Programming Hog iii for DL2's

Has anyone got a Bac-up file with there programming for Dl2's which I could have a look at......

Just wanting to see how different people program there DL2's on the WholeHog 3/iPC console.

Later on this year I may possibly have 4 of them with the the camera mixing rack for a show.

Been trying out a few different ways on the 3PC application...... Can;t really find an easy way for myself.

Kris
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  • I think what Scott is saying is that the modifiers for the effects are color (CMY). So when you set up an effect that you like and want to make it a pallete, you must select both Beam and Color masking to have it come up the way you want.

    On H3 there are 3 main types of palletes - Per fixture, Per Type, and Global. Basically you will want to select Per Fixture or Global when recording these palletes so that it will apply to all fixtures in your show as opposed to recording it for each individual fixture. This gets critical when you start adding/replicating fixtures.

    For more info on pallete types hit the "Help" on your desk or check out the manual @:
    www.flyingpig.com/support/hog3/manuals/

    I personally tend to do my user numbers like this:

    Say we've got 4 DL-2s:

    Motion user #s would be: 11,12,13,14
    Global user #s would be: 21,22,23,24
    Graphics -1 #s: 101,102,103,104
    Graphics -2 #s: 201,202,203,204
    Graphics -3 #s: 301,302,303,304

    This way if I want to Tilt all the heads I can type: 11 thru 14
    Or if I wan to make a change on Graphics -2, type: 201 thru 204

    This numbering scheme also helps when running FX from the FX generator. It makes it very easy to calculate offsets, grouping, buddying, etc.

    Of course the way you structure your groups is also critical to the speed at which you can program.

    Ultimately you have to figure out what is going to make the most sense to you and go from there.
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  • I think what Scott is saying is that the modifiers for the effects are color (CMY). So when you set up an effect that you like and want to make it a pallete, you must select both Beam and Color masking to have it come up the way you want.

    On H3 there are 3 main types of palletes - Per fixture, Per Type, and Global. Basically you will want to select Per Fixture or Global when recording these palletes so that it will apply to all fixtures in your show as opposed to recording it for each individual fixture. This gets critical when you start adding/replicating fixtures.

    For more info on pallete types hit the "Help" on your desk or check out the manual @:
    www.flyingpig.com/support/hog3/manuals/

    I personally tend to do my user numbers like this:

    Say we've got 4 DL-2s:

    Motion user #s would be: 11,12,13,14
    Global user #s would be: 21,22,23,24
    Graphics -1 #s: 101,102,103,104
    Graphics -2 #s: 201,202,203,204
    Graphics -3 #s: 301,302,303,304

    This way if I want to Tilt all the heads I can type: 11 thru 14
    Or if I wan to make a change on Graphics -2, type: 201 thru 204

    This numbering scheme also helps when running FX from the FX generator. It makes it very easy to calculate offsets, grouping, buddying, etc.

    Of course the way you structure your groups is also critical to the speed at which you can program.

    Ultimately you have to figure out what is going to make the most sense to you and go from there.
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