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ETC Ion Classic User Manual

ETC Ion Classic
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Ion Classic
User Manual
Version 3.1.1
4310M1210-3.1.1 RevA
2022-03

Table of Contents

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ETC Ion Classic Specifications

General IconGeneral
BrandETC
ModelIon Classic
CategoryDJ Equipment
LanguageEnglish

Summary

Introduction

Using this Manual

Explains naming conventions and text formatting used throughout the manual.

Register Your Console

Instructions for registering your console with ETC to receive updates and advisories.

Online Eos Family User Forums

Information on accessing the ETC Eos Family User Forum for community support and discussions.

Help from ETC Technical Services

Provides contact information and steps for obtaining technical assistance from ETC.

Other Reference Materials

Details on accessing the system's help feature and recommended show control resources.

Important Concepts

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

Chapter 1 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

Instructions for safely cleaning the exterior of the console using a damp cloth.

Chapter 2 System Basics

About System Basics

Explains base procedures for setting up, navigating, and operating the console.

Power Up the Console

Step-by-step instructions for powering on the console.

Power Down the Console

Procedure for safely powering down the console via the browser menu.

The Central Information Area (CIA)

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

Browser

Details the interface for numerous functions including saving, loading, and opening displays.

Softkeys

Explains how softkeys provide context-based software options and change dynamically.

Displays

Defines terms related to console displays like monitor, workspace, frame, tab, and displays.

Display Control and Navigation

Explains how to open, close, and navigate between various displays on the console.

Live and Blind Displays

Describes the methods for viewing and editing data in live and blind modes.

Playback Status Display

Details the Playback Status Display (PSD) for viewing cues, attributes, and fader configurations.

Direct Selects

Explains how direct selects utilize lists of show file components for quick access and interaction.

Encoders

Describes how encoders control non-intensity parameters and their associated LCD.

Moving Light Controls

Details the ML Controls display tool for non-intensity parameters of multiple devices.

Fader Configuration

Explains the fader configuration display for mapping targets to faders and setting options.

Virtual Keyboard

Describes how to open a virtual keyboard that mimics the hard keys on the physical keypad.

Face Panel Shortcuts

Lists common button pushes: single, maintained, or combined for console operation.

Hotkeys

Provides a list of common Eos functions and their associated Windows keyboard shortcuts.

sACN Output Viewer

Explains how to open the sACN Output Viewer to check current live outputs on a universe by universe basis.

Chapter 3 Managing Show Files

About Managing Show Files

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

Create a New Show File

Instructions for creating a new show file, including options for Augment3d models and 1-to-1 patching.

Open an Existing Show File

Details how to open show files from the Show File Archive, Network Drive, or USB device.

Merging Show Files

Explains how to merge Eos family show files, including options for partial merging.

Printing a Show File

Describes how to save show file aspects as a PDF for printing, and available saving locations.

Saving the Current Show File

Instructions for saving the current show data, including the Show File Archive location and indicators.

Importing Show Files

Details how to import show files from various sources and file formats into Eos.

Exporting a Show File

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

Exporting Logs

Describes how to export logs for diagnosing issues and contacting ETC Technical Services.

Deleting Show Files

Instructions for deleting show files from the Show File Archive and File Server via the Browser.

File Manager

Explains how to use the file manager in the Eos Configuration Utility to manage show files.

Chapter 4 Patch

About Patch

Explains how Eos treats fixtures and channels, and the purpose of patching.

Patch Main Display

Instructions on how to open the patch display and navigate controls.

Patching Conventional Fixtures

Details the process of patching conventional fixtures via channel or address.

Patching Automated Fixtures, LEDs, and Accessories

Explains the process for patching automated fixtures, requiring more detail for advanced control.

Patching Multicell Fixtures

Describes how to patch multicell fixtures, similar to automated fixtures but with differences.

Labeling

Instructions on how to label channels or addresses using the command line.

Using the Scroller/Wheel Picker and Editor

Explains how to use the scroller and wheel picker to choose and edit custom devices.

Patch Section

Provides access to data input fields for defining devices and their properties in lighting systems.

Attribute Section

Details optional fields for additional information and attributes about rig configuration.

Database Section

Explains how the database section provides additional fields for information used by the Query function.

Augment3d Section

Covers patch fields and properties specific to Augment3d.

Using Device List

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

Clearing the Patch

Instructions for clearing the patch entirely using Browser > Clear functions.

Update Profile

Explains how to update fixture profiles from the ETC website to ensure show file compatibility.

Fixture Editor

Guides on creating and storing custom fixture types within patch.

Chapter 5 Setup

About Setup

Describes processes for changing system, user, and device settings for user preferences.

System Settings

Provides system-wide settings affecting all connected consoles and clients.

User Settings

Details settings specific to a user, not impacting other network users.

Device Settings

Covers settings specific to the device being used, not impacting other controllers.

Console Status Display

Explains the CSD which shows informational, advisory, or warning messages about the console.

Chapter 6 Manual Control

About Manual Control

Identifies ways to select channels and manipulate show data within Eos.

Selecting Channels

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

Setting Intensity

Explains how to manually set channel intensity via keypad, palette, or level wheel.

Manual Control of Non-intensity Parameters (NPs)

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

Home

Explains how to home parameters, channels, or categories to their default positions.

Multiple Intensity Channels

Details how Eos assigns a master intensity for fixtures with multiple intensity parameters.

Multicell Fixtures

Explains how fixtures with multiple same-type parameters use multicell profiles.

Lamp Controls

Describes executing control functions for fixtures like calibrate, douse, strike, and reset.

Using [+%] and [-%]

Explains how to use [+%] and [-%] keys to incrementally adjust parameter values.

Remainder Dim

Describes how Rem Dim temporarily provides zero intensity to channels, restoring previous state.

Highlight and Lowlight

Specifies highlight preferences, including default settings and preset usage.

Sneak

Explains the Sneak command for removing manual changes and returning channels to background states.

Staging Mode

Allows temporary preview of changes, then committing to Live/Blind or reverting.

Select Keys

Lists various select functions available for channel selection.

Select Last

Allows reselecting the previous channel selection, including multiple selections, groups, etc.

Select Active

Explains how to select channels with intensity levels above zero or capture manual levels.

Select Manual

Details how to select channels with manual data and capture specific parameters.

Channel Check

Allows stepping through patched channels for checking lamps or focus.

Address at Level

Describes sending level information directly to an output address using the [Address/Patch] key.

Address Check

Allows stepping through patched addresses, skipping non-intensity parameters.

Flash

Explains how the Flash softkey brings a channel or address to full, then to 15%.

Flash On & Flash Off

Describes how [Shift] & [Full] posts 'Flash On' and [Shift] & [Out] posts 'Flash Off'.

Chapter 14 Multiple Cue Lists

About Working With Multiple Cue Lists

Outlines tools for working efficiently and simultaneously with multiple cue lists.

Recording to a New Cue List

Explains how to record cues to a new cue list, specifying the list number.

Using [Go To Cue] with Multiple Cue Lists

Details how to use [Go To Cue] instructions across multiple cue lists.

Chapter 15 Advanced Manual Control

About Advanced Manual Control

Describes advanced features for manual control functions that save programming time.

Using [Copy To]

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

Using [Recall From]

Details how to retrieve data from other locations for channel lists, cues, or presets.

Using {Make Null}

Describes withholding parameter data from record/update actions or removing it from targets.

Using {Make Manual}

Explains how to convert cue or submaster data into manual values for [Record Only] operations.

Using {Make Absolute}

Describes transforming referenced data into absolute data, breaking palette or preset references.

Using [Capture]

Explains the manual priority state where captured data is unaffected by playback.

Using Query

Details how to select channels based on criteria like fixture type or current activity.

Using [Undo]

Describes the method to revert certain operations performed in the software.

Chapter 16 Cue Playback

About Cue Playback

Explains how cues are played back using master playback faders or playback faders.

Playback Controls

Familiarizes users with playback controls and their locations on the console.

Selected Cue

Describes how the selected cue is always the last cue recorded, edited, updated, or played back.

Out-of-Sequence Cues

Defines out-of-sequence cues executed via Go To Cue, link, or loaded into a fader's pending file.

Virtual Faders

Explains how to access additional faders by using the virtual faders.

Assigning Faders

Details how cue playbacks, submasters, palettes, and presets can be assigned to faders.

Changing Fader Pages

Explains navigation changes to fader banks and wings for advancing fader pages.

Playback Fader Controls

Lists buttons found in Master Fader controls or Fader Page controls.

Chapter 17 Multipart Cues

About Multipart Cues

Explains that cues can be divided into parts with their own parameters, levels, and timing.

Record a Multipart Cue in Live

Details how to store a multipart cue in Live, selecting channels for each part.

Storing a Multipart Cue in Blind

Explains how to create multipart cues in Blind, breaking single part cues or creating new ones.

Deleting Parts from Multipart Cues

Instructions on how to delete parts from multipart cues, moving instructions to the first available part.

Chapter 18 Effects

About Effects

Explains effects as a method for dynamic, repetitive channel actions and their types.

The Effect List

Describes how to view recorded effects and make changes directly in the effect list.

Effects Editor

Details how to change effect properties and attributes in the CIA.

Effect Status Display

Shows currently running effects and allows editing while running.

Effect Channel Display

Explains how to override certain effect properties per channel at the cue level.

Step Effects

Describes step effects as chases with on-state and off-state actions for channels.

Absolute Effects

Defines absolute effects as progressive behavior, specifying exact actions for transitions.

Effect Background Value Modification

Explains how to use [+], [-], and [/] to adjust the background value for effects.

Beats Per Minute

Details how to set beats per minute (BPM) for step-based and absolute effects.

Multiple Intensity HTP Effects

Explains running multiple intensity HTP effects from different sources correctly.

Relative Effects

Defines relative effects as offsets from current parameter values with graphic editors.

Preprogrammed Rainbow Effects

Describes available preprogrammed rainbow effects for native color parameters.

Apply an Existing Effect

Instructions on how to apply an existing effect to selected channels.

Editing Effects Live

Describes how to edit an effect while it is running using the Effect Status display.

Stopping Effects

Explains how to stop effects using fader controls or the command line.

Query and Group Effect

Details how to use Query and Group to select channels running in the selected effect.

Replace With

Allows replacing an effect with another one, preserving all overrides.

Deleting Effects

Instructions on how to delete effects, returning preprogrammed ones to default values.

Recording an Effect to a Preset

Explains how effects can be stored in presets, then used in submasters or cues.

Recording an Effect in a Cue

Details how to apply an existing effect and record it into a cue or cue part.

Effects on Faders

Describes loading channels running effects onto submasters and configuring them as effect submasters.

Delaying Effects

Explains 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.

Chapter 20 Submasters

About Submasters

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

Recording a Submaster

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

Submaster List

Explains how to access the submaster list for viewing and editing programmed submasters.

Editing Submasters

Describes how to edit submaster contents, which are automatically stored.

Submaster Properties

Details available options when a fader is configured as a submaster.

Submaster Fader and Button Configuration

Explains configuration options for submaster faders and buttons.

Submaster Information

Details information displayed in the submaster list window.

Labeling a Submaster

Instructions on how to label submasters using the [Label] key.

Loading Submasters

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

Using Bump Button Timing With Submasters

Details the three different timing values for submaster bump functions.

Controlling Subfades Manually

Explains how to take control of submasters even if they have recorded time.

Execute List

Describes using the execute list for submasters to trigger macros, snapshots, MIDI, etc.

[Freeze] and [Stop Effect] on Submasters

Explains how to halt all effect activity on active submasters or stop specific effects.

Moving and Copying Submasters

Details how to move or copy submasters using Move To and Copy To commands.

Releasing Content From a Submaster

Explains ways to release content from a playback fader.

Updating a Submaster

Describes how to make changes to a submaster in Live mode using [Update].

Deleting a Submaster

Instructions on how to delete a submaster using the [Delete] key.

Using About

About [About]

Provides detailed information regarding selected elements in About mode.

[About]

Displays system address count, software and fixture library versions, and copyright notifications.

{What's New}

Opens the user documentation on the console, displaying information in Tab 100.

[About] System

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

[About] Channel

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

[About] Address

Shows address number, dimmer label, associated channel, notes, and output values.

[About] Cuelist

Displays information when a cue list is selected, including attributes and active cue.

[About] Cue

Provides details about a selected cue, including number, timing, flags, and attributes.

[About] Curves

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

[About] Effects

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

[About] Groups

Displays group number, label, and channels within the group.

[About] Submaster

Lists submaster number, label, current value, mode, fader, HTP/LTP, priority, and channels.

[About] Macro

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

[About] IFCB Palettes

Displays information on palette usage in cues, presets, and channels.

[About] Presets

Shows information about selected presets, including channel count and usage.

[About] Color Path

Details information about a selected color path, including number, label, and channels used.

[About] Live

Displays currently active DMX values instead of percentage value when holding [About] & [Live].

Chapter 22 Curves

About Curves

Explains curves as relationships between timing and output level for creating effects.

Creating a Curve

Instructions for selecting a curve or creating a new curve using the editor.

Editing Curves

Details how to edit curves using the keypad or touchscreen.

Applying a Curve To Channels In Patch

Explains how to apply curves to intensity parameters in patch.

Curves Applied to Cues

Describes how curves affect cue/part percent completion for fade calculations.

Applying a Curve To Scroller Fans

Explains how to apply curves to scroller fans, controlling output via channel intensity.

Deleting Curves

Instructions on how to delete curves from the curve display.

Chapter 23 Snapshots

About Snapshots

Defines snapshots as record targets storing the Eos interface state for quick recall.

Recording Snapshots

Instructions for storing the current console state as a snapshot.

Recalling Snapshots

Explains how to view and recall snapshots from the list or command line.

Editing Snapshots

Details how to edit or preview snapshot contents.

Deleting Snapshots

Instructions on how to delete snapshots using syntax or direct selects.

Chapter 24 Macros

About Macros

Explains macros for composing and executing programming actions.

Store a Macro from Live

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

Using the [Learn] Key

Explains how to use the [Learn] key to enter macro learn mode and record sequences.

Macro Editor Display

Details the macro editor display for listing, editing, and managing recorded macros.

Create a New Macro from the Display

Instructions for creating a new macro directly within the macro editor display.

Edit an Existing Macro

Guides on editing macro content by removing or adding commands and softkey functions.

Play a Macro

Explains how to play a macro from command line, direct selects, linked cues, or other macros.

Stop a Macro

Describes how to stop a macro while running, for example, during an infinite loop.

Deleting Macros

Instructions on how to delete a macro from the Macro Editor display.

Chapter 25 Magic Sheets

About Magic Sheets

Explains magic sheets as customizable interactive displays for data and programming.

Magic Sheet Browser

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

Magic Sheet List

Describes how to open the magic sheet list to view created sheets, labels, and views.

Display Tools

Explains the display tools available for magic sheets via right-click or double-tap.

Navigating a Magic Sheet

Guides on navigating magic sheets using mouse, keyboard, touchscreen, or multi-touch gestures.

Creating and Editing Magic Sheets

Details the process of creating and editing magic sheets using the editing tools.

Limited Expand Mode

Allows a magic sheet to be viewed fullscreen, with specific options available in this mode.

Examples of Magic Sheets

Provides examples of magic sheets created using the feature, including objects and images.

Chapter 26 Augment3d

About Augment3d

Introduces Augment3d as an Eos tool for configuring and visualizing fixtures in 3D.

Hardware and Software Requirements

Specifies hardware and software requirements for running Augment3d on consoles, PC/Mac, and mobile.

Running Augment3d

Details how to run Augment3d on consoles, PC/Mac, and in tether mode.

Augment3d Key Terms

Defines specific terms and features unique to Augment3d.

Navigation in Augment3d

Explains how to navigate the Augment3d space using keyboard and mouse controls.

Augment3d Control Mode

Describes the default Augment3d view for visualization and navigation of space, fixtures, and objects.

Augment3d Edit Mode

Details the secondary Augment3d view for editing and configuration of space, fixtures, and objects.

Augment3d Toolbar

Lists toolbar options for altering Augment3d fixtures and objects.

Fixtures in Augment3d

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

Augment3d with Magic Sheets & Pixel Maps

Details options for working with pixel maps and magic sheets in tandem with Augment3d.

Augment3d Objects

Describes non-fixture elements in Augment3d models and how to add or copy them.

Vectorworks Augment3d Plug-in

Provides information on installing and setting up the Augment3d Plug-in for Vectorworks.

Chapter 27 Virtual Media Server

About Virtual Media Server

Explains the VMS components: server, virtual layers, and pixel maps.

Media Content

Details supported media file types (image, video, HTML, text) for pixel maps.

Importing Media Content

Describes methods for adding media content via automatic import or File Manager.

Supported Media Formats

Lists recommended image and video file formats for import into Augment3d.

Setting Up Pixel Maps

Explains how to create pixel maps by laying out fixtures on a grid.

Setting Pixel Map Features

Details defining array types, fixture types, and assigning addresses for pixel maps.

Working with the Virtual Media Server

Guides on using server channel controls like intensity, pan/tilt, color, and blend modes.

Effect Layers

Explains using procedurally generated content as virtual effect layers.

Pixel Mapping in a Multi-Console System

Describes synchronizing media archives between consoles for multi-console systems.

Chapter 28 Partitioned Control

About Partitioned Control

Explains partitioned control for discrete channel access among multiple programmers.

How to Use Partitions

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

Setting Up Partitioned Control

Guides on enabling/disabling partitioned control and viewing the partition list.

Partition List

Lists all existing partitions, including pre-programmed ones like All Channels.

Creating New Partitions

Instructions for creating a new partition by entering a number and assigning channels.

Deleting Partitions

Explains how to delete any partition using command line syntax.

Using Partitions

Describes how partitions are set on a user level and affect channel control.

Partitions in Playback

Explains how fader configurations are shared across devices, with exceptions for master playback.

Partitions on Cue Lists

Details how partitions can be assigned to cue lists to limit playback.

Flexichannel in Partitioned Control

Explains the 'Partitioned' flexi mode limitation to channels within the current partition.

Chapter 29 Multi-Console

About Multi-Console

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

Multi-Console Terms

Defines terms related to multi-console systems like Primary, Backup, Client, and Offline.

Multi-console Setup

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

Synchronized Backup

Explains how to activate synchronized backup to ensure show data security.

Mirror Mode

Describes mirroring displays of another device, limiting actions to paging and shutdown/startup.

Chapter 30 Eos Configuration Utility

About the Eos Configuration Utility

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

ECU Welcome Screen

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

Settings > General

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

Settings > Network

Details network configuration settings including IP address, subnet mask, and gateway.

Settings > Maintenance

Explains maintenance functions like deep clear, saving/restoring logs and settings.

Buttons

Describes configuring RPU/RVI face panel buttons and customizable hardkeys.

RFR

Provides settings for setting up the Net3 Radio Focus Remote (RFR) to work with Eos.

Chapter 31 Show Control

About Eos Family Show Control

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

Show Control Settings

Details settings for MIDI Show Control, time code, analog, and serial functions.

Show Control Display

Explains the display for creating event lists using various show control protocols.

Time Code

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

Real Time Clock (RTC)

Explains how RTC events run cues, submasters, or macros at specific times or astronomical events.

Analog Inputs

Details how analog inputs are programmed through the show control display.

sACN Input

Describes receiving streaming sACN level information to trigger show control actions.

MIDI Show Control

Provides an overview of MIDI Show Control (MSC) data reception and transmission.

String Interface

Explains configuring serial protocols for sending/receiving UDP, ACN, and OSC messages.

MIDI Raw

Describes MIDI Raw messages, including Note Events, Program Change, and Control Change Events.

Open Sound Control (OSC)

Explains OSC as a protocol for network communication between devices.

Eos Family Show Control Capabilities

Provides a table summarizing show control capabilities across Eos Family devices.

Advanced OSC

Details OSC list convention, UID, numbers, ranges, gels, and command line syntax.

Eos OSC Keys

Lists supported key names for use with OSC commands.

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