Programming Chases
Introduction
In the Sirius 500 & 250 a chase
memory can hold up to 99 steps. Each
step is programmed as if it was a
memory in its own right.
The following sections describe how to
program chases in Brightness, Colour,
Beamshape and Position. The
procedures for Colour, Beamshape
and Position refer to full chase
memories. Full relates to the memory
type, see the section on Memory Types
on page 3-3. A full memory records the
state of all fixtures.
It is also possible to program a partial
chase for Colour, Beamshape and
/p3-24/3
Position (but not Brightness), where
only the state of those fixtures that
have been edited is recorded.
Programming a partial chase is
performed in the same manner as a full
chase except that the memory type
must be set to
Partial Chase
- see the
section on Programming a Partial
Chase on page 3-29.
Chase Controls
l
SEQUENCE ADD STEP BUTTON
Adds a step to a chase memory.
l
SEQUENCE DELETE STEP
BUTTON
Deletes the selected step from a chase
memory.
l
ONESHOT BUTTON
When selected , when the chase is run
it will run once through all its steps and
stop on the last step. Re-selecting the
chase will start it again from step one.
l
DIRECTION BUTTON
Modifies the direction of the step
sequence within the chase.
l
ATTACK BUTTON
Determines the type of crossfade that
occurs between steps of a chase or
Audio Effect.
l
DRIVE BUTTON
Selects how the chase sequences
through its steps.
l
BEAT BUTTON
Repeated pressing allows a chase
speed to be tapped in, so that it runs
with the same beat as the music.
DRIVE must be set to BEAT.
NOTE
It is recommended that the Beat button and
crossfade modifier are not used together, as
strange results can occur. the snap on /
snap off attack is recommended
l
STEP BUTTON
Steps through a stopped chase.
n
Figure 3-18: Effects Control
panel
Programming Chases
3 - 24
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