Zero88 ILLUSION 500 User manual

ILLUSION 500
OPERATING MANUAL


If a portable or temporary three phase
mains supply is used to power this
desk, we recommend that the desk
mains plug is removed before
connecting or disconnecting the
supply.
Serious damage will occur if the desk
is connected across two phases.
This equipment is designed for use as
a lighting control desk only, and is
unsuitable for any other purpose. It
should only be used by, or under the
supervision of, an appropriately
qualified or trained person.
Zero 88 Lighting Ltd. reserves the right
to make changes to the equipment
described in this manual without prior
notice. E & OE.
Federal Communications Commission
This equipment has been tested and
found to comply with the limits for a
Class A digital device, pursuant to part
15 of the FCC rules. These limits are
designed to provide reasonable
protection against harmful interference
when the equipment is operated in a
commercial environment. This
equipment generates, uses, and can
radiate radio frequency energy and, if
not installed and used in accordance
with the instruction manual, may cause
harmful interference to radio
communications. Operation of this
equipment in a residential area is likely
to cause harmful interference in which
case the user will be required to
correct the interference at his own
expense.
Issue 2 - December 2003
Manual Stock No. 73 - 741 - 00
Software Version ML 1.0
© Zero 88 Lighting Ltd. 2003
Zero 88 Lighting Ltd.
Usk House
Llantarnam Park
Cwmbran
Gwent NP44 3HD
United Kingdom
Tel: +44 (0)1633 838088 *
Fax: +44 (0)1633 867880
e-mail: [email protected]
Web: www.zero88.com
* 24 hour answerphone
Illusion 500 Manual 73-741-00 Issue 2 i
ILLUSION 500
OPERATING MANUAL

1. Introduction
This Manual 1-1
The Illusion 500 1-2
Front Panel Controls 1-4
The Monitor Screen 1-9
Mouse Interface 1-10
Remote Switches 1-10
2. Quickstart Tutorial
Introduction 2-1
Turning on the Desk 2-1
Desk Setup 2-1
Preparing to Plot 2-1
Setting Dimmer Channels 2-2
Setting Fixture Parameters 2-2
Recording Data 2-2
Playing Back the Memories 2-3
Playback Using Submasters 2-3
The Cueline Screen 2-4
3. Setup
Setup Options 3-1
Floppy Disk Functions 3-2
Illumination 3-5
Display Schemes 3-5
Desk Setup 3-6
Desk Defaults 3-6
Assign Channels 3-9
Assign Fixtures 3-11
Autopatch Out 3-15
Autopatch In (Optional) 3-16
Clear DMX Patch 3-16
Setup Auxiliary Buttons 3-17
Setup Remote Switches 3-18
Operating Mode 3-19
Exiting Desk Setup 3-19
4. Program Window
Introduction 4-1
Program Window Header 4-1
Brightness Section 4-2
Colour Section 4-3
Beamshape Section 4-4
Position Section 4-5
Palettes Section 4-6
Command Line Area 4-7
Using the Mouse in the PW 4-7
Programming Dimmer Channels 4-8
Using the Control Wheel 4-9
Using the Mouse 4-9
Programming Fixtures 4-10
Movement Effects 4-13
Wheel Editing Modes 4-16
Undoing and Redoing Edits 4-16
Closing the Program Window 4-16
Groups 4-17
Palettes 4-18
5. Memories
Introduction 5-1
Memories - Common Data 5-2
Memory Numbers 5-2
Memory Triggers 5-2
Memory Types 5-3
Transition Times 5-4
Memory Data in Full Mode 5-4
Memory Data in Partial Mode 5-4
The Memories Screen 5-5
Programming Memories 5-6
Saving Channel Data from the Program Window 5-11
Modifying Memory Data 5-14
Copying Memories 5-16
Inserting Memories 5-17
Previewing a Memory 5-17
Deleting a Memory 5-17
Transferring Memories onto Submasters 5-18
SMPTE and MIDI Time Modes 5-19
ii Illusion 500 Manual 73-741-00 Issue 2
Contents

6. Submasters
Introduction 6-1
The Submaster Screen 6-2
Programming Submasters 6-4
Transferring Memories onto Submasters 6-6
Previewing a Submaster 6-7
Clearing a Submaster 6-7
Copying Submaster Data 6-8
Triggering Macros from Submasters 6-9
Playback using Submasters 6-10
Triggering Chase Memories 6-11
Submaster Flash Functions 6-12
7. Memory Stack
Introduction 7-1
Jumps, Loops and Macro Triggers 7-2
Programming Jumps 7-3
Programming Loops 7-4
Programming Macro Triggers 7-5
Playback X 7-6
8. Playback A/B
Introduction 8-1
Manual Load Operation 8-2
Auto Load Operation 8-2
Monitor Display 8-2
Clearing the A/B Masters 8-2
9. Cueline
Introduction 9-1
The Cueline Screen 9-2
Programming Cues 9-3
Editing Cues 9-4
Previewing Cues 9-5
Deleting Cues 9-5
Copying Cues 9-5
Transferring Cues onto Submasters 9-6
Zoom Buttons 9-6
Scroll Bar 9-6
Playback Buttons 9-6
10. Super User
Entering Super User 10-1
Clear Memories 10-2
Renumber Memories 10-2
Clear Submasters 10-2
Clear Auxiliary Controls 10-2
Clear Palettes 10-3
Clear Groups 10-3
Clear All 10-3
Reset Desk 10-3
Set Date and Time 10-3
Lock Desk Function 10-4
Exiting Super User Mode 10-4
11. Other Features
Introduction 11-1
DMX Output Screen 11-2
DMX Patch Screen 11-2
Auxiliary Outputs 11-3
Topset 11-4
Macros 11-5
Entering Channel Values 11-7
Entering Text using Front Panel Keys 11-8
Entering Real Times from Numeric Keypad 11-8
DMX In 11-8
Upgrading Software 11-8
12. Technical Specification
Introduction 12-1
Desk Power Supply 12-1
Audio Input 12-1
Remote Switches 12-2
DMX Output 12-2
MIDI (Optional) 12-2
SMPTE (Optional) 12-2
DMX Input (Optional) 12-2
Backup Data Storage 12-2
Mouse 12-2
Keyboard 12-2
Video Output 12-2
Desk Light 12-2
Illusion 500 Manual 73-741-00 Issue 2 iii
Contents

iv Illusion 500 Manual 73-741-00 Issue 2
Contents

Introduction This Manual
This manual describes the operation of
the Illusion 500 lighting desk.
This chapter contains a general
overview of the desk followed by a
description of the front panel controls
and displays, details of the layout and
contents of the monitor screen, use of
mouse and remote switches.
The quick start tutorial chapter is
provided to help you get the desk up
and running quickly and lead you
through the basic functions on the desk
such as assigning and patching
dimmer channels and fixtures and
recording and playing back memory
and submaster data.
For detailed descriptions of each of the
major desk functions (setup,
memories, submasters, cueline etc.)
refer to the appropriate chapter(s) in
the manual.
The manual concludes with chapters
on the Super User functions, other
features and the technical specification
of the desk.
Conventions
Throughout this manual the following
conventions are used.
References to controls, buttons and
lights on the front panel appear in
capital letters, for example:
GRAND MASTER, GO, PAUSE.
Data entry via the numeric keypad and
associated keys is shown in bold type,
for example:
CHANNEL 1 @ 50 ENTER
Options and data fields which appear
on the monitor screen are shown in
italics, for example:
Floppy Disk, Illumination, Desk Setup.
The colours specified in this manual for
various items displayed on the monitor
screen refer to those defined in the
Normaldisplay scheme.
If a diffferent display scheme is
selected, the colours displayed on the
monitor may be different to those
specified in this manual.
Illusion 500 Manual 73-741-00 Issue 2 1- 1
Figure 1- 1: The Illusion 500 Lighting Desk
For news, views and latest software
visit our dedicated Illusion website at:
www.illusionsupport.com

The Illusion 500
This section provides a summary of the
Illusion 500 lighting desk, highlighting
its main functions.
Graphical Interface
All setup, programming and playback
information is displayed graphically on
the monitor screen. Continuous
on-screen help text is provided at the
bottom of the screen.
Function keys on the front panel
enable quick and direct access to the
main setup, programming, playback
and information screens.
The mouse interface allows the user to
move quickly around the screens,
select items, choose options etc.
Control Channels
The Illusion 500 Lighting desk has 512
channels of control which can be
configured into the required number of
dimmer channels and fixtures.
The desk is therefore capable of
handling dimmer channels, scrollers
and intelligent moving light fixtures.
Dimmer Channels
Dimmer channels can be patched fully
or proportionally to the DMX channels .
Each channel may be patched to up to
10 different DMX addresses.
Dimmer Channels can be excluded
from memory data, if required. This
allows data for particular channels to
be loaded directly onto submasters
(eg. house lights, orchestra lights etc.)
A dimmer channel may be associated
with up to three other dimmer channels
or fixtures.
Dimmer channel data for memories
and submasters is programmed and
edited from the Program Window
(PW).
Fixtures
A Fixture is an object requiring one or
more DMX channels and can be a
scroller or moving mirror or moving
head intelligent lights (eg Goldenscan,
MAC 250).
Moving light fixtures typically contain a
number of parameters (intensity,
colour, gobo, pan, tilt etc.). These
parameters are defined in the Fixture
Type Data - see below.
Each assigned fixture can be named.
Fixtures can be patched to the DMX
channels (1-512). Each fixture may be
patched to up to 10 different DMX
addresses.
A fixture may be associated with up to
three other dimmer channels or
fixtures.
Fixture Parameter data for memories,
submasters and palettes is
programmed and edited from the
Program Window (PW).
Fixture Type Data
The Illusion 500 desk contains 20
Common Fixture Types which are
stored on the desk itself.
The desk also has special Scroller
Fixture Types. When assigning these
fixtures the user can specify the
number of frames in the scroller.
All other fixture types are assigned
from the fixture library file which is
stored on floppy disk.
The latest fixture library can be
downloaded from the Illusion Support
website.
Program Window (PW)
The Program Window (PW) is
displayed on the monitor and provides
the main user interface for setting up,
editing and previewing dimmer channel
and fixture parameter data.
Dimmer channel and fixture parameter
selection is achieved via the numeric
keypad and associated keys on the
front panel or the mouse.
Dimmer channel and fixture parameter
levels can be set using the control
wheel, numeric keypad, external
keyboard or mouse.
Groups
The Illusion 500 desk provides 20 user
programmable groups.
A Group is a number of selected
dimmer channels and/or fixtures.
Groups are programmed via the PW
and can then be used as a quick
method for selecting channels or
fixtures when programming memories,
submasters or palettes.
Palettes
The Illusion 500 desk provides up to
200 user programmable palettes for
each LTP attribute (Colour,
Beamshape and Position).
Palettes are programmed via the PW
and can then be referenced when
programming memories or
submasters.
Operating Modes
The Illusion 500 desk provides two
operating modes:
Partial Mode - The default mode of the
desk which includes full tracking and
partial programming of memories,
submasters and palettes using a
‘tagging’ method to identify the dimmer
channels and fixture parameters that
are programmed in the data.
Full Mode - In this mode, all dimmer
channels and fixture parameters are
automatically recorded into memories,
submasters and palettes.
1- 2Illusion 500 Manual 73-741-00 Issue 2
Introduction

Memories
The Illusion 500 provides a number of
different memory types (scenes,
multi-part scenes, chases, sound to
light and ripplesound).
All memories have their own delay,
fade, transition and dwell times which
determine how the programmed
dimmer channels and fixture
parameters behave when the memory
is output.
Memories can be created, modified or
deleted from either the Memories or
Cueline screens.
Memory Stack
The Memory Stack is made up of all
the programmed memories in
increasing numerical order.
Jumps, loops and macro triggers can
be programmed into the Memory
Stack, if required.
Memories can be triggered by the GO
button, automatically or at a specified
time. They can also be triggered by
SMPTE or MIDI timecode (if optional
upgrade kit has been fitted).
Cueline
The Cueline screen provides an
alternative graphical representation of
the Memory Stack.
Playback X
Playback X provides a simple method
of playing back the memory stack
using the GO button. There are also
MASTER, PAUSE, OVERRIDE and
GO PREVIOUS controls.
Playback A/B
Playback A/B allows memories to be
loaded manually or automatically onto
the A and B MASTERS and then faded
in and out manually or timed.
Submasters
There are a total of 108 submasters,
divided into 9 pages of 12 which can
be loaded with channel data directly or
have a memory transferred onto them.
Each submaster has its own fade
times, trigger levels and modifiers
(where applicable).
The submasters can be used when
programming memories and for playing
back channel data and memories.
One page is always active, which is
indicated by the display on the front
panel. Page Overlay is provided to
allow submasters from different pages
to be output at the same time.
Auxiliary Buttons
There are 4 AUXILIARY CONTROL
buttons which can be programmed with
their own on/off values, fade up/down
times and actions.
The Auxiliary buttons can be patched
fully or proportionally to the DMX
output channels (1-512). Each auxiliary
may be patched to up to 10 different
DMX addresses.
Macros
The desk provides 10 macros which
can be programmed with a series of
button pushes.
Remote Switches
The desk provides a socket on the
back panel for the connection of up to
6 remote switches.
Each of the remote switches may be
assigned to certain front panel buttons
or macros.
Super User
The desk provides a number of Super
User functions for clearing memories,
submasters and other show data,
renumbering memories, resetting the
desk and locking the desk to prevent
unauthorised editing of show data.
Desk Output
The output from the desk is DMX only.
The data is output on DMX channels
1-512.
Peripherals
The desk has a floppy disk drive to
enable desk setup, show data and
fixture data to be saved and loaded.
Operating System software upgrades
are also performed via floppy disk.
Illusion 500 Manual 73-741-00 Issue 2 1- 3
Introduction

Front Panel Controls
This section provides a description of
the various controls and displays on
the front panel of the Illusion 500 desk.
The front panel controls have been
divided into the following sections:
•SUBMASTER CONTROLS
•PLAYBACK X CONTROLS
•MEMORY CONTROLS
•EFFECTS CONTROLS
•PLAYBACK A/B CONTROLS
•FIXTURE CONTROLS
•OTHER CONTROLS
Submaster Controls
•SUBMASTER FADERS
The 12 SUBMASTER FADERS control
the output levels of the channel data or
memory data loaded onto them.
•SUBMASTER FLASH BUTTONS
The 12 SUBMASTER FLASH
BUTTONS are used to flash, solo or
‘Go’ the channel data or memory data
on the submaster. The action of these
buttons is determined by the FLASH
FUNCTION button.
The SUBMASTER FLASH BUTTONS
can also be used to start and stop a
chase, when applicable.
Each button has a yellow light in it
which is used to indicate page overlay.
•FLASH FUNCTION BUTTON
This button determines the function of
the SUBMASTER FLASH BUTTONS .
The accompanying red lights show the
function currently selected
(OFF, FLASH, SOLO or GO).
•SUBMASTER PAGE UP/DOWN
The submaster PAGE UP and PAGE
DOWN buttons are used to select the
current Submaster page (1 - 9) .
•SUBMASTER PAGE DISPLAY
The current submaster page is shown
on the seven segment PAGE Display.
Playback X Controls
•MASTER FADER
The MASTER fader is used to control
the maximum output level of the
programmed dimmer channels and
fixture brightness parameters in the
memories on the memory stack.
•GO BUTTON
This button initiates a dipless
crossfade between the memory
currently being output and the next
memory on the memory stack.
•GO PREVIOUS BUTTON
This button initiates a crossfade
between the memory currently being
output and the previously output
memory from the memory stack.
•PAUSE BUTTON
This button is used to halt progression
through the memory stack and will stop
a cross fade between memories if one
is in progress.
When the show is paused, the red light
in the PAUSE button flashes. When
the PAUSE button is pressed again,
the light in the PAUSE button goes off
and the show continues.
•OVERRIDE CONTROL
This control is used to slow down or
speed up progression through the
memory stack. When the control is
moved away from the central neutral
position the red SLOW or FAST light
flashes accordingly.
1- 4Illusion 500 Manual 73-741-00 Issue 2
Introduction
Figure 1- 2: Submaster Controls Figure 1- 3: Playback X

Memory Controls
•TRANSFER BUTTON
This button is used to transfer a
memory onto a submaster. It is
applicable when the Memories,
Cueline or Submaster screen are
displayed on the monitor screen.
•PREVIEW BUTTON
This button allows the user to preview
the dimmer channel and fixture
parameter data for a selected memory
or submaster on the monitor screen.
While the data is being previewed, the
red light in the PREVIEW button is
illuminated.
•EDIT LIVE BUTTON
This button brings up the Program
Window allowing the user to edit live
the dimmer channel and fixture
parameter data for the selected
memory or submaster. While the data
is being edited live, the red light in the
EDIT LIVE button is illuminated.
•EDIT BLIND BUTTON
This button brings up the Program
Window allowing the user to edit blind
the dimmer channel and fixture
parameter data for the selected
memory or submaster. While the data
is being edited blind, the red light in the
EDIT BLIND button is illuminated.
•UNDO EDIT BUTTON
This button allows the user to
systematically undo edits made to
channel data in the Program Window.
Each time the button is pressed the
last edit is undone.
•REDO EDIT BUTTON
This button undoes an UNDO EDIT,
that is it reverses the action of the
UNDO EDIT button.
•SAVE STEP BUTTON
This button is used to save the current
step when programming a chase,
sound to light or ripplesound memory.
•DELETE STEP BUTTON
This button is used to delete a step
from a chase memory.
•GROUP BUTTON
This button is used in conjunction with
the numeric keypad for programming
and using groups.
•CURSOR BUTTONS
These four buttons are used to move
around the fields on the monitor
screen, and are equivalent to the
cursor keys on the external keyboard.
•CHANNEL BUTTON
This button is used to open the
Program Window (PW) for
programming purposes. This button
can also be used in conjunction with
the numeric keypad to select dimmer
channel numbers, where applicable.
•MEMORY BUTTON
This button is used in conjunction with
the numeric keypad to select a
memory number.
•SUBMASTER BUTTON
This button is used in conjunction with
the numeric keypad to select a
submaster number.
•COPY BUTTON
This button allows the user to copy
memory data or submaster data from
one location to another.
•SAVE BUTTON
This button is used to save memory or
submaster data to the currently
selected memory or submaster.
•SAVE AS BUTTON
This button is used to save dimmer
channel data and fixture parameter
data in the Program Window to a
specified memory, submaster, group or
palette, as required.
•AND, THRU, EXCEPT, and ‘@’
Buttons
The AND, THRU, EXCEPT, and ‘@’
buttons are used in conjunction with
the numeric keypad to select
combinations of dimmer channels or
fixture parameters and set their values.
The ‘+’, ‘/’, ‘-’ and ‘*’ buttons on the
external keyboard can be used to
mimic the AND, THRU, EXCEPT and
‘@’ buttons on the front panel.
Illusion 500 Manual 73-741-00 Issue 2 1- 5
Introduction
Figure 1- 4: Memory Controls and Numeric Keypad

•HOME BUTTON
The HOME button is used to set the
selected dimmer channels to the
‘home’ value (default = 100%).
The HOME button is also used as a
quick mehtod of setting fixture
parameters to their home or default
values.
•NUMERIC KEYPAD
The numeric keypad consists of twelve
buttons labelled ‘0’ .. ‘9’, ‘.’ and
CLEAR. These buttons are used for
entering numeric data (channel or
fixture numbers, memory numbers,
submaster numbers, data levels etc.)
The buttons labelled ‘0’ - ‘9’ can also
be used to enter alphanumeric data
where applicable (see chapter 11).
The CLEAR button is used to deselect
selected channels or fixtures,
unprogram programmed channels or
clear memories or submasters.
•ENTER BUTTON
This button is used to confirm setup or
programming data.
The Enter or Carriage Return buttons
on the external keyboard can be used
to mimic the ENTER button on the
front panel.
Effects Controls
•DIRECTION BUTTON
This button is used to select the
direction of a chase memory.
•ATTACK BUTTON
This button is used to select the attack
of a chase, sound to light or
ripplesound memory.
•DRIVE BUTTON
This button is used to select the drive
of a chase memory.
•STEP - AND STEP + BUTTONS
These buttons are used to select a
required step when programming or
editing a chase, sound to light or
ripplesound memory. These buttons
can also be used to manually step
through a chase being output.
Playback A/B Controls
•PLAYBACK A/B MASTER FADERS
The A MASTER and B MASTER
faders control the output levels of the
memories loaded onto them.
The B MASTER fader is reversed
(100% at the bottom) to facilitate
manual crossfades when moving the A
and B MASTER faders together.
•LOAD A AND LOAD B BUTTONS
The LOAD A and LOAD B buttons are
used to load a selected memory onto
the A MASTER and B MASTER faders
respectively.
•FADE TIME A AND FADE TIME B
The FADE TIME A and FADE TIME B
controls are used to set the fade times
for the A MASTER and B MASTER
faders respectively. The two times can
be set independently from 0 (manual)
to 180 seconds.
1- 6Illusion 500 Manual 73-741-00 Issue 2
Introduction
Figure 1- 5: Effects Controls Figure 1- 6: Playback A/B

Fixture Controls
•FIXTURE BUTTON
The FIXTURE button is used to open
the Program Window (PW) from the
Memories, Submasters or Cueline
screens.
The FIXTURE button is also used in
conjunction with the numeric keypad to
select fixtures when the PW or other
appropriate window are displayed on
the monitor screen.
•ATTRIBUTE BUTTONS
The BRIGHTNESS, COLOUR,
BEAMSHAPE and POSITION buttons
are used to select an attribute for the
selected fixtures in the PW.
This then determines which fixture
parameters are assigned to the three
CONTROL WHEELS.
The attribute buttons are also used in
commands when setting fixture
parameters or saving data as palettes,
displaying LTP transition times on the
Memories and Submaster screens,
and displaying LTP data tracks on the
Cueline screen.
The selected attribute(s)are indicated
by the red lights in the buttons.
•PALETTE BUTTON
The PALETTE button is used in
conjunction with the attribute buttons in
the programming, assignment and
output of palettes.
•WHEEL GROUP BUTTON
When the parameters for the current
attribute of the selected fixture(s) are
contained in more than one wheel
group, the red light in the WHEEL
GROUP button is lit.
Pressing the button will cycle through
the groups of fixture parameters.
•CONTROL WHEELS
The three control wheels are used for
setting fixture parameter levels
(including movement effect
parameters).
The fixture parameters which are
assigned to the control wheels are
indicated in the Program Window.
When the Program Window is not open
the first finger wheel is used to adjust
various data levels as indicated on the
monitor screen.
Illusion 500 Manual 73-741-00 Issue 2 1- 7
Introduction
Figure 1- 7: Fixture, Attribute and Palette Buttons Figure 1- 8: Control Wheels

Other Controls
•AUXILIARY CONTROL BUTTONS
These four buttons are used to activate
the auxiliary controls.
Each AUXILIARY CONTROL button
contains a red light which indicates the
state of the corresponding auxiliary
output (on, off or fading).
•SCREEN FUNCTION BUTTONS
These buttons (labelled F1 - F8) are
used to access the main Setup (F1),
Memories (F2), Submasters (F3),
Cueline (F4), DMX Output (F5) and
DMX Patch (F6) screens.
They can also be used to select
specific functions as indicated on the
monitor display.
•ASSOCIATED BUTTON
This button is used to switch between
selected dimmer channels or fixtures
and their associated dimmer channels
or fixtures in the Program Window.
•MACRO BUTTON
This button is used in conjunction with
other front panel buttons to define and
run macros.
•BLACKOUT BUTTON
The BLACKOUT button controls the
desk outputs of the dimmer channels
and fixture brightness parameters from
all sources.
Pressing the BLACKOUT button
toggles between blackout being active
(all dimmers channels and fixture
brightness parameters zero) and
blackout not active (normal outputs).
The red light in the BLACKOUT button
flashes when blackout is active.
Fixture colour, beamshape and
position parameters are not affected by
the BLACKOUT button.
•TOPSET BUTTON
This button brings up the Topset
screen on the monitor allowing the
user to adjust the Topset values of
dimmer channels and fixture
brightness parameters.
•GRAND MASTER FADER
The GRAND MASTER fader is used to
control the final output values of all
dimmer channels and fixture
brightness parameters from the desk.
Fixture colour, beamshape and
position parameters are not affected by
the GRAND MASTER fader.
The GRAND MASTER fader level is
displayed in the Information Bar at the
bottom of the monitor screen.
NOTE
Function Keys on External Keyboard
The function keys F1 - F8 on the external
keyboard can be used to mimic the screen
selection buttons F1 - F8 on the front panel.
1- 8Illusion 500 Manual 73-741-00 Issue 2
Introduction
Figure 1- 9: Auxiliary Control and Screen Function Buttons

The Monitor Screen
The monitor screen display is divided
into a number of different sections
which are described below.
Screen Selection Buttons
The top section of the monitor screen
contains the main screen selection
buttons which are labelled F1 - F6.
The main screens are as follows:
•F1 - Setup
•F2 - Memories
•F3 - Submasters
•F4 - Cueline
•F5 - DMX Output
•F6 - DMX Patch
Clicking on one of these buttons, or
pressing the corresponding SCREEN
FUNCTION button, or function key on
the external keyboard, displays the
selected screen in the main data area
of the monitor screen.
Main Data Area
The centre section of the monitor
screen shows information which is
dependent on the currently selected
main screen (Setup, Memories etc.)
When the desk is in Super User Mode,
the Super User screen is displayed in
this centre section of the screen.
Channel Data Display (CDD)
The Channel Data Display (CDD)
shows the current output values of the
dimmer channels and fixture
brightness parameters.
The output values are displayed in
percentage (0-100) or DMX (0-255)
format which is determined in the Desk
Defaults section of Desk Setup.
An output value of zero is displayed as
“-” rather than “0”.
Output values of topsetted dimmer
channels or fixtures are displayed in
red text, rather than the normal black.
The initial size (height) of the CDD is
set up in Desk Setup; the height of the
CDD can be altered directly on the
monitor screen using the mouse.
Fade Status Bar
The Fade Status Bar displays status
information on the Submasters,
Playback X, Override, Grand Master,
Playback A/B and Auxiliaries.
The Submasters are shown in grey
when zero, red when fading, and green
when above zero. When the submaster
is outputting data from a different page
(overlaid), the background is orange.
The Playback X area shows the
Current (green) and Next (yellow)
memories in the memory stack. When
a fade is taking place a red bar moves
across the whole area.
The Override field indicates the
position of the OVERRIDE control
(neutral = green, fast or slow = red).
If the optional upgrade kit is fitted, and
the desk is in SMPTE or MIDI Time
Mode, the Override field is replaced by
the Timecode field (see chapter 5).
The Grand Master (GM) field indicates
the position of the GRAND MASTER.
When Blackout is active a red flashing
“Blackout” is displayed in this field.
The Playback A/B fields indicate which
memories (if any) are loaded onto the
A MASTER and B MASTER faders.
The backgrounds are grey when the
master is at zero, red when fading, and
green when above zero.
The Auxiliaries are grey when off, red
when fading, and green when on.
Illusion 500 Manual 73-741-00 Issue 2 1- 9
Introduction
Figure 1- 10: Memories Screen on the Monitor

Information Bar
The Information Bar contains operating
help text, desk mode, topset and lock
indicators, memory meter and clock.
The operating help text is context
sensitive and relates to the current
position of the cursor on the main
screen or popup window displayed.
The operating mode of the desk is
shown as “PART” (partial) or “FULL”.
When Topset has been adjusted for
any of the dimmer channels or fixture
brightness parameters, the text “TOP”
is displayed in the Information Bar.
When the desk is locked, a padlock
icon is displayed.
The Memory Meter shows the
percentage of memory blocks available
on the desk (see chapter 5).
The clock field shows the current time
and date. The time is in 24 hour format
and the date in dd/mm/yy format.
Mouse Interface
A mouse interface is available for use
on all the main monitor screens (Setup,
Memories, Submasters etc.) and
popup windows.
The mouse must be plugged in before
the desk is switched on.
Activating screen buttons and selecting
fields in data tables can be achieved
using the mouse pointer and left
mouse button.
On fields where several options are
available (eg. memory type) left
clicking in the field will scroll through
the available options.
Where appropriate, right clicking on a
selected item or window will bring up a
menu of options.
This allows certain functions, for
example, programming memories to be
done entirely using the mouse and
external keyboard, if preferred.
Remote Switches
The Remote Switches socket on the
back panel allows up to six remote
switches to be connected to the desk.
Each remote switch can be assigned to
a front panel button or a macro.
Remote switches can be assigned to
certain front panel buttons but they
cannot be assigned to any of the
faders or rotary controls.
For further details on setting up,
assigning, enabling and testing remote
switches see chapter 3.
Pressing a remote switch which is
assigned to a front panel button will
have the same effect as pressing the
front panel button.
Pressing a remote switch which is
assigned to a macro will have the
same effect as running that macro.
NOTE
Selecting Soft Buttons from the Front
Panel
Where soft buttons are displayed on the
monitor (without a corresponding front panel
button), use the cursor keys to select the soft
button, and then press the ENTER key to
activate it.
1- 10 Illusion 500 Manual 73-741-00 Issue 2
Introduction
Figure 1- 11: CDD, Fade Status and Information Bars

Quickstart Tutorial Introduction
This chapter enables you to get the
desk up and running quickly and set
up, program and playback a simple
show.
It starts by covering how to turn the
desk on and set up the required
dimmer channels and fixtures
(assignment and DMX patching).
It then covers how to set up dimmer
channel and fixture data on the
outputs, save the data into memories
or submasters, and transfer memories
onto submasters.
It then continues with playing back the
memories using the Playback X
controls, and outputting data from
submasters.
Finally, it gives a summary of how
memories can also be edited and
played back from the Cueline screen.
Before starting a new lighting session it
may be necessary to clear an existing
show or reset the desk. If so, refer to
chapter 10 for details.
This tutorial assumes that a suitable
lighting rig has already been set up
with dimmers, luminaires, scrollers or
moving lights (as required) which are
controlled by a standard DMX signal.
Turning on the Desk
Connect the DMX output cable,
monitor, keyboard and mouse to the
desk.
Connect the power supply to the desk
and monitor and switch on at the
mains.
Desk Setup
The default setup for the desk is 120
dimmer channels patched 1:1 with the
DMX outputs.
If your lighting rig has a different
number of dimmer channels (more or
less) and intelligent moving light
fixtures or scrollers, then these need to
be assigned and patched to the DMX.
See the Desk Setup section in Chapter
three for full details.
Preparing to Plot
Ensure that Blackout is not active (red
light in the BLACKOUT button is off ).
Set the Playback X MASTER and
GRAND MASTER faders to full and all
the SUBMASTER faders to zero.
Press the SCREEN FUNCTION
BUTTON F2 to display the Memories
screen on the monitor.
Illusion 500 Manual 73-741-00 Issue 2 2- 1
Figure 2- 1: The Illusion 500 Lighting Desk
For news, views and latest software
visit our dedicated Illusion website at:
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Setting Dimmer Channels
Press the CHANNEL button on the
front panel. The Program Window
(PW) is displayed on the monitor.
There are several methods of selecting
dimmer channels and setting their
levels as described below.
Using the numeric keypad and
associated keys to select channel(s)
and set their levels, for example:
1 @ 50 ENTER
5 THRU 10 @ 70 ENTER
23 AND 33 AND 44 @ 90 ENTER
Using the first finger wheel to
continually adjust the level(s) of the
selected channels:
1 <wheel>
5 THRU 10 <wheel>
The mouse can also be used to select
channels by left clicking on the channel
number in the PW (the selected
channels are shown in red).
Left clicking in the bar graph area will
set the level of the channel.
See Chapter 4 for full details of all the
commands and functions available.
Setting Fixture Parameters
Press the FIXTURE button on the front
panel. The Program Window (PW) is
displayed on the monitor.
There are several methods of selecting
fixtures and setting their parameters
levels as described below.
The simplest method is to select the
required fixture(s) and attribute
(Brightness, Colour, Beamshape or
Position) using the front panel keys
and then adjust the fixture parameters
using the control wheels.
If there are more than three
parameters for the selected fixture and
attribute, press the WHEEL GROUP
button to cycle through the groups.
Individual fixture parameters can also
be selected and set using the
command line, for example:
FIXTURE 1 COLOUR 2 @ 128 ENTER
FIXTURE 2 BEAMSHAPE 3 @ 0 ENTER
FIXTURE 3 POSITION 1 @ 255 ENTER
Fixtures and attributes can also be
selected with the mouse, and the level
can be set, providing the parameter
has a list of details displayed.
See Chapter 4 for full details of all the
commands and functions available.
Recording Data
The next two sections explain how to
save the dimmer channel data and
fixture parameter data in the PW into a
memory and directly onto a submaster.
Saving Data to a Memory
1. Set up a scene on the outputs as
described earlier.
2. Press the SAVE AS button on the
front panel. TheSave As window
is displayed.
3. Enter the required memory
number in the field provided, add
a text description in the field
provided (optional) then select
ENTER or click on theOK button
in the window.
Saving Data to a Submaster
1. Set up a scene on the outputs as
described in previous sections.
2. Press the SAVE AS button on the
front panel. TheSave As window
is displayed.
3. Select the Submaster option with
the cursor keys or the mouse.
4. Enter the submaster number, add
a text description in the field
provided (optional) then select
ENTER or click on theOK button
in the window.
2- 2Illusion 500 Manual 73-741-00 Issue 2
Quickstart Tutorial
Figure 2- 2: Program Window - Brightness Section

Playing Back the Memories
The programmed memories can be
played back in ascending numerical
order using the GO button.
Replaying the Memory Stack
1. If not already selected, press
SCREEN FUNCTION button F2
to display the Memories screen.
2. Set the Playback X MASTER and
the GRAND MASTER to full.
3. Select the first programmed
memory using the cursor keys or
the mouse. A yellow highlight bar
is displayed on the selected
memory.
4. Press the GO button. The outputs
fade from their current levels to
those programmed in the memory
according to the delay, fade and
transition times for that memory.
The highlight bar moves to the
next programmed memory.
5. To output the next programmed
memory, press the GO button.
6. Repeat step 5 until the end of the
memory stack is reached.
Pressing the GO button again will
then return to the first memory.
See Chapter 5for more details on
delay, fade and transition times etc.
See Chapter 7for details on other
memory stack functions.
Playback Using Submasters
The Submaster faders can be used to
playback loaded dimmer channel and
fixture data or transferred memories.
Outputting Submaster Data
The dimmer channel and fixture data
or the memory transferred onto a
submaster is output as follows:
1. Select the required submaster
page using the PAGE UP or
PAGE DOWN buttons as
appropriate.
2. Move the appropriate submaster
fader to the level required.
The dimmer channel and fixture
brightness levels programmed in
the submaster are determined by
the submaster fader level.
Any fixture colour, beamshape or
position data programmed on the
submaster will be triggered when
the submaster fader reaches its
LTP Trigger Point. The outputs
will snap or fade to their
programmed values depending on
the transitions defined for the
submaster.
The programmed data on submasters
can also be flashed, soloed, or output
over a period of time, using the
SUBMASTER FLASH buttons - see
Chapter 6for full details.
Transferring a Memory from
the Memories Screen
1. Select a programmed memory,
using the cursor keys or mouse.
2. Press the TRANSFER button on
the front panel, or right click and
select the Transfer option from
the menu. The Transfer window is
displayed.
3. Enter the required submaster
number (as page and number) in
the field provided.
4. Adjust any of the other submaster
parameters, if required.
5. Select the OK button in the
Transfer Window to complete the
transfer operation.
Transferring a Memory from
the Submasters Screen.
1. Select a submaster, using the
cursor keys or mouse.
2. Press the TRANSFER button on
the front panel, or right click and
select the Transfer option from
the menu. The Transfer window is
displayed.
3. Enter the required memory
number in the field provided.
4. Adjust any of the other submaster
parameters, if required.
5. Select the OK button in the
Transfer Window to complete the
transfer operation.
Illusion 500 Manual 73-741-00 Issue 2 2- 3
Quickstart Tutorial
Figure 2- 3: Submaster Controls Figure 2- 4: Playback X

The Cueline Screen
The Cueline Screen is a graphical
representation of the Memory Stack,
and represents thesame data as
displayed on the Memories screen.
Programming and editing memory data
and running the Memory Stack can be
done from the Cueline screen.
Any changes made to memory data or
the memory stack on the Cueline
screen are reflected in the Memories
screen and vice versa.
If the programmed memories contain
fixture Colour, Beamshape or Position
data, press the corresponding attribute
button on the front panel to display the
extra track(s) on the Cueline screen.
Full details of the layout and operation
of the Cueline screen are provided in
Chapter 9of this manual.
Editing Fade Times etc.
The delay, fade, transition and dwell
times of a cue (memory) can be easily
adjusted from the Cueline screen.
1. Press the SCREEN FUNCTION
BUTTON F4 to display the
Cueline screen on the monitor.
2. Ensure that the screen is in Stay
mode, using F7, if necessary.
3. Select a cue (memory) using the
cursor keys or mouse. Various
handles, shown as red boxes, are
displayed in the data tracks.
4. To adjust the delay, fade,
transition or dwell time, left click
on the appropriate red box, hold
the mouse button down, and drag
the handle forwards or backwards
to the required time. Release the
mouse button.
Editing Dimmer Channel and
Fixture Data
The dimmer channel and fixture data
for a cue (memory) can be edited from
the Cueline screen.
1. Select the cue to be edited using
the cursor keys or mouse.
2. Position the mouse pointer on the
required data track. Right click
and select theEdit Live or Edit
Blind option from the menu. The
PW is displayed on the screen.
3. Adjust the dimmer channel or
fixture parameter levels, as
required. Press the SAVE button
to commit the changes to the
memory.
Running the Show
When the Cueline Screen is on
display, the Memory Stack can be
played back using the Playback X
controls on the front panel or the soft
buttons on the Cueline screen.
1. If not already selected, press
SCREEN FUNCTION button F4
to display the Cueline screen.
2. Set the Playback X MASTER and
the GRAND MASTER to full.
3. Select memory 1 using the cursor
keys or the mouse. A yellow
highlight column is displayed on
the memory. Use F7 to set the
display to Followmode (if not
already selected).
4. Press the GO button. The outputs
will fade from their current levels
to those programmed in memory
1 using the delay, fade and
transition times for memory 1.
The highlight bar moves to the
next programmed memory
automatically.
The CUELINE (red vertical line)
moves across the screen showing
the progress of the fade.
5. To output the next programmed
memory, press the GO button.
6. Repeat step 5 until the end of the
memory stack is reached.
Pressing the GO button again will
then return to memory 1.
2- 4Illusion 500 Manual 73-741-00 Issue 2
Quickstart Tutorial
Figure 2- 5Cueline Screen
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