
The Illusion Lighting Desk
This section provides a summary of the
Illusion 120/Illusion 240 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 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.
Channels
The Illusion Lighting desk has 120
(240) channels of control.
Each channel can be named and set
up to operate as either a Brightness,
Attribute or Scroller channel.
The desk is therefore capable of
handling generics, scrollers and
intelligent fixtures.
Desk channels can be patched to one
or more DMX channels (1 - 512).
Brightness channels can be patched
proportionally, if required.
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.)
These channels are not affected by
outputting memory data via the
Playback X, Playback A/B or
submasters.
A channel may be associated with
another channel (eg. lamp and scroller)
allowing ease of fixture programming.
Channel data for memories and
submasters is programmed, edited and
previewed from the Channel Data
Window (CDW).
Channel selection is via the numeric
keypad on the front panel or the
mouse. Groups of channels can be
defined in Desk Setup. Data values
can be set using the data input wheel,
numeric keypad or external keyboard.
Memories
Memories can be recorded as scenes,
multi-part scenes, chases, sound to
light or ripplesound. In multi-part
scenes, specified channels and
transition times can be programmed in
each part.
Chase, Sound to Light and
Ripplesound memories have their own
modifiers (Direction, Attack, Drive, and
Speed).
Memories can be created, modified or
deleted from either the Memories or
Cueline screens.
Tracking
If Tracking is enabled, only changes
made to the channel data are recorded
into the memories. Otherwise all
channel values are recorded into the
memory.
Memory Stack
The Memory Stack is made up of all
the programmed memories. Jumps
and loops can be programmed into the
Memory Stack, if required.
Cueline
The Cueline screen provides a
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/out manually or timed.
Submasters
There are 108 (240) submasters,
divided into 9 (20) pages of 12 which
can be loaded with channel data or
memories.
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 used at the same time.
Other Functions
There are 4 AUXILIARY CONTROL
buttons which can be programmed and
patched to DMX channels.
There are 10 (50) macros available
which can be programmed with a
series of button pushes.
Up to 6 remote switches may be
assigned to certain front panel buttons
or macros.
Super User
Super User functions are provided for
clearing memories, submasters and
show data, renumbering memories,
resetting the desk and locking the desk
to prevent unauthorised editing of desk
setup and show data.
Desk Output
The 120 (240) desk channels are
output via DMX 512. The desk
channels can be patched to any DMX
channels between 1 - 512.
Peripherals
The desk has a floppy disk drive to
enable desk setup and show data to be
saved and loaded. Software upgrades
will also be performed via floppy disk.
Various desk setup and show data
reports can be printed out via the
parallel port.
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Introduction