Scenes
There are many functions in the controller with which you can create a complicated light effect; and,
the most fundamental part is a scene, in which you can store the “look” you have created using your
light. There are 15 scene buttons on 10 pages. A maximum of 150 scenes and chases can be stored.
1. How the Creator 2048 Works When Programming
This console has a special internal scene called the “programmer.” Whenever you change an attribute
of a fixture, the changes are stored in the programmer. When you record a scene, the contents of the
programmer are stored in the scene. Nothing else from the console output is stored.
This console has two programming modes, “Record by Fixture” (the normal mode) and “Record by
Channel”. You can change the mode by pressing <B> when storing a scene. The differences between
these two modes are:
Record by Fixture - When you change any attribute of a fixture, all the other attributes are placed in
the programmer as well. You will get exactly the result you expected when you recall the scene, but
you cannot combine scenes containing the same fixtures, because the new scene will just override
the old one.
Record by Channel - Only the attribute you change is placed in the programmer. This means that
you can save scenes which only contain position information, then recall them with other scenes to
set colors, gobos etc. This is much more flexible but requires more programming initially, because you
need several scenes to get a result. It also lays you open to problems if you do not keep tabs on
what you are doing. (This is known as Tracking mode on other consoles).
When you press <Clear>, all fixtures are erased from the programmer. You should get into the habit of
pressing <Clear> before you start to program a scene, or you can end up recording fixtures you do not
want. You also need to press <Clear> when you finish programming, because any functions in the
programmer will override playbacks.
Turning on a scene does not place the values from the scene in the programmer (but Include function
allows you to do this). The Locate Fixture function does not place any values in the programmer either.
2. Creating a Scene
01) Press <Clear> to clear the programmer. This ensures that you are starting with a clean slate.
02) Set up the stage effect using the fixtures. You can include shapes in a scene. Remember that only
the fixtures you have changed will be included in the scene.
03) Press <Scene>.
04) Empty playbacks will flash.
05) Press the playback button of a flashing playback to record it. (Select a new page first if you want to
use a different page).
06) Press <Clear> to clear the programmer. Repeat from 2 to program more scenes.
Other useful things to know about recording scenes:
You can record the whole output of the console (not just what is in the programmer) by pressing <A>
[Record Stage]. The option will highlight when Record stage mode is active.
The roller has a segment above each playback fader to allow you to write on the name of the scene
using the low-tech but reliable method of marker pen (use a strip of tape on the roller surface). You
can then see at a glance what’s in each scene.
3. Using Shapes in Scenes
As you would expect, any shapes you have set up will be saved as part of the scene.
If the base value of the shape is not in the programmer (e.g. the central pan/tilt position, for a circle),
and the shape is a “User” type, then the scene will contain a “relative” shape. When you recall the
scene, the shape will start based on the current position of the fixture. This allows you to create lots of
different effects by layering a few different scenes - one for the shape, one for the base position. You can
either use “Record by channel” mode, and not set the position, or use the “Off” function to achieve this
effect.