Let's take a look at some additional Patch attributes that can be applied to channels.
Let's begin by going back into Patch.
I'm going to double tap my [Address/Patch] button.
First of all, I want to touch our {Attributes} soft key to get into that section of Patch.
In our CIA, we'll see several things we can modify.
First, we're going to look at Preheat.
Preheat is a flag we can apply to a cue
that will preheat channels in the previous cue to a level we specify here in Patch.
So this is a two-step function – the first step being here in Patch.
For example, if we wanted to preheat Channel one we could select Channel [1] [Enter], touch {Preheat}.
I'm going to preheat this one to 3%,
so I will have to type a leading [0] before my [3] just like in Live [Enter].
Now if we go to [Live]
and for example if we wanted to preheat this in Cue 4
we would say, [Cue] [4] {Attributes} {Preheat} [Enter].
You'll see in your PSD a capital "P" in the Preheat column of our Flags display.
In this example, Channel 1 will preheat to a level of 3%
in the cue immediately preceding our cue – in this case it would preheat in Cue 3
– before going to its value assigned in Cue 4.
Let's go back into [Patch].
The next attribute we're going to look at is Proportion.
Let's select Channel [2] this time
and touch {Proportion}.
We can assign any value between 0 and 200 here.
This will tell the console to proportionately output this level at all times,
compared to the level seen in our Live display.
So for example, if I have a set of front lights
and one of them accidentally was lamped at a 750-watt lamp instead of a 575-watt lamp
I could come in here and say, {Proportion} [77] % [Enter]
because I know that's the mathematical difference between those two lamps
and anytime this light was set to full,
it would actually be outputting 77%.
If I needed to boost a light I could put in a value higher than 100.
For example, 150%, which would mean the light would always go 50% higher than the stated value in Live.
Obviously, a light can't go higher than full,
but anytime that channel is less than full, it will be increased by the proportion determined here.
The next thing we're going to look at is curves.
Let's press our [Displays] button and then our {Curve} soft key, there.
A curve affects how a fade happens over time.
There are several built-in curves that come with the console.
Let's take a look at [905].
You can type it in, or use your Next button to get down there.
In our CIA, you'll see the Input and Output values listed, along with a graph.
The Input values is what will be displayed in Live and what we're putting into our cues,
the Output value is what the console is actually putting out in DMX value.
So on this example, when the channel is at 0, it will be outputting 0,
but when the channel is at any other level – 1 through Full,
the DMX output will actually be 100%.
This would be good curve to use on a relay, or something that you only want it to turn on or off.
Back in [Patch], to apply a curve, we'll say Channel [3] [Enter],
we'll touch our {Curve} button
we can either type in 905, or you'll see that our CIA has populated with the curves available.
So I can touch {905} there.
I will also point out that Curve 909 is a great curve to use for relays that are powering moving lights or LED fixtures.
With Curve 909, your output of that channel will always be full
so no matter what the console is telling that channel to do, it's going to be on.
To remove a curve simply touch the {Curve} box, and press [Enter].
LD Flags is a toggle that can be enabled or disabled, per channel.
This will disable the Live Move and Dark Move displays from appearing in your PSD.
{GM exempt}, or Grand Master Exempt,
is a setting you can apply on a per-channel basis
that will exempt any specified channel from being affected by a Grand Master, a Blackout button, or Rem Dim.
This will also prevent channels from being affected by Go To Cue Out, and Go To 0 operations.
The next ones we want to look at are Invert Pan and Invert Tilt.
Let's jump back into [Live] for a moment
and we're going to turn on [Group] [7] to [Full] [Enter].
These fixtures, right now, they all tilt together and pan together.
Depending on how our fixtures are hung – in this case they're in two vertical rows from down stage to up stage –
– it might help us to switch these around to make them a little easier to control.
I'm going to go back into [Patch] and I want to invert our Stage Left fixtures.
So I'm going to say, [Group] [7] {Offset} [2], to grab every-other fixture
and I want to {Invert Pan} and {Invert Tilt} on these fixtures [Enter].
Now, let's go back to Live.
I'm going to say, [Group] [7] [Enter], select those.
Now when I tilt them they go opposite from each other,
and when I pan them they track each other upstage and downstage
For the purposes of my programming this show, I think I'm going to be a lot happier with that.
Another example is to take [Group] [5] [Full] [Rem Dim] [Enter].
These are our front-of-house fixtures.
Go ahead and tilt them up on stage,
and now when I pan, I notice that my encoder wheel moving to the left actually takes the fixtures to the right, and vice versa.
I'd really like that to be the opposite.
So we can jump back into [Patch],
select [101] [Thru] [105] [Enter]
We're going to {Invert Pan}.
Come back into [Live]
[Select Last], and now they pan the way that my brain thinks they should.
This is definitely something you should do before you start cueing your show.