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ETC Eos Apex 5 - User Manual

ETC Eos Apex 5
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Eos Family
User Manual
Version 3.1.1
Eos Apex 5, 10, & 20
Eos Ti, Gio, Gio @5
Ion Xe, Ion Xe 20
Element 2
4250M1210-3.1.1 RevA
2022-03

Table of Contents

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Summary

Introduction

Using this Manual

Explains naming and text conventions used in the manual for clarity.

Register Your Console

Details the process of registering your console with ETC for updates and advisories.

Online Eos Family User Forums

Encourages participation in the ETC Eos Family User Forum for community support and knowledge sharing.

Help from ETC Technical Services

Provides contact information and steps for receiving assistance from ETC Technical Services.

Other Reference Materials

Lists additional resources for learning more about the console's features and operations.

Important Concepts

Introduces fundamental concepts essential for understanding console operation and system interaction.

Console Overview

Eos Apex 5 Overview

Provides an overview of the physical layout, components, and capacities of the Eos Apex 5 console.

Eos Apex 10 Overview

Provides an overview of the physical layout, components, and capacities of the Eos Apex 10 console.

Eos Apex 20 Overview

Provides an overview of the physical layout, components, and capacities of the Eos Apex 20 console.

Eos Ti Overview

Provides an overview of the physical layout, components, and capacities of the Eos Ti console.

Gio Overview

Provides an overview of the physical layout, components, and capacities of the Gio console.

Gio @5 Overview

Provides an overview of the physical layout, components, and capacities of the Gio @5 console.

Ion Xe Overview

Provides an overview of the physical layout, components, and capacities of the Ion Xe console.

Ion Xe 20 Overview

Provides an overview of the physical layout, components, and capacities of the Ion Xe 20 console.

Element 2 Overview

Provides an overview of the physical layout, components, and capacities of the Element 2 console.

Ion Classic Overview

Provides an overview of the physical layout, components, and capacities of the Ion Classic console.

Element Classic Overview

Provides an overview of the physical layout, components, and capacities of the Element Classic console.

Cleaning Your Console

Provides instructions on how to safely clean the console exterior.

System Basics

About System Basics

Explains setup, navigation, and operation procedures for the console.

Power Up the Console

Step-by-step guide on how to power on the console.

Power Down the Console

Instructions for safely powering down the console through the browser menu.

The Central Information Area (CIA)

Describes the CIA's default layout, including command line, parameter display, and browser.

Browser

Explains how to use the browser for functions like saving, loading, and opening displays.

Display Control and Navigation

Details methods for opening, closing, and navigating displays and tabs.

Workspaces

Explains how to configure independent display control across multiple monitors.

Managing Show Files

About Managing Show Files

Explains how to create, open, and save show files using the Browser.

Create a New Show File

Provides instructions for creating a new show file via the browser.

Open an Existing Show File

Details how to open existing Eos Family show files from various storage locations.

Selective Partial Show Opening

Explains how to load partial components from a show file with advanced options.

Partial Patch Opening

Describes how to selectively open partial patch information or fixtures into a show file.

Merging Show Files

Explains how to merge other Eos family show files, including partial component merging.

Printing a Show File

Details how to save a show file or aspects of it to a PDF file for printing.

Saving the Current Show File

Provides instructions on how to save the current show data and indicates unsaved changes.

Importing Show Files

Explains how Eos supports importing various file types, including ASCII and CSV.

Exporting a Show File

Describes how to export Eos Family show files to various formats like ASCII, CSV, and MLA.

Exporting Logs

Explains how to export logs for troubleshooting issues with ETC Technical Services.

Deleting Show Files

Provides instructions on how to delete show files from the Show File Archive and File Server.

File Manager

Introduces the File Manager utility in ECU for managing show files and software installers.

Patch

About Patch

Explains Eos's concept of fixtures and channels, and the purpose of patching.

Patch Main Display

Describes how to open the patch display and its controls, including RDM and patch modes.

Patching Conventional Fixtures

Details patching methods by channel and by address for conventional fixtures.

Patching Automated Fixtures, LEDs, and Accessories

Explains the process for patching automated fixtures, requiring more detailed information.

Patching Multicell Fixtures

Describes patching multicell fixtures, similar to automated fixtures but with differences.

Labeling

Explains how to label channels or addresses using the command line or virtual keyboard.

Using the Scroller;Wheel Picker and Editor

Details how to choose and create custom scrolls/wheels using the picker and editor.

Attribute Section

Provides optional fields for additional information about fixture configuration and attributes.

Database Section

Explains how to enter additional information for query functions, including keywords.

Augment3 d Section

Covers patch fields and properties specific to Augment3d.

Using Device List

Explains how to discover, configure, and monitor RDM and network devices.

Dimmer List for CEM+, CEM3, and FDX 2000;3000

Details dimmer feedback settings and requirements for CEM+, CEM3, and FDX 2000/3000.

RDM Device List

Explains how to use the RDM Device List to discover and manage RDM devices.

Clearing the Patch

Describes how to clear the patch entirely or create a 1-to-1 patch.

Update Profile

Explains how to update fixture profiles to incorporate library changes.

Fixture Editor

Covers creating and editing custom fixture types, including parameters and modes.

System Basics

The Central Information Area (CIA)

Details the components of the CIA: command line, parameter display, and browser.

Collapse; Expand the CIA

Explains how to collapse or expand the CIA view for more screen space.

Lock the CIA

Describes how to lock the CIA in place to prevent accidental collapsing or viewing changes.

The Command Line

Explains the area where commands appear and how it displays in Live and Blind.

Command Line Search

Explains how to search recorded targets, effects, and channels via the command line.

Parameter Display

Shows available parameters for patched channels and how to select them for Live/Blind displays.

Labeling

Describes how to attach alphanumeric labels to objects like cues, channels, and submasters.

Editing Labels

Explains how to use page arrow keys or an external keyboard to move the cursor for label editing.

Browser

Introduces the browser as the interface for saving, loading, and opening displays.

Using the Browser

Details how to navigate and use the browser, including submenus and color coding.

Clear Functions

Explains how to access clear options from the browser and select record targets to clear.

Patch 1 to 1 vs Clear Patch

Differentiates between clearing a patch to 1-to-1 and clearing only the patch.

Locking the Face Panel

Describes how to lock the face panel to prevent actions from the command line or CIA.

Softkeys

Explains how to access features and displays using softkeys located under the Browser.

Changing Softkey Pages

Details how to access the second page of softkeys when more are available.

Displays

Defines terms related to console displays such as monitor, workspace, frame, tab, and display.

Workspaces

Explains independent display control across monitors and workspace configuration.

Frames

Describes how workspaces can be divided into frames, and their arrangement.

Tabs

Explains how frames can have multiple tabs, categorized as Control and Display.

Tab Tools

Details tools for managing tabs, including closing, replacing, and resizing.

Using [Format]

Explains how to use the format button to rotate through available views and collapse/expand data.

Summary View

Describes the summary view for large numbers of channels and intensity data.

Table View

Explains table view for displaying fixture types, channel details, and parameter levels.

Preview Mode in Live

Describes the {Preview} softkey for displaying intensity values from another cue.

Channels in Use

Explains how to open the Channels in Use display and the information it provides.

Spreadsheet (Blind Only)

Details the spreadsheet format for viewing channel data and trends in blind mode.

Indicators in the Live; Blind Display

Identifies conventions for color and text indicators used in Live and Blind displays.

Using Flexichannel

Explains how to use the Flexi key to view specific channels based on criteria.

View Channels

Describes how to select specific channels to appear in a flexichannel state.

Selecting Displays

Explains how to select open displays using Tab, specific keys, or record target buttons.

Zooming Displays

Details how to zoom in and out on displays using the Format button and Level Wheel.

Moving Displays

Explains how to move active displays between monitors using Tab and page arrow keys.

Clickable Displays

Describes how to interact with clickable cells in displays to select and place items.

Manual Control

About Manual Control

Introduces various ways to select and command control channels within Eos.

Using Channel Faders On Element 2

Explains how to use channel faders on the Element console for controlling levels.

Selecting Channels

Details methods for selecting channels using keypad, direct selects, and groups.

Setting Intensity

Explains how to manually set channel intensity using keypad, palettes, or level wheel.

Manual Control of Non-intensity Parameters (NPs)

Describes setting non-intensity parameters using keypad, CIA, and encoders.

Using the Parameter Display

Explains how the parameter display is populated and used for editing parameters.

Setting Parameters with the Keypad

Details how to set parameter values numerically using the keypad.

Adjusting Parameters Using + and -

Explains how to use the + and - keys to adjust parameters from the command line.

Setting Non-intensity Parameters with the Encoders

Describes using encoders for quick adjustment of non-intensity parameters.

Encoder Display

Explains how the encoder display LCD shows parameters and their status.

Coarse; Fine

Explains the difference between coarse and fine control for encoders.

Encoder Paging

Describes how to navigate through encoder pages for different categories.

Encoder Softkeys

Lists the softkeys available in each encoder section for parameter control.

Home

Explains how to access the Home key for returning parameters to their default position.

Min and Max

Describes the use of Min and Max keys for linear parameters like shutter.

Next and Last

Explains how to use Next and Last keys for segmented parameters like gobo wheels.

Mode

Describes how to select different modes for encoder wheels like rotate or index.

Expand

Explains how the Expand button shows all media settings for a specific wheel.

Flip

Explains how the Flip button is used to flip objects in the Pan/Tilt section of the encoder LCD.

Form Control

Describes how Form parameters affect beam quality and how to adjust them.

Image Control

Explains how Image parameters affect the beam's contents like gobos and effects.

Shutter Control

Details how to use shutter controls for fixtures with framing devices.

Shutter Graphic

Explains how to open the shutter controls window and manipulate shutters.

Color Control

Describes how to establish color manually using encoders, CMY, RGB, or color wheels.

Color Spaces

Explains the six available color spaces and how to navigate them.

Gel Picker

Details how to use the gel picker to select gels from a gel book.

Tinting Tools

Explains how to adjust color, saturation, and brightness using tinting tools.

Color Path

Describes how to control color fades between cues using color paths.

Spectrum Tools

Explains how to view and control parameters across the color spectrum.

Using [At]

Explains how to use [At] to select channels/parameters and remove move instructions.

Modifying Using Record

Describes how to modify a cue by re-recording it entirely.

Modifying Using Record Only

Explains how to use Record Only for selective storing and modifying cues.

[Update]

Details the Update feature for modifying information and manual data.

Update Using Cue Only;Track

Explains how to use the [Q Only/Track] key for updating cues.

Using Trace

Explains how Trace works to track changes backward through the cue list.

Updating the Current Cue

Describes how to update the current cue by pressing [Update] [Enter].

Updating a Source Cue

Explains how to update a source cue using trace.

Updating a Non-Active Cue

Describes how to update inactive cues using the same commands as active cues.

Update [Thru]

Explains how to update from a current cue to a destination cue using [Update] [Thru].

Recording and Editing Cues from Blind

Details how to view, change, and execute cues in blind display.

Using the Cue List Index

Explains how to use the cue list index to view and edit cues.

Partitions on Cue Lists

Describes how partitions can be assigned to a cue list and their effect on channels.

Solo Mode

Explains how to use Solo Mode for editing cue lists after syncing with other cue lists.

Auto-block Cleanup

Describes how to remove all auto-blocks from a single cue, range, or entire cue list.

Edit

Explains how to open the edit softkey for blind channel view and change display.

Cue List Index Configuration

Details how to access and configure the Cue List Index menu.

Reorder Columns

Explains how to choose and order data in the Cue List Index columns.

Default

Describes how to reset Cue List Index settings to default states.

Cue List Properties

Explains how cue list properties determine cue list interaction.

Using Go

Explains how to use the Go button to execute the cue in the pending file.

Using [Stop; Back]

Describes how to stop fader activity or step back through the cue list.

Using Blackout and Grandmaster

Explains the Blackout function and how grandmaster faders work.

Using Go To Cue 0

Explains how to use Go To Cue 0 to reset intensity values and set the first cue pending.

Using Assert (Playback Button)

Details how to use the Assert button to re-run active cues or regain control.

Using Timing Disable

Explains how the Timing Disable button ignores timing data for activated cues.

Using Freeze

Describes how to halt effect activity on faders or freeze a specific effect.

Using Stop Effect

Explains how to stop effects on faders or specific channels.

Using Rate Override

Details how to collect playback faders for rate control and adjust rate dynamically.

Manual Control

Explains manual timing control for parameters and cue levels.

Groups

About Groups

Explains groups as channel selection devices for fast recall of specific channels.

Recording Groups Live

Details how to record groups of channels for fast recall, including labeling.

Ordered Channels

Explains how channels are ordered in a group and how it interacts with Next/Last.

Editing Groups from the Group List

Describes how to modify existing groups without recording or updating.

Subgroups

Explains how to create subsets of channels within a group using Shift & [/].

Selecting Groups

Details how to select groups from the control keypad or direct selects.

Deleting Groups

Provides syntax for deleting groups and their contents.

Opening the Group List

Explains how to open the group list for viewing and editing groups.

Ordered View and Numeric View

Describes how grouped channels are displayed and how to switch views.

Using Groups as a Channel Collector

Explains how to use the Group command to collect channels from submasters, cues, etc.

Fan

About Fan

Explains how fan provides parameter and timing spread across selections.

Fanning Parameter Data

Details how to adjust fan values with encoders or keypad.

Fan From the Command Line

Explains how to use command line for fan commands.

Fanning References

Describes how palettes and other reference lists are used for fanning.

Fanning Timing and Delays

Explains how fanning timing and delays work, similar to fanning parameters.

Using Subgroups with Fan

Explains how subgroups can be used with the Fan feature.

Mark

About Mark

Explains how Mark automates presetting fixtures to required states before fading intensity.

AutoMark

Details the AutoMark feature, its system default, and conditions that trigger it.

Referenced Marks

Explains user-specified marks manually applied to channels or parameters.

Setting Referenced Mark Flags

Describes how to apply a mark flag to a previous cue.

Mark Display Indicators

Identifies symbols in the Mark flag column of PSD and Cue List Index.

Priority Mark

Explains how to assign priority marking using softkeys.

Applying Flags as Channels are Marked

Shows how to apply a mark flag to a previous cue.

Mark Earliest

Explains how the {Earliest} command marks a channel into the cue after the last intensity move.

Palettes

About Palettes

Palettes are building blocks for presets, cues, and effects, offering reusable data.

Palette Types

Details the four types of palettes: Intensity, Focus, Color, and Beam.

Intensity Palettes

Explains intensity palettes for channels with intensity parameter data.

Focus Palettes

Describes focus palettes for channels with focus parameter data, including Pan/Tilt or XYZ.

Color Palettes

Explains color palettes for channels with color data, including CMY, RGB, and HS.

Beam Palettes

Details beam palettes for channels with beam parameter data.

Palette Options

Lists softkey options available when recording palettes: By Type, Absolute, Locked.

{By Type} Palettes

Explains By Type palettes created with default channels for fixture types.

{Absolute} Palettes

Describes Absolute palettes where data is treated as absolute and never referenced.

{Locked} Palettes

Explains Locked palettes protected from accidental changes in Live.

Storing Palettes Live

Details methods for storing palettes in live or blind using Record, Record Only, or filters.

Selective Storing Palettes with [Record]

Explains how to store palettes using selective storing, specifying channels or parameters.

Storing Palettes with [Record Only]

Details the selective record process for storing only manual parameter data to palettes.

Storing Palettes to Direct Selects

Explains how to efficiently store palettes using direct selects on the touchscreen.

Using Filters with Palettes

Describes how filters can modify data stored to a palette by a record action.

Recalling Palettes

Explains how to recall palettes from the control keypad or direct selects.

Editing Palettes in Blind

Details how to view and edit all palettes in blind using table or spreadsheet views.

Editing Palettes in List View

Describes how to open and edit palettes in list view, including adding labels.

Editing Palettes in Spreadsheet View

Explains how to view and compare data between palettes in spreadsheet view.

Editing Palettes in Intensity View

Details how to edit palettes in intensity view, including using Move To and Copy To.

Using By Type Palettes

Explains how By Type palettes are created and edited in blind.

Removing Channels from a Palette

Provides instructions on how to remove specific channels from a palette.

Deleting Palettes

Explains how to delete palettes and the effect on references in cues.

Presets

About Presets

Describes presets as collections of data for channels to facilitate cue creation.

Preset Options

Lists softkey options available when recording presets: By Type, Absolute, Locked.

{By Type} Presets

Explains By Type presets created with default channels for fixture types.

{Absolute} Presets

Describes Absolute presets where data is treated as absolute and never referenced.

{Locked} Presets

Explains Locked presets protected from accidental changes in Live.

Storing Presets Live

Details methods for storing presets live using keypad, direct selects, Record, or Record Only.

Storing Presets Using [Record]

Explains how to store presets using Record, including selective storing and filters.

Storing Presets Using [Record Only]

Details the selective record process for storing only manual parameter data to presets.

Recalling Presets

Explains how to recall presets from the control keypad or direct selects.

Effects in Presets

Describes how effects can be stored in presets and used in submasters or cues.

Editing Presets Live

Details how to edit presets in live by rerecording or using Update.

Rerecording Presets

Explains the conventions for rerecording presets using Record and Record Only.

Updating Presets

Details how to use the Update command to record parameter modifications back to a preset.

Using the Preset List

Explains how to open and use the preset list for viewing and editing attributes.

Editing Presets in Blind

Details how to view and edit presets in blind using table or spreadsheet views.

Using By Type Presets

Explains how By Type presets are created and edited in blind.

Removing Channels from a Preset

Provides instructions on how to remove specific channels from a preset.

Deleting Presets

Explains how to delete presets and the effect on references in cues.

Presets and Palettes Fader Properties

Explains how presets and palettes can be mapped to faders using the fader configuration display.

Single Cue Lists

About Single Cue List

Defines a cue as a record target with channels, timing, and attributes.

Basic Cueing

Explains how Eos operates in Cue Only or Tracking mode and its impact on cue editing.

Cue Numbering

Details ways to number cues, including whole, decimal, and auto-numbering.

Recording Cues in Live

Explains how to store fixture parameters with non-home values into a target cue.

Using [Cue Only; Track]

Explains the [Q Only/Track] key as an exception to cue only/track system settings.

Selective Storing Cues in Live

Details how to modify cues using selective storing, specifying channels or parameters.

Timing

Explains how cue timing categories and discrete timing can be applied to cues or parameters.

Assigning Cue Attributes

Describes how to record cues with attributes like Follow, Hang, Link, Loop, etc.

Flags

Explains how flags like Block, Assert, AllFade, Mark, and Preheat can be applied to cues.

Block

Details how to apply a block to a cue, part, channel, or parameter.

Auto-block

Explains the auto-block function to protect cue data from unwanted changes.

Assert

Describes assert as a way to make tracked or blocked values act as move instructions.

AllFade

Explains the allfade attribute that commands intensity values to zero.

Using External Links

Details how to use external links to trigger macros, show control, or snapshots.

Modifying Cues Live

Explains how to modify cues live by rerecording or using Update.

[Update]

Details the Update feature for modifying information and manual data.

Recording and Editing Cues from Blind

Details how to view, change, and execute cues in blind display.

Using the Cue List Index

Explains how to use the cue list index to view and edit cues.

Partitions on Cue Lists

Describes how partitions can be assigned to a cue list and their effect on channels.

Solo Mode

Explains how to use Solo Mode for editing cue lists after syncing with other cue lists.

Auto-block Cleanup

Describes how to remove all auto-blocks from a single cue, range, or entire cue list.

Edit

Explains how to open the edit softkey for blind channel view and change display.

Cue List Index Configuration

Details how to access and configure the Cue List Index menu.

Reorder Columns

Explains how to choose and order data in the Cue List Index columns.

Default

Describes how to reset Cue List Index settings to default states.

Cue List Properties

Explains how cue list properties determine cue list interaction.

Using Go To Cue

Explains how to use Go To Cue instructions to execute cues.

Go To Cue Timing

Details how Go To Cue uses setup timing and options.

Other Go To Cue Options

Lists options for Go To Cue, including Manual, Scenes, Move Instructions, and Marks.

Advanced Manual Control

About Advanced Manual Control

Introduces advanced features for manual control functions to save programming time.

Using [Copy To]

Explains how to copy data from one channel to another or to a different record target.

Using [Recall From]

Describes how to retrieve data from other locations, like recalling information from live.

Using {Make Null}

Explains how to use Make Null to withhold parameter data from record or update actions.

Using {Make Manual}

Details how to convert live cue or submaster data into manual values.

Using {Make Absolute}

Explains how to transform referenced data into absolute data.

Using [Capture]

Describes how to capture channel parameter data for manual control.

Using Query

Explains how to select channels based on criteria using softkeys and the command line.

Using [Undo]

Describes how to revert certain operations performed in the software.

Effects

About Effects

Explains effects as dynamic, repetitive actions applied to channels.

The Effect List

Displays all recorded effects and allows editing and viewing in CIA.

Effects Editor

Shows effect properties and attributes for editing, accessible via the effect list.

Effect Status Display

Displays currently running effects and allows editing while running.

Effect Channel Display

Allows overriding effect properties per channel at the cue level.

Step Effects

Explains step effects as chases with on-state and off-state actions.

Absolute Effects

Describes absolute effects as progressive actions, specifying exact behavior.

Relative Effects

Explains relative effects as continuous offsets from current parameter values.

Focus Effects

Details focus effects for impacting pan and tilt parameters.

Color Effects

Explains color effects impacting only color parameters like hue and saturation.

Linear Effects

Describes linear effects as references to linear diagrams applied to any parameter.

Define a Pattern Shape

Explains how to define shapes for relative effects using the editor.

Programming a New Relative Effect

Provides the process for programming a new relative effect.

Preprogrammed Rainbow Effects

Lists preprogrammed rainbow effects for RGB and CMY parameters.

Apply an Existing Effect

Explains how to apply an existing effect to selected channels.

Editing Effects Live

Details how to edit a running effect using the effect status display or editor.

Stopping Effects

Explains how to stop all effects or specific effects from operating.

Query and Group Effect

Describes how to select channels currently running in a selected effect.

Replace With

Explains how to replace an effect with another, preserving overrides.

Deleting Effects

Provides instructions on how to delete effects and return them to default values.

Recording an Effect to a Preset

Explains how to store effects in presets.

Recording an Effect in a Cue

Details how to record an effect into a cue or cue part.

Effects on Faders

Explains how to load channels running effects onto a submaster.

Delaying Effects

Describes how to place a delay on an effect in a cue or submaster.

Effects Variables

Introduces variables for StepBased and Absolute effects for altering effects on the fly.

Park

About Park

Explains how park allows setting channels/parameters to a specific value, prohibiting overrides.

Park Display

Describes how to access the park display to view parked channels and addresses.

Parked Values in Live

Details how channels and parameters can be parked and unparked from the live display.

Scaled Parked Values in Live

Explains how scaled parked values allow proportional modification of intensity output in live.

Parked Addresses in Live

Details how DMX addresses can be parked in Live.

Park Values from the Park Display

Explains how to park and unpark channel parameters or addresses from the park display.

Submasters

About Submasters

Explains how submasters store parameter data for channels and can be controlled by faders or keypad.

Paging Submasters

Details how to page through available submasters on Element 2 and classic consoles.

Recording a Submaster

Explains how to record current stage contents directly to a submaster.

Submaster List

Describes how to access the submaster list for viewing and editing.

Editing Submasters

Details how to edit the contents of a submaster in Blind edit mode.

Submaster Properties

Explains how faders can be mapped to submasters and their properties.

Submaster Fader and Button Configuration

Details available configuration options for submaster faders and buttons.

Submaster Information

Shows submaster number, label, priority, and other information in the fader status display.

Labeling a Submaster

Explains how to label submasters using the Label key.

Loading Submasters

Describes how to load cues, presets, or palettes onto faders as submasters.

Using Bump Button Timing With Submasters

Explains how bump buttons can have different timing values for submasters.

Controlling Subfades Manually

Details how to take control of submasters manually, even with recorded time.

Execute List

Explains how the execute list for submasters can trigger actions like macros or cues.

[Freeze] and [Stop Effect] on Submasters

Describes how to halt effect activity or stop effects on submasters.

Moving and Copying Submasters

Explains how to move and copy submasters using Move To and Copy To.

Releasing Content From a Submaster

Details methods for releasing content from a playback fader.

Updating a Submaster

Explains how to make changes to submasters in Live mode using Update.

Deleting a Submaster

Provides instructions on how to delete a submaster and its contents.

Using About

About [About]

Provides detailed information regarding selected elements in About mode.

[About]

Displays general system information when About is pressed with a clear command line.

{Whats New}

Opens user documentation on the console, typically found in Tab 100.

[About] System

Lists all network devices connected to Eos, including consoles and gateways.

[About] Channel

Displays information about a selected channel, including current values and parameters.

[About] Address

Shows information about a selected address, including RDM and Sensor Feedback.

[About] Cuelist

Displays information about a selected cue list, including attributes and active cues.

[About] Cue

Shows information about a selected cue, including timing, flags, and attributes.

[About] Curves

Displays information about a selected curve, including its number and label.

[About] Effects

Shows information about a selected effect, including its number and label.

[About] Groups

Displays information about a selected group, including its number and label.

[About] Submaster

Lists information displayed when a submaster is selected.

[About] Macro

Shows a list of cues that will execute a selected macro.

[About] IFCB Palettes

Displays information about palettes used in cues and presets.

[About] Presets

Shows information about a selected preset, including channels and usage.

[About] Color Path

Displays information about a selected color path, including its number and label.

[About] Live

Displays currently active DMX values when [Live] is held with [About].

Curves

About Curves

Explains curves as relationships between timing and output level for fades.

Creating a Curve

Details how to select or create a new curve using the curves display.

Editing Curves

Explains how to edit curves using the keypad or touchscreen.

Applying a Curve To Channels In Patch

Details how to apply curves to any intensity parameter in patch.

Curves Applied to Cues

Explains how curves applied to cues affect percent completion for fade calculations.

Applying a Curve To Scroller Fans

Describes how curves can be applied to a scroller fan for output control.

Deleting Curves

Provides instructions on how to delete curves from the curve display.

Snapshots

About Snapshots

Snapshots are record targets storing the current state of the Eos control surface.

Recording Snapshots

Details how to store the current state of the console by recording a snapshot.

Recalling Snapshots

Explains how to view and recall snapshots from the snapshot list.

Editing Snapshots

Describes how to edit or preview the contents of a snapshot.

Deleting Snapshots

Provides syntax for deleting snapshots.

Macros

About Macros

Explains macros for composing programming actions and executing them later.

Store a Macro from Live

Details the most effective way to store a macro using live mode and macro [Learn] mode.

Using the [Learn] Key

Explains how to use the [Learn] key to place the console in macro learn mode.

Macro Editor Display

Describes how to edit macros from the macro editor display.

Create a New Macro from the Display

Explains how to create a new macro from the macro editor display.

Edit an Existing Macro

Details how to edit the content of a macro by removing or adding commands.

Play a Macro

Explains how to play a macro from the command line, direct selects, or another macro.

Stop a Macro

Describes how to stop a macro while it is running.

Deleting Macros

Provides syntax for deleting macros from the macro editor or any display.

Magic Sheets

About Magic Sheets

Explains magic sheets as user-created displays for viewing and programming data.

Magic Sheet Browser

Details how to open the magic sheet browser to view and edit magic sheets.

Direct Selects

Explains how magic sheets can be accessed from direct selects.

Magic Sheet List

Describes how to open the magic sheet list for viewing created magic sheets.

Display Tools

Lists tools for magic sheets available via right-clicking or double tapping the tab.

Navigating a Magic Sheet

Explains how to navigate magic sheets using mouse, keyboard, or touchscreen.

Creating and Editing Magic Sheets

Details how to create and edit magic sheets using the editing tools.

Limited Expand Mode

Allows a magic sheet to be viewed fullscreen, with options available from the gear menu.

Examples of Magic Sheets

Provides examples of magic sheets created using the feature.

Augment3 d

About Augment3 d

Introduces Augment3d as a tool for configuring and focusing virtual fixture representations.

Hardware and Software Requirements

Lists the hardware and software requirements for running Augment3d on consoles, PC/Mac, and iOS/Android.

Running Augment3 d

Explains how to run Augment3d natively on consoles or in tether mode on PC/Mac.

Augment3 d Key Terms

Defines specific terms and features unique to Augment3d.

Navigation in Augment3 d

Details keyboard and mouse controls for navigating the Augment3d space.

Augment3 d Control Mode

Describes Control Mode as the default view for visualization and navigation.

Augment3 d Edit Mode

Explains Edit Mode for editing and configuration of models, fixtures, and objects.

Augment3 d Toolbar

Lists toolbar options for altering Augment3d fixtures and objects.

Fixtures in Augment3 d

Explains that fixtures must be patched in Eos before being displayed and controlled in Augment3d.

Adding Fixtures Manually

Details how to manually add fixtures to Augment3d using the Eos Patch screen.

Adding Fixtures Automatically

Explains how Augment3d calculates rotation and XYZ position using calibrated points.

Adding Fixtures from Vectorworks

Describes how to import fixtures into Augment3d from a Vectorworks file.

Manually Adding Fixtures

Details how to manually add fixtures to Augment3d via the Eos Patch screen.

Position and Orientation Data

Explains position (local/world) and orientation data for fixtures in Augment3d.

Editing Fixture Position and Rotation

Describes how to edit fixture position and rotation in Augment3d Edit Mode.

Setting Orientation for Conventional Fixtures in Patch

Explains how to aim static lighting fixtures at the correct point in Patch.

Fixture Position Estimation (FPE)

Details how Eos automatically configures fixture location and orientation using FPE.

Setting Up FPE

Explains how FPE associates points with Focus Palettes for fixture location estimation.

FPE Points

Describes FPE points as known physical locations measured relative to the XYZ & Origin.

FPE Sets

Explains how FPE Points can be arranged in sets for multiple spaces or touring shows.

Calculating FPE

Details how to calculate FPE once FPE Points are matched to Focus Palettes.

Selective FPE

Explains how FPE recalculates positions for all or selected fixtures in a show file.

Troubleshooting FPE

Addresses accuracy issues in FPE calculation due to fixture profiles or measurements.

Best Practices

Provides best practices for selecting FPE Point positions for optimal calculation.

Virtual Media Server

About Virtual Media Server

Introduces the virtual media server feature for creating pixel maps and layouts.

Media Content

Explains how image, video, HTML, and text files can be applied to a pixel map.

Importing Media Content

Details methods for adding media content via import functions or File Manager.

Supported Media Formats

Lists supported image and video formats for virtual media.

Using Import All Pixel Map Media

Explains the automatic method for importing all pixel map media from a device.

Importing with the File Manager

Describes the manual method for importing media using the File Manager.

Setting Up Pixel Maps

Explains how pixel maps determine fixture layout and media interpretation.

Limitations of pixel maps

Lists limitations for pixel maps: 40 per show, 12 layers, 16,384 pixels.

Assigning Layers

Details how to assign server channel, media layer, and effect layer to channels.

Setting Pixel Map Features

Explains how to define array and fixture types, assign starting address/channel.

Options available for changing the mapping

Lists options for changing pixel map mapping, including order and borders.

Working with the Virtual Media Server

Explains how to open the Pixel Map Preview display and use encoders or ML Controls.

Server Channel Controls

Details controls for Server Channel, including Intensity, Pan/Tilt, Color, and Crossfade.

Layer Channel Controls

Explains controls for Layer Channels, including Intensity, Pan/Tilt, Color, and Negative.

Pixel Mapping in a Multi-Console System

Describes synchronizing media archives between primary, backup, and client consoles.

Steps for Configuring a Multi-Console System

Provides steps for configuring a multi-console system, including primary and backup setup.

Synchronizing Media Archives

Explains how to view media playback by importing media to backup/client archives.

Partitioned Control

About Partitioned Control

Explains how partitioned control allows discrete channel control between multiple programmers.

How to Use Partitions

Details the primary use of partitioned control for simultaneous work without data conflicts.

Setting Up Partitioned Control

Explains how to enable or disable partitioned control system-wide.

Partition List

Describes how to view the partition list display and select partitions.

Creating New Partitions

Provides instructions on how to create new partitions.

Deleting Partitions

Explains how to delete partitions using command line syntax.

Using Partitions

Details how partitions are set on a user level and their effect on data access.

Partitions in Playback

Explains how fader configurations and loaded content are shared across devices.

Partitions on Cue Lists

Describes how partitions can be assigned to a cue list.

Flexichannel in Partitioned Control

Explains the 'Partitioned' flexi mode when partitioning is enabled.

Multi-Console

About Multi-Console

Outlines procedures for using multiple Eos Family control devices simultaneously on a network.

Multi-Console Terms

Familiarizes users with terms used in multi-console setup, including Primary, Backup, Client, etc.

Multi-console Setup

Provides settings adjustments for optimal functionality when using multiple Eos devices.

Designate Primary

Explains how to designate one Eos device as primary, others as backup or clients.

DHCP Server

Details how Eos can provide a DHCP server for network devices.

Change Device Name

Explains how to change the device name for network identification.

Backup Auto Switch

Describes how the backup switches automatically if the primary goes offline.

Backup at Higher Priority

Enables the backup to take over at a higher priority if the primary goes offline.

Network Type

Adjusts the timeout period before a backup takes control from the primary.

Change IP Address

Explains how to give each Eos device a unique IP address.

Output in Client Mode

Enables or disables local DMX port output for consoles in client or backup mode.

Multiple Users

Details how Eos consoles can act as separate or same users.

About User ID

Explains how User ID is defined for unique or shared operation.

Assigning User ID

Details how to change the User ID for console operation.

About Multi-console Backup

Explains the benefit of show data backup for system security.

Synchronized Backup

Describes how to activate synchronized backup for show data security.

Setting Up Synchronized Backup

Provides steps for setting up synchronized backup, including assigning a backup to a primary.

Backup Scenarios

Discusses backup scenarios like Console/Console and RPU/Console.

Remote Software Installation

Explains how to remotely install software to all devices in a multi-console system.

Remote Power On;Off

Describes how to remotely power on and off Eos devices.

Mirror Mode

Explains how to mirror displays of another device.

Using Mirror Mode on a Client without a Dongle

Details how a client without a dongle connects and operates in mirror mode.

Configuring Mirror Mode

Explains how to configure a device to connect in Mirror mode.

Mirror Mode Displays

Describes how monitors match between mirroring device and host.

Eos Configuration Utility

About the Eos Configuration Utility

Covers the ECU's uses for system configuration and basic level test functions.

ECU Welcome Screen

Describes the starting screen of the ECU for choosing modes and changing settings.

Primary

Explains the primary mode for single or networked console operation.

Backup

Assigns a console as backup, taking control if the primary fails.

Client

Assigns the console as a client to a console in primary mode.

Mirror

Details client mode requiring a dongle for mirror mode connection.

Offline

Puts the console in Offline mode for editing without network connection.

Offline w; viz

Available for ETCnomad software without a dongle, for visualizer use.

Settings

Opens the ECU Settings for network and general configuration.

Augment3 d Tether

Allows running Augment3d on a computer connected to a console.

Power Off

Powers the console down following a confirmation.

Settings > General

Covers settings for device name, 24-hour clock, and time.

Settings > Network

Details network configuration settings, including IP address and DHCP.

Settings > Maintenance

Covers maintenance functions like Deep Clear, Reclaim Disk Space, and Save Logs.

Buttons

Explains configuration for RPU and Face Panel buttons.

RFR

Details setup for Net3 Radio Focus Remote (RFR) to work with Eos.

Show Control

About Eos Family Show Control

Provides an overview of show control types and general setup information.

Show Control Settings

Allows adjustment of settings for MIDI Show Control, time code, analog, and serial functions.

Show Control Display

Explains creation of event lists and processing of incoming show control events.

Time Code

Details how Eos consoles receive internal or external time code to execute event lists.

Real Time Clock (RTC)

Explains how RTC events are used to run actions at specific times or based on astronomical events.

Analog Inputs

Describes how to accept analog input through Net3 I/O Gateway or built-in ports.

Relay Outputs

Explains how Eos consoles trigger relay outputs on Net3 I/O Gateways or built-in relay output.

Interface Protocols

Points to additional settings in ECU>Settings>Network for interface protocols.

sACN Input

Explains how Eos receives streaming sACN level information for show control actions.

MIDI Show Control

Details how Eos consoles receive and transmit MIDI Show Control data.

String Interface

Explains sending and receiving RS232, UDP, and ACN strings.

Open Sound Control (OSC)

Describes OSC as a protocol for network communication with audio, video, and lighting devices.

OSC Command Line

Explains how to send OSC commands directly with arguments.

OSC Direct Selects

Details how OSC direct selects are virtual buttons mapped separately from console direct selects.

OSC Fader Banks

Explains how fader banks share mapping with Eos, but have different paging.

Summary

Introduction

Using this Manual

Explains naming and text conventions used in the manual for clarity.

Register Your Console

Details the process of registering your console with ETC for updates and advisories.

Online Eos Family User Forums

Encourages participation in the ETC Eos Family User Forum for community support and knowledge sharing.

Help from ETC Technical Services

Provides contact information and steps for receiving assistance from ETC Technical Services.

Other Reference Materials

Lists additional resources for learning more about the console's features and operations.

Important Concepts

Introduces fundamental concepts essential for understanding console operation and system interaction.

Console Overview

Eos Apex 5 Overview

Provides an overview of the physical layout, components, and capacities of the Eos Apex 5 console.

Eos Apex 10 Overview

Provides an overview of the physical layout, components, and capacities of the Eos Apex 10 console.

Eos Apex 20 Overview

Provides an overview of the physical layout, components, and capacities of the Eos Apex 20 console.

Eos Ti Overview

Provides an overview of the physical layout, components, and capacities of the Eos Ti console.

Gio Overview

Provides an overview of the physical layout, components, and capacities of the Gio console.

Gio @5 Overview

Provides an overview of the physical layout, components, and capacities of the Gio @5 console.

Ion Xe Overview

Provides an overview of the physical layout, components, and capacities of the Ion Xe console.

Ion Xe 20 Overview

Provides an overview of the physical layout, components, and capacities of the Ion Xe 20 console.

Element 2 Overview

Provides an overview of the physical layout, components, and capacities of the Element 2 console.

Ion Classic Overview

Provides an overview of the physical layout, components, and capacities of the Ion Classic console.

Element Classic Overview

Provides an overview of the physical layout, components, and capacities of the Element Classic console.

Cleaning Your Console

Provides instructions on how to safely clean the console exterior.

System Basics

About System Basics

Explains setup, navigation, and operation procedures for the console.

Power Up the Console

Step-by-step guide on how to power on the console.

Power Down the Console

Instructions for safely powering down the console through the browser menu.

The Central Information Area (CIA)

Describes the CIA's default layout, including command line, parameter display, and browser.

Browser

Explains how to use the browser for functions like saving, loading, and opening displays.

Display Control and Navigation

Details methods for opening, closing, and navigating displays and tabs.

Workspaces

Explains how to configure independent display control across multiple monitors.

Managing Show Files

About Managing Show Files

Explains how to create, open, and save show files using the Browser.

Create a New Show File

Provides instructions for creating a new show file via the browser.

Open an Existing Show File

Details how to open existing Eos Family show files from various storage locations.

Selective Partial Show Opening

Explains how to load partial components from a show file with advanced options.

Partial Patch Opening

Describes how to selectively open partial patch information or fixtures into a show file.

Merging Show Files

Explains how to merge other Eos family show files, including partial component merging.

Printing a Show File

Details how to save a show file or aspects of it to a PDF file for printing.

Saving the Current Show File

Provides instructions on how to save the current show data and indicates unsaved changes.

Importing Show Files

Explains how Eos supports importing various file types, including ASCII and CSV.

Exporting a Show File

Describes how to export Eos Family show files to various formats like ASCII, CSV, and MLA.

Exporting Logs

Explains how to export logs for troubleshooting issues with ETC Technical Services.

Deleting Show Files

Provides instructions on how to delete show files from the Show File Archive and File Server.

File Manager

Introduces the File Manager utility in ECU for managing show files and software installers.

Patch

About Patch

Explains Eos's concept of fixtures and channels, and the purpose of patching.

Patch Main Display

Describes how to open the patch display and its controls, including RDM and patch modes.

Patching Conventional Fixtures

Details patching methods by channel and by address for conventional fixtures.

Patching Automated Fixtures, LEDs, and Accessories

Explains the process for patching automated fixtures, requiring more detailed information.

Patching Multicell Fixtures

Describes patching multicell fixtures, similar to automated fixtures but with differences.

Labeling

Explains how to label channels or addresses using the command line or virtual keyboard.

Using the Scroller;Wheel Picker and Editor

Details how to choose and create custom scrolls/wheels using the picker and editor.

Attribute Section

Provides optional fields for additional information about fixture configuration and attributes.

Database Section

Explains how to enter additional information for query functions, including keywords.

Augment3 d Section

Covers patch fields and properties specific to Augment3d.

Using Device List

Explains how to discover, configure, and monitor RDM and network devices.

Dimmer List for CEM+, CEM3, and FDX 2000;3000

Details dimmer feedback settings and requirements for CEM+, CEM3, and FDX 2000/3000.

RDM Device List

Explains how to use the RDM Device List to discover and manage RDM devices.

Clearing the Patch

Describes how to clear the patch entirely or create a 1-to-1 patch.

Update Profile

Explains how to update fixture profiles to incorporate library changes.

Fixture Editor

Covers creating and editing custom fixture types, including parameters and modes.

System Basics

The Central Information Area (CIA)

Details the components of the CIA: command line, parameter display, and browser.

Collapse; Expand the CIA

Explains how to collapse or expand the CIA view for more screen space.

Lock the CIA

Describes how to lock the CIA in place to prevent accidental collapsing or viewing changes.

The Command Line

Explains the area where commands appear and how it displays in Live and Blind.

Command Line Search

Explains how to search recorded targets, effects, and channels via the command line.

Parameter Display

Shows available parameters for patched channels and how to select them for Live/Blind displays.

Labeling

Describes how to attach alphanumeric labels to objects like cues, channels, and submasters.

Editing Labels

Explains how to use page arrow keys or an external keyboard to move the cursor for label editing.

Browser

Introduces the browser as the interface for saving, loading, and opening displays.

Using the Browser

Details how to navigate and use the browser, including submenus and color coding.

Clear Functions

Explains how to access clear options from the browser and select record targets to clear.

Patch 1 to 1 vs Clear Patch

Differentiates between clearing a patch to 1-to-1 and clearing only the patch.

Locking the Face Panel

Describes how to lock the face panel to prevent actions from the command line or CIA.

Softkeys

Explains how to access features and displays using softkeys located under the Browser.

Changing Softkey Pages

Details how to access the second page of softkeys when more are available.

Displays

Defines terms related to console displays such as monitor, workspace, frame, tab, and display.

Workspaces

Explains independent display control across monitors and workspace configuration.

Frames

Describes how workspaces can be divided into frames, and their arrangement.

Tabs

Explains how frames can have multiple tabs, categorized as Control and Display.

Tab Tools

Details tools for managing tabs, including closing, replacing, and resizing.

Using [Format]

Explains how to use the format button to rotate through available views and collapse/expand data.

Summary View

Describes the summary view for large numbers of channels and intensity data.

Table View

Explains table view for displaying fixture types, channel details, and parameter levels.

Preview Mode in Live

Describes the {Preview} softkey for displaying intensity values from another cue.

Channels in Use

Explains how to open the Channels in Use display and the information it provides.

Spreadsheet (Blind Only)

Details the spreadsheet format for viewing channel data and trends in blind mode.

Indicators in the Live; Blind Display

Identifies conventions for color and text indicators used in Live and Blind displays.

Using Flexichannel

Explains how to use the Flexi key to view specific channels based on criteria.

View Channels

Describes how to select specific channels to appear in a flexichannel state.

Selecting Displays

Explains how to select open displays using Tab, specific keys, or record target buttons.

Zooming Displays

Details how to zoom in and out on displays using the Format button and Level Wheel.

Moving Displays

Explains how to move active displays between monitors using Tab and page arrow keys.

Clickable Displays

Describes how to interact with clickable cells in displays to select and place items.

Manual Control

About Manual Control

Introduces various ways to select and command control channels within Eos.

Using Channel Faders On Element 2

Explains how to use channel faders on the Element console for controlling levels.

Selecting Channels

Details methods for selecting channels using keypad, direct selects, and groups.

Setting Intensity

Explains how to manually set channel intensity using keypad, palettes, or level wheel.

Manual Control of Non-intensity Parameters (NPs)

Describes setting non-intensity parameters using keypad, CIA, and encoders.

Using the Parameter Display

Explains how the parameter display is populated and used for editing parameters.

Setting Parameters with the Keypad

Details how to set parameter values numerically using the keypad.

Adjusting Parameters Using + and -

Explains how to use the + and - keys to adjust parameters from the command line.

Setting Non-intensity Parameters with the Encoders

Describes using encoders for quick adjustment of non-intensity parameters.

Encoder Display

Explains how the encoder display LCD shows parameters and their status.

Coarse; Fine

Explains the difference between coarse and fine control for encoders.

Encoder Paging

Describes how to navigate through encoder pages for different categories.

Encoder Softkeys

Lists the softkeys available in each encoder section for parameter control.

Home

Explains how to access the Home key for returning parameters to their default position.

Min and Max

Describes the use of Min and Max keys for linear parameters like shutter.

Next and Last

Explains how to use Next and Last keys for segmented parameters like gobo wheels.

Mode

Describes how to select different modes for encoder wheels like rotate or index.

Expand

Explains how the Expand button shows all media settings for a specific wheel.

Flip

Explains how the Flip button is used to flip objects in the Pan/Tilt section of the encoder LCD.

Form Control

Describes how Form parameters affect beam quality and how to adjust them.

Image Control

Explains how Image parameters affect the beam's contents like gobos and effects.

Shutter Control

Details how to use shutter controls for fixtures with framing devices.

Shutter Graphic

Explains how to open the shutter controls window and manipulate shutters.

Color Control

Describes how to establish color manually using encoders, CMY, RGB, or color wheels.

Color Spaces

Explains the six available color spaces and how to navigate them.

Gel Picker

Details how to use the gel picker to select gels from a gel book.

Tinting Tools

Explains how to adjust color, saturation, and brightness using tinting tools.

Color Path

Describes how to control color fades between cues using color paths.

Spectrum Tools

Explains how to view and control parameters across the color spectrum.

Using [At]

Explains how to use [At] to select channels/parameters and remove move instructions.

Modifying Using Record

Describes how to modify a cue by re-recording it entirely.

Modifying Using Record Only

Explains how to use Record Only for selective storing and modifying cues.

[Update]

Details the Update feature for modifying information and manual data.

Update Using Cue Only;Track

Explains how to use the [Q Only/Track] key for updating cues.

Using Trace

Explains how Trace works to track changes backward through the cue list.

Updating the Current Cue

Describes how to update the current cue by pressing [Update] [Enter].

Updating a Source Cue

Explains how to update a source cue using trace.

Updating a Non-Active Cue

Describes how to update inactive cues using the same commands as active cues.

Update [Thru]

Explains how to update from a current cue to a destination cue using [Update] [Thru].

Recording and Editing Cues from Blind

Details how to view, change, and execute cues in blind display.

Using the Cue List Index

Explains how to use the cue list index to view and edit cues.

Partitions on Cue Lists

Describes how partitions can be assigned to a cue list and their effect on channels.

Solo Mode

Explains how to use Solo Mode for editing cue lists after syncing with other cue lists.

Auto-block Cleanup

Describes how to remove all auto-blocks from a single cue, range, or entire cue list.

Edit

Explains how to open the edit softkey for blind channel view and change display.

Cue List Index Configuration

Details how to access and configure the Cue List Index menu.

Reorder Columns

Explains how to choose and order data in the Cue List Index columns.

Default

Describes how to reset Cue List Index settings to default states.

Cue List Properties

Explains how cue list properties determine cue list interaction.

Using Go

Explains how to use the Go button to execute the cue in the pending file.

Using [Stop; Back]

Describes how to stop fader activity or step back through the cue list.

Using Blackout and Grandmaster

Explains the Blackout function and how grandmaster faders work.

Using Go To Cue 0

Explains how to use Go To Cue 0 to reset intensity values and set the first cue pending.

Using Assert (Playback Button)

Details how to use the Assert button to re-run active cues or regain control.

Using Timing Disable

Explains how the Timing Disable button ignores timing data for activated cues.

Using Freeze

Describes how to halt effect activity on faders or freeze a specific effect.

Using Stop Effect

Explains how to stop effects on faders or specific channels.

Using Rate Override

Details how to collect playback faders for rate control and adjust rate dynamically.

Manual Control

Explains manual timing control for parameters and cue levels.

Groups

About Groups

Explains groups as channel selection devices for fast recall of specific channels.

Recording Groups Live

Details how to record groups of channels for fast recall, including labeling.

Ordered Channels

Explains how channels are ordered in a group and how it interacts with Next/Last.

Editing Groups from the Group List

Describes how to modify existing groups without recording or updating.

Subgroups

Explains how to create subsets of channels within a group using Shift & [/].

Selecting Groups

Details how to select groups from the control keypad or direct selects.

Deleting Groups

Provides syntax for deleting groups and their contents.

Opening the Group List

Explains how to open the group list for viewing and editing groups.

Ordered View and Numeric View

Describes how grouped channels are displayed and how to switch views.

Using Groups as a Channel Collector

Explains how to use the Group command to collect channels from submasters, cues, etc.

Fan

About Fan

Explains how fan provides parameter and timing spread across selections.

Fanning Parameter Data

Details how to adjust fan values with encoders or keypad.

Fan From the Command Line

Explains how to use command line for fan commands.

Fanning References

Describes how palettes and other reference lists are used for fanning.

Fanning Timing and Delays

Explains how fanning timing and delays work, similar to fanning parameters.

Using Subgroups with Fan

Explains how subgroups can be used with the Fan feature.

Mark

About Mark

Explains how Mark automates presetting fixtures to required states before fading intensity.

AutoMark

Details the AutoMark feature, its system default, and conditions that trigger it.

Referenced Marks

Explains user-specified marks manually applied to channels or parameters.

Setting Referenced Mark Flags

Describes how to apply a mark flag to a previous cue.

Mark Display Indicators

Identifies symbols in the Mark flag column of PSD and Cue List Index.

Priority Mark

Explains how to assign priority marking using softkeys.

Applying Flags as Channels are Marked

Shows how to apply a mark flag to a previous cue.

Mark Earliest

Explains how the {Earliest} command marks a channel into the cue after the last intensity move.

Palettes

About Palettes

Palettes are building blocks for presets, cues, and effects, offering reusable data.

Palette Types

Details the four types of palettes: Intensity, Focus, Color, and Beam.

Intensity Palettes

Explains intensity palettes for channels with intensity parameter data.

Focus Palettes

Describes focus palettes for channels with focus parameter data, including Pan/Tilt or XYZ.

Color Palettes

Explains color palettes for channels with color data, including CMY, RGB, and HS.

Beam Palettes

Details beam palettes for channels with beam parameter data.

Palette Options

Lists softkey options available when recording palettes: By Type, Absolute, Locked.

{By Type} Palettes

Explains By Type palettes created with default channels for fixture types.

{Absolute} Palettes

Describes Absolute palettes where data is treated as absolute and never referenced.

{Locked} Palettes

Explains Locked palettes protected from accidental changes in Live.

Storing Palettes Live

Details methods for storing palettes in live or blind using Record, Record Only, or filters.

Selective Storing Palettes with [Record]

Explains how to store palettes using selective storing, specifying channels or parameters.

Storing Palettes with [Record Only]

Details the selective record process for storing only manual parameter data to palettes.

Storing Palettes to Direct Selects

Explains how to efficiently store palettes using direct selects on the touchscreen.

Using Filters with Palettes

Describes how filters can modify data stored to a palette by a record action.

Recalling Palettes

Explains how to recall palettes from the control keypad or direct selects.

Editing Palettes in Blind

Details how to view and edit all palettes in blind using table or spreadsheet views.

Editing Palettes in List View

Describes how to open and edit palettes in list view, including adding labels.

Editing Palettes in Spreadsheet View

Explains how to view and compare data between palettes in spreadsheet view.

Editing Palettes in Intensity View

Details how to edit palettes in intensity view, including using Move To and Copy To.

Using By Type Palettes

Explains how By Type palettes are created and edited in blind.

Removing Channels from a Palette

Provides instructions on how to remove specific channels from a palette.

Deleting Palettes

Explains how to delete palettes and the effect on references in cues.

Presets

About Presets

Describes presets as collections of data for channels to facilitate cue creation.

Preset Options

Lists softkey options available when recording presets: By Type, Absolute, Locked.

{By Type} Presets

Explains By Type presets created with default channels for fixture types.

{Absolute} Presets

Describes Absolute presets where data is treated as absolute and never referenced.

{Locked} Presets

Explains Locked presets protected from accidental changes in Live.

Storing Presets Live

Details methods for storing presets live using keypad, direct selects, Record, or Record Only.

Storing Presets Using [Record]

Explains how to store presets using Record, including selective storing and filters.

Storing Presets Using [Record Only]

Details the selective record process for storing only manual parameter data to presets.

Recalling Presets

Explains how to recall presets from the control keypad or direct selects.

Effects in Presets

Describes how effects can be stored in presets and used in submasters or cues.

Editing Presets Live

Details how to edit presets in live by rerecording or using Update.

Rerecording Presets

Explains the conventions for rerecording presets using Record and Record Only.

Updating Presets

Details how to use the Update command to record parameter modifications back to a preset.

Using the Preset List

Explains how to open and use the preset list for viewing and editing attributes.

Editing Presets in Blind

Details how to view and edit presets in blind using table or spreadsheet views.

Using By Type Presets

Explains how By Type presets are created and edited in blind.

Removing Channels from a Preset

Provides instructions on how to remove specific channels from a preset.

Deleting Presets

Explains how to delete presets and the effect on references in cues.

Presets and Palettes Fader Properties

Explains how presets and palettes can be mapped to faders using the fader configuration display.

Single Cue Lists

About Single Cue List

Defines a cue as a record target with channels, timing, and attributes.

Basic Cueing

Explains how Eos operates in Cue Only or Tracking mode and its impact on cue editing.

Cue Numbering

Details ways to number cues, including whole, decimal, and auto-numbering.

Recording Cues in Live

Explains how to store fixture parameters with non-home values into a target cue.

Using [Cue Only; Track]

Explains the [Q Only/Track] key as an exception to cue only/track system settings.

Selective Storing Cues in Live

Details how to modify cues using selective storing, specifying channels or parameters.

Timing

Explains how cue timing categories and discrete timing can be applied to cues or parameters.

Assigning Cue Attributes

Describes how to record cues with attributes like Follow, Hang, Link, Loop, etc.

Flags

Explains how flags like Block, Assert, AllFade, Mark, and Preheat can be applied to cues.

Block

Details how to apply a block to a cue, part, channel, or parameter.

Auto-block

Explains the auto-block function to protect cue data from unwanted changes.

Assert

Describes assert as a way to make tracked or blocked values act as move instructions.

AllFade

Explains the allfade attribute that commands intensity values to zero.

Using External Links

Details how to use external links to trigger macros, show control, or snapshots.

Modifying Cues Live

Explains how to modify cues live by rerecording or using Update.

[Update]

Details the Update feature for modifying information and manual data.

Recording and Editing Cues from Blind

Details how to view, change, and execute cues in blind display.

Using the Cue List Index

Explains how to use the cue list index to view and edit cues.

Partitions on Cue Lists

Describes how partitions can be assigned to a cue list and their effect on channels.

Solo Mode

Explains how to use Solo Mode for editing cue lists after syncing with other cue lists.

Auto-block Cleanup

Describes how to remove all auto-blocks from a single cue, range, or entire cue list.

Edit

Explains how to open the edit softkey for blind channel view and change display.

Cue List Index Configuration

Details how to access and configure the Cue List Index menu.

Reorder Columns

Explains how to choose and order data in the Cue List Index columns.

Default

Describes how to reset Cue List Index settings to default states.

Cue List Properties

Explains how cue list properties determine cue list interaction.

Using Go To Cue

Explains how to use Go To Cue instructions to execute cues.

Go To Cue Timing

Details how Go To Cue uses setup timing and options.

Other Go To Cue Options

Lists options for Go To Cue, including Manual, Scenes, Move Instructions, and Marks.

Advanced Manual Control

About Advanced Manual Control

Introduces advanced features for manual control functions to save programming time.

Using [Copy To]

Explains how to copy data from one channel to another or to a different record target.

Using [Recall From]

Describes how to retrieve data from other locations, like recalling information from live.

Using {Make Null}

Explains how to use Make Null to withhold parameter data from record or update actions.

Using {Make Manual}

Details how to convert live cue or submaster data into manual values.

Using {Make Absolute}

Explains how to transform referenced data into absolute data.

Using [Capture]

Describes how to capture channel parameter data for manual control.

Using Query

Explains how to select channels based on criteria using softkeys and the command line.

Using [Undo]

Describes how to revert certain operations performed in the software.

Effects

About Effects

Explains effects as dynamic, repetitive actions applied to channels.

The Effect List

Displays all recorded effects and allows editing and viewing in CIA.

Effects Editor

Shows effect properties and attributes for editing, accessible via the effect list.

Effect Status Display

Displays currently running effects and allows editing while running.

Effect Channel Display

Allows overriding effect properties per channel at the cue level.

Step Effects

Explains step effects as chases with on-state and off-state actions.

Absolute Effects

Describes absolute effects as progressive actions, specifying exact behavior.

Relative Effects

Explains relative effects as continuous offsets from current parameter values.

Focus Effects

Details focus effects for impacting pan and tilt parameters.

Color Effects

Explains color effects impacting only color parameters like hue and saturation.

Linear Effects

Describes linear effects as references to linear diagrams applied to any parameter.

Define a Pattern Shape

Explains how to define shapes for relative effects using the editor.

Programming a New Relative Effect

Provides the process for programming a new relative effect.

Preprogrammed Rainbow Effects

Lists preprogrammed rainbow effects for RGB and CMY parameters.

Apply an Existing Effect

Explains how to apply an existing effect to selected channels.

Editing Effects Live

Details how to edit a running effect using the effect status display or editor.

Stopping Effects

Explains how to stop all effects or specific effects from operating.

Query and Group Effect

Describes how to select channels currently running in a selected effect.

Replace With

Explains how to replace an effect with another, preserving overrides.

Deleting Effects

Provides instructions on how to delete effects and return them to default values.

Recording an Effect to a Preset

Explains how to store effects in presets.

Recording an Effect in a Cue

Details how to record an effect into a cue or cue part.

Effects on Faders

Explains how to load channels running effects onto a submaster.

Delaying Effects

Describes how to place a delay on an effect in a cue or submaster.

Effects Variables

Introduces variables for StepBased and Absolute effects for altering effects on the fly.

Park

About Park

Explains how park allows setting channels/parameters to a specific value, prohibiting overrides.

Park Display

Describes how to access the park display to view parked channels and addresses.

Parked Values in Live

Details how channels and parameters can be parked and unparked from the live display.

Scaled Parked Values in Live

Explains how scaled parked values allow proportional modification of intensity output in live.

Parked Addresses in Live

Details how DMX addresses can be parked in Live.

Park Values from the Park Display

Explains how to park and unpark channel parameters or addresses from the park display.

Submasters

About Submasters

Explains how submasters store parameter data for channels and can be controlled by faders or keypad.

Paging Submasters

Details how to page through available submasters on Element 2 and classic consoles.

Recording a Submaster

Explains how to record current stage contents directly to a submaster.

Submaster List

Describes how to access the submaster list for viewing and editing.

Editing Submasters

Details how to edit the contents of a submaster in Blind edit mode.

Submaster Properties

Explains how faders can be mapped to submasters and their properties.

Submaster Fader and Button Configuration

Details available configuration options for submaster faders and buttons.

Submaster Information

Shows submaster number, label, priority, and other information in the fader status display.

Labeling a Submaster

Explains how to label submasters using the Label key.

Loading Submasters

Describes how to load cues, presets, or palettes onto faders as submasters.

Using Bump Button Timing With Submasters

Explains how bump buttons can have different timing values for submasters.

Controlling Subfades Manually

Details how to take control of submasters manually, even with recorded time.

Execute List

Explains how the execute list for submasters can trigger actions like macros or cues.

[Freeze] and [Stop Effect] on Submasters

Describes how to halt effect activity or stop effects on submasters.

Moving and Copying Submasters

Explains how to move and copy submasters using Move To and Copy To.

Releasing Content From a Submaster

Details methods for releasing content from a playback fader.

Updating a Submaster

Explains how to make changes to submasters in Live mode using Update.

Deleting a Submaster

Provides instructions on how to delete a submaster and its contents.

Using About

About [About]

Provides detailed information regarding selected elements in About mode.

[About]

Displays general system information when About is pressed with a clear command line.

{Whats New}

Opens user documentation on the console, typically found in Tab 100.

[About] System

Lists all network devices connected to Eos, including consoles and gateways.

[About] Channel

Displays information about a selected channel, including current values and parameters.

[About] Address

Shows information about a selected address, including RDM and Sensor Feedback.

[About] Cuelist

Displays information about a selected cue list, including attributes and active cues.

[About] Cue

Shows information about a selected cue, including timing, flags, and attributes.

[About] Curves

Displays information about a selected curve, including its number and label.

[About] Effects

Shows information about a selected effect, including its number and label.

[About] Groups

Displays information about a selected group, including its number and label.

[About] Submaster

Lists information displayed when a submaster is selected.

[About] Macro

Shows a list of cues that will execute a selected macro.

[About] IFCB Palettes

Displays information about palettes used in cues and presets.

[About] Presets

Shows information about a selected preset, including channels and usage.

[About] Color Path

Displays information about a selected color path, including its number and label.

[About] Live

Displays currently active DMX values when [Live] is held with [About].

Curves

About Curves

Explains curves as relationships between timing and output level for fades.

Creating a Curve

Details how to select or create a new curve using the curves display.

Editing Curves

Explains how to edit curves using the keypad or touchscreen.

Applying a Curve To Channels In Patch

Details how to apply curves to any intensity parameter in patch.

Curves Applied to Cues

Explains how curves applied to cues affect percent completion for fade calculations.

Applying a Curve To Scroller Fans

Describes how curves can be applied to a scroller fan for output control.

Deleting Curves

Provides instructions on how to delete curves from the curve display.

Snapshots

About Snapshots

Snapshots are record targets storing the current state of the Eos control surface.

Recording Snapshots

Details how to store the current state of the console by recording a snapshot.

Recalling Snapshots

Explains how to view and recall snapshots from the snapshot list.

Editing Snapshots

Describes how to edit or preview the contents of a snapshot.

Deleting Snapshots

Provides syntax for deleting snapshots.

Macros

About Macros

Explains macros for composing programming actions and executing them later.

Store a Macro from Live

Details the most effective way to store a macro using live mode and macro [Learn] mode.

Using the [Learn] Key

Explains how to use the [Learn] key to place the console in macro learn mode.

Macro Editor Display

Describes how to edit macros from the macro editor display.

Create a New Macro from the Display

Explains how to create a new macro from the macro editor display.

Edit an Existing Macro

Details how to edit the content of a macro by removing or adding commands.

Play a Macro

Explains how to play a macro from the command line, direct selects, or another macro.

Stop a Macro

Describes how to stop a macro while it is running.

Deleting Macros

Provides syntax for deleting macros from the macro editor or any display.

Magic Sheets

About Magic Sheets

Explains magic sheets as user-created displays for viewing and programming data.

Magic Sheet Browser

Details how to open the magic sheet browser to view and edit magic sheets.

Direct Selects

Explains how magic sheets can be accessed from direct selects.

Magic Sheet List

Describes how to open the magic sheet list for viewing created magic sheets.

Display Tools

Lists tools for magic sheets available via right-clicking or double tapping the tab.

Navigating a Magic Sheet

Explains how to navigate magic sheets using mouse, keyboard, or touchscreen.

Creating and Editing Magic Sheets

Details how to create and edit magic sheets using the editing tools.

Limited Expand Mode

Allows a magic sheet to be viewed fullscreen, with options available from the gear menu.

Examples of Magic Sheets

Provides examples of magic sheets created using the feature.

Augment3 d

About Augment3 d

Introduces Augment3d as a tool for configuring and focusing virtual fixture representations.

Hardware and Software Requirements

Lists the hardware and software requirements for running Augment3d on consoles, PC/Mac, and iOS/Android.

Running Augment3 d

Explains how to run Augment3d natively on consoles or in tether mode on PC/Mac.

Augment3 d Key Terms

Defines specific terms and features unique to Augment3d.

Navigation in Augment3 d

Details keyboard and mouse controls for navigating the Augment3d space.

Augment3 d Control Mode

Describes Control Mode as the default view for visualization and navigation.

Augment3 d Edit Mode

Explains Edit Mode for editing and configuration of models, fixtures, and objects.

Augment3 d Toolbar

Lists toolbar options for altering Augment3d fixtures and objects.

Fixtures in Augment3 d

Explains that fixtures must be patched in Eos before being displayed and controlled in Augment3d.

Adding Fixtures Manually

Details how to manually add fixtures to Augment3d using the Eos Patch screen.

Adding Fixtures Automatically

Explains how Augment3d calculates rotation and XYZ position using calibrated points.

Adding Fixtures from Vectorworks

Describes how to import fixtures into Augment3d from a Vectorworks file.

Manually Adding Fixtures

Details how to manually add fixtures to Augment3d via the Eos Patch screen.

Position and Orientation Data

Explains position (local/world) and orientation data for fixtures in Augment3d.

Editing Fixture Position and Rotation

Describes how to edit fixture position and rotation in Augment3d Edit Mode.

Setting Orientation for Conventional Fixtures in Patch

Explains how to aim static lighting fixtures at the correct point in Patch.

Fixture Position Estimation (FPE)

Details how Eos automatically configures fixture location and orientation using FPE.

Setting Up FPE

Explains how FPE associates points with Focus Palettes for fixture location estimation.

FPE Points

Describes FPE points as known physical locations measured relative to the XYZ & Origin.

FPE Sets

Explains how FPE Points can be arranged in sets for multiple spaces or touring shows.

Calculating FPE

Details how to calculate FPE once FPE Points are matched to Focus Palettes.

Selective FPE

Explains how FPE recalculates positions for all or selected fixtures in a show file.

Troubleshooting FPE

Addresses accuracy issues in FPE calculation due to fixture profiles or measurements.

Best Practices

Provides best practices for selecting FPE Point positions for optimal calculation.

Virtual Media Server

About Virtual Media Server

Introduces the virtual media server feature for creating pixel maps and layouts.

Media Content

Explains how image, video, HTML, and text files can be applied to a pixel map.

Importing Media Content

Details methods for adding media content via import functions or File Manager.

Supported Media Formats

Lists supported image and video formats for virtual media.

Using Import All Pixel Map Media

Explains the automatic method for importing all pixel map media from a device.

Importing with the File Manager

Describes the manual method for importing media using the File Manager.

Setting Up Pixel Maps

Explains how pixel maps determine fixture layout and media interpretation.

Limitations of pixel maps

Lists limitations for pixel maps: 40 per show, 12 layers, 16,384 pixels.

Assigning Layers

Details how to assign server channel, media layer, and effect layer to channels.

Setting Pixel Map Features

Explains how to define array and fixture types, assign starting address/channel.

Options available for changing the mapping

Lists options for changing pixel map mapping, including order and borders.

Working with the Virtual Media Server

Explains how to open the Pixel Map Preview display and use encoders or ML Controls.

Server Channel Controls

Details controls for Server Channel, including Intensity, Pan/Tilt, Color, and Crossfade.

Layer Channel Controls

Explains controls for Layer Channels, including Intensity, Pan/Tilt, Color, and Negative.

Pixel Mapping in a Multi-Console System

Describes synchronizing media archives between primary, backup, and client consoles.

Steps for Configuring a Multi-Console System

Provides steps for configuring a multi-console system, including primary and backup setup.

Synchronizing Media Archives

Explains how to view media playback by importing media to backup/client archives.

Partitioned Control

About Partitioned Control

Explains how partitioned control allows discrete channel control between multiple programmers.

How to Use Partitions

Details the primary use of partitioned control for simultaneous work without data conflicts.

Setting Up Partitioned Control

Explains how to enable or disable partitioned control system-wide.

Partition List

Describes how to view the partition list display and select partitions.

Creating New Partitions

Provides instructions on how to create new partitions.

Deleting Partitions

Explains how to delete partitions using command line syntax.

Using Partitions

Details how partitions are set on a user level and their effect on data access.

Partitions in Playback

Explains how fader configurations and loaded content are shared across devices.

Partitions on Cue Lists

Describes how partitions can be assigned to a cue list.

Flexichannel in Partitioned Control

Explains the 'Partitioned' flexi mode when partitioning is enabled.

Multi-Console

About Multi-Console

Outlines procedures for using multiple Eos Family control devices simultaneously on a network.

Multi-Console Terms

Familiarizes users with terms used in multi-console setup, including Primary, Backup, Client, etc.

Multi-console Setup

Provides settings adjustments for optimal functionality when using multiple Eos devices.

Designate Primary

Explains how to designate one Eos device as primary, others as backup or clients.

DHCP Server

Details how Eos can provide a DHCP server for network devices.

Change Device Name

Explains how to change the device name for network identification.

Backup Auto Switch

Describes how the backup switches automatically if the primary goes offline.

Backup at Higher Priority

Enables the backup to take over at a higher priority if the primary goes offline.

Network Type

Adjusts the timeout period before a backup takes control from the primary.

Change IP Address

Explains how to give each Eos device a unique IP address.

Output in Client Mode

Enables or disables local DMX port output for consoles in client or backup mode.

Multiple Users

Details how Eos consoles can act as separate or same users.

About User ID

Explains how User ID is defined for unique or shared operation.

Assigning User ID

Details how to change the User ID for console operation.

About Multi-console Backup

Explains the benefit of show data backup for system security.

Synchronized Backup

Describes how to activate synchronized backup for show data security.

Setting Up Synchronized Backup

Provides steps for setting up synchronized backup, including assigning a backup to a primary.

Backup Scenarios

Discusses backup scenarios like Console/Console and RPU/Console.

Remote Software Installation

Explains how to remotely install software to all devices in a multi-console system.

Remote Power On;Off

Describes how to remotely power on and off Eos devices.

Mirror Mode

Explains how to mirror displays of another device.

Using Mirror Mode on a Client without a Dongle

Details how a client without a dongle connects and operates in mirror mode.

Configuring Mirror Mode

Explains how to configure a device to connect in Mirror mode.

Mirror Mode Displays

Describes how monitors match between mirroring device and host.

Eos Configuration Utility

About the Eos Configuration Utility

Covers the ECU's uses for system configuration and basic level test functions.

ECU Welcome Screen

Describes the starting screen of the ECU for choosing modes and changing settings.

Primary

Explains the primary mode for single or networked console operation.

Backup

Assigns a console as backup, taking control if the primary fails.

Client

Assigns the console as a client to a console in primary mode.

Mirror

Details client mode requiring a dongle for mirror mode connection.

Offline

Puts the console in Offline mode for editing without network connection.

Offline w; viz

Available for ETCnomad software without a dongle, for visualizer use.

Settings

Opens the ECU Settings for network and general configuration.

Augment3 d Tether

Allows running Augment3d on a computer connected to a console.

Power Off

Powers the console down following a confirmation.

Settings > General

Covers settings for device name, 24-hour clock, and time.

Settings > Network

Details network configuration settings, including IP address and DHCP.

Settings > Maintenance

Covers maintenance functions like Deep Clear, Reclaim Disk Space, and Save Logs.

Buttons

Explains configuration for RPU and Face Panel buttons.

RFR

Details setup for Net3 Radio Focus Remote (RFR) to work with Eos.

Show Control

About Eos Family Show Control

Provides an overview of show control types and general setup information.

Show Control Settings

Allows adjustment of settings for MIDI Show Control, time code, analog, and serial functions.

Show Control Display

Explains creation of event lists and processing of incoming show control events.

Time Code

Details how Eos consoles receive internal or external time code to execute event lists.

Real Time Clock (RTC)

Explains how RTC events are used to run actions at specific times or based on astronomical events.

Analog Inputs

Describes how to accept analog input through Net3 I/O Gateway or built-in ports.

Relay Outputs

Explains how Eos consoles trigger relay outputs on Net3 I/O Gateways or built-in relay output.

Interface Protocols

Points to additional settings in ECU>Settings>Network for interface protocols.

sACN Input

Explains how Eos receives streaming sACN level information for show control actions.

MIDI Show Control

Details how Eos consoles receive and transmit MIDI Show Control data.

String Interface

Explains sending and receiving RS232, UDP, and ACN strings.

Open Sound Control (OSC)

Describes OSC as a protocol for network communication with audio, video, and lighting devices.

OSC Command Line

Explains how to send OSC commands directly with arguments.

OSC Direct Selects

Details how OSC direct selects are virtual buttons mapped separately from console direct selects.

OSC Fader Banks

Explains how fader banks share mapping with Eos, but have different paging.

ETC Eos Apex 5 Specifications

General IconGeneral
TypeLighting Control Console
Master Playbacks10
Output ProtocolsDMX, sACN, Art-Net
ConnectivityEthernet, USB
Screen Size15.6 inches
DMX Outputs4
Ethernet Ports2
USB Ports4
Audio I/OLine In, Line Out
External Monitor SupportYes
Operating SystemEos
ProcessorIntel i7
Memory16GB RAM

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