls the crossfade and FX P3 controls the width.
Wipe Horiz and Wipe Vert these perform a wipe of a colour across the entire grid in the horizontal or vertical directions. The
colour wiped across the grid is determined by the red, green, blue colour attributes of the Pixel Map layer. It is possible to wipe
multiple colours across a grid simultaneously by choosing different colours in sequence. When these FX are in use the red, green,
blue attributes do not affect the overall colour of the layer as they would normally.
21.3.13
The Pixel Mapper supports Audio FX it uncovers part of the selected bitmap, text or movie dependent on the level of the audio
input.
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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 the right channels.
The mode determines from which grid edge the audio takes effect. The image below shows an audio effect on the internal green,
yellow, red bitmap.
The possible modes are:
0
1
2
3
4
5
Graph top
Level top
Level bottom
Level left
Level right
BMT1
BMT2
BMT3
BMT4
BMT5
10
BMT6
64
128
192
Graph bottom
Graph bottom/top
Graph top/bottom
FX P2 specifies channels
FX P2 specifies channels
FX P2 specifies channels
FX P2 specifies channels
FX P2 specifies channels
FX P2 specifies channels
FX P2 specifies channels
FX P2 specifies channels
In Setup, View Settings, Ports, Audio Input select the audio interface. The Audio Max Level defaults to 0 which indicates a full
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audio range signal is expected. To boost the audio signal, set the Audio Max Level to the maximum value expected between 1
and 255. If there is a lot of noise then set the Audio Min Level to eliminate the noise.
21.3.14
The interaction of the different pixel mapping layers can be controlled using the Col Mix attribute in the colour page. The types
are
Add
Subtract
Max
Min
Exclusive Or (EOR)
Priority (higher layer numbers have priority)
Priority > 0 (priority if level greater than 0)
Masking
Mask invert
Blue key
Green key
Multiply
No base
Max with base
When a layer is set to green key then any green pixels in that layer pass through the media from the lower layers. Non-green
pixels play back the media on that layer. The mask must be pure green.
When a layer is set to blue key then any blue pixels in that layer pass through the media from the lower layers. Non-blue pixels
play back the media on that layer. The mask must be pure blue.
When any active Pixel Map layer is active (dimmer above 0%) then setting no base on that layer will make the Pixel Map effect
ignore any base level for the controlled channels instead of adding to the base level.
When any active Pixel Map layer is active (dimmer above 0%) then setting max with base on that layer will make MagicQ
perform a maximum of the Pixel Map effect and any base level for the controlled channels instead of adding to the base level.
21.3.15
Colour Mixing
The Colour Page of attributes allows the levels of the red, green and blue attributes to be set independently. The default values
are 128, 128, 128. Each colour can be boosted or cut.
The Colour Type attribute allows the overall colour to be adjusted including inverts, mapping of colours, black and white and
other colour effects.
21.3.16
Apply Type
Added new apply type to the Pixel Mapper of use int and fit use int. When these apply types are used the Pixel Mapper
applies to the intensity channel of the fixtures in the grid instead of to the RGB channels. If the fixtures in the grid have no
intensity channel then no pixel mapping is applied to the fixture. This is useful for example to use the pixelmapper on the
intensity channel of moving lights or on strobes.
21.4
3D Pixel Mapping
21.4.1
Configuration
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MagicQ supports 3D Pixel Mapping, enabling easy control of LED ceilings, chandeliers and other 3D LED objects. MagicQ
supports 3D grids and multiple fixtures can be inserted into the 3D grid in one go making it easy to create the grid mapping.
In the Output Window, View Plan a grid can be made into a 3D grid by pressing SHIFT and SET GRID DEPTH. This makes the
current grid into the starting grid and allocates the following grids to make up the depth. The following grids must be empty (0/0
size) before they can be allocated to a 3D grid. For example, to make a 10x10x20 grid - go to grid 1, set the grid size to 10x10.
Then set the grid depth to 20. Grid 1 then becomes a 3D grid using grids 1 to 20. The Grid is shown on Encoder A as grid 1-1
(20) to 1-20 (20). MagicQ no longer shows grids 2 to 20.
Fixtures can be now be inserted into the grid in 3D direction as well as the normal way - horizontally or vertically. Pressing
INSERT HEADS gives a list of options. When inserting in 3D direction the starting position in 3D is determined by the Grid
number. For example if you have Grid 1 as a 10x10x20 grid then inserting a 5 element multi head fixture into Grid 1-1 using 3D
Direction will insert it into grids 1-1 to 1-5. If you do the same operation into Grid 1-10 then it will insert into grids 1-10 to 1-15.
The MagicQ Pixel Mapper personality (Generic_Bitmap_With FX 2.hed) has been extended to add extra channels for controlling
3D FX (Generic_Bitmap_With FX 3.hed). In the Outputs Window, View Plan pressing PATCH PIXMAP will now patch the 3D
personality (FX3).
21.4.2
Effects
3D Pixel mapping effects are selected using the "3D FX Type" parameter under the "3D FX" page in the Media window. For
each 3D FX there are a number of parameters (X,A1,A2,A3,B1,B2,B3).
3d FX Types such as Slide, Particle and Particle Bounce generate a 3D effect on a single Pixel Map layer.
There are a number of 3D effects available in MagicQ which can be modulated using up to two other Pixel Map layers as
modulation layers - these extra layers modulate the 3D FX according to the intensity of each pixel in the 2D layer. 2D FX can be
played on the modulation layers which then affect the 3D layer.
The order of these layers is processed from left to right in the Media Window, with the modulate layers being a lower numbered
layer than the 3D effect layer. Typically for these modulate effects, layer 1 will be set to 3D FX Type = Mod Layer 1, layer 2
will be set to 3D FX Type = Mod Layer 2 and layer 3 will be used to select the specific 3D FX such as Height Map, Full Up, Fill
Down.
21.4.2.1
Slide
The slide effect slides the 2D frame and slides it either back or forward in the Z axis over time.
3D FX A1 determines the speed and direction of the movement. 0 to 127 being slide up from fast to slow, and 128 to 255 being
slide down from fast to slow
21.4.2.2
Particles
The particle FX applies a simple particle system to the 3D grid. The particles take their colour from the Hue/Sat/Brightness
colour values in the Col section of the Media window.
3D FX A1 determines the direction, axis and speed upon which the 3D particles travel.
3D FX X determines the spawn probability of a particle if one isnt currently alive in the column
3D FX B1 applies a random hue to the particles
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21.4.2.3
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Col Offset
The col offset uses the colour of the pixels in the 2D frame to determine the offset in 3D.
3D FX A1 allows different colour types to be selected - e.g. using the offset based on red, green, blue or on combinations of
colours such as red and blue.
3D FX A2 allows the width to be modified - by default it is set to 50% of the grid depth.
21.4.2.4
Heightmap
This effect takes the input media from its own layer, and uses Modulate Layer 1 to offset the vertical position of the layer in 3D
space and the Modulate Layer 2 to change the amount of blur. The vertical position and blur are calculated per column, so wave
effects can be applied by using the "Organic" 2D FX on the Modulate 1 layer.
3D FX A1 applies a constant height offset to the entire grid on top of the Modulate Layer 1 amount. 3D FX B1 applies a constant
blur amount to the entire grid on top of the Modulate Layer 2 amount.
21.4.3
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The "Fill up" and "Fill down" modes fill the rest of the 3D space either above or below the media layer with the same pixel value.
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21.4.3.1
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Particle bounce
The particle bounce effect can be likened to a grid of balls, where changes to the Modulate Layer 1 values are used as a "kick" to
the ball upwards.
Using this method, you can use a flash button to flash on the Modulate Layer 1, and the particles will flick up, and then fall back
down again under a simulated gravity. Alternatively using the Audio Input to MagicQ, use a bass beat to bump the particles in
the grid.
Only when a particle is stationary will it receive a "kick". If the particle is still in mid air, it will continue to fall under the effects
of the simulated gravity.
A larger change in value to the input will result in a larger velocity.
21.5
From v1.5.1.0 it is possible to play back patterns specifically on multi element heads such as Chromlech Jarags (5x5 dimmers)
or other LED tile squares. If the Pos FX is set to Mult head then any media, text or FX on that layer will apply to the individual
multi element heads rather than across the entire grid. The same image will be placed on all the multi head elements. For best
results the grid should be made of same size fixtures with equal spacing.
21.6
Sometimes it is useful to make a grid of groups rather than a grid of individual heads for example you may have a large amount
of LED broken down into panels which you have then programmed as groups.
Grids of groups enable multiple heads to be allocated to one box in the grid. When Bitmaps, Text or internal FX are played back
on the grid, then all heads in a group will take the colour/level associated with a particular box in the grid.
21.6.1
Auto Groups
The auto groups function in the Outputs Window, Plan View has an option to generate groups for each of the multi head fixtures
in the chosen grid.
These groups can then be use in a grid of groups to perform intensity and colour chases across all the multi heads. By using
the first layer for the grid of heads, and the second layer for a grid of groups with colour mode set to multiply the FX on the
individual multi heads and the FX on the complete heads can be mixed together.
21.7
To program LED fixtures using standard FX rather then the bitmap layers, just select the fixtures and program them like moving
lights.
Select the group of LED fixtures, e.g. "All Pixeline", set the master intensities using the encoders or 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 the Colour Window select your
base colour, e.g. Red at 128, Green at 128, Blue at 128. Then play back an FX on the head such as rgb, cmy or pulse4steps.
Speed and size are controlled as normal.
21.7.1
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Press the Auto Group button to automatically generate groups based on the grid size. This generates groups using the entire grid
but with different orders of selection, e.g. from centre to outside, 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 to generate FX on your grid.
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It is possible to make a group out of the currently selected items within the Grid. For example, use CTRL + select a few items
and then press SHIFT + MAKE GROUP to make a group i nthe Group Window for all those items.
21.8
To get the best out of a large array of pixel heads it is best to make groups. Select all the RGB pixels for a particular fixture and
record it as a group. The order in which you select the heads determines the order that FX are played back on them. You can
reverse the selection of an entire group by pressing the top right soft button in the Group Window.
If you have set up a Grid in the Plan View then you can easily select the pixel heads from this View before recording the group
in the Group Window. Use Auto Groups to generate groups in different directions on the group and from the centre outwards.
In the Plan View use SHIFT + MAKE GROUP to make a group from the currently selected heads. If no text is entered before
pressing MAKE GROUP the group is automatically named based on the first and last head numbers in the group.
To get a colour rainbow to roll seamlessly across a line of led battens you may need to reverse the selection of the individual
groups - it depends which way you numbered your LED fixtures.
21.9
MagicQ has an in-built personality editor, so it is easy to create new personalities. New personalities 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 - either generic LED 3 chan or generic
LED 4 chan.
When creating a personality allocate the red, green and blue channels to the cyan, magenta and yellow attributes.
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Chapter 22
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In addition, there is a Live Preview window, which shows the output of the media server, or the output of each of the layers. This
is transferred is real time from the media server so that you can see exactly what the media server is playing. This is particularly
useful in situations with many media servers, or media servers that are remote from the control position.
Media Servers are normally connected via network rather than DMX - this enables MagicQ to communicate with the media
server to retrieve thumbnails and to show live previews. MagicQ uses a network protocol such as Art-Net, Pathport or ACN to
control the Media Server - this is set up in Setup, View DMX I/O. In addition MagicQ uses a network protocol such as CITP
MSEX or HMAP to communicate with the Media Server to retrieev thumbnails and live previews.
MagicQ supports many different types of Media Server including MagicHD - a free Media Player inbuilt into the MagicQ
software.
22.1
Media servers generally consist of a number of layers of one or more types. Each type of layer has a different personality. Each
layer is treated as a different head on MagicQ with a different head number. To patch a media server each of the layers must be
patched in turn on asscending DMX addresses.
On MagicQ it is possible to patch the media server in one go by using the Choose DIM/MEDIA soft button. This gives a choice
of the media servers in their most common configurations. Patching using this method patches all the required layers of different
types and configures the media server settings for one media server all in one action.
If your media server is not in the list of media servers then you will need to patch the layers individually as you would for a
moving light. MagicQ includes demo show files for most common media servers try loading these demo shows to see examples
of the patch required.
Each media server should have unique head numbers. The layers in the media server should have asscending head numbers.
22.2
22.2.1
In Setup, View DMX I/O configure the MagicQ universe where the Media Server is patched. Set up the Output type to be the
appropriate protocol - e.g. Art-Net, Pathport or ACN.
Ensure that the Output Universe is set up to the same as the Media Server - e.g. if the Media Server is using Art-Net 0-4 then set
up the Output Universe on MagicQ to Art-Net and 4.
Enable the universe. The Media Server should now respond to commands from MagicQ.
22.3
22.3.1
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In the Media Window press the Media Server you wish to configure. If the Media Server has not been configured at all then
MagicQ will give a menu of options to choose from. If the Media Server has been previously configured then press the SERVER
SETUP soft button to open the menu of options.
If you select "Advanced" then MagicQ will take you to the Setup Window, Media View to configure the media server parameters.
Note that the Advanced view is not available on the MQ40 - only simple plugnplay configuration of MagicHD or Pixel Mapping.
22.3.2
If you have patched using the Choose Media Server method above then the parameters should mostly be set up correctly for you.
It is only necessary to enter the IP address of the media server.
Set the IP address of the media server. This will be used to locate the media server on the network and to retrieve thumbnails and
live previews. Move to the IP address field and set the IP address. If you have only one media server active on the network then
pressing enter should detect its IP address automatically. Note that the media server will respond to commands over Art-Net,
Pathport or ACN regardless of whether the IP address of the Media Server is set up correctly in MagicQ.
To determine the IP address of media server on Windows XP machines, load the Control Panel, and open the Network Connections screen. Double click on the network connection, choose the support tab, and the IP Address is displayed.
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22.3.3
MagicHD
MagicHD is fully integrated with MagicQ. Set the Media Server type to MagicHD. Set the version number to 0.
If MagicHD is being run from within MagicQ then set the Media Server IP address to 0 - this will appear as "Local". MagicHD
will use the thumbnails for the media from the PC/Mac that it is running on.
If you wish to connect to a MagicHD system on another PC, Mac or a MagicHD Box then set the Media Server IP address to the
IP address of the external MagicHD system.
22.3.4
Arkaos
For Arkaos 3.6 and above and Media Master choose MSEX (Arkaos). For Arkaos 3.5 select Arkaos. Set the version number to
0. Arkaos supports 8 layers.
Arkaos uses MSEX protocol for retrieval of thumbnails, part of CITP protocol stack.
MagicQ includes the mediamasterdemo.shw in the demos folder.
22.3.5
Catalyst
Select Catalyst and set the version number to 0. Thumbnails are retrieved from Catalyst using html to the inbuilt Mac web server.
Catalyst does not support live preivews.
22.3.6
Coolux
Select Coolux and set the version number to 0. The number of layers should be set to the total number of layers patched.
Arkaos uses MSEX protocol for retrieval of thumbnails, part of CITP protocol stack. In Setup, View Media, the Coolux option
is the same as the MSEX option.
22.3.7
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Hippotizer
22.3.8
Maxedia
22.3.9
Mbox
22.3.10
MagicQ supports the MSEX (Media Server Exchange) protocol which enables it to communicate with any media servers that
support this protocol. Select MSEX (Arkaos) and set the version number to 0.
MagicQ also supports a generic protocol based on accessing the media folder of a media server and a generic csv index file to
determine the mapping of thumbnails files to DMX values. Select Generic and set the version number to 0.
22.4
Thumbnail view
MagicQ retrieves thumbnails from the media server and shows them on the screen for easy selection of media banks and media
images. The media server must be enabled in the Setup Window, Media View for it to retrieve thumbnails. MagicQ can handle
different media on each media server thus making it easy to program larger configurations of media servers.
Thumbnail support is available when using Arkaos, Coolux Pandoras Box, Catalyst, Hippotizer, Mbox, Maxcedia and any other
media servers that support the MSEX or generic protocols.
To retrieve thumnails press the GET THUMBS soft button in Setup, View System, View Media. This grabs all the thumbnails
for the media server which the cursor is on.
To force a reload of all the media from the media server, move the cursor to the required media server in the Media View of the
Setup Window and press the ERASE CACHE soft button. Then press the GET THUMBS soft button to retrieve the new thumbs.
Individual pages of thumbs can be reloaded in the Media Window using the RELOAD THUMBS soft button. Press SHIFT and
RELOAD ALL THUMBS to reload all pages.
22.5
Live Previews
MagicQ can connect to a media server to retrieve a live preview of the master output or of the individual layers. This is very
useful where the media server is remote to the console, or in a multiple media server configuration.
Live Preview support is available when using MagicHD, Arkaos and Hippotizer and any other media server that supports the live
preview part of the MSEX protocol specification.
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Enable the Live Preview option in the Media View of the Setup Window.
The live preview is shown in the large window on the left of the Media Window. Choose using the top soft buttons whether the
preview shows the output, or the currently selected layer.
When connected to media servers that do not yet support live previews, the preview window will show the image thumbnail from
the 1st layer that has its intensity channel above zero.
22.6
It is possible to configure the View in the Media Window View Servers (defaults), View Groups, View Libraries and View
Outputs. View Groups is useful when using a large number of media servers and controlling using groups of media servers rather
than individual servers.
View Outputs shows a summary of the Output of all the configured Media Servers.
MagicQ automatically expands the Media Window to show the maximum number of layers that are in use by the configured
Media Servers.
22.7
22.7.1
Using MagicHD
MagicQ supports the inbuilt Media Player MagicHD. This is fully integrated with MagicQ and can be used to play back media
to a 2nd monitor attached to your MagicQ PC/Mac.
From the toolbar select Media Player, View Media Output and a MagicHD window will be opened.
22.7.2
It is possible to use MagicQ and 3rd party Media Server software (e.g. ArKaos) on the same PC by altering some of the settings
given above. In the Media View of the Setup Window, set the IP address of the media server to 127.0.0.1. This is the local
loopback IP address and will allow the PC to talk to itself to retrieve thumbnails and live previews.
In the Settings View of the Setup Window, scroll down to Interface Settings. Set the option for Send to Applications on this PC
to YES.
With the loopback IP and Send to Applications set correctly, you should be able to control your media server and use the live
previews and thumbnails.
22.8
MagicQ supports live feeds over CITP (MSEX) for use in the MagicQ Pixel Mapper and for user display on MagicQ. Live feeds
do not have to come from a Media Server, they can come from any CITP (MSEX) source such as PixelBeetle or MSexLord.
Multiple different live feeds from multiple different source PC/Macs is supported. MagicCap can screen capture from any PC or
Mac and send the output to MagicQ using MSEX.
To patch an MSEX server, including MagicCap, go to SETUP - VIEW SYSTEM - VIEW MEDIA, find an unused server and
change the type to "CITP Live Feed". The Media Server IP address should be set to the IP address of the PC/Mac providing the
feed and "Thumbs" and "Live Previews" should be enabled.
To set up multiple live feeds from one PC/Mac then set up multiple identical Media Server entries - each with the IP of the live
feed source and "thumbs" and "Live Previews" enabled. The entries do not have to be adjacent media servers in the list. MagicQ
will only make one MSEX connection to the PC/Mac but will grab the previews for the multiple sources through this connection.
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Live Feeds can be used in the Pixel Mapper by selecting Media Page as "Live Feed" (encoder Y) and selecting Media as the
"Serv 1" (encoder X) depending on the number of the MSEX server.
The received Live Feeds can be viewed in the Media Window by selecting View Outputs instead of View Servers on the left most
soft button.
Note that a 2nd Media Window can be opened by pressing CTRL and Media or by pressing 2 then Media. This enables the 2nd
Media Window to be used for displaying live feeds whilst the first is used for controlling media servers.
22.9
Troubleshooting
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Chapter 23
Head Editor
The Head Editor is accessed from the Edit Head soft button in the Patch Window. Making changes modifies the head files stored
on the MaqicQ hard drive and used for all new shows.
The Head Editor consists of 5 views for modifying data:
General
Channels
Ranges
Palettes
Macros
In each of the views new values can be entered using the keypad or keyboard. New entries can be added to the lists by pressing
the Insert soft button. The top right encoder wheel can be used to modify the item where the cursor is placed.
The Head Editor will start up with the chosen head - i.e. the last head you chose for patching. If you have not yet chosen a head
then the Head Editor will be empty.
You can choose the head to edit from within the Head Editor by pressing the Choose Head button. This has the same effect as
the Choose Head button in the Patch Window - i.e. you are presented with a list of heads to choose from.
Once you have made modifications to the head you can save the changes to disc by pressing the SAVE HEAD soft button.
If you wish to create a new head from scratch you can press the New Head soft button, whilst if you wish to copy an existing
head you can use the Save As soft button.
At any time you can choose a new head - however if you have made changes, which you have not saved to disc, then you will
be prompted whether you really wish to continue. Continuing will mean that the changes will be lost unless you already have
patched heads of that type - in which case the patched heads in the show will keep the changes. In either case, the head file on
the disc will not keep the changes.
Press the Patch button to leave the Head Editor and return to the Patch Window.
23.1
MagicQ stores heads in the show/heads folder. When you choose a head to use in a show it loads the head from the disc and
stores it in memory. When you save your show, MagicQ writes a copy of the head into the show file, ensuring that your show
will work even if it is loaded onto a console which does not have the head files for your chosen heads installed.
If you load an old show into MagicQ then the heads in use on the show will be the ones recorded into the show file, not the heads
in the show/heads folder on the MagicQ console. From the Patch Window, if you choose the head again, edit the head, or patch
new heads of the same head type it will always use the head stored in the show file this ensures consistency.
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You can update a head stored in a show file with the one stored in show/heads using the Reload Head soft button. In the Head
Editor press the Reload Head soft button. The head will be reloaded from disc and all the patched heads in the show will use
the updated head. Note that it is not possible to reload a head where the number of channels in the head has been changed.
23.2
To update MagicQ with all the latest heads, download the latest heads files (heads.all and icons.all) from the ChamSys web site
www.chamsys.co.uk. Copy the heads.all file into the show/heads folder and copy the icons.all file into the show/icons folder.
Then restart MagicQ (SHIFT + RESET in Setup Window).
To load a single head into MagicQ, simply copy the head file (myhead.hed) into the heads folder.
The console generates an index of heads whenever it is restarted if new heads have been added. To force the index file to be
regenerated, go to File Manager and press SHIFT + RECREATE INDEX. New heads should then appear in Patch.
23.3
23.4
Existing heads can be modified by simply making changes and pressing SAVE. Note however that these changes will be lost if
you change software version as this loads the latest head libraries. If there are genuine errors in the head then please let us know
so that we can update our libraries.
The heads in the ChamSys library are protected to avoid accidental changes to them MagicQ prompts the user before allowing
changes to the heads. In the Head Editor, original ChamSys heads are indicated by an LO in the tile bar. If the head has been
edited it will only show L.
If you wish to modify an existing head then you should save it as a new type or new mode.
The easiest way to make a new head is to use SAVE AS to save as a new name. The new name used will automatically update
the Manufacturer Name, Short Name and Mode fields.
So, for example to make a modification to the Martin Mac500 Mode 1 head choose the head then press SAVE AS and enter the
new name.
Martin_Mac500_mymode
23.5
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It is possible to remove all old heads (and all user created heads) by pressing SHIFT and REMOVE HEADS in the File Manager.
This removes all old heads and extracts the heads again from heads.all. Make sure all your user created heads are backed up to
USB or to another system before removing all old heads.
23.6
General View
The General View contains a fixed number of parameters. Note that as these parameters fundamentally affect the programming
of the head they can not be modified once a head of the type has been patched.
23.6.1
Names
The Manufacturer Name, Short Name and Mode are used to identify the head to the system. These fields should be unique to the
moving light. If you make a new head for a fixture based on one of the standard ones then you should make sure you change the
mode to a name of your choice.
The Short Name and Mode are used in display windows where there is not much space. You should ensure that these names are
as short as possible and do not contain any spaces - preferably less than 8 characters.
The Head Description contains details of the type of head and is used for informational purposes.
The WYSIWYG and Capture patch information names indicate the names of this fixture in WYSIWYG and Capture to enable
patch transfer from these visualisers.
23.6.2
DMX
23.6.3
Params
Pan Range and Tilt Range are used in visualisation and by the FLIP function.
Pan Invert and Tilt Invert. These are used by the visualiser to specify which direction the yoke/beam moves.
Pan Speed, Tilt Speed
Zoom Narrow and Zoom Wide are used by the visualiser to specify the angle of the beam. For heads without a zoom set both
Zoom Narrow and Zoom Wide to the angle of the beam.
Slowest Strobe, Fastest Strobe, Slowest Rot Speed, Fastest Rotate Speed are used by the visualiser.
23.6.4
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Options
23.6.5
Multi
The Multiple Heads Type and subsequent fields refer to Heads with multiple elements see the section Heads With Multiple
Elements below.
23.6.6
Media
This section is used to automatically set media server options when a media server layer is patched. When a heady with these
settings is patched, MagicQ adds a new entry in Setup, View System, View Media based on these parameters.
23.7
Channels View
This view allows the different channels of the head to be specified. Note that once a head of the type has been patched it is not
possible to change the number of channels of the head.
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Channels can be added using the Insert soft button and deleted using the Remove Button (press twice to Remove).
The Name field can be used to name the individual channel. If no name is specified then MagicQ will use the name of the
attribute that it is assigned to.
The Type field is used to indicate whether the channel is Highest Takes Precedence (HTP) or Latest Takes Precedence (LTP).
Generally only Intensity is set to HTP - all other channels are LTP. Note that if a head has combined Dimmer and Strobe channel
then this should be set as Dimmer attribute with type of HTP.
The Attrib No field is used to identify the function of the channel to MagicQ. This is the most important field in the channel list.
Table 23.1: Attrib No field
Attribute
Dimmer
Dim Mode
Pan
Tilt
Pos1
Pos2
Pos3
Pos4
Pos5
Pos6 Speed
Col1
Col2
Col3 Speed
Col4
Cyan
Magenta
Yellow
Col Mix
Shutter
Iris
Focus
Zoom
Frost1
Attib No
0
1
4
5
46
47
48
49
50
51
6
7
26
27
16
17
18
19
1
3
12
13
32
Default Encoder
I1X
I1Y
P1X
P1Y
P1A
P1B
P1C
P1D
P1E
P1F
C1X
C1Y
C1B
C1E
C1A
C1B
C1C
C1D
B1A
B1B
B1C
B1D
B2A
Function
Intensity
Intensity mode
Pan
Tilt
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Attib No
33
8
9
28
29
10
11
30
31
14
15
34
35
36
37
38
39
22
33
20
21
40
41
42
43
44
45
52
53
54
55
56
57
58
59
Default Encoder
B2B
B1X
B1Y
B2X
B2Y
B1F
B1E
B2F
B2E
B2C
B2D
B3C
B3D
B3X
B3Y
B3F
B3E
B3A
B3B
B4A
B4B
B4C
B4D
B4X
B4Y
B4F
B4E
B5A
B5B
B5C
B5D
B5E
B5F
B5Y
B5X
Function
Second Frost attribute
Gobo wheel 1
Gobo wheel 2
Gobo wheel 3
Gobo wheel 4
Gobo rotate 1
Gobo rotate 2
Gobo rotate 3
Prism rotate
Prism
Lamp on/off
Reset
Beam (Vector) Speed
Top left
Top left
Bottom left
Bottom left
Top Right
Top Right
Bottom Right
Bottom Right
The Enc field specifies which encoder position in the Intensity, Colour, Position, Beam windows the attribute appears on. The
Enc field is defaulted based on the choice of Attrib No - this provides a common interface across all heads. In some circumstances
users may wish to modify the allocated encoder in order to bring similar attributes onto the same page.
The encoders are positioned as follows:
Encoder A
Encoder B
Encoder C
Encoder D
Encoder E
Encoder F
Encoder Y
Encoder X
There is one page each for Intensity, Position and Colour and five pages for Beam.
23.7.1
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The Size field is used to specify the size of the attribute. For channels that are only 8 bit the Size field is set to 8 Bit. For 16bit
channels the coarse channel is set to 16 bit Hi and the fine channel to 16 bit Lo. For channels with 24 bit resolution set the lower
two channels as for 16 bit and the highest channel to 24 Bit Hi.
The Instant field specifies whether a channel by default snaps immediately to new values rather than fading this is useful for
colour wheels and gobo wheels where you want immediate changes.
The Slow Encoder field makes the encoder works more slowly than normal. This is good for attributes where every possible
DMX value represents a different function and therefore only very small turns of the encoder are required to change function.
23.7.2
The Default field defines what value the channel is set to by default on start-up. When the Setup, Programming option Unused
chans return to default is set then channels also return to these values when they are no longer controlled by Playbacks or the
Programmer.
The Locate field defines what value the channel is set to when a Locate is performed on the head it is also used as the default
value for a channel if no default values is specified.
The Default and Locate should specify the normal defaults for the fixture the exact values used in a particular show can be
overriden by making a Default Cue or Locate Cue in the Cue Store.
23.7.3
Highlight / Lowlight
The Highlight and Lowlight values are used when the Setup, Programming option Highlight mode is set to Advanced. This
enables the user to configure custom highlight/lowlight settings for each type of head.
The Highlight and Lowlight fields can be set to "No level" by pressing ENTER to determine which attributes are affected by the
Highlight and Lowlight functions.
Note that setting the Highlight and Lowlight values for Intensity attributes to "No Level" may not have the desired effect. In
Highlight/Lowlight mode, MagicQ will always try to perform a highlight/lowlight so that the heads in the current selection which
are not sub selected appear differently to the sub selected heads. This ensures that a highlight/lowlight is performed correctly
even if the personality has not been written correctly.
If you do not wish to have any lowlighting then in Setup, View Settings, Programmer set the Highlight Mode to "Advanced highlight only (no lowlight)". In this mode only the sub selected heads will be highlighted. Heads that are selected but not sub
selected will remain at their playback state.
23.7.4
Element
The Element field is used for Duplicated personalities - these personalities have more than one instance of an attribute type within
the personality - for example a LED moving yoke with three LED rings.
Heads are set as Duplicated Heads in the Multiple Heads Type field in the Head Editor. Duplicated elements always start from
Element 1. All elements that are not duplicated are set to 0 (Main Element). For heads that have both a main element and a
repeated element - e.g. a master RGB and then repeated RGB for each element then the master RGB is element 0 and the repeated
RGBs start from 1.
23.8
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Ranges View
This view defines the ranges for channels that use specific values to access functions such as colour and gobo wheels, shutter
channels and control channels. Ranges can be set up at any time regardless of whether heads of the type have been patched. The
range data becomes immediately available. If the head has been patched then you can capture the minimum and maximum value
fields from the programmer.
Ranges can be added using the Insert soft button and deleted using the Remove Button (press twice to Remove).
For each range you specify the channel number (starting at 1), the range type, the range name and the minimum and maximum
DMX values for the range. The minimum and maximum values can be the same value if required.
The range type field is used to specify the function of this range so that MagicQ can recognise the features of the head. The range
types are particularly used in visualisation.
The Auto Palette field indicates whether the range can be used to build Palettes. When a Head has no Palettes specified for
a particular channel then it can try and generate them from the range information. Up to 20 Auto Palettes are supported per
channel. Set this value to 1 for a specific channel function such as a Cone Gobo on a gobo wheel or a larger value for a graded
parameter such as the rotate speed on a Gobo Rotate channel. The sum of all the Auto Palette fields for a particular channel
should not exceed 20.
The Icon field is the icon displayed in the relevant Windows and soft buttons.
The Dep Chan and Dep Val fields enable ranges to depend on other ranges. This enables ranges to be defined for heads with
attributes that change their function depending on the value of another attribute such as FX parameters that depend on the
particular FX chosen. The range is only valid when the dependent channel (Dep Chan) is set to the range specified in the
dependent value (Dep val).
23.8.1
Importing Ranges
Ranges can be imported from a .csv format file using the Import Ranges button. The data should be organised in the .csv file in
the same column order as the fields in MagicQ.
<chan>,<name>,<min>,<max>,<auto pal>,<icon>,<dep chan>,<dep val>
23.8.2
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Capturing Ranges
To capture the minimum and maximum values from the programmer you must first insert a new range and select the channel
number you are interested in. Then using the Group, Position, Colour, Beam, windows in the usual way set the minimum value
for the attribute. Back in the Ranges View, move the cursor to the minimum field and then press the Capture Range soft button.
In a similar way, set up the maximum value in the programmer, move to the maximum field in the Ranges View, and then press
the Capture Range soft button.
23.8.3
Attribute Test
The Attr test mode enables the range to be tested on any patched heads of this type. In this mode moving up/down outputs the
Range to all patched heads of this type. The value output is the middle point between the minimum and maximum except when
the cursor is placed in the minimum or maximum fields in which case the actual minimum or maximum value is output.
23.9
Palettes View
This view defines the default palettes that are loaded when the head is patched. Palettes can be set up at any time regardless of
whether heads of the type have been patched. The palette data is immediately available for patching new heads. When you have
changed Palettes in the Head Editor you can regenerate palettes for heads that are already patched by using the Regen Palettes
soft button.
For each Palettes you specify the type (press Enter to swap between the types), the name and the number of channels that make
up the Palette. Then for each channel you specify the channel number and the level for that channel.
Palettes can be added using the Insert soft button and deleted using the Remove Button (press twice to Remove).
The Icon field is the icon displayed in the relevant Windows and soft buttons.
23.9.1
Importing Palettes
Palettes can be imported from a .csv format file using the Import Ranges button. The data should be organised in the .csv file in
the same column order as the fields in MagicQ.
<palette type>,<name>,<num of chans>,<icon>,<chan 1>,<val 1>,<chan 2>,<val2>,. . .
23.9.2
Capturing Palettes
To capture the palette value fields from the programmer you must first insert a new palette and configure the channel numbers
you are interested in. Then using the Group, Focus, Colour, Beam windows in the usual way set up the palette values. Back in
the Palettes View press the Capture Palette soft button.
23.9.3
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Attribute Test
The Attr test mode enables the palette to be tested on any patched heads of this type. In this mode moving up/down outputs
the Palette to all patched heads of this type.
23.10
Macros View
This view defines the macros that are available to control special features of the head such as turning the lamp on and off and
resetting motor channels. Every head should have a macro named Lamp On, Reset and Lamp Off. MagicQ uses these
macros in short cut keys for these functions.
Each macro has a name and a number of channels. Up to 10 channels can be controlled by each macro.
The macro data consists of fields to specify which channels are used (C1 to C10) and then the macro step data. The macro step
data consists of the number of steps followed by data fields.
The number of steps indicates how many steps are required in the macro normally there are just two steps the initial step to
set the correct levels and hold them for a time (e.g. 5 seconds) and then a step that returns the channels to their default values.
The step data is specified in the fields D1. . . Dx. For each step there is a time for the step, followed by the values for each of the
channels used for the step.
23.11
User Icons
It is possible to load user icons from bitmap and jpeg files. In File Manager click on the .png or.bmp files you wish to make into
icons. The icons will appear under the User icons icon class.
User icons are not stored in the show file, so when changing MagicQ systems it will be necessary to load the user icons onto each
MagicQ console / MagicQ PC system. We would be pleased to add any user icons to the main icon library please send them to
support@chamsys.co.uk.
23.12
MagicQ includes support for heads with multiple elements (e.g. RGB pixels), so that they can be patched in one action rather
than patching the individual elements separately. When these fixtures are patched they continue to be controlled as separate heads
with all the associated benefits. The head simply contains a count of the number of elements.
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Heads that consist of a single general element in addition to a repeated element are also supported. In these cases two different
heads are required one for the general element and one for the repeated element. The head for the general element is used for
patching, and it references the repeated element to enable it to be patched automatically. It is possible to set the Multiple Heads
Type field to specify whether the repeated elements are patched before or after the general element.
In the Patch Window, View Heads only the head general element is shown however testing, moving, copying and setting the
head no, affects all the elements in the head. The View Chans view continues to show the individual channels.
Heads with multiple elements can be inserted into the grid in one go. The Width, Height and Order fields in the head specify
how the repeated elements are arranged for example the picture below shows Color Web 125 inserted into a grid. Color Web
125 has a strange DMX order with individual elements having a L shape rather than a square or rectangular shape.
It is possible to swap the repeated elements of a multiple element head around using the Swap field in the View Heads view. This
is very useful, if for instance a LED batten has been rigged upside down.
When a head containing multiple elements is patched, a different head number will be allocated to each element. This enables
each individual element to be controlled from the keypad and from the grid views. For heads that consist of a general element
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and repeated elements the general element will be allocated the base head number and the repeated elements will have increasing
head numbers from the base element.
The Head Editor now shows the full channel list in View Chans including the repeated channels.
23.12.1
From versions 1.6.6.2 MagicQ has improved support for Heads with more than one element of an attribute - for example a LED
Wash light with 5 RGB elements or a club light with 2 tilt channels. Heads set as "Duplicated" now allow access to the individual
elements and allow FX to be run over the individual elements.
By default the duplicated elements are treated as one element - so the 2nd, 3rd and 4th elements just copy the programming from
the 1st element. This ensures that the Head is simple to use and appears to act as if it only had a single element.
When locating, selecting palettes and using soft buttons or encoders on attribute parameters only the first element is made active
in the programmer and therefore only the first element is recorded into Cues. When the Cues are played back then MagicQ copies
the calculated values from the 1st element to the other elements.
Individual elements can be selected using the dot (.) operator. For example to select the 1st element only, enter .1 NEXT HEAD
or .1 @@. This sub selects only the 1st element. Pressing returns the selection to all elements. When a sub selection is active
on a Duplicated Head then the specific elements will be made active in the Programmer and subsequently recorded into Cues.
When the Cues are played back MagicQ uses the programming from the Cue for elements that have been recorded in to the Cue,
only copying for elements that have not been recorded.
Palettes values are created only for the first element. When a sub selection is in operation MagicQ will use the value in the Palette
for the first element regardless of the element selected - this avoids the need for creating separate palette information for each
element. When a Palette is updated it will update Cues that use that Palette from the data for the 1st element regardless of which
element is active in the Cue - ensuring that the Cue gets updated as expected.
When selecting FX for channels on a Duplicated Head that have multiple elements MagicQ prompts three options for applying
the FX:
Dup Elements
Include Elements
Use Elements
Dup Elements treats the elements as duplicated - i.e. all elements in the head do exactly the same thing. This is the default
operation which treats all the elements in a head as one. In software prior to v1.6.5.8 this was the only supported mdoe of FX for
Duplicated Heads.
Include Elements includes all the elements in the FX enabling separate control of each of the elements as if they were separate
heads. For example if you apply a FX to 4 heads each with 3 elements then the FX would be spread over the 12 elements.
Use Elements runs the FX within the Heads, with all Heads performing the same FX synchronously across their elements. This
is the same as Include Elements except that MagicQ automatically sets Parts to the number of elements within the heads causing
all Heads to have the same offset.
Heads are set as Duplicated Heads in the Multiple Heads Type field in the Head Editor. In the Head Editor, View Chans the
element field (cursor right) is used to indicate the different elements. Duplicated elements always start from Element 1. All
elements that are not duplicated are set to 0 (Main Element). For heads that have both a main element and a repeated element e.g. a master RGB and then repeated RGB for each element then the master RGB is element 0 and the repeated RGBs start from
1.
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Chapter 24
Curve Editor
MagicQ includes a curve editor to allow users to create their own dimmer fade curves and effects curves. Curves are not specific
to any head, they can be used on any head.
Note the Curve editor is not available on Compact consoles or Pro2010 consoles. User curves can be used on these consoles, but
not edited.
User Curves 1 to 10 correspond to the user dimmer curves that were supported in previous versions of MagicQ. These will still
be automatically loaded from the user dimmer csv files (e.g. show\heads\dimmercurveuser1.csv) if they exist.
User Curves 1 to 20 can also be used in the FX Editor (FX Window, Edit FX) as part of FX steps. Select View Chans and set the
Curve filed. This allows completely custom FX waveforms to be generated.
User Curves are saved within the show file and can be imported from other show files using Setup, Import Show, Advanced, and
by deselecting all options except for "Import Settings". This will import show settings including macros and automations from
the show file.
24.1
Creating a curve
In the Curve Editor Window (FX Window, Curve Editor) use wheel A to find an empty curve, then press ADD POINT to add
new points to the curve, at least 2 points will be required. The first 2 points are automatically placed at the start and the end of
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24.2
Editing a curve
Points can be moved around by either clicking on them and dragging them, or by clicking on them then using encoder wheel X
and Y to move them around. By clicking and dragging it is possible to select more then one point at a time and move it around.
Pressing the Y encoder button will cycle the point between 100%, 0% and a position midway between the first and last points.
To specify an exact position type the required percentage then press Set and the X or Y encoder button.
To remove a point first select it by clicking on it then press REMOVE POINT. If more than one point is selected they will all be
removed.
Points can either be Linear or Spline. Spline points create a curved join between 2 lines while linear points create a sharp join
between 2 lines. Select a point then press encoder E to change the type of a point.
To name a curve first type type the required name then press Set, then encoder A.
24.3
To use a curve as a dimmer curve got to the Patch Channels Window (Patch Window, View Chans). There is a column in the
table called Curve. Select the Curve column for the fixtures and press Set. The first user created curve will be called User 1 or
the name provided.
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Chapter 25
FX Editor
MagicQ includes a FX editor added to enable users to create their own waveform FX and to edit existing waveform FX. The FX
editor edits the core MagicQ waveform FX stored on the console distinct from the combination FX stored in the FX Window.
Waveform FX are not specific to a particular personality type they can be used on any Head with the required attributes.
Changes made in the FX editor have immediate effect on all Cues that use the FX for example changing the standard circle FX
will affect all cues with circle. It also affects the FX stored on the console, so all changes will affect new shows made on the
console.
MagicQ will not allow you to directly edit the inbuilt FX you must SAVE AS to create a new FX before you make any changes
in the FX Editor.
From v1.4.0.3 MagicQ FX supports any number of attributes in a Waveform FX previous versions supported a maximum of 3
different attributes. Note that shows that use Waveform FX with more than 3 attributes will not run correctly on software prior to
v1.4.0.3.
A MagicQ FX can store data for more than 1 head so that for instance, you can make a FX with some heads perform circles in
whilst others perform squares.
In the FX Editor Window (FX Window, Edit FX) it is now possible to extract the user FX from a show file to the console. Press
the EXTRACT USER FX soft button.
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It is possible to remove all user Waveform FX from a console. Press SHIFT + REMOVE USER FX.
25.1
View General
In View General you can configure properties for the FX. For FX that only use 1 attribute setting the Apply to any attribute
enables the FX to be used on any attribute rather than being tied to a specific attribute such as dimmer.
Defaults can be set up for speed, size, spread and contrast. Setting contrast to snap forces the contrast for the FX to default to 0
i.e. snap rather than fade. The contrast of a FX can be changed at any time during programming or playback.
The add mode determines the default for how the FX is added to the base values the choices are NORMAL, PLUS, MINUS or
ABS. When set to ABS, playbacks will ignore any base values for the channels and treat the FX values as absolute values this
is useful for generating FX based on absolute positions or on specific colours on a colour wheel.
25.2
View Chans
Each step in the FX consists of a value between 0 and 255 and a curve. The curve specifies how the level changes from one step
to the next. The valid curves are:
0 proportional fade 1 sine fade 2 cosine fade 3 snap
The waveform for the complete FX is shown at the top. Moving up and down with the cursor to a different attribute or head
shows the waveform for that attribute / head.
FX that have been recorded in a show, but that have not been stored onto the console can be extracted from the show by including
the Cue that uses the FX. This will bring the FX into the FX Editor, and it can then be saved on the console.
25.3
Palette FX
In the FX Editor in View General, set up Use Palettes to be either Pos, Col or Beam. Then in View Chans, the values
become Palette entries rather than absolute values.
Each step in the Waveform FX can use any of the first 256 Palettes.
When applying a Palette FX if a Palette does not contain the specified attribute for a selected head then it will use the attribute
from the first head in the Palette with that attribute.
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Chapter 26
SnakeSys products can be configured in two different ways in normal mode the product is configured from the front panel
switches and buttons on the SnakeSys product. In ChamNet mode the switches and buttons are ignored and the product is
configured from MagicQ.
26.1
If the SnakeSys product is set in a mode other than ChamNet Mode (such as Art-Net , ACN or buffer) then it is not possible to
configure the interface from Net Manager. However, the device will still appear in Net Manager and it is possible to view its
configuration.
26.2
In ChamNet mode each SnakeSys product on the network is considered to be a different interface with a different ID in the range
0 to 99. All interfaces should have different IDs.
The ID is set on the SnakeSys product using either the control panel or rotary switches.
The SnakeSys product can be configured using the CONFIG DEVICE soft button and selecting an appropriate profile.
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The profiles act as a starting point once a starting profile has been chosen, the detailed configuration can all be set individually
for each port by changing to the VIEW PORTS view.
The rate, frame, MAB and Break timing can be set for each interface the timings affect all ports on the interface.
When configured as Outputs the ports can be configured to output the same or different Art-Net / ACN universes.
The Cons Uni field shows the console universe on MagicQ that is outputting the data that the port is trying to read. If no console
universe is set to output on that port then the field is blank.
At any time you can revert back to a standard profile by pressing the CONFIG DEVICE soft button this will show the list of
DMX profiles.
26.3
SnakeSys product firmware can be firmware upgraded from MagicQ software - the latest MagicQ software contains the latest
firmware for all SnakeSys products - this can be found in the firmware folder under on the installation.
ChamSys recommend not attempting a firmware update on SnakeSys products in a critical show environment.
Download the latest MagicQ software from the ChamSys download site. In order to upgrade the full range of SnakeSys devices
MagicQ must be running software version 1.6.0.5 or higher.
http://chamsys.co.uk/download
Connect the SnakeSys device to either a MagicQ Console or MagicQ PC/Mac System via a direct network cable. It is advisable
to remove all other equipment from the network.
SnakeSys devices ship with a default IP address in the 2.X.X.X range, in order to update the firmware on your device MagicQ
must also be set to an IP address within this range.
Set the SnakeSys device to be in ChamNet/MagicQ mode
In Net Manager, put the cursor on the device to be upgraded and press UPGRADE DEVICE.
Choose the required firmware version. In older versions of MagicQ you need to specify the version number of the firmware.
Do not power off the interface whilst the firmware is being upgraded. When MagicQ reports "Device restarted successfully"
the upgrade is complete.
If you are sent a newer firmware file by ChamSys support then copy the file into the firmware folder in the MagicQ installation.
To install it onto a MagicQ console put the file onto a USB stick, then in MagicQ go to Setup, File Manager. Select USB DRIVE.
Press COPY and select the file as the soruce to copy. Then select the destination, by selecting HARD DRIVE, UP DIR, and
select the firmare folder. Press the "." item to copy to. Then follow the procedure above.
The firmware has the filename firmware_XXXX_YYYY where the XXXX is the product code and YYYY is the firmware
version number. The product codes are:
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SnakeSys B4 334A
SnakeSys R4 342A
SnakeSys T2 419B
SnakeSys R8 330A
26.4
Older Chamys 4 Port Ethernet Interfaces and the SnakeSys B4 interfaces manufactured prior to 2013 (serial numbers with last 4
digits less than 0268) have no storage for configuration data and so when in ChamNet mode they always get their configuration
from MagicQ every time they are powered up.
When the interface starts up it will recognise that it is in MQ Mode and then will search on the network to find a MagicQ system
that can give it a configuration. The interface will not output or input DMX data until it has received configuration from a MagicQ
system.
The MagicQ system stores the configuration information for all these older interfaces as console settings. In View Ports, press
the INSERT B4MK1 button to add a new interface. MagicQ will present a list of default profiles for configuring the interface.
An interface can be removed by putting the cursor on the line of the interface and pressing REMOVE.
If there are multiple MagicQ consoles on the network, then only the master one (as per Hot Takeover) will provide configuration
information to the interfaces.
Newer SnakeSys B4s and all other SnakeSys products will appear automatically in the list and do not need to be inserted or
removed.
26.5
Output Setup
In order to use a SnakeSys product with a MagicQ system the MagicQ system must be set up in Setup, View DMX I/O to output
or input universes over the network
When outputing from the SnakeSys product set up MagicQ universes with Output type of Art-Net or ACN with the Out Uni set
to the Art-Net or ACN universes that the SnakeSys device is set to decode.
For inputting DMX from the SnakeSys product set up MagicQ unvierses with Input type of Art-Net or ACN with the In Uni set
to the Art-Net or ACN universes that the SnakeSys device is set to generate.
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Chapter 27
27.1
Each MagicQ console and MagicQ PC system should be configured with a different IP address and a different host name. On
MagicQ consoles the IP address and host-name are set up in the Setup Window on MagicQ PC systems the IP address and
host-name are set up in Windows.
For example, a typical MagicQ network might look like this:
27.1.1
Setting IP addresses on a PC
In Windows the way you set the IP address of your network connection depends on the variant of Windows. On newer systems
click Startm Control Panel, Netwrok and Sharing, Change Adapter Settings. On older systems click Start, Control Panel, Network
Connections.
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This should show a list of network ports including any fixed network ports and wireless ports. Right click the required network
connection and select Properties. Choose Internet Protocol (TCP/IP).
A dialog box should appear with the title Internet Protocol (TCP/IP) properties.
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Choose "Use the following IP address". Enter the IP address (e.g. 2.0.0.10) and the subnet mask (e.g. 255.0.0.0). The default
gateway address can generally be left blank. Click ok.
27.2
MagicQ includes a ping test for resolving network problems. At the command line type ping followed by the IP address, e.g. to
test network connection to IP address 2.0.0.3
ping 2.0.0.3
There is a short cut for use on the console keypad - enter three dots and then the IP address (no space)
. . . 2.0.0.3
Entering just . . . will ping the last tried IP address.
27.3
It is possible to check which MagicQ consoles are on the network by going to Setup, View System, View Status and selecting
the Network tab.
27.4
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It is possible to grab a show that is running on another console onto the current console. Press the Grab Show soft button in the
View DMX I/O view of the Setup Window. Choose which console you wish to grab a show from. The show is copied from the
other console to the show folder on this console, and the show is loaded into memory.
Grabbing shows from other consoles requires Enable remote access in the Setup, View Settings, Network Settings to be enabled
on the consoles you are grabbing the show from.
27.5
Zoning
MagicQ supports Zones for controlling multiple rooms / areas in a venue. In Setup, View DMX/IO each Universe can be allocated
to a Zone, and then all the Universes in a Zone can be controlled together e.g. for enabling / disabling of a Zone.
Special items in the Execute Window to enable easy control of zones, including enabling and disabling zones and setting and
clearing hot takeover in a zone. This allows complete control of a multi-room system directly from the Execute Window without
users needing to access the Setup Window.
27.6
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All Slaves are automatically synchronised to the show file from the Master console.
All Slaves can take control of part of the output via the selective channel control feature.
All Slaves can edit show data including Palettes, Cues and Cue Stacks on the Master console.
All Slaves are automatically synchronised to the playback state of the Master console. Each Slave can choose to Inhibit PB
Sync, for example whilst programming.
It is possible to inhibit all network output from the consoles in the network session using the Inhibit All feature. All consoles
outputs within the network session are disabled. It is still possible to change Master but the outputs remain disabled.
When the Network Session Mode is enabled (set to Manual Takeover or Automatic Takeover) then it is not necessary to set up
any other settings relating to Hot Takeover, Playback Sync Type, Playback Sync IP, Playback Sync Port, Show Data Sync Type
or Show Data Sync MagicQ sets this automatically within the network session.
Just set Net Session Mode and Net Session ID for all the consoles you wish to be part of the session.
27.6.1
Manual Takeover
The first console to start becomes the Master. In Setup, View DMX I/O, Take Control and Release Control can be used to swap
which console is the Master at any time. If you use Release Control, then you will need to also press Take Control on the other
console.
27.6.2
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Auto Takeover
The first console to start becomes the Master. In Setup, View DMX I/O, Take Control and Release Control can be used to swap
which console is the Master at any time.
If the Master console stops for any reason then one of the Slave consoles will take over.
The Hot Takeover Fade Type can be set to Manual or Automatic. When set to Manual the operator has output is frozen until the
operator decides what new look to change to.
When set to Automatic, a gradual fade is made to the look set on the Playbacks in this mode an operator will often put up a
safe state on the standby console which can be used if the main console has a problem.
With manual fade type when MagicQ determines that it should take over a universe it will load a snapshot of the last data from
that universe into its Programmer. The universe will be completely controlled from within the Programmer and not from the
Playbacks. The operator can then set up the playbacks as they wish and then clear the programmer to change to this new look.
Clearing the programmer with time enables the operator to specify a fade time to the new look.
With automatic fade type, MagicQ loads the snapshot of the last data from that universe into the Programmer and then automatically clears the programmer using the hot-takeover fade time.
Since both options use the programmer, it is recommended that the programmer is kept clear on the standby console.
27.6.3
Inhibit Outputs
It is possible to inhibit all the outputs within the network session so that none of the consoles within the network session output
onto the network for example if a guest console is in use.
In Setup, View DMX I/O press the INHIBIT OUTPUTS soft button. Outputs will continue to be inhibited even if the Master
console changes. When UNINHIBIT OUTPUTS soft button is pressed the Master Console within the network session will
resume outputiing.
27.7
Within a network session MagicQ supports programming of one show from multiple MagicQ consoles / MagicQ PC systems on
the network.
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Multi programming enables multiple consoles to access one show file held on the master console with all consoles being able
to make changes to that show file. MagicQ ensures that the slave consoles are synchronised to the master console show data.
Updates from any console are synchronised across the network.
When synchronised the consoles have the same show data, however they still operate as separate consoles with a separate
programmer.
Recording and updating of Groups, Palettes, FX, Cues, Cue Stacks, Macros, and Grids will be synchronised between the consoles.
Note however that changes to the Patch must be made on the master console and they will clear any programmer information on
the slave consoles.
27.7.1
The status of the slave synchronisation is shown in the status bar. Initially the status window will show NoCon.
Once the Slave has a connection to the Master over the network (but not yet synchronised) it will show NoSync.
It is possible to force a show slave to resynchronise by holding the left and right cursor keys and pressing SET. It is also possible
to resync by restarting or soft resetting the show slave console.
27.8
Selective channel control enables Slave consoles to select and control different channels on the master consoles outputs. This
allows any console on the network to take control of a set of channels in the lighting rig.
With selective channel control the slave consoles send their output data to the show master and then the show master merges the
data from all the slaves onto its outputs.
27.8.1
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MagicQ enables several different ways of selecting which channels are controlled from which console on the network selected
channels, active channels, groups of channels, universes and zones. MagicQ defaults to the show master having control of all the
channels.
Slaves request control of channels using the Setup, View DMX I/O, Multi Prog Select soft button.
None
One Head
Selected
Programmer
Active
Last Active
User
Group
Zones
Universes
All
When multiple slaves are in use then different slaves can control different channels on the lighting rig. If the same channel is
requested by multiple slaves then the latest selection will take precedence. The show slave shows the multiple control method in
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At any time the Master can take control of all channels using the Setup, View DMX I/O, Multi Prog Select soft button. When
the Master is controlling all channels then it shows MCC in the status bar. When some channels are under control by a slave
console then it shows SCC.
27.9
There are four Playback Sync Slave options which control whether the playback state of the Slave is synchronised with the
Master.
In Setup, View Settings, Multi Console the options for "Playback Sync Slave mode" are "PB sync", "Inbibit, sync on swap",
"Inhibit PB sync" and "PB Sync, multi control".
In "PB sync" mode the Slave playback state is always synced to the Master. It is not possible to change playback state (such as
page, activation/release state, level of Playbacks) on the Slave.
In "PB sync, multi control" mode the Slave playback state is always synced to the Master. The playback state (such as page,
activation/release state, level of Playbacks) can be changed from Master or Slave consoles.
In "Inhibit PB sync" mode the Slave playback state is never synced to the Master. If the Slave becomes Master then the playback
state will not be changed - this allows for example a safe state to be set on the Slave console which is not synced to the Master
playback state.
In "Inhibit, sync on swap" mode the Slave playback state is not synced to the Master whilst it is a Slave. If it gets promoted to be
the Master then it will sets its playback state to the last received state from the original Master.
27.9.1
If there is a Master clash on the network then MagicQ keeps the Master that has been running the longest demotes all other
Masters to Slaves.
If Net Sessions is set to "Manual Takeover" then Masters are demoted to "Disabled" instead of "Slave". A flashing warning is
shown in the Status Window. In the "Disabled" mode the console does not output on the network and does not try to sync the
show to a Master. The user can then decide whether to "Take Control" or "Release Control" on that console.
When a Master is demoted to Slave or Disabled, MagicQ saves a copy of the show file that was running on the Master using the existing show file name but with the "_swap" appended to the end before the file extension .shw - for example "myshow_swap.shw".
If the Master show file gets lost then the original show file can be recovered by reloading the "_swap" file from the original Master
and saving as a new file name. In order to prevent MagicQ repeatedly overwriting the "_swap" file with invalid data from the
Slave, it only saves the file if it is at least 60 seconds since it was last demoted to Slave.
27.10
It is possible to trigger message boxes from Cues in a Cue Stack. Simply add a comment field to the Cue in the Cue Stack starting
with a !. When this Cue executes the message box will be shown.
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In Setup, View Settings, View Windows there is a new option, Message Window. This specifies where the message box is shown
(main screen, external screen 1, external screen 2) and whether a network message is sent to other consoles.
Setting Net Only results in messages only being sent over the network, not shown on the console where the Cue executed.
By default the message box shows immediately for 5 seconds and then closes. The delay before the message box shows and the
time it stays visible can be set using parameters inbetween the !.
!<delay>,<show length>!
!10!Hello World // Delay for 10 seconds before showing message
!10,20!Hello World // Delay for 10 seconds and show message box for 20 seconds
!0,0!Hello World // Show message and do not close message box
If the comment starts with a !! instead of a ! then the console does an alert as well as showing the message. The alert flashes the
main screen intensity and the console lamps to try to get the operators attention.
Messages can be sent directly from the keyboard by entering text starting with a ! or a !!.
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Chapter 28
28.1
Hot take-over allows the use of multiple consoles in case a console stops working. Hot take-over can be used in two ways depending on what you wish to happen when the main console becomes available again.
In Preferred mode only one of the consoles (or MagicQ PCs) on the network is designated as a back up. All the universes on
the console are set to Hot take-over. Whenever there is no ArtNet traffic on the network for a particular universe, the back-up
console starts sending data for that universe. As soon as data reappears, the back-up console stops sending data.
In Equal mode all consoles on the network are set to Hot take-over. At any one time, one of the consoles will run as the
master, with all universes enabled. If that console fails, one of the others will take over. It is recommended that you set the Hot
take-over detect time to different values on each of the consoles to avoid conflict conditions.
The first console to start is the Master and outputs ArtNet. The other console becomes the Slave.
28.1.1
Hot Takeover Mode is set in Setup, View Settings, Multi Console. The options are:
Pref Master Console will always be Master
Pref Slave Console will only be Master if another console is not detected
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When you set a universe to Hot Takeover you must ensure that Input is enabled on that Universe and that it is set to the correct
type and universe number generally the Input should be set up the same as the Output.
When using Hot take-over on MagicQ PC, ensure that the IP address of MagicQ PC (set up in Setup Window, View Settings)
is set to the valid IP address of the network you are using. If this setting is incorrect then Hot Takeover will not work correctly.
Preferred Mode
Setting one console to Preferred Master and the other to Preferred Slave operates a Master/Slave mode whereby one console will
always be the Master, with the other console only taking control when that Preferred Master console is not available (shutdown,
reset, disconnected from the network). As soon as the Preferred Master restarts or is connected back on the network then it will
take control and the Preferred Slave will stop outputting.
All required universes on both consoles should be set to Hot Takeover.
Equal Mode
Setting both consoles to Equal operates a Master/Slave mode whereby both Consoles have the same precedence. The first console
to start becomes the Master. Take Control and Release Control can be used to swap which console is the Master.
All Universes are treated the same enabling / disabling together. For systems which require hot takeover to operate independently on different Universes the Split mode should be used.
If the network cable between the consoles is broken then neither console will see the other console and both will become Master.
If one of the consoles is still connected to the lighting rig then it will have control both consoles will not be connected to the
lighting rig otherwise the consoles would see each other.
When the network between the consoles is reconnected then both consoles will detect the other consoles at the same instance.
The console with the lower IP address will become the Master.
All required universes on both consoles should be set to Hot Takeover.
Split Mode
This mode makes the consoles operate as in previous version of software. Set Hot Takeover in Setup, View DMX I/O for the
required Universes.
To make a single system a backup for another system set the universes to Hot Takeover only on the slave console. For a
Master/Slave system with equal precedence, set the universes to Hot Takeover on both systems.
28.1.2
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The hot take-over type can be set to manual or automatic. When set to manual the output is frozen until the operator decides
what new look to change to. In automatic, a gradual fade is made to the look set on the Playbacks in this mode an operator will
often put up a safe state on the standby console which can be used if the main console has a problem.
In manual mode, when MagicQ determines that it should take over a universe it will load a snapshot of the last data from
that universe into its Programmer. The universe will be completely controlled from within the Programmer and not from the
Playbacks. The operator can then set up the playbacks as they wish and then clear the programmer to change to this new look.
Clearing the programmer with time enables the operator to specify a fade time to the new look.
In automatic mode, MagicQ loads the snapshot of the last data from that universe into the Programmer and then automatically
clears the programmer using the hot-takeover fade time.
Since both options use the programmer, it is recommended that the programmer is kept clear on the standby console.
28.1.3
In Equal Mode, a console that is set to Hot take-over can be forced to control all universes using the TAKE CONTROL soft
button. This will force an immediate change of control from one console to the other.
Similarly, control can be given to another console using the RELEASE CONTROL soft button. This will force the other
console to take control, and depending on the hot take-over options will enable a controlled fade to the new console outputs.
Note that the TAKE CONTROL and RELEASE CONTROL are only active when one or more universes are set to Hot
take-over.
When universes on MagicQ consoles are set to hot-takeover then the current Master / Slave status is shown in the Status Display
underneath the date and time.
Note that a MagicQ console is considered a Master if any of the universes that are configured as a hot takeover universe are
currently enabled and hence outputting to the network. A MagicQ console is considered a Slave if all universes that are configured
as hot takeover universes are currently disabled the console is not outputting to the network on these universes.
28.2
It is possible to carry out basic synchronisation of two or more consoles during playback by using the ChamSys Remote protocol
either via serial or Ethernet. Synchronisation can be set for individual playbacks, or for all 10 main playbacks. When the
playbacks faders are raised, playbacks Go, Back or Jump are pressed, the master console sends ChamSys Remote Protocol
commands to the slave consoles.
Synchronisation on MagicQ PC is only available when connected to a MagicQ Wing or MagicQ Interface.
28.2.1
Configuration
On all units that will be master units set the Playback Sync type option.
The Setup option Playback Sync Type has the options:
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28.2.2
When there are multiple consoles on a network, it may be that consoles are controlling different network universes and therefore
there may be more than one master console sending synchronisation information on the network.
It is possible to set a MagicQ console to only accept synchronisation information from a particular console. In Multi Console
Settings, Playback Sync IP enter the IP address of the console to accept synchronisation from. A value of 0.0.0.0 indicates that
it will accept synchronisation from any console on the network.
28.3
From software version 1.5.9.4 we recommend you use network sessions all consoles in the network session are automatically
configured for multi console programming. No further configuration is needed.
MagicQ supports show file synchronisation in a network. One console is designated as the Master Prog console which will
keep the master show file.
The synchronisation of show data is separate to synchronisation of show playback state and hot takeover. Regardless of which
console is actually controlling the universes the Master Prog console will remain in control of the master show file.
When a Slave Prog console starts or is reset it makes a connection to the Master Prog console and tries to synchronise to the
show master data. This consists of automatically grabbing the show data file from the show master and loading that show data
file into the show slave. Users can also request a resynchronise at any time.
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Configure the master console by setting the multi console setting Show data sync type to Master Prog.
On each of the slave consoles set the Show data sync type option to Slave Prog and set the Show data sync IP to the IP
address of the master show console.
There are hot keys on the slave consoles to enable and disable the show sync (as set up in Setup, View Settings, Multi Console).
Hold the left and right cursor keys and press + to enable the show sync and hold left and right cursor keys and press - to
disable the show sync.
To turn off show synchronisation on the master console simply set the Show Data Sync Type to None.
28.4
From software version 1.5.9.4 we recommend you use network sessions to configure selective channel control. In a network
session all slave consoles can access channels from the master console by View DMX I/O, Multi Prog Select described in the
next section.
If consoles are manually set up for multi programming by setting Show data sync to Master Prog and Slave Prog then selective
channel control is automatically enabled.
Selective channel control can also be used without multi programming. This gives slave consoles access to control part of a
lighting rig (e.g. for a technician to test some lights) but does not give them the ability to change any of the stored show data. To
configure this mode, set Show data sync type on the master to Master Control and on the slaves to Slave Control.
Note that when network sessions are not in use, each console operates as a separate console in terms of the DMX I/O settings
so for example if you were to enable the universes on each of the consoles then there would be a fight between the consoles.
Universes must be enabled / disabled manually on each console or set to hot takeover.
28.5
It is possible to set a MagicQ console or a MagicQ PC to automatically back up show files from one or more other consoles on
the network. Optionally, this console can be made to automatically run one of the shows.
Warning - if this option is configured incorrectly then your show files could get accidentally overwritten. Always back up your
show files to external media / computer systems.
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In the Setup Window, View Settings, Multi Console configure the Show sync type option to Archive.
When set to Archive, MagicQ periodically checks for other consoles on the network and grabs the show files that are running
on those consoles. The show files are stored in the normal show folder.
When this feature is used to back-up multiple consoles, it is important that different show file names are used on each of the other
consoles otherwise files from different consoles will overwrite each other on the back-up console.
Note that files will only be copied from consoles that have the auto backup option set to yes or on changes. Files will not
be copied from consoles that do not have this set (e.g. when the playback mode is set to Safe). This avoids any performance
impact from copying of files from live consoles.
When set to Show Sync MagicQ copies the files as above. It will then load one of the shows that it has copied. If there are
multiple consoles on the network then it will always run the show file from the same console.
This feature can be used to back up show files from PCs running MagicQ PC as well as from consoles these PCs must have the
drive where MagicQ is installed shared on the network (e.g. share C: as C).
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Chapter 29
29.1
When you install MagicQ on PC or Mac there is a MagicQ Remote option under the ChamSys menu that enable MagicQ to run
in remote mode.
In remote mode MagicQ acts only as a remote control system; it does not transmit any network traffic (e.g. Art-Net, ACN,
Pathport etc. . . ) except for the control of the remote MagicQ system.
When you start up MagicQ in remote mode it will scan for MagicQ consoles on the network and give a list of the available
consoles to select from.
To stop remote control of a MagicQ console click on Quit. Select yes to quit from MagicQ or no to return to the list of
MagicQ consoles to control another console.
29.2
The remote control function can be accessed from MagicQ in Setup, View System, View Monitors. To control another MagicQ
press the Remote Control soft button. MagicQ then presents a list of all the other MagicQ consoles / MagicQ PC systems it can
find on the network and you can choose which one you wish to control.
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You can tell which system you are controlling by looking at the system name in the Status Display (above PB1 to PB5). When
MagicQ is remote controlling another console it indicates REM at the start of this status line.
To end remote control of another system press CTRL 1 on the keyboard of the controlling system. Alternatively press QUIT or
CTRL CLOSE on the controlling system. The status line will change back to be the normal line without REM.
When a remote system is under remote control it is still possible to control the system locally the normal system interface is
still fully operational. We recommend that you only use one interface at a time having two operators will cause confusion!
This function is only enabled when the target system (i.e. the one you wish to control) is a MagicQ console, or it is a MagicQ
PC system with a MagicQ PC Wing or MagicQ USB interface attached. There are no restrictions on the MagicQ system that you
use to control the remote system for example, this can be MagicQ PC running on a wireless tablet.
29.3
MagicQ systems can be used together with an Apple iPhone, iPad, iPod Touch or Android smart phones for remote control.
All MagicQ consoles support remote control. On MagicQ PC systems remote control support is only unlocked when connected
to a MagicQ Wing or MagicQ Interfaces (not MagicDMX).
In order to use the remote with a MagicQ console connect an external wireless access point to the console via network cable.
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The MagicQ Remote application can be downloaded free of charge from the Apple App Store. For Android it can be downloaded
free of charge from the Google Play Store.
To enable support for the remote application, set Setup, View Settings, Multi Console, Remote Control to Enabled.
29.3.1
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In order to use a wireless access point with MagicQ you must configure the access point with a SSID, IP address, subnet mask
and if required encryption.
Most access points have an inbuilt web server that enables configuration from a PC or Mac using a web browser. The web server
generally has a username and password you will need to consult the instruction manual for your particular access point.
Access points usually default to a standard IP addess such as 192.168.1.1 and subnet mask of 255.255.255.0. Most acess points
have DHCP support i.e. the access point will attempt to give out IP addresses to other computers on the network. DHCP may
be enable or disabled by default depending on the type of access point. Consult the manual for your access point to determine
how to configure it.
In order for the wireless access point to work correctly with MagicQ, the access point should be in the same IP address range as
the MagicQ console / MagicQ PC/Mac.
For example, if the console is set to IP address 2.0.0.5 then the access point should have an IP address on the 2.0.0.x network
e.g. 2.0.0.1. Note that many access points only support subnet masks of 255.255.255.0 instead of the normal ArtNet subnet
mask 255.0.0.0. This can be overcome by simply making sure that all your devices are on the same subnet i.e. all devices have
a 2.0.0.x address.
The remote device (iOS/Android) should also have an IP address on the same same network.
The access point can be set up with DHCP to provide a range of IP addresses to wireless devices this removes the need to set
the IP address manually on the remote device. For example, you could set up your wireless access point to give out IP addresses
in the range 2.0.0.100 to 2.0.0.150.
Security settings should be set up on your access point to avoid unauthorised control of the console.
When using a wireless acess point the wireless settings in MagicQ are not used these are only used when using a USB Wireless
device directly connected to a MagicQ console USB port. Ensure that Setup, View Settings, Network, Wireless Mode is set to
Disabled.
29.3.2
It is possible to use a USB to wireless interface directly from a MagicQ Pro 2010 console. The currently supported interface is
the Edimax EW-7711UAn. Please note these interfaces are not supported on Pro2014 or Compact consoles (MQ40N, MQ60,
MQ70 and MQ80) We recommend using a wireless router connected via network with these consoles.
On MagicQ the Console Wireless settings should be set to Ad-hoc with an IP address of 169.254.1.20 and a subnet mask of
255.255.0.0
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The Wireless channel defaults to 0 indicating that the Edimax device will automatically pick a channel. If you wish to force use
of a particular channel enter a number between 1 and 11.
Enter a name for the Wireless SSID this will be the how the WIFI appears on the remote device on iPhone go to Settings,
Wi-Fi to select connection to the network.
The iPhone should be set to an IP address on the same same network e.g. 169.254.1.1. Some iPhones/iPods use 169.254.1.1
automatically as their default address.
On iPhone 4 and iPad 2 it is often necessary to set up a static IP address on the iPhone/iPad. In addition on the iPhone/iPad set
up the router IP to the IP address of the console.
So for example, if the MagicQ console is set with
Wireless IP address: 169.254.1.20
Wireless subnet mask: 255.255.0.0
Try the following settings on your iPod/iPhone/iPad
IP address: 169.254.1.30
Subnet mask: 255.255.0.0
Router IP: 169.254.1.20
On iOS it is often necessary to set the Router IP to be the address of the MagicQ console.
Choose the encryption type. For secure encryption use WPA or WEP and set the passphrase in the Wireless Encrpytion field.
When you try to connect to the network, the remote device will request a passphrase.
The MQ encryption keeps the wireless open (so anyone can connect to the wireless device) but puts a password on the iOS/Android application so only people who know the password can control the console. The MagicQ console will be hidden (no
connection shown) until the correct password is entered on the iOS/Android device.
Note that MagicQ versions 1.5.4.0 to 1.5.6.0 had problems with the Edimx interface. 1.5.6.2 supports it ok, but it is necessary to
upgrade the kernel first to kernel version 3.9.2.0. Note that before updating the kernel you must set the Wireless mode to None.
29.3.2.1
Turn on your remote device and select the required wireless network to connect to the network name (SSID) of your access
point or of your Edimax USB interface.
Check the WiFi settings for the remote device to ensure that it has automatically received a correct IP address. If it has not
automatically received an IP address then enter a static IP address manually see above sections for how to configure the IP
address, Subnet Mask and Router IP.
On the iPhone/iPad click on Settings, select WiFi and then click the > to the right of the required network.
Once you have a wireless connection with correct IP address, start the MagicQ remote application.
In the remote application, go to the connection tab. You should see a list of all the available MagicQ consoles. Select the
required console so that it has a tick by it.
If you have enabled password protection (by setting Setup, View Settings, Network, Wireless Encyption = MQ) then you will
need to set the password in the Con tab on the remote device. The MagicQ consoles will not show until the password is correct.
If you have not set encryption (Setup, View Settings, Network, Wireless Encyption = None) then the password should be blank
(no characters).
You should now have control. Change to the Key tab (iPhone) or Focus tab (iPad) and try selecting a Group (e.g. GROUP 1
ENTER).
29.3.2.2
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We recommend you use the Execute Window on the remote app for shortcuts, group selections, focus test, etc. . . Items from the
Group, Position, Colour, Beam, Cue Stack Store, Cue Store, Playback and Macro windows can all be copied into the Execute
Window for immediate access from the remote device.
On the MagicQ console press the Execute Window and then press SET GRID SIZE to create grid 1. We recommend a grid size
5/5 for the iPhone/Android phones. For iPad 10/10 or 12/12 is good.
Copy items from the Group, Pos, Colour Beam windows into the Execute Window. You can copy multiple items in one go, by
using SHIFT and the cursor keys in the source window to select multiple items. Press COPY. If it says select source then press
COPY again. When it says select destination change to the Execute Window and select the place in the grid to copy to.
This latest version allows the Execute Window images to be shown on your iPhone or iPad as images instead of boxes. Custom
button images will be automatically downloaded to the iOS app from MagicQ.
29.3.2.4
The apps now supports an Idiot user mode which forces the app always to run in full Execute Window. This is set up in the
MagicQ app settings in the iOS / Android settings menu. A particular console IP address can also be specified to ensure the app
always connects to the correct console.
29.4
MagicQ includes an in-built web server for enabling access to MagicQ from web browsers on external computers, pocket PCs
and mobile phones with web browsers. The web server includes web pages for monitoring of the status of the MagicQ, remote
control, and access to the MagicQ windows such as the Patch window for downloading complete patch lists / cue sheets.
By default the web server is disabled enable it in Setup, Network Settings. The default port is 8080 although this can be
changed in the Network Settings.
To browse to the console enter the console name followed by the port number, e.g. for chamsys176, enter the URL in your
browser. Note that by default most browsers use port 80 so you must explicitly specify port 8080 in the URL or it will not
work.
chamsys176:8080
or you can use the IP address of the MagicQ (e.g. 2.0.0..5)
2.0.0.5:8080
This URL will get you to the home page on the MagicQ console - a general system overview and a main menu of items, including
Remote, Execute, Windows and Network.
On some browsers / PDAs you may need to enter the full http line:
http://chamsys176:8080/index.html
or
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http://2.9.200.5:8080/index.html
The Remote page is a simple remote focus for setting channel levels. It can also be accessed by adding /remote to the URL.
This is useful for Pocket PC and mobile phones to go directly to the remote control page.
chamsys176:8080/remote
In order to set up a PC, Pocket PC or mobile phone to connect to MagicQ you must ensure that there is a physical connection to
MagicQ either directly via network cable, or via a wireless router. The IP address of the PC, Pocket PC, or mobile phone must
be set to be on the same network as the MagicQ this is generally the ArtNet IP addressing scheme so the device must have an
IP address starting with 2 (e.g. 2.0.0.2) and a subnet mask of 255.0.0.0.
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The Execute page is very similar to the Execute Windows on the console but accessible through any PC with a browser on the
network it enables users to remote manage the console via the Execute window.
The Windows pages enable users to view all the windows on the console remotely within a browser. This is useful for checking
the status of a remote console or for easy printing of console show data.
The Network page shows all the MagicQ consoles and PC systems on the networks and enables easy selection of particular
consoles for remote control.
The Remote and Execute functions are only enabled when connected to a MagicQ console or a MagicQ PC System that is itself
connected to a MagicQ wing or MagicQ interface.
29.4.1
There is now support for user HTML pages. These pages should be stored in the web folder and their name should start with
user e.g. user1.html, user2.html. The MagicQ remote commands can be sent from the HTML using the button/input types to
submit.
<html>
<head><META NAME="HandheldFriendly" content="True"><META
NAME="MobileOptimized" CONTENT="240">
<title>MagicQ User HTML Page</title>
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</head>
<body>
<!-- User forms must start with the name user - e.g. user1, user2 -->
<!-- Remote commands can be found in the MagicQ manual -->
<FORM ACTION="user.html" name="user" METHOD=GET>
<!-- Remote commands are sent using input types -->
<!-- Place the command in the value and set the name to "cmd" -->
<input type="submit" value="1T" name="cmd">
<input type="submit" value="1U" name="cmd">
<p>
<!-- Or as button types -->
<!-- Note for Internet Explorer to work the value
feature below is not used and you must put the remote
command in the name after "cmd" -->
<button type="submit" name="cmd1T" value="1T">PB1 act</button>
<button type="submit" name="cmd1U" value="1U">PB1 rel</button>
29.5
MagicQ supports a Magic Wand simulator which acts like the MagicQ Playback Wand.
To use the Magic Wand simulator start MagicQ with the command line argument wand. MagicQ will run just a simulation of
the Magic Wand controlling the first 4 playbacks from the first Wing.
If you wish to restrict the Wand simulation to only connect to a specific IP address then include the required IP address as the
second command line argument of the IP address.
The MagicQ Wand simulator must be run on a separate system to the one running MagicQ.
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Chapter 30
30.1
Activate playback
Release playback
Test playback (activate with level 100%)
Un-test playback (release with level 0%)
Go on playback
Stop (go back) on playback
Fast back on playback (no fade)
Fast forward on playback (no fade)
Set playback fader level
Jump to Cue Id on playback
Change page
Set intensity channel to level
Remote programming command
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30.2
Remote programming commands enable simple programming actions to be carried out from a remote terminal. Remote programming commands consist of the program command number followed by parameters and completed with an H.
The commands are:
\<01> , <start head> , [<end head>] H
\<02> , <start head> , [<end head>] H
\<03> H
\<04> , <group number> H
\<05> , <level> , [<time>] H
\<06> , <attribute number> , <value> , [<time>] H
\<07> , <attribute number> , <value> , [<16bit>] H
\<08> , <attribute number> , <value> , [<16bit>] H
\<09> H
\<10> , <palette id> H
\<11> , <palette id> H
\<12> , <palette id> H
\<13> , <cue id> H
\<19> H
\<20>, <palette id> H
\<21> , <palette id> H
\<22> , <palette id> H
\<23> , <cue id> H
\<30> H
\<31> H
\<32> H
\<40> H
\<41> H
\<42> H
\<43> H
\<71>, <state> H
\<80> , <cue id> H
\<81> , <cue id> H
\<82> , <cue stack id> H
\<83> , <cue stack id> H
\<90> , <showfile id> H
\<91> , <showfile id> H
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30.2.1
Attribute numbers
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Chapter 31
31.1
Enable ChamSys Remote Ethernet Protocol in the View Settings view of the Setup Window.
ChamSys Remote Ethernet Protocol is an open protocol i.e. you do not need permission to use it for your own purposes. It is a
UDP/IP based protocol using port 6553 in broadcast mode.
The port number can be changed in setup, View Settings, Network, Playback Sync Port.
The structure of the UDP/IP packets are a ChamSys CREP header followed by the remote commands:
long32 chamsys;
word16 version;
byte seq_fwd;
byte seq_bkwd;
word16 length;
byte data;
31.2
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Commands are transmitted from the network port using the Y macro in the Macro field of the Cue Stack window (use Page Right
to find the Macro field). In the View Settings view of the Setup Window, set the Ethernet Remote Protocol to ChamSys Rem
tx.
The format of Ethernet commands is Y followed by the data. To send Ethernet data, the Y command must be the only macro
command in the macro field. The Y command is followed by ASCII data contained within or or by decimal values
separated by commas. For example to send Hello World followed by a carriage return:
YHello World,10,13
To send the hexadecimal data stream 00 01 02 03 04
Y0,1,2,3,4
To send text only:
Yabcedf
To send several lines of text:
YHello,10,13,World,10,13
On the Ethernet the data above is encapsulated in the data field of ChamSys Ethernet Remote Protocol in the UDP packet.
Note that commas , are not allowed within the ASCII data inside or . If you wish to send , then you must send it as its
hexadecimal ASCII code.
31.3
By default data received on the network is ignored. This can be changed to make MagicQ accept remote commands received on
the network port. In Setup, View Settings, set the Ethernet Remote Protocol to ChamSys Rem rx.
ChamSys Remote Protocol consists of simple commands consisting of a list parameter values separated by commas , and ending
in a character A to Z (or a to z). Commands can contain spaces, tabs, and carriage returns; they are all ignored. See the section
on ChamSys Remote Protocol for further details.
31.4
The code fragments below show you could connect to MagicQ using simple C programming.
#define REMOTE_ETHER_PORT 0x1999
#define MAX_CREP_MSG 1000
typedef struct \{
long32 chamsys;
word16 version;
byte seq_fwd;
byte seq_bkwd;
word16 length;
byte data;
} remote_ether_message_t;
int remote_ether_sock = 0;
word16 remote_ether_fwd = 0;
word16 remote_ether_bkwd = 0;
int remote_ether_init(void)
\{
struct sockaddr_in name;
char opts[100];
socklen_t optlen = 100;
int flags;
int i;
// For Windows OS we need to start winsocket
#ifndef LINUX
\{
WSAData ws;
int code;
code = WSAStartup(MAKEWORD(1,1),&ws);
}
#endif
if (remote_ether_sock)
\{
return (TRUE);
}
remote_ether_sock = socket (PF_INET, SOCK_DGRAM, 0);
getsockopt (remote_ether_sock,SOL_SOCKET,SO_REUSEADDR, opts, &optlen);
opts[0] = 1;
setsockopt (remote_ether_sock,SOL_SOCKET,SO_REUSEADDR, opts, optlen);
/* Give the socket a name. */
name.sin_family = AF_INET;
name.sin_port = htons (REMOTE_ETHER_PORT);
name.sin_addr.s_addr = htonl (INADDR_ANY);
if (bind (remote_ether_sock, (struct sockaddr *) &name, sizeof (name)) <
)
\{
closesocket(remote_ether_sock);
return (FALSE);
}
getsockopt (remote_ether_sock,SOL_SOCKET,SO_BROADCAST, opts, &optlen);
opts[0] = 1;
setsockopt (remote_ether_sock,SOL_SOCKET,SO_BROADCAST, opts, optlen);
\{
u_long block;
block = 1;
ioctlsocket(remote_ether_sock,FIONBIO,&block);
}
return TRUE;
}
int remote_ether_rx(char *data, word16 size)
\{
char message[MAX_CREP_MSG];
int nbytes;
remote_ether_message_t *rem = (remote_ether_message_t *) message;
struct sockaddr_in name;
int name_len = sizeof(name);
if (!remote_ether_sock) return (0);
nbytes = recvfrom (remote_ether_sock,
message,
MAX_CREP_MSG,
0,
(struct sockaddr *) &name,
&name_len);
if (nbytes > 0)
\{
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if (rem->chamsys == ((C<<24)|(R<<16)|(E<<8)|(P)))
\{
int len = wswap(rem->length);
remote_ether_bkwd = rem->seq_fwd;
if (len<(MAX_CREP_MSG-(sizeof(remote_ether_message_t)+1)))
\{
if (len>size) len = size;
memcpy(data,&(rem->data),len);
return (len);
}
}
}
return (0);
}
char remote_ether_tx(char *data, word16 size)
\{
// Format the message
byte message[MAX_CREP_MSG];
remote_ether_message_t *rem = (remote_ether_message_t *) message;
int nbytes;
struct sockaddr_in name;
if (!remote_ether_sock) return (FALSE);
if (size>(MAX_CREP_MSG-sizeof(remote_ether_message_t)+1))
\{
size = MAX_CREP_MSG-sizeof(remote_ether_message_t)+1;
}
rem->chamsys = ((C<<24)|(R<<16)|(E<<8)|(P));
rem->version = wswap(0);
rem->seq_fwd = remote_ether_fwd;
rem->seq_bkwd = remote_ether_bkwd;
rem->length = wswap(size);
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memcpy(&(rem->data),data,size);
my_broadcast_address.s_addr = ip_address | ~subnet_address;
name.sin_family = AF_INET;
name.sin_port = htons (REMOTE_ETHER_PORT);
name.sin_addr.s_addr = dwswap (my_broadcast_address.s_addr);
nbytes = sendto (remote_ether_sock,
message,
size(sizeof(remote_ether_message_t)-1),
0,
(struct sockaddr *) & name, sizeof(name)
);
if (nbytes>0) remote_ether_fwd++;
return (TRUE);
}
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Chapter 32
32.1
Enable the serial port in the View Settings view of the Setup Window. Page down to the Port Settings. Select the COM port that
you wish to use (on the console always select COM1). Set the baud rate, parity, data bits and stop bits.
32.2
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Commands are transmitted from the serial port by placing the command in the Macro field of the Cue Stack window.
The format of serial commands is X followed by the data. To send serial data, the X command must be the only macro command
in the macro field. The X command is followed by ASCII data contained within or or by decimal values separated by
commas. For example to send Hello World followed by a carriage return:
XHello World,10,13
To send the binary data stream 00 01 02 03 04
X0,1,2,3,4
To send text only:
Xabcedf
To send several lines of text:
XHello,10,13,World,10,13
32.3
By default data received on the serial port is ignored. This can be changed to make MagicQ accept remote commands received
on the serial port. In the View Settings view of the Setup Window, set the serial input type to ChamSys Serial Remote.
ChamSys Serial Remote protocol consists of a list of parameter values separated by commas , and ending in a character A to Z
(or a to z). Commands can contain spaces, tabs, and carriage returns; they are all ignored. See the section on ChamSys Remote
Protocol for further details.
32.4
It is possible to test the behaviour when MagicQ receives serial commands without an external serial connection. Set the Serial
COM Port to "None" and then type "testser" followed by the command - for example to activate playback 1 enter:
testser 1a
Remember to enable the serial COM Port again when you have finished.
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Chapter 33
Audio
33.1
Audio Input
Audio input can be used in many ways on MagicQ - to bump a Cue Stack from step to step, to set a Cue Stack tempo, to set the
virtual level of the playback fader and as part of the MagicQ Pixelmapper.
Audio bump functions can also triggered from the remote input port.
33.1.1
Audio input can be achieved on both MagicQ consoles and MagicQ PC via the ChamSys Audio Interface module which connects
via USB and performs 7 band hardware analysis of dual audio channels.
Audio input is also supported directly on MQ40, MQ60, MQ70 and Pro 2014 consoles and Compact PC Wings via dedicated
audio ports. In Setup, View Settings, Ports set Audio Input to Console Inbuilt Port.
MagicQ Pro 2014 consoles require the latest Pro 2014 kernel (dated 4th June 2014) downloadable from the ChamSys download
site, Docs page.
https://secure.chamsys.co.uk/bugtracker/proj_doc_page.php
From v1.6.0.9 MagicQ PC / Mac supports audio input through the PC / Mac sound card when the PC/Mac is connected to a
MagicQ Wing or Interface (not MagicDMX). In Setup, View Settings, Ports set Audio Input to PC/Mac sound card.
33.1.2
Audio options
The audio signal is analysed into 7 different frequency bands consisting of 63Hz, 160Hz, 400Hz, 1KHz, 2.5KHz, 6.2KHz,
16KHz, 63KHz. The levels for each channel can be used on MagicQ to set the level of Playbacks, to step through cue stacks and
to set the speed of chases.
When connected, a graphic equaliser display is shown in the Status Display showing the current levels of the inputs. Audio
trigger level should be set to 0.
33.1.3
In order to use audio input on MagicQ set the setting Setup, View Settings, Ports, Audio, Audio Input. The options are
None
Energy only ChamSys audio
ChamSys audio interface
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33.1.4
In the Cue Stack options there are 4 possible audio modes Audio Controls fader level, Audio bumps go, Audio sets BPM,
Audio jumps Cue Stack. Audio modes are not active until the Cue Stack is activated by raising the fader or pressing the GO
button.
Double click on the Audio channel to select the channel to respond to. Audio level, audio parameter 1, and audio parameter 2
should be set to 0.
Audio Controls fader level enables the level of the fader to be controlled by the received audio level on the chosen channel. In
this way you can control all sorts of different functions depending on how you set the Fader options - HTP, LTP, FX Size, FX
Speed etc. . . For example, you could control the iris opening of a moving light by also setting the Fader controls LTP (IPCB)
chans option, or you could control a Master Intensity fader. When using this mode, then Audio P1 and Audio P2 can be set to
control the response:
Audio P1 = 0 Normal (direct trigger from level)
Audio P1 = 1 Decayed (decays by Audio P2 each sample)
Audio P1 = 2 Pulse (triggers at Audio Level, Audio P2 is duration of pulse)
Audio P1 = 3 Pulse decay (triggers at Audio Level, decays by Audio P2 each sample)
Audio P1 = 4 Switch (triggers to on/off at Audio Level)
Audio P1 = 5 Slow (increases/decreases by Audio P2 each sample)
Audio bumps go causes the Cue Stack to bump to the next step every time a peak in the audio is detected on the specified
channel. This enables a Cue Stack to follow the beat of the music. This is best used with the Cue Stack set to Cue Timing instead
of Chase Timing. Audio parameter 1 is used as a divider set it between 2 and 16 to divide the received beat frequency by a
value between 2 and 16 times.
Audio sets BPM causes a Cue Stack set as a chase to automatically set the chase speed to the timing of the peaks on the
specified channel. The Cue Stack should be set to Chase Timing.
Audio jumps Cue Stack enables the level of the specified channel to determine which step in the Cue Stack is executed for
example if you have a Cue Stack with 10 steps, then a level of 0% will execute step 1, 10% will execute step 2 whilst a level of
100% will execute step 10. This is very useful if you wish to program different Cues onto LED or media servers.
33.1.5
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The Pixel Mapper Audio FX support comprehensive Pixel Mapping using audio triggering.
33.2
Audio play
MagicQ supports playback of audio files triggered from Cues within Cue Stacks for playing back sound effects in theatre shows
and for playing back Cues timed to audio.
Audio output is available direct from the ports on the rear of the MagicQ Pro 2014 consoles and from the auyio port when using
MagicQ PC on Windows, Mac and Linux.
First place the audio files in the show\audio folder. They can then be selected directly from the Audio field in the Cue Stack.
Each playback supports play of one audio file at a time. If a Cue executes with audio then any audio playing from a previous Cue
in the CueSatck will be stopped. Multiple playbacks can be used to play multiple sounds simultaneously.
The audio field can also take some special commands as well as specifying new audio files to play. The following commands are
supported:
filename.wav
stop
close
jump
dev
param 1 g
In the Cue Stack use Encoder A to select View Mode to Media to choose and view the audio clip for each Cue step.
33.3
Control of Winamp
MagicQ supports control of a Winamp instance on the same PC by patching a Winamp personality. The Winamp personality can
control track number, play mode, track position, volume, and audio pan.
The PC must have a MagicQ Wing or MagicQ Interface connected to enable Winamp control.
Simply patch one Winamp head anywhere in the patch - MagicQ treats the heads as a special head and ignores the DMX address.
Winamp does not need to be configured - MagicQ automatically connects to it.
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Chapter 34
MIDI
MagicQ MQ60, MQ70, MQ80 and MQ100 Pro 2014 consoles have inbuilt support for MIDI. To use MIDI on any other MagicQ systems you need an external MagicQ MIDI/Timecode interface. MagicQ does not support MIDI via 3rd party PC MIDI
interfaces.
The MQ70 and MQ80 support both MIDI notes and MIDI timecode. The MQ60 only supports MIDI notes, not MIDI timecode.
MagicQ can generate and receive MIDI notes commands and can also receive MIDI show control and MIDI beat clock. MIDI is
configured in the Setup Window, View Settings view, MIDI/Timecode tab.
34.1
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To receive MIDI notes, first set the MIDI In Type in the Setup Window. You can choose between None, Any chan and
Requested Chan. When set to Requested Chan the requested channel is configured in the MIDI IN Chan field.
When using the MagicQ MIDI/SMPTE interface for MIDI only the Timecode options can be set to none and then the last received
MIDI command will be shown in the Status Display.
34.1.1
MagicQ supports triggering of automated events via MIDI in the Macro Window, View Autom.
Autom events can be set to trigger Playbacks, Cue Stacks, Cues and other events when MIDI notes are received.
34.1.2
MagicQ supports a custom MIDI mapping file for use instead of the Autom events - this enables greater flexibility and control.
If any Autom events are set to respond to MIDI then the MIDI mapping file is ignored.
MagicQ uses the text mapping file miditable.txt stored in the MagicQ folder to convert from MIDI commands to MagicQ serial
commands.
An example file miditable.txt is included which maps midi notes to the playbacks PB1 to PB34. Each line in the file specifies a
received MIDI command and then the mapping to the serial command in inverted comments .
For example, the first to lines in the default file are:
144,36"1t"
128,36"1u"
MagicQ checks the received MIDI note byes to see whether they match the values. So if the MIDI message matches 144 36
then it executes the remote command 1t (Test Playback 1). Similarly if it matches 128 36 then executes the remote command 1u
(UnTest Playback 1).
Note that Test and Untest are like Activate and Release except they force the Playback level to be 100% and 0% respectively.
Note that for security reasons MagicQ limits the number of playbacks that can be controlled using MIDI and the remote protocols.
On MagicQ consoles PB1 to PB34 can be controlled. On MagicQ PC, playbacks PB1 to PB10 can be controlled.
Users may use their own MIDI conversion file usermidimap.txt rather than the in-built miditable.txt. This avoids user midi
tables being overwritten when new software versions are loaded, since only the miditable.txt is updated on software updates.
34.1.3
It is possible to match all 3 MIDI message bytes including the velocity. So for example:
144,36,1001t
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144,36,1011u
This would execute the Test Playback 1 when Note On for note 36 at velocity 100 was received and Untest Playback 1 when
Note On for note 36 at velocity 101 was received.
To jump within a Cue Stack instead of testing / untesting a Playback just change the remote command in the inverted comments.
144,361,10j // Jump to Cue Id 10 on Playback 1
It is also possible to map the note or velocity directly into the remote command using the %01 for the note and %02 for the
velocity.
So the following command would look for Note On, Note 36 and then use the Velocity to jump to a specific step on the Playback.
144,361,%02j
144,3682,%02H
The %02 is replaced with the velocity received, so that if MagicQ receives
144 36 50
then it will execute the remote command
1,50j
Which jumps to Cue Id 50 on Playback 1
For the latest list of remote commands check the section on ChamSys Remote Protocol Commands.
34.1.4
144,36"1t"
128,36"1u"
144,38"2t"
128,38"2u"
144,40"3t"
128,40"3u"
144,41"4t"
128,41"4u"
144,43"5t"
128,43"5u"
144,45"6t"
128,45"6u"
144,47"7t"
128,47"7u"
144,48"8t"
128,48"8u"
144,50"9t"
128,50"9u"
144,52"10t"
128,52"10u"
144,53"11t"
128,53"11u"
144,54"12t"
128,54"12u"
144,55"13t"
128,55"13u"
144,56"14"
128,56"14u"
144,57"15t"
128,57"15u"
144,58"16t"
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128,58"16u"
144,59"17t"
128,59"17u"
144,60"18t"
128,60"18u"
144,61"19t"
128,61"19u"
144,62"20t"
128,62"20u"
144,63"21t"
128,63"21u"
144,64"22t"
128,64"22u"
144,65"23t"
128,65"23u"
144,66"24t"
128,66"24u"
144,67"25t"
128,67"25u"
144,68"26t"
128,68"26u"
144,69"27t"
128,69"27u"
144,70"28t"
128,70"28u"
144,71"29t"
128,71"29u"
144,72"30t"
128,72"30u"
144,73"31t"
128,73"31u"
144,74"32t"
128,74"32u"
144,75"33t"
128,75"33u"
144,76"34t"
128,76"34u"
It is possible to test how MagicQ responds to Midi commands by typing in the Midi message on the keyboard. This is only
supported when connected to a MagicQ Wing or Interface. For example to test the command
144,36,127 Note On, note 36, velocity 127
Type testmidi followed by the message on the keyboard with no spaces between the MIDI values.
testmidi 144,36,127
34.2
To transmit a MIDI Note command, first set the MIDI Out Type in the Setup Window. You can choose between None, Any
chan and Requested Chan. When set to Requested Chan the requested channel is configured in the MIDI Out Chan field.
When set to Any chan MagicQ will send out any MIDI commands specified in the Cue Stack macro field regardless of the
channel specified. When set to Requested Chan MagicQ will always change the MIDI commands before transmission to be
sent on the requested MIDI channel
MIDI commands are entered in decimal in the Macro field of the Cue Stack Window (page right) using the N macro command.
It is possible to over-ride the channel specified in the MIDI commands using the MIDI Out Channel in the Setup Window.
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MIDI note commands are 3 bytes long, consisting of the command (note on / note off) byte, followed by the note and then the
velocity
<note on/off> <note> <velocity>
For example, to send a note for middle C set the macro field to the following:
N144,60,127 // Note 60 on velocity 127
N128,60,0 // Note 60 off
MagicQ accepts both N and n to specify MIDI commands.
34.2.1
Since MagicQ 1.7.2.6, a special MIDI head can be patched that transmits MIDI data whenever the value of its channels change.
You can find the personality the PATCH - CHOOSE HEAD window under Generic - mqmidi. MIDI heads contain three channels:
Status, Data 1, Data 2, allowing you to send any MIDI command. These channels can be found on encoders A B C on page 5 of
the beam window.
The value of the status channel determines which data channels are sent.
No data will be sent if the status channel is lower than 128 or the data channels are larger than 127, in accordance with the
MIDI specification. For more information on the values you can transmit, see https://www.midi.org/specifications/item/table-1summary-of-midi-message
MIDI will only be sent when the channels change, therefore setting the status to 0 and back can be done for retransmission.
Alternatively you can record a playback with the status channel set to 0 and keep it activated permenantly.
If you need to send multiple messages in one cue, you can patch multiple mqmidi heads; heads with lower head numbers will
always be processed first. This way, for example, you can set one to a Note On command and another to a Note Off command.
Note
Sending MIDI messages with more than 2 data bytes is not supported via this method. Consider using the cue stack macro
column.
34.3
MIDI problems
The MagicQ MIDI/Timecode interface can be easily tested using the test show midilooptest.show. This show simply runs a 2
step chase on Playback 1 which sends out MIDI commands corresponding to activation and release of Playback 2.
Connect the MIDI interface to MagicQ
Connect a MIDI cable from the Out to the In on the Interface
Set MIDI In Type to Any chan
Set MIDI Out Type to Any chan
Load the midilooptest.shw
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Raise Playback 1
If MIDI is working then Playback 2 should activate and release every 1 second.
If the loopback test works but connection to external equipment is failing, then try to insert active splitters or IN/THRU links into
the system.
Note that we have experienced some problems with the signal level transmitted from low cost PC MIDI dongles operating at
3.3V. From July 08 our interfaces have been improved to boost the signal received from these devices.
34.4
MagicQ supports MIDI show control when connected to a ChamSys 2010 MIDI/Timecode Interface.
MagicQ responds to the GO, STOP, RESUME and TIMED GO commands.
The effect of the MIDI show control commands is determined by the MIDI show control type. This is configured in Setup
Window, View Settings, MIDI/Timecode, Show Control Type. The options are Normal, Cue Stack 1 and Playback 1. This
is useful for integration with (e.g.) Strand consoles which only have 1 Cue Stack and which do not allow the show Control
commands to be configured.
When set to Normal then MIDI show control commands trigger Cues in the Cue Store or Cue Stacks in the Cue Stack Store.
MSC commands with two parameters (Q number, Q list) will trigger Cue Stacks in the Cue Stack Store. MSC commands with
one parameter (Q number) will trigger Cues in the Cue Store.
When set to Cue Stack 1 or Playback 1 then the commands will affect Cue Stack 1 or the Cue Stack stored on Playback 1
respectively.
MagicQ ignores the times in the TIMED GO command and uses the programmed times. GO and RESUME have the same effect.
MagicQ MIDI/Timecode interfaces manufactured prior to October 2009 must be upgraded to latest firmware by ChamSys to
support MIDI show control messages. Please contact your dealer/distributor for more info.
34.4.1
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34.5
MIDI Beat Clock support requires a MIDI/SMPTE interface with version 4 firmware. MagicQ Pro 2014s, MagicQ MQ60s and
MagicQ MQ70s have inbuilt MIDI Beat Clock support.
When MagicQ receives a MIDI Beat Clock message it toggles the remote trigger input as if the remote trigger input had been
pressed or released.
Set Remote Trigger Type to "MIDI Beat" to get a remote trigger every MIDI beat or "MIDI Beat Half" or "MIDI Beat Qtr" to get
triggers for half and quarter notes.
Remote input can be used in multiple ways by setting Setup, View Settings, Ports, Remote Trigger Action including "Audio
Bump" and "Tap to Time Sel PB".
34.6
3
4
5
6
7
8
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Chapter 35
Timecode Support
MagicQ supports both time code decode and time code generation.
MagicQ MQ70, MQ80 and MQ100 Pro 2014 consoles have inbuilt support for Timecode. All other MagicQ systems require
connection to an external MagicQ MIDI/Timecode interface.
MagicQ does not support timecode via 3rd party PC MIDI interfaces or through the phone (rca) interfaces on MagicQ consoles.
Cue Stacks can be set up to run Cues according to timecode signals received from external sources via LTC or MIDI timecode.
They can also be set up to use an Internal timecode source which is activated from 0:0:0 when the Cue Stack is activated.
See Timecode Cue Stacks.
Automation events can be triggered by timecode.
35.1
Timecode Decode
MagicQ supports decode of both linear time code (LTC) and MIDI time code.
Set the Timecode Decode to LTC or MIDI. Timecode Generation must be set to None.
The timecode type can be set to EBU-25, SMPTE30, NTSC30 and Film 24. When a MagicQ MIDI/Timecode module is fitted
the Status Display will show the current timecode being received.
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The timecode continue frames is the number of frames to continue internal regeneration of the timecode signal when it is lost.
After this time the timecode will be frozen until a signal is received again.
Time code can be triggered from an external timecode source using the MagicQ MIDI/Timecode module, or it can run from the
internal time code source. To control a Cue Stack using external timecode set the External timecode option in the Cue Stack
options.
35.2
On a PC, timecode can be received from Winamp instead of from a MagicQ MIDI/SMPTE interface. The PC must have a
MagicQ Wing or MagicQ Interface connected to enable the timecode to be received from Winamp.
Set Timecode Decode to Winamp - the received timecode will be shown in the status display prefixed by "WTC".
There is no need to configure anything in Winamp - MagicQ detects the instance of MagicQ running and connects to it automatically. When a file is played in Winamp the timecode will start running.
Winamp typically starts the first track at 1/0/0 instead of 0/0/0 - but this will depend on how you set up the tracks in Winamp.
35.3
Timecode Simulator
MagicQ includes a powerful timecode simulator for simulating external timecode when an external timecode source is not
available. In the Setup Window, the simulator is turned on using soft button Y. When the simulator is on, then any received
external timecode is ignored.
The timecode start value can be set by entering a timecode value and pressing the X soft button. The X soft button is also used
to start and stop the timecode running.
Entering a new timecode value whilst the timecode simulator is running will jump directly to the new value and continue running.
Typing * before pressing the X button will restart from the last entered timecode.
From v1.7.1.3 the Timecode Simulator is also available in the Cue Stack window.
35.4
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Timecode Generation
MagicQ can also master time code. Timecode Generation takes priority over Timecode Decode, so only enable Timecode
Generation if it is required.
Set Timecode Generation to LTC or MIDI. Timecode Decode should be set to None.
There are special macro field commands to enable time code mastering and to set the time code value.
W <enable> Enable / disable time code generation (1 for enable, 0 for disable)
Q <time code> Set current time code (also enables time code generation)
For example to set timecode to 0/01/00.00
Enter Q100 at the cue stack macro.
Note timecode generation is not currently supported on MQ80.
35.5
Timecode Re-transmit
The LTC or MIDI timecode decoded from a MagicQ MIDI/Timecode interface or from Winamp can be retransmitted over the
network as Art-Net timecode.
This can then be received by any MagicQ console on the network even if it does not have a MIDI/SMPTE interface - just set the
timecode input type to ArtNet.
For MagicQ PC/Mac systems the receiving system must have a MagicQ Wing or MagicQ Interface connected to enable the
decoding of the ArtNet timecode - but this does not have to be a MagicQ MIDI/SMPTE interface.
PC/Mac systems with Winamp must have a MagicQ Wing or MagicQ Interface connected to enable the timecode to be received
from Winamp.
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Chapter 36
36.1
The connections are (in the sequence they appear physically on the connector)
2
4
3
1
The remote input can be used to receive an external signal on the opto isolated inputs, or it can be wired to an external switch.
To receive an external signal wire the signal + to pin 3 and the signal to pin 4. When used as external optically isolated input
the maximum continuous voltage rating is 24V DC.
When wiring to an external switch links pins 2 and 4. Then connect the external switch between pins 3 and 1.
36.2
On the original PC Wing the remote input is provided on a standard 5 pin 180 degree DIN connector.
The connections are (in the sequence they appear physically on the connector)
3
5
2
4
1
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The remote input can be used to receive an external signal on the opto isolated inputs, or it can be wired to an external switch.
To receive an external signal wire the signal + to pin 5 and the signal to pin 4. When used as external optically isolated input
the maximum continuous voltage rating is 24V DC.
When wiring to an external switch links pins 4 and 1. Then connect the external switch between pins 2 and 5.
36.3
In the View Settings view in the Setup Window page down to the Port Settings. Set up the remote trigger type and remote trigger
action.
The remote trigger type can be set to NONE, MAKE, or BREAK, depending on whether your external switch is a push to make or
a push to break switch. When using an external signal, setting the type to make will cause a trigger when the voltage differential
is positive.
The remote trigger action, determines what action is taken by MagicQ when the remote input signal is detected. The options are:
NONE
CURRENT PLAYBACK GO
CURRENT PLAYBACK FLASH
ADD/SWAP
SWAP
DBO
WING1 PB1 GO
WING1 PB1 FLASH
WING1 PB12 GO
WING1 PB12 FLASH
PB10 GO
PB10 FLASH
AUDIO BUMP
TAP TO TIME
When set to NONE there is no special action associated with pressing the remote input. However, the remote input can still be
used in Cue Stacks to trigger specific cues by setting the Halt Field in the Cue Stack to REMOTE. The Cue will then wait till the
remote trigger is detected before starting to execute the Cue.
When set to SWAP, playbacks are set to SWAP mode whenever the remote signal is detected this can therefore be used with a
foot-switch to temporarily engage SWAP mode.
WING1 PB1 GO and WING1 PB1 FLASH are provided as an alternative to the current playback GO and FLASH. This allows,
for example, a smoke machine to be set up on WING1 PB1 trigger by the remote input.
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AUDIO BUMP allows the remote trigger to be used in the same way as when triggering from receiving audio. Any Cue Stack
set with "Audio Bumps Go" set will bump one step every time the remote input is triggered.
TAP TO TIME changes the speed of the currently selected playback.
In Setup, View System, View Status there is a counter of the number of times the remote input has been switched since the system
was started. This enables MagicQ to be used to count the number of times an event has occurred e.g. customers pressing a
button or starting a presentation sequence.
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Chapter 37
Scene Setter
The MagicQ Scene Setter enables control of MagicQ from a remote location using a fixed network connection. The Scene Setter
has 4 playback faders and 12 playback buttons, and can be mapped to the wing playbacks on a MagicQ system. An LCD screen
shows the legends for the playbacks.
The Scene Setter can be powered from the SnakeSys R4 which features a 3 port POE Switch, thus avoiding the need to run
separate power cables. The scene setter can also be powered from any 48v PoE capable network switch that provides power on
the unused Cat 5 pairs. If not used with a PoE switch, a Power over Ethernet injector will be required to power the unit.
Multiple Scene Setters can be used in a system - each with a separate ID, allowing each to control 4 different playbacks on the
MagicQ system.
On MagicQ PC/Mac the system needs a MagicQ Wing or Interface, Rack Mount Dongle or SnakeSys network device connected
to enable the Scene Setter functions.
37.1
The Scene Setter can be powered from the SnakeSys R4 which features a 3 port POE Switch, thus avoiding the need to run
separate power cables. The Scene Setter can also be powered from any 48v PoE capable network switch that provides power on
the unused Cat 5 pairs. If not used with a PoE switch, a Power over Ethernet injector will be required to power the unit.
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POE is required on the unused data pairs (4,5 DC+ and 7,8 DC-). Any suitable power injector that supplies 48V at up to 1Amp
on the unused pairs is acceptable. Note that you need to check the specification of your network switch or power injector as many
common brand names only supply power on the used pairs, not the unused pairs.
The Scene Setters can be used with MagicQ consoles and also MagicQ PC systems. The Scene Setters are only supported on
MagicQ PC systems when connected to a MagicQ USB device (not a MagicDMX interface), Rack mount dongle or SnakeSys
network device.
The Scene Setters fit into a 6/8 Gang back box.
37.2
Configuration
To enable the Scene Setter in MagicQ software, set one of the Wings in Setup, View System, View Wings to Remote Panels.
A D in the Status Window shows that the panel is detected. It will then control four Playbacks on that Wing. Playbacks can be
programmed on MagicQ from the Playback Window.
MagicQ Scene setters come with an IP address in the 2.9.200.XX range, note your MagicQ Console or MagicQ PC must be set
to have an IP address in this range, with a subnet mask of 255.0.0.0.
37.3
The four playbacks control the playbacks just as if they were fader and buttons on a MagicQ Playback Wing. The top buttons are
the S buttons, the next ones down the GO buttons, then the BACK buttons and the bottom buttons are FLASH buttons.
Alternatively the buttons can be assigned to Scene Setter autom events. When a button is assigned to one or more Autom events
then the normal function of the button (e.g. S, Go, Back, Flash) is overridden. The button assignment affects all scene setters in
the system.
Added support for Autom event to toggle Cue / Cue Stack on/off - this is useful when using Scene Setter buttons.
37.4
The Scene Setters come set with an IP address in the 2.X.X.X network range. This can be found using the Digi utility program.
To change the IP settings of the Scene Setter, you must first connect to the Utility for changing the IP address and that can be
found on the URL provided below: www.digi.com
For Windows 7:
http://ftp1.digi.com/support/utilities/40002319_p.exe
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When you have connected your Scene Setter to your the PC and the Digi Utiltly has loaded up, it will automatically look for the
Scene Setter over your network. Once set up you can change the IP Address.
Advanced Scene Setter Configuration
The Scene setter can be remotely configured using a web browser.
Type the IP Address of the device into a web browser. You should see a login box. The username and password are as below.
Login: root Password: dbps
Once you are logged in then you can configure all the settings of the network module in the Scene Setter. Note that if you change
the IP address of the Scene Setter then it will be necessary to use the new address in your browser address bar.
37.5
The serial port on the scene setter is set up at ChamSys so it should not be nececsary to change these settings. If the configuration
is lost for any reason then from the web browser connected to the Scene Setter:
Change Profile
UDP Sockets
Enable UDP port using port 6554.
Then set it to "Automatically Send Data" on to 2.255.255.255 port 6554.
Send when data is present on the line and match "mahC".
Untick "Send after following number of idle milliseconds"
Then Apply these settings.
Also set the Basic Serial Port settings to 9600, 8 bits, 1 stop bit, no parity, and no flow control.
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Chapter 38
38.1
Setup
To enable OSC on MagicQ you need to set the mode, and the transmit and/or receive port numbers in Setup, View Settings,
Network. Setting a port to 0 disables transmitting/receiving of OSC. Optionally, a transmit IP address can be specified or set to
0.0.0.0 to broadcast to all computers on the network.
Note
Port number need to be higher than 1024 on most systems. A good default is 9000 transmit and 8000 receive.
38.2
Receiving messages
38.2.1
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The following table lists the built-in OSC messages that MagicQ will respond to. Only the first 10 playbacks and first 10 execute
grids can be controlled with the built-in addresses.
You can use the AUTOM window to extend control to other parts of the MagicQ system.
Table 38.1: OSC Addresses
Address
/pb/<playback>
/pb/<playback>/go
/pb/<playback>/flash
/pb/<playback>/pause
/pb/<playback>/release
/pb/<playback>/<cue>
/dbo
/swap
/exec/<page>/<item>
/exec/<item>
/rpc
/rpc/<commands>
/midi
/feedback/off
/feedback/pb
/feedback/exec
/feedback/pb+exec
Arguments
float between 0.0 and 1.0
or
int between 0 and 100
(optional)
non-zero value
0 sets to 0%
non-zero sets to 100%
(optional)
non-zero value
(optional)
non-zero value
(optional)
non-zero value
0 turns on
non-zero turns off
0 = add
non-zero = swap
(optional) one of following
no arguments = activate button/fader
0 = relase button/fader; lower encoder
1 = activate button/fader; raise encoder
float between 0.0 and 1.0 = set fader
level
int between 0 and 100 = set fader level
string with commands
None
MIDI bytes
None
None
Behaviour
Set playback fader level
Go on playback
Set playback level to 100%
Pause playback
Release playback
Jump to cue
Blackout
Set swap mode
Control button, fader or encoder in
execute window
38.2.2
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Automation
MagicQ can respond to user-defined OSC messages by adding rows to the MACRO - VIEW AUTOM window. After seting the
type to OSC Message, set the OSC address in the P1 column.
Depending on the trigger type, an argument may be expected, e.g to set a fader level. This can either be an integer between 0 and
100 or float between 0.0 and 1.0.
38.3
Sending messages
38.3.1
OSC messages can be sent by using the macro field of a cues inside the CUE STACK window.
OSC addresses should be entered into the macro field, preceeded by the letter K. This macro cannot be combined with other
macros.
The address can be followed by an optional comma separated list of arguments.
Note
Specifying commas and backslashes in string arguments should be escaped with a backslash, e.g. \,, and \\.
38.3.2
A generic 1-channel personality can be patched that will send OSC messages whenever the value of the channel changes. This
personality can be found in the CHOOSE HEAD window under Generic - mqosc. You can choose between three modes depending on the type of argument you want sent in the OSC message.
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The channel value can be set using encoder Y in the INTENSITY window.
You will need to change the name of the head to the address of the OSC message, followed by an optional comma separated list
of arguments that will be added before the value being transmitted (see Cue stack macros above).
38.4
TouchOSC
TouchOSC is a free iOS and Android application that can be used to create custom layouts of buttons, faders and encoders, and
attach these controls to OSC messages.
There is an example TouchOSC file and show file in the MagicQ show folder called magicqdemo.touchosc and MQTouchOSCDemo.shw.
You can load the TouchOSC file onto the app and edit the layout with the editor tool provided at http://hexler.net/software/touchosc#downloads
In the demo, the Load vals button sends a /feedback/pb+exec message which transmits the current state of playbacks and execute
controls to the TouchOSC app. This also enables automatic sending of any changes to playbacks and executes to keep the
TouchOSC controls in sync with MagicQ.
The Load vals button can be used to reload the state of MagicQ if the app gets closed or after network loss.
38.5
Troubleshooting
38.5.1
Make sure transmit and receive ports are set opposite to the device you are communicating with.
If there are multiple networks cards on the PC, make sure the IP address in MagicQ setup is set to the IP address of the interface
you want OSC to transmit on.
Make sure the OSC address starts with a forward slash.
Make sure the address does not contain any characters that are disallowed in the OSC specification.
If specifying arguments after the address in a cue stack macro or patched head, ensure the address is followed by a commma, and
that there are no unusual characters. Backslashes in string arguments can also cause issues, only use a double backslash \\ or to
escape a comma \,
Ensure MagicQ is out of demo mode.
Check transmit and receive port numbers are set to values larger than 1024.
Check for any firewalls (e.g. Windows firewall) that may stop messages from being recieved.
38.5.2
Be careful not to flood the network with large amounts of OSC traffic, particularly if using OSC heads.
Large amount of broadcast Art-Net universes may case delayed or lost OSC messages.
38.6
Notes
MagicQ only supports OSC over UDP. Receiving OSC bundles is supported, although MagicQ does not currently transmit
bundles.
OSC patched head names are restricted to 15 characters.
In the Execute Window, select an item, type // and press ENTER to display the OSC address that is associated with the button.
This is also the address that gets sent when feedback is enabled.
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Chapter 39
MagicQ Visualiser
39.1
MagicVis
MagicQ includes a visualiser called MagicVis available for Windows, Mac and Linux.
39.1.1
The separate MagicVis application can connect to a console or a separate PC running MagicQ software. The show will be
automatically loaded from the console over the network.
Configure the IP addresses of the both the console and the laptop to be within the same IP address range, e.g. set the console to
IP address 2.0.0.1 netmask 255.0.0.0 and the laptop to 2.0.0.2 netmask 255.0.0.0. On the console
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Initially the title bar in MagicVis will show searching for consoles, then waiting for connection once it has found a console.
Once a connection has been made with the console then it will change to say waiting sync. Once the show data has been
transferred over the connection from the console to the MagicQ vis application then it will change to say synced.
If the system continues to say waiting for connection then check IP address are correct and check firewalls are disabled. In some
systems you may need to disable other network adaptors such as the wireless adaptor.
Once MagicVis is synced then whenever you load a new show on the console or change the visualiser patch then the changes
will automatically appear in the visualiser.
When MagicVis starts it assumes that it will receive DMX data on ArtNet starting from ArtNet Universe 0-0. As soon as
MagicVis has a connection with a console it then starts using the DMX protocols and universes in use on that console for each
of the patched universes. If the universes are not enabled on the console then the console will send the DMX data directly to the
MagicVis using its own MagicVis protocol. This enables MagicVis to be used on a system where the outputs are not enabled.
Note that even when MagicVis is not synced it will visualise according to received ArtNet. ArtNet is sent separately to the
connection for show data transfer.
39.1.2
MagicVis can be used with third-party consoles other than MagicQ. The visualisation show must first be created in MagicQ and
then loaded into MagicVis for use with the other console.
Load a MagicQ show file directly into MagicVis by clicking on File Load Show. In this mode there is no sync, MagicVis just
looks at the incoming ArtNet data for rendering the beams but does not sync the patch.
Tip
Once a show has been loaded using Load Show MagicVis will not try to sync with a console.
39.1.3
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Run the MagicQ software then go to the Visualiser menu in the menu bar and click on Show Visualiser. The window can be sized
and moved to the required position.
As the Visualiser is integrated with the MagicQ app it is not necessary to set up IP addresses or enable/configure universes.
39.2
Using MagicVis
MagicVis provides five views Perspective, Top, Side, Front, and Free. The view can be changed either from the View menu
in the MagicVis window or in MagicQ in the Patch window, using Soft Button E. The Top, Side, Front and Free views are
orthographic projections. If the camera is moved while in an orthographic view then the view automatically becomes Free.
You can rotate the camera around by pointing the mouse at the visualiser window, clicking and holding then moving the mouse
around. Move the camera back and forth with the scroll wheel, or by pressing CTRL and right-clicking. Hold down SHIFT, click
and move the mouse to translate the camera and hold SHIFT and move the scroll wheel to zoom in and out.
The lighting level of the room can be changed by clicking on View Dark.
Tip
The demo show files have visualiser rooms set up. The ExhibitionDemo file uses MagicVis extensively and includes MagicHD
integration. Use these to see examples of how to create your own MagicVis visualisations.
39.2.1
When you patch the first head in your show, MagicQ will prompt you whether you wish to auto insert heads into the visualiser.
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Once a head has been patched into your show MagicQ will not prompt you again. If you wish to change the setting then you can
enable or disable auto insertion in
setup VIEW SETTINGS Mode Visualiser.
When you patch heads in VIEW HEADS, MagicQ patches the head in the VIEW HEADS view but also generates a visualiser
object in VIEW VIS.
Visualiser heads are separate from MagicQ heads for instance you can have multiple visualiser heads associated with one
patched head. You might want to do this if you had two par cans on a single dimmer channel you would have one Generic
Dimmer patched in MagicQ and two visualiser heads.
By default when you patch heads MagicQ creates one visualiser head per MagicQ head. You can add extra visualiser objects for
a head using INSERT.
39.2.2
In Selected Heads, all the visualiser heads for the currently selected heads will be shown in the list. Heads are selected as usual
using groups or direct from the keypad. In this view the encoders and soft buttons will apply changes to all the visualiser heads
for the selected heads.
In Vis Heads, all the visualiser heads are shown. In this view the encoders and soft buttons will apply changes to the visualiser
head under the cursor. Use SHIFT/CTRL and the cursor keys to apply changes to multiple heads.
In Attach Objects, all the other (non fixture) objects are shown in a list. In this view the encoders and soft buttons will apply
changes to the object under the cursor. Use SHIFT/CTRL and the cursor keys to apply changes to multiple objects.
39.2.3
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Pressing the soft buttons X, Y and F increases the position by 1 metre on that axis. Pressing SHIFT + the soft button decreases
the position by 1 metre on that axis.
Use fan to spread the position apart on the X,Y, or Z position wheels.
Encoders B, C and D are used for rotation around the X, Y and Z axis.
Pressing the soft buttons B, C and D rotates the heads by 90 degrees around that axis. Pressing SHIFT + the soft button rotates
the heads by 90 degrees around that axis.
You can also enter values directly into the spreadsheet view of the VIEW VIS window.
You can change multiple values at a time by using SHIFT/CTRL and the cursor keys. Use THRU to enter a spread of values e.g.
-5 THRU 5 to spread the X position between -5 and 5 metres.
39.2.4
Objects
In View Attach you can insert truss, pipe, form or room objects.
supported.
To create an Object press the INSERT soft button, then select what kind of object is to be created. The object is then created and
added to the list. To add a sphere or a cylinder create a Form object then go to the model column, press Set and select the desired
shape.
Enter values in the window for length, width and height. Adding a after the number enters the dimension in feet rather than
metres so for 10 feet enter 10.
Position the truss or pipe as required. Enter a name in the window for the truss or pipe.
After you insert a truss or pipe, then subsequent heads that are patched will be attached to that truss or pipe object. If for example
you patch 6 spots after inserting a truss object, then they will be spread out along the length of the truss.
When you create reports, then as well as overall plots, a plot is created for each attach object enabling the lighting rig to be
broken down into separate pipes and trusses.
A texture can be applied to an object by entering the name of the texture in the Texture field. The texture should be stored in the
bitmaps folder, for example ChamSys.png.
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Tip
Create a truss and set the model to Invisible to group lights together and create useful plots for them.
For example in the ExhibitionDemo show the PixelLine fixtures may be rigged on individual vertical pipes but in MagicVis they
are all rigged on one invisible truss which is rotated so that when the paperwork is created there is a plot with all the PixelLines
on it rotated so that it is obvious how they are laid out.
39.2.5
Heads can be attached to trusses or pipes at any time. Select the fixtures you wish to attach using groups or the keypad. Change
to VIEW VIS Selected Heads tab and press the FIT TO OBJECT soft button.
Alternatively in the Vis Heads tab, double click on the Attach field. MagicQ will prompt you with a list of all the attach objects
to choose from.
Heads that are attached to an object move with that object so repositioning that object in the Attach Objects tab will move the
object and all the attached heads.
MagicVis supports Hang Types so that Heads can be fitted to Attach Objects in specific orientations. This information is also
available in the MagicVis reports. Hang type options are Normal, Bottom rear, Bottom front, Top rear, Top front face up, Top
front face forwards, Top boom, and Bottom Boom.
39.2.6
In Patch, View Heads it is possible to set specific shapes and beam angles for generic heads. When set these fields override the
defaults from the chosen personality. The shape is also shown in the Fixture Patch report.
If you wish to change the beam angle for fixtures other than generic heads then you must change the Zoom Narrow and Wide in
the Params tab of the Head Editor for the chosen personality.
39.2.7
MagicVis can preview the output from media servers, including MagicHD. First of all make sure that the Media window on the
console is displaying a live preview of the media server output. Then, in the Attach Objects window add a Form. Set the Model
to Sheet and set the Texture to mp and the number of the media server. The Media Server number can be found in the Setup, View
System, View Media window.
For example if the media server was the first in the View Media window then the Texture would be mp1. If MagicVis is unable to
connect to the media server then the sheet will display Media Server 1. If there is still no connection after 1 minute then the
text will disappear. The preview is done via CITP so is quite low resolution.
39.2.8
Moving Trusses
To make an attach object movable via DMX patch a Generic Movement head into MagicQ. Then in Patch, View Vis set the attach
object for the Generic Movement to be the Attach object to move. Any fixtures hung from the truss will move along with the
truss.
The Generic Movement head has X, Y, Z position and X, Y, Z rotation attributes enabling complete control of the object from
within MagicQ. The Generic movement head is a virtual head so it can be unpatched in the MagicQ Patch.
Note
In the ExhibitionDemo showfile there are 2 moving pipes. Each pipe has a form attached to it on which the MagicHD image is
rendered. This provides a nice simulation of moving LED walls.
39.2.9
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Coloured objects
In MagicVis it is possible to set a Head item to colour an attach object, for truss warmers or for coloured scenic pieces.
In Patch, View Vis on the Selected Heads or Vis Heads tab page right to get to the Col Apply column and set it to Yes. If there
are more than one heads attached to an object with the Col Apply set then it will use the last one in the list.
39.2.10
The Generic Camera head enables the Visualiser view to be modified from within MagicQ programming. When a Generic
Camera is patched in MagicQ and the Mode Attribute is non zero then the Visualiser view comes under the control of the
Camera. The Generic Camera head is a virtual head so it can be unpatched in the MagicQ Patch.
To use the Generic Camera select it then press Locate. This will put the camera into perspective mode and place it in the default
position. Select the Position window then use the encoders to move it around and rotate the view. To return control to the
Visualiser window use Encoder Wheel A to set the mode to Disabled.
The Generic Camera also controls the brightness of the room and of the beams. These attributes can be found in the Beam
window.
Tip
FX can be applied to the position and rotation attributes to make the Camera fly around the visualiser and give a dynamic view
of your design.
39.2.11
To remove a visualiser head go to VIEW VIS Vis Heads and put the cursor on the item. Press REMOVE. Use SHIFT/CTRL
and the cursor keys to cursor select multiple visualiser heads for removal. To remove an attach object go to VIEW VIS Attach
Objects and follow the same procedure.
When heads are removed from the visualiser they are not removed from MagicQ patch. Removing heads from the MagicQ patch
will remove any associated visualiser heads.
39.2.12
It is possible to change the size of the room by adding a Room Object. By default MagicQ uses a room 20 x 20 x 20 metres. If
you add a room object then MagicVis will use the dimensions of the room object instead. The datum is always on the floor in the
centre of the room.
In View Attach, press INSERT. Select the object type Room and enter the length, width, and height.
39.2.13
Paperwork
You can use MagicVis to create plots and patch sheets. In the MagicVis window click on File Paperwork. This will bring up
the Reports window.
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You can select what you would like to include and either print it out or create a PDF document. You can also export patch lists
into a spreadsheet such as Numbers, LibreOffice Calc or Excel. To do this click on one of the Export CSV. . . buttons, then load
the csv file into a spreadsheet. You can then add extra columns or lay out the tables however you like.
The Patch Sheets contain all the heads in the patch, whether or not they are in the Visualiser. Therefore you can create a patch
sheet without having to load fixtures into Visualiser.
The Positions table is a list of all the trusses and pipes with trim heights, DMX universes and approximate weights. The given
weight is the total weight of the fixtures and does not include the weight of the cabling, truss or rigging. It is intended to be a
tool for estimating total weights and should not be used for rigging calculations.
39.2.14
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Old MagicQ show files can be loaded into MagicQ, but they will not have any visualiser heads defined. It is easy to take heads
from an existing show file and create a visualisation.
Select the heads using groups or the keypad. Then go to
Patch VIEW VIS Selected Heads
and press the INSERT SELECTED soft button. This creates a visualiser head for each of the selected heads.
If you wish, you can attach the heads to an object using the FIT TO OBJECT soft button.
It is also possible to insert all the patched heads in your show file into the visualiser in one step. Make sure no heads are selected,
then go to
Patch VIEW VIS Vis Heads
and press the INSERT PATCHED soft. This creates a visualiser head for each head in the patch. The heads will be positioned in
a grid format.
39.2.15
It is possible to convert a grid from the MagicQ Plan View into a visualisation. In the Output Window, View Plan press SHIFT +
ARRANGE VIS. MagicQ will prompt you for the positioning within the visualisation.
For each of the heads in the grid a visualiser head will be will be inserted into the visualiser. The positioning will be set according
to the position in the grid.
For example if you select Top, then MagicQ will treat the grid as if it is a top view and all the visualiser heads will be positioned
at the top of the room at the same height.
39.2.16
Visualiser Settings
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On systems with lower power graphics cards which are using a lot of LED fixtures we recommend to turn off drawing of LED
Beams.
MagicVis incorporates a new higher quality renderer with improved beams and shadows. To enable the higher quality renderer
open MagicVis and go to File, Settings and select "New renderer" from the OpenGL options.
If for any reason the new renderer does not work, then you can revert to the old renderer by opening MagicQ and from the toolbar
select Visualiser, Use old renderer.
39.2.17
Plots
MagicQ now incorporates a Plot Window displaying the position and orientation of fixtures within the lighting rig. The Plot
Window can show Front, Overhead and Side elevations, restricted to either Flown or Floor fixtures and the view can be moved
and zoomed. The view can be restricted to only selected fixtures or to all fixtures. Fixtures can be selected from the plot window
either by clicking (touching) individual items or by multi selecting multiple items. The positional information is taken from
MagicVis and can be edited in the Patch Window.
The Plot Window is available on MagicQ PC for Windows, Mac and Linux, on Pro consoles and on the MQ1000. It is not
currently available on Compact consoles.
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Chapter 40
Blind Visualisation
MagicQ supports Blind Visualisation and Preview Visualisation when used together with MagicVis, Capture or WYSIWYG.
This enables a Visualiser to show the contents of the Programmer during BLIND mode or to preview a Playback that is not active
on the real outputs.
In Patch, View Vis press the VIS SOURCE Soft button to choose between visualising the console Output, the BLIND programmer, the Programmer Only, the selected Playback, or the next step on the selected Playback.
When set to Blind Programmer MagicQ will add the contents of the Programmer to the Output visualisation even when the
programmer is in BLIND mode.
When set to Prog Only MagicQ will show the contents of the programmer without the current playback state regardless of the
Blind state.
When set to Playback MagicQ will show in the visualiser the contents of the selected Playback as if the Playback fader was at
100%. Only data from the selected Playback is shown.
When set to Next GO MagicQ will show in the visualiser the output of the console as it would appear if GO was pressed on
the selected Playback. When the selected Playback has multiple steps then MagicQ always shows the next step in the Visualiser.
If the selected Playback is not active then MagicQ will show what would occur if the Playback was activated.
When set to "Output" MagicQ will the console live output.
Blind Visualisation and Preview Visualisation do not affect the normal network outputs such as ArtNet, ACN, or Pathport. Only
the DMX stream sent directly to the Visualiser is affected.
When using Capture visualisation, Capture must be connected via CITP universes rather than ArtNet otherwise Capture will
just show the console output.
40.1
MagicVis now supports split visualisation where it is possible to show simultaneously both the Live Output and the Blind
Visualisation.
In MagicVis select View, Split Screen.
The upper window will always show the Live Output.
The lower window will show the normal MagicQ visualisation - which will depend on the Vis Source option above. When set to
"Output" it will show the same as the upper window.
Note that when using stand alone MagicVis, for both the Output and the Blind Preview to work then the console Output must
be set to output over the network using a network protocol such as ArtNet, ACN or Pathport - otherwise the Output will not be
shown when Blind Preview is in operation.
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In Setup, View Settings, Mode set the Visualiser option to "Auto insert, auto Previs" for automatic pre visualisation.
When MagicVis is running with the 3D view with Output as the source and BLIND is pressed on the console, then MagicVis
automatically changes to split Output/Blind Preview mode so that both the output and Blind programmer can be monitored.
When BLIND mode is exited then MagicVis returns to the single 3D view.
When MagicVis is running with the 3D view with Output as the source, and a S button is held on the console then MagicVis will
change temporarily to show the contents of the Playback rather than the Output. On releasing the S button MagicVis reverts to
showing the Output.
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Chapter 41
41.1
Connecting to a Visualiser
To run both MagicQ PC and Visualiser on one PC set the option Setup, View Settings, Network, Send to Applications on this PC
to Yes.
To run MagicQ PC and a Visualiser on two different systems then you need to ensure that both systems have their IP address and
Subnet Address set up to be on the same network range - e.g. set one to 2.0.0.1 subnet 255.0.0.0 and the other to 2.0.0.2 subnet
255.0.0.0.
41.2
Capture
41.2.1
It is possible for patch data to be transmitted from Capture to MagicQ when connected via CITP protocol. Start a new show
on MagicQ and then in the Patch Window press the Visualiser Patch soft button. This will download the Patch information
from Capture to MagicQ. MagicQ uses a fields in the personality to specify the Capture manufacturer name (Make) and Capture
moving light name).
Note that when receiving patch data from Capture along with fixtures having DMX addresses set in Capture, the channel number
must also be set in Capture. Capture channel numbers = head numbers in MagicQ
41.3
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WYSIWYG
MagicQ interfaces to the WYSIWYG visualiser using a special Wysiwyg driver file. Download the MagicQ WYSIWYG driver
file from ChamSys download site and install it on the WYSIWYG PC.
https://secure.chamsys.co.uk/bugtracker/download_file.php?file_id=36&type=doc
41.3.1
Now you need to configure the outputs. Go to the Setup, View DMX I/O window. You will see a list of the 64 universes and their
current configuration.
Move to the Visualiser row and select WYSIWYG for the universes you wish to use. There is no need to change the Status
column to enabled - WYSIWYG is automatically enabled when you select WYSIWYG as the visualiser.
If you are using WYWISYG on the same PC as MagicQ then set the Visualiser to WYSIWYG (same PC) otherwise, set it to
WYSIWYG (remote). When connecting to WYSIWYG using a MagicQ console, always use WYSIWYG (remote).
When using WYSIWYG and MagicQ on different PCs it is important to ensure that MagicQ PC knows the IP address to use to
communicate with WYSIWYG.
In Setup, View Settings, Network set the IP Address and Subnet Mask to be the same as the IP address of your network port in
use on your PC.
41.3.2
Running WYSIWYG
Start up WYSIWYG.
In order to get WYSIWYG to respond to data received you need to set up the ports in Device Manager. Select ChamSys MagicQ
and then Connect.
Make sure you have installed the MagicQ WYSIWYG driver on the WYSIWYG PC. MagicQ will not connect to WYSIWYG
without it.
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The universes in WYSIWYG must be bound to the ChamSys MagicQ device in order for communication to occur with MagicQ.
41.3.3
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Auto Patch
MagicQ supports the WYSIWYG Auto Patch protocol. Selecting Auto Patch on WYSIWYG transfers the patch to MagicQ. To
transfer a new show to MagicQ first erase the show in MagicQ and then select Auto Patch, Send Patch in WYSIWYG.
Make sure that you have defined a Spot Number to each of your heads in WYSIWYG, otherwise WYSIWYG will not send the
head over Auto Patch.
MagicQ identifies the fixtures in WYSIWYG and maps the names to the MagicQ fixtures using a mapping table and a matching
algorithm. If MagicQ can not identify a fixture it may patch the wrong fixture or not patch it at all.
In the MagicQ personality it is possible to specify the WYSIWYG Auto Patch name that it should map to this MagicQ personality.
When performing an Auto Patch, MagicQ will report any fixtures that it can not match. To fix a personality, edit the head in the
Head Editor, setting the correct WYSIWYG name. If the WYSIWYG name is empty then pressing ENTER will fill in with the
name received from WYSIWYG for the last mismatch.
When using WYSIWYG with a separate MagicQ console make sure that on the console, Setup, View Settings, Multi Console,
Enable Remote Access = Yes. This ensures the patch can be transferred correctly to the console.
41.3.4
Auto Focus
MagicQ supports the WYSIWYG Auto Focus protocol. If you turn Auto Focus on for the ChamSys port in the Device Manager
on WYSIWYG then changes made in WYSIWYG design mode will be relayed to the programmer in the console.
41.3.5
Troubleshooting
41.4
ESP Vision
ESP vision supports ArtNet control. Simply set the required universes to Out Type of ArtNet and enable them. The Visualiser
field should be set to None.
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Chapter 42
Settings
MagicQ supports a large number of settings that the user is free to change. These settings are divided into two categories show
settings and console settings. Show settings are settings that the user may wish to change on a show by show basis, whereas
console settings are associated with the specific console and its connectivity to external devices.
S HOW S ETTINGS
Mode Settings (not Product & Country)
Keypad & Encoder Settings
Windows Settings
Programming Settings
Playback Settings
Cue Stack Settings
Cue Storage Settings
Media Server Settings
C ONSOLE S ETTINGS
DMX I/O Settings
Wing Settings
Monitor Settings
Mode Settings (Product and Country)
Network Settings
MIDI/SMPTE Settings
Port Settings
Multi Console Settings
Hardware Settings
Both show settings and console settings are stored in MagicQ show files, but by default only show settings are loaded when a
MagicQ show is loaded. To force consoles settings to be loaded as well use SHIFT and LOAD SHOW+CON.
In MagicQ, console settings are marked with a red tag in the bottom right corner of the text box describing the setting.
42.1
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Programming Mode
The MagicQ console allows the programming mode to be configured in the Setup Window. The modes control several of the
different settings of the console. All of the settings can be configured individually however, the modes make it easy to change
between the most frequently used settings.
The programming mode determines how the console is programmed. The options are Normal, Theatre non-track, Theatre
tracking and Hog II Warp. Most users will choose Normal.
Changing mode during programming does not change Cue Stacks that have already been programmed it only affects the
programming of new Cue Stacks.
The setting affected by changing mode are:
Table 42.1: Setup, Prog Settings
Setting
Programmer
Tracking
Unused Chans return
to defaults
Programmer
overrides FX
Highlight mode
Fan mode
Select multiple
groups
Recording to Palettes
Normal(live)
No
Theatre Track
Yes
Hog II warp
Yes
No
Yes
Yes
Yes
No
No
No
Yes
Normal
Normal
No
Advanced
Normal
Multiple
Advanced
Normal
Multiple
Advanced
No toggle
Multiple
Selected
Selected
Selected
All heads
Normal(live)
Yes
Theatre Track
Yes
Hog II warp
Yes
No
Yes
Yes
Yes
No
No
No
Yes
No
No
No
Yes
No
Yes
Yes
No
Normal(live)
No
Theatre Track
No
Hog II warp
Yes
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Normal(live)
Yes
Yes
Theatre Track
No
No
Hog II warp
No
No
Normal(live)
Yes
Yes
Theatre Track
No
No
Hog II warp
No
No
Normal(live)
Yes
Theatre Track
No
Hog II warp
No
No
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
No
No
HLF
HLF
Normal(live)
0s
Theatre Track
3s
Hog II warp
3s
For changing between tracking and non-tracking mode simply change the Programmer Tracking setting in the Setup Window,
Prog tab. This automatically sets the Default Cue Stack options (Recalculate state on jumps, Zero old HTP, Zero old FX)
correctly.
42.2
Playback Mode
The playback mode determines how the console plays back cues. The options are Normal and Safe. In Normal mode the user can
make changes during playback just like when they were programming the show. In Safe mode, making changes is not allowed
and backups are turned off to any possible interference with the running of the show.
42.3
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The MQ40/MQ40N user interface has a reduced number of options to ensure that it is easy to use for users unfamiliar with
lighting programs. More advanced users can access the advanced settings by setting the Advanced Settings = "Enabled" in
Setup, View Settings, Mode.
When "Advanced Settings" is "Disabled" then the Patch Window shows a simplified view with one only one tab and simple
buttons to CHOOSE HEAD and PATCH IT. Items can be moved around in the Visualiser using the X, Y, Z encoders. For more
advanced features of MagicVis, and for patch features like Clone and Morph use Advanced Settings.
Note that whenever the MQ40N or MQ40 is first started or reset then it will default back to the simple settings - this is intentional
to ensure that basic users see the simple settings on start up and do not get confused by all the advanced features. On all other
consoles the Advanced Setting option is saved and will appear on start up and reset as it was before the start up or reset.
Note that in previous versions (1.7.2.0 and lower) the MQ40/MQ40N always presented the simpler interface and there was no
option to show the advanced settings.
42.4
Output Settings
The console universes can be configured to use different protocols. Outputs must be configured and enabled before the console
will output data. To set up outputs, open the Setup Window and select the VIEW DMX I/O view.
MagicQ software supports 64 universes but older versions of MagicQ support less universes. To change the number of universes
in operation please see Configuring number of universes.
42.4.1
For each of the universes, the output and input protocol can be selected in the Out Type and In Type fields respectively. Press
ENTER or double click to change to the next protocol type.
No protocol
Art-Net, Art-Net II and Art-Net III protocols (over
Ethernet)
Pathport protocol (over Ethernet)
Show net protocol (over Ethernet)
ACN Streaming DMX (over Ethernet)
DMX outputs from MagicQ Pro and Expert consoles
DMX outputs on MagicQ PC wing, Mini Wing or Maxi
Wing
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MagicQ Dual DMX modules, MagicDMX interfaces and SnakeSys Ethernet to DMX Interfaces use their own internal processor
to ensure correct DMX framing at high DMX refresh rates.
For network protocols such as Art-Net and Pathport it is necessary to set up the Out Uni and In Uni fields - these determine which
the ID of the Universe when carried over Ethernet. These need to be set up to match the Ids configured on the Ethernet Interface
boxes.
Where large numbers of universes are being carried over Ethernet it may also be necessary to configure the Art-Net subnet ids.
Enter subnet ids using the syntax 1-0 for subnet 1 universe 0. The subnet ids default to 0.
A ! by a Universe indicates a clash whereby more than one Universe is being output on the same network Universes.
42.4.2
Using Art-Net II
To use Art-Net II simply configure the Output Universe type to Art-Net and then set the following options:
Each Universe on MagicQ can be set to Unicast to a specific IP address rather than broadcast as in Art-Net I. The IP addresses
of Art-Net compliant devices on the network can be viewed in Setup Window, View System, View Status, Art-Net nodes.
Two Unicast addresses are provided - this allows for redundancy. Note that using both Unicast addresses doubles the amount of
network traffic.
When a Unicast address is set up got a Universe set to Output ArtNet, MagicQ sends data for that universe direct to the unicast
address rather than broadcasting that universe. Note that MagicQ will still broadcast that universe once per second - this allows all
other consoles on the network to determine that there is a console outputting ArtnNet for this universe. This additional broadcast
can be inhibited by setting Setup, View Settings, Hardware, Reduced Rate DMX to "M+C no broadcast".
42.4.3
ACN Streaming DMX uses multicast to output DMX data onto the network. When using many universes this often provides a
much better solution that using ArtNet in broadcast mode. In ACN Streaming DMX nodes only decode the universes they are
interested in rather than having to decode all the universes broadcast on the network.
From v1.7.1.1 MagicQ supports unicast of ACN Streaming DMX - set the Unicast addresses in Setup, View DMX I/O. When a
Unicast address is set for a universe, MagicQ no longer sends that universe to the Multicast address.
42.4.4
The SnakeSys B4 and SnakeSys R4 support four DMX output universes. The SnakeSys T2 supports two DMX output universes
whilst the R8 supports eight DMX output universes. original ChamSys Ethernet Interface supported three DMX output universes,
To use a SnakeSys interface that is set for ArtNet on ArtNet Universe 0-0 (both rotary switches set to 0) set the first 4 universes
in Setup, DMX I/O to Out Type of Art-Net, and In Type of Art-Net and enable them. For the simplest operation, set the Out Uni
and the In Uni for Universe 1 to 0, for Universe 2 to 1 and Universe 3 to 2, and Universe 4 to 3.
42.4.5
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All current MagicQ consoles have four direct DMX outputs on the rear panel.
By default MagicQ consoles are set to output the first 4 console universes on the direct console outputs.
If the setting Setup, View Settings, Ports, MagicQ Wings & Interfaces is set to Yes (auto DMX) then the first 4 universes
will output regardless of whether they are enabled in Setup, View DMX I/O.
If you wish to patch the direct outputs to other than the first four universes, then set the required universes to MQ Direct and
set Port 1, Port 2, Port 3 or Port 4. As soon as any of the universes are set to MQ Direct or Cham USB then this overrides
the default settings.
Note that MagicQ consoles support DMX input via ArtNet, Pathport or sACN. The direct DMX ports on MagicQ consoles and
MagicQ Wings do not support DMX Input. In order to receive DMX into a MagicQ console we recommend to use a SnakeSys
interface to convert from DMX to ArtNet or sACN.
42.4.6
MagicQ Mini Wing has one DMX output, MagicQ PC Wing and PC Wing Compact have two DMX outputs and the MagicQ
MAxiWing has four DMX outputs.
By default MagicQ is set to output the first universes on the system to the DMX outputs on the MagicQ Mini, PC and Maxi
Wing. For MagicQ Mini Wing Universe 1 will be output from the DMX port, for PC Wing and PC Wing Compact universes 1
and 2 will be output, and on MaxiWing universes 1 to 4 will be output.
If Setup, View Settings, Ports, MagicQ USB Wings & Interfaces is set to Yes auto DMX then MagicQ will automatically
output DMX on the Wings starting from Universe 1 provided that none of the Universes have been explicitly set to MQ Wing.
To use different universes, set the required universes to MQ Wing and enable them. The universes set to MQ Wing will be output
to the ports in order.
Note that in an emergency it is also possible to use the MagicQ Mini Wing, PC Wing or Maxi Wing direct DMX outputs with a
MagicQ console simply connect the MagicQ Wing to the MagicQ console using a USB cable and set the outputs as above.
42.4.7
For MagicQ Dual DMX Interfaces select MQ Dual DMX. In older software this was ChamSys USB. Then select the module and
port in the Out Uni field. For example, select Mod 1 Port 1 and Mod 1 Port 2 for the two outputs. Any of the universes can be
output to MagicQ Dual DMX interfaces.
When connected to MagicQ consoles and some laptops the MagicQ Dual DMX Interface may need external power from a 12V
power supply. Check Setup, View System, View Status, DMX Interfaces, DMX Modules.
When connected to MQ60, MQ70 or MQ100 then then the module should be configured as Mod 2 Port 1 and Mod 2 Port 1 since
the console internal DMX module is considered to be module 1.
42.4.8
MagicDMX Interfaces
MagicDMX Interfaces automatically output on universe 1 when Setup, View Settings, Ports, MagicDMX mode is set to DMX
Out.
It is possible to set the Out type for Universe 1 to be MagicDMX this automatically sets the Setup setting MagicQDMX mode
to DMX Out.
It is not necessary to set the Out type for Universe 1 only the MagicDMX mode setting.
MagicDMX devices do not need any additional drivers they use different HID drivers within the operating system.
Note that the MagicDMX Basic version is limited to 5 hours of continuous use. When the time is close to expiring warnings will
be shown. On expiry the MagicDMX will send out DMX levels of 0. The MagicDMX Basic interface must then be unplugged
and MagicQ software restarted to use the device again.
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The MagicDMX Basic version only supports DMX Out. The MagicDMX Full Interface supports both DMX Out and DMX In.
The MagicDMX interfaces do not remove the automation and remote restrictions when used with MagicQ Software this
requires a MagicQ Wing, or MagicQ Dual DMX Interface.
42.4.9
MagicQ now supports the Lumen Radio CRMX Nova TX USB dongle for controlling one universe of DMX via Lumen Radio.
This allows fixtures from many manufacturers including Robe and Ayrton to be controlled over wireless direct from the console.
In MagicQ simply set the Output Type in Setup, View DMX I/O for Universe 1 to Enttec Pro / Lumen Radio and enable the
universe. When connected the interface should be shown under Setup, View System, View Status, Interfaces, Port Type as "En".
The Enttec Pro / Lumen Radio can only be configured on Universe 1. To output a different universe to the device set the copy
field on Universe 1 to copy from the required universe.
The Lumen Radio device is supported on all MagicQ consoles except MQ40 and MQ40N.
Only one Lumen Radio device is supported per console.
42.4.10
MagicQ software had some support for 3rd party DMX dongles but we cannot guarantee their performance - we recommend the
use of our low cost MagicDMX interfaces. 3rd party DMX dongle are supported on Universe 1 only. Note that some of these
devices rely on the PC to do the DMX framing and therefore results may be unpredictable on some systems. Many of these
devices are unable to transmit full DMX frames at the full DMX refresh rate.
Note that if you are using the Enttec Pro on Windows you must use the MagicQ wing drivers from Program files, ChamSys Ltd,
MagicQ Wing Drivers, FTDI. Be aware that Windows may change the drivers when it auto updates - you will need to reinstall
the MagicQ Drivers.
Note
Enttec Pro 1 may need to be flashed with the rdm_203.bin firmware using the Enttec Pro Utility; the dmx_144.bin
firmware may have reliability issues on Windows.
42.4.11
MagicQ supports some simple options for testing complete output universes, including sending all 0s, sending all 255s, and
several additional test patterns. Tests can be performed on individual universes using by selecting the test in the Test field of the
Setup Window, DMX I/O view.
Selecting "Input" automatically routes all 512 input channels received on the universe to the 512 output channels. This is useful
for loopback and network protocol conversion.
Selecting "Merge" automatically merges the received 512 input channels with the consoles 512 output channels. All 512 channels
are HTP merged - i.e. the output is the largest of the input value and the console calculated value.
When any of the universes are in test mode a warning flashes in the Status Display.
42.4.12
MagicQ supports copying of entire universes to multiple outputs this may be useful where you wish to duplicate an output
universe onto different outputs of an Art-Net box, or you want to set MagicQ wing outputs to be the same as Ethernet outputs.
Select the universe you wish to copy in the Copy field of the Setup Window, DMX I/O View.
Select the Universe to copy e.g. Uni 1 for the first Universe. You can enter the universe number. Enter 0 to turn off copying.
42.4.13
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Hot take-over
MagicQ supports hot take-over to enable a second console (or MagicQ PC) to take-over running the show if the first console has
a problem.
When using Net Sessions, then all Hot Takeover fields in DMX I/O should be set to No.
For how to use hot take-over see Using Multiple Consoles.
42.4.14
Input universes
MagicQ supports the same number of input universes as output universes. Input universes can be used for grabbing DMX data
from other consoles, remote triggering via DMX, and merging with MagicQ calculated data. The Input universes can also be
used to monitor lighting data on the network.
By default the Input universes are configured the same as the Output universes. If you wish to receive data from other consoles
then you must use different universes for input from the ones you are using for output. For example if you have universe 1 to 16
set to output on ArtNet 0-0 to 0-15 then you must not uses these ArtNet universes for Input. We recommend using much higher
universes for input - e.g. ArtNet 4-0.
From v1.7.1.3 if data is received on the input from another console then MagicQ will detect a conflict and change the status field
to show "En Cflct" and "Dis Cflct" dependent on whether the universe is "Enabled" or "Disabled".
Data being received on Input Universes can be viewed in the Output Window, View Chans, View DMX by selecting DMX Inputs.
Make sure to change back to View Outputs after you have finished viewing the Outputs otherwise it may cause confusion later.
Data received on input universes can be merged into <_testing_output_universes,complete universes> or merged in the <_merging_with_dmx_input,Patch>, or to <_using_an_external_dmx_console_for_extra_playbacks,trigger playbacks> (Setup, View
System, View Wings) or used to trigger <_automation,Automations>. It can also be used to <_grabbing_palettes_from_dmx_input,grab
palettes from DMX>.
The DMX I/O window shows the status of the Input universes (page right) including:
In last rx
In last change
In last byte
In max gap
In last period
In IP
In conflicts
The maximum gap only starts counting once a valid DMX data is received on that universe. It is set back to 0 when changes are
made in DMX I/O.
The period that the universe was last receiving data counts up whilst data is being received. If there is a gap of greater than 60
seconds then it is reset to 0.
The IP address shows the IP address of data received over the network and does not include data transmitted from this console.
The number of conflicts is increased if data for a particular universe is received from 2 or more consoles within 5 seconds. It is
also increased if MagicQ transmits on a universe where data has been received from another console within the last 5 seconds.
Note that MagicQ will not count conflicts when master/slave hot swaps are in progress.
42.5
Wing Settings
ChamSys manufacture the following wings that connect to PCs, Macs and consoles via USB
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No of Playbacks
Playback nos.
No of DMX
Mini Wing
PC Wing
Maxi Wing
Extra Wing
Playback Wing
Execute Wing
10
10
10
24
24
48
Main (1-10)
Main (1-10)
Main (1-10)
1 * Wing Playbacks
1 * Wing Playbacks
2 * Wing Playbacks
1
2
4
None
None
None
No of wings
supported per PC /
console
1
1
1
8
8
4
Note that the Mini Wing, PC Wing and Maxi Wing can be connected to a MagicQ console to enable extra DMX outputs from
the console. Note that they duplicate the Main Playbacks (1-10) they do not enable extra Playbacks.
42.5.1
Before you can use the MagicQ PC Wing the driver must be installed.
To enable the wing ensure that Setup, View Settings, Ports, MagicQ Wings & Interfaces is set to "Yes (auto DMX)".
The following short-cuts make programming on MagicQ PC Wing easier. The short cuts also work on MagicQ console.
Table 42.10: Programing Wing Shortcuts
Hold ALL and press a playback Select
Hold POS and press a playback Select
Hold COL and press a playback Select
Hold BEAM and press a playback Select
Hold ALL and press Next Head
Hold ALL and press Prev Head
Hold POS, COL, or BEAM and press Next Head
Hold POS, COL or BEAM and press Prev Head
Selects groups 1 to 10
Selects position palette entry
Selects colour palette entry
Selects beam page or beam palette entry
Selects next group
Selects previous group
Selects next range for last encoder changed
Selects previous range for last encoder changed
To connect a Mini, PC or Maxi Wing to a console simply enable the MagicQ Wings and Interfaces option.
42.5.2
To configure Playback Wings and Extra Wings open the Setup Window and choose View System, View Wings view.
In the Type field, choose "Playback / Extra Wing". When the console has detected the Playback wing it will show as "Fitted" in
the status field. If you wish to connect more than one Playback or Extra Wing then enable the required number of Wings.
Make sure you enable enough the same number of wings as you connect to MagicQ. Connecting more Wings to MagicQ than
you enable will cause unpredictable results.
Playback Wings and Extra Wings with Blue LCDs can have a Wing ID set for systems with more than one Playback or Extra
wing. Hold down the lower NEXT PAGE and PREV PAGE buttons when powering on the Wing to get into the Wing config
mode. From the menus you can then set a Wing ID.
In MagicQ, Setup, View System, View Wings you can configure which Wing IDs are expected.
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The Execute Wing has 48 playbacks arranged as 12 fader playbacks and 36 button only playbacks. The Execute Wing can be
configured simply to control Playbacks, or it can be set in a mode whereby the 36 button only playbacks become a 72 button
matrix for use selecting heads, palettes, groups, media and execute buttons.
To configure the MagicQ Execute Wing it must be set up as two consecutive wings in Setup, View System, View Wings. The
first wing must be configured as Execute and the second wing as Execute Top. This corresponds to the 48 playbacks whereas
with standard Playback Wings there are only 24 playbacks.
The Execute Wing has a mode button called MENU. When this is pressed and held then the 2nd row of buttons becomes a mode
selection page. The mode button affects the top 3 rows of playbacks it does not affect the bottom row of 12 playbacks they
are always configured as normal Playbacks.
The mode options are:
Playbacks
Exec
Heads
Palet
Media
Cues
Cue Stack
DMX Test
Head Test
When selecting the mode, you can choose to press the SELECT button or the FLASH button associated with the mode. In
some of the modes this will alter the behaviour. For example, in the Heads Test, DMX Test, Cues and Cues Stack modes, this
determines whether the test is latching or momentary.
In Playback mode the upper 3 rows of playbacks control playbacks in the usual way. Note that as they do not have a fader,
the value the attributes that would normally be controlled by the fader (generally Intensity values) will automatically default to
100%. The Playbacks can still have times in the normal way, so that Intensity values can be faded in and out.**
42.5.4
MagicQ MQ60 and MQ70 consoles can now be used as network wings when connected to a PC or Mac running MagicQ thus
enabling a full 64 universe show to be run from the PC/Mac but with physical control from the MQ60/70. This overcomes the 12
universe limit on the MQ60/70.
Net wing mode is activated by connecting the MQ60/70 to the PC/Mac via network and then on the MQ60/70 going to Setup,
View System, View Monitors and pressing SHIFT and Remote Net Wing. The MQ60/70 will give a list of possible MagicQ
systems to connect to. This is similar to remote control, except that the DMX ports on the MQ60/70 automatically are set to
output the first four universes from the PC/Mac.
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It is possible to configure the MQ60/70 to always start up in Net Wing mode - set Setup, View Settings, Window, Start Mode to
Net Wing.
When in Net Wing mode the status bar shows NETW.
Press CTRL CLOSE to exit Net Wing Mode.
42.5.5
It is possible to connect multiple MagicQ consoles together in order to control a larger number of Universes. The master MagicQ
console then outputs some channels which act like playbacks for the slave consoles.
On the slave consoles, one of the wings is configured as "DMX In" and select a range of channels for it to respond to. Note that
the universe that contains these channels must have input enabled in the "View DMX I/O" view. This causes the playbacks on
the wing to be controlled by up to 24 DMX channels received into the console. The level of the playback is determined from the
received channel.
42.5.6
It is possible to use an external DMX console to gain extra playback controls when using MagicQ consoles. This is not a
replacement for a MagicQ Playback wing with its electronic legending and Cue Stack controls.
On MagicQ PC this option is only available to control Playbacks PB1 to PB10 and is only enabled when a MagicQ Wing or
MagicQ USB Interface is connected. This feature allows synchronisation of MagicQ with other consoles.
Configure an unused wing to be "DMX In" and select a range of channels for it to respond to. Note that the universe that contains
these channels must have input enabled in the "View DMX I/O" view.
In order to allow use of FLASH buttons on the external DMX console, MagicQ uses the top 5% of the channel range as an
indication that a FLASH button has been pressed. On the external console the playback master fader should be configured at a
maximum of 95% with the flash master set to 100%. If it is not possible to set the master levels independently on the external
DMX console then set the grand maser on it to 95%.
42.6
Monitor Settings
42.6.1
On MagicQ consoles running the Pro 2010 operating system there is support for 2 external monitors with resolution up to
1440x900. On MagicQ consoles running the Pro 2014 operating system there is support for 1 external monitor with resolution
up to 1920x1080. Monitors can be touch screens.
Note that from September 2014 new Pro 2014 consoles only support one external monitor.
In Setup, View System, View Monitors set the required resolution in the Resolution column and enable it. Monitor 3 and Monitor
4 are not used.
When using USB touch screens, go to Setup, View System, View Status, Touchscreens to determine which touch screen is Touch
1 and which is Touch 2.
Choose the touch type as appropriate - generally Normal or Egalix. Use Board Test Mode (SHIFT + SHIFT) to prove that touch
information is being received correctly by MagicQ.
42.6.2
On the Pro Operating System Monitor output 1 is a duplicate of the on board screen. This enables the console to continue to be
used should there be a problem with the on board screen. Monitor output 1 always duplicates the on-board screen.
From software version 1.5.9.4 there is no longer support for output 2 on Pro consoles since the graphics card is not capable of
supporting resolutions for modern monitors. Full external monitor support is available through upgrade to Pro 2014.
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On the MQ80 one external touch screen is supported up to 1920x1080 resolution. The MQ80 has a DVI connector which supports
connection to an external monitor via either DVI or VGA cable - unlike other MagicQ consoles you must configure which cable
you are using.
In Setup, View System, View Monitors set Monitor 1 to the required resolution in the Resolution column, and enable it. You will
be asked to restart - confirm No and set up the Type field.
Set the Type field to VGA or DVI depending on which input socket you are using on your monitor - VGA or DVI.
After configuring View Systems, View Monitor, the external monitor may still be showing as a clone of the internal monitor.
Power the console off and on for the changes to take effect.
Touch screens are supported but note that the Linux operating system on use on these consoles does not currently support multi
touch touch screens.
42.6.4
On MQ40N consoles one external monitor (not touch screen) is supported. The monitor is always fully enabled on the MQ40N,
there are no settings to be set for this functionality.
On the MQ60 and MQ70 one external touch screen is supported. We recommend using a 1024x768 resolution monitor for best
performance.
Touch screens are supported but note that the Linux operating system on use on these consoles does not currently support multi
touch touch screens.
42.6.5
When using multiple monitors on a PC first enable the monitors in Windows by putting the Windows desktop onto all the
monitors. Then start MagicQ PC and in Setup, View System, View Monitors enable the required monitors.
The first monitor is the main MagicQ Window and must always be enabled. Enable all the monitors that you wish to use for
Multi Windows.
From the Toolbar select View, External or press the EXT button to move a Window between the different monitors.
Sizing of Windows on the other monitors occurs just like in the Main Window you can select full windows, half windows and
quarter windows. The entire space on the other monitors is used for MagicQ Windows. When a Window is moved to another
monitor the size is kept the same for example, if it was a quarter window on the Main MagicQ Window it will be a quarter
window on the other Window.
You can change the size on the other windows, just like on the Main MagicQ Window from the View menu on the Toolbar or by
using the SIZE button.
42.6.6
Press EXT to move a Window to the External Monitor. The window that is currently in focus is transferred to the external
monitor. Press EXT to return the window to the main monitor.
Press SHIFT + EXT to bring all windows to the internal monitor. On Compact consoles type 0 and press ALT MEDIA (EXT).
MagicQ includes an option to force a single window to the external monitor output. The Window will remain on the external
monitor except when a SHIFT CLOSE is performed. This option is set in the Setup Window, View Settings, Windows, Force
Window on External Monitor 2.
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MagicQ supports additional windows - accessed by pressing CTRL and the Window button or by typing 2 and the Window
button.
Up to four Output Windows are supported by pressing 2 OUT, 3 OUT and 4 OUT. Up to 3 Execute Windows are supported by
pressing 2 EXEC and 3 EXEC.
For instance by using both the Outputs and the Outputs Info windows you can view both the plan view and the data values
simultaneously.
Similarly, the Cue Stack Info window is designed as a master window to keep track of the Cue Stack on the currently selected
playback. The columns have been rearranged so that the comment field is shown as one of the first columns. This is ideal for
theatre playback where the operator wishes to see notes about the Cues during playback you could for instance put a comment
on a Cue Call spots when actor enters stage right.
42.6.8
The MagicQ Compact, Pro 2010 and Pro 2014 consoles support an external monitor directly from the rear panel.
It is possible to connect more monitors (up to a total of 4) using the MagicQ Multi Window application running on a PC. The
MagicQ MultiWindow application comes as part of the MagicQ PC installation. This can be used to display windows from
remote MagicQ systems. These additional monitors can be touch screens if the PC supports them.
In order to enable Multi Windows connection on MagicQ enable the net monitor on the console in Setup, View System, View
Monitors.
Connect the MagicQ console to the PC/Mac using a network cable and ensure that both PC/Mac and MagicQ console are on the
same network IP address range (e.g. 2.x.x.x subnet 255.0.0.0).
On the PC or Mac run the Multi Window Client application. It should automatically detect the console.
Note this function is not supported on the MQ40N console.
42.7
On PC / Mac systems touch monitors are set up under the operating system not under MagicQ.
MagicQ consoles support many different touch protocols - however we are reliant on the drivers available in Linux, so not all
touch screens will be supported. We strongly recommend you check the protocol is supported and test a sample with a MagicQ
console before purchasing a touch screen. We can not guarantee that any touch screen will work with MagicQ - the list below is
for guidance only.
We generally recommend iiyama, Protouch and ELO AccuTouch and ELO IntelliTouch touch screens. Note that ELO Acoustic
Pulse Recognition (APR) touch screens are NOT supported. Note that we currently do not support touch screens with multi touch
support on the MQ60 and MQ70 Compact consoles.
For MQ80 and Pro 2014 we have tested and recommend the iiyama Prolite T2336MSC. Note this is not supported on MQ60/70
or Pro 2010.
For MQ60/70 we recommend iiyama Prolite T1531SR-B1 connected via RS232 serial port for the touch - note that this monitor
is not supported via USB on MQ60/70.
42.7.1
Serial protocols
MagicQ Compact, Expert, Pro, and Pro 2014 consoles support the following serial protocols
Ideal
ProTouch
A1
ELO
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USB protocols
MagicQ Pro 2010 and 2014 consoles have support for the following USB communication protocols
Elo 15 * E271-2210 10-byte protocol
Elo legacy E281A-4002 6-byte protocol
Elo 16 * legacy E271-140 4-byte protocol
Elo legacy E261-280 3-byte protocol
eGalax Touchkit
eTurboTouch CT-410/510/700
3M/Microtouch EX II series
ITM
PanJit TouchSet
eTurboTouch
Gunze AHL61
DMC TSC-10/25
IRTOUCHSYSTEMS/UNITOP
IdealTEK URTC1000
General Touch
GoTop Super_Q2/GogoPen/PenPower tablets
JASTEC USB touch controller/DigiTech DTR-02U
Zytronic capacitive touchscreen
NEXIO/iNexio
MagicQ Compact consoles do not support multi touch touch screens.
MagicQ will show any detected touch screens in Setup, View System, View Monitors.
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Now press the X on the external touch screen in the four different positions as requested. Do not press on any other monitors
except the one being calibrated.
To configure an external USB touch screen:
Set up the Touch Type in Setup, View Settings, Monitors. Start with Normal or eGalax.
If a touch screen is detected then it will show up in the Touch Status field.
Press ALT + CNTRL + SHIFT together to enter board test mode. Moving a finger around the edge of the screen should report
increasing/decreasing X,Y values in the Status Window.
Exit board test mode (ALT + CNTRL + SHIFT).
Go to Setup, View Settings and select Calibrate Touch. Press 1 to confirm.
Now press the X on the external touch screen in the four different positions as requested. Do not press on any other monitors
except the one being calibrated.
If the Touch Screen shows a status but does not give consistent values in Board Test then try a different Touch Type.
If the Touch Screen shows consistent values in Board Test but does not respond correctly then recalibrate the touch screen.
42.8
The Settings View of the Setup Window uses tabs to group similar settings together.
42.8.1
Country
The country setting determines the Country. Currently the country setting has the options UK, US, F (French), D (German), E
(Spanish), P (Portugese), I (Italian), NL (Dutch). The country setting changes the menu items into the appropriate language.
MagicQ restricts some options including multi console programming on the US version.
42.8.2
Time Zone
This is used for astronomical scheduled events. Enter the time zone from -23 to +23.
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Latitude
This is used for astronomical scheduled events. Enter the latitude in degrees.
42.8.4
Longitude
This is used for astronomical scheduled events. Enter the longitude in degrees.
42.8.5
Advanced Settings
When set to Disabled, advanced settings are hidden to simplify the user interface.
Note that whenever the MQ40N or MQ40 is first started or reset then it will default back to the simple settings - this is intentional
to ensure that basic users see the simple settings on start up and do not get confused by all the advanced features. On all other
consoles the Advanced Setting option is saved and will appear on start up and reset as it was before the start up or reset.
42.8.6
Programming
This setting allows recording of show data to be disabled. This prevents show data from being recorded, moved, copied or
updated. Use this option to prevent show data being changed.
When this setting is set to disabled, recording is disabled. Parameters of Cue Stacks and Cues such as Chase Speed, Shape Size
and times may still be modified. To prevent all modification set Modifications to Disabled.
Programming defaults to enabled.
42.8.7
Modifications
This setting prevents Cue Stack and Cue data from being modified. Use this setting to ensure that programmed Cues and Cue
Stacks are played back exactly as they were programmed.
Modifications defaults to enabled.
42.8.8
Test Mode
This setting allows Test mode to be disabled. This prevents the user from testing Cues, Cue Stack, Playbacks and Patched Heads
from the respective Windows. Use this setting to avoid accidental operation of these features.
Test Mode defaults to enabled.
42.8.9
Macros
This setting allows Macros to be disabled. This is useful in cases where macros have been erroneously assigned to keys.
Macros defaults to enabled.
42.8.10
Visualiser
This option enables MagicQ to auto insert heads into the Visualiser when they are patched. When the first head in a show is
patched MagicQ prompts the user whether they wish to insert into the Visualiser and sets this option accordingly.
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Auto Backup
This setting enables automatic back ups. It can be set to No, Yes, and On Changes. By default it is set to On Changes.
For playback of shows you may wish to turn back ups off, especially if you have a very large show as the back-up process may
occasionally affect the response of the console. We recommend you keep them on (On Changes) for programming.
42.8.12
With this setting enabled the MagicQ console keeps an archive of back-ups. It will only archive back-ups created using Auto
Backup above therefore if you turn auto backup off then you will not have an archive.
42.8.13
The path where all show files will be stored. This path defaults to show. It is possible to change this path, for example in an
education environment where it is necessary to have different accounts for different users.
We recommend keeping this path set to "show" whenever possible.
42.8.14
This provides an option for saving shows using higher resolution timing - this is for testing purposes only.
42.9
Programming Settings
Programming settings are automatically changed when you select the mode Normal, Theatre non-tracking, Theatre Tracking
or Hog II Warp.
42.9.1
This setting determines how channels are activated in the Programmer. If set to Chans then when an attribute of a head is
modified only that channel is affected. If set to Heads then when an attribute of a head is modified all the channels of that head
are activated in the programmer. The channels are activated using the value that they were at before they were last cleared from
the programmer.
Selecting Activate Heads ensures that all the channels of a head are always present when recording a Cue. Note that if you plan
to over-ride attributes of head during playback then you are likely to require Activate Chans otherwise all attributes of the head
will be overridden.
MagicQ also supports IPCB, IPC and Col. These group similar parameters together, so for example if you touch a colour
attribute or the colour attributes are loaded into the programmer. IPCB means all Intensity, Position, Colour and Beam attributes
work in this way, whereas IPC only works on Intensity, Position and Colour attributes , not Beam attributes.
42.9.2
Programmer Tracking
This setting turns programmer tracking on and off. This affects new Cues that are recorded to Cue Stacks. It does not modify
Cues or Cue Stacks that have been previously recorded.
Users should be aware that playback of Cue Stacks also depends on the Track settings on each Cue in the Cue Stack there are
the three options Track HTP, Track FX and Track LTP.
These options correspond to the the three options named Zero old HTP, Zero old FX, Rel unused chans which are the inverse of
the above options.
The defaults for these options can be changed in the Cue Stack, View Defaults, Step window.
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This setting determines what happens to LTP channels that are not controlled by any playbacks or the programmer. When
enabled, channels default to the Default values specified in the personality. When disabled, channels hold their last value.
42.9.4
This setting determines whether the programmer overrides HTP values on playbacks. When set to Yes, any HTP channels in the
programmer are no longer affected by the levels of those channels on playbacks.
When set to No, the highest value of the channel from the Playbacks and the Programmer is output.
42.9.5
Programmer overrides FX
This setting determines whether the programmer overrides FX on active playbacks. When set to Yes, any channels that have base
levels in the programmer ignore FX for those channels from any active playbacks. Cues are automatically recorded with the Cue
Option, Block FX this ensures that when the Cues are played back other FX from other Playbacks are blocked.
When set to No, FX active on playbacks add to the base levels in the Programmer.
42.9.6
Highlight mode
This setting determines the highlight mode. The options are "Normal, Advanced (highlights/lowlight), Advanced Highlight
only and Advanced, no reset.
In Normal mode, the intensities of the selected heads are reduced except for the one (or ones in Odd/Even mode) that are being
controlled. Highlighting of the controlled head(s) makes programming of positions much easier.
In "Advanced (highlight/lowlight) mode, the selected heads are highlighted using the highlight values from the personality. If
heads from the current selection are sub selected (e.g. through Single or Odd/Even) then the sub selected heads are highlighted
and the remaining heads in the selection are lowlighted.
Advanced Highlight Only is the same as above, but no lowlighting occurs. If heads from the current selection are sub selected
(e.g. through Single or Odd/Even) then only the sub selected heads are highlighted - all other heads remain at their playback
state.
Advanced no reset is the same as Advanced (highlight/lowlight) but is not cleared when you press CLEAR. Press Highlight
again to reset it.
42.9.7
Fan Mode
This setting determines the fan mode. The options are Normal or No Toggle. When set to Normal fan mode can be entered
and exited by pressing the FAN button. With No toggle fan mode is only entered when the FAN button is held down.
42.9.8
This setting enables multiple to be selected without pressing SHIFT. To deselect all groups press the DESELECT ALL soft button
in the Group Window.
The options are No, Multiple in one Go and Multiple always.
Whens set to No only one Group can be selected at one time selecting a second group releases the first group. Pressing
SHIFT and multiple groups allows multiple groups to be selected.
Multiple in one Go allows multiple groups to be selected until a head attribute is changed then it starts with a new selection
of groups.
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Recording to Palettes
The options are Only selected heads and All heads in Programmer. By default only the selected heads are stored into Palettes
when a Palette is recorded.
42.9.10
By default when the Programmer is merged into a Cue using Record Merge, the times in the Cue are overwritten with the times
in the Programmer. This setting enables this to be changed so that the times in the Cure are not overwritten.
42.9.11
By default the Programmer is not cleared when the Update button is pressed.
42.10
42.10.1
This setting determines whether when entering keypad intensity settings an ENTER is required. If set then an auto enter is
processed when 2 digits have been keyed in after @ or immediately after FULL.
1 THRU 4 @ 50
or
1 THRU 4 @ FULL
42.10.2
This setting determines whether the current head selection is modified when you set intensities using the keypad. When set
to "No" the intensities are set without modifying the head selection. When set "yes" the intensities are set and then the head
selection is modified, for example:
1 THRU 4 @ 50 ENTER
sets heads 1 to 4 at 50% intensity and selects heads 1 to 4.
+5 @ FULL
sets head 5 to 100% intensity and adds head 5 to the current selection
42.10.3
This setting was renamed from Select Heads in Col, Beam, Pos
This setting enables you to select Heads and Palettes from the keypad and various other advanced keypad functions. Select heads
by typing the head selection and then pressing the appropriate Colour, Beam or Position Window button.
1 THRU 4 COL
selects heads 1 through 4 and opens the Colour Window.
1 THRU 4 COL 5
selects heads 1 through 4 and selects Colour Palette 5.
It also enables selecting on Color, Beam and Position palettes direct from the keypad and copying of head data.
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This setting determines whether when you include Cues and Palette entries into the programmer the console automatically selects
the heads.
If set to Yes, the console selects all heads that have levels in the Cue or Palette entry.
42.10.5
When this setting is set to Yes, entering head numbers on the keypad followed by the ENTER key always selects the heads. When
set to Yes, some of the advanced features of MagicQ are not available directly from the keypad. When editing numeric fields in
the spreadsheet style windows in this mode, the operator must use the SET button rather than editing the field directly.
This setting has a Strict option. In this mode it is not possible to toggle or choose items simply using the ENTER key. You
must use SET first. This should help keypad fanatics to avoid setting options in Windows accidentally.
42.10.6
This setting swaps around the syntax used for patching Heads. The normal syntax for patching (Theatre Path is se to No) is
<number of heads> @ <dmx address>
When set to Yes, the syntax for patching is:
<head number> @ <dmx address>
Thatre Patch supports patching multiple multiple DMX addresses to one head when using Theatre Patch syntax. For example to
patch Head no 10 at DMX addresses 1, 2 and 3 enter
10 @ 1 + 2 + 3
As with the Patch, View DMX there is a maximum of 6 DMX addresses per Head.
In Theatre Patch it is possible to repatch dimmer channels. If the head is already unpatched then just enter the new address e.g.
to repatch head number 20 to DMX channel 25.
20 @ 25
It is possible to repatch to multiple DMX addreses e.g. to repatch head number 20 to DMX channel 25 and 26.
20 @ 25 + 26
If the head number is already patched then MagicQ will request confirmation whether to Repatch the exiting Head with the
specified Head No or to patch another Head with the same number.
42.10.7
Encoder Mode
By default MagicQ sets the encoder wheels according to the currently active Window so for example when you change to
Colour Window, the encoder wheels control colour and when you change to Group, the encoder wheels control Group settings.
When encoder mode is set to Maintain Pos, Col, Beam, the Position, Colour and Beam buttons will act like Hard Buttons so
that the encoders will be maintained on Position, Colour or Beam even when the Group or Output Windows are opened. At any
time the encoders can be forced to their default settings for the Window by using SHIFT and the Window button e.g. SHIFT +
GROUP.
In addition the Intensity attribute will also appear on Encoder F in the Pos window if that encoder is not already used for
position attributes.
When encoder mode is set to Intensity on X, then when setting an intensity level from the keypad, MagicQ will open the Intensity
Window and the X encoder will control intensity.
When encoder mode is set to Pos, Col, Beam, Int X then MagicQ performs both the above options.
When encoder mode is set to Intensity always on X, then once the Group Window or Intensity Window is opened then Encoder X
will remain as Intensity until a Window is opened using SHIFT and the window button, forcing the normal encoder assignment.
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This setting swaps over the pan and tilt encoders. By default the left encoder is pan and the right encoder is tilt.
42.10.9
42.10.10
Enables the Cursor Page buttons (Page Left, Home, Page Up, Page Right, End, Page Down) to be used as Palette buttons (Group,
Int, Fx, Pos, Col, Beam). This makes it easier to select Palettes using the keypad.
When this mode is enabled the Palette Buttons become the Cursor Page buttons.
It is strongly recommended that you do not change the physical key caps of these buttons since this may cause irreparable damage
to the front panel board.
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Playback shortcuts
1 to 0
Q to P
A to ;
\ to
`
SPACE
#
[
]
-
Select playbacks 1 to 10
GO button playbacks 1 to 10
STOP button playbacks 1 to 10
Toggle test playback on at 100%. In Swap mode releases
all others tested playbacks
Add / Swap mode
Manual GO
Manual STOP
Next page
Prev page
Release
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Note that in playback shortcuts mode many programming options will not work as expected because the keyboard keys are used
for busking.
42.10.12
This setting allows the THRU, @ and FULL keys to be mapped to different keys on the keyboard. This is useful in some countries
where the normal mappings (>, @ and #) are not easy to select. To set this setting, simply press the 3 keys you wish for the
functions followed by ENTER.
42.10.13
This setting enables a mouse or track ball to control pan and tilt. See mouse controls pan/tilt.
The sensitivity can be selected by choosing the Enabled Div 2 through Enabled Div 9 options.
Mouse control of pan/tilt is only supported on MagicQ consoles, and on MagicQ PC systems with a MagicQ PC Wing or
MaxiWing connected.
42.11
Windows Settings
42.11.1
Colour Scheme
There are options for the default colour scheme (Grey), high contrast or Grey (black text) colour scheme. The Grey (black text)
is useful on some TFT/LCD screens.
42.11.2
This setting shows all text in CAPITALS regardless of how it is programmed in the show. There is also an option to capitalise
only the first letter of names.
42.11.3
Icon Size
This setting sets the size of icons small take up only a part of Window items large takes up the whole item.
42.11.4
Col Tags
Allows col tags to be displayed to identify different heads. Options of None, Fixture Types, Attach Objects, Groups, Multi
Console Control, Parked, Patch, Zones, Universes and Users.
42.11.5
Speed Display
Choose how speed is displayed for chases and FX - seconds, BPM, or frames.
42.11.6
Attribute Display
This determines how attributes values are displayed for Encoders normal, 16bit, %, or pan and tilt in %.
42.11.7
Column Hiding
When set to Yes, MagicQ hides columns that are unused e.g. attributes that the patched moving lights do not support. When
set to No all columns are shown regardless of whether they are used.
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When set to Yes, MagicQ automatically orders the rows in the Outputs Windows, Programmer Windows and Cue Windows. The
currently selected heads appear at the top of the window.
When set to No, the rows are ordered according to the Sort option specified in the Patch Window.
42.11.9
Specifies the number of boxes across the total width of the main window. In earlier versions of MagicQ the number of boxes
across the width was fixed at 10 - this meant 5 wide when split - for example in the default Layout 1 with Group, Pos, Colour,
Beam windows.
Options are Default (determined by console type), 10, 12, 14,16, 18 and 20.
42.11.10
Confirmation requests
This setting sets the default for confirm boxes. It can be set to Confirm (default no), Confirm (default yes) and no confirm.
The Confirm (default no) is the default option. Use the no confirm option with great care!
42.11.11
Scroll bars
This setting allows a choice of scroll bars, from none, normal and wide.
42.11.12
This setting splits the function of the top soft buttons above the screen. The physical buttons are changed so that they always
select layouts. The menu buttons associated with each window are then available using the touch screen. This option is useful on
larger shows when you need to often switch between layout views.
42.11.13
Start mode
This option selects how MagicQ starts whether it shows a splash screen, whether it prompts to open demo shows, or whether it
opens the Visualiser.
42.11.14
When this setting is set to Yes, MagicQ always shows a Record Options toolbar when the Record button is pressed. An Include
Options toolbar is shown when Include is pressed.
42.11.15
This setting determines how windows are shown on the External Monitor.
It is possible to force a particular Window to be displayed on the External Monitor regardless of other Windows moved onto the
Monitor. Options are None, Outputs Info, Programmer Info, Cue Stack Info,Group and Exec.
There are also options to set the sizing (number of columns) on the external monitors to be the same as on the internal touch
screen. You can choose the additional options Normal same res and Normal 10 cols. Normal same res makes the external
monitor use the same number of rows and columns as when the window is on the internal monitor. Normal 10 cols through
"Normal 20 cols" options allows the number of columns on the external monitor to be fixed regardless of the resolution of the
external monitor.
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Setting for how the Plan View in the Outputs Window shows intensities either using glass fill or colour grading.
42.11.17
Message Window
This specifies where the message box is shown (main screen, external screen 1, external screen 2) and whether a network message
is sent to other consoles.
Setting Net Only results in messages only being sent over the network, not shown on the console where the Cue executed.
42.12
42.12.1
With this setting you can force Cues to be deleted when the Cue Stack that uses them is deleted. Cues are only deleted if they are
not used in other Cue Stacks. This option defaults to No.
42.12.2
With this setting you can force Cue Stacks to be deleted when the Playback is deleted. Cue Stacks are only deleted if they are
not used in other Playbacks. This option defaults to No.
42.12.3
By default MagicQ uses the lowest free Cue when recording new Cues. It also uses the lowest free Cue Stack when recording
new Cue Stacks and lowest free Palette when automatically recording Palettes.
Setting this setting to No, forces MagicQ to record items after the place the last items were recorded enabling the user to control
where new items are recorded.
42.12.4
By default when you copy a Cue Stack, MagicQ creates a new Cue Stack but retains links to the old Cues i.e. no new Cues are
made. Using SHIFT COPY and selecting Unlinked you can specify an unlinked copy whereby new Cues are made.
This setting allows the default Copy behaviour to be changed so that the copy is always unlinked unless SHIFT + COPY is
pressed and Unlinked is deselected.
The options are linked, unlinked and unlinked, no state.
The unlinked, no state option specifies that when Cues are copied within a Cue Stack only the delta values are copied not
the state of the Cue at that step.
42.12.5
This setting specifies how MagicQ sets the Cue settings for new Cues recorded on a Cue Stack.
When this setting is set to No, MagicQ uses the default Cue settings specified in the Step and Step Times tabs in the Cue Stack,
View Defaults view.
When this setting is set to Yes, MagicQ attempts to derive the setting Cue settings from the previous Cue in the Cue Stack. If the
Cue is the first in the Cue Stack then MagicQ uses the default Step and Step Times.
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MagicQ supports two different ids for Cues the Cue Id of the Cue within the specific Cue Stack and the QId of the Cue within
the Cue Store.
Many users record Cues directly to Cue Stacks on Playbacks and do not need to use the Cue Store. These users are only concerned
with the Cue Id in the Cue Stack.
When this setting is set to Yes, MagicQ hides the QId from the Cue Store from the Cue Stack Windows and Cue Windows.
42.12.7
This setting allows palettes to be automatically expanded to heads of the same type. This enables palettes to be built up on a
single head and then expanded to all of the patched heads of that type.
It is possible to choose just Colours and Beams to be expanded or all Palettes. Palettes are expanded when patching a new head
and when recording palettes.
42.12.8
This setting determines that heads are unpatched rather than moved aside when repatching and morphing.
When set to Yes, when repatching, any heads that need to be moved aside to make room for new heads are unpatched.
42.13
Playback Settings
42.13.1
The Grand Master can be configured to control only the level of preset faders, as accessed through the Intensities Window Preset
View. Alternatively, it may be configured to control only the level of programmer data, or it may control both. In each of these
configurations it does not control playbacks or add/swap levels.
When set as a Grand Master it controls Playbacks and the Programmer.
42.13.2
The Sub Master can be configured to control either playback faders only, or add/swap buttons only, or both (the default).
It can also be set as a programmer master, a preset master or both.
42.13.3
42.14
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This option determines the function of the GO buttons in the crossfade master section.
When set to "Default" the function of the GO button is determined by the Crossfade Master function option - for "Global Rate"
and "Club Master" the button is set to Global Tap, for "Rate" and "Busking Master" it is set to Tap to Time for the selected
playback, for all other options it is set to normal "Go/Back" function.
When set to "Tap To Time Selected" the GO button affects the absolute rate of the currently selected Playback. When set to
"Global Tap to Time" affects the absolute rate of all active playbacks.
Cue Stacks can be set to use a divisor of the tapped time - in Cue Stack Options, Audio set The rate that the Rate Divisor - by
default it is set to "Normal" and takes the tapped time. Options include "Div by 2" to "Div by 8" and "Mult by 2". The divisor
affects setting of the rate by tap to time either as the selected playback, as part of global tap to time, or as part of audio BPM rate
setting.
Cue Stacks can also have the Rate Divisor can be set to "Inhibit" - in this case the rate of the Cue Stack is never affected by global
tap to time options. This allows Global Tap to Time to be used without affecting particular Cue Stacks.
42.14.1
When enabled from the Setup Window, playbacks faders 9 and 10 become Cross Masters for manual Fade In and Fade Out.
Pressing the Pause button on either playback 9 or 10 brings the current playback under manual control.
The two faders can then be used to fade in each new Cue with separate control for fade in and fade out.
Pressing the Go button on either Playback 9 or 10 returns the current playback to normal Cue execution.
When enabled, playbacks faders 9 and 10 can not be used as normal playbacks.
42.14.2
This setting enables the user to lock the manual playback section of MagicQ to Playback Fader 1, 2, 9 or 10 regardless of the
currently selected Playback. This is designed for theatrical use where one playback is the master Cue Stack. The default is
Selected Playback.
42.14.3
Stomp Playbacks
When the Playback Stomping option is enabled, playbacks that have been fully overridden by other playbacks will be automatically released (stomped).
42.14.4
This option determines whether one Playback intensity level can subtract from another Playbacks level. When set to yes an
FX on one Playback can subtract from the level on another Playback. When set to no MagicQ performs pure HTP i.e. the
highest level (including FX) from all the Playbacks is output.
42.14.5
Go reasserts channels
This setting determines which channels are reasserted when the Go button of a Playback is pressed. The options are All inc
tracked, non tracked and All no fade.
When set to All inc tracked, then pressing GO on the Playback will reassert channels that are tracking through the Cue Stack
even if they were being controlled by another Playback. When set to non tracked only channels that are recorded as hard
values in the current Cue will be reasserted.
All no fade forces an immediate change of the channel values controlled by the Playback.
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This setting is used to reassert channels using the fader. This setting is useful when using Cue Stacks with the Fader Releases
set to No and Flash releases set to No.
When set to Yes, faders reassert the Playback when the level leaves zero. The setting Go reasserts channels specifies how the
channels are reasserted.
42.14.7
This setting enables page changes using the Next Page and Prev Page buttons to only access programmed pages rather than
changing through all pages. Any page can be accessed through the Page Window.
42.14.8
This setting makes the Current Playback follow the last Playback fader to be raised. If set to No then the Current Playback is not
changed when faders are raised - it is only changed when SELECT buttons are pressed.
42.14.9
Playbacks S + GO = PAUSE
This setting changes the function of S + GO on Playbacks. By default S + GO steps to the next step without time. This option
enables S + GO to be changed to be a PAUSE function for either Wing Playbacks or all Playbacks. This is useful on Wing
Playbacks or on Mini Wings that do not have physical PAUSE buttons.
42.14.10
Enables the GO, PAUSE buttons or the S buttons to be permanently set to Tap to Time. The options are
GO buttons
FLASH buttons
S + GO buttons
S + FLASH buttons
S + buttons
42.14.11
This option enables one or more playbacks to be activated on start up. The options include:
None
PB1
Last Active
Wing 1 PB 1
Cue Stack 1
Macro 1
Lamp On All
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When set to Activate Playback PB then when MagicQ starts PB1 is activated. This can then be used to activate other playbacks
and potentially run a complete show without user intervention.
When set to Last active then after a power up or a reset, MagicQ will reactivate Cue Stacks that were running when the console
was powered down or reset. MagicQ will start the Cue Stacks from the step that they were previously on.
Note that all the options except for the PB1 option are only available on MagicQ consoles or on MagicQ PC systems with MagicQ
Wings or Interfaces attached.
42.14.12
42.15
Network Settings
42.15.1
IP Address
The console stores the TCP/IP address and subnet mask for the network interface. The addresses are stored as part of the console
configuration rather than as part of the show data. Thus erasing show data does not affect their configuration.
For communicating with Art-Net the TCP/IP address must be set to a number in the range 2.x.x.x (e.g. 2.0.0.10) and the Sub net
address must be set to 255.0.0.0.
On MagicQ PC the TCP/IP address of the system must be configured through Windows, Control Panel. On Mac it must be
configured through System Preferences. In addition the MagicQ software must also be told the TCP/IP address so that it knows
which network interface to use. In Setup, View Settings, Network set the IP address to be the same as the network port of the PC
/ Mac you wish to use.
42.15.2
Subnet Mask
42.15.3
This setting is used to send Output data internally to other applications on the same PC. This can be used to connect to a 3rd
party Visualiser or the MagicQ Media Centre on the same PC.
This setting is valid for PCs and Macs only it is ignored on MagicQ consoles.
42.15.4
Enables transmission and reception of ChamSys Remote Protocol for communication over Ethernet (UDP/IP) with external 3rd
party systems. The options are:
ChamSys Rem (rx)
ChamSys Rem (tx & rx)
ChamSys Rem (tx)
If set to None then any data received is ignored. When transmission is enabled, data can be transmitted from the Macro field of
Cue steps in the Cue Stack.
When using network sessions or multi console operation this option should be set to None.
See ChamSys Remote Ehthernet Protocol and Multiple Consoles for more details.
42.15.5
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It is possible to configure the port used for synchronisation of playback between multiple MagicQ consoles. The default port is
6553. If this port interferes with other equipment for any reason then it is possible to change it.
Note that this port is also used for Net Sessions - so it must be the same on all systems using Net Sessions.
42.15.6
Web Server
This is used to enable the in-built Web server which enables remote access to the console functions from other equipment using
web browsers. The option Enabled CSS uses improved CSS style sheet web pages.
42.15.7
42.15.8
Gateway address
42.15.9
42.15.10
42.15.11
Wireless Mode
Choice of wireless mode when using a USB to Wireless interface with the MagicQ Pro 2010 or Pro 2014 console. Also when
using the internal wireless support on a MQ70. The options are
Disabled
Managed (2010/2014)
Ad-Hoc (2010/2014)
Access Point (MQ70)
Note that this setting is not supported on MagicQ PC or Mac - for these systems use an external wireless access point.
When using an external wireless access point via fixed network this option should be set to Disabled.
42.15.12
Wireless IP address
IP address when using a USB to Wireless interface with the MagicQ Pro 2010 or Pro 2014 console. Also for MQ70.
For ad-hoc connection to an iPhone or iPod Touch use 192.168.1.20.
42.15.13
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Sub net address when using a USB to Wireless interface with the MagicQ Pro 2010 or Pro 2014 console. Also for MQ70.
For ad-hoc connection to an iPhone or iPod Touch use 255.255.255.0.
42.15.14
Wireless channel
Wireless channel to use when using a USB to Wireless interface with the MagicQ Pro 2010 or Pro 2014 console. Also for MQ70.
For connection to an iPhone or iPod Touch try channel 5.
42.15.15
Wireless SSID
Wireless SSID (identifier of the Wireless network) to use when using a USB to Wireless interface with the MagicQ Pro 2010 or
Pro 2014 console. Also for MQ70.
For connection to an iPhone or iPod Touch enter a name for your network e.g. mynetwork.
42.15.16
Wireless encryption
Wireless encryption type when using a USB to Wireless interface with the MagicQ Pro 2010 or Pro 2014 console. Also for
MQ70.
The options are None, WEP, WPA or MQ.
WEP and WPA are secure wireless encryption methods. Set the key in the Wireless Key field.
When set to MQ the wireless is kept open but the application requires users to enter a password to connect to the console. The
password should be set in the Wireless Key field. When this option is selected the iPhone remote will be passworded regardless
of whether the connection is made through a USB to Wireless interface or an access point external to the MagicQ system.
42.15.17
Wireless key
Wireless encryption type when using a USB to Wireless interface with the MagicQ Pro 2010 or Pro 2014 console. Used when
Wireless encryption is set to WEP or WPA. Also for MQ70.
For WPA the key must be 8 or more characters.
When Wireless Encryption is set to MQ then the Wireless key is used to specify to a password that must be entered on the iPhone
Application.
42.15.18
OSC Mode
42.15.19
The UDP port used for messages transmitted from MagicQ to external systems. Defaults to 9000.
42.15.20
The UDP port used for messages received from MagicQ to external systems. Defaults to 8000.
42.15.21
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OSC IP address
The IP address to send OSC messages to. When set to 0 the OSC messages are broadcast on the network.
42.16
Port Settings
42.16.1
This setting enables MagicQ Wings and ChamSys USB interfaces to be connected. The options are No, Yes, and Yes auto
DMX.
This option affects MagicQ Wings (Mini, PC, Maxi, Extra, Playback, Execute) and USB Interfaces (Twin DMX, Audio, SMPTE).
On MagicQ consoles, when set to Yes auto DMX then MagicQ automatically outputs on the rear DMX ports starting from
Universe 1 provided that none of the Universes have been explicitly set to MQ Direct.
On MagicQ PC/Mac when set to Yes auto DMX then MagicQ automatically outputs DMX from a connected MagicQ Wing
starting from Universe 1 provided that none of the Universes have been explicitly set to MQ Wing.
This option also enables MagicQ to search for SnakeSys products on the network to unlock demo mode on PCs and Macs.
42.16.2
MagicDMX mode
The options are None, DMX Out or DMX In. This option defaults to DMX Out.
Setting the Out Type of Universe 1 in Setup, DMX I/O to MagicDMX will automatically set this option to DMX Out.
Note that DMX In is not available on the MagicDMX Basic version.
42.16.3
MagicQ supports one serial port for remote connections. On MagicQ consoles select COM1. On MagicQ PC select a COM port
from COM1 to COM8 depending on which COM port you wish to use.
42.16.4
MagicQ consoles support baud rates from 300 to 57600. Baud rates supported on MagicQ PC will depend on the PC.
42.16.5
Serial parity
MagicQ PC supports None, Odd, Even, Mark and Space. MagicQ consoles only support None, Odd, Even.
42.16.6
42.16.7
MagicQ PC Supports 1,1.5 or 2 stop bits. MagicQ consoles support 1 or 2 stop bits.
42.16.8
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Determines what protocol is used on the serial port. If set to none then any data received is ignored. Data can be transmitted
from the Macro field of Cue steps in the Cue Stack.
The other protocols are:
ChamSys Rem (rx)
ChamSys Rem (tx & rx)
ChamSys Rem (tx)
Ideal Touch
A1 Touch
Elo Touch
The Touch protocols are for the use of external RS232 serial touch screens with the MQ50, MQ100, MQ200 and MQ300
consoles. Refer to the instruction manual of your touch screen for other serial settings.
See Controlling MagicQ Using Serial Port and Multiple Consoles for more details.
42.16.9
Determines which monitor on the MagicQ system has a touch screen connected to the serial port.
42.16.10
This setting specifies how the remote input port on MagicQ consoles, MagicQ PC Wings and MagicQ Maxi Wings works.
It can be set to None, Make, Break or Make + Break.
It can also be set to MIDI Beat, MIDI Beat Half and MIDI Beat Qtr for triggering from the MIDI Beat Clock instead of from the
remote input.
42.16.11
This setting specifies specific global actions to be taken on a remote trigger input. The options are:
The options are:
NONE
CURRENT PLAYBACK GO
CURRENT PLAYBACK FLASH
ADD/SWAP
SWAP
DBO
WING1 PB1 GO
WING1 PB1 FLASH
WING1 PB12 GO
WING1 PB12 FLASH
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PB10 GO
PB10 FLASH
AUDIO BUMP
The remote trigger can be used on a per Cue Stack basis by setting the Halt field of Cue step in the Cue Stack to Remote. This
is independent of any global action specified by the Remote trigger action setting.
Audio bump simulates audio received at full level. It is processed by MagicQ just as if the "bump" had been received from the
audio port or the MagicQ Audio Interface, bumping any Cue Stacks set to Audio Bump.
42.16.12
Audio input
The type of audio input the options are None, Energy only ChamSys audio, ChamSys audio interface and ChamSys audio
left only, "Console inbuilt port" and "PC/Mac sound card".
See Audio for full details on audio input.
42.16.13
The levels of the audio input level. The minimum is used to adjust for noise whilst the maximum can be set of the audio signal
is particularly weak.
When set to non zero values any levels below the minimum or above the maximum are ignored and the levels are scaled appropriately.
See Audio for full details on audio input.
42.16.14
42.16.15
Monitor Settings
The Monitor settings have been moved to Setup, View System, View Monitors.
42.17
42.17.1
The timecode type can be set to EBU-25, SMPTE30, NTSC30 and Film 24. When a ChamSys MIDI/SMPTE module is fitted
the Status Display will show the current time-code being received from the module.
42.17.2
When MagicQ is set to external timecode and the external timecode source is termporarily lost MagicQ automatically continues
to increment the timecode. This parameter specifies how long MagicQ continues generating for before it stops. After this time
the time-code will be frozen until a signal is received again.
42.17.3
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The timecode jump detect parameter is the number of frames that MagicQ waits before performing a jump. This allows spurious
timecode values to be ignored.
The MIDI Show Control type specifies how MagicQ treats MIDI show control commands,
42.17.4
Timecode decode
42.17.5
Timecode generation
42.17.6
MIDI In Type
The options are None, Any Channel or Requested Channel. When set to Any Channel MagicQ will process MIDI notes received
on any MIDI channel. When set to Requested Channel then MagicQ will only process MIDI notes received on the MIDI In
Channel that is set.
This option can be used at the same time as timecode in / timecode generation.
42.17.7
MIDI In Channel
The MIDI Channel that MagicQ will listen to. When set to 0 it accepts MIDI commands on any MIDI channel.
42.17.8
The options are None, Any Channel or Requested Channel. When set to Any Channel MagicQ will send MIDI notes on the
channel specified in the macro field in the Cue Stack. When set to Requested Channel then MagicQ will always send the MIDI
notes on the MIDI Out Channel that is set regardless of the channel specified in the macro field in the Cue Stack.
This option can be used at the same time as timecode in / timecode generation.
42.17.9
The MIDI channel that MagicQ will send out on. When set to 0 it outputs on the MIDI channel specified in the Cue Stack macro
field. When set to non zero it overrides the MIDI channel.
42.17.10
The options are Normal, Cue Stack 1, Playback 1. This determines which Cue Stack is triggered when MIDI Show Control
(MSC) commands are received.
In normal mode, MSC commands with two parameters (Q number, Q list) will trigger Cue Stacks in the Cue Stack Store. MSC
commands with one parameter (Q number) will trigger Cues in the Cue Store.
42.18
42.18.1
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Enables other MagicQ consoles to access files on this MagicQ system for example when grabbing show files from other
consoles or synchronising show data.
This option should be enabled when using Network Sessions, Show Sync or operating a MagicQ console with the stand alone
MagicVis application.
42.18.2
Enables other MagicQ consoles to remote control this console using the MagicQ remote control feature, the iOS/Android application, or the MagicWand.
42.18.3
Enables network sessions whereby multiple MagicQ consoles can be used on a network together. The options are None,
Manual Takeover and Auto Takeover.
In Net session modes, by default the first console to be switched on will become the Master console.
See Multiple Consoles for full details on using multiple MagicQ consoles in a network.
42.18.4
Net Session ID
For use in Network Sessions to specify which session MagicQ consoles join. Note that in most situations all MagicQ consoles
will be used in the same session, so the Network Session ID can be set to 0 on all MagicQ consoles.
42.18.5
This option is now superceeded by the Network Session Mode. For manual configuration of this option see Manual Configuration
of Multi Console.
42.18.6
When Network Session Mode is set to Auto Takeover this specifies how long after a Slave detects that there is no Master on
the network before it takes over control as Master.
42.18.7
When Network Session Mode is set to Auto Takeover this specifies when a Slave becomes a Master whether the output state is
held or whether an automatic fade is carried out to the output of the new Master.
42.18.8
When Network Session Mode is set to Auto Takeover and Hot Takeover Fade Type is set to Automatic then this specifies how
long it takes to fade the output when a Slave becomes a Master
42.18.9
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This option is now superseded by the Network Session Mode. For manual configuration of this option see Manual Configuration
of Multi Console.
42.18.10
Playback Sync IP
This option is now superseded by the Network Session Mode. For manual configuration of this option see Manual Configuration
of Multi Console.
When set to 0 playback sync is accepted from any MagicQ console on the network.
42.18.11
When Network Session Mode is set then this specifies whether the Slave synchronises its playbacks to the Master. When set
to Inhibit PB Sync the Slave playbacks are not synchronised this is useful for example when programming a show using
multiple consoles.
For show playback the Slave playbacks are normally synchronised to the Master.
42.18.12
This option is now superseded by the Network Session Mode. For manual configuration of this option see Manual Configuration
of Multi Console.
42.18.13
This option is now superseded by the Network Session Mode. For manual configuration of this option see Manual Configuration
of Multi Console.
42.19
Hardware Settings
42.19.1
In some circumstances Playbacks may get triggered erroneously even when the fader has not been raised above 0. In these
circumstances setting this level to a level above 0 (e.g. 5) may remove the erroneous triggers.
42.19.2
In some circumstances faders or encoders may become faulty and generate excess noise in these circumstances setting this
level to a level above 0 (e.g. 5) may remove the effect of the fault.
42.19.3
Encoder Damping
Use this option on a MagicQ PC Wing to improve the performance of the encoder wheels. This option does not have any effect
on MagicQ consoles.
42.19.4
Touch Screen
The touch screen can be disabled with this setting in case it has gone faulty and is causing problems.
42.19.5
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Encoders
The encoders can be disabled in case they have gone faulty and are causing problems.
42.19.6
The faders can be disabled in case they have gone faulty and are causing problems. This setting should normally be set to 0.
The following values can be used:
Set to 1 to disable the main faders.
Set to 2 to disable Wing 1 lower faders.
Set to 4 to disable Wing 1 upper faders.
Set to 8 to disable Wing 2 lower faders.
Set to 10 to disable Wing 2 upper faders.
42.19.7
This setting disables power fail detection for the current seesion in case the power fail detection circuitry has gone faulty and is
continually reporting power fail.
This setting is not stored over a reset / power on.
42.19.8
Screen Save
42.19.9
By default MagicQ sets the reduced rate Output to Mixed + Changes only. This reduces the amount of network/usb traffic
when DMX values are not changing. It also interleaves the ArtNet frames so that ArtNet devices with small buffers will still be
able to decode the correct ArtNet universes on heavily loaded networks.
Consoles and PC installations that have been programmed on older versions of MagicQ software will automatically have this
option turned to Mixed + Changes only when the system is first started after the upgrade. Users can change the setting back
to the previous setting if required. The previous setting Normal has been renamed Continuous. We recommend using the
Mixed + Changes only option as your normal setting particularly when using wireless networking.
Data packets sent to WWIWYG and Capture are sent only when the data changes thus significantly reducing network traffic
when data is not changing. The reduced rate DMX options do not affect the WYSIWYG or Capture data.
The DMX data sent to MagicQ Wings and Interfaces is only sent when the data changes this reduces USB data traffic. When
the data is constantly changing there will be no difference. The RX data LED on MagicQ Wings & Interfaces shows the level of
DMX traffic when DMX data is not changing this LED will flicker a few times a second instead of being on constantly.
Some older DMX equipment is not able to work at full DMX speed. Use this option to reduce the DMX refresh rate note that
this option reduces the rate of data MagicQ sends over the network or via USB to the interface. It may not affect the actual DMX
rate as this may be under control of the interface itself.
Some Ethernet Interfaces and network hubs are unable to handle high levels of Ethernet traffic, for example all 64 MagicQ
universes output simultaneously. On these devices set this option to Mixed + Changes this sends the Ethernet data at the
same rate, but in alternating order, thus ensuring that the Ethernet Interface can pick up the data.
Note that MagicQ will always send data on ArtNet and Visualiser at least once every second regardless of whether data has
changed.
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MagicQ uses buffering for Movie clips. By default (when this settting is set to 0) MagicQ uses a buffer size of 128 frames.
MagicQ will always use a minimum of 128 frames regardless of this setting.
Note that on Pro 2010 and Pro 2014 consoles MagicQ uses a solid state disc so on these systems changing this parameter should
not make significant difference.
42.19.11
42.19.12
Standard Logging
This option allows logging to be disabled. This option should always be enabled except when directed by ChamSys support.
42.19.13
Extended Logging
This option allows extended logging to be enabled. ChamSys support may request that Extended Logging is enabled in order to
try to solve problems.
42.20
General Settings
42.20.1
Users can now add their own splash screen by copying their splash image named usersplash.bmp into the MagicQ folder. This
will be used in favour of the default splash.bmp.
42.21
Settings for individual Playbacks (Cue Stacks) are configured from the View Options and View Defaults views in the Cue Stacks
Window. See Playbacks.
42.22
If the touch screen does not respond accurately to the position that you are pressing on the screen then you may need to re-calibrate
the touch screen. Dont be afraid, this is a painless exercise!
In the Setup Window press the Cal Touch button - use the physical button rather than the pressing the touch screen. This puts
the screen into calibration mode. To calibrate the touch screen simply press the screen in the bottom left corner of the screen and
then the top right corner of the screen. Press the screen on the corners where the displayed graphics starts/ends.
It does not matter which order you press the screen in. If you feel you have pressed the wrong bit of the screen just press the
screen again in the correct position.
When you are satisfied you have pressed the correct position then press Cal Touch button to leave the calibration mode. Make
sure you use the physical button rather than pressing the touch screen, as pressing the touch screen messes up the calibration.
You should now find that the touch screen is more accurate. If you continue to have problems then try pressing the screen with a
small blunt object, but dont use a sharp object as it may damage the touch screen.
When calibrating external touch screens calibrate only 1 touch screen at a time. Pressing in more than one screen will cause
unpredictable results.
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To modify the brightness of the main display, press CTRL and adjust the bottom right encoder. To modify the brightness of the
LCD displays on the wing, press CTRL and adjust the next encoder up on the right. To turn all the displays off press CTRL and
the button associated with the bottom right encoder.
To turn off the all the lights on the console (i.e. the displays, the console lights and the LEDs) press CTRL and the "All Lights"
off button.
To modify the contrast of Playback wings use the Wing Contrast encoder. When multiple Playback wings are connected press
CTRL and the Next Page button of the Wing you wish to change the contrast on.
42.24
To modify the brightness of the console lamps press CTRL and adjust the top right encoder. To turn all console lamps on or off,
press CTRL and the button associated with the top right encoder.
42.25
To modify the brightness of the LEDs on the buttons, press CTRL and adjust the bottom left encoder.
Note that the brightness of the LEDs can only be adjusted from full to dim - they can not be turned off completely. This ensures
that there is always an indication that the console is powered.
42.26
The console lamp brightness, display brightness and LED brightness can now be controlled as a fixture within the programming
of the show. Patch one Generic MQlamps at any free address. The fixture can be unpatched to ensure that it does not affect
any real channel outputs. The fixture has the following attributes:
activate set to 255 to take control of the console brightness
master master level for brightness
white lamp brightness
blue lamp brightness
main display brightness of display 0 is off
wing display
led brightness of the LEDs
Note that the screen saver will still blank the display.
42.27
The console supports a simple locking mode to avoid accidental button presses affecting the output or programmed data. Press
CTRL and the button associated with the top left encoder to lock / unlock the console. The console will not accept any button
presses while it is unlocked.
A more advanced password system will be included in future software releases.
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The console supports a button test mode for checking suspect buttons and faders. To enter button test mode on MQ100/200/300
consoles press the two SHIFT buttons either side of the touch screen together (i.e. hold one down and press the other). To enter
button test mode on Compact consoles MQ40/60/70, press CTRL + ALT + SHIFT together to enter and exit board test mode
In button test mode the buttons do not have their usual function - instead when pressed a message will be displayed in the status
display indicating which button has been pressed. Faders and encoders also can be tested in a similar way.
In button test mode the Window shows a map of all the buttons, encoders and faders. When a button is pressed the map turns
green to indicate that the button has been pressed and released o.k. For encoders it turns green when the encoder has been turned
both ways. For faders it turns green when the fader has been lowered to 0 and raised to full.
To test LEDs, enter button test mode and then press CTRL 1 and CTRL 2 to test the different colour LEDs. Press CTRL 0 to go
back to normal state of the LEDs.
Button test mode is exited in the same way that it is entered.
On MagicQ PC to enter button test mode type test on the keyboard then hold SHIFT and CONTROL. Hold SHIFT and press
CONTROL to exit button test mode.
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Chapter 43
System Management
43.1
Starting Up
On PC and Mac systems click on the MagicQ application icon. On MagicQ console systems hold the power button on for 1
second.
On first start up an introductory window is displayed on the screen. You are prompted to choose demo shows or to continue the
last show. It is possible to turn this option off so that MagicQ automatically starts into the last show.
When MagicQ starts up it loads the last show file that was saved either a file explicitly saved by you, or the last backup file it
automatically saved.
43.2
Shutting Down
To shut MagicQ down, press the QUIT soft button in the Setup Window. When asked for confirmation, select yes. MagicQ
consoles automatically power off when the shutdown sequence is complete.
On MagicQ consoles the console must be shut down correctly to avoid damage to the heard disk. Removing power to the console
when it is running may cause problems with the file system. Normally this will only result in a subsequent slow start-up whilst
the system repairs the disk however in certain circumstances the file system may become corrupted. If you always follow the
instructions for shutting down you will have no problems.
CONSOLES THAT ARE NOT SHUTDOWN IN ACCORDANCE WITH THE ABOVE INSTRUCTIONS WILL INVALIDATE
THEIR WARRANTY.
For situations where users regularly just disconnect the power from the console rather than shutting it down correctly it is possible
to force a fast shut down on power fail. If the empty file "fast_power_fail.txt" is placed in the main MagicQ folder (up one from
the show folder) then when power is lost the console will only wait 10 seconds for a user cancel before auto shutting down. This
will help to avoid the battery going flat and the potential damage to the file system.
43.3
Saving Shows
When you are programming a show the show is stored in memory. In order to store your show on the disk you need to press the
SAVE SHOW soft button in the Setup Window.
Whilst programming, you should regularly save your show, so that if the unexpected happens and the power fails your show data
is not lost. You can chose any filename. The console will automatically set the file extension to .shw.
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By default, MagicQ saves a backup of your show to disk shortly after you makes changes you will see it show AutoS in the
Status Display. It uses the same show name but with the file extension .sbk.
It is a good idea to save your show to different file names so that you have various points you can back-track to if things go
wrong. For example, save the show as myshow-patch.shw after you have patched and then as myshow-final.shw after you have
finished programming.
When you shut down MagicQ through the QUIT soft button in the Setup Window, it automatically saves a backup copy of your
show with a .sbk extension. When you subsequently restart MagicQ this file will be re-loaded. This ensures that MagicQ starts
up as it was when the QUIT soft button was pressed.
The Setup Window indicates when the show has not been saved (or autosaved) for over 10 minutes.
MagicQ consoles have a large hard disk to enable storage of a virtually infinite number of shows.
43.3.1
MagicQ supports auto incrementing show file names. To start an auto incrementing show file, save a show file with the last part
of the name set as _001. When you next press SAVE SHOW, MagicQ will suggest saving to _002. Press ENTER to accept, or
edit the name to save to a different name.
Note that in order to avoid accidentally saving to incrementing files, all 3 digits must be present - _1 or _10 is not supported.
When the number _999 is reached MagicQ will not auto increment and will request a new name.
Please note that over use of the auto increment feature will lead to high disk usage. It is important to clear out old versions once
the show is finished.
To delete all old revisions of the current show file, go to File Manager, and press SHIFT and REMOVE OLD REVS. This will
remove all revisions of the current show file that have a lower revision number. It will not remove the current show file.
43.4
It is a good idea to back up your show to an external system. This ensures that should the unexpected happen you can transfer
your show to another console. In a touring environment where the console is being moved every day we recommend you back
up your show to an external system before moving the console.
You can either backup by transferring files over network or via USB memory stick. To backup to USB memory stick, first insert
a USB memory stick into the USB slot in the front or the back of the console then press the BACKUP TO USB soft button in the
Setup Window.
The USB memory stick should be formatted for a standard Windows file system (VFAT) they generally come like this. This
enables the memory stick to be used in both the console and standard PCs running Windows.
43.5
Loading Shows
You can load a show that you have previously saved using the LOAD SHOW soft button in the Setup Window. If you load a new
show it will erase any existing programming. The console will prompt you for confirmation.
Be careful to choose which type of show file you want to load the .shw files are the ones you saved, whilst the .sbk ones are
auto backups.
When MagicQ saves a show file it saves the show data, the show settings and the console settings. By default when a show is
loaded, only the show data and settings are loaded the console settings are not loaded so the console settings are not affected.
To force loading of the console settings from a show file, hold SHIFT and press LOAD SHOW+CON. A list of Load Options is
shown enabling the user to choose which console settings they wish to load.
C ONSOLE S ETTINGS
Wing Settings
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Remote Settings
Mode Settings
Network Settings
Media Server Settings
MIDI SMPTE Settings
Port Settings
Multi Console Settings
Hardware Settings
Selecting all the options loads the complete console settings and show settings enabling the complete cloning of a console.
Note that the console settings include the network settings and IP address so if 2 cloned consoles are used on the same network
then the IP address should be manually set to different addresses.
43.6
Erasing
To erase the entire show from memory, go to the Setup Window and press the NEW SHOW (was ERASE SHOW) soft button.
You will be asked to confirm by selecting YES. You will then be asked for which initial mode you want the console to be set up
for, Normal, Theatre Non Track, Theatre Tracking or Hog II Warp. If in doubt, select Normal.
Erasing a show clears all patching, all programming and all palettes. It does not clear console settings such as the configuration
of the DMX outputs or the calibration of the touch screen.
43.7
Icon snapshots are stored on the MagicQ system/console rather than in the show file - this avoids the show file getting too large.
In normal operation MagicQ will save the icon snapshots to the icon folder on the MagicQ system and retrieve them when needed
for display.
In order to allow MagicQ shows with icon snapshots to be transferred onto other MagicQ systems, MagicQ now supports an
additional "extras" show file with the file extension ".xhw". When a show contains extra data such as snapshots then when the
show file is saved using SAVE SHOW or SAVE TO USB then the additional show file is saved at the same time. This "extras"
show file contains only the extra icon snapshot data, it does not contain the main programming of your show. If you wish to
use your show on a different system with the icon snapshots then you need to copy both the ".shw" and ".xhw" files to the new
system. When loading a new show MagicQ automatically checks for the presence of a ".xhw" file and extracts the icon snapshots
from that file into the icon folder on the MagicQ system.
The "extras" file is not saved during auto saves and is only loaded (extracted) when the user loads an existing show using LOAD
SHOW.
43.8
MagicQ supports advanced features for merging shows together, taking selections from particular shows and adding them to
other shows.
A selection of Heads, Cues, Cue Stacks or Pages can be exported from a show file to a new file. Only the show data that uses
those selected Heads, Cues, Cue Stacks or Pages is present in the new show file. The new show file can then be merged into other
show files, with MagicQ repatching the data as required.
43.8.1
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Exporting Shows
Press SHIFT and SAVE SHOW (EXPORT SHOW) to export part of the current show. Only the currently selected heads are
exported. All groups, palettes, cues and cue stacks that contain one or more of the selected heads are exported but only with
the data from the selected heads.
If no heads are selected then MagicQ looks for items that are selected in the Page, Stack Store, and Cue Store windows. Use
SHIFT + the cursor keys to select items in these windows. Therefore complete pages can be exported using the Page Window,
complete Cue Stacks (including the Cues they use) from the Cue Stack Store or individual Cues from the Cue Store.
43.8.2
Select SHIFT + IMPORT SHOW to merge or import a show. MagicQ gives you a simple menu of Entire Show, Palettes or
Advanced.
Entire Show loads the entire show as separate fixtures, i.e. adding the show to the existing show.
Palettes allows just palettes to be loaded from the imported show file. There are further options for choosing just some head types
and whether to load Positions, Colours and Beams.
Advanced provides the user with options include choosing whether Settings, Patch, Palettes, Cues, Cue Stacks, Playback assignments, Grids and Curves are loaded from the imported show file. Settings includes show settings, layouts, key macros and
automations.
Additionally you can choose whether Palettes, Cues and Pages are merged together, or whether new Palettes, Cues and Pages are
generated.
It is also possible to load the data for only selected head types from the imported show file.
If the Merge Heads option is selected then MagicQ merges programmed data from the new file into the heads that match in the
original show.
If the Merge Heads is not selected then MagicQ adds the channels to the new show. Channels from the imported show keep their
DMX address unless they clash with channels in the original show in which case they are moved to the first free location.
If the Merge Pages option is selected then Playback assignments are kept on the same Page as they were in the imported show
but they may be moved onto higher Playbacks (e.g. Playback wings) on the same page. This allows, for examples two different
shows created on a MQ100 to be merged onto a single MQ200.
43.8.3
To merge two versions of a show together select Advanced and then Merge Heads.
MagicQ will merge in Cues and Cue Stacks from the selected show file that are different to the Cues and Cue Stacks in the
original show. Note that for this to work you should ensure that the Cues and Cue Stacks that are different in the two show files
have different names.
The heads must be the same type in both versions - it is not possible to merge between different fixture types. If the two versions
you wish to merge have different fixture types then you must first morph the fixtures in one of the versions to be the same as the
other.
43.8.4
MagicQ supports import of dimmer patch, group, cue level and timing information from USITT ASCII files. In the Patch
Window, View Chans, Import USITT.
MagicQ does not support import of non dimmer parameters or more complex fixtures as this is manufacturer specific and not
specified in the USITT ASCII format. We will be happy to investigate whether we can add fixture import from the format of your
console.
Note that when importing USITT files with both patch and cues, MagicQ expects the PATCH section of the USITT file to be
before the CUE section. A few consoles write the PATCH section at the end of the USITT file - for these cases it is necessary to
edit the USITT file before improting, to move all the PATCH commands before the CUE Commands.
43.9
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You can save your favourite show settings to a file. Settings include the options from the Setup Window, the defaults from the
Cue Stack Window, the Layouts you have recorded and keyboard macros.
Once you have become familiar with the console, it is a good idea to save your preferred settings to a file so that then when you
start a new show you can load your settings in.
43.10
File Manager
You can organise you show files using File Manager in the Setup Window. File Manager supports renaming, moving, copying
and deleting of files.
All show files are located in the show directory. The show directory has sub directories for fx, heads and icons.
File manager can operate on both the internal hard disk and external USB memory sticks. To copy a file to the USB stick:
Select HARD DRIVE soft button.
Press COPY and then select the file you wish to copy.
Select USB DRIVE soft button
Select the . entry.
Moving is done in a similar way using the MOVE action button. Renaming and deleting use the NAME and REMOVE action
buttons respectively.
It is also possible to load shows, settings, icons and new software by clicking on items in the File Manager window.
43.11
The console supports remote file system access over the network. Files can be accessed whilst the console is running and
outputting Art-Net thus allowing, for instance, users to set up automatic show back-ups to an external server.
Connect the console to the PC or Mac using a network cable.
Configure the IP addresses of the PC / Mac and the console so that they are all on the same IP sub-net. For instance if the console
is set to IP address 2.9.200.5, subnet mask 255.0.0.0 then set the host system to IP address 2.9.200.6 subnet mask 255.0.0.0.
Connect to the file system. Under Windows this can be achieved by selecting Network Neighbourhood in Windows Explorer.
The console should appear as a computer if this does not happen immediately then you may need to wait a few minutes for
Windows to catch up. You can force Windows to find the console by using Search and searching for a computer enter the IP
address of the console.
On a Mac connect using Finder and selecting the console.
Log in as user magicq with password magicq.
On some Windows systems you may need to create a user account magicq with password magicq to enable Windows to connect
to the console.
You can then transfer files between the host and the console. Show files, personality files, FX files and Patch files can all be
transferred in this way.
If you have problems putting files onto the console then try pressing the Set Rem Access soft button in the File Manager window.
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MagicQ now has an option to change where the user data files are stored.
Older installations of MagicQ stored show, head, log and other user data files in the Application folder. Windows and OSX now
make it difficult for users to access the Application folder - either forcing files into a Virtual Stores or preventing write access.
This data can now be stored in the User Documents folder which is fully accessible. It is possible to revert back to using the
Application folder at any time.
From the top toolbar select Tools, Change Files Location.
43.13
Reports
MagicQ supports printing of the contents of any window to a printer or a pdf file. On PC/Mac select File, Print Window. For
spreadsheet views, MagicQ defaults to selecting the most commonly used columns from the window in order that they fit easily
on a printed page width. It is possible to modify the column selection as required.
43.14
Status Window
There is a status window in the Setup Window, View System. This shows data associated with the console and with the currently
loaded show. This includes show size, data used, last saved times.
The status window also shows all the MagicQ consoles on the network, and all the Art-Net devices on the network.
43.15
Backup Archives
By default the console stores an archive of the show files for every quarter of an hour of the day, and for every day of the week.
This enables the user to revert to a previous copy of their show.
Archive files are only made when the console auto saves so if auto saves are disabled then no archive files will be generated.
If the console is set to auto save on changes then archive files will only be stored when changes are made. To revert to an
archived file press SHIFT and LOAD SHOW in the Setup Window.
Archive files are stored in a special directory that should not be modified by the user. When the user re-loads an archived backup
file, the backup file is restored into the standard show directory.
Archive files have the name backup0530.sbk to indicate the show file that was recorded just before 5.30am. Daily files are also
stored backupfri.sbk indicates the show file that was recorded at the start of Friday. Archive files are overwritten every 24
hours, except for the daily files which are overwritten every 7 days.
43.16
In general MagicQ show files are backwards and forwards compatible so you can load any show into any version of software.
Loading shows created and modified on newer software versions into older software versions may result in some features not
being supported or not working exactly as expected.
In March 2006 new MagicQ consoles were changed from 6 universes to 12 universes. MagicQ software version v1.2.5.4 and
above supported 12 universes. In December 2007 ChamSys launched the Pro range of consoles with software version v1.3.4.3
supporting 18 universes.
In May 2010 new MagicQ Pro 2010 consoles supported 32 universes. MagicQ Expert consoles supported 6. MagicQ PC / Mac
and Linux software supported 32.
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From March 2013 new MagicQ Pro 2014 consoles support 64 universes. MagicQ MQ60, MQ70 and MQ100 Expert consoles
support 12 universes. MQ40 supports 4 universes.
New Compact consoles were added in September 2015. MQ80 supports 24 universes. MQ40N supports 4 universes.
MagicQ PC / Mac and Linux software supports 64 universes this enables backup from a PC/Mac system.
43.16.1
Note that the limit of number of universes/channels refers to both patched and unpatched channels - i.e. any fixtures that have
programming within the console. Therefore unpatched fixtures in a show still take up channels from the total number of universes
supported on the console - MagicQ just allocates them to unused addresses.
The number of universes used by a show is reported in Setup, View Systems, View Status, Show Data, Highest Universe.
If you try to load a show with more channels used than the MagicQ console supports then it will ignore any channels above the
number of supported universes and will save the show using a default show name rather than the original show name to avoid the
ignored fixtures being removed from the original show file.
We recommend that when loading a show into a console with less universes the show should first be reduced to the number of
universes used by the smaller console. For example when transferring a show from a MQ100 Pro 2014 to a MQ60 the show
should first be reduced to 12 universes. This show can be reduced on the Pro 2014 or using MagicQ on a PC or Mac.
Note that unpatched heads may affect the highest universe depending on which universe they were last used and how many heads
you have in your show. Either remove unpatched heads or repatch them down to a universe below the total number of universes.
43.16.2
To enable 12, 18, 24, 32 or 64 universes, go to Setup Window and VIEW DMX I/O and select SET NUM UNIVERSES soft
button. It is necessary to restart MagicQ before the changes take effect.
Show files are compatible except that it is not possible to fully load a show using more universes than the console is set to. So,
if a show has with channels patched to universes 13 is loaded in a 12 universe console then any heads on the 13th universe will
not be loaded.
=Console
=MQ40,MQ40N
=MQ60,MQ70
=MQ80
=MQ100 Pro-E
=MQ100 Pro 2010
=MQ100 Pro 2014
=MagicQ PC, Mac, Linux
Number of Universes
4
12
24
12
32
64
64
ChamSys does not guarantee performance if consoles are set to support higher numbers of universes than the hardware supports.
43.17
MagicQ Profiles
MagicQ supports different profiles a profile is the entire set-up of the console including the console specific settings (like IP
address, media settings etc. . . ) and the show file.
Profiles enables the console to be used to control different venues with easy swapping between venues.
It is possible to set the console to request profile selection on start-up. This is useful in a studio environment where MagicQ can
control any one of several studios over Art-Net from a central control booth. When you start up the console you choose which
studio to control.
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Profiles have a similar effect to using LOAD SHOW + CONSOLE but with a simpler interface. We recommend to use LOAD
SHOW + CONSOLE for general purpose moving between venues, and Profiles where multiple studios are controlled from one
console.
Profiles are loaded and saved from the Setup Window in View Settings, press SHIFT and LOAD PROFILE or SAVE PROFILE.
Profiles are saved to .mpr files in the show folder note that the profile does not contain the show data it only references it so
if you are backing up you need to store both .shw files and .mpr files.
To enable profile selection on start up put an empty text file selectprofile.txt into the main MagicQ folder (MagicQ PC on
MagicQ PC). On start-up the console will then request which profile you wish to use before it loads the show and enables the
outputs.
43.18
User management
MagicQ supports user management. This enables users to be set up with restricted access. Users can be set up to have full
access to all the console channels, or to a group of channels only, or to all channels except a group of channels. Users can have
passwords set for their accounts.
The current user is displayed and selected in Setup, Soft button C. Note that on MagicQ consoles the Set Time function previously
on Soft button C has been moved to soft button D and Set Date to SHIFT and soft button D.
Users are managed in Setup, View System, View Users. When no users are configured the "Default" internal user is used and all
MagicQ features are exactly as in previous versions.
Users settings can only be edited when using the "Default" user or when set to a User with "Superuser permissions". If there
are no users configured with "Superuser" permissions then MagicQ will always offer the "Default" user with no password - this
ensures access to the console setup.
Users can be configured to have type of "Group Only". This allows access to only the channels in the specified Group.
Users can be configured to have type of "Exclude Group". This allows access to all channels except those in the specified Group.
Users with "Superuser" permissions have access to all channels. User with "Group Only" or "Exclude Groups" can only select
heads from their allowed channels and can only record and edit Cues and Groups with their allowed channels. They can not
record over, merge into or remove any Groups or Cues that contain disallowed channels.
If the option "Block Output" is set then Users with "Group Only" or "Exclude Groups" can not affect the output of heads outside
of their allowed channels - these heads will remain at 0 intensity and default LTP values.
Users are stored as show settings, not as console settings. One of the Users in the User List can be set to be the Start User - when
the show is loaded then this User is set as the current user. This can be used to always start up into a restricted user. MagicQ
provides a flashing warning "User" when a show is loaded with a User with restricted access.
If a user is created as Include Group without a Group set then they will not have access to any channels - they must chose a new
user (and enter a password if set) to get access to the channels.
Users apply to both Master and Slave consoles when using Net Sessions. On a Slave, selecting a User with reduced permissions
will make that Slave only have access to the allowed channels. The Slave can control the output using Multi Prog Sel Chans, but
is restricted to the allowed channels. There is a "User" option in the Multi Prog Sel Chans which sets the Slave to control the
output of all the channels that it is allowed to.
If passwords have been set on a show file and then forgotten please contact ChamSys support.
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Chapter 44
Software Upgrade
MagicQ software versions are fully compatible and show files can be created and loaded into any software version.
44.1
MagicQ consoles store all versions of software that have been loaded onto the console allowing easy changing between different
versions. To change software version go to Setup, View System, View Status, Change Software. It is also possible to enter the
software utility by pressing ENTER during boot up when prompted to enter the software upgrade utility.
To upgrade to a new version of software, download the software file from ChamSys web site and store it onto a USB stick.
MQ40, MQ40N, MQ60, MQ70, MQ80, Pro 2014, Expert
2014
Pro 2010
pre Pro, Expert, rack mount
.cdc
.cdx
.cde (versions 1.5.6.0 and above not supported)
If you are downloading using a Mac then you need to be aware that OSX often creates additional files with an underscore "\_" at
the end when it attempts to copy files to USB drives. For example, if you are copying magicq_v1_6_7_0.cdc to a USB drive it
may also make a file magicq_v1_6_7_0._cdc. At first glance this file looks the same, but it contains file information only and can
not be loaded into a MagicQ console. It is easy to tell the files apart as the real MagicQ software file is around 100MB whereas
the underscore file is only a few bytes. Make sure to use the file without the underscore at the end.
Ensure you have saved your current show file to a USB memory stick or to an external computer via network before you change
software version. Also, ensure any personalities that you have customised have been saved to a different file name of your choice
- the new software will install the latest version of the standard personalities. We recommend you only upgrade to new versions
of software when you have plenty of time to recover the system - we dont recommend you change it two minutes before doors!
On the MagicQ console select Setup, File Manager and change to USB DRIVE. Click on the software version and it will
automatically upgrade the console.
It is also possible to copy the software directly via networking to the magicq folder on the MagicQ console and then to click on
the file in File Manager, HARD DRIVE.
In case of a problem where MagicQ can not be started or where it resets then the software upgrade utility can be entered on start
up, by pressing a key when prompted on the screen.
44.1.1
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Date
OS
S/W
Proc
MQ100 (pre
Pro)
MQ100 Pro
Oct 2004 to
Oct 2007
Oct 2007 to
Nov 2008
Nov 2008 to
Oct 2009
Oct 2009 to
Mar 2013
Mar 2013
onwards
Non-X
.cde
Non-X
MQ100 Pro
MQ100 Pro
2010
MQ100 Pro
2014
6310
O/S disc
upgrade to
1.6.5.0?
Y
.cde
6310
Non-X
.cde
8310
Pro2010
.cdx
8310
Pro2014
.cdc
A50
n/a
Date
OS
S/W
Proc
MQ100
Expert
MQ100
Expert
MQ100
Expert
MQ100 Pro-E
Oct 2007 to
Nov 2008
Nov 2008 to
Oct 2009
Oct 2009 to
Mar 2013
Mar 2013
onwards
Non-X
.cde
6310
O/S disc
upgrade to
1.6.5.0?
Y
Non-X
.cde
8310
Non-X
.cde
8310
Pro2014
.cdc
A50
44.2
The latest version of the Linux kernel available for Pro 2014 systems is currently 3.2.9+ (4th June)
This kernel update brings in a few updates for support of the Edimax USB wifi adapter. Installation
44.2.1
Kernel Install
Before installing the kernel, you must first disable the WiFi adapter from within MagicQ. Failure to do so could cause the system
to not fully reboot
In Setup, View Settings, Network, set Wireless Mode to "Disabled".
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44.3
Kernel Recovery
If the console gets stuck at "Waiting for nfsd" when booting, then there was an issue with the network configuration script.
Turn the power off on the console, and start up with an external keyboard attached to the system.
If you have a USB keyboard, you may need to enable USB keyboard support in the BIOS. Press the delete key repeatedly when
the system is starting up to enter the BIOS setup. Use the arrow keys and enter key to select Integrated Peripherals, Onboard.
Select Device, USB Keyboard Support and set it to Enabled. Press F10 to save and exit
As soon as you power the console on, press the ESC key on the keyboard repeatedly. Insteadof MagicQ booting, a new screen
should show up saying GNU GRUB with a list of different kernel versions.
Use the arrow keys to select the top option "MagicQ Recovery" and then press Enter.
The console should then start to boot again, and ask a password. Contact ChamSys support to get the password for your system
here.
You should see some more console output on the screen and then stop with a message of "Give Root Password for maintenance"
near the end of the output.
Enter the second password given to you by ChamSys Support here, then you should then get a prompt which looks like:
Chamsys176:-#recovering network configuration
If the network configuration is invalid and is stopping the console from starting then you will need to edit the network interface
configuration file. Type:
nano /etc/network/interfaces
You should see several lines at the bottom with things like "Help" "Writeout" "Read file" and a bar at the top starting with "GNU
nano". This file is likely to be blank if the console isnt starting up correctly or will have some lines at the end which mention
wireless configuration
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If the file is blank, then you can just type in here now to enter the default configuration into the file. Copy the following lines into
the file:
auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 2.9.200.197 netmask 255.0.0.0
If the file already has the above text in it, but with wireless configuration at the bottom, use the arrow keys to goto the first line
which says "auto wlan0", then press F9 on the keyboard to delete each line after and including that, so the content of the file
should be left with just the lines above. Press control then X to close the program, then press Y to confirm you want to save
the changes, and then hit enter to confirm the filename you want to write them to. To restart the console safely, and let it boot
normally type:
init 6
44.3.1
If MagicQ fails to boot with the message "No More processes left in this runlevel" then it is likely that the upgrade has not
completed correctly. The may occur if the power has been removed before the hard drive has had time to write all the data.
Connect an external keyboard to the console over USB or PS2.
Enter the recovery mode on the console by pressing the up arrow key repeatedly on the external keyboard, just after powering on
the console.
After a while, you should see a blue screen with "GRUB" written at the top. If not, use the white button on the back to reset the
console and try again. It sometimes takes a couple of times to get into this mode if you accidentally miss it the first time around.
Once in this prompt, use the arrow keys to select the top item called "Recovery" and hit enter. It should continue to boot and then
ask you for a password. Contact ChamSys support for the password.
Then enter the following commands (NOTE: spacing and capitalisation are very important here so double check every command
before you run it!):
mount /dev/sda1 /mnt
mount /dev/sda7 /mnt/home
chroot /mnt
cd /opt/magicq/
/tigstartuprun This will then ask you to hit any key to enter the software update utility, and you can just press the enter key
when this prompt comes up. This will allow you to manually reinstall reselect the software version. You have about a second
gap in which to do this before it will time out.
Once the software has been reinstalled, press control + d, and then type "init 6" and hit enter. This should then restart the console
into MagicQ.
44.4
Disc Repair
MagicQ consoles periodically carry out a disk check to check the integrity of the disc. Normally it will repair errors, but if it
unable to repair errors then it may halt and request the root password. It will stop in the boot sequence with the black screen with
white text and will say "run fsck manually" followed by a request to enter the root password.
MagicQ Expert and Pro consoles have 2 partitions - /dev/hda1 and /dev/hda3 - the problem may be with one or both of these
partitions. MagicQ Pro 2010 and Pro 2014 consoles only have one partition /dev/hda1 for Pro2010 and /dev/sda1 for Pro2014.
Note which partition is requested to check before entering the root password.
Contact support for the root password. After entering the password you will see the command prompt - this is the username of
the console followed by :~#, e.g.
chamsys176:~#
The command prompt allows commands to be entered manually by typing the operating system command followed by the enter
key. Enter one of the two commands below depending on which partition has errors
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fsck /dev/hda1
or
fsck /dev/hda3
or
fsck /dev/sda1 - for Pro2014 consoles
The above commands start a disc check on the relevant partition. This may take a few minutes. When errors are found you will
be prompted whether to to fix items. Enter "y" to all questions.
On completion, then enter
reboot
and the console will shut down and restart.
If for any reason the console does not restart, then hold the white reset button on the rear for 15 seconds until the console powers
off completely.
On Expert and Pro consoles it may be necessary to follow the above procedure on both /dev/hda1 and /dev/hda3.
Contact your dealer to supply you with the password for your console and to guide you through fixing the disk.
First check whichAfter entering the password, you will need to check which partition was causing the problem (either /dev/hda1
or /dev/hda3) and enter the command:
fsck /dev/hda1
or
fsck /dev/hda3
When prompted to fix items enter "y".
On completion enter "halt" and the console will shut down. Press and hold the white reset button on the rear, and the console
should restart normally. It may be necessary to follow the above procedure on both /dev/hda1 and /dev/hda3.
44.4.1
Occasionally ChamSys support may request you to use the console command entry to fix a problem. The procedure is different
on Pro 2010 consoles from Pro/Expert consoles. Start by connecting a keyboard to the console.
On Pro/Expert consoles hold the CTRL key on start-up. You should be presented with a red box on a black screen with the title
"LILO". On the keyboard type the text linux 2 followed by the ENTER key. Linux should start to run and after about 5 seconds
it should ask you to enter a username and password. The username is root. ChamSys support will give you the password.
On Pro 2010 consoles hold the ESC key on start-up. You should be presented with a list of options, where the top option is
"MagicQ Recovery". Select this option using the up/down cursor keys, and ENTER. It will ask you for a password after a
few seconds; type misspacman, and hit ENTER. It will then try loading Linux and will ask you to enter a root password for
maintenance. ChamSyss support will give you the password.
44.5
The console software upgrade utility has two other functions - reset to factory defaults and erase console.
"Reset to factory defaults" changes settings back to factory settings but does not erase any user data. It is recommended that the
current show is saved to a known file name before carrying out a factory reset. As a consequence of the reset to factory defaults,
the console will reload the default show.
"Erase console" erases all user data and reloads the newest software on the system. All show data, custom personalities, and
settings will be erased. Ensure all user data is saved before carrying out this action.
44.6
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To upgrade the MQ40/40N/60/70 front panel firmware you must first be running a software version higher then v1.5.9.9 MagicQ
software on the console. Do NOT use versions v1.7.0.1 to v1.7.0.4. Upgrade software to v1.7.1.0 or higher first.
Some consoles have front panel firmware have a file version 2.0 in the firmware folder. Do NOT use this version. Only use
version 1.0, 1.1 or 1.2.
Failure to update to a valid version before performing the firmware upgrade could result in the console needing to be returned to
ChamSys for repair. The latest MQ40/40N/60/70 firmware is included with each release in the firmware folder under the name
CH331_xxx.hex
To check the version of firmware in use go to Setup, View System, View Status and select the USB Links tab. The software
version is shown as the 7th number in the list of parameters. The complete list of parameters is:
<link drops> <time link has been up> <tx packets> <rx packets> <tx errors> <tx retries> <sw version> <hw version> <build
number>
CH331_V0
CH331_V1.0
CH331_V1.1
CH331_V1.2
Original firmware
Added audio support
Added MIDI and LTC timecode support (MQ70 only - not
for MQ40/60)
Fixed RS232 serial port communications
Disconnect any Wings and network devices and remove any USB drives from the console.
Press Setup, View System, View Status and change to the USB Links tab. If more than one USB device is shown then disconnect
all other MagicQ Wings and interfaces.
Put the cursor on the line for USB 1 as above. Press CHANGE FIRMWARE and select the new firmware file - e.g. CH331_V1.0.hex.
MagicQ should then say "Starting firmware upgrade" and then a few seconds later "Sent start upgrade".
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Do not touch anything or power off whilst the update is in progress interrupting the upgrade will leave the Console in an
unusable state and it will have to be returned to ChamSys for repair.
MagicQ will then wait between 5 and 10 seconds and then display messages "Sent firmware 1000", "Sent firmware 2000" and so
on up to about "Sent firmware 76000".
It will then briefly say "Sent all firmware" and "Programmed Ok".
If all is ok then it will say "Programmed OK" and you are ok to power off the Console and restart it. Note that the console front
panel is sometimes unresponsive at this point, so you may need to shut down from the touch screen using Setup, View Settings,
Quit. If there is no response at all then you will need to hold the reset button to power off the console.
If it gets stuck on Fails to Load Firmware and the console continues to loop in the Load firmware screen the console should be
powered off and will need to be returned to ChamSys UK for re-programming.
44.7
We recommend to upgrade to MagicQ software v1.7.1.0 before upgrading MQ80 front panel firmware.
The latest MQ80 firmware is included with each release in the firmware folder under the name CH346_xxx.hex
To check the version of firmware in use go to Setup, View System, View Status and select the USB Links tab. The software
version is shown as the 7th number in the list of parameters. The complete list of parameters is:
<link drops> <time link has been up> <tx packets> <rx packets> <tx errors> <tx retries> <sw version> <hw version> <build
number>
CH346_V0.25
CH346_V0.32
CH336_V0.33
Disconnect any Wings and network devices and remove any USB drives from the console.
Press Setup, View System, View Status and change to the USB Links tab. If more than one USB device is shown then disconnect
all other MagicQ Wings and interfaces.
Put the cursor on the line for USB 1. Press CHANGE FIRMWARE and select the new firmware file - e.g. CH346_V0.32.hex.
Some early MQ80s had pre-production firmware versions left in the firmware folder. These can be identified as versions prior to
CH324_V0.25.hex or with a name such as CH342_V80.69. Do not select these versions - these were pre-production firmware
versions and are not compatible with the MagicQ software. They should be deleted from the firmware folder.
MagicQ should then say "Starting firmware upgrade" and then a few seconds later "Sent start upgrade".
Do not touch anything or power off whilst the update is in progress interrupting the upgrade could leave the Console in an
unusable state and it will have to be returned to ChamSys for repair.
MagicQ will then wait between 5 and 10 seconds and then display messages "Sent firmware 1000", "Sent firmware 2000" and so
on up to about "Sent firmware 76000".
It will then briefly say "Sent all firmware" and "Programmed Ok".
If all is ok then it will say "Programmed OK" and you are ok to power off the Console and restart it.
44.8
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To upgrade the Pro 2014 DMX card firmware you must first be running a software version higher then v1.5.9.9 MagicQ software
on the console. Failure to update to this version before performing the firmware upgrade could result in the console needing to
be returned to ChamSys for repair.
To check the version of firmware in use go to Setup, View System, View Status and select the USB Links tab. Note that a Pro
2014 has two USB links by default - the DMX card hw09 and the MIDI card hw41. The software version is shown as the 7th
number in the list of parameters. The complete list of parameters is:
<link drops> <time link has been up> <tx packets> <rx packets> <tx errors> <tx retries> <sw version> <hw version> <build
number>
CH315C_V1.0
CH315C_V2.0_24-03-2015.hex
Original firmware
Fix for maintaining DMX over power on/off.
Disconnect any Wings and network devices and remove any USB drives from the console.
Press Setup, View System, View Status and change to the USB Links tab. Move the cursor down to the link with status of Hw09
device.
Press CHANGE FIRMWARE and select the new firmware file - e.g. CH315C_v2.0_24-03-2015.hex.
MagicQ should then say "Starting firmware upgrade" and then a few seconds later "Sent start upgrade".
Do not touch anything or power off whilst the update is in progress interrupting the upgrade will leave the DMX card in an
unusable state and it will have to be returned to ChamSys for repair.
MagicQ will then wait between 5 and 10 seconds and then display messages "Sent firmware 1000", "Sent firmware 2000" and so
on up to about "Sent firmware 76000".
It will then briefly say "Sent all firmware" and "Programmed Ok".
If all is ok then it will say "Programmed OK" and you are ok to power off the Console and restart it.
If it gets stuck on Fails to Load Firmware and the console continues to loop in the Load firmware screen the console should be
powered off and will need to be returned to ChamSys UK for re-programming.
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Chapter 45
Handy Hints
Use the Lamp On All and Lamp Off All soft buttons in the Macro Window to make turning on/off an entire lighting rig
easier.
Use a pan offset and/or tilt offset in Patch to adjust all the programming for some heads.
Use SHIFT or CTRL and the cursor keys to carry out actions on multiple items in a Window.
When recording items, type in a name for the item on the external keyboard before pressing the REC button.
To force a minimum look on stage (e.g. during a changeover) whilst allowing full programming capability got to Intensity,
View Preset and set up a minium look.
When using encoders, to bump to the next range value (e.g. next colour), press the button associated with the encoder. To
bump back, hold SHIFT and press the button.
To modify a playback, press and hold the SELECT button associated with the playback and then use the encoders or key in
new values.
If your CMY colours are coming out inverted i.e. red is cyan, green is purple, blue is yellow, then you need to set the CMY
Invert option for that personality in the Head Editor.
To restart the look in the programmer press BLIND twice.
If you find yourself constantly changing Windows to perform an action, try sizing the required Windows and recording it as a
Layout.
After you have cleared the programmer you can reselect the heads that were selected when you pressed CLEAR by pressing
the ALL button.
To remove attributes from an entire Cue Stack (e.g. position information) activate those attributes in the programmer and use
the RECORD REMOVE option.
To add attributes into an entire Cue Stack (e.g. position information) activate those attributes in the programmer and use the
RECORD MERGE option.
To Record Merge the current contents of the programmer into the current Cue on a Cue Stack, press and hold the Select button
of the playback and press RECORD.
Copy palettes to Playbacks to make Cue Stacks of palettes.
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Chapter 46
1 @@
.2 NEXT HEAD
1 THRU 4 @@
1 THRU 10 5 @@
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0 @@
NEXT HEAD + PREV HEAD
ALL
1**
1 THRU 4 * *
1 NEXT HEAD
1 + 2 NEXT HEAD
3 THRU 5 NEXT HEAD
. 2 NEXT HEAD
SHIFT + SINGLE
NEXT HEAD + Palette
ALL + <Palette entry>
ALL + <S>
20 ALL + INT
CTRL + ALL
ALL
Press and hold ALL
SHIFT + SINGLE
0 + NEXT HEAD
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Table 46.6: FX
Add FX
Convert chase to FX
Force Cue to have no FX
>
II or also SHIFT + >
>>
<<
S + FLASH button
S + move manual fader
S + turn encoder X
S 2 ENTER
S 3 REL
SHIFT + RELEASE
CTRL + RELEASE
3 BLIND
Change to Page 1, PLAYBACK, <Default Cue Stack>
SHIFT + SEL select source > select target
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THRU RECORD
* + SET
CLEAR
3 CLEAR
Select heads, SHIFT + CLEAR
CTRL + CLEAR
SHIFT + CTRL + CLEAR
<REM + turn encoder>
<soft button + REM>
<POS + REM>
<COLOR + REM>
<BEAM + REM>
<INT + REM>
<* + REM>
REC S
2.5 REC S
REC ENTER
REC 2 ENTER
REC 2 / 2.5 ENTER
<SHIFT + REC> <Sel Only> S
* + REC
<SHIFT + REC>, select attribs, S
ALL + REC
/ + REC
THRU + REC
<+ + REC> S
S + REC
REC UPD
Hold * and + and press REC
<SHIFT + REC> <Record Merge> S
<+ + REC> 2 THRU 4 S
+ REC> S
Hold * and - and press REC
<SHIFT + REC> <Record Remove> S
- REC> 2 THRU 4 S
* + REC
REC 0 ENTER
S + <2 @ 50>
S + <2 @ + 10>
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S + <2 @ 50 THRU>
S + <2 @ + 10>
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<POS + S>
Select beam palette <BEAM + S>
POS 4 ENTER
COLOR 5 ENTER
POS 4 / 5 ENTER
POS 4 / 5 * ENTER
<ALL + LOCATE>
<ALL + SET>
<ALL + REMOVE>
A <Playback no>
B <Macro no>
R <Playback no>
T <Playback no>
U <Playback no>
G <Playback no>
S <Playback no>
C <Playback no>
K <Level>
L <Level>
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M <Level>
J <Cue Id>
E <Qid from Stack Store>
F <Qid from Stack Store>
P <Page no> (0 is next)
V <View no>
O <Time code>
W <Enable> (1 enable, 0 dis)
Q <Time code> e.g Q100
I <Time Code> e.g. I100
A1-18
G3THRU5
C6L60
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Chapter 47
Troubleshooting
47.1
No outputs
Check whether MagicQ is operating correctly by opening the Outputs Window and looking at the data in View Heads. If the
intensity or other attributes are not at their correct levels then check:
Are the Grand Master and Playback Master faders up?
Are Playback faders raised?
Is there channel data recorded in the Cues on the playbacks?
Is BLIND mode on?
Heads and dimmers are patched to the correct universe?
If the Outputs Window shows correct values then check the Outputs are configured and enabled correctly in the View DMX I/O
view of the Setup Window. If you are using an Ethernet convertor box check that it is receiving data correctly. Check:
Outputs are configured correctly
Outputs are enabled
Is test mode active in DMX/IO?
If using network outputs check the IP address and subnet address are configured correctly
Try putting a test pattern on the entire DMX output - in DMX I/O set the test field to Ramp. The Outputs, View Chans, View
DMX shows exactly what is being output on each universe.
47.2
Is the time changing in the Status Display? If so then MagicQ is running o.k. Check
Master faders up
Correct playback pages selected
Playback has a Cue stored on it
MagicQ is not locked (CTRL top left soft button)
Is button test mode on (hold top left SHIFT button and press top right SHIFT button)
If the time is not changing then you will have to perform a hard reset on the console.
47.3
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47.4
Enter board test mode to determine the cause of the fault (hold top left SHIFT button and press top right SHIFT button. On a
Compact console press CTRL + ALT + SHIFT.)
Check a button has not become stuck down
Check nothing / no-one is leaning on the keyboard or other buttons
Check a keyboard macro has not been accidentally recorded / played back
47.5
There are quite a few different reasons for the console not to boot - it could be a problem with the system operating system
software or a hardware problem.
If the console is cycling the boot sequence continually or showing "kernel panic" then this normally indicates a hardware problem.
Get a qualified service technician to remove the rear panel and reseat cables and processor daughter card (transition card).
On a Pro 2014 console if the console is showing "lynxfb" then get a qualified service technician to remove the rear panel and
remove the graphics card from underneath the processor module.
Check out the Software Upgrade section for repair of the operating system.
47.6
When the BIOS settings are lost on the MQ80 console the internal display will not function, this can also cause MagicQ to not
start correctly. To reset BIOS settings on the MQ80 console an external DVI monitor connected to the DVI port on the rear of
the console and a USB keyboard connected to the lower Neutrik USB port are required.
Once connected:
-Start up the console and Enter the BIOS using the Delete key on the external keyboard. -Go to Advanced, Chipset Configuration
-Select the primary output to be the LVDS output -Select the "1440x900 24bit 2ch LED" option for the resolution (should be one
above the 1280x900 option near the middle. -Select the secondary output to be HDMI Press F10 to save and reboot the console
Note these settings are for the MQ80 console only and should not be used on ANY other MagicQ console.
47.7
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If the screen is blank then this may be because of the screen saver. Try pressing SHIFT.
If the screen remains blank even after pressing buttons then try holding CTRL and pressing the bottom right soft button (soft
button closest to the large encoder wheels) twice. This attempts to restart the screen backlight.
The screen may have been turned off and locked by a user. Press CTRL and the second soft button down on the left (soft button
B). If this does not help then press CTRL and the second soft button a second time.
If the screen still remains blank then try connecting an external monitor.
Avoid using the white reset button to shut down the console - hold down the three cursor keys (< V >) and press DBO to shut
down the console.
47.8
MagicQ console white screen indicates that the display has power but no data signal. This could be because the main processor
has halted or because the display signal cable is broken/disconnected.
Try pressing S buttons. If the blue LED follows the S button then the main processor is running correctly - check display cable.
Get a qualified service technician to remove the rear panel and reseat the display cable.
If the S buttons are not responding then it is likely there is a bad connection in the rear panel. Get a qualified service technician to
remove the rear panel and reseat the power and disc cables and ensure procesor daughter card (transition card) is firmly pressed
onto the processor card.
Avoid using the white reset button to shut down the console - use the three cursor keys (< V >) and press DBO to shut down the
console.
47.9
If the screen image is distorted, has multiple lines through it or has incorrect colours then this indicates that the graphics hardware
has not started correctly.
Hold the three cursor keys (< V >) and press DBO to shut down the console.
47.10
47.11
If all 10 S buttons are flashing blue this indicates that the console front panel is not communicating with the console main
processor.
This could be caused by a problem with the console main processor or the cable/connection between the console main processor
and the console front panel. If the main processor is running and showing MagicQ on the screen then the problem is with the
cable/connection.
It is possible to check whether the main processor is running:
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Is there any output on the main screen? Do you see the boot procedure?
Connect an external monitor. Do you see anything on the external monitor during boot?
Connect a keyboard. If you press CAPS LOCK does the LED on the CAPS LOCK key come on?
Is the console fan running?
Note that on a MQ100/200/300 the touch screen is controlled through the front panel so the touch will not work in this situation.
Connect an external mouse to click items on the screen.
To shut down the console use a mouse, or if there is no output on the screen using the reset button.
As the front panel is not communicating with the main processor it will not be able to shut down using buttons on the front panel.
47.12
47.13
Unable to save shows or patch fixtures after performing a *777 erase all on
the console
This is caused by using the *777 Erase all function on MagicQ console is versions prior to v1.5.9.2.
To fix:
Go to Setup, file manager and press the up dir soft button a number of times. This will then take you into the root folder (folders
will appear on screen). Find the folder called home go into it Create a folder called magicq. Using the Create Dir soft button.
Restart the console.
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Chapter 48
Button Functions
Shift
The shift buttons are used to select alternative functions for buttons and faders. There are three shift buttons on the console one
at the top of each side of the touch-screen. The third is in the row of action buttons above the keypad.
The shift keys on external keyboards also have the same function.
Ctrl
The ctrl buttons are used to select alternative functions for buttons and faders. There are two shift buttons on the console at the
top corners of the touchscreen.
Alternative functions include selecting views and making adjustments to the display and console light brightness.
The ctrl keys on external keyboards also have the same function.
Alt
The alt button is used on MagicQ Compact consoles (MQ40/MQ60/MQ70) to access alternative functions which do not have
dedicated physical buttons. The alternative function is outlined on the panel adjacent to the button in silver.
ALT +
ALT +
ALT +
ALT +
PAGE LEFT
PAGE RIGHT
PAGE UP
PAGE DOWN
ALT + PROG
ALT + OUT
ALT + PATCH
ALT + MEDIA
ALT + EXEC
ALT + PLAYBACK
ALT + STACK STORE
ALT + CUE STORE
ALT + SINGLE
ALT + FAN
ALT + GROUP
ALT + THRU
MIN
MAX
NEXT
EXT
SIZE
TIMELINE
MACRO
HELP
PAIR
MIRROR
HEAD
TIME
Min
Used to minimise a window. Windows appear in the windows section of the screen.
Max
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Used to maximise a window. Windows appear in the windows section of the screen. A maximised window is sized to the
complete main window area. The buttons around the edge of the screen and the status screen continue to be displayed.
Close
Used to close a window. Windows appear in the windows section of the screen. Pressing SHIFT and CLOSE causes all open
windows to be closed.
When using remote control then CTRL + CLOSE disconnects from the remote console.
Next Win
This button allows the user to select the active window from the currently open windows. The order of window selection is fixed,
so that windows appear in a memorable sequence regardless of the order the windows were opened. Each press of the Next Win
button selects the next window in the open window list.
Windows appear in the windows section of the screen.
Ext
This button is used to move windows to/from external monitors. External monitors must first be configured in Setup, View
System, View Monitors.
Size
This button is used to modify the size and position of the active window on the screen. Windows appear in the windows section
of the screen. There are nine possible combinations of window size and position. The initial size is the maximised size i.e. the
window takes up the whole of the window display area.
There are four possible half screen positions and 4 possible quarter screen positions. Each press of the size button modifies the
window to the next combination. After the final combination the window reverts to the first (maximised) size.
Prog
This is a Window select button. Pressing this button makes the Programmer Window the active window. If the window was not
open, then the window is opened.
The Programmer Window is used to view and modify the contents of the programmer.
Pressing and holding the Programmer button causes the Programmer Window to be temporarily made the active window until
the button is released.
Type the number 2 before pressing PROG to open an additional Prog window, the Prog Info Window.
Outputs
This is a Window select button. Pressing this button makes the Outputs Window the active window. If the window was not open,
then the window is opened.
The Outputs Window enables the user to view the output channels in many different ways including level data, intensities,
movement, plan and colour display. It also allows input channels to be viewed.
In View Heads, the outputs are viewed by head enabling the operator to easily see the levels of different parameters.
In View Chans, there are two further options, View Int and View DMX. View Int shows all the intensity levels of patched channels
and their current level in percentage i.e. a traditional theatre output screen.
View DMX shows the actual data being transmitted out / or received into the console. In View DMX, patched channels are
coloured according to function - intensity is shown in red, colour in yellow, position in green, and beam in white. Use soft button
A to change universe.
In View Plan, a plan of the lighting rig can be created and then used to easily identify the levels of different lamps according to
their position in the lighting rig.
Pressing and holding the Outputs button causes the Outputs Window to be temporarily made the active window until the button
is released.
Type the number 2 to 4 before pressing OUT to open additional Output Windows.
Setup
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This is a Window select button. Pressing this button makes the Setup Window the active window. If the window was not open,
then the window is opened.
The Setup Window is used to perform major operations on show data such as loading, saving and erasing shows. It is also used
to configure console settings and preferences.
The Setup Window has three views, View Settings, View DMX I/O and View System.
Pressing and holding the Control button causes the Setup Window to be temporarily made the active window until the button is
released.
Patch
This is a Window select button. Pressing this button makes the Patch Window the active window. If the window was not open,
then the window is opened.
The Patch Window is used to patch dimmers and intelligent heads onto the console channels. It has four different views, HEADS
for general patching, CHANS for examining individual DMX channels, DMX for configuring dimmers and VIS for visualiser
items. See Patching for more details.
Pressing and holding the Patch button causes the Patch Window to be temporarily made the active window until the button is
released.
Macro
This is a Window select button. Pressing this button makes the Macro Window the active window. If the window was not open,
then the window is opened.
The Macro Window allows the user to record and playback keyboard macros thus enabling them to customise buttons to perform
actions unique to their own style of operation.
The Autom view supports automation of MagicQ events. Pressing and holding the Macro button causes the Macro Window to
be temporarily made the active window until the button is released.
Help
This is a Window select button. Pressing this button makes the Help Window the active window. If the window was not open,
then the window is opened.
The Help Window enables the manual to be viewed on-line on the console. The Help Window supports hyperlinks, searching,
and quick links.
Hyperlinks are shown underlined press the text on the touch screen to jump to the hyperlink.
To find information on a particular button on the console, press and hold down the Help button and then press the button you
wish to get help on. On MagicQ PC/Mac version, press the BUTTON HELP soft button and then press the required button.
Pressing and holding the Help button causes the Help Window to be temporarily made the active window until the button is
released.
Page
This is a Window select button. Pressing this button makes the Page Window the active window. If the window was not open,
then the window is opened.
The Page Window is used to select which page of Playbacks is currently in use. Selecting of Pages can also be done using the
Page Select buttons. The Page Window also provides a means for naming Pages.
Pressing and holding the Page button causes the Page Window to be temporarily made the active window until the button is
released.
Playbacks
This is a Window select button. Pressing this button makes the Playbacks Window the active window. If the window was not
open, then the window is opened.
The Playbacks Window is used to manage the allocation of Cue Stacks to Playbacks. Cue Stacks can be recorded, named,
removed, moved, and copied between Playbacks.
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Pressing and holding the Playbacks button causes the Playbacks Window to be temporarily made the active window until the
button is released.
Cue
This is a Window select button. Pressing this button makes the Cue Window the active window. If the window was not open,
then the window is opened.
The Cue Window is used to view and modify the contents of a Cue.
Also see Recording a Cue.
Pressing and holding the Cue button causes the Cue Window to be temporarily made the active window until the button is
released.
Cue Stack
This is a Window select button. Pressing this button makes the Cue Stack Window the active window. If the window was not
open, then the window is opened.
The Cue Stack Window is used to manage the steps in a Cue Stack. Steps can be recorded, named and removed. Cue timings
and settings can also be configured.
Also see recording of Cue Stacks.
Pressing and holding the Cue Stack button causes the Cue Stack Window to be temporarily made the active window until the
button is released.
Stack Store
This is a Window select button. Pressing this button makes the Stack Store Window the active window. If the window was not
open, then the window is opened.
The Stack Store Window is used to view all of the Cue Stacks stored on the console. Cue Stacks can be recorded, named,
removed, moved and copied.
Pressing and holding the Stack Store button causes the Stack Store Window to be temporarily made the active window until the
button is released.
Cue Store
This is a Window select button. Pressing this button makes the Cue Store Window the active window. If the window was not
open, then the window is opened.
The Cue Store Window is used to view all of the Cues stored on the console. Cues can be recorded, named, removed, moved and
copied.
Pressing and holding the Cue Store button causes the Cue Store Window to be temporarily made the active window until the
button is released.
Group
This is a Window select button. Pressing this button makes the Group Window the active window. If the window was not open,
then the window is opened.
The Group Window is used to select heads. Selected heads can then be modified in the Intensity, Position, Colour, and Beam
Windows. The Window supports selecting of heads individually or by group.
Pressing and holding the Group button causes the Group Window to be temporarily made the active window until the button is
released.
Head
This button is used to select one or more heads directly from the keypad. Selected heads can then be modified in the Intensity,
Position, Colour, and Beam Windows.
This button is available on the MQ1000. On Compact consoles (MQ40/MQ60/MQ70) press ALT + GROUP.
On any console heads can also be selected by typing the head number(s) followed by @@. The Head button simplifies this
syntax.
Intensity
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This is a Window select button. Pressing this button makes the Intensity Window the active window. If the window was not open,
then the window is opened.
The Intensity Window is used to set the level of dimmer channels and the intensity attributes of intelligent heads. The Window
supports two views, Programmer and Preset.
Pressing and holding the Intensity button causes the Intensity Window to be temporarily made the active window until the button
is released.
FX
This is a Window select button. Pressing this button makes the FX window the active window. If the window was not open, then
the window is opened.
The FX window enables users to store their favourite FX into a window for quick recall.
FX can also be applied directly from the Group window using the Add FX button. FX are applied to the currently selected heads.
If no heads are currently selected then the Group Window is opened to enable selection of heads.
Pressing and holding the FX button causes the FX Window to be temporarily made the active window until the button is released.
Pos
This is a Window select button. Pressing this button makes the Pos Window the active window. If the window was not open, then
the window is opened.
The Pos Window is used to set and modify the position attributes of intelligent heads. The Pos Window also displays and allows
selection of Palette entries from the Position Palette.
It also supports the Flip function for moving heads.
Pressing and holding the Pos button causes the Pos Window to be temporarily made the active window until the button is released.
Colour
This is a Window select button. Pressing this button makes the Colour Window the active window. If the window was not open,
then the window is opened.
The Colour Window is used to set and modify the colour attributes of intelligent heads. The Colour Window also displays and
allows selection of Palette entries from the Colour Palette.
Pressing and holding the Colour button causes the Colour Window to be temporarily made the active window until the button is
released.
Pressing the colour button repeatedly cycles through the different colour views.
Beam
This is a Window select button. Pressing this button makes the Beam Window the active window. If the window was not open,
then the window is opened.
The Beam Window is used to set and modify the beam attributes of intelligent heads. The Beam Window also displays and
allows selection of Palette entries from the Beam Palette.
Pressing and holding the Beam button causes the Beam Window to be temporarily made the active window until the button is
released.
Pressing the beam button repeatedly cycles through the different beam pages.
Next Head
Used to select the next head from the currently selected heads. See selecting individual heads.
Prev Head
Used to select the previous head from the currently selected heads. See selecting individual heads.
Locate
Pressing LOCATE, locates all the selected heads.
Fan
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Used to enter Fan Mode. Fan mode enables adjustments to a number of selected heads to be applied in a non-linear fashion.
Pressing and holding Fan enables Fan mode to be entered temporarily. Make your changes and then release the Fan button.
Highlight
Used to enter Highlight Mode. Highlight mode enables adjustments to individual heads from the currently selected heads. The
individual head is highlighted whilst the others are made less bright.
Single
Used to enter Single Mode. Single mode enables adjustments to individual heads from the currently selected heads. Similar to
Highlight Mode but the head under adjustment is not highlighted.
All
Used to return control to all selected heads. Pressing ALL in Single Mode, Highlight Mode or Odd/Even Mode exits the mode.
See All.
Odd / Even
Used to enter Odd/Even Mode. Odd/Even mode gives control to the odd or even heads from the currently selected heads.
Mirror
Mirror reverses the pan information of the head.
The MQ1000 includes a dedicated Mirror button. On Compact consoles (MQ40, MQ60, MQ70) press ALT + FAN.
See Flip/Mirror
Pair
The MQ1000 includes a dedicated Pair button. On Compact consoles (MQ40, MQ60, MQ70) press ALT + SINGLE.
See Pair
Select
Used to select a playback as the current playback. Provides a means of selecting playbacks when slaving other consoles to the
MagicQ where the other console does not have separate flash and select buttons.
Also used to select playbacks that have been activated through the Playbacks Window as the current playback.
Release
The Release button is used to Release a playback i.e. to make it inactive. By default Cue Stacks are configured so that they
release automatically when the fader is brought back to zero. However Cue Stacks can be configured to require a manual release.
See activating and releasing playbacks.
Blind
Used to enter Blind Mode. Blind mode stops the contents of the programmer from affecting the output channels of the console.
Clear
Used to clear the programmer.
Shift and Clear clears only the selected heads.
Ctrl and Clear clears all heads setting the values to 0.
Backspace
Used to remove the last character from the input.
If there is no input then it cancels any outstanding actions such as recording, naming. removing, moving or copying.
CTRL and backspace removes all input from the command line.
Set
An action button for setting show data.
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Used to name playbacks and other items. Also used to set the values of items such as parameters.
Shift and Set is used for selecting icons.
Record
An action button for recording show data.
Used to record Cues onto playbacks and to record Groups, and to record Palettes
See also Recording a Cue.
Shift and Record is used to record but with additional record options.
Remove
An action button for removing show data.
Used to remove Cue Stacks from Playbacks, and to remove other items.
Undo
The Undo button allows the last few changes in the programmer to be undone. Press SHIFT and Undo to redo a change. The
Undo functionality is enable in the Setup Window, Settings View.
In order to keep MagicQ simple the Undo button does not undo patch, record, set, move, copy or any other actions. If a major
mistake is made then you can restore to a previous version of the show file using the <_backup_archives,Backup Archives>>
feature.
Include
An action button for including previously programmed show data back into the programmer.
Used to edit Cues. See Editing Cues.
Shift and Include is used to include but with a additional options.
Update
Used as part of the edit process to update a Cue that has been included into the programmer. See Editing Cues.
Copy
An action button for copying show data.
Used to copy Cue Stacks between Playbacks, and to copy other items.
Shift and Copy is used to perform linked/unlinked copies - the default depends upon the option Setup, View Settings, Copy
Unlinked.
Move
An action button for moving show data.
Used to move Cue Stacks between Playbacks, and to move other items.
Go
Used to activate a playback. Also used to start the next step in a Cue Stack when the step has been programmed to halt, or after
the user has pressed the Pause button.
See Playback Buttons.
Pause
Used to pause the execution of a Cue Stack.
See Playback Buttons.
S
Used to make the playback the current playback. This enables the Cue Stack on the Playback to be viewed in the Cue Stack
Window and the current Cue in that Cue Stack to be viewed in the Cue Window.
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Pressing and holding a S button causes the Cue Stack Window / Cue Window to be temporarily made active until the button is
released. The Cue Stack / Cue Window shows data for the playback associated with the S button.
This enables easy modifications of Cue and Cue Stack parameters such as FX size and chase speed.
Also used when programming for determining which playback to record a Cue onto.
Pressing S two times quickly opens the Cue Stack window associated with the Playback.
Pressing S three times quickly opens the Cue Stack, Options window associated with the Playback.
Flash
Used to temporarily activate playbacks by adding or swapping in the Cue Stack from the playback to the outputs.
Grand Flash
A spare button that can be used for keyboard macros.
Sub Flash
A spare button that can be used for keyboard macros.
Next Page
Used to select the page of playbacks. See the page select overview for how pages work.
Prev Page
Used to select the page of playbacks. See the page select overview for how pages work.
Manual Go
This Go button is part of the manual control section and controls the current playback. It has the same functionality as the Go
button associated with a playback. It provides Go functionality for playbacks that do not have Go buttons.
Manual Pause
This Pause button is part of the manual control section and controls the current playback. It has the same functionality as the
Pause button associated with a playback. It provides Pause functionality for playbacks that do not have Pause buttons.
Big Go
This Go button is part of the manual control section and controls the current playback. It has the same functionality as the Go
button associated with a playback.
It is designed to be use for theatre style operation where one big GO button is important for cueing a show.
Fast Forward
The Fast Forward button is part of the manual control section and controls the current playback. It is used to bump a Cue Stack
to the next step immediately without fading. It is particularly useful when editing a Cue Stack to bump through Cues to find the
one to edit.
Fast Back
The Fast Back button is part of the manual control section and controls the current playback. It is used to bump a Cue Stack to
the previous step immediately without fading. It is particularly useful when editing a Cue Stack to bump through Cues to find
the one to edit.
Add / Swap
The Add / Swap buttons controls the function of flash buttons. See also the Add / Swap overview.
See Playback Buttons.
[DBO
The Console Blackout Button, used for black-outs.
Numeric keys
Used for entering values for parameters. The console allows values to be entered before selecting the item to set on screen thus
making configuration of parameters quick and easy,
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Chapter 49
Licensing
MagicQ consoles run under the Debian Linux operating system. www.debian.org
Versions prior to v1.5.6.0 of the software also used the MicroWindows library. www.microwindows.org
The software uses Qt libraries. www.http://qt-project.org/
Linux and MicroWindows are subject to the GNU Public License (GPL). Qt is subject to GNU Lesser Public License (LGPL)
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Chapter 50
Glossary
Active
Function of loading all parameters for selected heads into the programmer.
Art-Net
A protocol for transporting DMX over Ethernet LAN.
Attributes
Intelligent heads support a number of different functions that can be controlled via DMX typically pan, tilt, colour, gobo etc. . .
Each of these functions that can be controlled by a separate DMX channel is referred to as an attribute.
Attribute Type
Attributes of intelligent heads are categorised into one of four types - Intensity, Position, Colour, Beam.
Battery Back-up
The console supports battery back up, as an option. If fitted, this ensures that if there is a temporary interruption to the console
power supply, the console continues to function. The battery will last for a specified time (usually 15 minutes) before the power
should be restored or the console shut down.
Beam
An attribute type - attributes of an intelligent head that modify the make up of the beam are categorised as beam attributes.
Examples are the shutter, iris, gobo wheels and prism wheels.
Calibration
A process of adjustment. Used on MagicQ to adjust the touch screen so that touching the screen in a particular position gives an
accurate result.
Channel
The basic unit of control on the console. Each Universe has 512 channels.
Chase
A sequence of steps to modify channel values over time. On the MagicQ a chase is made up of a sequence of Cues in a Cue
Stack.
Colour
An attribute type - attributes of an intelligent head that modify the colour of the beam are categorised as colour attributes.
Examples are colour wheels and colour mixing attributes.
Contrast
The Contrast for the wing LCD screens enables the viewing angle of the screens to be modified.
Crossfade
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Crossfade of a chase or an FX refers to how changes are made to the output channels when moving from step to step of a chase
or FX.
Crossfade of 100% indicates a smooth fade from one value to the next. Crossfade of 0% indicates a snap from one value to the
next.
Cue
The basic unit of storage on the console. A Cue stores level, timing and FX information for a single look.
Cue Stack
A sequence of Cues that can be played in order.
Cue Store
A list of all the Cues stored on the console.
Cue Stack Store
A list of all the Cues Stacks stored on the console.
DBO
Dead Black Out. The DBO button when pressed causes all HTP channels to be set to zero. On release all HTP channels are
returned to their previous values.
Console Lamp
Low voltage lamp which connects into the rear panel. Used to light up the console surface. The console supports 2 or more
console lamps depending on the number of attached wings.
DMX
DMX512 protocol.
Encoder
Rotary dial used for easy control of parameters.
Ethernet
A method of connecting data equipment together in the form of a Local Area Network (LAN).
Fan
Method of modifying parameters using encoders whereby different changes are applied to the selected heads such that the
parameter is fanned across the heads.
File Manager
A Window used for organising show data stored on the MagicQ internal disc and on external USB sticks.
Flip
For moving heads with 360 degree pan movement there is more than one setting for the pan and tilt attributes for each physical
position. Flip modifies the pan and tilt attributes to the alternate settings.
FX
FX is short for EFFECTS. The FX generator enables complex variations to be applied to parameters over time. For example a
circle FX applied to the position attributes of a moving head causes it to move in a circle.
Gel
Coloured film that is placed in front of lights to modify the colour of the beam. The MagicQ stores a Gel colour for each dimmer,
which makes identification and programming easy.
Generic
A generic dimmer channel. A head with a single channel which controls a dimmer from 0 to 100%.
Grand Master
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The master fader which controls HTP levels for the entire console.
Gobo
A patterned object placed in front of a light source to modify the shape of the beam. Intelligent heads typically contain one or
more wheels of gobos.
Head
An intelligent head
Include
Loading a Cue into the Programmer.
Intensity
An attribute type - the attribute of an intelligent head that controls the intensity of the mean. Often referred to as the dimmer.
Keyboard
The console includes an external keyboard, which connects into a socket on the back panel marked keyboard.
Keypad
The numerical keypad situation to the bottom left of the console. The layout of the keypad is similar to that found on standard
PC keyboards with the addition of @, THRU and FULL buttons for quick control of lamp intensities.
LAN
Local Area Network
MagicQ PC
The PC version of the MagicQ console enables editing and running of shows from PCs.
Mark Cue
A special Cue for preloading LTP values prior to the following Cue.
Master
The Playback Master can be configured to control the HTP level of the Playbacks or the HTP level of Add/Swap buttons.
Merge
A method of combining input and output channels. The console supports output of any input channels on any output channels.
Mouse
Pointing device used to select items on a screen. The MagicQ supports an optional mouse for users who do not wish to use the
touch screen.
Move When Dark
A Cue Stack Option that enables automatic pre-loading of LTP values for following Cues when heads are at zero intensity.
Multi Windows
MagicQ allows any of the Windows to be moved onto a remote PC using the MagicQ Multi Window PC application.
Page
MagicQ supports multiple pages of Playbacks. The page can be selected through buttons or through the Page Window.
Parameter
A value of a function that can be changed. Typically used to describe the parameters of an FX - such as size and speed.
Patch
The way of setting up the console so that it knows what lights are connected to it. The MagicQ supports a complete Window, the
Patch Window for controlling patching.
PathPort
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