Zero88 ILLUSION 120 User manual

ILLUSION 120/240
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 - November 2000
Manual Stock No. 73 - 740 - 00
Software Version 4.0
© Zero 88 Lighting Ltd. 2000
Tel: +44 (0)1633 838088 *
Fax: +44 (0)1633 867880
e-mail: [email protected]
Web: www.vari-lite.com
* 24 hour answerphone
ILLUSION 120/240
OPERATING MANUAL

1. Introduction
This Manual 1-1
The Illusion Lighting Desk 1-2
Front Panel Controls and Displays 1-3
The Monitor Screen 1-7
Mouse Interface 1-8
Remote Switches 1-8
2. Quickstart Tutorial
Getting Started 2-1
Setting Channel Levels 2-2
Recording Channel 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
Reports 3-6
Desk Setup 3-7
Desk Defaults 3-7
Load Default Setup 3-8
Assign Channels 3-9
Autopatching 3-11
Clear DMX Patch 3-11
Setup Auxiliary Buttons 3-12
Setup Remote Switches 3-13
Set Tracking Mode 3-14
Saving or Cancelling Desk Setup 3-14
4. Channel Data Window
Introduction 4-1
Selecting Channels 4-3
Setting Channel Levels 4-3
Using the Wheel 4-5
Using the Mouse 4-5
Scroller Channels 4-5
Groups 4-6
Unprogramming Channels 4-8
Undoing and Redoing Edits 4-8
Displaying Channel Information 4-8
Closing the Channel Data Window 4-8
5. Memories
Introduction 5-1
Memories - Common Data 5-2
Scene Memory 5-2
Multi-Part Scene Memory 5-2
Chase Memory 5-2
Sound to Light Memory 5-2
Ripplesound Memory 5-2
All-Fade Scene 5-2
Full and Partial Memories 5-3
Excluded Channels 5-3
Tracking Mode 5-4
The Memories Screen 5-5
Programming Memories 5-6
Saving Channel Data 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/MIDI Time Modes 5-19
6. Submasters
Introduction 6-1
The Submaster Screen 6-2
Submaster Data 6-3
Programming Submasters 6-4
Transferring Memories onto Submasters 6-6
Editing Submasters 6-7
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 on Submasters 6-11
Submaster Flash Functions 6-12
7. Memory Stack
Introduction 7-1
Jumps, Loops and Macro Triggers in the Memory Stack 7-2
Programming Jumps 7-3
Programming Loops 7-4
Programming Macro Triggers 7-5
Playing Back the Memory Stack (Playback X) 7-6
Contents

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 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
Desk Power Supply 12-1
Audio Input 12-1
Remote Switches 12-1
DMX Output 12-2
Backup Data Storage 12-2
Printer 12-2
Serial Port 12-2
Mouse 12-2
Keyboard 12-2
Video Output 12-2
Desk Light 12-2
MIDI 12-2
SMPTE 12-2
13. User Notes
Contents

Contents

Introduction This Manual
This manual describes the operation
and programming of the Illusion 120
and Illusion 240 lighting desks.
The operating software and
functionality of the two desks is the
same. Where the Illusion 240 differs
from the Illusion 120, this will be
indicated in parentheses, eg The
Illusion lighting desk has 120 (240)
channels of control.
This chapter contains a general
overview of the desk followed by a
brief description of the front panel
controls and displays, and details of
layout and content of the monitor
screen.
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.
For a more detailed description of each
of the 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:
1 @ 50 ENTER
Options and 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
Normal display scheme.
If a diffferent display scheme is
selected, the colours displayed on the
monitor may be different to those
specified in this manual.
1- 1
Figure 1- 1: The Illusion Lighting Desk

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.
1- 2
Introduction

Front Panel Controls and
Displays
This section provides a brief
description of the controls and displays
on the front panel of the 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
•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 or solo the
channel data or memory data on the
submaster to the level of the GRAND
MASTER. The action of the 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 selected - OFF, FLASH,
SOLO or ‘Go’ (FLASH and SOLO lit).
•SUBMASTER PAGE UP/DOWN
The submaster PAGE UP and PAGE
DOWN buttons are used to select the
current Submaster page, 1-9 (1-20).
•PAGE DISPLAY
The current submaster page is
indicated on the seven segment PAGE
Display.
Playback X Controls
•MASTER FADER
The MASTER fader controls the
maximum output level of the brightness
channels in the memories on the
memory stack. Attribute and scroller
channels are not affected by the
MASTER fader.
•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- 3
Introduction
Figure 1- 2: Submaster and Playback X Controls

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 channel data for a selected
memory or submaster on the monitor
screen. While the channel data is
being previewed, the red light in the
PREVIEW button is illuminated.
•EDIT LIVE BUTTON
This button brings up the Channel Data
Window allowing the user to edit live
the channel data for the selected
memory or submaster. While the
channel data is being edited live, the
red light in the EDIT LIVE button is
illuminated.
•EDIT BLIND BUTTON
This button brings up the Channel Data
Window allowing the user to edit blind
the channel 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 Channel Data
window. Each time the button is
pressed the last edit is undone.
•REDO EDIT BUTTON
This button undoes an UNDO EDIT, ie.
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 to select a
pre-defined group of channels.
•CURSOR BUTTONS
These four buttons are used to move
around the fields on the monitor
screen. These buttons are equivalent
to the cursor keys on the external
keyboard.
•CHANNEL BUTTON
This button is used to open the
Channel Data Window for
programming purposes. This button
can also be used in conjunction with
the numeric keypad to select 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. The
action is dependent on the currently
active screen.
•SAVE AS BUTTON
This button is used to save the channel
data to a different memory or
submaster from that currently selected.
The action is dependent on the
currently active screen.
•ON, THRU, AND, EXCEPT, ‘@’
BUTTONS
These buttons are used in conjunction
with the numeric keypad to select
combinations of channels and set their
values. The value of the ON button can
defined by the user in Setup.
The ‘/’, ‘+’, ‘-’ and ‘*’ buttons on the
external keyboard can be used to
mimic the THRU, AND, EXCEPT and
‘@’ buttons on the front panel
respectively.
1- 4
Introduction
Figure 1- 3: Memory Controls

•NUMERIC KEYPAD
The numeric keypad consists of twelve
buttons labelled ‘0’ .. ‘9’, ‘.’ and
CLEAR. These buttons are used for
entering numeric data (channel
number, group number, memory
number, submaster number, data
levels etc..).
The buttons labelled ‘0’ - ‘9’ can also
be used to enter alphanumeric data
where applicable (see chapter 11 for
further details).
The CLEAR button is used to deselect
selected channels, or unprogram
programmed channels (where
applicable).
•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 of its travel) to facilitate
manual crossfades when moving the A
MASTER and B MASTER faders.
•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- 5
Introduction
Figure 1- 4: Effects Controls, Numeric Keypad and Playback A/B

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 FUNCTIONS BUTTONS
These buttons (labelled F1-F8) are
used to access the main setup,
programming, playback and
information screens. They can also be
used to select specific functions as
indicated on the monitor display.
•ASSOCIATED CHANNEL BUTTON
This button is used to switch between
selected channels and their associated
channels in the Channel Data Window.
•MACRO BUTTON
This button is used in conjunction with
other front panel buttons to define and
run macros.
•DBO BUTTON
The DBO (Dead Black Out) button
controls the desk outputs of the
brightness channels.
Pressing the DBO button toggles
between DBO active (all brightness
channels at zero) and DBO not active
(normal desk outputs).
The red light in the DBO button flashes
when DBO is active. Attribute and
scroller channels are not affected by
the DBO button
•TOPSET BUTTON
This button brings up the Topset
screen on the monitor allowing the
user to adjust the Topset values of
brightness channels.
•GRAND MASTER FADER
The GRAND MASTER fader is used to
control the maximum brightness
channel output levels from the desk.
Attribute and scroller channels are not
affected by the GRAND MASTER
fader.
•DATA INPUT WHEEL
The wheel is used to adjust channel
levels, times etc. The data item(s)
being adjusted is indicated on the
monitor display.
NOTE
Function Keys on 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- 6
Introduction
Figure 1- 5: Illusion Front Panel

The Monitor Screen
The monitor screen is divided
horizontally into a number of different
sections which are described below.
The Illusion 120 or Illusion 240 logo is
displayed in the top right hand corner
of the screen to indicate which version
of software is running in the desk.
Screen Selection Buttons
The top section of the monitor screen
contains the screen selection buttons
which are labelled F1 - F6.
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
screen (Setup, Memories etc.)
Channel Data Display (CDD)
This area of the screen can be
adjusted in Desk Setup (see chapter 3)
or on-screen using the mouse.
The CDD shows the output values of
the 120 (240) desk channels in a
numerical format.
The channel numbers are displayed on
a grey background. The text colour of
the channel number indicates the
channel type as follows:
Brightness Channels Black
Attribute Channels Green
Scroller Channels Blue.
The output values of the channels are
displayed on a green background.
An output value of zero is displayed as
“-” rather than “0”.
For scroller channels, if the output
value is an exact frame value it is
displayed as “Fn”, otherwise the actual
percentage or DMX value is displayed.
Output values of topsetted channels
are displayed in red text, rather than
the normal black.
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 line, fast or slow = red
bar).
When the desk is in SMPTE or MIDI
Time modes, the Override field is
replaced by the Timecode field (see
chapter 5for details).
The Grand Master field indicates the
position of the GRAND MASTER fader.
When DBO is active a red flashing
“DBO” 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.
1- 7
Introduction
Figure 1- 6: Memories Screen

Information Bar
The Information Bar contains operating
help text, tracking, topset and lock
indicators, memory meter and clock.
The operating help text relates to the
current position of the cursor on the
main screen or popup window
displayed on the monitor.
When Tracking is enabled, “TRK” is
displayed in the Information Bar.
When Topset has been adjusted,
“TOP” is displayed in the Information
Bar.
When the desk is locked, a padlock
icon is displayed in the Information
Bar.
The Memory Meter indicates the
number of memory blocks left (see
chapter 5for further details).
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 monitor screens (Setup,
Memories etc.)
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, direction
etc.) 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 (eg.
programming memories) to be done
entirely using the mouse and external
keyboard, if preferred. See the relevant
chapters for further details.
Remote Switches
The Remote Switches socket on the
back panel of the desk allows up to six
remote switches be connected to the
desk.
Each of these remote switches can be
assigned to a front panel button or
macro.
Remote switches can only be assigned
to certain front panel buttons and
cannot be assigned to faders or rotary
controls.
For 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 (without
corresponding front panel button), use the
cursor keys to select the required soft button,
then press the ENTER key to activate it.
1- 8
Introduction
Figure 1- 7: Memories Screen showing Drop Down Menu

Quickstart Tutorial Getting Started
This chapter enables you to get the
desk up and running quickly, and to
program and playback a simple show.
It starts by covering how to turn on the
desk, set up channel data on the
outputs, save data to 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 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 this is the
case refer to chapter 10Super User for
further details.
This tutorial assumes that a suitable
lighting rig has been set up with
dimmers and luminaires, which are
controlled by a standard DMX signal.
2- 1
Figure 2- 1: The Illusion Lighting Desk

Turning on the Desk
1. Connect the DMX cable, monitor,
keyboard and mouse to the desk.
2. Connect the power supply to the
desk and switch on at the mains.
3. Ensure that DBO is not active (the
red light in the DBO button is off).
4. Set the Playback X MASTER and
GRAND MASTER faders to full.
5. Set all SUBMASTER faders to
zero.
6. Press the SCREEN FUNCTION
BUTTON F2 to display the
Memories screen (if not already
on display).
7. Press the CHANNEL button on
the front panel. The Channel Data
Window (CDW ) is displayed on
the monitor.
8. Set the channels to the required
value(s) as described in the
following section. The values are
output live on the DMX.
Setting Channel Levels
There are several methods of selecting
channels and setting their levels as
described below.
Using the numeric keypad and
associated keys to select channel(s)
and set their levels:
1 @ 50 ENTER
5 THRU 10 @ 70 ENTER
23 AND 33 AND 44 @ 90 ENTER
1 THRU 10 EXCEPT 7 ON
Using the wheel to continually adjust
the level(s) of the selected channels:
1 <wheel>
5 THRU 10 <wheel>
20 AND 30 <wheel>
The mouse can also be used to select
channels by left clicking on the channel
number in the CDW (selected channels
are shown in red).
If the channel data is shown in bar
graph format, left clicking in the bar
graph area will set the level of the
channel.
Recording Channel Data
The next sections explain how to save
the channel data in the CDW into a
memory and onto a submaster.
Recording a Scene into a
Memory
1. Set up a scene on the outputs as
described in the previous
sections.
2. Press the SAVE AS button on the
front panel. The Save As window
is displayed.
3. Enter the required memory
number in the field provided, then
select ENTER or click on the OK
button in the window.
Recording a Scene onto 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. The Save As window
is displayed.
3. Select the Submaster option with
the cursor keys or the mouse.
Enter the submaster number, then
select ENTER or click on the OK
button in the window.
2- 2
Quickstart Tutorial
Figure 2- 2: Channel Data Window (Graphical Format)

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 memory 1 using the cursor
keys or the mouse. A yellow
highlight bar is displayed on the
selected memory.
4. Press the GO button. The outputs
will fade from their current levels
to those programmed into
memory 1, using the transition
times for memory 1. The highlight
bar moves to the next
programmed memory
automatically.
5. To output the next programmed
memory, press the GO button
again.
6. Repeat step 5 until the end of the
memory stack is reached.
Pressing the GO button again will
then return to memory 1.
Playback Using Submasters
The Submasters can be used to
playback loaded channel data (see
earlier) or transferred memories.
Transferring a Memory onto a
Submaster
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. A Transfer window is
displayed showing the memory
number, a submaster number and
its associated parameters.
3. Enter the required submaster
page and number in the field
provided.
4. Adjust the other submaster
parameters, if required.
5. Select the OK button in the
Transfer Window to complete the
transfer operation.
Outputting Data from a
Submaster
The channel data or memory loaded
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.
2- 3
Quickstart Tutorial
Figure 2- 3: Submaster and Playback X Controls

The Cueline Screen
The Cueline screen shows a graphical
representation of the Memory Stack,
and represents the same data
displayed on the Memories screen.
Programming and editing memory data
and running the Memory Stack can be
done from the Cueline screen, if
preferred.
Any changes made to memory data or
the memory stack on the Cueline
screen are reflected in the Memories
screen and vice versa.
Press the SCREEN FUNCTION
BUTTON F4 to display the Cueline
screen on the monitor.
Editing Transition and Dwell
Times
The transition and dwell times of a
cue/memory are easily adjusted from
the Cueline screen.
1. Ensure that the Cueline screen is
in Stay mode, using F7, if
necessary.
2. Select a cue (memory) using the
cursor keys or the mouse. Five
handles, shown as red boxes, are
displayed in Track 1.
3. To adjust the delay, fade or dwell
time - left click on the appropriate
red square, hold the mouse
button down, and drag the handle
forwards or backwards to the
required time (shown next to the
handle). Release the mouse
button.
Editing Channel Data
The channel data for a cue (memory)
can also 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
Part 1. Right click and select the
Edit Live or Edit Blind option from
the menu. The Channel Data
Window is displayed on the
screen.
3. Adjust the channel data levels, as
required. Press the SAVE button
to commit the changes to the
memory.
Running the Show from the
Cueline Screen
The Memory Stack can also be played
back from the Cueline screen 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 selected memory.
4. Press the GO button. The outputs
will fade from their current levels
to those programmed into
memory 1, using the 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
again.
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- 4
Quickstart Tutorial
Figure 2- 4Cueline Screen

Setup Setup Options
Press the SCREEN FUNCTION button
F1 or select the Setup screen selection
button using the mouse. The Setup
screen is displayed containing the
following options:
•Floppy Disk
Used for loading and saving show data
and memory data to floppy disk, file
utilities, copying and formatting disks.
•Illumination
Used for setting the desk lamp
brightness.
•Display Scheme
Used for setting the preferred display
scheme on the monitor.
•Reports
Used for generating, printing and
saving various reports on desk setup
and show data.
•Desk Setup
Used for setting up desk defaults (fade
times, trigger levels etc), assigning
channels, DMX patching, and setting
up auxiliary controls and remote
switches.
3- 1
Figure 3- 1: Setup Screen

Floppy Disk Functions
The following sections describe the
various options available under the
Floppy Disk tab.
Loading and Saving Shows
When a show is loaded from floppy
disk, all existing show data on the desk
(setup, memories, submasters etc.) is
automatically cleared before the new
show data is loaded.
When loading or saving a show to
floppy disk the following options are
available:
Desk Setup Only
Desk Setup & Memories
Desk Setup & Submasters
Complete Show
To choose one of these options, use
the soft button in the Load Show or
Save Show window, or F4 on the front
panel or keyboard, before loading or
saving the show.
An Illusion 120 showfile will load onto
an Illusion 240 desk with no changes
to the show data.
An Illusion 240 showfile will load onto
an Illusion 120 desk, but only the data
for channels 1-120, submaster pages
1-9, groups 1-20 and macros 0-9 will
be loaded.
Load Show from Disk
1. Select Floppy Disk from the Setup
options.
2. Insert a floppy disk containing the
saved show into the disk drive.
3. Select Load Show, and press
ENTER. There is a slight delay
while the disk is being read.
4. The Load Show window is
displayed on the monitor screen,
and contains a list of showfiles
found in the top directory plus any
other directories.
5. Select the required load option
(using F4). Use the cursor keys or
the mouse to select the required
showfile from the disk, then press
ENTER, or click on the Load
button in the window.
6. A progress window is displayed
while the show is being loaded.
When the loading is complete,
click on the OK button to close the
window.
Save Show to Disk
1. Select Floppy Disk from the Setup
options.
2. Insert a DOS formatted 3.5” 1.44
MB floppy disk into the disk drive.
3. Select Save Show, and press
ENTER. There is a slight delay
while the disk is being read.
4. The Save Show window is
displayed. Select the required
save option (using F4). Select an
existing show and press ENTER,
or just press ENTER to move to
the Filename field.
5. Modify the filename, if required,
and then press ENTER to save
the show to disk.
6. If the file already exists in the
selected directory, a warning is
displayed. Select Overwrite to
overwrite the existing file, or
Cancel to abandon the operation.
7. A progress window is displayed
while the show is being saved.
When the operation is complete,
click on the OK button to close the
window.
NOTES
Load/Save Show Windows
Filenames are sorted alphabetically.
The selected show is indicated by a yellow
highlight bar.
3- 2
Setup
Figure 3- 2: Load Show Window
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