EasyManuals Logo

Zero 88 jester 24 User Manual

Zero 88 jester 24
73 pages
To Next Page IconTo Next Page
To Next Page IconTo Next Page
To Previous Page IconTo Previous Page
To Previous Page IconTo Previous Page
Page #18 background imageLoading...
Page #18 background image
JesterML Operating Manual Program Mode
18 of 73 73-406-00 Issue 2.0
5. To save the edits back to the original submaster, press the EDIT button again.
The outputs remain unaltered.
6. To save the edits to a different location, select that location using:
Memory: cursor buttons
Submaster: Flash buttons, or PAGE B then Multi-Function-Keys
Palette: COLOUR, BEAMSHAPE or POSITION then Multi-Function-Keys
Then press the PROGRAM/GO button if the selected item is already
programmed, the Main LCD asks you if you wish to overwrite it. Press the
PROGRAM/GO button again, or hit ENTER. The new levels are now stored in
the selected location. The original contents of that location are overwritten. The
outputs remain unaltered.
Editing Channel Levels in a Scene
If you wish to make changes to a scene memory or submaster, the easiest way is to
follow these simple steps.
1. Select the item to be edited using:
Memory: cursor buttons
Submaster: Flash buttons, or PAGE B then Multi-Function-Keys
Press the EDIT button to output the selected scene.
2. Use the fixture controls and PRESET faders to set the required look. To gain
control of a channel you will need to push the fader up above the level of the
channel in the scene, to ‘grab’ the channel, then move it to its new value.
3. Once you have made all the required edits, press the PROGRAM/GO button.
The Main LCD and monitor will ask you to confirm whether you’d like to overwrite
the memory or make the memory into a chase. Select <Overwrite> and press
ENTER.
NOTES
Overwriting
The JesterML has four methods of overwriting a memory:
- Press PROGRAM, then press ENTER at the prompt.
- Press PROGRAM, then press PROGRAM again at the prompt.
- Hold PROGRAM for a few seconds.
- Press SHIFT and PROGRAM together.
Deleting a Scene Memory
1. Use the cursor buttons to select the programmed memory you wish to clear.
2. Hold the CLEAR button for 1 second. The memory will be cleared and the asterix
(*) will appear next to the memory number in the Main LCD to indicate that the
memory is now unprogrammed.
Deleting a Scene Submaster
1. Press the CHANNEL FLASH button under the Submaster you wish to clear. You
can also press PAGE B and use the Multi-Function-Keys to select a submaster.
2. Hold the CLEAR button for 1 second. The Submaster will be cleared and the
asterix (*) will appear next to the submaster number in the Main LCD to indicate
that the submaster is now unprogrammed..

Table of Contents

Questions and Answers:

Question and Answer IconNeed help?

Do you have a question about the Zero 88 jester 24 and is the answer not in the manual?

Zero 88 jester 24 Specifications

General IconGeneral
BrandZero 88
Modeljester 24
CategoryLighting Equipment
LanguageEnglish

Related product manuals