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TitleHog 4 Lighting Control System
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Table of Contents
                            Hog 4 Lighting Control System
Table of Contents
Section 1: Getting Started
	1.1About this Manual
	1.2Manual Symbols
Section 2: Hog 4 OS Fundamentals
	2.1The Command Line
		2.1.1Command Line Syntax
		2.1.2The Status Bar
	2.2The Graphical User Interface
		2.2.1Window Management
			Opening Windows
			Closing Windows
			Fronting, Resizing and Moving Windows
			Using Keys and Buttons
			Using the Mouse or Trackball
			Scrolling Window Contents
			Desktop Views
			Recording a Desktop View
			Naming a Desktop View
			Recalling a Desktop View
			Desktop View Options
			Deleting a Desktop View
		2.3.1Referring to Fixtures
		2.3.2Real World Units
		2.3.3Complex Parameters
		2.3.4Interchangeable Fixtures
	2.5HTP and LTP
	2.6Colour Matching
		2.6.1Colour Models
			The Hue and Saturation of White Light
		2.6.2The Colour Matching System
	2.7Palettes and Directories
		2.7.1Automatic Naming of Directory Items
		2.7.2Colour Coding Directory Items
		2.8.1Compact Mode
			Collapsing Aggregated Sections
			Priority of Aggregated Sections
			Jumping Between Aggregated Sections
		2.8.3Cut, Copy and Paste
		2.9.1Editor Window Controls
			The Editor Values Toolbar
			The Editor Toolbar
			The Jump Toolbar
		2.9.2Changing Parameter Values in the Editor
	2.10Modifier Keys
	2.11Undo and Redo
	2.12The File Browser
		2.12.1Moving, Copying, Deleting and Renaming Files
		2.12.2Creating New Folders
		2.12.3Ejecting Disks
		2.12.4Burning files to CD
Section 3: Setting Up the System
	3.1Setting Up the Console
		3.1.1Starting Up the Console
		3.1.2Adjusting the Date and Time
		3.1.3Calibrating the Touch Screens
		3.1.4Adjusting the Touschscreen LCD Backlight
		3.1.5Changing the LCD Backlight Timeout
		3.1.6External Touchscreens / Displays
			Using an External Keyboard
			Using the On-screen Keyboard
			Using an External Trackball
		3.1.9Shutting Down and Restarting the Console
		3.1.10Locking the Console for Access
	3.2DMX Processor 8000 Setup
		3.2.1Setting the Net Number
		3.2.2Setting the Port Number
		3.2.3Setting IP Addresses for the HogNet Adapter on a DMX Processor 8000
		3.2.4Setting the DMX Processor DMX Output Refrsh Rate
		3.2.5Setting the DMX Processor back to Defaults
		3.2.6Locking the DMX Processor Front Panel Controls
		3.2.7Backlight Off Time
		3.2.9Resetting the DMX Processor
		3.2.10Checking a DMX Processor's Status
		3.2.11Expanding the DMX Outputs of a DP8000
			Expanding a DMX Processor 8000 Using an Expander
			Expanding a DMX Processor 8000 Using Widgets and Super Widgets
	3.3HogNet Network
		3.3.1Configuring Console Network Adapters
			Configuring an IP Address for the HogNet Network Adapter
			Enabling the DHCP Server
			Choosing BOOT Server ONLY
			Using a Custom DHCP Server Range
			Firewalls and Hog 4 PC
			Configuring HogNet Network Settings on a DMX Processor
			Typical HogNet Network Configurations
		3.3.2Port Number
		3.3.3Node Types and Net Numbers
		3.3.4Connecting Multiple Consoles
		3.3.5Configuring the Network for Client/Server
			Running the Console as a Show Server
			Running the Console as a Client
		3.3.6Configuring the Network for Console Failover
			Understanding Multi-Server Failover Behavior
			Understanding Multi-Server Partitioning and Rejoining
		3.3.7Configuring the Network for Console Tracking
		3.3.8More than One Show on the Network
		3.3.9Connecting to an Existing Network
		3.3.10Network File Sharing
			Mapping Network Drives
			Accessing Network Drives
			Disconnecting Network Drives
	3.4Art-Net and E1.31(sACN)
		3.4.1Identifying the FixtureNet Port
		3.4.2Configuring the FixtureNet Port
		3.4.3Configuring Art-Net Output
		3.4.4Configuring E1.31(sACN) Output
	3.5Adding Playback Wings
	3.6Adding Master Wings
	3.7Adding DMX Widgets
	3.8DMX Widget Status LEDs
Section 4: Shows
	4.1Launch a New Show
	4.2Launch an Existing Show
	4.3Connect to a Network Show
	4.4Change the Currently Loaded Show
	4.5Automatically Launch a Show at Console Startup
	4.6Managing Show Data
		4.6.1Recovering Show Files from a console that won't boot
	4.7Startup Comment Macros
	4.8Backing Up Your Show
	4.9Optimizing Show Files
	4.10User Preferences
		4.10.1Desklight, Worklight, and Vent Light Preferences
		4.10.2Touchscreen Backlight Brightness
		4.10.3Trackball and Trackball Ring Preferences
			Trackball Keys
		4.10.4Center Wheel Preferences
		4.10.5Encoder Wheel Button Options
		4.10.6Keys and Button Preferences
		4.10.7Importing and Exporting Show Preferences
	4.11Merging Shows
		4.11.1Merging Fixture Types
		4.11.2Merging Fixtures
		4.11.3Merging Programming
		4.11.5How Patching is handled when merging shows
		4.11.6Merging Examples
	4.12Importing/Exporting Cuelist Data
		4.12.1Exporting Cuelist Data to an XML File
		4.12.2Importing Cuelist Data from an XML File
			Creating XML Files for Hog Cuelist Import
		4.12.3Importing Cuelist Data from Reaper
			Exporting Reaper Regions and Markers to a csv file
			How Hog 4 OS interprets Reaper Data
			Importing a Reaper region/marker csv file into a show
		4.12.4Importing Cuelist Data from Inqscribe
			Exporting Inqscribe transcipts to an XML file
			How Hog 4 OS interprets Inqscribe Data
			Importing an Inqscribe XML file into a show
	4.13Importing/Exporting Fixture and Patch Data
		4.13.1Exporting Fixture and Patch Data to an XML File
		4.13.2Importing Fixture and Patch Data from an XML File
		4.14.1Managing Users
Section 5: Adding, Patching, and Managing Fixtures
	5.1Adding Fixtures
	5.2Assigning User Numbers to Fixtures
	5.3Assigning Dotted User Numbers to Fixtures
	5.4Compound Fixtures
	5.5Fixture Aggregation
	5.6Patching Fixtures
		5.6.1Patching DMX Protocol Fixtures
			Patching Several Fixtures at Once
			Patching Fixtures to Multiple DMX Addresses
			Patching Fixtures with DMX Gaps
			Patching Fixtures with DMX Offsets
			Finding Unused DMX Addresses
			Adding and Removing DMX Processors
			Fixtures with Multiple DMX Patch Points
			Cloning DMX Universes
			Cloning DMX Processors
			Unpatching Fixtures from DMX Channels
			Unpatching by Fixture
			Unpatching by DMX Address
		5.6.2Patching Video Protocol Fixtures
	5.7Replicating Fixtures
	5.8Changing the Fixture Type
	5.9Removing a Fixture from the Show
	5.10Creating Palettes and Groups Automatically
	5.11Configuring Fixtures
		5.11.1Fixture Configuration
			Patch Note
			IP Address
			Preview Package
			Swap Axes
			Pan Invert / Tilt Invert
			Intensity % (proportional patch)
			Colour Calibration
		5.11.2Parameter Configuration
			Assigning Minimums and Maximums for Parameters
			Assigning a Custom Default
			Assign a Parameter Offset
			Naming Slots
			Releasable Parameters
Section 6: Selecting Fixtures and Modifying Parameters
	6.1Selecting Fixtures
		6.1.1Selecting Single Fixtures
		6.1.2Selecting Multiple Fixtures
		6.1.3Selecting fixtures with dotted user numbers
		6.1.4Select All
		6.1.5Inverting the Selection
		6.1.6Sub Selections
		6.1.7Lateral Selections
		6.1.8Deselecting Fixtures
		6.1.9Reselecting Fixtures
	6.2Selection Order
		6.2.1Reverse, Shuffle and Reorder
	6.3Modifying Parameters
			With the @ Key
			With the i-Wheel;
			Remainder Dim
			Using the Trackball
			Using the Parameter Wheels
		6.3.3Continuous Parameters: Colour and Beam
			Direct Value Entry
			Snapping to a Single Value
			Jumping to Endstop Values
			Inverting Parameter Values
		6.3.4Slotted Parameters: Colour and Beam
		6.3.5Working with Colour
			Using Colour Matching
			The Colour Picker
			The Gel Picker
		6.3.6Fine Control
		6.3.7Touching Parameters
			Using Pig + Touch
		6.3.8Copying Parameter Settings
			Using the Command Line
			In the Programmer or Editor Window
			Copy Options
		6.3.9Restoring Default Values
		6.4.1Using the Fan Key
		6.4.2In the Programmer Window
		6.4.3With the Command Line
		6.4.4Fanning Options
		6.4.5Multipart Fanning
		6.4.6Fanning with Segments and Buddying
	6.5Removing Values
		6.5.1Removing Entire Fixtures from an Editor
		6.5.2Removing Kinds from an Editor
		6.5.3Removing Individual Parameters from an Editor
	6.6Separating Parameters
Section 7: Groups
	7.1Auto-Generating Groups
	7.2Recording Groups
	7.3Naming Groups
	7.4Using Groups in Programming
	7.5Editing Group Contents
		7.5.1Removing Fixtures from Groups
	7.6Deleting Groups
	7.7Copying and Moving Groups
	7.8Insert, Merge and Replace
Section 8: Palettes
	8.1Recording a Palette
		8.1.1Naming a Palette
	8.2Using Palettes in Programming
	8.3Editing Palette Contents
		8.3.1Updating Palettes with Different Parameter Types
	8.4Deleting Palettes
	8.5Copying and Moving Palettes
	8.6Record Options
		8.6.1Global, Per Fixture Type, and Per Fixture
		8.6.2Recording Palettes with Kind Masking
			Masking Using the Record Options Toolbar
			Masking Using the Command Line
			Recording Only Selected Fixtures
		8.6.3Palette Timing
		8.6.4Reference Palettes
		8.6.5Direct Palettes
	8.7Insert, Merge and Replace
Section 9: Directory Windows
	9.1Types of Directories
	9.2Mask (IPBCE Palette Directories Only)
	9.3Color Coding
		9.3.1Coloring the entire button
	9.4Button Sizes
	9.5Show Fewer Buttons
	9.6Buttons Across Option
	9.7Show Auto Color Swatch
	9.8Spreadsheet View
Section 10: Media Picker
	10.1Media Picker Overview
	10.2Media Picker Window Options
	10.3CITP Previews in the Media Picker
		10.3.1Supported CITP Media Server Clients
		10.3.2Configuring DP8000 for CITP Discovery
		10.3.3Patching fixtures to CITP discovered fixtures
		10.3.4Refreshing CITP Previews
		10.3.5Disabling CITP on DP8000
	10.4Catalyst Previews in the Media Picker
		10.4.1Configuring DP8000 for Catalyst Previews
		10.4.2Patching Catalyst fixtures to Catalyst Media Servers
		10.4.3Refreshing Catalyst Previews
		10.4.4Disabling Catalyst Preview Fetching on DP8000
	10.5Adding Previews to Pre-v2.0.0 Show Files
	10.6Renaming & Customizing Preview Images
	10.7Managing Preview Packages
Section 11: Cues and Cuelists
	11.1Recording a Cue
		11.1.1Recording to a Cuelist on a Master
		11.1.2 Programmer contents after Recording a Cue
		11.1.3Insert, Merge and Replace
		11.1.4Numbering Cues
		11.1.5Naming Cues
	11.2Record Options
		11.2.1Recording Selected Fixtures Only
		11.2.2Record, Remove Values from Cues
	11.3Deleting Cues
	11.4Copying and Moving Cues
		11.4.1Copying Cues
		11.4.2Moving Cues
	11.5Renumbering Cues within a Cuelist
	11.6Editing Cue Contents
		11.6.1Viewing Different Cues in the Editor
	11.7Working with Tracking
		11.7.1Tracking Values Backwards When Recording
		11.7.2Stopping Values from Tracking Forward
		11.7.3Deleting without Tracking Forward
		11.7.4Blocking Cues
			Using State
	11.8Mark Cues (Move in Black)
		11.8.1How to Mark to a Cue
		11.8.2Fade Mark verses Time Marks
		11.8.3Marking the First Cue in a Cue List
		11.8.4Cuelist Feedback for Mark Cues
	11.9Understanding Cuelists
	11.10Naming Cuelists
	11.11Deleting Cuelists
	11.12Copying and Moving Cuelists
		11.12.1Copying Cuelists
		11.12.2Moving Cuelists
		11.12.3Insert, Merge and Replace
Section 12: Scenes
	12.1Recording Scenes
		12.1.1Recording to the Scene Directory
		12.1.2Recording to a Physical Master
		12.1.3Naming a Scene
	12.2Deleting Scenes
	12.3Copying and Moving Scenes
	12.4Editing Scene Contents
	12.5Scene Timing
	12.6Insert, Merge and Replace
	12.7Toggling Scenes On/Off in Playback
Section 13: Timing
	13.1Timing Basics
	13.2Fade, Delay, and Path
		13.2.1Fade Time
			Different Fade-in and Fade-out Times
			Fade Time with Masks
		13.2.2Delay Time
		13.2.4Assigning Cue Timings in the Cuelist Window
	13.3Individual Parameter Timings
		13.3.1Assign Parameter Timings using Wheels
		13.3.2Assign Parameter Timings with the Command Line
		13.3.3Assign Parameter Timings in an Editor
		13.3.4Fanned Timings
	13.4Cue Wait Timing
		13.4.1Learn Timing
		13.4.2Clock Triggers
			Clock Recurrence Patterns
			The Clock Toolbar
	13.5Loops and Links
		13.5.1Creating a Link
		13.5.2Creating a Loop
			Exiting Loops
		13.5.3Tracking Through Loops
Section 14: Effects
	14.1Table Effects
		14.1.1Effect Tables
			Using Effect Tables
		14.1.2Table Effect Attributes
			Effect Rate
			Effect Size
			Effect Offset
			Effect Begin , End, Start
			Effect Length
			N Shot
		14.1.3Building Table Effects in the Effects Engine
		14.1.4Building Table Effects in Editors
		14.1.5Effect Spread
		14.1.6Building Table Effects using Palettes
		14.1.7Tracking Table Effects
		14.1.8Cue Timing and Table Effects
	14.2Effect Palettes
		14.2.1Predefined Effect Palettes
		14.2.2Adjusting Predefined Effects
		14.2.3Recording an Effect Palette
			Naming an Effect Palette
		14.2.4Using Effect Palettes in Programming
		14.2.5Editing Effect Palettes
		14.2.6Deleting Effect Palettes
		14.2.7Copying and Moving Effect Palettes
Section 15: Kinds and Wheelsets
		15.1.1Fixed Kinds
		15.1.2User Kinds
			Manually Creating User Kinds
			Auto-generating User Kinds
			Deleting Users Kinds
			Copying and Moving Users Kinds
Section 16: Advanced Programming
	16.1Selecting from What is Onstage
	16.2Bringing Parameter Values Into the Programmer
		16.2.2Using Live and Touch
		16.2.3Using Copy to Bring Values into an Editor
	16.3Highlight and Lowlight
		16.3.1Customising Highlight
	16.4Auto Update
	16.5Editing Discreetly
		16.5.1Fade Changes
		16.6.1Viewing and Editing What is Parked
			The Fixture Window
			The Output Window
			The Parked Output Window
			The Wheels Toolbar
Section 17: Playback
	17.1Physical Master Playback
		17.1.1Attaching Cuelists, Scenes, and Batches to Physical Masters
		17.1.2Moving and Copying between Physical Masters
		17.1.3Detaching from a Physical Master
		17.1.4Configuring Physical Master Playback Controls
			Master Control Sets
			Main Control Set
		17.1.5Playback Commands
	17.2Virtual Master Playback
		17.2.1Running Cuelists, Scenes, and Batches from the Directory Windows
		17.2.2Using the Play Controls Toolbar to Play a Cuelist, Scene, or Batch
		17.2.3Running Virtual Masters from the Command Line
	17.3Choosing and Selecting Masters
	17.4Releasing Masters
		17.4.1Release Time
		17.4.2Auto Release
		17.4.3Resetting Cuelists on Release
		17.4.4Releasing on Another Go
	17.5Cuelist and Scene Options
		17.5.1Cuelist Timing and Rate Settings
		17.5.2Cuelist Wrapping
		17.5.3Cue Only
		17.5.4Action of go when Looping
		17.5.5Action of Halt when Halted
	17.6Latest Take Precedence (LTP)
		17.6.1Asserting One Cuelist Over the Others
			The Assert Time
		17.6.2Multiple Cuelists with Effects
		17.6.3Changing a Cuelist's Priority
			Persist on Override
	17.7Highest Takes Precedence (HTP)
	17.8Understanding Feedback
		17.8.1Control and Playback Toolbar Feedback
			Playback Control LEDs
			The Playback Bar
			Using the Playback Bar with Playback Wings
		17.8.2Cuelist Feedback
			Customising Cuelist Feedback
		17.8.3The Output Window
		17.8.4The Levels View Window
	17.9Advanced Playback
		17.9.1Adjusting the Playback and Effect Rates of a Master
		17.9.2Adjusting the Effect Size of a Master
		17.9.3Manually Crossfading Cuelists
		17.9.4IPCB Faders
		17.9.5Using a Cuelist as a Chase
			Adjusting Chase Rate with Tap Sync
		17.9.6Cuelists and Tracking
		17.9.7Triggering Automatic Tasks When a Cue Runs
		17.9.8Playback Masking
	17.10Grand Master
		17.10.1GM Key
		17.10.2DBO Key
		17.10.3Flash key below the Grand Master
	17.11Inhibitive Masters
		17.12.1Creating Batches
		17.12.2Modifying Batch Contents
		17.12.3Using Batches
		17.12.5Batch Master LED Feedback
		17.12.6Batch Master Playback Bar Feedback
Section 18: Pages
	18.1How Pages Are Used
	18.2Creating a New Page
	18.3Changing Page
		18.3.1Options When Changing Page
		18.3.2Matching Levels When Changing Page
		18.3.3Restoring Activity When Changing Pages
	18.4Modifying Pages
		18.4.1Copying Lists, Scenes and Inhibitive Masters to a Page
		18.4.2Moving Lists, Scenes and Inhibitive Masters to a Page
		18.4.3Removing Lists, Scenes and Inhibitive Masters from a Page
		18.4.4Clearing Lists, Scenes and Inhibitive Masters from a Page
	18.5Copying and Moving Pages
	18.6Deleting Pages
	18.7The Template Page
Section 19: Command Keys
	19.1Command Key Overview
	19.2Creating Command Keys
	19.3Copying, Moving, and Deleting Command Keys
	19.4Changing the Action of a Command Key
	19.5Command Key Feedback
Section 20: Plots
	20.1Introduction to Plots
	20.2Creating Plots
	20.3Editing Plots
		20.3.4Background Images
			Assigning a fill image
			Importing Background Images from a USB Flash Drive
		20.3.5Tips for editing multiple plot objects
	20.4Using Plots
		20.4.1Fixture Selection
		20.4.2Navigation (zoom/scroll)
		20.5.1PixelMap Layers
		20.5.2Programming lighting fixtures to use PixelMaps
		20.5.3Programming PixelMap Layers
		20.5.4PixelMap Layer Effects
		20.5.5Managing PixelMap Layer Content
			Importing Custom Media to the PixelMap Content Package
			File Types Supported for PixelMap Content Package Import
			Choosing and Optimizing PixelMapping Content
Section 21: MIDI
	21.1MIDI Show Control
		21.1.1Bringing MSC into the Console
		21.1.2Sending MSC from the Console
		21.1.3Using MIDI Show Control
	21.2MIDI Note Input
		21.2.1Assigning MIDI Note Input to Playback Bars
		21.2.2Assigning MIDI Note Input to Programming Keys
		21.2.3Assigning MIDI Notes Input to Encoders and Wheels
		21.2.4Assigning MIDI Note Input to Monitor Soft Keys
		21.2.5Assigning MIDI Note Input to Comment Macros
		21.2.6Using Midi Note Controller Messages to Control Faders
	21.3MIDI Note Output
	21.4MIDI timecode
		21.4.1Connecting Midi Timecode Input
		21.4.2Viewing Incoming MIDI Timecode
		21.4.3Triggering Cues from MIDI Timecode
		21.4.4Editing Timecode Values
		21.4.5Simulating MIDI Timecode
Section 22: Open Sound Control
	22.1Introduction to OSC
	22.2Configuring OSC Input
	22.3Configuring OSC Output
	22.4OSC Mappings
		22.4.1OSC Playback Mappings
		22.4.2OSC Midi Note Mappings
		22.4.3OSC Hardware Mappings
		22.4.4OSC Status Mappings
	22.5OSC over WIFI
Section 23: Linear Timecode (LTC)
	23.1LTC Input into Console
	23.2 LTC Input into a DMX Processor 8000
	23.3Viewing Incoming LTC
	23.4Triggering Cues from LTC
	23.5Editing Timecode Values for a Cue
	23.6Simulating LTC
Section 24: Macros
	24.1Intro to Macros
	24.2Comment Macros
		24.2.1Entering Comment Macro Commands
		24.2.2Additional Comment Macro Syntax
	24.3Keystroke Macros
		24.3.1Recording Keystroke Macros
		24.3.2Naming Keystroke Macros
		24.3.3Keystroke Macro Playback
			Running a Keystroke Macro from the Macro Directory Window
			Running a Keystroke Macro from the Macro Window
			Running Keystroke Macros from the Command Line
		24.3.4Editing Keystroke Macros
			Deleting Keystroke Macro Steps
		24.3.5Deleting Keystroke Macros
		24.3.6Copying and Moving Keystroke Macros
			Insert, Add Steps, and Replace
Section 25: Direct Control of DMX Channels
	25.1The DMX Output Window
	25.2Manually specifying DMX Channel Values
	25.3Setting DMX Channels to External Art-Net Source
	25.4Reverting DMX Channels to HogNet Control
	25.5DMX Test
Section 26: Reporting
	26.1Creating, Running, and Managing Report Queries
	26.2Organizing and Saving Report Results
	26.3Using Report Results to Edit Programming
Section 27: Fixture Library
	27.2Download and Install Fixture Libraries
	27.3Request Fixture Types from High End Systems
	27.4Build Fixture Types using Fixture Builder
		27.4.1Creating a Fixture Type from Scratch
		27.4.2Creating a Fixture Type from an Existing Type
		27.4.3Fixture Builder Basic View
		27.4.4Fixture Builder Advanced View
		27.4.5Fixture Builder Functions Tab
			Default Feature
			Default Value
			Virtual Intensity
		27.4.6Building a Fixture Type
		27.4.7Exporting a Fixture Types to a Library
		27.4.8Fixture Builder Terminology
		27.4.9Fixture Builder Practice Tutorial
Section 28: Visualizer Connectivity
	28.1Connectivity Overview
	28.2Installing the Hog Connectivity Application on the Visualizer PC
	28.3Physically Connecting the Console to the Visualizer
	28.4Configuring the Visualizer PC for Connectivity
		28.4.1Network Settings on the Visualizer PC
		28.4.2WYSIWYG Configuration
		28.4.3WYSIWYG Console Edition Configuration
	28.5Configuring the Console for Visualizer Connectivity
		28.5.1Enabling the Visualizer Stream on the Console
		28.5.2Configuring a Show for Visualizer Connectivity
	28.7Visualizer Troubleshooting
Section 29: Updating Software
	29.1Console Software Update
	29.2Console Software Full Install
	29.3Create a Full Install USB Flash Drive (Hog 4 OS v3.9.0 and newer)
	29.4Create a Full Install USB Flash Drive (Hog 4 OS v3.8.0 and older)
	29.5DMX Processor Software Update
	29.6DMX Processor Software Full Install
	29.7Upgrading HedgeHog 4 Consoles (2015 and later)
	29.8Upgrading Hog 2 USB DMX Widgets
Section 30: Hog 4 PC
	30.1Software Installation
	30.2Software Removal
	30.3Hardware Installation
		30.3.1Unpacking Hardware Components
		30.3.2USB DMX Widgets
		30.3.3USB Wings
		30.4.1Using the Hog 4 PC Interface
			Hog 4 PC Windows
			The Front Panel Interface
			Right Click Menu
			Displaying Four Hog 4 PC Windows
Section 31: Cheat Sheets
	31.1QWERTY Keyboard Shortcuts
	31.2Hog 4 OS Key Combinations
	31.3DMX Processor 8000 Front Panel Button Combinations
	31.4Front Panel Diagrams
	31.5Decimal to Hex Conversion Chart
Section 32: Troubleshooting
	32.1Console won't startup
	32.2No DMX Output from Console's built-in DMX Outputs
	32.3No ArtNet Output from console's FixtureNet Port
	32.4The console appears to have crashed or frozen
	32.5Console isn't talking to DMX Processors
	32.6Playback controls don't behave as expected
	32.7The Front Panel Reboots Unexpectedly
	32.8How to Report Problems to Support
		32.8.1Reporting Problems with the Console
		32.8.2Reporting Problems with Hog 4 PC
		32.8.3Reporting Problems with the User Manual
		32.8.4About Software Version Numbering
Section 33: Service
	33.1Replacing the Screens
	33.2Replacing Faders
		33.2.1Replacing faders on Hog 4, Full Boar 4, and Playback Wing 4
		33.2.2Replacing faders on Road Hog 4 and Nano Hog 4
	33.3Cleaning Faders
		33.3.1Cleaning faders on Hog 4, Full Boar 4, and Playback Wing 4
		33.3.2Cleaning faders on Road Hog 4 and Nano Hog 4
		33.3.3Cleaning faders on HedgeHog 4
	33.4Replacing the Trackball
Section 34: Safety Information
	34.1Safety Warnings
		34.1.1For Continued Protection Against Fire
		34.1.2For Continued Protection Against Electric Shock
	34.2Informations Importantes Sur La Sécurité
		34.2.1Pour Une Protection Permanente Contre Les Incendies
		34.2.2Pour Une Protection Permanente Contre Les Chocs Électriques
	34.3Wichtige Hinweise Für Ihre Sicherheit
		34.3.1Zum Schutz Vor Brandgefahr
		34.3.2Zum Schutz Gegen Gefährliche Körperströme
	34.4Información Importante De Seguridad
		34.4.1Para Protección Continua Contra Incendios
		34.4.2Para La Protección Continua Contra Electrocuciones
	34.5Importanti Informazioni Di Sicurezza
		34.5.1Per Prevenire Incendi
		34.5.2Per Prevenire Le Scosse Elettriche
	34.6Vigtig Sikkerhedsinformation
		34.7.1警告: 火災からの継続的な保護の為に
		34.7.2警告: 感電に対する継続的な保護の為に
Section 35: Technical Specifications
	35.1Hog 4 Console
		35.1.1Input and Output Connections
		35.1.2Power, Weight and Dimensions
	35.2Full Boar 4 Console
		35.2.1Input and Output Connections
		35.2.2Power, Weight and Dimensions
	35.3Road Hog 4 Console
		35.3.1Input and Output Connections
		35.3.2Power, Weight and Dimensions
		35.3.3Back Panel Drawing
	35.4HedgeHog 4 Console
		35.4.1Input and Output Connections
		35.4.2Power, Weight and Dimensions
	35.5HedgeHog 4 Console (Jan 2015 and later)
		35.5.1Input and Output Connections
		35.5.2Power, Weight and Dimensions
		35.5.3Back Panel Drawing
	35.6Nano Hog 4 Console
		35.6.1Input and Output Connections
		35.6.2Power, Weight and Dimensions
	35.7DMX Processor 8000
		35.7.1Input and Output Connections
		35.7.2Power, Weight and Dimensions
	35.8Playback Wing 4
		35.8.1Input and Output Connections
		35.8.2Power, Weight and Dimensions
	35.9Master Wing 4
		35.9.1Input and Output Connections
		35.9.2Power, Weight and Dimensions
	35.10Hog 4 PC
Document Text Contents
Page 270

Effect Begin , End, Start

The begin and end values of an effect represent the limits that the function value will
hit as it passes through the effect table. The begin and end values can be edited diretly
in the effects editor window or in the programmer / cue editor. Be aware that editing
the begin and end values an effect result in an adjustment to the base value for that
fixture function as well.

The start value of an effect is the real world value at which the function will start the
effect. The start value of an effect is directly tied to the offset value of an effect.

The following diagram shows the begin, end, and start points of a simple efffect:

Effect Length

The length is the proportion of the effect's period that it is active for. It is assigned as a

The following diagram shows how the value of a parameter assigned to the sawtooth
table changes over time, with different length values:

N Shot

This is the number of times that the effect repeats before finishing. A dash (—) in the N
Shot cell denotes that the effect will run indefinitely.


When bounce is enabled for an effect the fixture function will run one direction through
the effect cycle and then reverse direction to run through the cycle in the oppositie dir-
ection and will continue to alternate the direction in which it runs through the cycle.

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Section 14: Effects

Page 271


The direction of an effect determines whether the selected wave table will be applied
to the function in a forward or reverse direction.


Allows users to synchronize the timing of effects across fixtures and/or across parameters
within and throughout different playbacks. For example, using the global sync option
for all effects in a show will ensure that the effects in the show will always look the same
no matter how or when its cues/scenes are played back.

14.1.3 Building Table Effects in the Effects Engine

To apply an effect:

1. In the Programmer or editor, select the required fixtures and assign
their base parameter values. These settings will be the ‘underlying’
state for the effect: for example, the center position of a fixture doing
a circular movement effect. Equally, an intensity ripple between 0-100%
will need a base value of 50% in order to use the full length of the effect.

2. Open + Effect : the Effects Engine and Effect Directory will open.

3. In the Effects Engine, select the Table cells for the fixture parameters
that you want to apply the effect to.

4. Press Set, choose the effect table from the menu and press Enter.

Figure 14.2. The Effects Engine

267High End Systems

Section 14: Effects

Page 539

edit fixtures, 146
editor, 47
fixture schedule, 121
fixture window, 143
launched processes, 488
levels view, 324
moving, 27
on Hog 4 PC, 474–475
opening, 26
output, 322
park editor, 292
pinning, 27
resizing, 27
scrolling contents, 29
show manager, 97
spreadsheets, 42
view by DP view, 131
window control toolbar, 27

adding master wings, 91
adding playback wing, 89
installation with Hog 4 PC, 473
playback, 320

535High End Systems


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