Programming a Position Memory
(Full Chase)
1
Press the attribute selection button
for POSITION.
Memory No 1-1*
[]
User Info/Text
Select Mem & Press }
Select the
Memory Number
using
the [ and ] keys or the attribute
memory buttons. A star by the
memory number indicates that it is
unprogrammed.
2
Press the } key.
Memory Type.
Full Scene
[]
Select Type & Press}
Use the [ and ] keys to select
Full Chase,
see Figure 3-22.
3
Press the } key once to enter
Step 1
.
Memory Data (Step)
STEP 1*
Set levels with Wheels
and Press Program
Press the channel flash buttons to
select the fixtures required. Those
available to be modified have a
yellow light in the button, which
turns red once selected.
Edit the parameter level using the
wheels indicated in the Wheel
Display.
4
Press the PROGRAM button to
save the step.
Memory Data (Step)
STEP 1
[]
Press Add Step
or } if Last Step
To create another step, press the
SEQUENCE ADD STEP button
and select fixtures by using the
channel flash buttons. Use the
wheels indicated in the Wheel
Display to adjust the parameters.
5
Press the PROGRAM button to
save the step.
6
Continue adding steps using the
SEQUENCE ADD STEP button
and programming until the end of
the chase. Do not add an extra
step at the end unless an empty
step is required.
7
Press the } key to finish adding
steps.
Memory Data (Drives)
SPEED xxx:xx
BPM
Start/Stop on Select
Set Modifiers Press}
The chase now runs to enable the
speed to be set up using the
wheel, together with the other
modifiers: ONE-SHOT,
DIRECTION, ATTACK, DRIVE and
BEAT.
8
Once the desired effect has been
achieved, press the } key.
Memory Info/Text
Enter Text & Press }
/p3-32/3
Enter a description of the memory
using the channel flash buttons, or
using the external keyboard.
9
Press the } key.
Memory Data (Trans)
TRANSITION xx:xx:x
Set Tran. Time on
Wheels and Press }
Alter the transition time using the
wheel indicated in the Wheel
Display.
10 Press the } key.
Memory Data
Press Program
to Save Memory
Press the PROGRAM button to
save the whole memory. The star
by the memory number disappears
indicating that the data has been
stored in memory.
n
Figure 3-22: Position Memory screen (Full Chase)
3
Programming Chases
3 - 32
7364000/p3-32/3
Summary of Contents for SIRIUS 500
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