← Course hubReboot AVLighting Intermediate — designed edition
Reboot AV

Lighting Intermediate

Chapter 01

Introduction

There is a moment that separates operators from programmers. You have a rig, a designer beside you, and they say "can we see that again but warmer, and can the back light come up a beat later". If you know your desk, that is nine seconds of work. If you do not, it is four minutes of hunting, and by the fourth time it happens the session has changed character -- the designer has started asking for less, because asking costs too much.

That is what this book is about. Not what the light should do, which is Lighting Design's subject, and not what is inside the fixture, which is Lighting Automation's. This is about the machine between them, and the craft of making it answer quickly.

What this book covers

The programmer, and why every desk has one. Selecting fixtures, and why the order you selected in decides what every later tool does. Groups. Palettes and presets, and the four families they come in. Tracking against cue-only, which is the idea that surprises every operator moving up. Blocking. Update, and its styles. Timing, discrete timing and multipart cues. Mark, and moving a light while nobody is watching. Effects engines, and the rate, size and offset that turn one effect into a hundred. Fanning. Highlight, Lowlight and Rem Dim. Playbacks, submasters and busking. Building the views, direct selects and magic sheet you work from. Macros. Patch beyond the basics -- profiles, attributes, moving show data. Show files, versions and naming. Pre-programming and working blind. Working with a designer in the room. Adapting a file to a rig that is not the one you programmed for. And safety, at a desk you cannot see the stage from.

It was measured against the published course outlines that ETC and MA Lighting put out for their own consoles, and against the twenty-seven-chapter contents of Moody and Dexter's Concert Lighting, so that nothing those teach a working programmer is missing here.

Why two manufacturers

Because this is a book about programming, not a manual for one desk. ETC's Eos family and MA Lighting's grandMA are the two consoles you are most likely to meet, and they name almost everything differently.

Where the two agree -- the programmer, groups, palettes and presets, sequences and tracking, effects -- the idea is the craft, and it will be true of the next desk you sit at too. Where they differ, that is the brand, and it is worth knowing which is which before you decide you cannot use an unfamiliar console.

Who this is for

Anyone who can run a lighting rig and has started to be asked to build one. Board operators being handed cueing sessions, technicians who have inherited a show file, and house staff who keep having to adapt somebody else's programming to their room.

Chapter 02

This Book Does Not Replace Your Console's Manual

Every desk names these things differently, and some of them work differently underneath. What one calls a palette another calls a preset. What one calls a cue list another calls a sequence. Mark is Mark on one desk and something else entirely on the next.

So this book teaches the ideas and names them in both vocabularies where they differ. The syntax that matters is the one in front of you, and the manual for your own console is the document that has it.

What this gives you is the thing a manual cannot: knowing what to look up. A manual answers "how do I block a cue on this desk". It does not tell you that a change running away through forty cues is what blocking is for.

Chapter 03

How to Use This Book

Read the first seven chapters in order and do not skip them. The programmer, selection order, groups, palettes and tracking are the five ideas everything else is built on, and every later chapter assumes them.

Get on a desk

Reading about programming is not programming. Both major manufacturers publish free offline software that runs on an ordinary laptop and behaves like the real console. There is no excuse and no cost, and an hour a day on offline software for a fortnight will change what you can do.

Keep a notebook

Write down the syntax you had to look up. You will look it up three times before it sticks, and the third time is faster if you wrote it the first time.

Write down what each show file taught you. Every inherited file has one good idea in it and one thing that was done the hard way, and noticing both is how programmers get better.

A note on the words

A channel is a fixture as the console counts it. An address is where it lives in DMX. A parameter is anything a fixture can do -- intensity is one, pan is another. A palette or preset is a stored value you refer to rather than copy. A cue or sequence step is a recorded state. Tracking means a value stays set until something changes it.

The words that cause the most trouble are "record", which on most desks means store, and "update", which means put this change back into something that already exists. Confusing them is how people overwrite a show.

A note on safety

You will be moving fixtures over people's heads from a desk you cannot always see the stage from. That is a real hazard and it has a simple discipline, which is the chapter "Safety, and Where This Leads", and is worth reading before you first push a fader in a room with a crew in it.

Chapter 04

From Operating to Programming

An operator runs what exists. A programmer decides what will exist. It is a change of job, not a promotion within one.

The unit of work changes

Operating is measured in cues taken -- the right thing happening at the right moment, every night, reliably. It is a performance skill and a real one.

Programming is measured in looks built and in how fast you can change one. Nobody watches you do it, the work happens before the audience arrives, and the thing you produce is a file.

What you are actually being paid for

Speed, mostly. A designer's ideas arrive faster than any desk can be driven, and the programmer's job is to be the narrowest possible bottleneck between an idea and seeing it on stage.

Which is why this book spends so much of its length on things that look like housekeeping -- groups, palettes, views, macros. They are not housekeeping. They are the difference between nine seconds and four minutes, forty times an hour.

The structure underneath

Every console has the same skeleton, whatever it calls the bones. A patch that says what exists. A programmer that holds what you are changing. References -- groups, palettes, presets -- that let you name things once. Recorded states, in lists that play back. And tools that generate movement rather than storing it.

Learn that skeleton and an unfamiliar desk becomes a vocabulary problem rather than a wall. That is the single most valuable thing in this book.

Every console has the same five parts Patch, programmer, references, recorded states and generators, shown as a chain with what each one does and what the two major desk families call it. Learn the skeleton and an unfamiliar desk is a vocabulary problem,not a wall. PATCHWhat exists,and wherecalledPatch / SetupPROGRAMMERWhat you arechanging nowcalledProgrammer / LiveREFERENCESName a thing once,use it everywherecalledPalettes / PresetsRECORDEDStore a lookand play it backcalledCues / SequencesGENERATORSMake movementinstead of storing itcalledEffectsThe programmer beats everything else. That is why a cuecan look broken when it is not.The names differ by manufacturer. The five parts do not.
Patch, programmer, references, recorded states and generators — what each does, and what the two major desk families call it.

What does not change

Your judgement about light. A programmer who cannot see that a face is unlit is a fast typist, and every experienced designer has worked with one.

Keep looking at the stage rather than the screen. The desk is never the product.

Operating against programming

AspectOperatingProgramming
The unit of workA cue takenA look built, and how fast it changes
When it happensDuring the showBefore it
Measured byReliabilitySpeed, and what the file lets others do
Who sees you do itThe audience, indirectlyNobody
What you produceA performanceA file
Fails asA missed cueA session that slows down

The skeleton every desk has

PartWhat it doesCalled
PatchSays what exists and wherePatch, setup
ProgrammerHolds what you are changing nowProgrammer, live values
ReferencesName a thing once, use it everywherePalettes, presets
Recorded statesStore a look and play it backCues, sequences
GeneratorsMake movement instead of storing itEffects, generators

How to do it

  1. Get offline software for the desk you will actually be sitting at.
  2. Learn the skeleton first -- patch, programmer, references, cues, effects -- rather than learning buttons.
  3. Rebuild a show you have run, from its paperwork, offline.
  4. Time yourself making one change, then make the same change again using a reference instead of a hard value.
  5. Keep looking at the stage rather than at the screen.

What goes wrong

SymptomLikely causeWhat to do
Everything takes four times as long as you expectedBuilding with hard values rather than referencesGroups and palettes first, cues second
You can programme but cannot keep up in a sessionThe desk is not set up for the show you are onViews, direct selects and a magic sheet, built before anybody arrives
The look is technically correct and nobody is litWatching the screen rather than the stageLook up; the desk is never the product
An unfamiliar console feels impossibleLearning buttons rather than the skeletonFind the five parts; the rest is vocabulary

Practice it

Offline software, and the paperwork from any show you have run.

Practice it
01
Install the offline software for the console you most often meet.
Answer
Offline software is free from both major manufacturers and runs on an ordinary laptop, which removes the only real barrier to practising.
02
Rebuild one look from that show using hard values only, and time it.
Answer
Hard values are always faster for the first look and slower for every change after it, which is the trap.
03
Rebuild the same look using groups and palettes, and time it again.
Answer
The second build is usually slower to set up and far faster to change, and it pays for itself within about three changes.
04
Write down which of the five skeleton parts you are least confident in.
Answer
Naming the weak part is what makes the rest of this book targeted rather than general.
Field checklist
  • I can name the five parts of a console's skeleton.
  • I build with references rather than hard values.
  • I have offline software and I use it.
  • I look at the stage, not only at the screen.
  • I know which part of the skeleton I am weakest on.
Chapter 05

Finding Your Way Round an Unfamiliar Desk

You will be handed a console you have never touched, with a show in four hours. This is the chapter for that afternoon.

The five questions

How do I select something. How do I set a value. How do I store it. How do I refer to something I stored. How do I clear what I am holding.

Answer those five and you can programme, badly but genuinely, on any desk in the world. Everything else in this book is refinement on top of them.

Command line against direct manipulation

Consoles divide into two philosophies. Some are command-line first -- you type a sentence, `Channel 5 through 9 at 50`, and press enter. Others are selection-first: you touch the fixtures, then turn an encoder, and the desk follows.

Most modern desks do both, and lean one way. Knowing which way yours leans tells you where to look for speed, because the fast path on a command-line desk is typing and the fast path on the other is a well-built layout.

A modern desk is a command line, encoders and touchscreens at once.

Encoders, and the wheel problem

Fixture
Fixture

Every multi-parameter fixture has more parameters than the desk has physical wheels, so encoders are paged. The single most common cause of "this fixture will not do anything" is having the wrong page of encoders in front of you.

Find out how your desk shows which page you are on, and check it before you conclude a fixture is broken.

Reading the display before touching anything

Every desk colours its values to tell you where they came from -- set by hand, played back from a cue, referenced from a palette, tracked from an earlier cue. The colours differ; the categories do not.

Learn that colour key in the first ten minutes. It is the desk telling you the truth about your show, and people work for years without reading it.

What to find before the show, in order

Clear. Undo. Save. Then selection, values, record, and reference. Clear and undo come first because they are what let you explore safely, and save comes third because the first thing you will do is something you regret.

The five questions, in both vocabularies

QuestionOn an Eos-style deskOn a grandMA-style desk
How do I select?Channel numbers on the command lineTouch the fixture, or a group
How do I set a value?Type it, or use an encoderEncoders, or the calculator
How do I store it?RecordStore
How do I refer to it?Palettes and presetsPresets
How do I clear?ClearClear, pressed more than once
Five questions, two vocabularies, one desk The five questions that get you working on any lighting desk, with the word each of the two big families uses for the same idea. Learn the five questions once. After that you are only learningvocabulary. EOS-STYLEgrandMA-STYLEHow do I SELECT?channel numbers, typedtouch the fixture, or a groupHow do I SET a value?type it, or an encoderencoders, or the calculatorHow do I STORE it?RecordStoreHow do I REFER to it?palettes and presetspresetsHow do I CLEAR?ClearClear, pressed twiceDifferent words. Same five questions. Same job, on every desk ever built.Which is why this book teaches both, and neither as the right one.
The five questions that get you working on any desk, with the word each of the two big families uses for the same idea.

What the value colours are telling you

CategoryMeans
Set by handYou changed it and it is not stored anywhere yet
From a cuePlayed back from a recorded state
From a referenceComing from a palette or preset
TrackedSet in an earlier cue and never changed since
BlockedDeliberately stopped from tracking
MarkedBeing moved early, while it is dark

How to do it

  1. Find Clear, Undo and Save, and use each once.
  2. Select one fixture and put it at full, any way that works.
  3. Store that as a cue, then clear, then play it back.
  4. Store a colour as a reference, then apply it to a different fixture.
  5. Find the encoder paging and read the page indicator.
  6. Read the colour key for values, from the manual if it is not obvious.
  7. Only now start building anything you intend to keep.

What goes wrong

SymptomLikely causeWhat to do
A fixture will not respond to the encodersWrong encoder pageCheck the page indicator before assuming a fault
Values keep appearing that you did not setTracking, from an earlier cueRead the colour key; the desk is already telling you
You overwrote something and cannot get it backSave and undo were not the first things you foundThey are the first two, every time, on every desk
Everything is slow on a desk you know the theory ofFighting the desk's philosophy -- typing on a touch desk, or touching on a command-line deskFind which way it leans and use its fast path

Practice it

Any console you do not know, real or offline.

Practice it
01
Find Clear, Undo and Save without using the manual, and time it.
Answer
If it takes more than two minutes, that is worth knowing before a show rather than during one.
02
Answer the five questions on that desk, writing the syntax down.
Answer
Written down, the five answers are a reference card you will use all week and then never need again.
03
Deliberately get a fixture stuck on the wrong encoder page and recognise the symptom.
Answer
Recognising it once means you will never again spend ten minutes thinking a fixture is dead.
04
Find and write down the value colour key.
Answer
The colour key is the desk explaining your own show to you, and most people never look it up.
Field checklist
  • I know how to clear, undo and save.
  • I can select, set, store and refer.
  • I know which philosophy the desk leans towards.
  • I know how encoder paging is displayed.
  • I can read the value colours.
Chapter 06

The Programmer

The single idea that separates people who use a console from people who fight it. Almost every "why did that happen" question has this as its answer.

What it actually is

A staging area. When you select fixtures and change something, the change does not go into the show -- it goes into the programmer, a holding space that sits on top of everything else and wins.

Nothing you do there is permanent until you store it, and nothing else can override it while it is there. That is the whole mechanism, and both major desk families have it under different names.

Why it wins over everything

Deliberately. You need to be able to look at a fixture during a show without the show taking it back off you halfway through. So the programmer has the highest priority on the desk.

The consequence is the commonest beginner failure in lighting: you have values in the programmer, you play back a cue, and the cue appears not to work. It is working. You are holding those fixtures.

Why a cue can look broken when it is not A playback sending values up to the rig, with the programmer sitting above it holding three fixtures, so those three ignore the cue until the programmer is cleared. The programmer wins. Clear, and the cue was never the problem. PLAYBACKthe cue you just tookPROGRAMMERthree fixtures you are holdinghigher prioritythe rigfixture 1fixture 2fixture 3fixture 4fixture 5fixture 6holding:ignore the cuefree:follow the cueClear hands them back. It is the most-pressed key on the desk for exactly this reason.
A playback feeding the rig, with the programmer above it holding three fixtures that therefore ignore the cue.

Clear, and why it is the most-pressed key

Clearing releases what you are holding and hands the fixtures back to the show. Experienced programmers clear constantly and almost unconsciously, between every operation.

On some desks one press clears the selection and a second clears the values, which is why you will see people hit it twice without thinking. Find out what yours does, because "I cleared it" and "I cleared it twice" are different states.

What is in there, and how to look

Every desk has a display that shows only what the programmer is holding. Learn where it is. It turns "why is this happening" from a mystery into a list you can read.

Before you record anything, look at that list and ask whether it is what you meant to store. Recording the contents of a programmer you have not looked at is how shows acquire values nobody can explain.

Recording takes from the programmer, not from the stage

This is worth saying plainly because it catches people. When you record a cue, most desks store what you are holding, not what the stage looks like.

So a beautiful stage picture made of a playback plus two programmer values may record as two values. Knowing which mode your desk records in -- and most offer a choice -- is the difference between storing a look and storing a fragment.

The programmer, in both vocabularies

IdeaEos-stylegrandMA-style
The staging areaLive values you have set manuallyThe programmer
Release itClearClear, often twice
It wins over playbackYes, manual control has priorityYes
Look at what is heldLive display, manual data flaggedProgrammer window

What "it is not working" usually means

SymptomAlmost always
A cue plays and one fixture ignores itYou are holding that fixture
A cue plays and nothing changesYou are holding all of them
A recorded cue has fewer values than expectedThe programmer had fewer than the stage
A recorded cue has values you did not wantYou did not look before recording
Values reappear after clearingThey are tracking, not held

How to do it

  1. Clear before you start anything new.
  2. Select, then change, then look at the programmer display.
  3. Ask whether what is held is what you mean to store.
  4. Record.
  5. Clear again, and confirm the stage still looks right from playback alone.

What goes wrong

SymptomLikely causeWhat to do
A playback appears brokenProgrammer values are holding those fixturesClear, then play it back again
The cue looked right and plays back wrongYou recorded the programmer, which held less than the stageLearn your desk's record mode, and check before storing
A cue carries values nobody intendedThe programmer was never emptied between operationsClear constantly; it costs nothing
Clearing did not release the fixturesOne press cleared selection, not valuesFind out what one press and two presses do on your desk

Practice it

Any console, real or offline, with a few cues recorded.

Practice it
01
Put three fixtures in the programmer at full, then play back a cue that uses them, and describe what happens.
Answer
The cue appears to fail on exactly those three fixtures, which is the programmer winning, working as designed.
02
Clear, and play the same cue again.
Answer
It plays correctly, which proves the cue was never the problem.
03
Open the programmer display and record a cue while watching it.
Answer
Watching the display while recording is what turns storing from a hope into a decision.
04
Build a look from a playback plus two manual values, record it, clear, and see what actually got stored.
Answer
Depending on your desk's record mode you get either the whole stage or just your two values, and finding out which is the point.
Field checklist
  • I cleared before I started.
  • I have looked at what the programmer is holding.
  • It contains what I mean to store and nothing else.
  • I know whether this desk records the programmer or the stage.
  • I cleared afterwards and checked the playback alone.
Chapter 07

Selecting, and Selection Order

The order you selected in is invisible, and it decides what fanning, effects and offsets do. This is the chapter people wish they had read first.

Selection is not a set, it is a list

When you select channels 1 through 8, the desk does not hold "these eight fixtures". It holds them in that order, first to last, and it remembers.

Select 8 through 1 instead and you have the same eight fixtures and a different list. Nothing on screen looks different. Every tool that spreads a value across a selection will behave in reverse.

What depends on it

Fanning spreads from the first of the selection to the last. Effects offset from first to last. Any tool that asks for a direction takes it from selection order, because that is the only order the desk has.

So a chase that runs the wrong way across the stage is almost never an effect problem. It is a selection problem, and the fix is to reselect rather than to fight the effect's settings.

Selection order decides the direction The same eight fixtures and the same effect, selected left to right and right to left, producing a wave that travels in opposite directions. A chase running the wrong way is a selection fault, not an effectsetting. Selected 1 through 811st22334455667788the wave travels this waySelected 8 through 181st72635445362718the wave travels this wayfixture number, left to right on stageNothing on screen looks different between the two. Build your groups in a deliberate order and this solves itself.
The same eight fixtures and the same effect, selected in each direction, producing waves that travel opposite ways.

Selecting in a useful order

Stage left to right is the usual default because that is how audiences read a stage and how designers describe it. Build your groups that way and most effects come out facing the right direction without thought.

For a rig that is not a line -- a circle of movers, two trusses, a grid -- the useful order is whatever produces the movement you want most often. Decide it once, build the group, and stop thinking about it.

Sub-selection, and working within a selection

Every desk lets you step through a selection one fixture at a time without losing it, which is how you check a wash unit by unit during focus without reselecting between each.

It is also how you set one fixture differently inside a group without breaking the group. Find the key for next and last on your desk in the first week.

Reselecting without retyping

Desks remember the previous selection and let you call it back. On a long session this saves more keystrokes than any other single habit, because you almost always want the thing you just had.

Learn it and use it. The measure of a fast programmer is rarely typing speed; it is how seldom they retype anything.

What takes its direction from selection order

ToolUses order for
FanWhich end gets the low value and which the high
Effect offsetWhich fixture starts, and the wave's direction
Sub-selectionWhat next and last mean
Some copy operationsWhich fixture's values go where
Recording to multiple targetsWhich target gets which

Selection habits worth having

HabitWhy
Build groups stage left to rightMost effects then face the right way by default
Keep one order per rig positionSo a chase across the rig is predictable
Use next and last inside a selectionCheck a wash without reselecting
Recall the last selectionYou almost always want what you just had
Reselect rather than fight an effectA backwards chase is a selection fault

How to do it

  1. Look at the chase and decide which fixture should start.
  2. Clear, and reselect starting from that fixture.
  3. Reapply the effect and check the direction.
  4. If it is right, record the selection as a group so you never solve this twice.
  5. If your rig has a habitual direction, build every group that way.

What goes wrong

SymptomLikely causeWhat to do
A chase runs the wrong way across the stageSelection order, not the effectReselect from the fixture that should start
A fan puts the high value at the wrong endThe same thingReverse the selection, or reverse the fan
A group behaves differently from the same fixtures typed inThe group was recorded in a different orderRebuild the group in the order you want
You keep retyping the same channel numbersNot using last-selection recallFind that key; it is the biggest keystroke saving on the desk

Practice it

Eight fixtures in a row, real or offline, and any effect.

Practice it
01
Select them left to right and apply a chase. Note the direction.
Answer
The chase runs left to right, following the order you selected in rather than anything you set in the effect.
02
Clear, select them right to left, and apply the same chase.
Answer
The identical effect now runs the other way, which proves the direction never lived in the effect at all.
03
Record both selections as two groups and give them names that say the direction.
Answer
Two named groups is the professional answer -- solve it once, and never think about chase direction again.
04
Use next and last to step through one of those groups without reselecting.
Answer
Next and last are how focus checks and per-fixture tweaks happen without losing the selection you built.
Field checklist
  • I know what order my selection is in.
  • My groups are built in a deliberate order.
  • I have tried reselecting before adjusting the effect.
  • I use next and last inside a selection.
  • I recall the last selection rather than retyping it.
Chapter 08

Groups

The first structure you build, and the one everything else hangs on. A rig without groups is a rig you address one fixture at a time, for ever.

What a group is for

Naming a set of fixtures once so you never have to remember which channels they are again. The front wash. The movers on the upstage truss. The cyc. The specials.

That sounds administrative. It is actually the difference between a session where the designer says "front wash" and you have it in half a second, and one where you are reading a hookup sheet.

What to build, and in what order

Build by system first -- the things a designer will ask for by name. Then by position, because focus and troubleshooting happen by position. Then the odd useful subsets: odds and evens, every third, the ones you can see from the desk.

Odds and evens deserve their own mention. Half a wash is the single most-used subset in the trade, because it is how you get a different look out of a rig you cannot add to.

Groups, and the order to build them in Groups built in three passes -- by system, by position, then the odd useful subsets -- with the reason each pass exists and the one subset that earns its place on every show. By system first, because that is how a designer asks for things. 1. BY SYSTEMfront wash, backlight, cyc, sidelightthe things a designer will ask for by name2. BY POSITIONFOH, overhead, booms, floorbecause focus and troubleshooting happen by position3. THE ODD USEFUL SUBSETSodds and evens, every third, the ones you can see from the desksmall, specific, and used more than you would guessODDS AND EVENS deserves its own mention.Half a wash is the single most-used subset in the trade --it is how you get a different look out of a rig you cannot add to.Selection order still matters inside a group -- FIG li-selection.
Groups built in three passes -- by system, by position, then the odd useful subsets -- with the one subset that earns its place on every show.

Naming a group

A group called "Group 12" is a group nobody else can use, including you in three weeks. Name them the way the designer talks: FRONT WASH, BACK TRUSS MOVERS, CYC, HOT SPECIALS.

Use the show's own language rather than the rig's. If everybody calls the upstage bar "the ladder", call the group LADDER. You are building a vocabulary you will have to speak under pressure.

Numbering that survives

Leave gaps. Groups 1 to 10 for washes, 11 to 20 for movers, 21 upward for specials, and room after each block. The first time somebody adds four fixtures you will be glad you did not number consecutively.

Keep the numbering consistent across shows in the same venue if you can. House programmers who do this can walk into their own room and be useful in ten minutes rather than an hour.

Groups as the base for everything else

Palettes get recorded for groups. Effects get applied to groups. Submasters hold groups. A rig with good groups programmes itself quickly; a rig without them stays slow no matter how good the programmer is.

Which is why groups come before cues, always, on every show, including the ones where there is no time.

The groups worth building on every show

GroupWhy
Each wash, by systemIt is what the designer asks for by name
Each positionFocus and faultfinding happen by position
Odds and evensHalf a wash is the most-used subset in the trade
All moversHoming, marking, and the panic button
All conventionalsThey behave differently and get treated together
SpecialsBecause they are never a pattern
EverythingFor a check, and for taking it all out

Naming, badly and well

BadBetterWhy
Group 12FRONT WASHSomebody else can use it
MoversBACK TRUSS MOVERSThere is more than one bar of them
Blue thingsCYCIt will not always be blue
LX3LADDERUse the language the show actually speaks
Wash 1 2 3 4WASH ODDS / WASH EVENSNames the use, not the contents

How to do it

  1. Get the plot, or walk the rig, and list the systems by the names people use for them.
  2. Build a group per system, selecting stage left to right.
  3. Build a group per position.
  4. Build odds and evens for every wash.
  5. Build all-movers, all-conventionals and everything.
  6. Name every one in the show's own language, in capitals so they read at a glance.
  7. Leave numbering gaps between the blocks.
  8. Only now start building looks.

What goes wrong

SymptomLikely causeWhat to do
Programming is slow no matter how well you know the deskNo group structureGroups before cues, always
Nobody else can use your fileGroups named by numberName them the way the show talks
Adding four fixtures meant renumbering everythingConsecutive numbering with no gapsLeave blocks with room in them
An effect runs the wrong way through a groupThe group was recorded in the wrong orderRebuild it; the order is stored with it
You keep typing the same four channel numbersThat set deserves to be a group and is not oneIf you typed it twice, record it

Practice it

Any rig of a dozen fixtures or more, real or offline.

Practice it
01
List the systems using the names the people in the room use.
Answer
Using the room's own language is what makes the group findable under pressure, which is the only time it matters.
02
Build a group for each, selecting in a deliberate order.
Answer
Deliberate order now is a chase that runs the right way later, for free.
03
Build odds and evens for every wash.
Answer
Odds and evens double the number of looks available from a rig you cannot add to.
04
Name and number them with gaps between blocks.
Answer
Gaps cost nothing and save a renumber the first time the rig grows.
05
Hand the file to somebody else and ask them to bring up the front wash.
Answer
If they can do it without asking you, the naming worked. That is the whole test.
Field checklist
  • Every system a designer will name has a group.
  • Every position has a group.
  • Every wash has odds and evens.
  • Groups are selected in a deliberate order.
  • Names are in the show's own language.
  • Numbering has gaps in it.
Chapter 09

Palettes and Presets

A show built on references changes in one place. A show built on hard values changes in four hundred. This is the most valuable hour in the book.

The idea

Store a value once, give it a name, and have your cues refer to it rather than copy it. Then when the value has to change -- and it always does -- you change the reference and every cue that used it follows.

Both desk families do this. Eos calls them palettes and presets; grandMA calls them presets. The distinction between the two words differs by manufacturer and matters less than the habit.

The four families

Intensity, focus, colour and beam. They are kept apart on purpose so that a note about colour does not disturb a position, and a refocus does not change anybody's colour.

That separation is what lets a designer say "same look, different colour" and get it immediately. Store everything together in one lump and you have thrown that away.

Four palette families, kept apart on purpose Intensity, focus, colour and beam as four separate stores, with what each one protects, and a cue below referring to all four rather than copying their values. A note about colour must not disturb a position. INTENSITYlevelsa level changedisturbs nothing elseFOCUSwhere movers pointa venue changeis an afternoonCOLOURthe show's colours'same look, new colour'is one commandBEAMgobo, zoom, edgethe shape changeswithout the colourONE CUErefers to all four; copies noneChange a palette and every cue using it follows.Store them together in one lump and you have thrown the separation away.
Intensity, focus, colour and beam as separate stores, with one cue referring to all four rather than copying any.

Focus palettes, and why they matter most

A focus or position palette stores where a moving light points. It is the single most valuable kind, because positions are what change when you tour, when the set moves, or when the band rearranges.

Build a focus palette for every place the show actually looks: the vocal, the drum riser, the lectern, the door, the whole stage, the audience. Then a venue change is an afternoon of updating palettes rather than a week of rebuilding cues.

Colour palettes, and keeping a palette small

Store the show's actual colours, named for what they are for -- WARM, COLD, LOGO BLUE, BALLAD -- rather than every colour the fixture can make.

A colour palette with two hundred entries is a colour picker with extra steps. The discipline is the limit. Ten good colours named for their use will serve a show better than every hue in the gamut.

Intensity palettes, and when they earn their place

An intensity palette stores levels for a set of fixtures -- the wash at its working level, the specials at theirs -- so a level change that should apply everywhere is one edit.

They are the least used of the four, because levels are the thing designers change most often and most locally. Build them where a level is genuinely shared: a house curtain warmer, a standard lectern level, the level the band always plays at.

Beam palettes

Gobo, zoom, edge, iris, prism and frost -- the shape of a look rather than its colour or position. A beam palette stores a combination you keep coming back to: TIGHT, WIDE, BREAKUP, SOFT EDGE.

They matter most on shows that reuse a visual language, and they are what lets a designer say "same look, tighter" and have it happen in one touch rather than four encoder moves.

Recording a palette for the right fixtures

A palette recorded with only four fixtures selected knows about four fixtures. Apply it to eight and half of them do nothing, which is the commonest palette fault in the trade.

So record palettes with everything that will ever use them selected. It costs nothing at the time and it is tedious to fix later.

When not to use a reference

A one-off value in one cue that will never repeat does not need a palette. Storing everything is its own kind of mess, and a palette list nobody can read is no better than hard values.

The test: will this value appear more than once, or might it need changing later? Either yes makes it a palette. Both no makes it a value.

The four families, and what each protects

FamilyStoresSo that
IntensityLevels for a set of fixturesA level change does not disturb anything else
FocusWhere movers pointA venue change is an afternoon, not a week
ColourThe show's actual colours'Same look, different colour' is one command
BeamGobo, zoom, edge, iris, prismThe shape of a look can change without its colour

Reference or hard value?

SituationAnswer
Used in more than one cueReference
Might need changing laterReference
Any moving-light position at allReference, always
A colour the show uses by nameReference
A one-off level in one cueValue is fine
Something you are still experimenting withValue, until it settles

How to do it

  1. Select every fixture that could ever use the palette, not just the ones on stage now.
  2. Build focus palettes for every place the show looks.
  3. Build colour palettes for the show's actual colours, named for use.
  4. Build beam palettes for the shapes the show repeats.
  5. Name all of them in the show's language, in capitals.
  6. Leave numbering gaps.
  7. Check one palette by applying it to a fixture that was not in the room when you recorded it.

What goes wrong

SymptomLikely causeWhat to do
Half the fixtures ignore a paletteIt was recorded with only some of them selectedReselect everything and re-record it
A venue change meant rebuilding the showPositions were stored as hard valuesEvery moving-light position is a focus palette, without exception
Changing a colour meant editing forty cuesThe colour was copied rather than referencedPalette it, then update the palette once
The palette list is unusableEverything got stored, including one-offsStore what repeats or might change; leave the rest as values
A refocus changed everybody's colourOne palette holding all four families togetherKeep the families apart; that is what they are for

Practice it

A rig with at least four moving lights, real or offline.

Practice it
01
Build four focus palettes for four places the show would look.
Answer
Naming them for places rather than numbers is what makes them usable in a session.
02
Build three colour palettes named for their use rather than their hue.
Answer
Named for use, a colour palette survives the designer changing their mind about the actual hue.
03
Build a cue using only palettes, no hard values.
Answer
A cue made only of references is a cue you can change from one place, which is the whole point.
04
Now move one focus palette and watch what happens to the cue.
Answer
The cue follows, without being touched. That is the hour this chapter saves you, demonstrated.
05
Record a palette with half the fixtures selected, apply it to all of them, and see the fault for yourself.
Answer
Half the rig does nothing, which is the commonest palette fault and is worth meeting deliberately once.
Field checklist
  • Every moving-light position is a focus palette.
  • Colour palettes are named for use, not hue.
  • Palettes were recorded with every fixture that will use them.
  • The four families are kept apart.
  • The palette list is short enough to read.
  • Numbering has gaps.
Chapter 10

Tracking, and Cue-Only

A value set in cue 12 is still there in cue 40 unless something changed it. Every operator moving up meets this, and most meet it by breaking a show.

What tracking means

A cue does not store the whole stage. It stores what CHANGED. A fixture you never mentioned in cue 13 keeps whatever it had in cue 12, and keeps it until some later cue says otherwise.

So a cue list is not a series of photographs. It is a series of edits, and the picture at any moment is everything that has happened up to there.

Why anybody would want that

Because it makes a show changeable. If the front wash is at 70 through the whole first act and the director wants 60, a tracking desk lets you change it once, in the cue where it was set, and it flows forward through every cue after.

On a desk that stored complete photographs you would edit forty cues. That is the trade, and it is why almost every professional desk tracks.

The other side of that bargain

The same mechanism means an accident flows forward too. Bring a special up while you are looking at something in cue 12, record, and that special is now on for the rest of the act.

This is the single commonest way a show gets broken by somebody who knows the desk well enough to be dangerous and not well enough to be careful.

Cue-only, the escape hatch

Recording cue-only means "put this change in this cue and put it back the way it was in the next one". The change happens and does not flow forward.

Use it when you are fixing one moment rather than establishing a new state. A one-off special for one line is cue-only. A new act lighting state is not.

Tracking, cue-only and trace The same change made in cue 3, shown three ways across a strip of cues: tracking forward to the end, reverting in cue 4, and tracing back to where the value was first set. A value set in cue 12 is still there in cue 40 unless somethingchanged it. TRACK12345678910flows forward until something stops it -- use for a new stateCUE ONLY12345678910happens here, reverts in the next cue -- use for fixing one momentTRACE12345678910back to where it started, and forward -- use for it has been wrong since earliercue numberThe change is identical in all three. Only where it reaches differs, and that is a choice you make when you store it.
The same change made in cue 3, tracking forward, reverting in cue 4, and tracing back to where the value started.

Reading what is tracked

Every desk colours tracked values differently from values set in this cue. That colour is the answer to "where did this come from", and it is free.

Before you change anything in an existing show, look at whether the value you are about to change was set here or tracked in from somewhere else. Changing it here may or may not be the fix.

Tracking backwards

Desks also let a change flow BACKWARDS to where the value was originally set -- usually called trace. It is how you fix "this has been slightly wrong since the top of the act" in one operation instead of hunting for the cue where it started.

Trace is the tool most worth learning after cue-only, and the one people discover years late.

Track, cue-only and trace

ModeWhat happensUse when
TrackChange flows forward until something stops itEstablishing a new state
Cue onlyChange happens here, reverts in the next cueFixing one moment
TraceChange flows back to where the value started, and forwardIt has been wrong since earlier and you do not know where

What the value colour is telling you

ValueMeansIf you change it here
Set in this cueThis cue is where it happensYou are editing the right place
TrackedIt came from an earlier cueYou are adding a new change here, not fixing the source
BlockedDeliberately stopped from trackingSomebody meant this; find out why before removing it
From a paletteIt is a referenceConsider updating the palette instead
What a value in a cue is telling you One channel's level shown in four states across a cue list -- set here, tracked in, blocked, and taken from a palette -- with what editing it in this cue would actually do. Before you change a number, read what KIND of number it is. SET IN THIS CUEthis cue is where it happensyou are editing the right placeTRACKEDit came from an earlier cueyou are ADDING a change here, not fixingthe sourceBLOCKEDdeliberately stopped from trackingsomebody meant this -- find out whyfirstFROM A PALETTEit is a reference, not a numberconsider updating the palette insteadEvery desk uses a different colour for these. The STATES are the same everywhere.Learn the four states; look up the colours on the desk in front of you.Cue-only is how you change one cue without tracking -- FIG li-tracking.
The four things a value in a cue can be -- set here, tracked in, blocked, or taken from a palette -- and what editing it would actually do.

How to do it

  1. Go to the cue where the problem is visible.
  2. Look at the value's colour. Was it set here, or tracked in?
  3. If it was set here, change it here and decide track or cue-only.
  4. If it tracked in, decide whether you want it fixed from the source -- if so, use trace.
  5. Ask whether it is a one-moment fix (cue-only) or a new state (track).
  6. Make the change, then play forward three or four cues and watch.
  7. Write down what you changed.

What goes wrong

SymptomLikely causeWhat to do
A special is on for the rest of the actRecorded while it was up, and it tracked forwardCue-only, or take it out in the next cue
You fixed a cue and broke three later onesTracked a change that should have been cue-onlyAsk "new state or one moment" before recording
The same fault keeps coming back through the actYou are fixing it downstream of where it is setTrace, so it is fixed at the source
A change did not flow forward as expectedA block is stopping itFind the block and decide whether it should still be there
You cannot tell why a fixture is onNot reading the value coloursThe desk already knows; the colour is the answer

Practice it

A cue stack of at least ten cues, real or offline.

Practice it
01
In cue 3, bring a fixture up and record normally, then play through to cue 10 and describe what you see.
Answer
The fixture is on from cue 3 to cue 10 and beyond, which is tracking working exactly as designed and ruining your evening.
02
Undo that, and do the same recording cue-only.
Answer
Cue-only puts it back in cue 4, so the change happens once and stops.
03
Find a value in cue 8 that was tracked in, and say which cue set it.
Answer
The colour tells you it was tracked, and stepping back through the list finds the cue where it turns a different colour.
04
Change something in cue 8 using trace, and watch where it takes effect.
Answer
Trace changes it at the source and forward from there, which is one operation instead of a hunt.
Field checklist
  • I know whether this value was set here or tracked in.
  • I have decided whether this is a new state or a one-moment fix.
  • I have chosen track, cue-only or trace deliberately.
  • I played forward several cues and watched.
  • I wrote down what I changed.
Chapter 11

Blocking

The specific tool for the specific failure tracking produces, and the one people reach for years too late.

What a block does

It stops a change flowing into this cue from earlier ones. A blocked value is pinned: whatever happens upstream, this cue puts it back to what it says.

It is a wall across the cue list, and like any wall it is extremely useful in the right place and a nuisance everywhere else.

Where blocks belong

At structural boundaries. The top of an act. The start of a number. Any point where the show restarts and you want it to look the same regardless of what happened before.

That is what makes a show recoverable. If cue 50 is blocked, then no matter how badly the first act went, going to cue 50 gives you cue 50.

The blackout that is not

An intensity blackout with no block is not a blackout. It is every intensity at zero and every colour, position and beam still tracking through untouched.

Which is fine until somebody adds a fixture later whose intensity you never mentioned. Then the "blackout" has a light on in it, and it will be at the worst possible moment.

Block against assert

A block stops values coming in. An assert makes this cue re-send its values even when a playback thinks they are already right. They sound similar and solve different problems.

Block is for tracking. Assert is for playback priority -- two cue lists arguing about the same fixture. If your problem involves two playbacks, assert is the word to look up.

Too many blocks

Block everything and you have thrown tracking away -- every cue is now a photograph, and the change that should take one operation takes forty.

Some programmers block every cue out of fear. It works, in the sense that the show runs, and it makes the file rigid and slow to note. Block deliberately, at structure, not defensively everywhere.

Block, cue-only and assert

ToolProblem it solves
BlockA change from earlier cues must not reach this one
Cue onlyThis change must not reach LATER cues
AssertAnother playback is holding this fixture
TraceFix it where it was first set

Where to block on a typical show

PlaceWhy
Top of each actSo the act starts the same however the last one ended
Start of each number or sceneSo you can jump to it in rehearsal
Any real blackoutOr it is not a blackout, it is dark intensities
Before a big presetSo the state is known before the change
Not everywhere elseBlocking everything discards tracking

How to do it

  1. Ask what happens if the show jumps into this cue from somewhere unexpected.
  2. If the answer is "it should look exactly like this", block it.
  3. If the answer is "it should carry on from whatever came before", do not.
  4. For blackouts, block all families, not only intensity.
  5. Record which cues are blocked in the paperwork, so the next person knows the structure was deliberate.

What goes wrong

SymptomLikely causeWhat to do
Jumping to the top of act two looks wrongNo block thereBlock structural boundaries
A light is on during a blackoutIntensity blackout with no block, and a fixture nobody mentionedBlock the blackout across all families
Every note now takes forty editsEvery cue is blockedBlock at structure only; you have discarded tracking
Blocking did not fix a playback conflictIt is an assert problem, not a block problemTwo playbacks arguing needs assert
Nobody knows why a cue is blockedBlocks are invisible unless recordedNote the structure in the paperwork

Practice it

A cue stack with at least two clear sections.

Practice it
01
Jump from the middle of section one to the start of section two and note what is wrong.
Answer
Something carries through that should not, which is the argument for structural blocks in one observation.
02
Block the first cue of section two and jump again.
Answer
It now looks the same whatever preceded it, which is what makes a show rehearsable.
03
Build a blackout with intensities only, then jump into it from a heavily coloured look.
Answer
The blackout carries colour and position from the previous look, harmless until a fixture is added later.
04
Block that blackout across all families and repeat.
Answer
Blocked across all families, the state is genuinely known, which is the only kind of blackout worth the name.
Field checklist
  • Every act and section boundary is blocked.
  • Every blackout is blocked across all families.
  • Blocks are at structure, not everywhere.
  • I know the difference between block and assert.
  • The blocked cues are recorded in the paperwork.
Chapter 12

Update

A note fixed live is worth nothing until it is stored, and WHERE it gets stored decides whether you fixed one cue or forty.

Record against update

Record creates or replaces. Update puts a change back into something that already exists, and it is the one you want almost every time in a cueing session.

People reach for record because they learned it first, and re-recording a cue you meant to adjust is how references get destroyed and how blocks get added without anybody meaning to.

Updating the reference, not the cue

Here is where the palette work pays off. If the fixture's colour came from a palette and the designer wants it warmer, updating the CUE puts a hard value in that cue and breaks the link. Updating the PALETTE changes it everywhere it was used.

Most desks let you choose, and the choice is the whole skill. "Is this wrong here, or is it wrong everywhere?" is the question, and asking it out loud in a session is completely normal.

Update styles

Desks offer modifiers -- update only what you changed by hand, update everything on those fixtures, update and trace it back to the source, update and break references into hard values.

Find out what your desk's default is. The default is what you will use under pressure at eleven at night, and it should be the one that does least damage.

What update does about tracking

An update flows forward like any other change unless you tell it not to. The same track / cue-only decision applies, and it applies just as hard.

So the full question before storing a note is three-part: which target, which style, and does it flow forward. Three seconds of thought, and it is the difference between a session that progresses and one that goes backwards.

Storing while the show runs

During a show you can fix something live and update it in passing. It is normal and it is also how shows get broken at speed, because there is no time to check the three questions.

The discipline is to make the fix live, note it, and store it in the interval when you can think. Anything genuinely urgent gets stored immediately and written down so you can check it later.

Record or update?

SituationUse
The cue does not exist yetRecord
A note on an existing cueUpdate
The value came from a palette and is wrong everywhereUpdate the palette
The value came from a palette and is wrong only hereUpdate the cue, accepting the hard value
You want to replace a cue entirelyRecord over it, deliberately

The questions before storing

QuestionIf you get it wrong
Which target -- cue or palette?You break a reference, or change forty cues
Which style?You store more or less than you meant
Does it flow forward?You fix one cue and break three

How to do it

  1. Make the change live and look at it.
  2. Ask where the value came from -- a palette, this cue, or earlier.
  3. Decide the target: the palette if it is wrong everywhere, the cue if it is wrong here.
  4. Decide track or cue-only.
  5. Update, with the style you meant.
  6. Play the cue back from clear and confirm.
  7. Write the note down as done.

What goes wrong

SymptomLikely causeWhat to do
A palette link disappeared and the cue has hard valuesThe cue was updated where the palette should have beenRe-apply the palette and update the palette instead
A cue acquired a block nobody addedRe-recording a cue instead of updating itUpdate for notes; record only for new cues
One fix broke three later cuesThe update tracked forwardThe track / cue-only decision applies to updates too
The same note comes back the next nightFixed live and never storedNote it, store it in the interval
The update stored more than you changedAn update style that takes everything on those fixturesLearn your desk's default and its modifiers

Practice it

A show file with palettes and a cue stack.

Practice it
01
Change a palette-driven colour in one cue and update the cue. Look at what happened to the reference.
Answer
The reference is replaced by a hard value in that cue, which is sometimes right and is never accidental-on-purpose.
02
Undo, and update the palette instead. Look at what happened to the other cues.
Answer
Every cue using that palette follows, which is the payoff for all the palette discipline.
03
Re-record an existing cue rather than updating it, and compare the result.
Answer
Re-recording stores everything and can introduce a block, which is why update exists.
04
Make an update track forward, then do the same one cue-only.
Answer
Same three-part question as any other change, and the same consequences for getting it wrong.
Field checklist
  • I know where the value came from.
  • I chose between updating the cue and updating the palette.
  • I chose the update style deliberately.
  • I decided track or cue-only.
  • I played it back from clear and checked.
  • The note is written down as done.
Chapter 13

Timing

The same two looks at half a second and at twenty seconds are two different pieces of theatre. Timing is the cheapest expressive tool you own and the one most often left at the console's default.

The times a cue has

An up time for things getting brighter, a down time for things getting darker, and usually a separate time for everything that is not intensity. A delay holds the start. A wait, on some desks, triggers the next cue automatically.

Most desks default to something like three or five seconds on everything, and a show left at the default feels uniform in a way audiences register as flat without knowing why.

Split times, and why they read as natural

Up faster than down is the single most useful timing habit in the trade. Things arriving quickly and leaving slowly is how light behaves in the world, and a cue built that way reads as natural rather than as a cue.

Try three up and six down as a starting point for a general change, and adjust from there. It will beat the default almost every time.

What a time is actually saying

A snap -- zero time -- is an event. The audience sees the change itself, and it lands like a cut in film. One to three seconds is a deliberate move somebody made. Ten seconds or more is invisible in the moment: the world was simply always like this.

That range is the expressive vocabulary. Choosing inside it is lighting design; leaving it at the default is not.

What a fade time says Four transitions between the same two looks at increasing speeds, each labelled with what the audience reads it as and what it is used for. The same two looks at half a second and at twenty are two differentpieces of theatre. SNAP0 sAn event. They see thechange itself.Hits, blackouts, cutsFAST1-3 sA deliberate move somebodymade.Most changesSLOW4-8 sA shift you noticeafterwards.Scene changes, moodVERY SLOW10 s +Invisible. It was alwayslike this.Sunsets, slow buildsUp faster than down reads as natural. Try 3 up and 6 down before anythingelse.A show left at the console default feels uniform in a way audiences register without knowing why.
Four transitions between the same two looks, with what each reads as and what it is used for.

Discrete timing

When one thing in a cue must move at a different speed from the rest -- the colour crossfades slowly while the intensity snaps, or one special arrives late -- you give that parameter or that fixture its own time inside the cue.

This is what stops a cue being one gesture. Once a rig has moving lights in it you will use discrete timing constantly, because position moves and intensity changes almost never want the same speed.

Multipart cues

The same idea with more structure: a cue broken into parts, each with its own timing, so one recorded state can contain a sequence. Part one snaps, part two arrives over four seconds, part three follows after a two-second delay.

Use it when a moment has internal shape. Use discrete timing when one element just needs to be different. Both exist because the alternative is three cues where the designer thinks of one.

Following the music

For anything with a beat, timing is the difference between lighting that accompanies the music and lighting that fights it. Time changes to the bar rather than to a number that felt about right.

Count it. Four beats at a hundred and twenty is two seconds. A cue timed to the bar looks intentional from the house even when nobody can say why.

What a fade time says

TimeReads asUse for
0 -- snapAn event; the audience sees the changeHits, blackouts, cuts
1 to 3 sA deliberate move somebody madeMost changes
4 to 8 sA shift you notice afterwardsScene changes, mood
10 s and upInvisible; it was always like thisSunsets, slow builds

The timing tools, and what each is for

ToolUse when
Up and down timeThe basic shape of any change
Split timesAlmost always -- up faster than down reads as natural
DelaySomething should start after the rest
Discrete timingOne parameter or fixture needs a different speed
MultipartThe moment has internal shape
Wait or followThe next cue should fire itself

How to do it

  1. Decide what the moment is -- an event, a move, or invisible.
  2. Set the up time from that decision rather than from the default.
  3. Set the down time longer than the up time unless you want a snap.
  4. Ask whether anything in the cue wants to be different, and give it discrete timing.
  5. If the moment has internal shape, make it multipart instead.
  6. For music, count the bar and time to it.
  7. Watch it from the house, not from the desk.

What goes wrong

SymptomLikely causeWhat to do
The show feels flat and nobody can say whyEvery cue at the console defaultChoose a time for each; the range is the vocabulary
A cue looks abrupt even at four secondsDown time the same as up timeSplit them; down slower
A mover arrives in position after the light is on itPosition and intensity sharing one timeDiscrete timing, or Mark
Lighting fights the musicTimes chosen by feel rather than countedCount the bar; four beats at 120 is two seconds
A moment needs three cues and the designer thinks of oneNot using multipartOne cue, parts with their own times

Practice it

Any two looks you can cross between, real or offline.

Practice it
01
Cross between them at zero, at two seconds and at fifteen, and write down what each reads as.
Answer
Three genuinely different pieces of theatre from the same two looks, which is the whole argument for choosing rather than defaulting.
02
Set the same cross with up two and down six, and compare with both at four.
Answer
Split timing reads as natural where matched timing reads as mechanical, and it costs nothing.
03
Give one fixture in the cue a different time from the rest.
Answer
Discrete timing is what stops a cue being a single gesture, and it is the tool a rig with movers needs constantly.
04
Rebuild the same moment as a multipart cue with three parts.
Answer
Multipart holds a shape inside one cue, so the operator takes one go and the audience sees a sequence.
Field checklist
  • I chose the time rather than accepting the default.
  • Up and down are split unless I wanted a snap.
  • Anything that needed a different speed has discrete timing.
  • A moment with internal shape is multipart, not three cues.
  • For music, I counted the bar.
  • I watched it from the house.
Chapter 14

Mark

A moving light that arrives in position while it is already lit is a mistake the audience sees. Mark is the mechanism for never doing that.

The problem

A mover is pointing at the drum riser. The next cue wants it on the singer, lit. Play the cue and the audience watches a lit beam swing across the stage, which is either a deliberate effect or an accident, and here it is an accident.

The fix is obvious once stated: move it while it is dark. The question is how to make that happen without building extra cues by hand.

What Mark does

It tells the desk to set the fixture's position, colour and beam in an EARLIER cue, while its intensity is still at zero, so that when it comes up it is already where it needs to be.

The desk does the bookkeeping. You say "this fixture is marked" and it finds the last dark moment and puts the move there.

Mark moves the light while nobody is watching Two cue strips. Without a mark the fixture is lit as it swings to its new position. With a mark the move happens in the previous cue while the fixture is still dark. A lit mover swinging across the stage is a mistake the audiencesees. WITHOUT A MARKcue 8darkcue 9LITmovingcue 10LITthe move happens while it is LIT -- the audience sees a swingWITH A MARKcue 8darkmovingcue 9LITcue 10LITthe move happens in cue 8, in the dark; it arrives readyAuto-Mark does this for everything automatically. Turn it off only where you want the move seen.
The same two cues without a mark and with one — the move happening while lit, or happening earlier in the dark.

Auto-Mark, and when to turn it off

Most desks can do this automatically for every fixture that goes from dark to lit. Left on, it silently prevents the whole class of fault, and for most shows that is exactly what you want.

Turn it off when you WANT the move seen -- a deliberate sweep, a reveal, a fixture that is meant to be caught moving. Knowing it is a setting rather than a law is the point.

When there is no dark moment

If the fixture is lit continuously there is nowhere to hide the move, and the desk cannot invent one. Then your options are to accept the move, to dip the intensity briefly under cover of something else, or to use a different fixture.

This is a design conversation, not a programming one, and it is worth raising it as such rather than quietly producing a swing.

Marking costs time

The move has to happen somewhere, and if the previous cue is short and the move is long, the fixture may not arrive. A mark that does not complete is worse than no mark, because now it arrives visibly and late.

Check marks by running the sequence at performance speed rather than stepping through it. Stepping always gives the fixture enough time; the show may not.

Marking decisions

SituationWhat to do
Dark fixture moving to a new positionMark it, or leave Auto-Mark on
A move you want the audience to seeTurn marking off for that cue
Fixture lit continuouslyNo dark moment exists; raise it as a design question
Very short previous cueCheck the mark completes at show speed
Whole rig repositioning in a blackoutMark, and give the blackout enough length

What a failed mark looks like

SymptomCause
A lit beam swings across the stageNo mark, or marking off
The fixture arrives just after it lightsThe mark did not have time
The fixture is in the wrong colour for a beatColour not included in the mark
It works when stepping and fails in the showYou never tested at show speed

How to do it

  1. Find every cue where a mover goes from dark to lit.
  2. Confirm it is marked, or that Auto-Mark is on.
  3. Run the sequence at performance speed, not by stepping.
  4. Watch the fixture, not the stage picture.
  5. Where a mark does not complete, lengthen the previous cue or move the mark earlier.
  6. Where there is no dark moment, raise it with the designer.

What goes wrong

SymptomLikely causeWhat to do
A lit mover swings across the stageNot markedMark it, or leave Auto-Mark on
The mark works in rehearsal and fails in the showTested by stepping, which always gives enough timeTest at performance speed
The fixture arrives in the wrong colourThe mark covered position onlyMark all the non-intensity families
A deliberate sweep no longer happensAuto-Mark is preventing itTurn marking off for that cue
A mark never completes however long you leave itThe fixture is never darkThere is nowhere to hide the move; it is a design decision

Practice it

At least one moving light and a short cue stack.

Practice it
01
Build two cues that move a mover to a new position and light it, with marking off. Watch it.
Answer
The swing is obvious and the audience would see it, which is why this feature exists.
02
Turn marking on and play the same two cues.
Answer
The fixture is already in position when it lights, and nothing looks like it happened.
03
Make the first cue very short and see whether the mark still completes at show speed.
Answer
A short previous cue is where marks fail, and stepping through will never show you that.
04
Build a cue where you deliberately want the move seen, and turn marking off for it.
Answer
Marking is a setting, not a law, and a seen move is sometimes exactly the point.
Field checklist
  • Every dark-to-lit move is marked.
  • Marks cover colour and beam, not just position.
  • I ran the sequence at show speed and watched the fixtures.
  • Cues where the move should be seen have marking off.
  • Anywhere with no dark moment has been raised with the designer.
Chapter 15

Effects

Every desk has an effects engine, they all work the same way underneath, and knowing the underneath is what lets you drive an unfamiliar one.

What an effect actually is

A generator. Instead of storing a hundred steps of a movement, you store a description of the movement and let the desk produce it continuously.

That is why an effect keeps running while everything else is static, why it can be sped up without rebuilding, and why it costs almost nothing to store.

Relative against absolute

A relative effect modifies whatever the fixture is already doing -- a circle around the current position, a wobble around the current colour. Move the base position and the effect moves with it.

An absolute effect has its own values built in and ignores the base. It goes where it says regardless.

Relative is what you want almost always, because it survives a refocus. Absolute is for when the effect IS the content -- a specific sequence of specific colours in a specific order.

The shapes

Underneath, every engine offers the same family: a sine for smooth back-and-forth, a ramp or sawtooth for a repeating sweep one way, a square or step for a chase with no in-between, and a circle or figure for movement that combines pan and tilt.

Names differ wildly. The shapes do not. Find which of these four your desk's list corresponds to and the rest of the list is decoration.

Effects on intensity, colour and beam

Movement is what people think of, and intensity effects are what they actually see most. A soft sine on intensity across a wash is the shimmer under half the concert lighting you have ever watched.

Colour effects want care, because a colour chase through unrelated hues reads as a malfunction. Build them through a deliberate small palette rather than through the whole spectrum.

Stopping an effect properly

An effect that stops leaves the fixture wherever the effect had got to, which is arbitrary. Most desks let you choose to stop on the base value instead, which is almost always what you want.

Find that setting. It is the difference between an effect ending and an effect being abandoned.

Layering, and knowing when to stop

Two effects on the same fixtures interact, sometimes beautifully and usually not. A movement effect plus an intensity effect is a standard, good combination. Three or more is generally mud.

The discipline is the same as with colour: a small number of deliberate choices beats everything the engine can do.

The four shapes, whatever your desk calls them

ShapeDoesGood for
SineSmooth back and forthShimmer, breathing, gentle movement
Ramp or sawtoothRepeats one way then resetsSweeps, running lights
Square or stepJumps between valuesHard chases, strobes
Circle or figureCombines pan and tiltBallyhoo, orbits

Relative or absolute?

WantUse
Movement around wherever it is pointingRelative
An effect that survives a refocusRelative
A specific sequence of specific coloursAbsolute
The effect to be the content, not a modifierAbsolute

How to do it

  1. Select in the order you want the effect to travel.
  2. Set the base look first -- position, colour, intensity.
  3. Choose relative unless the effect is itself the content.
  4. Pick the shape from the four, whatever your desk calls it.
  5. Set size, then offset, then rate last, in that order.
  6. Decide what happens when it stops, and set it to the base value.
  7. Watch it from the house for at least a full cycle.

What goes wrong

SymptomLikely causeWhat to do
The effect runs the wrong waySelection orderReselect; it is not an effect setting
A refocus broke the effectIt was absoluteRelative effects move with the base
The fixture ends up somewhere arbitraryThe effect stopped where it happened to beSet it to stop on the base value
A colour chase looks like a faultChasing through unrelated huesBuild it through a small deliberate palette
The look is mudThree or more effects layeredTwo at most; movement plus intensity is the reliable pair

Practice it

Eight fixtures, at least four of them movers.

Practice it
01
Apply a relative circle to the movers, then change the base position and watch what the effect does.
Answer
The relative effect follows the base position, which is why it survives a refocus and is the default choice.
02
Do the same with an absolute effect and compare.
Answer
The absolute effect stays where it is regardless, which is right only when the effect is itself the content.
03
Put a sine on intensity across all eight and find a rate that reads as breathing rather than as flashing.
Answer
Breathing is far slower than people expect -- usually several seconds a cycle, not fractions of one.
04
Stop an effect with default settings, then set it to stop on base and stop it again.
Answer
Stopping on base ends the effect; stopping without it abandons the fixture wherever the cycle had reached.
Field checklist
  • The selection order gives the direction I want.
  • The base look is right before the effect is on it.
  • It is relative unless the effect is the content.
  • It stops on the base value.
  • No more than two effects are layered.
  • I watched a full cycle from the house.
Chapter 16

Shaping an Effect

Rate, size and offset. Three controls that turn one effect into a hundred, and the reason two programmers get completely different results from the same engine.

Rate

How fast the cycle runs. It is the control people reach for first and the one they most often get wrong, because almost everything looks better slower than you think.

A movement that feels sluggish on a static stage is usually right once there is a performer and music. Set rate last, with the show running, rather than first in an empty room.

Size

How far the effect travels from the base value. A small size on position is a drift; a large one is a sweep. On intensity, a small size is a shimmer and a large one is a flash.

Size is where subtlety lives. Most amateur-looking effects are not the wrong shape or rate -- they are simply too big.

Offset, and the wave

Offset decides how far apart the fixtures are in the cycle. At zero they all do the same thing at the same moment, which reads as a pulse. Spread across the group, they read as a wave travelling along the rig.

This one control is the difference between eight lights flashing and a run of light moving down a truss. It is the most expressive of the three and the least used.

Offset is the difference between a pulse and a wave Eight fixtures shown over time with zero offset, where every one peaks together, and with the offset spread across the group, where the peak travels along the rig. One control turns eight lights flashing into a run of light. OFFSET 0 -- a pulse12345678timeOFFSET SPREAD -- a wave12345678timeRate is how fast. Size is how far. Offset is how far apart the fixtures are in the cycle -- and it is the one left atzero.
Eight fixtures over time at zero offset, all peaking together, and with the offset spread so the peak travels.

Direction and symmetry

Beyond a simple spread, engines offer mirrored and grouped offsets -- the wave running out from the centre, or two halves of a rig doing opposite things.

Mirrored offsets are the reliable way to make a symmetrical rig look designed rather than mechanical, and they cost one setting.

Setting them in order

Shape, then size, then offset, then rate. Shape decides what kind of movement it is. Size decides how much. Offset decides the relationship between fixtures. Rate is last because it is the only one you can judge properly with everything else settled.

Changing rate first and then size is how people spend twenty minutes on an effect that takes four.

Making an effect part of the show

An effect at one setting all night is wallpaper. The same effect with rate tied to a fader, or three stored variants on three playbacks, is an instrument.

For anything busked, put rate and size where your hands are. That is the difference between running effects and playing them.

The three controls

ControlDecidesCommon mistake
RateHow fast the cycle runsToo fast; almost everything wants slower
SizeHow far from the base it travelsToo big; subtlety lives here
OffsetHow far apart the fixtures are in the cycleLeft at zero, so it pulses instead of travelling

What offset does

OffsetReads as
ZeroAll together -- a pulse
Spread across the groupA wave travelling along the rig
Mirrored from the centreSymmetrical, designed
Two groups opposedCall and answer across the stage
RandomSparkle, or chaos, depending on rate

How to do it

  1. Choose the shape.
  2. Set the size small, and increase it only until it reads.
  3. Set the offset -- spread it unless you want a pulse.
  4. Set the rate last, with the show running if you can.
  5. Store variants rather than one setting, and put rate on a fader for anything busked.

What goes wrong

SymptomLikely causeWhat to do
The effect looks amateur and you cannot say whySize too bigHalve it, then halve it again
Eight lights flashing together when you wanted a runOffset at zeroSpread the offset across the group
Twenty minutes spent on one effectAdjusting rate before size and offsetShape, size, offset, rate -- in that order
It looked right in an empty room and wrong in the showRate set without music or performersSet rate last, with the show running
The effect is wallpaperOne setting, all nightVariants on playbacks, and rate under your hand

Practice it

A group of at least eight fixtures and one movement effect.

Practice it
01
Set the offset to zero and watch it, then spread it across the group.
Answer
Zero offset pulses; a spread offset travels, and that single control is the difference between a flash and a run of light.
02
Halve the size twice and note which version reads best on stage.
Answer
Almost always the smaller version, which is the most reliable lesson in this chapter.
03
Set the rate in silence, then again with music playing.
Answer
The rate you choose with music is nearly always slower than the one you chose without it.
04
Store three variants of the same effect at different rates and sizes.
Answer
Three variants is an instrument; one setting is wallpaper.
Field checklist
  • I set shape, size, offset and rate in that order.
  • The size is as small as it can be and still read.
  • The offset is deliberate, not left at zero.
  • I set the rate with the show running.
  • For a busked show, rate and size are under my hands.
Chapter 17

Finding a Fixture

Locating one unit in a rig of two hundred, on stage, without turning everything else off. Three tools, ten seconds, and most operators know none of them.

Highlight

Puts the selected fixture into a bright, open, obvious state -- full intensity, open white, no gobo -- temporarily, without changing anything you have stored.

It is how you find a unit during focus and how you answer "which one is channel 46" instantly. When you deselect, everything goes back to what it was.

Lowlight

The opposite half of the same idea: everything NOT selected drops to a dim level, so the selected fixtures stand out from a lit stage rather than from darkness.

Useful when you cannot black out -- during a rehearsal, or with an audience in -- and the pair together is how you work on a live stage without stopping it.

Rem Dim

Remainder dim takes everything else to zero and leaves your selection. It is the blunt version and it is the fastest way to see exactly what a group is doing.

Most desks let you set a custom level rather than zero, which is the polite version for when there are people on stage who would rather not be plunged into darkness.

Using them without breaking anything

All three are temporary display states, not stored values. That is the point, and it is worth confirming on your desk, because the fear of touching something during a show is what stops people using them.

Clear afterwards, as always. A highlight left on is a fixture at full that you have forgotten about.

The thing they replace

Without these, finding a fixture means bringing it up manually, looking, and putting it back -- which is three operations, risks leaving something changed, and is visible from the house.

With them it is one keystroke and nothing is at risk. This is a small chapter about a small feature that saves an hour a week.

The three, and when each is right

ToolDoesUse when
HighlightSelected fixture goes bright and openFocus; finding a unit
LowlightEverything else dimsYou cannot black out
Rem DimEverything else to zeroYou want to see exactly one group
Custom Rem DimEverything else to a chosen levelThere are people on stage

Why not just bring it up by hand

By handWith these tools
Three operationsOne
Risks leaving a value changedTemporary; nothing is stored
Visible from the houseStill visible, but instant
You must remember what it wasIt restores itself

How to do it

  1. Select the channel.
  2. Highlight it.
  3. If the stage is too bright to see it, add lowlight.
  4. Confirm which physical unit it is.
  5. Deselect, and confirm the stage is back as it was.
  6. Clear.

What goes wrong

SymptomLikely causeWhat to do
A fixture is stuck at full after focusHighlight left onDeselect and clear; it is temporary only while selected
You cannot see the selected unit on a lit stageHighlight alone is not enough against ambientAdd lowlight
People on stage were plunged into darknessRem Dim to zeroCustom Rem Dim to a working level
Finding a unit takes three operations and risks a changeNot using these tools at allOne keystroke, nothing stored

Practice it

Any rig of a dozen or more fixtures.

Practice it
01
Select one fixture and highlight it. Find it physically.
Answer
One keystroke and the unit is unmistakable, without anything being stored.
02
Do the same on a fully lit stage, and add lowlight.
Answer
Highlight alone loses against a bright stage; the pair is what makes it work in rehearsal.
03
Rem Dim a group and note what you can see that you could not before.
Answer
A group on its own shows you coverage and gaps that a full stage hides completely.
04
Set a custom Rem Dim level and repeat with somebody standing on stage.
Answer
A custom level is the difference between a useful tool and one the company asks you to stop using.
Field checklist
  • I know my desk's keys for highlight, lowlight and rem dim.
  • I know these are temporary and store nothing.
  • I use a custom rem dim level when people are on stage.
  • I deselect and clear afterwards.
Chapter 18

Playbacks, Submasters and Busking

What a cue list gives you against what a fader gives you, and why most live lighting outside theatre lives on the second.

Two ways to play a show

A cue list is a sequence: the show goes forward, one state at a time, in an order decided beforehand. It suits anything that happens the same way every night.

Faders are simultaneous: a set of things you can bring in and out in any combination, at any moment. That suits anything where the running order is known and the detail is not -- which is most concerts, corporate shows and events.

A cue list is a sequence; faders are simultaneous A cue list drawn as a single ordered path forward, beside a bank of faders that can be combined in any order at any moment, with what belongs on each. Will you need it at a moment nobody can write down in advance? CUE LISTone state at a time, in ordercue 1cue 2cue 3cue 4cue 5cue 6Scripted shows, anything with acaller, anything the same everynightFADERSany combination, any momentWARMCOLDBACKEFFECTSPECIALSSAFEOFFConcerts, corporate, events -- anything where the detail is notwritten downMost live lighting outside theatre is played, not replayed. Every busked show wants a SAFE fader and an OFF fader.
A cue list as one ordered path, beside a bank of faders combinable in any order, with what belongs on each.

What lives on a fader

Looks you will want at unpredictable moments. A colour wash. The back light. An effect. A haze-and-beams state. The specials. Something for the unplanned speech from the floor.

The test for whether something belongs on a fader is simple: will you need it at a moment nobody can write down in advance?

Building a busking layout

Group your faders by what they do, not by when you built them. Intensity states together, colour together, effects together, specials together. Then your hands learn positions rather than labels.

Leave one fader for everything off, and one for a safe, neutral, always-acceptable look. Those two are what save you when something unexpected happens.

A busked show is played with the hands, on faders.

How faders combine

Two faders touching the same fixture argue, and the desk resolves it by a rule -- usually highest-takes-precedence for intensity, latest-takes-precedence for everything else.

Knowing which rule your desk uses explains almost every "why is that fixture the wrong colour" moment in a busked show. It is rarely a fault; it is two playbacks both having an opinion.

Practising it

Busking is a performance skill. It needs rehearsal in a way programming does not, and the rehearsal is: put music on, and play the rig for an hour without stopping.

You will find within ten minutes which faders you cannot reach, which looks you never use, and which one you need and have not built. That hour is worth more than another hour of building.

Bump, flash and manual override

Bump buttons fire a fader instantly for as long as you hold them, which is how hits get played. Most desks let you choose whether a bump respects the fader's level or goes to full.

Set it deliberately. A bump that jumps to full when you expected it to follow the fader is a very public surprise.

Cue list or fader?

The thingGoes on
A sequence that happens the same every nightA cue list
A state you need at an unpredictable momentA fader
An effect you will want to bring in and outA fader
A scripted show with a callerA cue list
A concertFaders, mostly
Everything offA fader, always
A safe neutral lookA fader, always

When two playbacks argue

ParameterUsual rule
IntensityHighest takes precedence
Colour, position, beamLatest takes precedence
The programmerBeats both
An asserted cueTakes it back from a playback

How to do it

  1. List the moments nobody can write down in advance.
  2. Build a look for each, from groups and palettes.
  3. Put them on faders grouped by what they do.
  4. Add a blackout fader and a safe-neutral fader.
  5. Set bump behaviour deliberately.
  6. Put music on and play it for an hour without stopping.
  7. Rebuild what your hands could not reach.

What goes wrong

SymptomLikely causeWhat to do
A fixture is the wrong colour in a busked showTwo playbacks arguing, resolved by latest-takes-precedenceKnow the rule; it is rarely a fault
You cannot find the look you need mid-songFaders grouped by build order rather than by functionGroup by what they do so your hands learn positions
A bump jumped to full unexpectedlyBump set to full rather than to the fader levelSet it deliberately, before the show
Something unexpected happened and you had nothingNo safe-neutral look on a faderBuild one; it is the most-used fader on a bad night
The busk felt clumsy despite good looksNever rehearsedAn hour with music beats another hour of building

Practice it

A rig with groups and palettes built, and some music.

Practice it
01
List five moments in a show that nobody could write down in advance.
Answer
Naming the unpredictable moments is what turns busking from improvising into preparation.
02
Build a look for each and put them on faders, grouped by function.
Answer
Grouping by function is what lets your hands find things without your eyes, which is the whole skill.
03
Add a blackout and a safe-neutral fader.
Answer
Those two are the ones you will use on the night something goes wrong.
04
Play the rig for twenty minutes with music, without stopping.
Answer
Twenty minutes without stopping teaches more than an hour of building, because it tests reach rather than content.
05
Write down which fader you reached for and did not have.
Answer
There is always one, and it is usually a mid-level neutral state.
Field checklist
  • Everything I might need at an unpredictable moment is on a fader.
  • Faders are grouped by function.
  • There is a blackout fader and a safe-neutral fader.
  • I know how my desk resolves two playbacks.
  • Bump behaviour is set deliberately.
  • I have played the rig with music for at least an hour.
Chapter 19

Building the Desk You Work From

Views, direct selects and a magic sheet are not decoration. They are the difference between finding a thing in one second and in ten, forty times an hour.

Why this is not housekeeping

A cueing session is a few hundred small operations. Shave two seconds off each and you have given the designer an extra hour of looking at the stage.

That is the entire argument, and it is why experienced programmers spend the hour before a session arranging their screens rather than building looks.

Views

A view is a saved screen layout. You want at least three: one for building looks, one for working on the cue list, and one for patch and setup.

Switching between them should be one keystroke. Rearranging windows by hand during a session is the most visible way to look slow.

Direct selects

A grid of buttons for your groups, palettes and presets, on screen, one touch each. Instead of remembering that the warm front wash is group 4 and colour palette 12, you touch two labelled buttons.

Set these up for the show you are actually on. Default direct selects are a list of everything; useful ones are the twenty things this show uses constantly.

The magic sheet

A custom picture of your rig, laid out the way the rig actually is, with each fixture or group as a touchable object. Click the upstage movers on a plan of the stage rather than finding their channel numbers.

It is the single most useful thing a desk can offer somebody working fast, and it is the feature most often never touched because building it takes an hour.

Building one worth having

Lay it out like the stage, seen from the audience. Put the groups where the fixtures are. Add the palettes you use most round the edge. Use colour to show which system is which.

Keep it readable at a glance under bad light at eleven at night, which is when you will need it. Small labels and subtle colours fail that test.

A magic sheet is a picture of the rig, laid out like the stage.

What to build before a session

Views, direct selects for this show's groups and palettes, and a magic sheet if the rig is bigger than you can hold in your head. An hour, before anybody arrives.

Nobody will ever thank you for it, and the session will run visibly better. That is most of what separates programmers who get rebooked from those who do not.

The three layers, and what each saves

LayerReplacesSaves
ViewsRearranging windows by handSeconds, constantly, and looking slow
Direct selectsRemembering numbersA lookup per operation
Magic sheetFinding channels for a positionThe whole mental step

A magic sheet that works at eleven at night

DoWhy
Lay it out like the stage from the houseIt matches what you are looking at
Put groups where the fixtures areNo translation step
Colour by systemRecognition beats reading
Big labels, strong coloursBad light, late, tired
Palettes round the edgeThe things you touch most, always in the same place

How to do it

  1. Build or load a view for building looks.
  2. Build a view for the cue list.
  3. Build a view for patch.
  4. Put this show's groups on direct selects, in a deliberate order.
  5. Put this show's colour and focus palettes on direct selects.
  6. If the rig is large, build a magic sheet laid out like the stage.
  7. Sit down and pretend to work for five minutes, and fix what is awkward.

What goes wrong

SymptomLikely causeWhat to do
You look slow despite knowing the deskRearranging windows during the sessionSaved views, one keystroke apart
You keep looking up group numbersNo direct selects for this showTwenty buttons, built beforehand
The magic sheet is unreadable in the darkSmall labels and subtle coloursBuild it for eleven at night, because that is when it is used
You never built one because it takes an hourThe hour is the investment; the session is the returnBuild it before anybody arrives

Practice it

A show file with groups and palettes, real or offline.

Practice it
01
Build three views and put them one keystroke apart.
Answer
Three views cover building, cueing and patch, which is every mode you work in.
02
Put this show's twenty most-used things on direct selects.
Answer
Twenty is about the number a show actually uses constantly; a list of everything is not direct selection.
03
Build a magic sheet laid out like the stage.
Answer
Laid out like the stage means no translation step between what you see and what you touch.
04
Time yourself bringing up four different looks with and without them.
Answer
The difference is usually a factor of two or three, which is an hour given back over a session.
Field checklist
  • Views are built and one keystroke apart.
  • Direct selects hold this show's groups and palettes.
  • A magic sheet exists if the rig needs one.
  • It is readable in bad light.
  • I have pretended to work for five minutes and fixed what was awkward.
Chapter 20

Macros

Anything you do more than twice in a show is a macro. Macros are what make a one-person show possible.

What a macro is

A recorded sequence of keystrokes played back from one button. Whatever you can do by hand you can store and fire in one press.

That is the whole feature, and its value is entirely in noticing which repeated thing is worth storing.

What to make one for

Anything with several steps that you do under pressure. Going to a view and selecting a group. Clearing everything and releasing all playbacks. Setting up the desk for the interval. Firing three playbacks together.

The panic macro deserves special mention: one button that clears the programmer, releases every playback and brings up a safe neutral state. Every busked show should have one.

Recording one

Most desks record macros by watching you do the thing. Start learning, perform the keystrokes, stop learning. What it captures is exactly what you pressed, including the mistakes.

So rehearse the sequence once before you record it. A macro with a wrong keystroke in it is worse than no macro, because you will fire it without looking.

Naming and placing them

Name them for what they do, in the show's language: PANIC, INTERVAL, PRESET STAGE, ALL LOOKS OFF. Put them somewhere your hand can find without your eyes.

A macro you cannot find in three seconds under pressure is a macro that does not exist.

Macros that change the desk

Beyond keystrokes, macros can switch views, change settings and chain into other macros. A single button that sets the desk up for the second half -- right view, right direct selects, right playbacks loaded -- is a real thing and takes ten minutes to build.

This is where a busked show stops being a test of memory and becomes an instrument that is set up for each section.

The limit

A macro does exactly what it recorded, in a state it does not check. If the desk is not where the macro expects, it does something else, confidently, in front of an audience.

Build macros that start by clearing, so they always run from a known state. That one habit removes most macro accidents.

Macros worth having on every show

MacroDoes
PANICClear, release everything, safe neutral look up
ALL OFFEverything to zero, cleanly
INTERVALHouse state, work light, desk ready
SECTION SETUPView, direct selects and playbacks for the next part
CHECKBring up the rig for a pre-show check

Building one safely

StepWhy
Rehearse the keystrokes firstThe macro records mistakes too
Start it with a clearSo it runs from a known state
Name it for what it doesYou will fire it without reading
Place it where your hand goesThree seconds under pressure
Test it from the wrong stateThat is when it will actually be used

How to do it

  1. Do the thing by hand and count the keystrokes.
  2. If it is more than three, and you do it more than twice, make a macro.
  3. Rehearse the exact sequence once.
  4. Begin the sequence with a clear.
  5. Record it, name it in capitals for what it does, and place it under your hand.
  6. Test it from a deliberately wrong state.

What goes wrong

SymptomLikely causeWhat to do
A macro did something unexpected during a showThe desk was not in the state the macro assumedStart every macro with a clear
The macro has a wrong keystroke in itRecorded without rehearsingRehearse once, then record
You cannot find the macro when you need itPlaced by number rather than by hand positionPut it where your hand goes, named in capitals
A busked show is a memory testNo section-setup macrosOne button per section, setting the desk up for it
Nothing recovers when it all goes wrongNo panic macroClear, release, safe look -- one button

Practice it

Any console with macros, real or offline.

Practice it
01
Find three things you do repeatedly and count their keystrokes.
Answer
Counting is what turns a vague feeling of repetition into a decision.
02
Build a PANIC macro that clears, releases and brings up a safe look.
Answer
Every busked show should have this one, and it is the one you hope never to press.
03
Build a section-setup macro that changes view and loads playbacks.
Answer
A section macro turns a memory test into an instrument that arrives configured.
04
Fire both from a deliberately wrong state and see what happens.
Answer
This is the test that matters, because the wrong state is exactly when you will use it.
Field checklist
  • Anything repeated more than twice with more than three keystrokes is a macro.
  • Every macro starts with a clear.
  • There is a PANIC macro.
  • They are named in capitals for what they do.
  • They are placed where my hand goes.
  • I have tested them from the wrong state.
Chapter 21

Patch, Beyond the Basics

Profiles, attributes, swapping a fixture type and moving show data around. The patch work an intermediate programmer actually meets, as opposed to the patch work a beginner is taught.

The profile is the translation

A fixture profile tells the console what this model's channels mean -- which is pan, which is colour, how many bits each uses, what the defaults are. It is the dictionary between your instruction and the fixture's wiring.

Almost every "the fixture does the wrong thing" fault is a profile fault: the wrong model, the wrong mode, or a library entry that does not match the firmware in the unit.

Modes, and why they bite

Most fixtures offer several modes with different channel counts. The desk must be told the same mode the fixture is set to, and nothing checks this for you.

The symptom is characteristic: the first few parameters work and everything after a certain point is wrong or shifted. Recognising that pattern saves an hour every time.

Swapping a fixture type

Half-way through a show a model becomes unavailable and the rental house sends something else. You need the cues to survive the swap.

Desks handle this with varying grace, and the thing that makes it survivable is palettes: if every position is a focus palette, a swap means re-recording palettes rather than re-recording cues. This is the moment all that discipline pays.

Moving show data around

Copying a channel's entire history to another channel, moving a block of channels, merging two show files. These are real operations that get used when a rig is rebuilt or a show is remounted.

Learn where they are before you need them, because you will need them at speed, and doing them by hand is a day.

Keywords and finding things

Larger desks let you tag fixtures with words -- ALL MOVERS, FOH, HOUSE, TOUR -- and select by tag rather than by number. On a rig of hundreds that is the difference between a selection and a search.

Worth setting up on any rig big enough that you cannot remember the numbering, which is most of them above about sixty fixtures.

Multiple-intensity fixtures

Some fixtures have more than one intensity -- a strobe with cells, a batten with segments, a fixture with separate eye and ring. The desk has to represent that, and how it does so differs.

Find out how yours does it before you patch fifty of them, because the wrong answer means re-patching and re-recording everything that used them.

What a patch fault looks like

SymptomCause
The fixture does something entirely unrelatedWrong profile
The first parameters work and later ones do notWrong mode
Movement is coarse and steppyPatched 8-bit where the fixture is 16-bit
One fixture behaves unlike identical neighboursDifferent firmware, or a different library entry
Half a batten respondsMultiple-intensity fixture patched as single
What a patch fault looks like from the desk Five patch symptoms and the cause behind each, so the thing you can see from the desk tells you what to go and change. The symptom names the cause. None of these needs a walk to the trussto diagnose. what you seewhat it isThe fixture does something entirely unrelatedWRONG PROFILEThe first parameters work and later ones do notWRONG MODEMovement is coarse and steppypatched 8-BIT where the fixture is 16-BITOne fixture behaves unlike identical neighboursdifferent FIRMWARE, or a different library entryHalf a batten respondsa MULTIPLE-INTENSITY fixture patched as singleEvery one of these is fixed in the patch, on the desk, before anybody climbs anything.
Five patch symptoms and the cause behind each, so what you can see from the desk tells you what to go and change.

What makes a fixture swap survivable

If positions areThen a swap means
Focus palettesRe-record the palettes; cues follow
Hard values in cuesRe-record every cue that used them
A mix of bothFind out which, the hard way, during the swap

How to do it

  1. Confirm the new model and its mode before it is rigged.
  2. Patch the new profile, in the correct mode.
  3. Check that every position is a focus palette rather than a hard value.
  4. Re-record the focus palettes for the new fixture.
  5. Re-record colour palettes, since gamuts differ.
  6. Play the show through and watch specifically those fixtures.
  7. Write down what changed.

What goes wrong

SymptomLikely causeWhat to do
Later parameters are all shiftedDesk and fixture in different modesMatch them; nothing checks this for you
A swap meant re-recording the whole showPositions stored as hard valuesFocus palettes; this is what they are for
Movement is steppyPatched at 8-bit for a 16-bit fixtureCorrect the profile
You cannot find fixtures on a large rigNo keywords or tagsTag by system and position
Half a batten does nothingA multiple-intensity fixture patched as a singleFind out how your desk represents them before patching fifty

Practice it

A console and at least two fixture types, real or offline.

Practice it
01
Patch a fixture in the wrong mode deliberately and describe the symptom.
Answer
First parameters right, later ones shifted -- the pattern is distinctive and worth meeting once on purpose.
02
Build a cue using a focus palette, then swap the fixture for a different model and re-record only the palette.
Answer
The cue survives and follows the palette, which is the whole payoff for the palette discipline.
03
Do the same with a cue built on hard values and compare the work.
Answer
Every cue has to be re-recorded, which is the same job several hundred times.
04
Tag a set of fixtures with a keyword and select them by it.
Answer
On a big rig, selection by tag replaces remembering numbers entirely.
Field checklist
  • Every profile matches the model AND the mode set on the fixture.
  • 16-bit parameters are patched as 16-bit.
  • Multiple-intensity fixtures are represented correctly.
  • Positions are focus palettes, so a swap is survivable.
  • Large rigs are tagged by system and position.
  • I know where copy, move and merge live before I need them.
Chapter 22

Show Files and Naming

A show file is the only thing you actually made. The commonest way to lose one is to have exactly one copy of it.

Save early, save often, save elsewhere

Consoles crash, USB sticks fail, and somebody will load the wrong file over yours. None of these is rare and all of them are survivable if there is another copy.

Save to the desk and to a stick at every natural break. At the end of each day, save a dated copy somewhere that is not the venue -- a laptop, a cloud folder, an email to yourself. Ten seconds against a day of work.

The show file is the only thing you made, and it needs a second home.

Versions, not one rolling file

Save as a NEW file at each milestone rather than overwriting: after patch, after palettes, after each act is cued, before any big change somebody asked for reluctantly.

The value is not backup. It is being able to say "that worked yesterday" and go and look, which is impossible with one rolling file.

A naming convention that survives

Date first in a form that sorts -- year, month, day -- then the show, then what changed. `2026-09-28 REBOOT after act 1 cued`.

Names like `show final`, `show FINAL 2`, `show FINAL real` are a joke because everyone has lived them. Dates that sort are the fix, and they cost nothing.

Naming inside the file

Every group, palette, preset, cue list and macro should have a name a stranger can use. This is the single clearest signal of whether a programmer is a professional.

Cue labels especially. `Act 1 Sc 3 -- lights up on the kitchen` tells the next person what the cue is for. An unlabelled cue 47 tells them nothing, and they will be operating your show without you.

What to leave behind

When you hand a show over: the current file, a note of what changed today, the known quirks, and anything that exists only in your head.

Being the only person who can run your file feels like security. It is a ceiling, and it is why people stay on the same show for years.

Archiving a closed show

The final file, the paperwork as-built, and a note of what you would do differently. Shows come back, venues repeat, and a remount from a good archive is an afternoon rather than a rebuild.

The last item is for you rather than for them, and it is the one that makes you better.

When to save a new version

MomentName it
After patchdate SHOW patched
After groups and palettesdate SHOW palettes
After each act is cueddate SHOW act 1 cued
Before a big requested changedate SHOW before rework
End of each daydate SHOW end of day
Finaldate SHOW as run

Naming, inside and out

ThingBadGood
The fileshow FINAL 22026-09-28 REBOOT act 1 cued
A groupGroup 12FRONT WASH
A paletteColour 4BALLAD BLUE
A cue47Act 1 Sc 3 -- up on the kitchen
A macroMacro 3PANIC

How to do it

  1. Save to the desk.
  2. Save a dated copy to a stick.
  3. Save a dated copy somewhere off site.
  4. Label anything you built today that is still unnamed.
  5. Write down what changed and what is outstanding.
  6. Leave the note where whoever has it tomorrow will find it.

What goes wrong

SymptomLikely causeWhat to do
A day of work is goneOne copy, on one deviceDesk, stick, off site -- every day
You cannot get back to what worked yesterdayOne rolling file, overwrittenNew file at each milestone
Nobody can find the right fileNames that do not sort and do not say what changedDate first, then show, then what changed
Somebody else cannot operate your showUnlabelled cues and numbered groupsName everything a stranger would need
A remount meant rebuildingNo archiveFinal file, as-built paperwork, and your own notes

Practice it

Any show file you have worked on.

Practice it
01
Save it under a dated, sorting name that says what changed.
Answer
Dates that sort remove the whole FINAL-2 problem permanently and cost nothing.
02
Find every unnamed group, palette and cue and name them.
Answer
There are always more unnamed things than expected, and they are invisible to you and opaque to everybody else.
03
Hand it to somebody and ask them to find the front wash and take cue 10.
Answer
If they can do it without asking, the naming worked. That is the only test that counts.
04
Write the handover note you would leave if you did not come back tomorrow.
Answer
The note is what stops you being the single point of failure, which is better for the show and better for you.
Field checklist
  • Saved to the desk, a stick, and somewhere off site.
  • A new dated version at each milestone.
  • Names sort by date and say what changed.
  • Every group, palette, cue and macro is named.
  • A handover note exists.
Chapter 23

Pre-Programming and Working Blind

The hours that decide whether a cueing session is creative or administrative, and the skill of editing a cue that is not on stage.

What pre-programming is for

Everything that does not need the designer present. Patch, groups, palettes, a first pass at positions, views, direct selects, the magic sheet, macros.

Do all of it before the session and the designer's time is spent on looks. Do none of it and the first two hours of a paid session are spent watching somebody build groups.

Offline software and visualisers

Both major manufacturers give away software that runs the real console on a laptop. A visualiser adds a 3D model of the rig so you can see roughly what a look does without a stage.

A visualiser is not a stage and its colours lie. What it is good for is structure -- checking that positions are roughly right, that effects run the right way, that nothing is obviously missing. That is most of pre-programming.

Offline software means practice costs nothing but time.

What not to pre-programme

Anything that depends on seeing the real thing: exact levels, precise focus, colour against a real set, anything involving a face.

Bringing over-committed pre-programming to a session wastes time, because it all gets rebuilt anyway and the designer has to watch. Build structure, not looks.

Working blind

Editing a cue that is not currently on stage, without the stage changing. It is how you fix cue 40 while cue 12 is showing, which during a rehearsal is the only way to work at all.

Every desk has it. The danger is forgetting you are in it -- making changes, wondering why the stage is not responding, and then discovering you have edited the wrong cue.

The discipline for blind work

Say out loud, or write down, which cue you are in. Come out of blind as soon as you are done. Check the change by playing the cue when you next get a chance rather than assuming.

Most blind accidents are not wrong values; they are right values in the wrong cue.

Using rehearsal time

A rehearsal is hours of the show running with nobody asking you for anything. That is when the notes from the last session get done, blind, while the stage carries on.

Programmers who use rehearsal this way arrive at the next session with the list clear. Programmers who watch arrive with it intact.

Before the session, and during it

Do beforeDo with the designer
PatchExact levels
GroupsPrecise focus
Palettes, first passColour against the real set
Views and direct selectsAnything involving a face
Magic sheetThe actual looks
MacrosTiming, watched from the house

What a visualiser is and is not good for

Good forNot good for
Are positions roughly right?Exact focus
Does the effect run the right way?Whether it feels right
Is anything obviously missing?Colour judgement
Does the structure hold together?Levels

How to do it

  1. Note which cue you are going into.
  2. Enter blind.
  3. Make the change.
  4. Say or write what you changed and in which cue.
  5. Leave blind immediately.
  6. Play that cue back at the next opportunity and confirm.

What goes wrong

SymptomLikely causeWhat to do
Two hours of a paid session spent building groupsNo pre-programmingStructure before the designer arrives
Everything pre-programmed got rebuilt anywayPre-programming looks rather than structureBuild the scaffolding, not the picture
You edited the wrong cueForgot which cue blind was inNote it before entering, and leave blind immediately after
The stage is not responding to your changesYou are in blind and have forgottenCheck the indicator; every desk shows it
The note list is as long after rehearsal as beforeWatching rehearsal instead of working blind through itRehearsal is working time

Practice it

A cue stack and offline software or a real desk.

Practice it
01
List everything you could build for a show without the designer.
Answer
The list is longer than people expect and is most of a day's work.
02
Build all of it for a rig you know.
Answer
Structure built beforehand is what turns a session into looking at light rather than watching admin.
03
Enter blind, edit a cue that is not live, and confirm the stage did not change.
Answer
The stage holding still while you work is the whole feature, and it is what makes rehearsal productive.
04
Deliberately lose track of which cue you are in blind, and notice how easily it happens.
Answer
It happens within about two minutes of not paying attention, which is why the note-it habit exists.
Field checklist
  • Patch, groups and palettes are built.
  • Views, direct selects and the magic sheet are built.
  • Macros exist.
  • I have built structure, not looks.
  • I know where blind is and how my desk indicates it.
  • I note which cue I am editing before entering blind.
Chapter 24

Working With a Designer

A cueing session is two people and one pair of hands. Your job is to make the designer faster, not to have opinions.

What the designer needs from you

Speed, and not having to explain twice. They are holding a picture in their head and every second it takes to appear is a second it can slip away.

The best compliment in this job is that a designer forgets the console is there.

A cueing session is two people, one pair of hands, and a stage.

Keeping ahead

Anticipate. If they have built three looks that all start from the back light, have the back light ready. If they are working through a song, have the next section's groups selected.

Being one step ahead is what separates a programmer from a typist, and it comes from listening to what the show is doing rather than waiting for instructions.

When you disagree

You will see things they miss -- a fixture that will not reach, a colour that will not survive the camera, a cue that will not have time to mark.

Say it once, briefly, as information rather than as an opinion: "that mover won't make it in two seconds". Then do what they decide. Saying it twice is the thing that gets programmers replaced.

Notes, and holding the list

In a session, notes arrive faster than they can be stored. Keep a written list, mark what is done, and report the state when asked.

"Seventeen notes, fourteen done, these three need a decision" is the sentence that makes you trusted with somebody's show.

Absorbing changes

Changes are the normal condition of tech, not a sign anything has gone wrong. What causes damage is a change nobody recorded.

Every change gets stored, or written down as not-yet-stored. There is no third category, and the third category is where shows get broken.

The pace of a session

Sessions have a rhythm: long stretches of small adjustments, then a burst where everything changes. Match it. Do not offer improvements during the fast part, and do not go silent during the slow part.

And know when to call a break. A session that has stopped making progress is a session where somebody is tired, and twenty minutes recovers more than pushing through an hour.

What makes a session fast

BehaviourEffect
Anticipating the next selectionThe look appears while the idea is fresh
Knowing the syntax coldNo pauses to think
Direct selects and a magic sheetNo lookups
Saying a problem once, brieflyInformation, not an argument
Holding the note list in writingNothing is asked for twice
Calling a break when it stallsTwenty minutes beats a wasted hour

Saying a problem well

Do not saySay
That won't workThat mover won't make it in two seconds
I wouldn't do it that wayNothing; it is not your call
We tried thatWe tried that on Tuesday -- want it back?
It's impossibleNot in this time. Two minutes, or drop the mark?

How to do it

  1. Build everything structural beforehand.
  2. Start a written note list before the first look.
  3. Listen to where the show is going and preselect for it.
  4. Say a real problem once, briefly, as information.
  5. Store each note as it is agreed, or write it as not-yet-stored.
  6. Report the state of the list when asked.
  7. Call a break when progress stops.

What goes wrong

SymptomLikely causeWhat to do
The designer starts asking for lessEach request costs too much timeThat is a speed problem, and speed is preparation
You are asked for the same thing twiceNo written note listOne list, marked done
A change is lostNeither stored nor written downThere are only two categories; there is no third
You were overruled and said it againRepeating a concernOnce, briefly, then do what was decided
The last hour achieved nothingEverybody is tired and nobody called itCall the break; it recovers more than pushing through

Practice it

Any cueing session, or a rehearsal of one with a colleague.

Practice it
01
Build all the structure beforehand and time how long the session takes to produce its first look.
Answer
With structure ready, the first look appears in a minute or two rather than at the end of the first hour.
02
Keep a written note list and mark each one done.
Answer
The list is what stops the same thing being asked for twice, which is the main way sessions lose time.
03
Practise saying one real problem in a single short sentence.
Answer
One short sentence is information; anything longer is a position, and positions invite argument.
04
Report the state of the list in one sentence at the end.
Answer
A sentence like "seventeen, fourteen done, three need a decision" is what gets you trusted with somebody's show.
Field checklist
  • Everything structural was built beforehand.
  • I have a written note list.
  • I am preselecting for where the show is going.
  • Problems are said once, briefly.
  • Every change is stored or written as not-yet-stored.
  • I can report the list state in one sentence.
Chapter 25

The Fixtures You Programme

Conventionals, movers, LED and media are four different things to programme. Treating them the same is why some rigs feel harder than they should.

Conventionals

One parameter. Intensity. Everything else about them -- colour, angle, shape -- was decided when somebody hung and gelled them, and cannot be changed from the desk.

Which makes them simple to programme and inflexible to fix. If a conventional is the wrong colour, that is a focus-session problem, and no amount of programming will help.

Moving lights

Many parameters, mechanical, and slow relative to a cue. They need marking, they need time, and they need focus palettes for every position.

They also fail differently -- a mover that has lost its calibration points somewhere near where it should, which is much harder to spot than a light that is simply off.

The fixtures you are programming are heavy, mechanical and overhead.

LED fixtures

Colour is a parameter rather than a physical gel, which is the freedom people notice, and colour MIXING differs by fixture, which is the trap they do not.

Two LED fixtures from different makers given the same numbers will not match. That is why colour palettes are recorded per fixture type, and why a palette recorded on one model and applied to another needs checking with your eyes.

Two makes given the same numbers do not match.

Dimming curves and the bottom of the fade

Different fixtures behave differently at the bottom of a fade. Some LED units step visibly below about ten per cent; some snap off at two; tungsten glows down smoothly and keeps glowing after zero.

Mixing them in one wash and fading to black is where this shows. Check the bottom of every fade, because the top always looks fine.

Media servers and pixel-mapped rigs

A media server is a fixture with content in it, and a pixel-mapped rig is a set of fixtures being driven as one picture. Both are programmed through a small number of parameters that select and position content rather than by setting each fixture.

An intermediate needs to know what they are, how to bring them up and take them out, and who to ask. Programming them properly is a book of its own: Media Servers 101.

Programming a mixed rig

Real rigs are all four at once. The practical consequences: record palettes per fixture type, check colour matches by eye, check the bottom of fades, and give the movers time the conventionals do not need.

None of that is difficult. All of it is invisible until a show looks slightly wrong and nobody can say why.

Kinds of fixture, and the habits each needs

KindNeedsFails as
ConventionalNothing but intensityWrong colour or angle -- a focus problem, not a programming one
Moving lightMarks, time, focus palettesArrives late, or points slightly wrong
LEDPer-type colour palettes, checked by eyeDoes not match its neighbour
Media and pixel mapContent selection, and somebody to askIs a book of its own
Kinds of fixture, what each needs, and how each fails Four kinds of fixture with what each one needs from a programmer and the characteristic way each one goes wrong. Each kind asks for something different, and fails in a way thatnames what it asked for. the fixturewhat it needshow it failsCONVENTIONALnothing but intensitywrong colour or angle -- a FOCUSproblem, not a programming oneMOVING LIGHTmarks, time, focus palettesarrives late, or points slightly wrongLEDper-type colour palettes, checked byeyedoes not match its neighbourMEDIA AND PIXEL MAPcontent selection, and somebody toaskis its own courseA mixed rig asks for all four at once. That is the job.Colour mismatch across LED fixtures is its own problem -- see the photograph in this chapter.
Four kinds of fixture with what each needs from a programmer and the characteristic way each one goes wrong.

What to check on a mixed rig

CheckWhy
Colour match across makesSame numbers do not mean same colour
The bottom of every fadeSteps and snaps live below ten per cent
Mover timing against conventionalsOne is mechanical, one is not
Palettes recorded per typeA palette from one model misapplies to another

How to do it

  1. Bring each fixture type up on its own and look at it.
  2. Put the LED types side by side at the same numbers and compare by eye.
  3. Record colour palettes per type, correcting by eye rather than by number.
  4. Fade the whole rig slowly to black and watch the bottom of the fade.
  5. Time one mover move against a conventional crossfade and note the difference.

What goes wrong

SymptomLikely causeWhat to do
Two fixtures in a wash are visibly different coloursDifferent makes given the same numbersPalettes per type, matched by eye
A fade to black has a step in itMixed dimming curves at the bottomCheck the bottom of fades; the top always looks fine
A mover is slightly off position and nobody noticed for a weekLost calibration, which looks like nothing at allCheck positions against palettes regularly
A conventional is the wrong colourIt is gelled that wayThis is a focus-session problem; programming cannot help
A palette does nothing on half the rigRecorded on one fixture type and applied to anotherPer-type palettes

Practice it

A rig with at least two fixture types, ideally including LED.

Practice it
01
Put two different LED types at the same colour numbers side by side and describe the difference.
Answer
They rarely match, and often not subtly, which is why colour palettes are per type rather than global.
02
Record a colour palette per type, matched by eye.
Answer
Matching by eye is the only method that works, because the numbers are describing different hardware.
03
Fade the whole rig from full to zero over thirty seconds and watch the last ten per cent.
Answer
The bottom is where steps and snaps live, and where a fade stops looking professional.
04
Time a mover crossing the stage against a conventional crossfade.
Answer
The mover is slower, usually by several seconds, which is why discrete timing and marks exist.
Field checklist
  • Colour palettes are recorded per fixture type.
  • Colour matches were checked by eye, not by number.
  • I have watched the bottom of a full fade to black.
  • Movers have time and marks the conventionals do not need.
  • I know which fixtures are media or pixel-mapped and who to ask.
Chapter 26

When the Rig Is Not What You Programmed For

A different venue, a missing fixture, half the rig on a different bar. The intermediate skill is adapting a file rather than rebuilding it.

Why this is the normal case

Shows tour. Venues differ. Rental houses substitute. Something breaks on the morning. A show file that only works in one room is a show file that works once.

Everything in this book about references exists for this chapter. This is where palettes stop being tidiness and start being the reason you go home on time.

The same show arrives in a room that is not the one it was built for.

The order to adapt in

Patch first -- get the desk agreeing with what is actually hanging. Then focus palettes, because positions are what change. Then colour palettes if the fixture types changed. Then, and only then, look at cues.

Work in that order and most shows need no cue edits at all. Work backwards from the cues and you will rebuild the show.

Adapt a show in this order, and the cues survive Patch, then focus palettes, then colour, then beam, then cues -- with the number of edits each stage needs shown, and cues usually needing none. Work backwards from the cues and you will rebuild the show. PATCHNothing is true until the desk matches therigevery differenceFOCUS PALETTESPositions are what change between roomsmost of themCOLOUR PALETTESOnly if the fixture types changedsometimesBEAM PALETTESOnly if the optics differrarelyCUESLast -- and usually not at allusually noneedits neededOnly works if every position is a focus palette.A file that works in one room only is a file that works once.
Patch, focus, colour, beam, then cues — with the edits each stage needs, and cues usually needing none.

Fewer fixtures than the file expects

Decide what each missing fixture was FOR, then find who else can do that job. A missing back light might be covered by two neighbours re-aimed; a missing special usually cannot be covered at all and needs a conversation.

Write down every substitution. A show running on undocumented substitutions is a show nobody else can take over.

More fixtures than the file expects

Easier, and it has its own trap: adding fixtures to groups without adding them to palettes. The new units join the wash and then do nothing when a colour palette is called.

Add to the groups, then re-record every palette with the new fixtures selected. Then check by calling each palette and looking.

A completely different rig

Sometimes the honest answer is that the file is not adaptable and the fastest route is to rebuild from the paperwork, keeping the cue structure and timings.

Knowing when to stop adapting is a real judgement. The signal is usually that you have spent longer diagnosing than a rebuild would take.

Keeping a file portable

Every position a focus palette. Every colour a colour palette. Groups by function rather than by channel number. Cues built from references only. Nothing that depends on a specific channel number existing.

Build that way from the start and a venue change is an afternoon. Build any other way and it is a week, every time.

Adapting, stage by stage

StepWhy it is here
PatchNothing else is true until the desk matches the rig
Focus palettesPositions are what change between rooms
Colour palettesOnly if fixture types changed
Beam palettesOnly if the fixtures differ in optics
CuesLast, and usually not at all

What makes a file portable

DoInstead of
Focus palettes for every positionHard-coded pan and tilt
Colour palettes named for useHard-coded colour numbers
Groups by functionGroups by channel number
Cues built from referencesCues built from values
Written substitution notesRemembering what you swapped

How to do it

  1. Get the new plot and compare it with the file's patch.
  2. Patch the differences.
  3. Walk every focus palette and re-record it for this room.
  4. If fixture types changed, re-record colour and beam palettes by eye.
  5. Play the show through, watching for anything that did not follow.
  6. Fix what is left in the cues, and write down every change.
  7. Save as a new dated version for this venue.

What goes wrong

SymptomLikely causeWhat to do
A venue change meant rebuilding the showPositions were hard valuesFocus palettes; there is no other answer
New fixtures joined the wash and ignore the coloursAdded to groups but not to palettesRe-record every palette with them selected
You have spent a day diagnosing an adapted fileThe file was not adaptableRebuild from paperwork, keeping cue structure and timings
Nobody else can take the show overUndocumented substitutionsWrite down every one
Cues needed editing in every venueCues built from values rather than referencesThis is what the palette discipline prevents

Practice it

A show file and a rig that differs from the one it was built for.

Practice it
01
Compare the patch with what is actually hanging and list the differences.
Answer
The list is the job. Everything after it is mechanical.
02
Adapt in order -- patch, focus, colour, then cues -- and count how many cues you had to touch.
Answer
Built on references, the answer is usually zero or close to it, which is the payoff for the whole book.
03
Add two fixtures to a group and call a colour palette without re-recording it.
Answer
The new fixtures do nothing, which is the commonest fault when a rig grows.
04
Write the substitution note you would leave for the next person.
Answer
A show running on undocumented substitutions is one nobody else can take over, including you in a month.
Field checklist
  • Every position is a focus palette.
  • Every colour is a colour palette.
  • Groups are by function, not by channel number.
  • Cues are built from references only.
  • I adapt in order -- patch, focus, colour, cues.
  • Every substitution is written down.
  • The adapted file is saved as a new dated version.
Chapter 27

Safety, and Where This Leads

You move fixtures over people's heads from a desk you cannot always see the stage from. And programming is a rung, not a summit.

The specific hazard of a console

Lighting Console
Lighting Console

Every other lighting job puts you in the room with the consequence. Programming does not. You can move a heavy fixture at speed, from behind a desk, while somebody is on a ladder underneath it, and never know.

That is not a theoretical risk. It is the reason the discipline below exists, and it costs about four seconds.

Announcing before it moves

Before you move anything mechanical during a work call, say so. "Moving the upstage movers" is the whole procedure. If you cannot see the stage, ask somebody who can.

During a focus call, nothing moves without the person on the ladder knowing. During a show, this is why marks exist -- so movement happens at planned moments rather than at surprising ones.

Somebody is under the fixture you are about to move.

Homing, and the rig that jumps

Powering up or re-homing a rig makes every fixture move at once, fast, with real force. It is the single most dangerous thing a desk can command.

Never home a rig without announcing it and looking. Somebody working on a fixture when it homes will be hurt, and the desk gives no warning at all.

Strobes and photosensitivity

Strobe effects can trigger seizures. There are published guidelines and many venues and broadcasters have their own limits, and they are not advisory.

Find out what applies where you are working before you programme anything flashing. And warn the room before you test it, because somebody in that room may be affected and will not want to announce it.

Where programming leads

For some people it is the destination -- a specialist career, in demand, well paid, on the biggest shows. For others it is the bridge into design, because you have spent a thousand hours watching designers decide.

Both are real. Knowing which you want changes what you practise: programmers practise speed and systems, designers practise looking and describing.

What gets you the next call

Being fast, being calm, having the file ready, saying a problem once, and leaving a file somebody else can use. None of that is about knowing more syntax than the next person.

The programmers who work constantly are not usually the ones who know the most obscure features. They are the ones a designer stops noticing, because everything just appears.

The safety rules at a console

Console
Console
SituationRule
Moving anything mechanical during a work callSay so first
You cannot see the stageAsk somebody who can
Focus call in progressNothing moves without the person on the ladder knowing
Homing or powering up a rigAnnounce it and look
Programming strobeCheck the local limits, and warn the room
During a showMovement happens at planned moments -- that is what marks are for

Where this leads

If you wantPractise
To programme professionallySpeed, systems, and unfamiliar desks
To designLooking, and describing what you see
To lead a departmentLighting Direction and Leadership
The machines themselvesLighting Automation
The whole pictureThe AV fundamentals series

How to do it

  1. Before moving anything mechanical, announce it.
  2. If you cannot see the stage, get eyes on it before you move anything.
  3. Never home a rig without announcing and looking.
  4. Check local strobe limits before programming anything flashing.
  5. Warn the room before testing a strobe.
  6. During shows, keep movement to planned moments using marks.

What goes wrong

SymptomLikely causeWhat to do
A fixture moved while somebody was working on itNo announcement, and no eyes on the stageFour seconds of saying it out loud
A rig homed with a crew underneathHoming without announcingIt is the most dangerous command on the desk; treat it that way
Somebody was affected by a strobe testNo warning before testingWarn the room; people will not announce their condition
A strobe exceeded a broadcaster's limitsLimits not checkedThey are not advisory; find out what applies
You know the desk well and do not get rebookedSpeed and manner, not syntaxBe the programmer a designer stops noticing

Practice it

Your own working practice, and an honest look at it.

Practice it
01
Write down what you say before moving a fixture during a work call.
Answer
If there is nothing to write down, that is the finding, and it is a four-second habit to acquire.
02
Find out what strobe guidance applies where you usually work.
Answer
Most people do not know, and it is published and specific where they work.
03
Write down whether you want programming to be the destination or the bridge.
Answer
The answer changes what you practise, which is the point of asking.
04
Name the two things that would make you faster in a session.
Answer
It is almost always preparation and layout rather than more syntax.
Field checklist
  • I announce anything mechanical before it moves.
  • I have eyes on the stage, or I ask somebody who does.
  • I never home a rig without announcing and looking.
  • I know the strobe limits that apply here.
  • I warn the room before testing a strobe.
  • I know whether I am practising for programming or for design.
Chapter 28

Glossary

**Term****Meaning**
Effects engineConsole tool automating movement and dynamic looks
GroupA saved fixture selection controlled together
Moving headA motorised fixture (pan, tilt, colour, beam)
PaletteA reusable saved intensity, position, colour, or beam setting
Intensity paletteA saved level for a set of fixtures
Position paletteA saved aim point for moving lights
Design thinkingDeciding what the lighting should achieve for the show
ChaseLights activating in a moving sequence
Chapter 29

Beyond Operation

Operating runs a show; intermediate craft creates a richer one.

From running to creating

If you have come from Lighting Operation, you can already patch, build looks, record cues, and run a show. Lighting Intermediate is about creating richer, more dynamic, more intentional lighting: using advanced programming tools to work efficiently, controlling moving lights fluently, building cues with movement and effects, and designing looks that genuinely serve the show. The difference between a basic lighting show and a compelling one is largely this deeper craft, and developing it is what turns an operator into a lighting creator. The console skills are the same foundation; intermediate adds the depth that makes lighting expressive.

The shift is from making the lights do what you programmed to making them do something compelling. You already can run a cue stack; now you learn to program more powerful looks faster, to make moving lights dance with intention, to add dynamic effects, and to think about what the lighting should achieve for the show. This is where lighting becomes a creative craft on top of the technical operation.

Programming smarter, not harder

A core intermediate theme is programming efficiently using the console's powerful tools rather than setting every fixture individually. Modern consoles offer groups (controlling many fixtures together), palettes (saved colours, positions, and beam settings you can reuse), and an effects engine (automating movement and chases) — tools that let you build complex looks far faster and more consistently than fixture-by-fixture. Learning to use these tools is what makes intermediate programming both more powerful and more efficient. The intermediate programmer works smart, leveraging the console's capabilities.

This efficiency matters because intermediate and advanced shows have many fixtures and many looks, which would be impossibly slow to program one fixture at a time. Groups, palettes, and effects are how a programmer builds a rich show in reasonable time, and how they keep it consistent and easy to adjust. Mastering these tools — the subject of the next chapter — is the practical core of stepping up from basic operation to intermediate programming. Smart use of the console's power is the intermediate craft.

Chapter 30

Advanced Programming Tools

Groups, palettes, and effects: the power tools of efficient lighting programming.

Groups and palettes

Two foundational intermediate tools are groups and palettes. A group is a saved selection of fixtures you control together — all the front wash, all the moving heads, the back light — so you can select and adjust many fixtures at once instead of one by one. A palette is a saved setting you can reuse: a colour palette stores a specific colour, a position palette stores where moving lights point, a beam palette stores a beam look. Once built, you apply palettes to fixtures or groups instantly, and reuse them across the show. Groups and palettes make programming dramatically faster and keep a show consistent (the same blue, the same position, used everywhere).

These tools also make a show easy to adjust: change a position palette, and every cue using it updates; this referencing is powerful for keeping a large show manageable. The intermediate programmer builds a foundation of groups and palettes first, then programs cues using them, which is far more efficient than raw fixture-by-fixture work. Mastering groups and palettes is the first big step in intermediate programming, turning slow manual work into fast, consistent, adjustable programming.

The effects engine

The effects engine is the console tool that automates movement and dynamic looks — making lights move in patterns (circles, sweeps, fans), colours chase across fixtures, intensities pulse, all generated automatically rather than programmed frame by frame. This is how the dynamic, moving lighting of concerts and events is created efficiently: instead of manually programming every step of a moving-light sweep, you apply an effect that generates the movement, then shape its speed, size, and how it spreads across fixtures. The effects engine is what gives intermediate lighting its energy and motion.

Using effects well is a craft: choosing effects that suit the music and moment, controlling their speed and intensity, and combining them with the static looks for a rich result. Overused or wrong, effects look chaotic; used with skill, they make lighting come alive with the show. The intermediate programmer uses the effects engine to add dynamics — movement, chases, pulses — that a static cue stack alone cannot achieve, and combined with groups and palettes, builds dynamic shows efficiently. These three tools — groups, palettes, effects — are the core of intermediate programming.

Chapter 31

Moving Lights & Richer Cues

Make moving lights dance with intention, and build cues with depth and motion.

Working fluently with moving lights

Moving-head fixtures (from Lighting Basics) are central to modern lighting, and intermediate skill is controlling them fluently — their position (pan and tilt, where they point), colour, and beam, all of which can change and move. Working with moving lights means programming where they aim (using position palettes), how they look (colour and beam), and how they move (manually or with effects). Fluent moving-light control is what creates the dynamic, dramatic looks of concerts and events — beams sweeping, fixtures recolouring and repositioning between looks. It takes practice to control moving lights smoothly and intentionally rather than chaotically.

Position palettes are especially valuable for moving lights: storing the key positions (the stage, the drummer, the audience) so you can send fixtures to them instantly and consistently. Combined with colour and beam control and the effects engine for movement, fluent moving-light programming lets you create the rich, dynamic looks that define exciting lighting. Mastering moving lights — pointing, colouring, shaping, and moving them with intention — is a defining intermediate lighting skill.

Building richer cues and looks

With these tools, intermediate cues become richer than the basic looks of Lighting Operation: combining many fixtures via groups, applying consistent colours and positions via palettes, adding movement and dynamics via effects, and layering these into looks with depth and energy. A rich cue might have a coloured wash, moving beams sweeping, and a highlight on a performer, all coordinated — far beyond a simple static look. Building these richer cues, and sequencing them into a dynamic show, is the intermediate programming craft in action. The cues do more, and the show comes alive.

This richness serves the show: a dynamic concert look, an elegant corporate scene, a dramatic theatrical moment, each built from the tools into a cue that achieves the intended effect. The intermediate programmer thinks about what each look should accomplish and builds it using groups, palettes, effects, and moving lights to get there. Richer, more intentional cues, sequenced into a compelling show, are what intermediate lighting delivers beyond basic operation — and they lead naturally into thinking like a designer.

Chapter 32

Beginning to Design

Tools create looks; design decides what looks the show actually needs.

Lighting design thinking

Beyond programming the tools, intermediate lighting begins design thinking — deciding what the lighting should achieve for the show, not just how to make a look. Design considers the functions of light (from Lighting Basics): visibility and focus (lighting the right things, drawing the eye), mood and colour (creating the right feeling), and dynamics (changing with the show's energy and moments). The intermediate lighting person starts asking what does this show need from the lighting — what should the audience see and feel — and then uses their programming craft to deliver it. Design is the why behind the looks; programming is the how.

This is the beginning of the journey from programmer towards designer (a path that continues in the book Lighting Design). At the intermediate level, you start making intentional design choices — this segment should feel warm and intimate, this one energetic and bold, the focus should be here — and building looks that serve those intentions. Even as an operator or programmer, thinking about what the lighting is for makes your work far more effective. Design thinking elevates programming from making looks to making the right looks.

Looks that serve the show

Good lighting serves the show — the music, the speaker, the moment, the mood — rather than just being technically impressive. An intermediate lighting person learns to read what a show needs and create lighting that supports it: enhancing the energy of a song, focusing attention on a presenter, setting an emotional tone, marking transitions. The lighting becomes part of the storytelling and the experience, not a separate light show. This service mindset — lighting in support of the show — is what distinguishes thoughtful lighting from mere button-pushing, and it begins at the intermediate level.

Practically, this means coordinating lighting with the rest of the show (the music, the performance, the other departments), choosing looks appropriate to each moment, and using your dynamic programming to follow and enhance the show's flow. Whether running cues to a precise show or busking live to music, the goal is lighting that serves and elevates what is happening. Combining design thinking (what the show needs) with intermediate programming craft (how to deliver it) is what makes lighting genuinely good — the destination this book builds towards.

Chapter 33

Putting Intermediate Lighting Together

Combine smart programming and design sense into compelling, efficient lighting.

The complete intermediate craft

Pulling it together, intermediate lighting combines efficient programming (groups, palettes, effects), fluent moving-light control, richer dynamic cues, and beginning design thinking into the ability to create compelling lighting efficiently. The intermediate lighting professional builds shows that are richer and more intentional than basic operation, using the console's power to work smart and design sense to make the looks serve the show. This is a substantial step up — from running lights to creating lighting that genuinely enhances a show, built efficiently enough to handle real, complex productions.

All of it rests on the foundations: the four properties of light, DMX and patching, building looks and cues, and running a show. Intermediate adds the programming depth, the moving-light fluency, and the design awareness on top. The combination — solid foundations plus efficient advanced programming and emerging design sense — is what lets you create the dynamic, intentional lighting that modern shows need.

Developing your eye and growing

Like audio's ear, lighting has its eye — the developed sense for what looks good and what serves the show, which guides every design and programming choice. You develop it by lighting constantly, watching how lighting is used in shows and productions you admire, and learning to see what makes lighting effective (the focus, the colour, the movement, the mood). Tools and technique matter, but lighting is ultimately judged by how it looks and what it achieves, so a great lighting person is above all someone with a great eye and intention. Deliberately developing your eye turns the techniques here into real artistry.

From here, growing in lighting means continuing to develop your eye and craft, mastering specific consoles deeply, and moving towards advanced and specialist roles — lighting design, lighting direction, and the like (covered in Lighting Design and Lighting Direction & Leadership, other books in this series). The intermediate skills here — efficient programming, moving lights, richer cues, design thinking — are the platform those specialties build on. Keep programming, keep watching great lighting, keep refining your eye, and you will continue from solid intermediate lighting toward true mastery and design.

Try this. Watch a concert or event video and study the lighting: what's it doing for each moment — focus, mood, energy? Then imagine how you'd build one of those looks with groups, palettes, and effects.

Chapter 34

Competencies this course closes

Lighting Intermediate builds on the LIGHT_FUND/LIGHT_PROG clusters in the Reboot Gap Library, deepening programming and design towards advanced lighting roles.

**Competency****Tier****Where it is closed**
Advanced console programming1"The Programmer" to "Mark", and "Macros"
Groups, palettes, effects1"Groups", "Palettes and Presets", "Effects", "Shaping an Effect"
Moving-light fluency1"Mark", "Finding a Fixture", "The Fixtures You Programme"
Richer cues & dynamics1"Timing", "Effects", "Playbacks, Submasters and Busking"
Lighting design thinking2"Working With a Designer", "Beginning to Design" + floor time
Chapter 35

Assessment

**Assessment****Type****What it verifies**
Interactive test, Parts 1-5Knowledge + appliedBeyond operation, tools, moving lights/cues, design, putting it together
Interactive test, Final TestKnowledgeThe whole book
Programming practicalPracticalBuilding groups, palettes, effects, and richer cues
Mentor sign-off on a real showPracticalProgramming/running a dynamic show at an intermediate level
Chapter 36

Hands-on & sign-off

Intermediate lighting is built on a real console. The learner uses groups, palettes, and effects, controls moving lights fluently, builds richer dynamic cues, and makes design-minded look choices. A mentor signs off when the learner creates compelling lighting efficiently.

**Sign-off item****Mentor****Date**
Used groups, palettes, and the effects engine to program efficiently
Controlled moving lights fluently in position, colour, and beam
Built richer, dynamic cues serving the show
Made design-minded choices about what looks the show needs

Lighting Intermediate · Reboot AV

Visual glossary

What the gear actually looks like

Every device named in this book, in one place. Recognition is the whole point of Chapter 4 — use this page to attach a picture to each name before you meet it on a dock at six in the morning.

Audio
Dynamic microphone
Dynamic microphone
Condenser microphone
Condenser microphone
Wireless handheld
Wireless handheld
Radio rack
Radio rack
Mixing console
Mixing console
Stage box / snake
Stage box / snake
Power amplifier
Power amplifier
Main loudspeaker
Main loudspeaker
Subwoofer
Subwoofer
Stage monitor wedge
Stage monitor wedge
In-ear monitors
In-ear monitors
DI box
DI box
Video
Camera
Camera
Video switcher
Video switcher
Scaler / processor
Scaler / processor
Projector
Projector
LED wall panel
LED wall panel
Confidence monitor
Confidence monitor
Lighting & control
Conventional fixture
Conventional fixture
Moving-head fixture
Moving-head fixture
Lighting console
Lighting console
Dimmer
Dimmer
Show controller
Show controller
Media server
Media server
Networking & infrastructure
Network switch
Network switch
Patch bay
Patch bay
Equipment rack
Equipment rack
Power distribution
Power distribution
Cable tester
Cable tester
A properly coiled cable
A properly coiled cable
Connectors, close up
XLR
XLR
TRS / TS ¼-inch
TRS / TS ¼-inch
SDI on BNC
SDI on BNC
HDMI
HDMI
Cat5e / Cat6 (RJ45)
Cat5e / Cat6 (RJ45)
Fiber optic
Fiber optic
DMX (5-pin XLR)
DMX (5-pin XLR)
AC power — not signal
AC power — not signal
Reboot AV
Find the source.
Find the destination.
Work along the path between them.
Every device on every show exists to serve that movement. Everything after Lighting Intermediate goes deeper in one direction.
rebootav.tech