dot2: dot2 user manual. # dot2 User Manual ![](/img/dot2/08_dot2_user_manual-067c6b.png) # Background > Background colors are displayed in the columns ID and Name. Background colors are displayed in the columns ID and Name. **Olive Green:** ![](/img/dot2/dot2_window_fixture-schedule_olive-green_background_v1-4-33a4a6.png) *Figure 1: Background Color – Olive Green* Olive green background indicates fixtures that are not affected by React to Master. For more information on React to Master see [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). # Command History > The command history colors are visible in the command line view. The command history colors are visible in the [command line view](/dot2/key_view_commandline/). ## Green [Section titled “Green”](#green) ![](/img/dot2/dot2_whatis_systemcolors_commandhistory01_1-0-88e8e7.png)\ Green indicates, that this is a command or a short cut of a [command](/dot2/key_commands_overview/). ## Yellow [Section titled “Yellow”](#yellow) ![](/img/dot2/dot2_whatis_systemcolors_commandhistory02_1-0-afa4eb.png)\ Yellow indicates, that this is an [error message](/dot2/key_error_messages/). ## White [Section titled “White”](#white) ![](/img/dot2/dot2_whatis_systemcolors_commandhistory03_1-0-16663b.png)\ White indicates, that is default command text. ## Related Links [Section titled “Related Links”](#related-links) * [Command Line View](/dot2/key_view_commandline/) * [Control Elements - Command Line](/dot2/key_widget_commandlineinput/) * [How to use the Command Line?](/dot2/key_ht_usecommandline/) * [Commands](/dot2/key_commands_overview/) * [Error Messages](/dot2/key_error_messages/) # Commands > In this chapter you will see all commands in detail. In this chapter you will see all commands in detail. You can read about every command and which options you have. Related links are included to jump to another page for further information. To get help to a specific command on the console. 1. Press Help. 2. Press the respective command key. 3. Press Please. The help to the entered command appears on screen 1. # Control Elements > After creating a new show or loading a show, you get into thefault screen. After creating a new show or loading a show, you get into the\*\*\*\* default screen. The default screen at screen 1 displays the fixtures view. ![](/img/dot2/dot2_viewsandwindows_controlelements02_1-2-c0f586.png) *Figure 1: Screen 1* Screen 1 has the following subareas. 1. [Title Bar](/dot2/key_title_bar/) with information in which view you are and different icons. 2. [Preset Type Bar](/dot2/key_widget_presettypebar/) for the navigation between the preset types. 3. Clock shows the selected [system clock](/dot2/key_window_systemclock/) time. 4. [Status and Message Icons](/dot2/key_window_statusandmessages/)\*\*\*\* displays icons regarding status and messages of the console. To open the status and messages view, tap on the icons. 5. [Command Line](/dot2/key_widget_commandlineinput/) shows you all the commands you entered into the console. 6. [Encoder Bar](/dot2/key_widget_encoderbar/) with information about the function from the respective encoder. Screen 2 and all further screens load the saved settings. ![](/img/dot2/dot2_viewsandwindows_controlelements_01_1-1-3-e8e4c7.png)\ *Figure 2: Screen 2* Screen 2 and all further screens has the following subareas. 1. [Title Bar](/dot2/key_title_bar/) with information in which view you are and different icons. 2. [View Bar](/dot2/key_widget_viewbar/)\*\*\*\* for the navigation between the views. 3. [Executor Bar](/dot2/key_widget_executorlabelbar/) with information about the stored executors. 4. View Area shows the selected view. # Error Handling > If the dot2 is not working like in the description of the following manual, there are the following opportunities. If the dot2 is not working like in the description of the following manual, there are the following opportunities. * **Error message**: You can not go forward to the next step of the description and you get an error message:\ Refer to, [Error Messages ](/dot2/key_error_messages/)and repeat the procedure.\ If the problem is still there contact the technical support. * **System is not working:** If you can not go forward to the next step of the description and you do not get an error message:\ Contact the technical support and describe the last steps you did. If the console crashes, use the commands [ChrashLogCopy](/dot2/key_keyword_crashlogcopy/) and [CrashLogList](/dot2/key_keyword_crashloglist/) to get further information for the technical support. ## Technical Service and Support [Section titled “Technical Service and Support”](#technical-service-and-support) MA Lighting and its extensive distributor network offer an unparalleled technical service.\ Call on our expertise for help with any problem, no matter if it is regarding operation, software features, software installations or trouble shooting.\ \ Please send an email (in English or German) to the tech support with your contact details and subject information. See the email address of the tech support in footer. \ This e-mail service is monitored during MA Lighting’s regular business hours in Germany from 8.30 a.m. until 5 p.m., Monday through Friday.\ \ **For emergency services please contact your local MA distributor or the MA Lighting Service Hotline.\ Call: +49.5251.688865-99. Please note, this 24/7 hotline is strictly for emergency cases – for people being in trouble out in the field.** # Error Messages > If the following error messages do not solve the problem, please call or send an email to the tech support. See the email address in the footer of this web page If the following error messages do not solve the problem, please call or send an email to the tech support. See the email address in the footer of this web page. Phone: +49 5251 688 865 27 Phone for emergency services only: +49 5251 688 865 99 **(Use this hotline only if troubles occur shortly before an upcoming event.)** | Error | Reason | | ---------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | # 0 Unknown error | There is an unknown error in the console. | | # 1 Unknown command | The command entered is unknown. | | # 2 Input too long | The command entered is too long. | | # 3 Illegal character | The command entered is illegal. | | # 4 Command not implemented | The console does not support the command entered. | | # 5 Number expected | The console expects a number. | | # 6 IP expected | The console expects an IP address. | | # 7 Number too large | The number entered is too large. | | # 8 Number too small | The number entered in the command is too small (minimum 1 character). | | # 9 Number too large | The number entered in the command is too large (maximum 1 character). | | # 10 Expected | The console expects more input. | | # 11 Expected argument | The command entered is missing an argument. | | # 12 Expected name | The console expects a name, for example if the [command Label](/dot2/key_keyword_label/) was canceled. | | # 13 Illegal name | The object name entered is not allowed. Use English characters only. | | # 14 Object does not exist | The object you tried to work with does not exist (for example if you tried to assign a function to an executor without any cues stored). | | # 15 Object not accessible | The object entered is not accessible. | | # 16 Resize forbidden | It is forbidden to resize the command entered. | | # 17 Delete forbidden | It is forbidden to use the command Delete to delete an object. | | # 18 Create forbidden | Is is forbidden to use the command Create to create an object. | | # 19 Illegal range | The value entered exceeds the range of the value allowed. | | # 20 Cannot leave current destination | You cannot leave the current destination as this may cause a multi user conflict. | | # 21 Cannot enter destination | Another user is currently accessing the destination. | | # 22 File not found | You are trying to import a non-existing file. | | # 23 File format invalid | The format of the file is incorrect for the destination. | | # 24 No unique sequence given | You are trying to access a cue of multiple sequences. | | # 25 No unique page given | The command entered needs a unique page number. | | # 26 Syntax error | The syntax entered is incorrect. | | # 27 No cue source given | Cue number is missing in the source. | | # 28 Illegal cue number | The number of the cue entered is invalid. | | # 29 No default executor | You are trying to access a default executor, but you have not selected one yet. | | # 30 Limit exceeded | You are exceeding the limit. | | # 31 Unknown option | The option you have selected does not exist. | | # 32 Destination not empty, no copy mode given | You are trying to copy an object to a destination already occupied by another object, and you have not specified yet how the console is to react. | | # 33 No cue for part given | The number of cue required is missing. | | # 34 Edit single object only | You are trying to edit multiple objects, but you only can edit one. | | # 35 Too many numbers | There are too many numbers in the command. | | # 36 Copy N to M elements not supported | You are trying to copy a larger number of objects to a smaller number of objects. | | # 37 Move N to M elements not supported | You are trying to move a larger number of objects to a smaller number of objects. | | # 38 Move 1 to M elements not supported | You are trying to move one object to several destinations. | | # 39 Missing hardware | You are trying to access hardware you do not have. | | # 40 Illegal layer | The layer you are trying to access is illegal. | | # 41 Illegal file name | The file name entered is invalid. | | # 42 Login needed | Login is required. | | # 43 Insufficient user rights | You do not have sufficient user rights. | | # 44 Not a valid clone source | The source of your clone action is invalid. There may be a mismatch between the source fixture and the destination fixture. | | # 45 Not a valid clone destination | The destination of your clone action is invalid. There may be a mismatch between the source fixture and the destination fixture. | | # 46 Clone source fixture list expected | The console expects a list of the source fixture. | | # 47 Clone destination fixture list expected | The console expects a list of the destination fixture. | | # 48 Expected object to be cloned | The console expects more fixtures. | | # 49 Invalid version | This version does not support this function. | | # 50 Illegal time format | The time format entered is invalid. | | # 51 Operation aborted by user | You canceled the operation. | | # 52 Variable not found | The variable entered is empty or does not exist. | | # 53 Preview is only for cues | The object entered does not support preview. | | # 54 Object does not support info command | The object entered does not have information. | | # 55 Object is locked | You are trying to access an object that is locked. | | # 56 Illegal destination | The object cannot be moved to the destination. | | # 57 Edit not possible | You cannot edit the object. | | # 58 Move not possible | You cannot move the object. | | # 59 Copy not possible | You cannot copy the object. | | # 60 Command not supported | The command entered is invalid. | | # 61 Insert forbidden | You cannot insert the object. | | # 62 Can not assign | You cannot assign the object. | | # 63 Value too small | The value entered is too small. | | # 64 Value too big | The value entered is too large. | | # 65 No cut or copy buffer for paste | You cannot paste since the clipboard is empty. | | # 66 Cut buffer is empty | You cannot paste since the clipboard is empty. | | # 67 Paste not possible | You cannot paste since the clipboard is empty. | | # 68 Command not executed | The execution of the command entered cannot be fulfilled (for example if you try to enable an executor without cues). | | | | # Executor > These executor colors are visible in the executor bar, in the executor bar window, and in the change functions of executor window. These executor colors are visible in the [executor bar](/dot2/key_widget_executorlabelbar/), in the [executor bar window](/dot2/key_window_playback/), and in the [change functions of executor window](/dot2/key_window_changefunctionsofexecutor/). If an executor is in its neutral position, the executor color is in a darker shade. For more information about executors, refer to [What are executors?](/dot2/key_wi_executors/) ## Olive Green [Section titled “Olive Green”](#olive-green) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executor01_1-0-4412cb.png) Olive green executor indicates, that this is an executor with a cue list on it. ## Blue [Section titled “Blue”](#blue) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executor02_1-0-804c61.png) Blue executor indicates, that this is an executor with a [chaser](/dot2/key_glossary/) on it. ## Brown [Section titled “Brown”](#brown) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executobrown03_1-0-0385d6.png) Brown executor indicates, that this is an executor with a [group master](/dot2/key_glossary/) on it. ## Grass Green [Section titled “Grass Green”](#grass-green) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executorgrassgreen04_1-0-711c85.png) Grass green indicates, that this is an executor with a [special master](/dot2/key_glossary/) on it. ## Big Stripes [Section titled “Big Stripes”](#big-stripes) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executorbigstripes05_1-0-863b88.png) Big stripes indicates, that this is an auto fixed executor. ## Small Stripes [Section titled “Small Stripes”](#small-stripes) ![](/img/dot2/dot2_viewsandwindows_systemcolors_executorsmallstripes06_1-0-a6bcab.png) Small stripes indicates, that this is a manual fixed executor, by a [fix command](/dot2/key_keyword_fix/). # Glossary > Art-Net: ## A [Section titled “A”](#a) **Art-Net:** Art-Net Ethernet communication standard. A protocol for transmitting the lighting control protocol DMX 512-A over the User Datagram Protocol of the Internet Protocol suite. To use Art-Net see [Network Protocols Configuration window](/dot2/key_window_networkprotocols/). **Attributes:** Controllable function of a fixture, e.g. pan or gobowheel3. **Auto Fixed:** All executors which are not in the neutral position will be automatically fixed if you change the page. ## B [Section titled “B”](#b) **Blind:** Create cues without DMX output. Refer to, [Blind Key](/dot2/key_key_blind/). **B.O.** (black out): Brings dimmer values to zero. Refer to, [B.O. Key](/dot2/key_key_bo/). **BPM** (beats per minute): Speed of a chasers and effects is counted in beats per minute. Refer to, [Select Trig View](/dot2/key_viewitem_selecttrig/). **Button Wing:** Is an extension for the console with additional executor buttons. ## C [Section titled “C”](#c) **Channel:** Refer to, DMX channel. **ChannelSets:** Predefined values in the fixture type for faster access in the fixture. Refer to , [Video Preset Type](/dot2/key_viewitem_video/). **Chaser:** A chaser is an executor mode that runs in a loop, random or bounces in the cue list. Refer to, [Settings of Executor View](/dot2/key_window_settingsofexecutor/) or [Cues View](/dot2/key_viewitem_cue/). **Cmd** (Command): Instructions you enter into the console. **Command Area:** The right area on the console, below screen 1, including all command keys and encoders. **Command Line:** Located on screen 1, to enter commands into the console. Refer to, [How to use the Command Line](/dot2/key_ht_usecommandline/) or [Command Line](/dot2/key_widget_commandlineinput/). **Control:** Control attributes are, e.g. lamp control, fixture global and scan rate. \*\*\*\*Preset type number seven. Refer to, [Control Preset Type View](/dot2/key_viewitem_control/). **Cue:** A look on stage. Refer to, [What is a Cue](/dot2/key_wi_cues/), [How to work with Cues](/dot2/key_ht_cues/) or [Cue View](/dot2/key_viewitem_cue/). **Cue List:** List with more than one cue, stored on an executor. ## D [Section titled “D”](#d) **Dimmer Wheel:** The wheel rightmost on the console. It is always assigned to the dimmer attributes of the selected fixtures. **DMX** (digital multiplex, DMX 512): Communication protocol that connect light consoles with fixture types. **DMX address:** Is the start address which you have on the fixture and in console. Set the DMX address of a fixture in the console, in the [Select DMX Address Window](/dot2/key_window_selectdmxaddress/). **DMX channel:** Each attribute of a fixture needs one (8bit) or two (16bit) DMX channels. 512 DMX channels are one DMX universe. To see all channels of the eight available DMX universes, open the [DMX view](/dot2/key_viewitem_dmx/). **DMX footprint:** Is an indicator for how many DMX channels the fixture type needs. **DMX universe:** One DMX universe contains 512 DMX channels. You can connect one universe to one XLR connector. **DVI-D** (digital visual interface - digital): Connection for external screen. ## E [Section titled “E”](#e) **Effect:** Manipulates and creates looping changes of values from attributes. **Encoder:** The four round rotary knobs below screen 1, to control values of attributes or scroll on the screen. **Ethernet:** Network connections on the console. You can insert a RJ45 Ethercon. **Executor:** Button and fader executor on the console and executor in the [virtual playbacks view](/dot2/key_viewitem_virtualplayback/). You store cues on an executor. **Executor Button:** Physical key on the console to execute cues. **Executor Fader:** Physical fader on the console to execute cues. **Executor Time Master:** Overrides cue fade and on/off times and sets the cue delay to zero. ## F [Section titled “F”](#f) **Fade time:** Time for changing from one value to another value. **Fader Wing:** Is an extension for the console with additional faders and executor buttons. **Feature:** Group of attributes for a better overview. Refer to, [Video Preset Type](/dot2/key_viewitem_video/). **Fixture ID:** Unique identifier for each fixture. You set the fixture ID in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). **Fixture Library:** Library with all common fixture types to import fixture types into the show file. Refer to, [Import Fixture Type Window.](/dot2/key_window_importfixturetype/) **Fixture Type:** Every device you can control from the console. In the fixture type is the assignment of the attributes to the DMX channels. **Flip:** Flip is a function to change the pan and tilt combination and point your fixture in the same direction. Refer to, [Position Preset Type View](/dot2/key_viewitem_position/). **Frame** (fps = frames per second): Is a picture frequency. The default setting is 30 fps. From this follows that 1 frame is equivalent to 0.03 seconds. Refer to, [Calculator View](/dot2/key_view_calculator/). ## G [Section titled “G”](#g) **Grand master:** Fader rightmost at the console to reduce all dimmer values. Refer to, [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). **Group:** To have a quick selection, store selected fixtures in groups. Refer to, [Groups View](/dot2/key_viewitem_group/). ## H [Section titled “H”](#h) **Hue:** The color of a color notation in an angle between 0 and 360 degrees. ## I [Section titled “I”](#i) **Instances:** Single controls of the fixture types, e.g. one pixel of a LED panel. Refer to, [Import Fixture Type… Window](/dot2/key_window_importfixturetype/). **Iris:** An aperture that controls the beam size of a fixture. ## M [Section titled “M”](#m) **Macro:** Prerecorded command combinations. **[]()Master Rate:** The master rate multiplies all timings by a factor.\ The factors from the master rate goes from Stop (= no further output) via 1:1 (=stored timings) up to 256 (=multiplies the timing by 256).\ The master rate is a dynamic fader that means, if that fader has the position of 50 % the rate fader has the factor 1:1. From 1:1 the fader goes dynamic up to 256 that equates a fader position from 100 %. It is the same from 1:1 down to Stop. **[]()Master Speed:** Controls the speed of effects in cues and the playback speed of chasers. **MIDI** (musical instrument digital interface): A standard to exchange control signals with the console. Refer to, [Remote Inputs Configuration Window](/dot2/key_window_remote/). **MSC** (MIDI Show Control):\ MSC sends the executor functions via MIDI signal to another device, e.g. another console or a MIDI sequencer. Refer to, [MIDI Show Control Window](/dot2/key_window_midishowcontrol/). ## N [Section titled “N”](#n) **Natural Values:** The dot2 displays all raw channel views in natural values with one decimal place.\ Usually the range is from 0 to 100 and equates the DMX values from 0 to 255.\ Exception: The range from pan is -270 to 270 and from tilt is -125 to 155. ## O [Section titled “O”](#o) **Out Delay**: Wait time for dimmer values going to a lower intensity level. ## P [Section titled “P”](#p) **Pan:** Horizontal movement axis of an fixture. Refer, to [Position Preset View](/dot2/key_viewitem_position/). **Presets:** There are nine preset types to control from the console. Refer to, [Preset Pool View](/dot2/key_viewitem_preset/) and [Preset Type Bar](/dot2/key_widget_presettypebar/). **Priority:** Some values have a higher priority than others. In other words, they will not be overwritten by those with a lower priority. The programmer, for instance, has a higher priority than an executor. **Programmer:** Is a container with the current selection of fixtures and values of manual adjusted attributes. Those values are red values. Refer to, [Value colors](/dot2/key_systemcolors_values/). **[]()Program Time Master:** The program time master controls the fade times of all program values and effects, between 0 and 10 seconds.\ This affects both, the adding of new values into the programmer, and the removing of values from the programmer with the Clear key.\ The program time master is a fade executor. Refer to, [Empty Executor Window](/dot2/key_window_emptyexecutor/). ## R [Section titled “R”](#r) **Rpm** (revolution per minute):\ Rotationspeed of a gobowheel in the unit revolution per minute, refer to [Gobo Preset Type View](/dot2/key_viewitem_gobo/). ## S [Section titled “S”](#s) **Shutter:** Fast open and close of the light output of a fixture type. **SMPTE** (society of motion picture and television engineers): Is a timecode to synchronize different devices from different manufacturers in the audio and video technology. Refer to, [Select Trig View.](/dot2/key_viewitem_selecttrig/)\ dot2 receives 24, 25, or 30 frames per second. For more information see [Timecode Configuration](/dot2/key_window_timecode/#frames_second). **Snap:** A lot of fixture types with gobo and color wheels have snap channels.\ That means those attributes will be directly executed disregarding the cue fade time. **Snap Percent:** Is a setting after how much percent of the fade time the attribute will be executed.\ The default value for snap channels is 0 %. Refer to, [Cues View](/dot2/key_viewitem_cue/). **Special Master:** Is an executor with a special function, e.g. [Program Time Master](#Program%20Time%20Master) or [Master Rate](#Master%20Rate). **Speed Master:** See [Master Speed](#Speed%20Master). **Strobe:** Repeating fast open and close of the light output of a fixture. **Super Priority (!):** Super Priority (!) has a higher priority than that of other playbacks and the programmer. For more information see [Settings of Executor](/dot2/key_window_settingsofexecutor/). ## T [Section titled “T”](#t) **Tilt:** Vertical movement axis of an fixture. Refer, to [Position Preset View](/dot2/key_viewitem_position/). **Trig** (Trigger): Call of a cue. ## U [Section titled “U”](#u) **Universe:** Refer to, [DMX universe](#DMX%20universe). ## W [Section titled “W”](#w) **Web remote:** Grants remote access to the dot2 console via a web browser. For more information see [Global Settings](/dot2/key_window_globalsettings/). **Wing:** Refer to, Fader Wing or Button Wing. ## X [Section titled “X”](#x) **XFade**: Is the right fader next to the Master Fader. With the XFade you fade manual from one cue to the next cue. **XLR A-D:** Four pin connector for DMX signal at the back of the console. Refer to, [Getting Started Guide - Physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). # Hints for Operating * Get at first an **overview** about the console. * **Read** the context sensitive [help](/dot2/key_viewitem_help/). * **Save** the show file **frequently** by double press [Backup](/dot2/key_key_backup/) or use the auto save function. Refer to, [Backup window](/dot2/key_window_backup/). * **Save** the show file **additional** on a USB drive. * **Label** cues, executors, groups, presets, and so on, immediately after storing. Refer to, [Label Command](/dot2/key_keyword_label/). * Connect an **external touch screen** for advanced handling and the best overview. We recommend the **ELO 1928L** (Intelli - touch 4wire touch technology) or the **ELO 2200L** (Intelli - touch 4wire touch technology for Europe/Middle-East/Africa region). Refer to, [How to use external screens?](/dot2/key_ht_useexternalscreen/). * If you are working on a **live show**, store a **program time fader** on an executor. Refer to, [Empty Executor Window](/dot2/key_window_emptyexecutor/). * Use **presets** for programming. If you update the show, any changes you make in the presets will link to the cues. Refer to, [How to work with Presets?](/dot2/key_ht_presets/). # Add, patch, change, and delete fixtures > On this page we'll have a look at the workflow when adding and patching fixtures in our show. We'll also look at removing fixture types that we don't use. On this page we’ll have a look at the workflow when adding and patching fixtures in our show. We’ll also look at removing fixture types that we don’t use. ## A new and empty show [Section titled “A new and empty show”](#a-new-and-empty-show) In a new and empty show we need to add some fixtures before we can do anything with the dot2. If you already have some fixtures in your show, then you can jump down to the [Adding fixtures in a show with fixtures section](#Adding%20fixture%20in%20a%20not%20empty%20show) of this help page. Press the Setup key. This opens the [Setup](/dot2/key_window_setup/) menu. Here you’ll find a button called Patch & Fixture Schedule. Please tap this button. Now we can see a list of all the fixtures (we don’t have yet) in our show. Right now it very empty; we need to add some fixtures. Tap the button called Add New Fixtures on the right side of the right screen. This opens the [Add New Fixtures](/dot2/key_window_addnewfixtures/) view. Here we have 6 different green input fields where we need to adjust the content. The 6 different things we need to define is: * **Type** - This is the fixture type we want to add to our show * **Quantity** - This is the amount of the above selected fixture type we want to add. * **ID** - This is the fixture ID number of the first fixture we want to add. If you add more than one fixture then they will be enumerated from this number. Two fixtures can’t have the same ID number and all fixtures need to have a ID number. * **Name** - This is the suggested name for the fixture. You can change this to whatever you want. If you end the name with a space and then a number, then the fixtures will be enumerated from this number - if you add more than one fixture. * **Patch** - This is the DMX patch address of the first fixture you add. If you are adding more than one, then the fixtures will be patched at the next available address from this number. * **Offset** - This can be used to automatically add empty DMX channels between your fixtures. Some of the fields have three small dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png). This usually opens a drop down menu. The plus/minus icons are used to increment or decrement the value. The small keyboard icon ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png) will open an on-screen keyboard. ### Type [Section titled “Type”](#type) If you tap the three dots in the type field, then you can see a list of fixture types imported into our show. This usually includes a simple dimmer fixture and some different LED fixtures. You can select one of fixtures in the list. If the fixture you are trying to add isn’t in the list, then you can tap the Select other… buttons next to the green input field. This will open the [fixture type library](/dot2/key_window_importfixturetype/). Here you can select one of the fixture types and import it into your show. This means that you take a copy out of the library and put it into your show. You can use the encoders to change the drive. **Internal** is the internal drive of the dot2, If you have a USB drive connected, then you can change to the library on the USB drive. The other encoders are used to change the fixture manufacturer, the fixture type and if the fixture have more than one mode, then you can use the right encoder to select the mode of the fixture. You can also type something in the green search field. Here you can write the manufacturer or fixture name or just some of it in any combination. The search is done on both the manufacturer and fixtures. Once you have located and selected the fixture you want to add you can tap the Ok button in the upper right corner. ### Quantity [Section titled “Quantity”](#quantity) You can adjust the amount of fixtures you want to add. You can tap the input field and use the numeric keys to change the number or you can use the - and + on the right side of the input field to adjust the number. You can also turn the middle left encoder. Set the quantity to the amount of fixtures you want to add. ### ID [Section titled “ID”](#id) All fixtures in our show needs an unique ID number. Two fixtures can’t have the same ID number and all fixtures needs to have an ID number. You can adjust the ID number the same ways as with the quantity. And you have an extra option. If you tap the Select… button you open the [Select Fixture ID(s) window](/dot2/key_window_selectfixturesidswindow/). This can be used to visually see what fixture ID are available and what IDs are used. Right now you have an empty show so there aren’t any ID conflicts or already used IDs. Let’s return to this when we add fixture to a show that already have some fixtures. Select the ID number of the first fixture. ### Name [Section titled “Name”](#name) You can give your fixtures a name that makes it easier for you to remember what they are. You can tap the small keyboard icon ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png) to open the onscreen keyboard or you can use an external keyboard. If you give it a name and then make a space and add a number then the fixtures will be enumerated from this number, if you are adding more than one fixture. The name doesn’t have to be unique. ### Patch [Section titled “Patch”](#patch) The fixtures we add needs a DMX patch address for us to be able to control them. The dot2 suggest the first available address after the last patched fixture. You have several options for adjusting this value. If you tap the three white dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the input field gives you an drop down that allows you to adjust the universe number and the DMX address in the selected universe. You can tap the input field and use the numeric keys to input a DMX address. If you type it in directly, then you need to separate the universe number and DMX address using a dot. You can also tap the Select… button on the right side (next to the Offset) and open the [Select DMX Address.. window](/dot2/key_window_selectdmxaddress/). This allows you to select the universe on the left side of the window and scroll through and select an address in the selected universe on the right side of the view. You can use the left and right encoders to select the universe and the DMX address. The middle right encoder can be used to set the Offset (read about it below). When you have selected a DMX address, you can tap the Ok button in the upper right corner to confirm you choice in the Select DMX Address window. The patch address needs to be unique. You can’t have fixtures that uses the same DMX addresses. ### Offset [Section titled “Offset”](#offset) The Offset can be used to automatically add empty DMX channels between your fixtures. If you add 10 fixtures that each use 16 DMX channels, then the console will patch then right next to each other without any gap between them. So the first will be at address 1 the next at 17, next at 34, etc. If you want a gab, then you can automatically add this. If you set the offset higher than the amount of channels that the fixture use then this will be the start address for the fixtures. E.g. we patch the 10 fixtures with 16 channels and have the offset at 20, then the first will be at 1, next will be at 21, next at 41, next at 61, etc. This can be easier to address unless you are not running out of DMX channels. When you have adjusted the input fields to your liking, then you can tap the Ok button in the upper right corner to confirm you choices. This takes you back to the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/). Now you can see the fixtures you have added. Each Fixture gets its own row and the columns allow you to edit any field you desire. To learn more about the details of the Patch and Fixture window, please follow the link above. To finalize the changes to our show and add the fixture please tap the Done button in the upper right corner. This gives you a window that asks you to confirm that you want to apply the changes in your show. Tap the big Apply All Changes button. You have now added some fixtures to your show. ## Multipatch a fixture [Section titled “Multipatch a fixture”](#multipatch-a-fixture) You can create a multipatch fixture. It’s a way to have multiple patchable DMX addresses connected to one Fixture ID. You select the fixture you want to multipatch and then tap Create Multipatch (in Setup - > “Patch & Fixture Schedule”). Now you type how many extra DMX patch address you want. This gives you extra lines in the Patch and Fixture Schedule under the fixture you selected. Each line can have their own name and own DMX address. The dot2 will then mirror the DMX output on these DMX addresses. The selected fixture and the multipatches share the same Fixture ID. Multi patch fixtures appear as extra fixtures you can position in the dot2 3D visualizer. To accept the new multipatched fixtures you’ll need to exit the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/) by pressing Done in the upper right corner and Apply all changes. ## []()Add fixtures in a show that already have some fixtures [Section titled “Add fixtures in a show that already have some fixtures”](#add-fixtures-in-a-show-that-already-have-some-fixtures) If your show already have some fixtures but you need to add new ones, then you need to pay attention to the already existing fixtures in your show. The process is nearly the same as described above, but now your show already have some fixtures, and since some of the settings for the fixtures need to be unique, then you’ll need to add fixtures with unique ID and patch information. Press the Setup key and then the Patch & Fixture Schedule button. This gives us the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/). Here you can see the existing fixtures. To add more you need to tap the Add New Fixtures button. Now you need to adjust the five input fields to match your needs. Some of the windows will now look a little different, since we now have fixtures in the show. If you tap the Select… button next the ID field, you’ll now see that some of the ID fields in the [Select Fixture ID(s) window](/dot2/key_window_selectfixturesidswindow/) are now grayed out and there’s a fixture name in the IDs that are occupied. The same happens in the [Select DMX Address.. window](/dot2/key_window_selectdmxaddress/). Tap the Select… button next to the Patch input field. Here you can now see on the universe selector on the left side of the screen that the existing fixtures are occupying some of the DMX addresses in the universes - some of the area inside the square is filled. You need to select available fixture ID numbers and patch addresses. This needs to be unique numbers. When you have adjusted the green input fields to meet your requirements, then you can tap the Ok button in the upper right corner. Then exit the [Patch and Fixture Schedule window](/dot2/key_window_patchandfixtureschedule/) by tapping the Done in the upper right corner to confirm this is your new fixture setup. And finally confirm that you want to Apply All Changes. ## Change the fixture type [Section titled “Change the fixture type”](#change-the-fixture-type) You can change the fixture type of your already patched fixtures. The console will do it’s very best to replace the programmed values. If you change the fixture type on a fixture you have already programmed, then the console will keep as much of the data as possible. It’ll try to convert the data to the nearest value. E.g. if you have programmed some LED wash lights and then replace them with something that only have a color wheel, then the console will try to select the nearest matching color on the wheel. This is not a fool proof system. So it’s a good idea to program using presets. That makes it easier to correct the programming after the fixture type change. If you want to change the fixture type then you press Setup and then Patch & Fixture Schedule. Then select the fixture(s) you want to change and tap Change Fixture Type. This will open the [Select Fixture Type.. window](/dot2/key_window_selectfixturetype/). Here you can see all the current fixture types in your show. Here you can select one of the fixture types or you can tap where it says Import in the title bar. This will open the [Import Fixture Type window](/dot2/key_window_importfixturetype/) - here you can import a new fixture type into your show. When you have selected the fixture type you want then you can tap Ok in the upper right corner. If you change the fixture type to something that uses a different amount on DMX channels, then you might need to re-patch your fixtures. **Important:**\ Changing fixture types to fixture types that have more DMX channels does not delete the old patch, instead it displays the invalid patch address in red. When changing fixture types to fixture types three instance can occur and as a result a warning pop-up appears: ![](/img/dot2/dot2_how-to_add-patch-change-delete-fixture_collision-popup_v1-3-f4d3df.png) *Figure 1: Pop-up Patch Collision* 1. Address overlap: Invalid patch addresses are displayed in red in the Patch and Fixture Schedule. 2. Address overlap and fixture collision: If you tap Ok in the pop-up Patch Collision, the patch addresses are deleted. This is indicated by a minus in brackets. 3. Fixtures collision: If you tap Cancel in the pop-up Patch Collision, fixtures that overlap are displayed in red. Fixtures that collided with other fixtures do not have patch addresses any longer. This is indicated by a minus in brackets. Then tap Done to exit the Fixture schedule and then Apply All Changes. Now you have changed the fixture type. Now you should check your cues. ## Delete unused Fixture types [Section titled “Delete unused Fixture types”](#delete-unused-fixture-types) When we looked at changing the fixture type, we looked at the [Select Fixture Type.. window](/dot2/key_window_selectfixturetype/). Here we can also delete unused Fixture Types. Open it as described above. In the title bar there’s a trash can icon ![](/img/dot2/dot2_viewsandwindows_selectfixturetype07_1-1-3-144135.png). If you select one of the Fixture types and then tap this icon then it will ask you if you really want to delete the fixture type. Here you can confirm it or cancel the operation. You can’t delete fixture types that are assigned and patched! # Work with chasers > Chasers are cue lists that run in a special mode. Chasers are cue lists that run in a special mode. So you’ll need a cue list with some cues. If you don’t know how to make this please have a look at [How to work with cues](/dot2/key_ht_cues/). ## Setting the executor in Chaser mode [Section titled “Setting the executor in Chaser mode”](#setting-the-executor-in-chaser-mode) Once you got some cues on an executor, you can put it into chaser mode. This is done by first opening the cue view for the executor you want to change. Press the ![view](/img/dot2/view-5d8039.png) key and then one of the keys associated with the executor with the cue list you want to change. This opens the [Cues view](/dot2/key_viewitem_cue/). In the upper right corner of this view there’s a Tool icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) - tap it. This opens the [Settings of Executor](/dot2/key_window_settingsofexecutor/) window. The first setting is the “Is Chaser” setting. Tap the green area next to this until you don’t have the stop sign but the checkmark. Now you have changed the mode of the executor. A cue list running as a chaser ignores the cues timings and triggers stored in the cue list. So the timing columns are grayed out when the Chaser mode is selected. In the settings for the executor, you can also set the off time (or tap it in the cue view title bar). If you set this time, then this will be used for fading the chaser off if you use the Off key or [Off command](/dot2/key_keyword_off/). The Off time also works as an **On time** for chasers. This means that it will fade the stored parameters in using the time you have set when you start the chaser. ## Changing the settings of the chaser [Section titled “Changing the settings of the chaser”](#changing-the-settings-of-the-chaser) There are different settings that adjust how the chaser is running. These settings can be changed when we again look at the Cues on the executor. So if you close the Settings window by tapping the Esc button in the upper left corner, then you return to the Cues view - if you don’t, then press the ![view](/img/dot2/view-5d8039.png) key and then one of the keys associated with the executor. In the cues view you can now see a different bar at the bottom of the screen and your encoders have some different parameters. This is the bar at the bottom of the Cues view: ![](/img/dot2/dot2_viewsandwindows_cuesview03_1-0-4d3fd6.png) And this is the new parameters on the encoders: ![](/img/dot2/dot2_viewsandwindows_cuesview04_1-0-697a2b.png) With the two center encoders you can control the Fade percent between the chaser steps (cues) and speed of the Chaser. The Fade is the time used to fade from one step to the next. The fade times stored in the cue list is ignored and the Fade is the one controlling if the values fade or snap (change instantly). The higher the number is, the more time is used to fade. It’s expressed as a percent number. This is because it’s expressed as a time available based on the speed of the chaser. The Speed is a number expressed in BPM (Beats Per Minute). This tells us the number of steps (cues) it runs per minute. The chaser bar at the bottom of the cues view allows us to control how the chaser is running. The two green areas at the top determines if the chaser is looping and the order it runs the steps. The left setting adjust the direction. Pressing the three white dots opens the menu. You have the following options: * **Forward** - will run the steps from the one with the lowest number to the one with the highest. * **Backward** - is run from the one with the highest number to the one with the lowest. * **Bounce** - will begins as a forward, then when reaching the highest number it will begin to run backwards. The result is a constant change of direction. * **Random** - is choosing a random cues/step as the next one. The right setting decide how the chaser loops. Pressing the three white dots gives you the following options: * **Endless** - will have the chaser running until you stops it * **Shoot-Off** - will run the chaser once and then turn off. If the running order is random, then it will run the amount of steps/cues, but not necessarily all the different cues/step! * **Shoot-On** - is the same as Shoot-Off but it will pause after the final step/cue. The bottom half of this gives you controls to play the chaser (for any of the shoot modes) or pause it. There are also three buttons that changes the speed. You can half the speed, double it or reset it to what the encoder below is originally set to. You can dynamically change the speed of the chaser. Press and hold the Speed key while you tap one of the keys associated with the chaser. This adjust the speed to you tapping. This is a function called “Learn”. This can be assigned to one of the keys associated with the chaser. Press and hold the ![ma](/img/dot2/ma_1-85eed0.png) key and then press the Label key (=assign command), release the ![ma](/img/dot2/ma_1-85eed0.png) key and press Speed (notice that your command line says Assign Learn Now press the key you want to be Learn. This can also be done using the [Change Function of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/) or in the [Settings of Executor](/dot2/key_window_settingsofexecutor/) window. ## Running the chaser [Section titled “Running the chaser”](#running-the-chaser) You can start the chaser by moving the fader from 0% and above 0%, this will run the chaser. You can also use a [Go](/dot2/key_keyword_go/) or [On](/dot2/key_keyword_on/) command to run it in the direction you have set. If you use the [GoBack](/dot2/key_keyword_goback/) command then the chaser runs, but in the opposite direction. The [Toggle](/dot2/key_keyword_toggle/) command will toggle the current running status of the chaser. [Off](/dot2/key_keyword_off/) command will stop the chaser. The [Flash](/dot2/key_keyword_flash/) command will run the Chaser as long as you keep the key pressed. You can assign all these commands to keys associated with the chaser or you can use them temporary by pressing the function key on the dot2 and then one of the keys associated with the chaser. # Work with cues > Cues contain values for some or all fixtures. If you are looking for more general knowledge about the what cues are, then please have a look at the What are cue Cues contain values for some or all fixtures. If you are looking for more general knowledge about the what cues are, then please have a look at the [What are cues](/dot2/key_wi_cues/) help page. In this help page we are going to have look at how to work with the cues. ## Create cues [Section titled “Create cues”](#create-cues) Cues are organized in a cue list on an executor. You can store cues on any executor that isn’t a group master or a special master. You need some fixtures and some values in your programmer. If you don’t know what I’m talking about please have a look at the [What is the Programmer](/dot2/key_wa_programmer/) and [How to add and patch fixtures](/dot2/key_ht_addandpatchfixtures/) help pages. With some active values in your programmer you can choose to store this information in a cue. This can be on the main executor or on one of the other executors. If you don’t know what executors are please read the [What are executors](/dot2/key_wi_executors/) help page. If you want to store your values in a cue on the main executor press Store Please. This will store the first available cue number. If you don’t have anything on the main executor before doing this then you’ll now have cue number 1. If you have cue number 1, then you’ll not store the values directly. Instead you’ll be asked what you want to do. This is generally the case the second time you store a cue on an executor. You’ll get this Choose Store Method window: ![](/img/dot2/dot2_viewsandwindows_choosestoremethod01_1-0-647393.png)\ *Figure 1: Choose store method.* There are four options here: * **Merge** - This option will add the values to the existing values in the cue. * **Remove** - This will remove the existing values of the same type that you currently have active in your programmer. * **Overwrite** - This will delete the current content of the cue and add your active value to the cue. * **Create Second Cue** - This option is only available when you have a cue list with only one cue. Pressing this will add your currently active values to a new cue number 2. If you want to store a specific cue number then you can use a more precise command input. E.g. you want to store cue number 5. Then you can use the follow key presses: Store Cue 5 Please. You can even add a cue timing while storing it. E.g. you want to store cue number 5 with a fade time of 3 seconds. To do this press the following keys: Store Cue 5 Time (= [Fade](/dot2/key_keyword_fade/) command) 3 Please. If you don’t specify the cue timing when you store the cue, then it uses the default times set in the [Time Defaults window](/dot2/key_window_timedefaults/). You can set these by pressing the Time key (with an empty command line). It could look like this: ![](/img/dot2/dot2_viewsandwindows_timedefaults01_1-0-43331d.png)\ *Figure 2: Time defaults window.* If you want to store your cue on a different executor (not the main executor), the you need to press a key associated with the executor. E.g. you want to store cue number 2 on a specific executor. Then you’ll need to press the following keys: Store Cue 2 and then press one of the keys associated with the executor where you want the cue. Storing a cue will do an Auto Unblock. This means that after you have stored a cue all unchanged values are removed. Please use the Protect function (read below) if you want to “block” a cue. The dot2 is a tracking console. If you don’t know what this means please have a look at the [What is tracking](/dot2/key_wi_tracking/) help page. ## Update a cue [Section titled “Update a cue”](#update-a-cue) You can always store your current active programmer content into any cue you want. But if you have an active cue running, then you have the possibility to use the Update key. It’s a faster work flow. If you press Update Please, then you update the active cue on the main executor. If you press Update followed by a key on one of the other executors, then you update the active cue on that executor. If there isn’t an active cue, then nothing happens. Update will give you a windows asking how to update. There are two modes called **Normal** and **Cue Only**. Normal will do a tracking update and Cue only will preserve the values in the following cue. Updating the cue will do an Auto Unblock. This means that after an update all stored, but unchanged values are removed. Please use the Protect function (read below) if you want to “block” a cue. ## Naming a cue [Section titled “Naming a cue”](#naming-a-cue) Right after you store a cue there’s the Label pop-up. If you press this, then you are taken to the [Enter Name for window](/dot2/key_window_enternameforwindow/). If you need to label a cue after it’s created, then you can use the Label key. E.g. you want to label cue number 2 in the main executor: Label Cue 2 Please. You can also open a [Cues view](/dot2/key_viewitem_cue/) and press in the cue name you want to change. If you keep pressing it for around 2 seconds, then you also get the Enter Name for window. ## Change the cue timing [Section titled “Change the cue timing”](#change-the-cue-timing) There are many different timings in a cue. They can be seen in the [Cue view](/dot2/key_viewitem_cue/). The usual (In)Fade and Out Fade values set the times used respectively by the attributes going up in value and the attributes going down in value. The factory default is that the Out Fade is set to the Fade (or InFade) time. So no matter what you set the fade time to, then the OutFade will be the same. But you have the possibility to separate them. You can also set a delay for the OutFade. This is a time that the console will wait before beginning the OutFade. All available Preset Types have their own timings for fade and delay. Setting this will overwrite the set cue timing for the values changing in that Preset Type. ### Default timing [Section titled “Default timing”](#default-timing) You can press the Time key to open the [Time Defaults window](/dot2/key_window_timedefaults/). Here you can set the times that will be used as a default when you create new cues. ### Set a time when storing [Section titled “Set a time when storing”](#set-a-time-when-storing) You can overwrite the default timing when you store a cue. E.g. you want to store cue 3 with a fade time of 5 seconds: Store Cue 3 Time (= Fade command) 5 Please. The Time key have a special function when you use it in a command. In the above example you can keep pressing the Time key to change between the different available timings in the cue - although not the preset type timings. ### Change timing in Cues view [Section titled “Change timing in Cues view”](#change-timing-in-cues-view) When you have a Cues view visible then you can press and hold on a value in the view to change the time value. You can also use the scroll encoder to select the time field you want to change and then tap the encoder. This will give you the [Calculator view](/dot2/key_view_calculator/). Use this to set the new value. You can also press the Edit key and then the field in the Cues view that you want to change, this also gives you the Calculator view. ## Cue triggers [Section titled “Cue triggers”](#cue-triggers) Each cue have a trigger. This is what makes the cue run. There are several triggers: * **Go** - The cue only triggers when it gets a Go command. * **Time** - When you select Time, then you need to specify the time in the Trig Time column. The time you set will begin to count down when the previous cue is triggered. * **Follow** - A follow cue will trigger when the previous cue is done with all the fades. * **Sound** - The sound trigger is triggering the cue when the console receives sound spikes. You’ll find different sound options in the “Trig Time” column. The options called “Snd” and then a number is different set frequencies. You can see the incoming sound in the [Sound Input Configuration view](/dot2/key_window_soundinput/), found in the [Tools Menu](/dot2/key_window_tools/). * **BPM** - The cue can be triggered based on the measured BPM from the sound input. This can also be seen in the Sound Input Configuration view. * **Timcode** - Your cue can be triggered by incoming time code signal. You need to set the trigger time in the “Trig Time” column. The timecode used can be set in the [Settings of Executor view](/dot2/key_window_settingsofexecutor/). The timecode can be recorded - please read more about this in the [Cue view](/dot2/key_viewitem_cue/). **Important**\ When a cue is triggered by timecode then the cue is always **Asserted**. This means that all tracked values are asserted when the cue is triggered. ## Protect a cue [Section titled “Protect a cue”](#protect-a-cue) You can protect your cues from tracking values changing the look of the cue. There’s a protected column in the Cue view. This will draw a white line above the cue to indicate that tracking stops here. A protected cue functions as a “block” or “mark” cue. This means that it will assert values (including tracked values) from the cue, when you run it. If you run backwards out of a protected cue, then fixtures will fade back to the values they had in the previous cues. If this is a tracked value then it’ will use the fade time from the cue where they originally got the values. E.g. Fixture 1 get s a values of 100% in cue 1 and 50% in cue 2 (fade time 5 seconds). You also have cue 3 (fade time 1 second) with no changes for fixture 1. Then you store cue 4 with fixture 1 at 0% and a fade time of 0 seconds. Cue 4 is a protected cue. If you are in cue 4 and press Go- and fade to cue 3, then fixture 1 will fade to 50% (from cue 2) and it’ll use the fade time from cue 2. So other fixtures stored in cue 3 will use the fade time from cue 3 but Fixture 1, that have tracked values, will use 5 seconds. ## Go to a specific cue in a cue list [Section titled “Go to a specific cue in a cue list”](#go-to-a-specific-cue-in-a-cue-list) You can go to a specific cue by pressing the Goto key. You go to the cue as soon as you execute the command (with Please) E.g. you want to go to cue number 3, but you don’t want to run through the other cues to get there: Goto Cue 3 Please. This can also be done using a specific fade time. E.g. you want to go to cue number 10, but cue 10 have a 2 minute fade time. You just need to be in cue 10, so you would like to overwrite the cue fade: Goto Cue 1 0 Time (= Fade command) 1 Please. Now you fade into cue 10 in 1 second. ## Copy a cue [Section titled “Copy a cue”](#copy-a-cue) You can copy a cue to a different cue by using the Copy key. The copy operation can have two copy options. “CueOnly” will copy your cue without tracking the copied values, but leaving the cues following the new cue without changing their look. “Status” is used to include tracked values in the source cue. If this isn’t activated, then you’ll only copy the attribute values that are actually stored in the source cue. Depending on your copy destination, then you also have some different options. If you are copying to a new, not already existing, cue then you can just copy the cue. If you copy to an already existing cue, then you can choose to merge the new values into the destination or you can choose to overwrite the existing values with the new ones - this will delete all the existing values and apply the new values. E.g. you want to copy your cue 2 at a new location. It’s going to be cue number 3.5 - you want the tracked values from cue number 1 to be included and you don’t want to change cue number 4: Copy Cue 2 At 3 . 5 Please. Then you get a Choose Copy method window like this: ![](/img/dot2/dot2_viewsandwindows_choosecopymethod01_1-0-3b80b0.png)\ *Figure 3: Choose copy method.* This might look a little different depending on if you already got a cue 3.5 or if its a new cue we are creating. Make sure status have a checkmark, and if you can see the “CueOnly” option, then make sure it also have a checkmark. Now tap Copy or Merge depending on your options. Coping a cue will do an Auto Unblock. This means that after the copy all unchanged values are removed. Please use the Protect function (read above) if you want to “block” a cue. ## Move a cue [Section titled “Move a cue”](#move-a-cue) You can move a cue by using the Move key. E.g. you want to move cue 2 at cue 6 (doesn’t exist right now): Move Cue 2 At 6 Please. This will move the cue without asking any question. If you move a cue to an already existing cue then you are asked if you really want to. The existing values in the destination cue will be overwritten. ## Renumber the cue list [Section titled “Renumber the cue list”](#renumber-the-cue-list) You can renumber a single cue or a range of cues. Press and hold a cue number in the Cues view. This opens the [Edit Cue Number(s) window](/dot2/key_window_editcuenumbers/). It could look like this: ![](/img/dot2/dot2_viewsandwindows_editcuenumbers01_1-0-9a1d39.png)\ *Figure 4: Edit Cue Number window.* At the top of this window you can set the range of cue you want to renumber. Then you set the new beginning number and the step width for the cues. When you are happy with your settings, then you tap the Renumber button. You can’t use renumber to move a cue - and the cue list always have to be in numeric order. So you can only renumber the cue(s) inside the boundaries of any cues before and or after the set range. ## Deleting a Cue [Section titled “Deleting a Cue”](#deleting-a-cue) You can delete a cue by using the Delete key. When you delete a cue, you might be asked if you want to delete the cue the “Normal” way or using “Cue Only”. You are only asked if you delete a cue that isn’t the last cue. “Normal” will result in values tracking from the previous cue into the next. Values that might been changed in the cue you are deleting. “Cue Only” will leave the following cues looking the way they did before you delete the cue. ## Related links [Section titled “Related links”](#related-links) [What is the Programmer](/dot2/key_wa_programmer/) [What are cues](/dot2/key_wi_cues/) [What is tracking](/dot2/key_wi_tracking/) [What are executors](/dot2/key_wi_executors/) # Work with effects > Effects are the dynamic transition from one value to another. It always moves between two values - and only two. We can control how it should get from one value ## Effect theory [Section titled “Effect theory”](#effect-theory) Effects are the dynamic transition from one value to another. It always moves between two values - and only two. We can control how it should get from one value to the other, we can control the speed and whether all fixtures should do this at the same point on time or if they should be spread out over the looping time. Each of the different Preset Types have some predefined effects that you can modify. All the different effects values are programmer values that you can store in cues. This is the only place we can playback effects. Let’s examine some of these settings. Let’s begin with the two values. In the purple effect title bar you’ll find two buttons called Low Value and High Value. These are used to access and change those values. Some effects can use a Width and Softness. To learn more about what effects are, please have a look at the [What are Effects](/dot2/key_wa_effects/) and the [Effects view](/dot2/key_viewitem_effect/) help pages. ## Build an effect in your programmer [Section titled “Build an effect in your programmer”](#build-an-effect-in-your-programmer) To build an effect in your programmer you need to select the fixtures you want to use the effect, and you need to select the Preset Type you want the effect to use. Then in the title bar of the preset type tap the effects icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) - or press the Effect key. This opens the effects view for the selected Preset Type. Now you can select one of the predefined effect templates for the preset type you have selected (not “Off” or “Stomp”) - there isn’t any effects for the Control, Shaper and Video preset types, so please select something else. The left encoder can be used to adjust the “High” and “Low” value. You can also adjust these by tapping the respective buttons in the title bar. You can use presets as the values. The center left encoder controls the Speed of the effect. A higher number makes the effect run faster. The center right encoder controls the Phase. This is the spreading of the fixtures over the time of the effect cyclic loop. If there’s one value here, then all your fixture are at the same time in the looping cycle. and the result is that they are all changing together. Even if you now turn the encoder, then nothing really seems to happen. This is because all the fixtures are still at the same point in the loop, we are just moving where in the loop. If you want to spread all the fixtures out evenly in the cycle, then they need to have a phase from 0 to 360 degrees. If you press the encoder, then you can see some predefined spreads. One is called 0..360 and there is one called 0..-360. You can use these two to spread your fixtures evenly in the loop. The difference is the direction of the effect. A third predefined phase is the Mirror (0…360…0), This will split you selection in two and make the effect run in a wing or mirror style. You can also type your own e.g. 0 Thru 180 or -360 thru 0 thru -360. These spreads can also be made using the different modes of the Align key in combination with turning the encoder. Play around with it and also try to exceed the 360 number. There’s often effects called something like “Soft” or “Hard”. These effects will change between the high and low values with either a soft (sinus) or hard (PWM) curve. You can often adjust this by using the right encoder while you press the ![ma](/img/dot2/ma_1-85eed0.png) key. Dimmer and color effects can often be adjusted in width. The width control how many of your selected fixtures are using the “High” value and how many are using the “Low” value. Width can be adjusted on the right encoder (without pressing the ![ma](/img/dot2/ma_1-85eed0.png) key). Tapping the encoder gives you access to some predefined values called One, Two or Three. These can be used to set the amount of fixtures using the high value. When a fixture is under the influence of an effect, then there’s a magenta marker next to the Fixture ID. ## Store an effect [Section titled “Store an effect”](#store-an-effect) Once you have build your effect to your liking, then you can store it. You can store it in an existing cue or you can store it in a new cue or even in a preset. The effects will begin when you run the cue, and it will fade in using the fade time of the cue. Note that effects are solely templates in presets. Changes that were subsequently made to the effect do not change the cues which contain this very effect. ## Stop an effect [Section titled “Stop an effect”](#stop-an-effect) You can stop an effect that is running in a cue by stopping the executor or you can program a cue where it stops. To program a cue where the effects stops you need to have some active “stop” values in your programmer. We use a special effect called “Stomp” to stop effects values. Select the fixture you want to stop running an effect and select the Preset Type of the running effect. Now open the effects editor by pressing the Effect key. Here you can tap the Stomp button. Don’t tap the Off button. This will just take values out of your programmer. It doesn’t stop your effect. You need to have the Stomp value in your programmer and store this as a cue after the one where the effect is started. If you don’t have any fixtures selected when you tap Stomp then you are stopping all fixtures using an effect in that Preset Type. Effects will stop using the fade time in the cue. ## Grab running effects [Section titled “Grab running effects”](#grabrunning-effects) If you need to grab an effect from a cue and store it in a new cue, then you need to have the “source” cue running - could be in preview ([What are Preview and Blind](/dot2/key_wa_previewandblind/)) - select the fixtures running the effect and activate the preset type that’s running the effect. Now you have these effect values in your programmer and can store it somewhere else. One of the advantages of storing your effects in presets and then use the (effect) preset in the cue is that it’s a lot easier to grab the value. Simply tap the preset. # Work with groups > This page is about the different things you can do with groups. This page is about the different things you can do with groups. ## Create a new Group [Section titled “Create a new Group”](#create-a-new-group) First you need to create groups. This is the workflow to create a group: 1. Select some fixtures 2. Press Store then Group 3. Now you have some options: 1. Tap an empty group in the Group View on the screen. 2. Type a specific number followed by Please 3. Press Please to create the group on the next available group. ## Name a Group [Section titled “Name a Group”](#name-a-group) When you store a group by tapping the screen or by typing a specific number, then you are presented with a small pop-up that you can press to immediately name the group. Pressing it opens the [Enter Name for window](/dot2/key_window_enternameforwindow/). Here you type any name you want. You can also at this point just begin to type on an external keyboard. This will also open the [Enter Name for window](/dot2/key_window_enternameforwindow/). If you already have a group and you need to name it or rename it, then you can press the Label key and then select the group you want to label. This also opens the [Enter Name for window](/dot2/key_window_enternameforwindow/). 1. Press Label 2. Press Group, then you have some options 1. Tap a group in the Groups View 2. Press the numeric keys corresponding to the group number you want and finish with Please. ## Call/Use/Select a Group [Section titled “Call/Use/Select a Group”](#calluseselect-a-group) When you need to use the group all you need to select it. 1. Press Group 2. From here you have two options: 1. Tap the group on the screen - if you have a Group View on one of your screens then you don’t need to press group first. 2. Press the numeric keys corresponding to the group number you want then you can continue. You could assign a value or make changes to your selection. If your group have a unique name, then you have another option. You can press the command line and tap “g” (short for group), space and then the name of the group followed by enter - this might be faster on an external keyboard. ## Copy a Group [Section titled “Copy a Group”](#copy-a-group) You can make a copy of a group. You’ll then create a new group that have the exact same selection as the source group (the way it looks when you did the copy). If you then change the group, the copy will not change. 1. Press Copy 2. Press Group 3. Again you have several options: 1. tap the group (or groups) you want to copy, then tap an empty location. 2. using the keys only needs to be done in a certain order: 1. press the numeric keys corresponding to the group number you want to copy (source) 2. press At 3. press the numeric key corresponding with the location for the copy (destination) 4. press Please If you select more than one group and then copy to a new location then you will create several copies at the same time. ## Move a Group [Section titled “Move a Group”](#move-a-group) To move a group you basically needs to do the same as when you copy it. 1. Press Move 2. Press Group 3. You have several options: 1. Tap the group (or groups) you want to move, then tap an empty location. 2. Using the keys only needs to be done in a certain order: 1. press the numeric keys corresponding to the group number you want to move (source) 2. press At 3. press the numeric key corresponding with the new location for the group (destination) 4. press Please Again you can move several groups at the same time. If you move a group to a location that already have a group then the two groups will swap position. ## Merge groups [Section titled “Merge groups”](#merge-groups) If you copy a group (using the above mentions copy method) to a location that already have a group, then you are given the option to Overwrite, Merge or Cancel the operation. Selecting Merge will merge the selection of the two groups into one. Overwrite will delete the content of the group at the destination location. ## Delete a group [Section titled “Delete a group”](#delete-a-group) To delete a group you need to press Delete and then select the group you want to delete. ## Create a Group Master [Section titled “Create a Group Master”](#create-a-group-master) You can create group masters on your executor faders. These can be used to limit the output of the fixtures stored on the group master. The limit works proportional. Meaning that if you have a group master at 100% with your fixture at 50% and you then turn the master down to 50%, then your fixture will output 25%. If a fixture is limited by one group master, then this will limit the output no matter if it’s turned up by a different group master. It’s a lowest takes precedence principle. 1. Select the fixture(s) you want on your group master. 2. Press Store 3. Press Group 4. Press one of the keys associated with the executor where you want the group master. ## Related links [Section titled “Related links”](#related-links) [What is Groups](/dot2/key_wi_groups/) [Groups View](/dot2/key_viewitem_group/) [Group Key](/dot2/key_keyword_group/) # How to... > In the "How to..." section we'll try to give you short explanations and examples on practical use of different elements in the dot2. In the “How to…” section we’ll try to give you short explanations and examples on practical use of different elements in the dot2. It could be how to create groups, how to rename a cue, what you need to do to connect a wing or a lot of different other things. If you need to find out what these things are, you should have a look in the [What are…](/dot2/key_wi_this/) section. # Work with presets > Presets are a set of values that a specific selection of fixtures can use. This value set is stored in a special preset pool that allows you to use the same val Presets are a set of values that a specific selection of fixtures can use. This value set is stored in a special preset pool that allows you to use the same value sets again and again. If you store the preset in a cue, then you store a link for some attributes for some specific fixtures to the preset. This means that you don’t actually store the values in the cue, but a link to the preset. If you then update the values in the preset, then the look of your cues will change. If you want to learn more generally about what the presets are, then you can read the [What are Presets](/dot2/key_wi_presets/) help page. Now we’ll look at how to actually work with them. ## Create some presets [Section titled “Create some presets”](#create-some-presets) I assume you have a show with some fixtures that have different types of attributes. There are different preset types. The preset types change depending on what fixtures you have added to your show. You can see the different preset types on the right side of the right screen. You can make a Preset view on one the other screens using the view bar or you can open it on the right screen by pressing the Preset key. It might make more sense to open the preset view on a screen that isn’t the right one. Do this and then see the title bar of the preset view change when you select the different Presets Types on the right side of the right screen. Each Preset Type have it’s own preset pool. This also means that you can only store Dimmer values in a Dimmer Preset pool. The exception to this is the All preset type. The All type can store all values across the different other Preset types. Let’s try to make some dimmer presets (I assume you have added some fixtures that have a dimmer channel). Select some of your fixtures, give them a dimmer value in your programmer (if you don’t know what the programmer is then you should first learn about this - [follow this link](/dot2/key_wa_programmer/)). Now press the Store key and then an empty pool object in the Dimmer Preset pool. Now you can see that you have created a Dimmer Preset. You can do the same with any of your available Preset types. Remember that you can only store Dimmer values in a Dimmer Preset. The same is valid for each of the different Preset Types - except the All presets. Try to have dimmer and color values in your programmer. Then tap All on the menu on the right screen. Press Store and then one of the All Presets. Now you have stored a preset that have both dimmer and color values. Notice that tapping the All button opens the All preset pool on screen 1. You can also open this All preset pool by pressing ![ma](/img/dot2/ma_1-85eed0.png) + 0. ## Naming presets [Section titled “Naming presets”](#naming-presets) If you start to type on an external keyboard directly after storing a preset, then you are labeling the preset. You might also notice a label pop-up when you store a preset. Tapping this will open the naming window. If you need to label a preset long after it’s stored then you can press the Label key and then the preset you want to label. This also opens the Naming window. The dot2 will try to name the preset based on it’s best guess. This doesn’t work if there’s no definite value. An example is position presets. The dot2 simply doesn’t know what the fixtures are pointed at, so auto-naming them doesn’t make sense. ## Call/Use/Select a Preset [Section titled “Call/Use/Select a Preset”](#calluseselect-a-preset) If you store a preset, then you get the link to the preset directly in your programmer. This allows you to store a cue directly afterwards and have the preset in the cue. If you need to use a preset, after you have created them, then you have the following options. If you don’t have any fixture selected, then you can tap the preset you want to use. The first tap selects all the fixtures that can use the preset. You’ll need to tap it again to actually get the preset in your programmer. If you have a selection of fixture and you tap a preset then it’s only the fixtures that can actually use the preset that gets the preset in the programmer. Once you have the preset values in your programmer, then you can store a cue, a new preset or take the values out of your programmer again. ## Update a preset [Section titled “Update a preset”](#update-a-preset) If you need to update the values in the preset then you need to select the fixtures you want to update and give them the value you want, then press the Update key and tap the preset you want to update. This is the same as pressing Store followed by the preset you want to update and then choose Merge in the [Choose Store Method window](/dot2/key_window_choosestoremethod/). Now the values in your preset have changed. If you use the preset in a cue somewhere then this cue will now look different - it uses the updated values. If you have used a preset in a cue and you add new values (not changing the existing ones) or add more fixtures to the preset, then this new information isn’t added in your previous saved cue. Cues only looks for the values that was originally stored in the cue. ## Delete a preset [Section titled “Delete a preset”](#delete-a-preset) You can delete a preset by pressing Delete and then the preset you want to delete. If the preset is used somewhere, then you get a warning window, asking if you really want to delete the preset. If you choose to delete a used preset, then the values currently in the preset are copied to the cues where it’s used. So your cues still works. If you Oops this deletion, then you get the preset back but the link between the cue and preset is still broken and you won’t get that back. ## Related links [Section titled “Related links”](#related-links) [What are Presets](/dot2/key_wi_presets/) [What is the Programmer](/dot2/key_wa_programmer/) # Reset the console > The factory reset, returns the dot2 console to the state it was in, when it was first time powered. The factory reset, returns the dot2 console to the state it was in, when it was first time powered.\ This is useful for troubleshooting problems that might be caused by settings that were changed after first time powered.\ Or if you just want to delete everything stored on the console. **Important:**\ A factory reset will completely format and empty the dot2 hard disk. **Requirements:** * An empty USB stick * A connected external monitor * A connected USB keyboard ![](/img/dot2/ht_reset_1_0-43e905.png) 1. Download the latest **dot2\*\*\*\*\*.imgz** file and the **MA StickMAker** at [www.malighting.com](http://www.malighting.com). 2. Install the MA StickMAker by double click at the **StickMaker-x.x.x.x.exe**.\ You will be guided through the installation process. 3. Insert an empty USB stick in your computer. 4. Open the MA StickMAker by double click at the desktop icon.\ The MA StickMAker opens. 5. Select the **USB drive**, then click at the three dots and select the **dot2\*.imgz** file. Click **Start**.\ The stick will be formatted to a Linux stick and the image will be written to the stick. 6. Insert the formatted USB stick at the USB port at the back of the console. 7. Press the **power button** at the back of the console and press several times **F10** on the keyboard until the password request appears. 8. Press **Enter**, select your **USB stick**, and press **Enter**. 9. Select **Factory Reset**.\ The console resets and reboots. The factory reset is complete. # Save and load your show > Your shows can be saved to the internal drive of the dot2 console. But it can also be saved to an external USB drive. When you have shows stored, you can load t Your shows can be saved to the internal drive of the dot2 console. But it can also be saved to an external USB drive. When you have shows stored, you can load them into console and play them back. ## The Backup menu [Section titled “The Backup menu”](#the-backup-menu) All this is controlled using the [Backup menu](/dot2/key_window_backup/). You access this by pressing the Backup key. The menu can look like this: ![](/img/dot2/dot2_viewsandwindows_backupwindow01_1-2-a38b5c.png) *Figure 1: Backup Window* At the heart of this menu are the four big buttons. Above these buttons you can see the name of your currently loaded show and the last time it was saved. The right encoder allows you to choose between the four buttons. Below the four buttons you are told if there’s an USB drive attached to your console or not. If there’s an USB drive attached then saving your show will save the show both on the internal drive and on the external drive. Below this is an Auto Save function. Here you can choose a time interval which will be used as a countdown for when the console will automatically save the show. ## New Show [Section titled “New Show”](#new-show) Tapping the New Show button or using the encoder to select it and then shortly pressing the encoder open the [New Show window](/dot2/key_window_newshow/). Here you can create a new empty show. You type in the name of your new show and tap the onscreen Enter (a left arrow with a 90 degree angle) or press the Please key. ## Load Show [Section titled “Load Show”](#load-show) Tapping the Load Show button or using the encoder to select it and then shortly pressing the encoder opens the [Load Show window](/dot2/key_window_loadshow/). Here you can choose the left encoder to select the drive from where you wish to load a saved show. The options are the Internal, Demoshows or USB Drive (if connected). This list is also on the left side of the screen. Demoshows are some shows that are made by MA. They can be used to play around with the different functionality in the console without having to go through the process of programming an entire show. Once you have selected the drive you can see a list of available saved shows in the right side of the screen. You can use the right encoder to scroll through the list of shows. Shortly press the encoder to load the selected show. ## Delete Show [Section titled “Delete Show”](#delete-show) To delete a show you’ll also need to go into the Load Show menu. Here you can select the show you want to delete and then you tap the trash can icon in the title bar at the top. You can’t delete the demo shows. ## Save Show [Section titled “Save Show”](#save-show) Tapping the Save Show button or using the encoder to select it and then shortly pressing the encoder, saves your current show using the already given name. This can also be done when you are not in the Backup menu, by pressing the Backup key twice (like double clicking a mouse). ## Save Show as… [Section titled “Save Show as…”](#save-show-as) Tapping the Save Show as… button or using the encoder to select it and then shortly pressing the encoder opens the [Save Show as… window](/dot2/key_window_saveshowas/). Here you can save your current show under a different name. It looks a lot like the New Show window. It basically an input field and the on screen keyboard. You can exit the Backup menu by pressing the Backup key. the Esc key or the Esc in the upper left corner. This takes you out of the Backup menu without making any changes. In many of the windows opened by the backup menus you’ll have an Ok button in the upper right corner. This can be used to confirm your choice of name or selection of show file to load. ## Load your dot2 show in grandMA2 [Section titled “Load your dot2 show in grandMA2”](#load-your-dot2-show-in-grandma2) You can load your dot2 show on a grandMA2 (from grandMA2 version 3.1). Once your show have been loaded in grandMA2, then you **cannot** take it back to the dot2. The easiest way is to save your show is on a USB drive. Then take the same USB drive and connect it into the grandMA2. This will create the correct folder structure on the USB drive. Then you’ll need to connect the USB drive to a computer and manually move or copy the show file from the show folder inside the dot2 folder to the show folder in the gma2 folder. Then plug the USB drive back into the grandMA2 and load the show from the drive. You’ll get a grandMA2 show that have all the show data from the dot2, but all the areas that are not defined by the dot2 will be the factory defaults. You can load a dot2 show file in the grandMA2 - but not a grandMA2 show file in the dot2! **Hint:**\ For more information on how to load a show that was preprogramed in a previous version and saved see the info box in the topic [Backup](/dot2/key_window_backup/). # Turn the console on and off > Figure 1: Power Switch at the back of the console ![](/img/dot2/dot2_power-switch_v1-1-e7b597.png) *Figure 1: Power Switch at the back of the console* *** ## Turn the Console on [Section titled “Turn the Console on”](#turn-the-console-on) * Press the power switch at the back of the console. The console starts booting. The booting screen is displayed. If the console is ready, the last saved show file opens. If you turn on the console the first time, the start screen opens. ![](/img/dot2/dot2_start-screen_v1-2-60daae.png) *Figure 2: dot2 start screen* *** ## Turn the Console off [Section titled “Turn the Console off”](#turn-the-console-off) **Warning:**\ Save the show file before you turn off the console. Press Backup Backup or go to the [Backup window](/dot2/key_window_backup/).\ If you do not save the show file first, the show data will be lost. * Press the power switch at the back of the console. The console is turned off. # Update the console > You can update the dot2 console in two different ways. You can update the dot2 console in two different ways. The current software version is displayed in the [System Information Window](/dot2/key_window_systeminformation/). ## Update the console via Setup [Section titled “Update the console via Setup”](#update-the-console-via-setup) 1. Download the latest **dot2\*.update** file at [www.malighting.com](http://www.malighting.com). 2. Copy the content into the root directory via a standard USB stick. 3. Make sure there is only one update file in the root directory at a time. 4. Insert the USB stick into the USB port on the back of the console. 5. Press Setup and tap Software Update in the column **Console**. \ The [Software Update via USB](/dot2/key_window_softwareupdate/) opens. 6. Tap Update.\ The console asks if you want to save the show file. 7. Tap Save Showfile.\ The console copies the update files and asks if you want to reboot now. 8. Tap Reboot Now.\ The console reboots and installs update files. 9. After the update the console reboots again. The console has now been updated and is ready to be used. ## Update the console via Linux USB stick [Section titled “Update the console via Linux USB stick”](#update-the-console-via-linux-usb-stick) 1. Download the latest **dot2\*imgz** file and the **MA StickMAker** on [www.malighting.com. ](http://www.malighting.com.%C2%A0) 2. To install the MA StickMAker on your PC, double-click on **StickMaker-x.x.x.x.exe**.\ You will be guided through the installation process. 3. Insert an empty USB stick into your PC. 4. To open the MA StickMAker, double-click on the desktop icon.\ The MA StickMAker opens. 5. Select the **USB drive** and then click on the three dots and select the **dot2\*imgz** file. 6. Then click on **Start**.\ The stick will be formatted into a Linux stick and the image will be written to the stick. 7. Insert the formatted USB stick into the USB port on the back of the console. 8. Connect an external monitor and an USB keyboard to the console. 9. Turn on the monitor and then turn on the console. 10. Press the **power button** on the back of the console and press **F10** on the keyboard several times until the password request appears on the external monitor. 11. Press **Enter**. 12. Select your **USB stick** and press **Enter**. 13. A pop-up opens after a while asking if you would like to update the console or if you would like to do the factory reset. 14. Select on **Factory Reset**. 15. The console resets and starts rebooting. 16. To complete the factory reset, agree to the License Agreement. The factory reset has now been completed and the console subsequently displays the release notes. The console has now been updated and is ready to be used. **Important:**\ All show files and imported fixture types will be deleted from the internal hard drive during factory reset. The console will then be reset to its delivery condition. # Use web remote > dot2 provides an operating system that is independent from the web remote interface. To connect the web remote to your dot2 console, make sure your tablet or co []()dot2 provides an operating system that is independent from the web remote interface. To connect the web remote to your dot2 console, make sure your tablet or computer network interface has the same subnet as your console. **Important:**\ Use one of these web browser versions to run the web remote on your PC, smartphone or tablet:\ -Internet Explorer 10\ -Safari and iOS 8.1\ -Opera 26\ -Chrome 31\ -Chrome for Android 39\ -Firefox 33\ If the browser you use does not meet at least the minimum of the requirements necessary for the usage of the web remote, an HTML fallback page will be displayed. **Hint:**\ It is possible to connect up to three web remotes to one console. **Hint:**\ It is also possible to use the web remote on the dot2 onPC. Connect the web remote: 1. Enable the web remote in **Setup – Global Settings**.\ Tap the prohibition sign to check the green box in Web Remote. 2. Type the IP address (see in the brackets) of the dot 2 console into your web browser. 3. The window **Web Remote** opens. 4. Type the default password “remote”. ![](/img/dot2/dot2_vw_web-remote_password_v1-4-e623da.png) *Figure 1: Enter password for web remote* 5. Tap **Login**. It is possible to adjust the display of the web remote to the device you use. To do so: -Tap Main Menu.\ -Tap Settings.\ -To display the web remote on a smart phone, tap Phone.\ The web remote fits now the display of your smart phone. ![](/img/dot2/dot2_how-to_web-remote_phone_v1-4-1d5f15.png) *Figure 2: Web Remote – Setting “Phone”* -To display the web remote on a tablet, tap Tablet.\ The web remote fits now the display of your tablet. ![](/img/dot2/dot2_how-to_web-remote_tablet_v1-4-fc94b7.png) *Figure 3: Web Remote – Setting “Tablet”* *** ## Web Remote Password [Section titled “Web Remote Password”](#web-remote-password) To change the password of the web remote on the console: 1. Press Setup 2. Tap Global Settings. For more information on how to change the eth0 IP on the console see the command [SetIP](/dot2/key_keyword_setip/). # Use Encoders in the onPC > Unlike the real console, you don't have any encoders in the onPC. Unlike the real console, you don’t have any encoders in the onPC. You do have the [Encoder Bar](/dot2/key_widget_encoderbar/). ![](/img/dot2/dot2_viewsandwindows_controlelements_encoderbar_1-1-168aac.png) *Encoder Bar.* This can be operated by the mouse. If you left click on one of the four area in the Encoder Bar, then it’s the equivalent to a short press on the physical encoder. A click-and-hold while you move the mouse up and down is like scrolling the encoder - while you hold the left mouse button and move the mouse, you can go outside the Encoder Bar. You can also do this by selecting one of the controllers in the special preset type dialogs and then turn your mouse scroll wheel (if you have one). For moving the cursor in sheets it’s better to use the arrow keys on your keyboard. You’ll need to click somewhere inside the sheet first. # Use the command line > The dot2 is technically a command line console. Everything that happens is also a command that's executed in the command line. The dot2 is technically a command line console. Everything that happens is also a command that’s executed in the command line. To learn more about the actual commands you can write, please have a look at the [commands section](/dot2/key_commands_overview/) in this manual (also link below). This is what the command line looks like: ![](/img/dot2/dot2_viewsandwindows_controlelements_commandline_1_1-0-8274d7.png) It’s almost always visible on the right screen. If you tap this then you open the Command Line view. It could look like this: ![](/img/dot2/dot2_viewsandwindows_commandlineview02_1-1-897de2.png) Here you can use the onscreen keyboard to type in the commands and you can see the command history and the response from the console. You can also use an external keyboard in the command line. When the command line have the focus, then you can use the Up and Down keys to select previously used commands - then you can execute the command by pressing the Please key. You can also use the up and down arrows on an external keyboard. The command history is also a view you can have visible on one of the internal screens or on the external screen. ## Related links [Section titled “Related links”](#related-links) [Commands section](/dot2/key_commands_overview/) [Command Line view](/dot2/key_view_commandline/) # Use external input triggers > The remote inputs are external inputs that you can connect and use to trigger events in the dot2 console. There's currently three different input types that you The remote inputs are external inputs that you can connect and use to trigger events in the dot2 console. There’s currently three different input types that you can use: Analog (contact closure), MIDI and DMX. You can setup the remote inputs by pressing the Setup key and then the Remote Input button. This gives you the [Remote Inputs Configuration view](/dot2/key_window_remote/). On the left side you can see the three different input types and you can see if they are enabled (green checkmark) or disabled (red stop sign). You can change this by using the left encoder to select the input type you want and then tap the encoder. This will toggle the current status. You can also toggle this by tapping the input type. For each input type there’s also a small gray box. This will flash green when there’s an active input. On the right side of each of the inputs you can choose what should happen when the input is triggered. This table have 6 columns. ![](/img/dot2/dot2_ht_useexternalinput_01_1-2-2722d7.png) *Figure 1: Remote Input table columns.* The first column is the remote input number. This changes name depending on the selected input. **Type** can be three different things: * **None** - If the type is None then the remote input isn’t used. * **Exec** - If you choose Executor then your remote input will trigger some executor. * **CMD** - If you choose Command then you can write a command the trigger should execute. The four other columns become relevant depending on the type you have selected. If you have chosen **Exec**, then you get access to the **Page**, **Executor** and **Function** columns. You need to specify a specific page number or select “Current” in the **Page** column, then select the **Executor** number of the executor you want to trigger. The **Function** column allows you to select one of three different things: **Button 2**, **Fader** and **Button 1** - if you choose an executor that only have one key, then you can only select **Button 1**. Depending on the input type then your keys and faders react different in the input. But this is basically the physical keys and faders for the selected executor. If you have chosen **CMD** type, then you can access the **CMD** column. Here you can type a command you want the trigger to execute. Have a look at the [Commands](/dot2/key_commands_overview/) section of this manual to learn more about the commands. The following is a description of the three different input types. ## Analog Input [Section titled “Analog Input”](#analog-input) To use the analog input trigger, connect a third-party device with a D-sub 15 connector with connected keys. You can have 12 contact closure switches that send between 5 and 15 volts into one of the pins on the d-sub 15. One of the pins supply 5 volts so you don’t need an external power supply as long as you don’t use cables that are too long. The analog triggers are on/off only. They don’t support variable input. This is the pinout of the d-sub: * Pin 1 = Analog input 1 * Pin 2 = Analog input 3 * Pin 3 = Analog input 5 * Pin 4 = Analog input 7 * Pin 5 = Analog input 9 * Pin 6 = Analog input 11 * Pin 7 = + 3.3 volts * Pin 8 = Common Ground * Pin 9 = Analog input 2 * Pin 10 = Analog input 4 * Pin 11 = Analog input 6 * Pin 12 = Analog input 8 * Pin 13 = Analog input 10 * Pin 14 = Analog input 12 * Pin 15 = Not used ## MIDI Input [Section titled “MIDI Input”](#midi-input) The MIDI input reacts to MIDI notes received. You can assign a trigger to note 0 to 127 - so there are 128 different MIDI triggers. The triggers react to the velocity information. This means that a fader can be position according to the received velocity. Executor buttons also react to MIDI “On” and “Off” commands. ## DMX Input [Section titled “DMX Input”](#dmx-input) The DMX input reacts to the DMX input connector as well as the network protocols Art-Net input and sACN input on the dot2. All three inputs use the internal DMX universe 9. The DMX remote input can use all the 512 DMX channels. Executor buttons and commands are executed if the DMX input is in the 128 to 255 range. It also supports variable input so you can control the position of the executor fader - it then reacts to the 1 to 255 range. The activity indicator only lights up if the input is triggering something. So if you only have Executor buttons and commands, then the input value needs to be 127 and above before the indicator is active. For executor faders it’ll activate when the input is above 0. **Important:**\ -Incoming DMX values are displayed in the DMX view in universe 9.\ -If DMX values are sent to a single DMX channel from several inputs simultaneously, Art-Net and sACN for instance, subsequently the higher value (HTP) will be applied. # Use the external screen > You can connect an external screen with a DVI connector. The DVI output from the dot2 is a digital only output. This means that you cannot attach a DVI to VGA a You can connect an external screen with a DVI connector. The DVI output from the dot2 is a digital only output. This means that you cannot attach a DVI to VGA adaptor and attach a VGA screen. It needs to be a digital screen with a DVI connector. It’s very important to know that you can seriously harm the dot2 console if you connect or disconnect a DVI screen while the device is turned on. It’s important that you only connect or disconnect the screen when the dot2 console is turned off. The dot2 registers the resolution of the screen and uses the optimal resolution. The maximum supported resolution is 1920 x 1200 pixels. The external screen can be a touch screen. This is what the dot2 is designed for. **Hint:**\ Please follow this external link (Internet connection required) for screen recommendations. Once the screen is connected, you can turn on the console. Then you can press the Setup key and then the Select Views for External Screen. It could look like this: ![](/img/dot2/dot2_viewsandwindows_selectviewexternal01_1-2_1-75f6a9.png) *Figure 1: Select View for External Screen.* In the left side you can choose what screen arrangement you like - the amount an arrangement of different view tiles. You can see what the tile arrangement looks like on the top middle part. The lower middle part shows you all the special views and the right side bar shows you all the standard views. This can also be done on the fly on the external screen. Tap (or use a mouse to click) one of the tiles on the screen and then select a different view in the View Bar on the right side of the external screen. The View Bar on the external screen could look like this: ![](/img/dot2/dot2_ht_useexternalscreen_01_1-1-3-5f105e.png)\ *Figure 2: External screen right side bar.* More… opens the Select View for external screen on the actual external screen. Here you also have access to the special views. If you use a USB mouse and leave the mouse cursor on the external screen and don’t move it for 120 seconds, then the cursor will be hidden (or become a small 1 pixel dot). It’ll return when you move the mouse again. # Use MIDI and MIDI Show Control (MSC) > The dot2 can handle different types of MIDI and it can both transmit and receive MIDI. The dot2 can handle different types of MIDI and it can both transmit and receive MIDI. You can see the incoming and outgoing MIDI data on a console by pressing Tools and then [MIDI Monitor](/dot2/key_window_midimonitor/). If you are using a dot2 onPC, then you need to setup your MIDI in and outputs. This is also done in Tools menu. Here you can tap [MIDI Configuration](/dot2/key_window_midiconfiguration/) and select what MIDI devices you use to receive and transmit MIDI. ## MIDI note remote input [Section titled “MIDI note remote input”](#midi-note-remote-input) This is a system to use received MIDI notes to trigger different things in the console. It’s all set up in the [Remote Inputs Configuration view](/dot2/key_window_remote/). Her you have the option to map incoming MIDI Note signals to executors or to trigger a command that you write in the configuration. You can use the MIDI Velocity to set the position of a fader. MIDI Remote Input only triggers the executors on the console that receives the MIDI signal. ## MIDI note output [Section titled “MIDI note output”](#midi-note-output) You can send MIDI notes from cues or directly from the command line. You can use the [MIDI Note command](/dot2/key_keyword_midinote/) to transmit MIDI Note data. Please read more details about the command in the command description. The MIDI Note command is transmitted from a standalone console or if you have a session, then it’s the session master (the console with the Blue Heart icon ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png) next to the command line input) that transmit the MIDI. ## MIDI Show Control (MSC) input [Section titled “MIDI Show Control (MSC) input”](#midi-show-control-msc-input) The console can be controlled by any device that can send MIDI Show Control. There’s a lot of settings regarding MSC. You can find them in Setup and then [MIDI Show Control](/dot2/key_window_midishowcontrol/). Her you can change the settings to match the settings in the transmitter (often a Show Control software or some Sound software). When you use MSC you can only control executors on the first page or the Main Executor. The MSC data needs to be transmitted to a standalone console or if you have a session, then it’s the session master (the console with the Blue Heart icon ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png) next to the command line input) that reacts to the MIDI. Read more about the MSC concept [below](#msc_concept). ## MIDI Show Control (MSC) output [Section titled “MIDI Show Control (MSC) output”](#midi-show-control-msc-output) The dot2 can transmit MSC commands to a device. This can be used to control other devices (like sound samplers). All the settings for this is found in Setup and then [MIDI Show Control](/dot2/key_window_midishowcontrol/). Here you need to set your settings to match the MSC receiver. The MSC data is transmitted from a standalone console or if you have a session, then it’s the session master (the console with the Blue Heart icon ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png) next to the command line input) that transmit the MIDI. Read more about the MSC concept [below](#msc_concept). ## MIDI Time Code (MTC) [Section titled “MIDI Time Code (MTC)”](#midi-time-code-mtc) The console can receive MTC and use that to automatically run cues on executors. The executor you want to be controlled by MTC needs to have “MIDI” selected in the [Settings of Executor window](/dot2/key_window_settingsofexecutor/). Then you need to have some cues in that executor that uses Timecode as the trigger. When Timecode is the trigger, then you can set a time in the “Trig Time” column. When your incoming MTC reaches the time you have set in the Trig Time column, then the cue is triggered. You don’t need to have the cue as the next cue, it’ll jump to the cue that have the time that matches the incoming MTC. Just remember to have the fader up. You can type the times manually or you can tap TC Record in the Cues view title bar. This will start a recording function. Then you can do a normal Go to the Timecode cues and it will record the time into the Trig Time column. You can also use the [Record command](/dot2/key_keyword_record/) to activate this timecode record function. When you have an active recording going on then you’ll have a flashing red circle with a white “T” icon next to the Command line input. There’ll also be a flashing red circle in the Cues view and in the Executor Bar. You turn off the Record function by tapping the TC Record again. MTC can be enabled and disabled in the [Timecode Configuration window](/dot2/key_window_timecode/) in Setup. If you have turned off all the incoming timecodes then you can’t tap the TC Record button. The incoming MTC can come into the system from any console/onPC in the session - not just the master. ## []()The MSC Concept [Section titled “The MSC Concept”](#the-msc-concept) The MSC command structure and syntax is based on the general SysEx structure defined by MMA (MIDI Manufacturers Association). It was released in 1991 as an extension to the general MIDI. The raw MIDI information is written in hex octets (two hexadecimal numbers). Different software manufacturers might present the MSC in an interpreted way and show the data in a more human readable form. This can of course be nice, but since we cannot describe every way this can be presented, this manual is looking at the raw data. The message format looks like this: | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | | | | | | | | | * **F0 7F** is the header that identifies the message as “universal system exclusive” and a “real time” message. * **Device ID** is the device or group number. * **02** is a hex octet specifying that the message is MSC. * **Command Format** is an octet that specifies the equipment type. * **Command** is an octet that defines the command type * **Data** is the actual data. This might change depending on the command type. * **F7** is a closing octet finishing the message. ### Device ID [Section titled “Device ID”](#device-id) The device ID is an octet actually divided into three different sections: * **00 to 6F**:\ This is the 112 different specific devices that can be identified. * **70 to 7E**:\ This is the 15 group numbers. * **7F**:\ This is a broadcast ID that all devices listen to. In dot2 the device ID and group ID can be set for both incoming and outgoing messages. For transmitting MSC it can only transmit one octet in the **Device ID** location. The **Send to** setting (described above) selects which one of the three different sections ID that should be transmitted. ### Command Format [Section titled “Command Format”](#command-format) The command format octet denotes the type of equipment that should receive the message (or at least respond). dot2 only transmit and respond to three different formats: * **01**:\ This is the **General Lighting** format * **02**:\ This is **Moving Lights** format. * **7F**:\ This is an **All** format that all equipment should respond to. ### Command [Section titled “Command”](#command) The command octet denotes the type of command in the message. The command type will dictate the data information. dot2 supports 7 different command types: * **01 (Go)**:\ This is the same as a Goto command in dot2. It needs to be followed by a cue number. * **02 (Stop)**:\ This is the same as a Pause command in dot2. This can be followed by a cue number. * **03 (Resume)**:\ This will “un-plause” a cue. If a specific cue has been paused, then the cue number needs to be specified with this command. * **04 (Timed\_Go)**:\ This can be used to perform a Goto with a specific fade time. It needs both the time and the cue number - in that order. * **06 (Set)**:\ Set can be used to set the position of faders. It needs the fader number and page followed by the position. * **07 (Fire)**:\ This can be used to trigger macros. The macro number needs to follow the command. Only macro 1 to 255 can be triggered. * **0B (Go\_Off)**:\ This command can be used “Off” executors. This needs to followed by a cue number. ### Data [Section titled “Data”](#data) **01 (Go):** As stated above: This is interpreted as a GOTO command. A cue number needs to be specified. The cue number also needs to be transmitted in hex octets and the complete cue number including the decimals needs to be transmitted. If cue number 4 is to be triggered then the complete number is **4.000** - the number with all decimal numbers separated by a dot (Hex value 2E). Decimal numbers in hex is some of the easiest to convert. It needs a “3” in front. This means that decimal **4** becomes **34** in hex. The complete cue number including the dot is then: **34 2E 30 30 30**. If the station is set to **Default Only** in the Send MSC In Exec option, then this all that needs to be added after the command. **Example:** Triggering cue number **21.5** on the default executor (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 32 31 2E 35 30 30 | F7 | If the setting is not Default Only, then an executor and page needs to be specified. There are two options for separating the executor number and the page number. It can be separated by a dot (hex = 2E) or by a space (hex = 20). The cue number and the executor/page data needs to be separated by a hex value **00**. **Example:** Triggering cue number **37.2** on executor 5 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 33 37 2E 32 30 30 00 35 2E 31 | F7 | Same example but with a space separated executor and page: | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------- | -- | | F0 7F | 7F | 02 | 7F | 01 | 33 37 2E 32 30 30 00 35 20 31 | F7 | **02 (Stop):** This is like hitting the pause button. Please read the section above for a better understanding of the hex cue numbering system. With the **Default Only** option there does not need to be any extra data since it is the executor that is paused. **Example:** Stopping the default executor (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | | F0 7F | 7F | 02 | 7F | 02 | | F7 | If the station is transmitting MSC, then it will transmit a cue number **0.000**. This is like sending a “pause running cue” command. If the settings are not **Default Only** but one of the two Exec/Page options, then the cue 0 also needs to be transmitted. **Example:** Stopping executor 5 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 02 | 30 2E 30 30 30 00 35 2E 31 | F7 | **03 (Resume):** This is the only way to continue a paused cue. The only difference between the Stop and Resume commands are the “02” and “03”. **Example:** Continuing the fade paused above (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 03 | 30 2E 30 30 30 00 35 2E 31 | F7 | If the Default Only setting is chosen then the command is **F0 7F 7F 02 7F 03 F7** to continue the fade. **04 (Timed\_Go):** This is the same as the **01 (Go)** command but with a specified time. Please read (and understand) about the **01 (GO)** command and data above. Just to make this a bit simpler we are going to pretend that the “Default Only” option is turned on in the MSC options in Setup. To transmit a timed Goto the time needs to be specified first and then the cue number. The time is specified by five hex octets. They represent (in order) **Hour**, **Minute**, **Second**, **Frame**,\*\*\*\* and **Fraction**. The hour, minute, and second sections are very strait forward. The number needs to be transmitted in hex numbers. It is possible to transmit a value above the normal limit for example 64 seconds (hex = 40). The station will transmit this as 1 minute and 4 seconds. Right now the console will not accept any time specified in the Frame and Fraction sections. But it transmit values below a second in the Frame section. The console divides the second into 24 frames. So 0.5 seconds is 12 Frames and the received hex number would be **0C**. **Example:** Goto cue 75 with the fade time of 20 seconds (**All Devices**, **All Format**, and **Default Only** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------------- | -- | | F0 7F | 7F | 02 | 7F | 04 | 00 00 14 00 00 37 35 2E 30 30 30 | F7 | **Example:** Goto cue 5.4 with the fade time of 1 minute on executor 3 on page 1 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------------------------------------- | -- | | F0 7F | 7F | 02 | 7F | 04 | 00 01 00 00 00 35 2E 34 30 30 00 33 2E 31 | F7 | **06 (Set):** The set command is used to move a fader to specific position. The 06 command is followed by two hex octets that indicates the fader and then two more octets that dictates the position. The first of the two numbers for the fader is the fader number (on a page). The fader number 1 is hex number **00**, the second is **01** and so on. Remember that this is a hex number so fader 16 have hex number **0F** and decimal 17 is hex **10**. The second of the two numbers for the faders are the page number. This is a little different page 1 is hex number **01**and page 2 is hex **02** and so on. So executor 1 on page 1 is **00 01**. Calculating the position in hex numbers is a bit more tricky. The faders position is defined by a coarse and fine value. The scale for both values is 128 steps (most MIDI is in 128 steps). The fine value is transmitted first followed by the coarse value. The desired fader position (in decimal) need to be multiplied by 1.28. The resulting integer is the coarse value. The remainder (everything on the right side of the separator) should be multiplied by 128 to get the fine value. The two decimal numbers then needs to be converted to hex. **Example:** The fader 3 on page 2 needs to be moved to 45%. First convert the position. 1. Multiply 45 by 1.28 = 57.6 2. Coarse value is 57. 3. Multiply 0.6 by 128 = 76.8 4. Fine value is 76. 5. Convert decimal 57 to hex = 39. 6. Convert decimal 76 to hex = 4C. 7. Fine is transmitted before coarse so the position is: 4C 39 The MSC message is (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ----------- | -- | | F0 7F | 7F | 02 | 7F | 06 | 02 02 4C 39 | F7 | A fade time can be added after the fader and position data. The time format explained in the 04 command is used. **Example:** Moving fader 15 on page 1 to 100% in 5 seconds (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 06 | 0E 01 7F 7F 00 00 05 00 00 | F7 | The console only transmit the position of some faders - executors with sequences and all the green colored special masters (for the selected executor), but it accepts positions for all faders that have something assigned. **07 (Fire):** Macros can be fired by this command. It needs to be followed by a single octet specifying the macro number. Macro number 1 is hex number **01**. Hex number **FF** is macro number 255. **Example**: Triggering macro number 24 (**All Devices** and **All Format** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | ---- | -- | | F0 7F | 7F | 02 | 7F | 07 | 18 | F7 | **0B (Go\_Off):** Executors can be turned off using the **0B** command. A cue number needs to be transmitted - cue 0 can be used. **Example**: Send an Off command to executor 9 on page 5 (**All Devices**, **All Format**, and **Exec.Page** setting): | F0 7F | Device ID | 02 | Command Format | Command | Data | F7 | | ----- | --------- | -- | -------------- | ------- | -------------------------- | -- | | F0 7F | 7F | 02 | 7F | 0B | 30 2E 30 30 30 00 39 2E 35 | F7 | ### MIDI via Ethernet [Section titled “MIDI via Ethernet”](#midi-via-ethernet) MSC can sent using Ethernet. It is transmitted as a UDP message. The MSC message is the same as described above, but the MSC message needs a header for the date to be accepted by the dot2. The header is separated into two parts. The first is identifying the message as a dot2 MSC message: **47 4D 41 00 4D 53 43 00** - it translates to GMA MSC. The second part is four octets describing the length of the message - including the header. It is written as little endian byte format (least significant first). This is calculated by counting the number of octets and then convert the decimal number into hex. Usually we only needs the first octet (it allows for messages up to 255 octets) although all four needs to be sent. **Examples:** Send a go command to cue 35. The MSC message is: **F0 7F 7F 02 7F 01 33 35 2E 30 30 30 F7**. This is 13 octets. The header is always 12 octets. So the combined length is 25 octets. Decimal 25 is **18** in hex. The entire message is: **47 4D 41 00 4D 53 43 00 18 00 00 00 F0 7F 7F 02 7F 01 33 35 2E 30 30 30 F7** Trigger macro 1 is: **F0 7F 7F 02 7F 07 01 F7** - 8 octets. Plus the 12 from the header is decimal 20 = 13 hex. The message is: **47 4D 41 00 4D 53 43 00 13 00 00 00 F0 7F 7F 02 7F 07 01 F7** # Connect nodes, wings, 3D and onPC > There are several things you can connect together. Everything is connected on an Ethernet network infrastructure. This means that you need to connect all device There are several things you can connect together. Everything is connected on an Ethernet network infrastructure. This means that you need to connect all devices using Ethernet cables (of Cat.5E quality or higher) to a switch that has a bandwidth of a minimum of 100 Mbit/s and the switch needs to be able to handle multicast. All devices in the network use IPv6 to talk to each other – so the switch needs to be able to handle this as well. If you do not know what IPv6 is and you have trouble with the connections, please read the [What is IPv6 help page](/dot2/key_wa_ipv6/). If you have any doubt about what switch to use, please contact your local distributor. They will help you to select an appropriate switch. ## dot2 Wings [Section titled “dot2 Wings”](#dot2-wings) You can connect wings to your dot2 console or to dot2 onPC. The wings are assigned to a specific device. If this device is lost on the network then the wing loses its functionality and waits to be assigned to a different device. There are two types of wings: the dot2 Fader wing (F-wing) and the dot2 Button wing (B-wing). Each provides more physical executors and an extra screen. Since the wings are connected directly to a specific device you will need to open the setup menu on the device you want to connect a wing to. In the Setup menu you will find a button called dot2 Wings, tap this. Then the [Wings view](/dot2/key_window_wings/) opens. Here you can tap one of the free slots (yellow bar on the left side) of the same type as your wing. There are only five slots for each device. Depending on your devices you might only have few free slots. Slots that are occupied by the console have a red bar on the left side – they are called “fixed, internally”. Slots that are currently occupied by an external wing will have a green bar on the left side. If you tap a free slot, you will see the wings that are available in your network. If you do not see any wings here, then you need to check your network and the connections. Also, make sure everything is powered on. If you see a wing on the left side of the screen, then tap it. The wing you have selected will now flash all the keys. This makes it possible to identify the selected wing in a multi wings setup. When the correct wing is flashing, tap the Assign Selected button. You have assigned and connected a wing. You can now exit the menu. ## dot2 consoles, dot2 onPC and dot2 3D visualizer [Section titled “dot2 consoles, dot2 onPC and dot2 3D visualizer”](#dot2-consoles-dot2-onpc-and-dot2-3d-visualizer) Everything, except for wings, is connected to a session. Wings are connected to a specific device. It is possible to run 4 separate sessions in your network (session ID 1-4). Devices with the same session ID work with the same show file and session timeout takes place within a couple of seconds. Moreover, dot2 consoles and onPC work in Tracking Backup within the same session. Additionally, devices can be invited or they can intentionally join the session. **Important:**\ All session members have to have the same streaming version of the software. To use network protocols such as sACN and / or Art-Net, a session has to be started first. Furthermore, all protocols are sent by the session Master. **Important:**\ Two stations in Master with the same session ID will always cause a session collision. For more information see [Session Collision](/dot2/key_window_sessioncollision/). The session status is displayed in the message center. For more information see [Status and Messages](/dot2/key_window_statusandmessages/). The session system allows greater flexibility with regards to backup and redundancy. Press Setup and then the Sessions button. This opens the [Network Setup view](/dot2/key_window_networksetup/). This view is separated into two parts. The top part shows if your console or onPC is currently in a network session or not. If the button on the right side displays Start a new or join an existing session, then press it to see the 4 different sessions. If there are devices using one of the sessions, then the session button will have the session name and will display Join Session. If there is no session running, then choose one of the sessions and begin a new session. Now you can add more devices to your session. If the button in the top part displays Stop/Leave session, then the console is already connected to a session and you can add more devices to your session. The lower part of the Network Setup view shows the devices in your session. They are separated into each type of device. If you have devices in your network and they are in your session, then they have a green background color. The device you are currently looking at will have a brighter green background color. If you are missing a device that previously has been in your session, then it gets a red background color. You can see the IPv6 address, name and version number of the connected devices. A device with a red text in the version number is a device that does not have the same version as you do. You can tap the Add button to see all the unconnected devices in your network. Here you can select the device you want to add to your session. When you choose one, then it will be connected to your session and it will get the show file that the session is running. If there are no devices in the [Select a Station view](/dot2/key_window_selectstation/), then the console cannot see the device in the network. However, if you expect to see a device, then check your network cables and power first. If you have connected a console with an onPC, then you have full control of 4096 DMX channels. The onPC functions as a backup for your console. So if your console stops working for some reason (could be if the power disappears), then your onPC will take over and you can still control 4096 DMX channels. The DMX output of the console does not work if the console does not work. So you can add dot2 Node4 (1K)s to your network. This allows you to have a backup or remote DMX output. ## dot2 Node4 (1K) [Section titled “dot2 Node4 (1K)”](#dot2-node4-1k) Connecting Node4s to your system works the same as described above. Nodes cannot initialize a session, they are connected and listen to the conversation on the network. They then take the DMX information in the session and convert it into real DMX output. The dot2 Node4 (1K) allows you to control 1024 DMX channels if you connect a dot2 onPC and a dot2 Node4 (1K). A dot2 onPC can only control 1024 channels if it’s not connected to a dot2 console. The nodes are little bit different in the Network setup view. You can set what universes the node outputs. In the list it could look like this: ![](/img/dot2/dot2_ht_connectwingsnodes3donpc_01_1-2-2085b9.png) *Figure 1: Node setup.* Here you can see the connected node output 4 universes. You can change which universes each port is outputting by selecting the cell and tapping the right side encoder. Each DMX port is independent from other ports. This means that each port can output any of the 8 available DMX universes. You can change the Hostname of the node by selecting the cell and tapping the right side encoder. Then type a new name for the node. # Installation of dot2 onPC > For running the dot2 onPC software, it is necessary to copy and install the program files on your PC. For running the dot2 onPC software, it is necessary to copy and install the program files on your PC. The installation is possible in every root directory or in the **standard directory** “C:\ProgramData\MA Lighting Technologies\dot2”. To make sure that there are no troubles with the installation, deactivate your safety software. 1. Download the installation file from [www.malighting.com](http://www.malighting.com) . 2. Start the file with a double click. The installation program opens. You get detailed hints and information regarding the installation.\ Watch out for the suggested directory and change it if you want to.\ The installation directory is not changeable in the dot2 onPC. After confirmation, the program files will be copied into the selected directory. # Introduction > MA Lighting embodies an extraordinary approach towards professional lighting control and enjoys an enviable reputation for quality and reliability. Now MA prese MA Lighting embodies an extraordinary approach towards professional lighting control and enjoys an enviable reputation for quality and reliability. Now MA presents a new compact series of lighting control solutions – the dot2 range. Designed for small and mid-sized projects and installations, dot2 offers advanced functionality without confusing options. Intuitive operation is the core of the dot2 philosophy and with all connectivity onboard, the dot2 range is suitable for most theater, touring, corporate, television and education lighting environments. Discover the free dot2 onPC software and the free dot2 3D visualization software. Test it for yourself! # Intended Use > The dot2 is a console intended for control of all kinds of lighting genres such as conventional, moving lights, LEDs, video and other media via DMX signal. The dot2 is a console intended for control of all kinds of lighting genres such as conventional, moving lights, LEDs, video and other media via DMX signal. Every other use is not intended and could follow personal injury and damage to property. MA Lighting does not cover damages which can result of a not intended use of the console. # Align > The Align key is used to spread out the values on multiple selected fixtures. The Align key is used to spread out the values on multiple selected fixtures. The Align function has five different modes: * **Align Off**: All values are the same. This is the default mode. * **Align <**: This will keep the value of the first selected fixture and spread the value to the last selected fixture. * In this example the ten fixtures (selected from 1 to 10) are set to 50% and then the align function is applied and the encoder turned (down). This is the result: ![](/img/dot2/dot2_keys_align_left-5678d3.png) *Figure 1: Align < example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 5 0 Thru 1 Please. * **Align >**: This will keep the value of the last selected fixture and spread the value to the first selected fixture. * In this example the ten fixtures (selected from 1 to 10) are set to 50% and then the align function is applied and the encoder turned(down). This is the result: ![](/img/dot2/dot2_keys_align_right-87d37f.png) *Figure 2: Align > example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 0 Thru 5 0 Please. * **Align ><**: This will keep the value of the middle of your selection and spread out the value to the first and last. Like a seesaw or center pivot point. * In this example the ten fixtures (selected from 1 to 10) are set to 50% and then the align function is applied and the encoder turned (down). This is the result: ![](/img/dot2/dot2_keys_align_center-1a05c6.png) *Figure 3: Align >< example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 1 0 0 Thru 0 Please. * **Align <>**: This will keep the values on the first and last fixtures in your selection and spread out the value towards the middle of your selection. Like an arrow. * In this example the ten fixtures (selected from 1 to 10) are set to 50% and then the align function is applied and the encoder turned (down). This is the result: ![](/img/dot2/dot2_keys_align_sides-3d26ec.png) *Figure 4: Align <> example.* * This result can also be done using the keys: Fixture 1 Thru 1 0 At 5 0 Thru 0 Thru 5 0 Please. When you press the Align key, you will toggle through these five modes. A small information balloon appears on screen 1 telling you the selected mode. If you have selected something other than “Align Off” then you’ll now align the next attribute you change when you turn the encoders or use the Preset Type views. As soon as you begin to change a new thing, then the Align function jumps back to “Align Off”. This key doesn’t interact with your command line entry. The different Align’s are also available as [Macros](/dot2/key_viewitem_macro/). # At > The At key is used to apply a value or to indicate a location. The At key is used to apply a value or to indicate a location. ## Apply values [Section titled “Apply values”](#apply-values) When used to apply value you could use it like this: At 7 5 Please This would set the dimmer value to 75% on your current selection. You can press it twice to give your selected fixtures 100%. At At will immediately set the dimmer of your select fixtures to 100% You can apply a set of values to a fixture from the current values of a different fixture. E.g. giving fixture number 2 the same values as fixture number 1: Fixture 2 At Fixture 1 Please ## As an indication of location [Section titled “As an indication of location”](#as-an-indication-of-location) You can also use the At key as a location indicator. It can be used to copy or move information from one location to another. E.g. copying group 1 to group 2: Copy Group 1 At Group 2 Instead using the hard keys you can also do most of these examples by pressing the screens. A location can also be the position of a fader. E.g. moving fader number 1 to 100 in 2 seconds Exec 1 At 1 0 0 Time 2 Please The actual executed command is different then the keys you pressed it actually says: Executor 1 at 100 Fade 2 Be aware that your physical fader doesn’t move! ## Related link [Section titled “Related link”](#related-link) [At command](/dot2/key_keyword_at/). # Backup > Pressing the Backup key will open and close the Backup Window on screen 1. Pressing the Backup key will open and close the [Backup Window](/dot2/key_window_backup/) on screen 1. Here you can create a new show, load a saved show, save your current show and save your current show with a new name. If you press the key fast twice (like a double click) you will save your show immediately. This can only be done if you *don’t* have the backup menu open. If you have a USB memory stick in the console then it will also store your show to the stick. ## Quick Save [Section titled “Quick Save”](#quick-save) A fast double press on the Backup key will save your current show. This only works if you don’t have the Backup Window open when you do the double press. ## Related Links [Section titled “Related Links”](#related-links) [Backup Window](/dot2/key_window_backup/) [How to save and load your show](/dot2/key_ht_saveandloadshow/) # Blind > Pressing the Blind key will toggle whether the content in your programmer is giving you live output or not. Pressing the Blind key will toggle whether the content in your programmer is giving you live output or not. I.e. if you want to store something on an executor but you don’t want to disturb what’s currently going on at the stage. Then (with an empty programmer) you press the Blind key, select some fixture, do what you want to do, store it, clear the content in your programmer and then press the Blind again. Nothing happened on stage, it was all hidden from the output. If you deactivate blind while you have values in your programmer, then these values will become visible on the output. If you have an active Program Time fader, then it will use the time set on the fader - read more about the Program time fader in [What is the Programmer](/dot2/key_wa_programmer/). or in the [Magic Speed view](/dot2/key_viewitem_speed/). Similar, if you activate blind with values in your programmer, then these values will be hidden from the output - changing the current look on stage. ## Related Links [Section titled “Related Links”](#related-links) [What is Preview and Blind](/dot2/key_wa_previewandblind/) [Blind command](/dot2/key_keyword_blind/) # B.O. > The B.O. key is used to inhibit dimmer output. All dimmer values will go to 0% as long as you press this key. Releasing it will restore the values. The B.O. key is used to inhibit dimmer output. All dimmer values will go to 0% as long as you press this key. Releasing it will restore the values. You can also accomplish this using the Grand Master fader, but here you can set it to a variable output between 100% and 0%. # Clear > The Clear key is used to release the selection and values in your programmer. The Clear key is used to release the selection and values in your programmer. If you have some fixtures selected and you press the Clear key, then you will no longer have any fixtures selected. If you have some values in your programmer but no selection, you will release the values and they will go back to the default values or values they might get from an executor. If you have both a selection and values, you’ll need to press the Clear key twice. First press will clear your selection, second clear will release the values. If you press and hold the Clear key for about a second, then you’ll also clear both your selection and your values. ## Related Link [Section titled “Related Link”](#related-link) [What is the Programmer](/dot2/key_wa_programmer/) # Copy > The Copy key is used to copy something from one location to another (valid) location. The Copy key is used to copy something from one location to another (valid) location. E.g. you want to copy group 1 to group 2 Copy Group 1 At 2 Please If you want to make a copy of cue number 2 to a (new) cue 9 in the main cue list, you can use the following keys: Copy Cue 2 At 9 Please this will give you a selection box on screen 1 where you need to choose Copy. If you need to copy cue number 2 from the main cue list to a different executor, then you need to specify the executor. The same example but coping to executor number 4: Copy Cue 2 At 9 Exec 4 Please, same selection box where you select Copy. You can also use ranges. Copy Cue 2 Thru 4 At Cue 9 Please will create cue 9, 10 and 11 (if you had cue 2, 3 and 4). Cue 9 will be the same as 2, 10 is like 3 and 11 is like 4. If you copy from one source to a destination *range*, then you create several similar cues. E.g. copying cue 2 to cue 15, 16 and 17 will create three copies of cue 2 located at cue 15, 16 and 17. This is the key strokes: Copy Cue 2 at 1 5 Thru 1 7 Please again you’ll need to select copy in the selection box. If you try to copy information to an already existing location you have two options: Overwrite or Merge. Overwrite will delete the current value. Merge will add new values and overwrite existing values. ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Copy key, then you’ll get the [Clone command](/dot2/key_keyword_clone/). This is used to make a fixture do exactly what another fixture is doing. If fixture number 1 is used in some groups, presets and cue list, then it can be a hassle if you need fixture number 5 to do the exact same tings. You would have to manually check where fixture 1 is used and then re program fixture 5 to do the same. Clone can help you with this. When you clone something you are often presented with some options on screen 1. * ‘Cancel’ is used to cancel the clone operation. * ‘Low Prio Merge’ is the default option. It means Low priority merge. It will only clone the values from fixture 1 when there’s a values and where fixture 5 doesn’t have any values already - it doesn’t destroy any already existing programming for fixture 5. * ‘Merge’ will clone all the values from fixture 1 into fixture 5. If Fixture 5 had something programmed where fixture 1 also had something, than the values will be the same as fixture 1. If Fixture 5 have something programmed that fixture 1 doesn’t , then these values will stay. * ‘Overwrite’ will delete all existing values for fixture 5 and clone the values from fixture 1. Here’s some examples: In your entire show you need fixture 5 to be a copy of fixture 1 and what fixture 5 had isn’t needed anymore: ![ma](/img/dot2/ma-36da5c.png)+Copy (gives you the Clone command) Fixture 1 At 5 Please now select Overwrite on screen 1 In executor 3 you need fixture 5 to be a copy of fixture 1 and what fixture 5 had isn’t needed anymore: ![ma](/img/dot2/ma-36da5c.png)+Copy (gives you the Clone command) Fixture 1 At 5 If Exec 3 Please now select Overwrite on screen 1 In executor 3 you need the fixtures in group 2 to be a copy of fixture 1 and since we are not completely sure if the fixture in group 2 is used already, then we should do a Low Prio Merge : ![ma](/img/dot2/ma-36da5c.png)+Copy (gives you the Clone command) Fixture 1 At Group 2 If Exec 3 Please now select Low Prio Merge on screen 1 There’s a very big range of possibilities when cloning. Please also have a look at the [Clone command](/dot2/key_keyword_clone/) description. ## Related link [Section titled “Related link”](#related-link) [Copy command](/dot2/key_keyword_copy/) [Clone command](/dot2/key_keyword_clone/) # Cue > Pressing the Cue key will open the cue list for the main executor on screen 1. Pressing the Cue key will open the cue list for the main executor on screen 1. It is also used when you need to specify that you are working or accessing a cue. E.g. if you need to copy cue 2 at cue 9 you should type: Copy Cue 2 At 9 Please If you need to go to cue 3 on executor 5, you press the following keys: Goto Cue 3 Exec 5 Please ## Related Links [Section titled “Related Links”](#related-links) [Cue Command](/dot2/key_keyword_cue/) [What is Cues](/dot2/key_wi_cues/) [How to work with Cues](/dot2/key_ht_cues/) # Go- (Large) > The large     Go-     key under the main executor faders is locked to only perform a go backwards with cue timing on the main cue list. The function can't be ch The large Go- key under the main executor faders is locked to only perform a go backwards with cue timing on the main cue list. The function can’t be changed. The command it executes is actually called DefGoBack. Don’t mistake this key with the small Go- key in the command area - Read about that key [here](/dot2/key_key_goback/). # Go+ (Large) > The large     Go+     key under the main executor faders is locked to only perform a go forward with cue timing on the main cue list. The function can't be chan The large Go+ key under the main executor faders is locked to only perform a go forward with cue timing on the main cue list. The function can’t be changed. The command is actually DefGoForward. Don’t mistake this key with the small Go+ key in the command area - Read about that key [here](/dot2/key_key_goforward/). # Pause (Large) > The big   Pause   key under the main executor is locked to this executor. It will perform a pause on the running fades and effects on the main executor. The fun The big Pause key under the main executor is locked to this executor. It will perform a pause on the running fades and effects on the main executor. The function can’t be changed. You can resume the fade and effects again by pressing the Pause key once more. Go- will fade back to the previous cue. Go+ will begin a fade to the next cue. The actual command run by the Pause key is called DefGoPause. Don’t mistake this with the small Pause key in the command keys section. Read about that one [here](/dot2/key_key_pause/). # Delete > The Delete key is used to delete something in your show. The Delete key is used to delete something in your show. E.g. you want to delete group 2: Delete Group 2 Please If you delete a cue in the middle of the cue list, you are presented with a window that allows you to choose how the rest of the cues should be affected. The option are Normal delete or Delete cue only. The normal delete might change how the next cue looks. Delete cue only will not affect the following cues. E.g. in your main cue list, you don’t need cue number 3 anymore, but you need cue number 4 to stay the same: Delete Cue 3 Please and now select Delete cue only. IF you need to delete a cue in one of the other cue lists, then you need to specify which one. E.g. you want to delete cue 5 in the cue list on executor 3 and the changes should track into cue 6: Delete Cue 5 and now press one of the keys associated with executor 3. This will give you the window with the options of Normal Delete or Delete cue only. Tap Normal Delete. If you want a better understanding of tracking and how the values are affected through the cues, you can reed about tracking [here](/dot2/key_wi_tracking/) or by following the link at the end of this page. ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key together with the Delete key give you access to the [Remove command](/dot2/key_keyword_remove/). This is used if you need to removed stored values from a cue. E.g. you want to remove the fixture 4 dimmer values from cue number 2. Fixture 4 Please - This selects fixture number 4. So what we do from here is only affecting this fixture. ![ma](/img/dot2/ma-36da5c.png)+Delete (gives the Remove command) now press Dimmer in the Preset Type bar on the right side of screen 1 - This gives the dimmer the special Remove value in the dimmer (see Fixture View in Sheet mode) Store Cue 2 Please - This removes the dimmer values from cue number 2. Leaving the values from a previous cue tracking through cue 2. ## Related Links [Section titled “Related Links”](#related-links) [What is Tracking](/dot2/key_wi_tracking/) [Remove Command](/dot2/key_keyword_remove/) # DMX > The DMX key gives you access to different functions. The DMX key gives you access to different functions. ## DMX View [Section titled “DMX View”](#dmx-view) Pressing the DMX key will open the [DMX view](/dot2/key_viewitem_dmx/) on screen 1. This is used to display your current DMX output. ## DMX tester [Section titled “DMX tester”](#dmx-tester) The [DMX command](/dot2/key_keyword_dmx/) can be used to turn on specific DMX channels directly with out having to patch fixtures to the DMX address - This is called DMX Tester. DMX channels that are controlling by the DMX Tester have a high priority in the output. This means that it “locks” the channel while the DMX Tester have the control. You need to release the DMX channel from the Tester before it acts normal again. **For example:** DMX 1 At 100 Will turn DMX channel at 100% = a DMX value of 255. Off DMX 1 Will release the DMX channel from the DMX Tester. ## Select a Fixture [Section titled “Select a Fixture”](#select-a-fixture) It can also be used to select a fixture that uses a DMX channel. **For example:** DMX 2.40 Selects the fixture that uses DMX channel number 40 on the second DMX universe. ## Direct patching [Section titled “Direct patching”](#direct-patching) You can use the DMX key, and the [DMX command](/dot2/key_keyword_dmx/), to patch fixtures. **For example:** Assign Fixture 5 at DMX 2.1 This will patch fixture 5 to DMX address 1 in the second universe. Delete DMX 3.1 This will unpatch whatever fixture is patched to the first DMX address in the third universe. ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) The DMX key can also give you access to the [DmxUniverse command](/dot2/key_keyword_dmxuniverse/). If you press and hold the ![ma](/img/dot2/ma_1-85eed0.png) key while you press the DMX key, then you get the command. This can be used unpatch entire DMX universe (Delete DmxUnivese 1) - be careful doing that. It can be oops’ed, but it’s generally not a good idea in a live situation! Besides deleting an universe, you can also move the entire universe using the [move command](/dot2/key_keyword_move/). You can also park and unpark entire universes. Please follow the link above to read more. # [dot] > The  .  key is used as a separator when typing commands like cue numbers. The . key is used as a separator when typing commands like cue numbers. E.g. you want to store cue number 2.5 in the main cue list: Store Cue 2 . 5 Please This key is also used as a shortcut. Pressing it twice (like a double click) will take the value of 0% in your programmer for the currently selected fixtures. This is a command called [Zero](/dot2/key_keyword_zero/). E.g. you have selected fixture number 1 and want to put it to 0% all you need to do is to press … ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing and holding the ![ma](/img/dot2/ma-36da5c.png) while pressing the . key will give you the [Default command](/dot2/key_keyword_default/). This is used to get the default value (the value a fixture have when nothing tells it otherwise). It technically creates a link to this value as if it was a preset. This can be useful in some rare situations. # Down > The Down key can be used to scroll or move the cursor down in some views. The Down key can be used to scroll or move the cursor down in some views. It can also be used to change the value of the last touched attribute in the Preset Type Views. ## Related link [Section titled “Related link”](#related-link) [Up Key](/dot2/key_key_up/) # Edit > The Edit key is used to edit the object you press after you've pressed the key. The Edit key is used to edit the object you press after you’ve pressed the key. If you press Please after you’ve pressed Edit, then you edit the current active cue on the main cue list. You can edit all elements in a cue list. Actually you can edit almost anything. When using the onPC or having an external mouse connected, then you can right click the mouse to get the edit function. Most of the time you can press the encoder to get the edit function. ## Related link [Section titled “Related link”](#related-link) [Edit Command ](/dot2/key_keyword_edit/) # Effect > The Effect key opens the Effects view. Here you can work with the different effects in the console. The Effect key opens the Effects view. Here you can work with the different effects in the console. To learn more about the effects and how to use them, please read the [What are Effects](/dot2/key_wa_effects/) and [How to Work with Effects](/dot2/key_ht_effects/). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then the Effects key, then you’ll get the [SyncEffects command](/dot2/key_keyword_synceffects/). This is used to synchronize multiple running effects. ## Related links [Section titled “Related links”](#related-links) [What are Effects](/dot2/key_wa_effects/) [How to Work with Effects](/dot2/key_ht_effects/) [Effects View](/dot2/key_viewitem_effect/) [SyncEffects Command](/dot2/key_keyword_synceffects/) # [Encoder] > Pressing the !encoder key will change the resolution on your encoders to allows you more precise operation. There's a small pop-up balloon on screen 1 that tell Pressing the ![encoder](/img/dot2/encoder-36b017.png) key will change the resolution on your encoders to allows you more precise operation. There’s a small pop-up balloon on screen 1 that tells you that the encoders speed are set to “Slow”. # Esc > The Esc key is used to cancel the current action and will usually close any temporary open windows. The Esc key is used to cancel the current action and will usually close any temporary open windows. # Exec (Executor) > Pressing the Exec key will open the Executors Pool view. Here you can directly access all your executors. You can move cue lists around or make copies. Pressing the Exec key will open the [Executors Pool view](/dot2/key_viewitem_executorpool/). Here you can directly access all your executors. You can move cue lists around or make copies. The key can also be used to specify a specific executor - If you are using it as a command ([Executor Command](/dot2/key_keyword_executor/)). E.g. you want to run cue number 4 on executor number 6. here’s the keys you need to press (using only keys): Goto 4 Exec 6 Please If you want to move executor 1 at executor 6: Move Exec 1 At 6 Please If you want to move the main executor (number 0.1.1) to executor 4: Move Exec 0 . 1 . 1 At 4 Please ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then pressing the Exec key will give you the [Virtual playback view](/dot2/key_viewitem_virtualplayback/) on the right screen. Here you can have access to the playbacks/executors on the wings even tough you don’t physically have the wings. # [Exec Flash] > The !flash (called Executor Flash) key under the fader executors can have different functions. The default function is the Flash function. This will activate th The ![flash](/img/dot2/flash_1-0a29ca.png) (called Executor Flash) key under the fader executors can have different functions. The default function is the Flash function. This will activate the first cue, ignoring the cue times, and keep the master level to full as long as the button is pressed. You can change the function on this key, by using the [Change Functions of Executor Buttons ](/dot2/key_window_changefunctionsofexecutor/)window. You reach this page by pressing the lower area on the screen above your executor, then press the tool icon in the title bar in the window that opens. Then you get the Change Functions of Executor Buttons window. Follow the link above to read about the different functions a key can have. ## Related links [Section titled “Related links”](#related-links) [Change Functions of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/) [What is Executors](/dot2/key_wi_executors/) # [Exec Go] > The !go (called Executor Go) key under the fader executors can have different functions. The default function is the Go function. This will go to the next avail The ![go](/img/dot2/go_1-db7d7b.png) (called Executor Go) key under the fader executors can have different functions. The default function is the Go function. This will go to the next available cue on the executor. You can change the function on this key, by using the [Change Functions of Executor Buttons ](/dot2/key_window_changefunctionsofexecutor/)window. You reach this page by pressing the lower area on the screen above your executor, then press the tool icon in the title bar in the window that opens. Then you get the Change Functions of Executor Buttons window. Follow the link above (or below) to read about the different functions a key can have. ## Related links [Section titled “Related links”](#related-links) [Change Functions of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/) [What is Executors](/dot2/key_wi_executors/) # Fix > This key is used to fix and unfix executors. This key is used to fix and unfix executors. To fix an executor, press the Fix key and then a key associated with the executor you want to fix. A fixed executor will stay visible even when you change the page. If the new page already have an executor assigned to this location, you will not be able to reach the executor on the new page unless you unfixed the executor from the previous page. To unfix an executor you also press the Fix key and then press a key associated with an already fixed executor. If you unfix an executor with an active cue it will be unfixed unless the executor actually belongs to a different page. In that case it will become Autofixed. You can not have an active executor that isn’t visible. When you run a cue on a currently visible executor and change the page, then the executor will stay visible (and active) - it’s called Autofix. This function can globally be turned off in **Setup** -> [Global Settings](/dot2/key_window_globalsettings/). ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then pressing the Fix key will lock the console. This means that you can’t operate it and any faders being moved will not affect the output. You can unlock it again using the same key combination. If you have an external keyboard then you can also press the “Pause” key. ## ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [Fix Command](/dot2/key_keyword_fix/) # Fixture > The Fixture key will open the Fixtures View on screen one. The Fixture key will open the [Fixtures View](/dot2/key_viewitem_fixture/) on screen one. The key can also be used to directly access the [Fixture command](/dot2/key_keyword_fixture/), that can be used to select fixtures using the keys. E.g. you want to select fixture 1 to 5 and 9. You can do this using these keys: Fixture 1 Thru 5 + 9 Please ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Fixture key gives you the [Selection Command](/dot2/key_keyword_selection/). This command doesn’t do much. The only real purpose for this is in combination with Off. If you want to knockout the currently selected fixtures of the programmer, then you can do the following: Off ![ma](/img/dot2/ma-36da5c.png)+Fixture Please This will remove the programmer values of the selected fixtures and clear the selection. ## Related links [Section titled “Related links”](#related-links) [Fixtures View](/dot2/key_viewitem_fixture/) [Fixture command](/dot2/key_keyword_fixture/) [Selection Command](/dot2/key_keyword_selection/) # Flash > The Flash key can be used to temporary use the flash function on one of the executors. The Flash key can be used to temporary use the flash function on one of the executors. Pressing Flash followed by any of the keys associated with an executor will temporary keep the master level at full as long as you keep the executor key pressed. If the executor was not active, then it will activate the first cue - ignoring the cue timing. When you release the key, then the key will get its normal function again and the master level is returned to it’s previous position. If you didn’t have an active cue on the executor when you flashed it, then it will also make sure you don’t have active cues when you release the flash. ## Related link [Section titled “Related link”](#related-link) [Flash Command](/dot2/key_keyword_flash/) [What is Executors](/dot2/key_wi_executors/) # Full > Pressing the Full key will put the selected fixtures at a dimmer value of 100% (= full) in your programmer. Pressing the Full key will put the selected fixtures at a dimmer value of 100% (= full) in your programmer. If you don’t have a selection of fixtures, then this key won’t do anything. ## Related link [Section titled “Related link”](#related-link) [Full Command](/dot2/key_keyword_full/) # Go- > The Go- key is used to execute a GoBack command on an executor. It will take you to the previous cue with the cue timing. Press this key followed by any key ass The Go- key is used to execute a [GoBack command](/dot2/key_keyword_goback/) on an executor. It will take you to the previous cue with the cue timing. Press this key followed by any key associated with an executor. Don’t mistake this key with the big Go- key under the main executor faders - Read about it [here](/dot2/key_key_defgominus/). ## Related link [Section titled “Related link”](#related-link) [GoBack Command](/dot2/key_keyword_goback/) # [GoFastBack] <<< > The <<< key is used to go back to the previous cue without any cue timing. The <<< key is used to go back to the previous cue without any cue timing. Pressing <<< followed by a key associated with an executor will take you one cue back in 0 seconds. A <<< Please will do it on the main cue list. ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then pressing the <<< key will give you the [Black command](/dot2/key_keyword_black/). This is used to temporary blackout an executor. It’ll put the dimmers to 0 but keep the other attributes active as long as you keep the executor key pressed. If the dimmers get’s values from other executors, then they might still output dimmer values. When you release the key, then the dimmer values return. E.g. you want to temporary turn down the dimmer values of executor 3 to 0%. Press the ![ma](/img/dot2/ma-36da5c.png)+<<< keys, now press and hold one of the keys associated with executor number 3. The output will now be 0% as long as you keep the executor key pressed. ## Related link [Section titled “Related link”](#related-link) [<<< or GoFastBack Command](/dot2/key_keyword_skipminus/) [Black command](/dot2/key_keyword_black/) # [GoFastForward] >>> > The >>> key is used to go forward to the next cue without any cue timing and without running any automatic cue following. The >>> key is used to go forward to the next cue without any cue timing and without running any automatic cue following. Pressing >>> followed by a key associated with an executor will take you one cue forward, on that executor, in 0 seconds and will not run any timed cues or follow cue afterwards. Pressing >>> Please will do this on the main cue list. ## Related link [Section titled “Related link”](#related-link) [>>> or GoFastForward Command](/dot2/key_keyword_skipplus/) # Go+ > The Go+ key is used to do a go forward (with time) on any executor. First press Go+ then any key associated with the executor. The Go+ key is used to do a go forward (with time) on any executor. First press Go+ then any key associated with the executor. Don’t mistake this key with the big Go+ key under the main executor faders - Read about it [here](/dot2/key_key_defgoplus/). As a default you already have the Go forward function on the ![go](/img/dot2/go_1-db7d7b.png) key in the executors with a fader. The executors without faders will have the [Toggle command](/dot2/key_keyword_toggle/) on the ![go](/img/dot2/go_1-db7d7b.png) key. You can change this functionality in the [Change Functions of Executor Buttons window](/dot2/key_window_changefunctionsofexecutor/). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key together with the Go+ key will give you access to the [Unpark command](/dot2/key_keyword_unpark/). This can be used to unpark (or release) any parked element. E.g. you need to unpark fixture number 1: ![ma](/img/dot2/ma-36da5c.png) + Go+ Fixture 1 Please Fixtures or attributes can be parked using the [Park command](/dot2/key_keyword_park/) or the Pause [key](/dot2/key_key_pause/). ## Related link [Section titled “Related link”](#related-link) [Go Command](/dot2/key_keyword_go/) [Unpark Command](/dot2/key_keyword_unpark/) [Park Command](/dot2/key_keyword_park/) [Pause Key](/dot2/key_key_pause/) # Goto > The Goto key will give you the Goto Command. It can be used to jump to a specific cue on your main executor or a different specified executor, using the cue tim The Goto key will give you the [Goto Command](/dot2/key_keyword_goto/). It can be used to jump to a specific cue on your main executor or a different specified executor, using the cue timing of the cue you are going to. Unless you specify something else. Here are some examples: You want to go to cue number 4 in your main cue list using the cue timing of cue 4: Goto 4 Please Notice that you don’t need to press the Cue key - the console figures out that you are calling a cue. If you need to use a different timing (let’s say 1 second, because you don’t want to wait the 30 minutes the cue originally have), then you could do this: Goto 4 Time (gives you the Fade command) 1 before you press the Please key (to execute the command) have a look at your command line. It looks like this: Goto Cue 4 Fade 1 That is the actual command that the console uses. So even though you press the Time key you’ll get the [Fade command](/dot2/key_keyword_fade/). If you need to go to cue 2 in 4 seconds on executor 5 you can press the following keys: Goto 2 Time (gives you the Fade command) 4 Exec 5 Please Or you can do a mix. Goto 2 Time (gives you the Fade command) 4 and then press a key associated with executor 5. # Group > The Group key will open a Groups View on screen 1. It will also put the Group command in the command line, ready for use. The Group key will open a [Groups View](/dot2/key_viewitem_group/) on screen 1. It will also put the [Group command](/dot2/key_keyword_group/) in the command line, ready for use. E.g. you want to select the fixtures stored in group number 1: Group 1 Please Or directly give the fixtures stored in group a value: Group 1 At 5 0 Please ## Related links [Section titled “Related links”](#related-links) [What are Groups](/dot2/key_wi_groups/) [How to work with Groups](/dot2/key_ht_groups/) # Help > The Help key allows you fast access to helping information - this manual. The Help key allows you fast access to helping information - this manual. If you press Help followed by Please, then you get the [Help View](/dot2/key_viewitem_help/) on screen 1. It opens on the first page of the manual. Press and hold the Help and then pressing a different key will open the help view on the help page for that key. If you just shortly press the Help key and then one of the other keys and then press Please, then you get the help page for that command (works on most keys, but not all). E.g. if you need help about the group command then you can do the following: Help Group Please This open the help page about the group command. If you press Help and then the title bar of any view,then you’ll get the help page of that view (works on most views - not all on screen 1). ## Related links [Section titled “Related links”](#related-links) [Help View](/dot2/key_viewitem_help/) [Help Command](/dot2/key_keyword_help/) # Highlt (Highlight) > The Highlt (highlight) key is used to toggle the highlight mode. The Highlt (highlight) key is used to toggle the highlight mode. When highlight is on, then all your \_selected \_fixtures will usually output a dimmer value of 100% and most fixtures will turn open white without any gobos. The Highlight values are defined by the fixture profile and cannot be changed in the console. They will stay like this as long as they are selected *and* highlight is on. You don’t need to gives your fixtures any value in the programmer. Highlight will temporary overwrite the outputting values, but not put the dimmer, color and gobo in your programmer. If you press and hold the Highlt key then your selected fixture will begin to flash as long as you keep the key pressed. This is a great feature if you try to locate a fixture in your rig. # If > Pressing the If key gives you the IfOutput command. Pressing the If key gives you the [IfOutput command](/dot2/key_keyword_ifoutput/). This can be used to select fixtures. Depending on what you press after the If key you’ll get a selection of different fixtures. You can select fixtures based on what’s currently on, currently using a preset, or is on and part of a specific group. To learn more about the different options, please follow the link above. ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma_1-85eed0.png) together with the If key, will give you the [If command](/dot2/key_keyword_if/). This allows you to limit selections of fixtures or as a limitation in various operations. Please follow the link above the learn more about the If command. # Label > The Label key can be used to label almost all elements. The Label key can be used to label almost all elements. Pressing Label followed by an executor, preset, group or a lot of other objects, will open the [Enter Name for… window](/dot2/key_window_enternameforwindow/). Here you can type a new name for the object. You can label multiple things at the same time. And if you end the name with a space and a number, then the objects will be enumerated. E.g. you want to label fixtures 1 to 10. The first should be “Dimmer 1” and the last one should be “Dimmer 10”. Label Fixture 1 Thru 1 0 Please now type in Dimmer 1 in the Enter Name for… window. That’s it. ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Label key. then you get the [Assign command](/dot2/key_keyword_assign/). This can be used as a shortcut in different functions. For example when assigning fade times, other functions to executor keys or when patching fixtures. Read about it by following the link above or below. Related links [Label Command](/dot2/key_keyword_label/) [Assign Command](/dot2/key_keyword_assign/) # MA > The !ma key is a modifier key. When it's pressed with other keys, they get an alternate function. The ![ma](/img/dot2/ma-36da5c.png) key is a modifier key. When it’s pressed with other keys, they get an alternate function. The alternate functions are described under each key. This is a list of all the Keys that have an alternative function: | **Key:** | **Alternative command or function:** | | ------------------------------------------------ | ---------------------------------------------------------------------------------------------- | | [<<<](/dot2/key_key_gofastback/) | [Black](/dot2/key_keyword_black/) command. | | [0 \[Numeric key\]](/dot2/key_key_numeric/) | Opens the [All Preset Pool](/dot2/key_viewitem_preset/). | | [1 - 9 \[Numeric keys\]](/dot2/key_key_numeric/) | Opens the matching Preset Controls on the right screen. | | [Copy](/dot2/key_key_copy/) | [Clone](/dot2/key_keyword_clone/) command. | | [Delete](/dot2/key_key_delete/) | [Remove](/dot2/key_keyword_remove/) command. | | [DMX](/dot2/key_key_dmx/) | [DMXUniverse](/dot2/key_keyword_dmxuniverse/) command. | | [Exec](/dot2/key_key_exec/) | Opens the [Virtual Playbacks view](/dot2/key_viewitem_virtualplayback/). | | [Fix](/dot2/key_key_fix/) | Locks the console. It can be unlocked using the same key combination. | | [Fixture](/dot2/key_key_fixture/) | [Selection](/dot2/key_keyword_selection/) command. | | [Flash](/dot2/key_key_flash/) | [Top](/dot2/key_keyword_top/) command. | | [Go+](/dot2/key_key_goforward/) | [Unpark](/dot2/key_keyword_unpark/) command. | | [Label](/dot2/key_key_label/) | [Assign](/dot2/key_keyword_assign/) command. | | [Move](/dot2/key_key_move/) | [Replace](/dot2/key_keyword_replace/) command. | | [Off](/dot2/key_key_off/) | Opens the [Off Menu](/dot2/key_window_off/). | | [On](/dot2/key_key_on/) | [Call](/dot2/key_keyword_call/) command. | | [Pause](/dot2/key_key_pause/) | [Park](/dot2/key_keyword_park/) command. | | [Please](/dot2/key_key_please/) | Sets focus to the command line and opens the [Command Line View](/dot2/key_view_commandline/). | | [Preset](/dot2/key_key_preset/) | [PresetType](/dot2/key_keyword_presettype/) command. | | [Store](/dot2/key_key_store/) | [StoreLook](/dot2/key_keyword_storelook/) command. | | [Toggle](/dot2/key_key_toggle/) | [Temp](/dot2/key_keyword_temp/) command. | Pressing and holding the ![ma](/img/dot2/ma-36da5c.png) also gives a few other changes on the screens: It makes a temporary change in the [DMX view](/dot2/key_viewitem_dmx/). When you press and hold the ![ma](/img/dot2/ma-36da5c.png) key, then you see the DMX address instead of the DMX value. There is also a change in the [Executor Bar](/dot2/key_widget_executorlabelbar/). Here you’ll see the executor numbers and the keys and faders function symbols, on the area where you normally see the cues and content of the executor. In the [Fixture Symbol and Fixture Layout Views](/dot2/key_viewitem_fixture/) you can see the currently active color and gobo in each symbol (even though the dimmer might be at 0%) and you can see the fixture name above the symbol, when you have the ![ma](/img/dot2/ma-36da5c.png) key pressed. # Macro > When you press the Macro key, then you'll get the macros pool view on screen 1. Here you have direct access to all the macros. When you press the Macro key, then you’ll get the [macros pool view](/dot2/key_viewitem_macro/) on screen 1. Here you have direct access to all the macros. If you want to directly run a macro you can also do this using the key. E.g. if you want to run macro number one: Macro 1 Please ## Related Links [Section titled “Related Links”](#related-links) [Macros Pool View](/dot2/key_viewitem_macro/) [Macro Command](/dot2/key_keyword_macro/) # Magic > Pressing the Magic key will open the Magic Speed view. Pressing the Magic key will open the [Magic Speed view](/dot2/key_viewitem_speed/). Here you have access to the 4 different timing and speed faders. These 4 faders can also be assigned to physical fader executors - have a look at the [Speed](/dot2/key_key_speed/) and [Time](/dot2/key_key_time/) keys. # [Minus] - > The  -  key have two main functions. The - key have two main functions. It can be used for fixture selection and for assigning values. A third use is to change the executor page. ## Fixture selection [Section titled “Fixture selection”](#fixture-selection) E.g. you want to select the fixtures in group five but not fixture number two (a part of group five). Group 5 - Fixture 2 Please If you already have selected group five and want to remove fixture two from your selection, you can do this: - 2 Please ## Assigning values [Section titled “Assigning values”](#assigning-values) The - key can be used to assign a dimmer value lower than the current value - Remember, you can’t go below 0% on the dimmer. E.g. you have a selection of fixtures at a dimmer value of 50% and you want to lower it 20%. Here’s what you type (you have already selected the fixtures): At - 2 0 Please That would do the trick. There’s a little extra function to the - key. If you press it twice it automatically take 10% off the value. So you could have archived the same by pressing the - key four times. ### Absolute value or relative value [Section titled “Absolute value or relative value”](#absolute-value-or-relative-value) The description above is about setting a relative value. You can also set an absolute negative value on attributes like pan and tilt. The difference between a relative or absolute value is a space between the minus sign and the number. To set a relative value you could write in the command line at - 5 (execute command by pressing Please). An absolute value would be written at -5 (execute command by pressing Please). If you want to use the keys, then you can press At - (hold it while you type the value) 5 Please, Holding the minus while typing the value removes the space between the sign and the value. Using the calculator (you can get this by a short tap on the encoder for the value you want to set) you can tap the +/- button to add the sign without a space. For relative values you can use the - button. ## Page selection [Section titled “Page selection”](#page-selection) You can use the - key to change the active page. If you want to go to the previous page you can use the following keys: Page - Please You can also use calculations. If you are on page five and want to go to page two you could use the following keys: Page - 3 Please ## Related links [Section titled “Related links”](#related-links) [- \[Minus\] Command](/dot2/key_keyword_minus/) [Calculator Window](/dot2/key_view_calculator/) # Move > The Move key can be used to move objects around. In the following examples I use a group, but it can be almost anything. The Move key can be used to move objects around. In the following examples I use a group, but it can be almost anything. E.g. you want to move group one to group five: Move Group 1 At 5 Please If the destination isn’t empty, then the two objects will exchange position. You can also move several objects at the same time. Move Group 1 + 2 At 5 Please Will move group 1 at 5 and group 2 at 6. It can also move executors around. E.g. you want to move the main executor (number 0.1.1) to executor 5 on page 3: Move Exec 0 . 1 . 1 At Exec 3 . 5 Please ## Related link [Section titled “Related link”](#related-link) [Move Command](/dot2/key_keyword_move/) # Next > The Next key can be used to step through the fixtures. The Next key can be used to step through the fixtures. If you don’t have a selection of fixtures, it will start with the fixture with the lowest fixture ID. With each press it’ll select the next fixture. If you have a selection of fixtures, then it will step through the selection (in the selection order). If you have used one of the MAtricks macros to select some of the fixtures in a total selection, then you can select the other part of your selection using the Next key. The Prev key will take you backwards through the fixtures. The Set key will reselect all fixtures. ## Related links [Section titled “Related links”](#related-links) [Prev Key](/dot2/key_key_prev/) [Set Key](/dot2/key_key_set/) # [Numeric keys] > The numeric keys are the keys numbered 0 through 9. The numeric keys are the keys numbered 0 through 9. They are used for selection of fixtures and to assign values and a lot of other situation where you need to type a number.. ### For example: [Section titled “For example:”](#for-example) Selecting fixture one: Fixture 1 Please Selecting two fixtures: Fixture 1 + 2 Please Selecting a range of fixtures: Fixture 1 Thru 5 Please Selecting a range taking one fixture out and give the rest 50%: Fixture 1 Thru 1 0 - 4 At 5 0 Please Selecting a group and give it 50%: Group 1 0 At 5 0 Please ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key and then one of the numeric keys will open the Preset Type controls matching the Preset Type on the right screen. The numbers relate to the following preset types: * 0 - This actually opens the All Preset Pool. There are no “All” controls. * 1 - This is the **Dimmer** Preset Type. * 2 - This is the **Position** Preset Type. * 3 - This is the **Gobo** Preset Type. * 4 - This is the **Color** Preset Type. * 5 - This is the **Beam** Preset Type. * 6 - This is the **Focus** Preset Type. * 7 - This is the **Control** Preset Type. * 8 - This is the **Shapers** Preset Type. * 9 - This is the **Video** Preset Type. # Off > Off can be used to turn off active executors or to remove values from your programmer. Off can be used to turn off active executors or to remove values from your programmer. ## Off an executor [Section titled “Off an executor”](#off-an-executor) If you need to turn off an executor you can press Off then any key associated to the executor. You can also be specific using the keys: Off Exec 1 Please Off can also be assigned to an executor key using the [Assign command](/dot2/key_keyword_assign/) (![ma](/img/dot2/ma-36da5c.png)+Label) or the [Change Function of Executors Buttons](/dot2/key_window_changefunctionsofexecutor/) window. ## Off fixtures or values [Section titled “Off fixtures or values”](#off-fixturesor-values) You can remove values or fixture from your programmer by pressing Off followed by what you want to remove. If you need to remove an entire fixture you can press Off followed by the fixture in a fixture view or using the command Off Fixture 1 Please Will remove fixture one from the programmer. You can remove an entire Preset Type from your programmer for the currently selected fixtures by pressing Off followed by pressing the preset type in the preset type bar on screen 1 or use keys: Off ![ma](/img/dot2/ma-36da5c.png)+1 Please This command will remove all dimmer values (preset type 1) in the programmer for the *selected* fixtures. When you combine the ![ma](/img/dot2/ma_1-85eed0.png) key with numbers then you have direct access to the preset types. ## The Off window [Section titled “The Off window”](#the-off-window) You can open an [Off window](/dot2/key_window_off/) by pressing the ![ma](/img/dot2/ma_1-85eed0.png) key together with the Off key. In the off window you can turn off and reset different elements like the executors, special masters and the programmer. ## Related links [Section titled “Related links”](#related-links) [What is The Programmer](/dot2/key_wa_programmer/) [Off Command](/dot2/key_keyword_off/) [Off window](/dot2/key_window_off/) # On > On can be used to turn on inactive executors or to activate values in your programmer. On can be used to turn on inactive executors or to activate values in your programmer. ## Turn On an Executor [Section titled “Turn On an Executor”](#turn-on-an-executor) If you need to turn on an executor you can press On then any key associated to the executor. You can also be specific using the keys: On Exec 1 Please On can also be assigned to an executor key using the [Assign command](/dot2/key_keyword_assign/) (![ma](/img/dot2/ma-36da5c.png)+Label) or the [Change Function of Executors Buttons](/dot2/key_window_changefunctionsofexecutor/) window. ## Turn On fixtures or values [Section titled “Turn On fixtures or values”](#turn-on-fixturesor-values) You can activate values or fixture in your programmer by pressing On followed by what you want to activate. If you need to activate an entire fixture you can press On followed by the fixture in a fixture view or using the command On Fixture 1 Please Will activate all parameters for fixture one in the programmer. If you need to activate an entire Preset Type in your programmer you can press On followed by pressing the preset type in the preset type bar on screen 1 or use keys: On ![ma](/img/dot2/ma-36da5c.png)+1 Please Will activate all dimmer values (preset type 1) for the *selected* fixtures. Pressing the ![ma](/img/dot2/ma-36da5c.png) key and a number at the same time will give you fast access to the corresponding Preset Type. ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) When you press and hold the ![ma](/img/dot2/ma-36da5c.png) and then the On key, you’ll get the [Call command](/dot2/key_keyword_call/). This can be used to call presets. ![ma](/img/dot2/ma-36da5c.png)+On (gives you the Call command) Preset 4 . 1 Please This will call the values stored in preset 1 in preset type 4 into your programmer without selecting the fixtures first. It can also be used to activate values stored in (and up to) a cue. If you need to store the look of cue 3, you can use the Call function to activate these values using the following keys: ![ma](/img/dot2/ma-36da5c.png)+On (gives you the Call command) Cue 3 Please Read more about the Call command by following the links above and below. ## Related links [Section titled “Related links”](#related-links) [What is The Programmer](/dot2/key_wa_programmer/) [On Command](/dot2/key_keyword_on/) [Call command](/dot2/key_keyword_call/) # Oops > The Oops key performs an undo for most things you do in the console. The Oops key performs an undo for most things you do in the console. E.g. if you have store the wrong cue, then you can press Oops and you’ll no longer have the cue, but the values are back in your programmer. If you are in the process of typing a command and haven’t executed it yet (by pressing Please), then you can use Oops as a backspace function. # Page > The Page key is used to access the different pages of executors. The Page key is used to access the different pages of executors. It opens the [Page View](/dot2/key_viewitem_page/) on screen 1. Here you can tap a page to change page. You also have easy access to name, move, copy and delete pages. You can also use the Page key to change directly to a page. Page 5 Please Will change all your executors to page five if the page exists. If a page doesn’t exists then you need to store it first (Store Page 5 Please). You can also use Page + and Page - to change pages. ## Related links [Section titled “Related links”](#related-links) [Page Command](/dot2/key_keyword_page/) [Page View](/dot2/key_viewitem_page/) [Page+ Key](/dot2/key_key_pagenext/) [Page- Key](/dot2/key_key_pageprevious/) # Page+ > The Page+ key is used to change to the next page of executors. The Page+ key is used to change to the next page of executors. Page- gives you the previous page. If the page doesn’t exits then the page is created. If you need to go to a specific page then you can use the Page key in combination with the page number. If you need to learn more about the executor pages then please read the [What is Executors](/dot2/key_wi_executors/). ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [Page Command](/dot2/key_keyword_page/) [Page Key](/dot2/key_key_page/) [Page- Key](/dot2/key_key_pageprevious/) # Page- > The Page- key is used to change to the previous page of executors - the lowest number is 1. The Page- key is used to change to the previous page of executors - the lowest number is 1. Page+ gives you the next page. If the page doesn’t exits then the page is created. If you need to go to a specific page then you can use the Page key in combination with the page number. If you need to learn more about the executor pages then please read the [What is Executors](/dot2/key_wi_executors/). ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [Page Command](/dot2/key_keyword_page/) [Page Key](/dot2/key_key_page/) [Page+ Key](/dot2/key_key_pagenext/) # Pause > The Pause key is used to pause any running fades on an executor. First press Pause then any key associated with the executor where you need to pause the fade. T The Pause key is used to pause any running fades on an executor. First press Pause then any key associated with the executor where you need to pause the fade. This will stop the fading where it is. You can start the fade again by pressing Pause and then the executor or if you need to go back you can press Go- and then the executor. Don’t mistake this key with the big Pause key under the main executor faders - Read about it [here](/dot2/key_key_defpause/). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing the ![ma](/img/dot2/ma-36da5c.png) key together with the Pause key will give you access to the [Park command](/dot2/key_keyword_park/). This can be used to park (or lock) any parameter or fixture. E.g. you need to park fixture number 1: ![ma](/img/dot2/ma-36da5c.png) + Pause Fixture 1 Please This locks all parameters of fixture 1. If you open the DMX view, then you can see the parked fixtures and their DMX channels indicated by a blue background. Also if you have any parked fixtures you’ll see a blue parking icon next to the command line on screen 1. Fixtures or attributes can be unparked using the [Unpark command](/dot2/key_keyword_unpark/) or the combination of the ![ma](/img/dot2/ma-36da5c.png) and Go+ key. E.g. you need to unpark fixture number 1: ![ma](/img/dot2/ma-36da5c.png) + Go+ Fixture 1 Please If you want to unpark everything then you can also use the [Tools menu](/dot2/key_window_tools/). Here you’ll find a Unpark all DMX channels button. ## Related link [Section titled “Related link”](#related-link) [Pause Command](/dot2/key_keyword_pause/) [Park Command](/dot2/key_keyword_park/) [Unpark Command](/dot2/key_keyword_unpark/) [Go+ Key](/dot2/key_key_goforward/) [Tools Menu](/dot2/key_window_tools/) # Please > The Please key is used to execute a command. The Please key is used to execute a command. If you use an external keyboard, then you can use the Enter key. You can toggle between activating or deactivating all the different functions (attributes) for the selected fixture(s). When you have a selection, press the Please key twice, notice in the Fixture view (sheet mode) that all functions background turn red. Pressing the Please key once will now toggle the activation. To learn more about what this mean, please read the [What is The Programmer](/dot2/key_wa_programmer/). ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key plus the Please key then you open the [command line](/dot2/key_view_commandline/) view and gives the input focus to the command line. This is an easy way to begin typing commands from a keyboard. ## Related links [Section titled “Related links ”](#related-links) [What is The Programmer](/dot2/key_wa_programmer/) [Command Line View](/dot2/key_view_commandline/) # [Plus] + > The  +  key have two main functions. The + key have two main functions. It can be used for fixture selection and for assigning values. A third use is to change the executor page. ## Fixture selection [Section titled “Fixture selection”](#fixture-selection) E.g. you want to select the fixtures in group five and fixture number two (not a part of group five). Group 5 + Fixture 2 Please If you already have selected group five you can do this to add fixture two to your selection: + 2 Please ## Assigning values [Section titled “Assigning values”](#assigning-values) The + key can be used to assign a value higher than the current value - Remember, you can’t go above 100% on the dimmer. E.g. you have a selection of fixtures at a dimmer value of 50% and you want to raise it 20%. Here’s what you type (you have already selected the fixtures): At + 2 0 Please That would do the trick. There’s a little extra function to the + key. If you press it twice it automatically adds 10% to the value. So you could have archived the same by pressing the + key four times. ### Absolute value or relative value [Section titled “Absolute value or relative value”](#absolute-value-or-relative-value) The description above is about setting a relative value. You can also set an absolute positive value. The difference between a relative or absolute value is a space between the plus sign and the number. To set a relative value you could write in the command line at + 5 (execute command by pressing Please). An absolute value would be written at +5 (execute command by pressing Please). The positive value is usually implied unless you specify differently - so you just need to type at 5 Please. Using keys you can just press At 5 Please. If you for some reason need to add the plus the you can press At + (hold it while you type the value) 5 Please, Holding the plus while typing the value removes the space between the sign and the value. Both will set the value at positive 5. Using the calculator (you can get this by a short tap on the encoder for the value you want to set) you can tap the +/- button to add the sign without a space. For relative values you can use the + button. ## Page selection [Section titled “Page selection”](#page-selection) You can use the + key to change the active page. If you want to go to the next page you can use the following keys: Page + Please You can also use calculations. If you are on page two and want to go to page five you could use the following keys: Page + 3 Please ## Related links [Section titled “Related links”](#related-links) [+ \[Plus\] Command](/dot2/key_keyword_plus/) [Calculator Window](/dot2/key_view_calculator/) # Preset > When you press the Preset key then you see the Preset Pools view on screen 1 and gives you the Preset command in the command line. When you press the Preset key then you see the [Preset Pools view](/dot2/key_viewitem_preset/) on screen 1 and gives you the [Preset command](/dot2/key_keyword_preset/) in the command line. If you need to learn about presets, please follow the links to the [What is Presets](/dot2/key_wi_presets/) and the [How to Work with Presets](/dot2/key_ht_presets/) pages. ## Preset Views [Section titled “Preset Views”](#preset-views) This view changes according to the selected preset type. E.g. if you select the Color in the Preset type bar on the right side of screen 1 then the Preset view will show you all the color presets, if you select Position then it shows you the position presets. The Preset view allows you to tap the presets on the screen to load the values. Please read the [How to Work with Presets](/dot2/key_ht_presets/) to learn details about this process. ## Preset Command [Section titled “Preset Command”](#preset-command) The preset command primary function is to assign presets to fixtures. This might be easier to do using the screens, but you can also do this using the keys and thus the commands. If you need to use the position preset number 1 on fixture 1, then you can type the following (from an empty programmer): Fixture 1 At Preset 2 . 1 Please In this example we use the “2.1” to tell the console that its’s the first preset in the Position preset type. The number 2 in this command tells the console that it’s a Position. The 1 tells it that it’s the first one. On the right side of screen 1 you can see all the different preset types. The top one is number 1, then second is number 2 and so on. This is not a fixed list. This changes depending of your patched fixtures. It does usually follow a specific order. For instance is Dimmer always before Position. So in the example from before we can see that the Position is the second preset type. ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) When you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Preset key then you get the [PresetType command](/dot2/key_keyword_presettype/). This can be used to activate the different preset types. It’s the same as tapping the different buttons on the screen. Since the number can change depending on your patched fixtures, then it’s preferred to use the preset type name. But then you need to write it in the command line. ![ma](/img/dot2/ma-36da5c.png)+Preset 1 is often the same as PresetType “Dimmer”. ## Related links [Section titled “Related links”](#related-links) [What is Presets](/dot2/key_wi_presets/) [How to Work with Presets](/dot2/key_ht_presets/) [Preset Pools view](/dot2/key_viewitem_preset/) [Preset command](/dot2/key_keyword_preset/) [PresetType Command](/dot2/key_keyword_presettype/) # Prev (Previous) > The Prev key can be used to step back through the fixtures. The Prev key can be used to step back through the fixtures. If you don’t have a selection of fixtures, it will start with the fixture with the highest ID number. With each press it’ll select the previous fixture, going down in ID number. If you have a selection of fixtures, then it will step backwards through the selection (in the selection order). If you have used one of the MAtricks macros to select some of the fixtures in a total selection, then you can select the other part of your selection using the Prev key. The Next key will take you forward through the fixtures. The Set key will reselect all fixtures. ## Related links [Section titled “Related links”](#related-links) [Next Key](/dot2/key_key_next/) [Set Key](/dot2/key_key_set/) # Prvw (Preview) > The Prvw key is used to enter the Preview mode and to run commands in preview. The Prvw key is used to enter the Preview mode and to run commands in preview. The command executed by the key is the [Preview command](/dot2/key_keyword_previewexecutor/). This allows you to run cues and program without affecting the output of your console. As long as you are in the preview mode, then your programmer functions as the blind function, but you can also run cues with their cues timings. Your screens will show you the cue content and if you have a dot2 3D connected then you can see the previewed cues in the 3D. Pressing the Prvw (Preview) key followed by Please will take you into the Preview mode. The Prvw key will flash while you are in the preview mode. You can see the cue timing into the next cue by pressing the small Go+ and then the Prvw key. You can also do a go back by pressing the (small) Go- and then the Prvw key. You can exit the preview mode by pressing the Off key followed by Prvw. You can chose to preview a specific cue: Prvw Cue 3 Please will preview cue number 3 on the main executor. You can preview a different executor (than the main): Prvw followed by one of the executor keys on any executor with a cuelist will preview this executor. ## Related link [Section titled “Related link”](#related-link) [Preview command](/dot2/key_keyword_previewexecutor/) # Select > Pressing the Select key gives you the Select command. Pressing the Select key gives you the [Select command](/dot2/key_keyword_select/). This can be used to select the fixtures used on an executor. E.g. you need to select all the fixtures used in the cue list on executor 2: Press Select and now press any of the keys associated with executor number 2. Or if you need to select the fixtures stored in cue number 3 on executor 5: Select Cue 3 Exec 5 Please ## Related link [Section titled “Related link”](#related-link) [Select command](/dot2/key_keyword_select/) # Set > The Set key is used together with the Next and Prev key. The Set key is used together with the Next and Prev key. This is used when you have selected some fixtures and you want to work with one of the fixtures in your selection. Then you can use the Next and Prev keys to step through your fixtures. If you need to reselect all the fixtures in your selection, then you can press Set. ## Related links [Section titled “Related links”](#related-links) [Next Key](/dot2/key_key_next/) [Prev (Previous) Key](/dot2/key_key_prev/) # Setup > Pressing the Setup key will open and close the Setup Window on screen 1. Pressing the Setup key will open and close the [Setup Window](/dot2/key_window_setup/) on screen 1. Here you can change the setup of your show and console. Here you also add and patch fixtures. Please follow the link above to read more about the setup. # Speed > The Speed key allows you to set the running speed in chasers and effects. To learn more about chasers, please have a look at What are Chasers and How to use Cha The Speed key allows you to set the running speed in chasers and effects. To learn more about chasers, please have a look at [What are Chasers](/dot2/key_wi_chasers/) and [How to use Chasers](/dot2/key_ht_chasers/). Pressing the Speed key enters the [Learn command](/dot2/key_keyword_learn/) into the command line. If you have a chaser or an effect, press and hold the Speed key while you tap any of the keys associated with the executor whit the chaser. This will set the chaser´s running speed to the BPM of your taps. ## Speed Masters [Section titled “Speed Masters”](#speed-masters) The Speed key can also be used to create five Special Masters. Press Store Speed and then a key on the executor where you want the Master. This will open a window like this: ![](/img/dot2/dot2_views-and-windows_store-speed_v1-3-cb5068.png) *Figure 1: Window – Select Speed Master* A Master Speed fader can be used to dynamically adjust the speed used by chasers and effects stored in cues. A Master Rate fader can be used to dynamically adjust the timing of the cues. Read more about these five masters in the [Magic Speed view](/dot2/key_viewitem_speed/). These five speed faders can be enabled or disabled for each executor. It can be adjusted in the [Settings of Executor](/dot2/key_window_settingsofexecutor/). # Store > The Store key is used when you need to store something. The Store key is used when you need to store something. You store the content of your programmer, what you store depends on what you press or tap after Store. Here are some examples: Store Cue 1 Please This will store the active values in your programmer in cue number one on the main executor. Store Color Pool Button 1 This will store your active color values in color preset number 1 Store Preset 4 . 1 Please Will store preset number one in preset type four (often color when using moving fixtures). Often when you store something on a location that already have content, you are asked what to do. There are often the same options: Merge will add the values to your location. Remove will not store your active values, but instead delete any already existing values from the location. Overwrite will store your active values and delete all other values. Create second cue will store your active values in a new second cue (only an option when you a store something into a cue list with only one cue). ## Advanced functionality [Section titled “Advanced functionality”](#advanced-functionality) Pressing and holding the ![ma](/img/dot2/ma-36da5c.png) key and then the Store key will give you the [StoreLook command](/dot2/key_keyword_storelook/). When you store a cue with StoreLook then you store the current dimmer values for all your fixtures in the console. It also stores all attributes for the fixtures with a dimmer value above 0. So not just your active programmer values, but every dimmer value and all attribute value for fixtures with dimmer output. ![ma](/img/dot2/ma-36da5c.png)+Store (this will give you the StoreLook command) Cue 1 Please Creates a cue number one with every attribute from fixtures with dimmer value above 0 and all dimmer values (even the ones with 0%) on the main executor. When you store a cue using StoreLook. then you’ll also get a Protected cue - read more about protected cues in the [How to work with Cues](/dot2/key_ht_cues/). ## Related links [Section titled “Related links”](#related-links) [Store Command](/dot2/key_keyword_store/) [What is The Programmer](/dot2/key_wa_programmer/) [StoreLook Command](/dot2/key_keyword_storelook/) # Thru > The Thru key can be used to define a range. This can be a range in selection or in values. The Thru key can be used to define a range. This can be a range in selection or in values. ## Selection range [Section titled “Selection range”](#selection-range) You can use Thru to select a range of fixtures, groups or a lot of other things. If you want to select fixtures 1 + 2 + 3 + 4 + 5, then you can use the following: Fixture 1 Thru 5 Please If 1 is the first fixture then you don’t need to type number 1: Fixture Thru 5 Please That selects all fixtures with ID number up to 5. If fixture 5 is the fixture with the highest ID, then we can do it shorter: Fixture Thru Please This will select all fixture from the one with the lowest number and all the way to the one with the highest number. If you don’t define anything else then the console will use fixture: Thru Please This selects all fixtures in your show. Instead of Fixture you can use a lot of other things. It could be Groups, Presets, Macros etc. ## Value range [Section titled “Value range”](#value-range) When you have a selection of fixtures, then you can give them values in a range. At 1 0 Thru 1 0 0 Please This command will spread the values from 10% to 100% over your selected fixtures. You can also use more than two values in your spread. At 1 0 Thru 1 0 0 Thru 1 0 Please This will spread the values from 10% and then half of your selection will get the values up to 100% and the second half will then spread back down to 10%. ## Related link [Section titled “Related link”](#related-link) [Thru Command](/dot2/key_keyword_thru/) # Time > Pressing the Time key opens the Time defaults window. Pressing the Time key opens the [Time defaults window](/dot2/key_window_timedefaults/). Using this window you can set the different times used when storing new cues. If you are storing a cue and you have pressed the Store key, then the Time key will flash when you have set a different default timing than the factory defaults. Also when you are storing cues, you can temporary store a different time than your defaults using the Time key. When using Time with Store you get the [Fade Command](/dot2/key_keyword_fade/). ## Example [Section titled “Example”](#example) You want to store cue 2 with a fade time of 3 seconds. You press: Store Cue 2 Time 3 Please Notice that the command line is actually changing the time command into fade: Store Cue 2 Fade 3 If you continue to press the Time key during the store operation, you can get to all the different possible timings in a cue (except the preset type timings). Store Cue 1 Time 2 Time 3 Time 4 Time 5 Time 6 Time 7 Gives you this in the command line: Store Cue 1 Fade 2 OutFade 3 Delay 4 OutDelay 5 SnapPercent 6 CmdDelay 7 ## Special Masters [Section titled “Special Masters”](#special-masters) You can use the Time key to create two different special masters. Pressing Store Time and then press an empty executor key will give you the following window: ![](/img/dot2/dot2_viewsandwindows_storetime_1-1-3-7ce8e0.png)*Figure 1: Select Time Master type window.* Here you can select one of the two master types. The Exec (Executor) Time will overwrite the fade times stored in cues and use the time you set on the fader as a cross fade between cues. All delay times are ignored. The Prog (Programmer) Time will be used to fade all your programmer value changes. This includes toggling in and out of Blind. You can read more about the different Speed and Time Masters in [Magic Speed view](/dot2/key_viewitem_speed/). ## Related links [Section titled “Related links”](#related-links) [Time defaults window](/dot2/key_window_timedefaults/) [Fade command](/dot2/key_keyword_fade/) [OutFade command](/dot2/key_keyword_outfade/) [Delay command](/dot2/key_keyword_delay/) [OutDelay command](/dot2/key_keyword_outdelay/) [SnapPercent command](/dot2/key_keyword_snappercent/) [CmdDelay command](https://help.malighting.com/dot2/en/help/d5b0bc10-d172-4986-bb2e-437bc693ee7e.html) # Toggle > The Toggle key will execute the Toggle command. The Toggle key will execute the [Toggle command](/dot2/key_keyword_toggle/). This will turn on or off an executor. If an executor is active then you can deactivate it by pressing Toggle and then the executor. If it’s not active then it will turn on when you use the command. If you know what status you want the executor to have, then you can use the On and Off keys. This is the default function for the executors without faders. If you need this function on any executor key, then you can press ![ma](/img/dot2/ma-36da5c.png) and Label keys together (this will give you the [Assign command](/dot2/key_keyword_assign/)), then press Toggle and then the desired executor key. You can also use the [Change Functions of Executor Buttons Window](/dot2/key_window_changefunctionsofexecutor/). ## Advanced Functionality [Section titled “Advanced Functionality”](#advanced-functionality) If you press and hold the ![ma](/img/dot2/ma-36da5c.png) key and then press the Toggle key then you get the [Temp command](/dot2/key_keyword_temp/). This can be used to run an executor temporary. When you press the ![ma](/img/dot2/ma-36da5c.png) + Toggle and then press a key associated with an executor, then the executor will be active as long as you hold the key pressed. When you press the executor key the actual Temp command is executed and when you release the key, then you execute a Temp Off. This will also turn off the executor if it was running before you did the “temp”. You can assign the Temp function to a key just like described above. ## Related link [Section titled “Related link”](#related-link) [Toggle Command](/dot2/key_keyword_toggle/) [On Command](/dot2/key_keyword_on/) [Off Command](/dot2/key_keyword_off/) [Change Functions of Executor Buttons Window](/dot2/key_window_changefunctionsofexecutor/) [Temp Command](/dot2/key_keyword_temp/) # Tools > Pressing the Tools key will open and close the Tools Window on screen 1. Pressing the Tools key will open and close the [Tools Window](/dot2/key_window_tools/) on screen 1. Here you have access to different helping tools. Please follow the link above to read more about the different things you can do in the Tools menu. # Up > The Up key can be used to scroll or move the cursor up in some views. The Up key can be used to scroll or move the cursor up in some views. It can also be used to change the value of the last touched attribute in the Preset Type Views. ## Related link [Section titled “Related link”](#related-link) [Down Key](/dot2/key_key_down/) # Update > Pressing the Update key will store the active programmer values into the current cue. Pressing the Update key will store the active programmer values into the current cue. If you don’t specify an executor then it will do it on the main executor. You can do it on other executors by pressing Update and then one of the keys associated with the executor and the active running cue you want to update. If you update an executor that isn’t active, then it will update the first cue in that executor. ## Related link [Section titled “Related link”](#related-link) [Update Command](/dot2/key_keyword_update/) # View [Eye] > This is called the View key. This is called the View key. Pressing the ![eye](/img/dot2/eye_1-352bc0.png) key allows you to view different cue lists. If you follow this key with a Please, then you are shown the cue list of the main executor. If you press the ![eye](/img/dot2/eye_1-352bc0.png) key and then one of the keys associated with one of the other executors, then you are shown the detailed cue list for that executor. ## Related link [Section titled “Related link”](#related-link) [Cue list view](/dot2/key_viewitem_cue/) # Keys > This section contains a list of all physical keys on the console and a description of each of them. This section contains a list of all physical keys on the console and a description of each of them. # Assign > This page describes the syntax and how to use thAssignommand. This page describes the syntax and how to use the **Assign** command. To go to the Assign command press and hold ![ma](/img/dot2/ma-36da5c.png) key and Label on the console.\ Assign is in the [command line](/dot2/key_widget_commandlineinput/), now. Assign ## Description [Section titled “Description”](#description) With the Assign command, you can create assignments between * a fixture and a DMX address * a function and an executor button * a fade time and cues of an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Assign a fixture to a DMX address. Assign Fixture 21 DMX 2.1 2\. Assign a function to an executor button. Assign Flash 3\. Assign fade time to cues of an executor. Assign Fade 10 Cue 2 Exec 1 4\. Assign fade time to the current cue of the main executor. Assign Fade 10 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will patch the fixture ID 21 to the DMX address 2.1. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Fixture 2 1 DMX 2 . 1 Please. The fixture ID 21 is patched to the DMX address 2.1. Double check the correct patch in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will assign a function to an executor. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Flash and the respective executor button e.g. ![go](/img/dot2/go_1-db7d7b.png). The function flash is assigned to the respective executor button. Double check the assigned function in the [Change Functions of Executor Buttons View](/dot2/key_window_changefunctionsofexecutor/). ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will assign a fade time of 10 to the cue 1 of the executor 5. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Time (=Fade) 1 0 Cue 1 Exec 5 Please. The fade time of 10 is assigned to the cue 1 of the executor 5, now. Double check the assigned fade time in the respective [Cues View](/dot2/key_viewitem_cue/). ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will assign the fade time 5 to the current cue of the main executor. Make sure that the current cue is running.\ If the main executor is off, the fade time will be assigned to each cue of the cue list. Press ![ma](/img/dot2/ma-36da5c.png) + Label (=Assign) Time (=Fade) 5 Please. The fade time 5 is assigned to the current cue of the main executor. ## Related Links [Section titled “Related Links”](#related-links) * [Label Key](/dot2/key_key_label/) * [Fade Command](/dot2/key_keyword_fade/) * [Time Key](/dot2/key_key_time/) * [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [Change Functions of Executor Buttons View](/dot2/key_window_changefunctionsofexecutor/) * [Cues View](/dot2/key_viewitem_cue/) # At > This page describes the syntax and how to use thAtommand. This page describes the syntax and how to use the\*\* At\*\* command. To go to the At command, press the At key on the console.\ **At** is in the [command line](/dot2/key_widget_commandlineinput/), now. At ## Description [Section titled “Description”](#description) With the **At** command, you can * apply values to selected fixtures * apply presets to selected fixtures * apply a value from a fixture to another fixture * apply a value to an executor * use it as a helping command for e.g. a copy function ## Syntax [Section titled “Syntax”](#syntax) 1\. Apply values to the selected fixtures: At 50 2\. Apply presets to selected fixtures: At Preset 1.2 3\. Apply a value from a fixture to another fixture: Fixture 1 At Fixture 2 4\. Apply a value to an executor. Executor 1 At 50 5\. Use the **At** command as a helping command for a e.g. a copy function. Copy Cue 2 At 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will apply the dimmer value to 50 % to the selected fixtures. At 5 0 Please All selected fixtures have the dimmer value 50. Double check the dimmer value in the [Fixtures Sheet View](/dot2/key_viewitem_fixture/). If the master fader is not set to 100 %, the values in the Fixture Symbol View are smaller than in the Fixture Sheet View. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will apply a dimmer preset object to all selected fixtures. 1\. Go to the [Preset Pool Dimmer](/dot2/key_viewitem_preset/).\ 2\. Tap a dimmer preset object. OR At Preset 1 . 2 Please All selected fixtures have the selected dimmer preset objects. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will apply the values from fixture 1 to fixture 2. Select at first the fixture which should get the value and then the fixture where the value comes from. 1\. Select the fixture which should get the value Fixture 2 2\. Select the fixture where the value comes from. At Fixture 1 Please Fixture 2 has the value from fixture 1. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will apply the executor 3 to the value 50 %. The physical fader doesn´t move. To apply the value to the main executor, do not type in an executor number, just Exec. Exec 3 At 5 0 Please The executor 3 has now 50 %. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume you will copy the Cue 2 to the Cue 3.\ You need the **At** command as a helping command. Copy Cue 2 At 3 Please The system asks you to choose the copy method. ## Related Links [Section titled “Related Links”](#related-links) * [At Key](/dot2/key_key_at/) * [Command Line](/dot2/key_widget_commandlineinput/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Preset Pools](/dot2/key_viewitem_preset/) # Black > This page describes the syntax and how to use thBlackommand. This page describes the syntax and how to use the **Black** command. To go to the **Black** command press and hold the ![ma](/img/dot2/ma-36da5c.png) key and the <<< [\[GoFastBack\] key](/dot2/key_key_gofastback/) on the console. ## Description [Section titled “Description”](#description) With the black command you set the dimmer attribute of an executor to 0 % * temporary, as long as you press and hold the executor * with a command ## Syntax [Section titled “Syntax”](#syntax) To set the dimmer attribute of an executor to 0 %. Black ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will temporary set the dimmer attribute of executor 3 to 0 % as long as you press and hold the executor. Press and hold ![ma](/img/dot2/ma-36da5c.png) and <<< \[GoFastBack] (=Black) and press and hold the respective executor button ![go](/img/dot2/go_1-db7d7b.png). As long as you hold the executor button, the black command will be executed. As soon as you leave the executor button, the executor is back in its normal status. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will set the dimmer attributes of executor 3 to 0 %, by a command. Press and hold ![ma](/img/dot2/ma-36da5c.png) and <<< \[GoFastBack] (=Black) Exec 3 Please. The dimmer values are set to 0 %. To bring a button executor back in its normal status, press the button executor twice.\ To bring a fader executor back in its normal status, move the fader to 0 % and up again. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [<<< \[GoFastBack\] Key](/dot2/key_key_gofastback/) * [Change Functions of Executor Buttons](/dot2/key_window_changefunctionsofexecutor/) * [Select Functions of Executor Buttons](/dot2/key_window_selectfunctionofexecutor/) # Blind > This page describes the syntax and how to use thlind command. This page describes the syntax and how to use the\*\*\*\* blind command. If you enter the blind command in the console, by press the Blind key, the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word blind in. To go to the blind command press the Blind key on the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the blind command you can turn the live output of the programmer on or off.\ This is useful for programming light without an actual output. The blind command is a toggle function. If blind is on and you press Blind, blind is off. If blind is off and you press Blind, blind is on. ## Syntax [Section titled “Syntax”](#syntax) Turn blind on or off. Blind ## Example [Section titled “Example”](#example) Let´s assume, you will turn blind on for further programming but you don´t want to disturb what is going on at stage. Press Blind. The console gives you feedback that blind is on at the bottom of screen 1.\ All values in the programmer has no actual output. Double-check the executed command in the [command line view](/dot2/key_view_commandline/). ## Related Links [Section titled “Related Links”](#related-links) * [Blind Key](/dot2/key_key_blind/) * [Command Line View](/dot2/key_view_commandline/) * [What is the Programmer?](/dot2/key_wa_programmer/) # Call > This page describes the syntax and how to use thCallommand. This page describes the syntax and how to use the **Call** command. To go to the **Call** command press and hold the ![ma](/img/dot2/ma-36da5c.png) key and On on the console.\ **Call** is in the [command line](/dot2/key_widget_commandlineinput/), now. Call ## Description [Section titled “Description”](#description) With the **Call** command, you can call: * Presets from the preset pool into the [programmer](/dot2/key_wa_programmer/) for all supporting fixtures of these attributes * The status of a cue as actual output and the values of the cue into the programmer as storable values, but without selecting the fixtures ## Syntax [Section titled “Syntax”](#syntax) 1\. Call a preset from the preset pool into the programmer. Call Preset 1.1 2\. Call a cue. Call Cue 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will call the dimmer preset 1 from the dimmer preset pool (= 1) into the programmer. Press and hold ![ma](/img/dot2/ma-36da5c.png) + On (=Call) and Preset 1 . 1 Please. The dimmer preset 1 is in the programmer for all supporting fixtures of these preset type. **Hint:**\ Double check the programmer values in the [Fixtures Sheet View](/dot2/key_viewitem_fixture/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will store a cue 4 (= green background and actor on stage).\ The light for actor on stage is currently in the programmer along with the selected fixtures.\ Now, you call cue 3 (= green background) to the current selection of fixtures and values into the programmer. ![](/img/dot2/dot2_commands_call01_1-2-374dcb.png) *Figure 1: Light for actor on stage in the programmer* Press and hold ![ma](/img/dot2/ma-36da5c.png) + On (=Call) and Cue 3 Please. ![](/img/dot2/dot2_commands_call02_1-2-468116.png) *Figure 2: Light for actor on stage and cue 3 values are in the programmer* The cue 3 is called and you see the actual output along with your previous selections of fixtures and their values.\ All values of cue 3 are in the programmer and they are storable.\ No fixture from cue 3 is selected.\ You can still adjust the values of the fixture selection.\ If everything looks nice, store cue 4 (=green background with actor on stage) on an executor. # Clone > This page describes the syntax and how to use the Cloneommand. This page describes the syntax and how to use the **Clone** command. To go to the Clone command press and hold the ![ma](/img/dot2/ma-36da5c.png) key and Copy on the console.\ Clone is in the [command line](/dot2/key_widget_commandlineinput/) now. ## Description [Section titled “Description”](#description) With the Clone command, you copy all values from a fixture to another fixture throughout the entire show file.\ This includes cues, presets, and groups. The clone command works like a batch processing for the [At command](/dot2/key_keyword_at/) along with [Update command](/dot2/key_keyword_update/). ## Syntax [Section titled “Syntax”](#syntax) Clone fixture 1 at fixture 2. Clone Fixture 1 At 2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you did programming for 2 fixtures (ID 1 and 2) and then you realize you will add three more fixtures at this spot doing the same as the other one. ![](/img/dot2/dot2_commands_clone01_1-2-8158aa.png) *Figure 1: Fixture 1 and 2 are programmed ready* Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 + 2 At 3 Thru 5 Please. The console will ask you to [choose the clone method](/dot2/key_window_chooseclonemethod/). Fixtures 1 and 2 are cloned at fixture 3 thru 5. All fixtures doing exactly the same. ![](/img/dot2/dot2_commands_clone02_1-2-dbd23b.png) *Figure 2: Fixture 1 and 2 are cloned at fixture 3 thru 5* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will clone the fixtures (ID 31 and 32) only on executor 1, because you need one more fixtures for the actors light. The [If command](/dot2/key_keyword_if/) limited the Clone command, that the cloning work only for the executor 1. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 31 + 32 At 33 Thru 35 If and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) Please. The console will ask you to [choose the clone method](/dot2/key_window_chooseclonemethod/). Fixtures 31 and 32 are cloned at fixture 33 thru 35, only on executor 1. # Copy > This page describes the syntax and how to use thopy command. This page describes the syntax and how to use the\*\*\*\* copy command. To go to the copy command press Copy on the console. ## Description [Section titled “Description”](#description) With the copy command, you can copy: * Groups to another group * Cues to another cue * Pages to another page in the [page pool](/dot2/key_viewitem_page/) * Executors to another executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Copy a group to another group. Copy Group 1 At 2 2\. Copy a cue to another cue on the main executor. Copy Cue 1 At 2 3\. Copy a cue from the main executor to another executor. Copy Cue 1 At 2 Executor 4 4\. Copy a cue to another cue on a normal executor. Copy Exec 2 Cue 1 At Exec 2 Cue 3 5\. Copy a page to another page in the [page pool](/dot2/key_viewitem_page/). Copy Page 1 At Page 2 6\. Copy the main executor to another executor. Copy Executor 0.1.1 At Executor 1.2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will copy a group 1 at group 2. There are two ways to do this: a) Press Copy Group 1 At 2 Please. b) Press Copy, then tap at the group 1 in the [groups view](/dot2/key_viewitem_group/) and then tap at group 2. Group 1 is copied at group 2. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will copy cue 1 at cue 10 on the main executor. Press Copy 1 (= Cue 1) At 10 Please. The console ask to [choose the copy method](/dot2/key_window_choosecopymethod/). Cue 1 is copied at cue 10 on the main executor. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will copy cue 1 from the main executor at cue 2 on executor 4. Press Copy 1 (= Cue 1) At 2 Exec 4 Please. The console ask to [choose the copy method](/dot2/key_window_choosecopymethod/). Cue 1 is copied from the main executor at cue 2 on executor 4. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will copy cue 1 on executor 2 to cue 2 on executor 2. Press Copy Exec 2 Cue 1 At Exec 2 Cue 2 Please. Cue 1 from executor 2 is copied at cue 2 on executor 2. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you have a repertoire of pages with all possible songs and you will pick some pages (songs) for tonights event. There are two ways to do this: a) Press Copy Page 100 At 1 Please. b) Press Copy, tap at page 100 in the [page pool](/dot2/key_viewitem_page/), press At, tap at page 1. Page 100 is copied at page 1. ## Example 6 [Section titled “Example 6”](#example-6) Let´s assume, you will copy the main executor to executor 2 on page 1. There are three ways to do this: a) Press Copy and then one of the large main executor buttons, e.g. the large Pause and then press executor button 2 ![go](/img/dot2/go_1-db7d7b.png) . b) Press Copy tap at the main executor in the [executor bar window](/dot2/key_window_playback/) and then tap at the empty executor 2. c) Press Copy Exec 0 . 1 . 1 At Exec 1 . 2 Please. The main executor is copied to executor 2 on page 1. # CrashLogCopy > This page describes the syntax and how to use thCrashLogCopyommand. This page describes the syntax and how to use the **CrashLogCopy** command. To use the CrashLogCopy command, type **CrashLogCopy** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the CrashLogCopy command, you can copy crash log files to the inserted USB stick. The crash log files are in the folder **dot2\temp**. To delete crash log files from the dot2 console, use the [CrashLogDelete command](/dot2/key_keyword_crashlogdelete/). For more information, refer to [Error Handling](/dot2/key_error_handling/). ## Syntax [Section titled “Syntax”](#syntax) CrashLogCopy ## Example [Section titled “Example”](#example) Let´s assume, the console crashes and you will get a crash log file for technical support. 1\. Type in the command line: CrashLogCopy 2\. Press Please. The crash log file is on the inserted USB stick in the folder dot2\temp. # CrashLogDelete > This page describes the syntax and how to use thCrashLogDeleteommand. This page describes the syntax and how to use the **CrashLogDelete** command. To use the CrashLogDelete command, type **CrashLogDelete** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the CrashLogDelete command, you can delete the crash logs from the console. Use the CrashLogDelete command, after the technical support has received the crash log file. ## Syntax [Section titled “Syntax”](#syntax) CrashLogDelete ## Example [Section titled “Example”](#example) Let´s assume, the technical support solved the problem and you will delete the crash log files from the console. 1\. Type in the command line: CrashLogDelete 2\. Press Please. All crash log files from the console are deleted. # CrashLogList > This page describes the syntax and how to use thCrashLogListommand. This page describes the syntax and how to use the **CrashLogList** command. To use the CrashLogList command, type **CrashLogList** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) The CrashLogList command displays in the [command line view](/dot2/key_view_commandline/), if a crash log file exist. To export the crash log file, use the [CrashLogCopy Command](/dot2/key_keyword_crashlogcopy/). For more information, refer to [Error Handling](/dot2/key_error_handling/). ## Syntax [Section titled “Syntax”](#syntax) CrashLogList ## Example [Section titled “Example”](#example) Let´s assume, the console crashes and you will check if a crash log file is provided. 1\. Type in the command line: CrashLogList 2\. Press Please. The [command line view](/dot2/key_view_commandline/) displays, if a crash log file is provided. # Cue > This page describes the syntax and how to use the cue command. This page describes the syntax and how to use the cue command. To go to the cue command press Cue on the console. ## Description [Section titled “Description”](#description) With the cue command you can e.g. * select all fixtures of a cue in the fixtures view * copy a cue * go to a cue ## Syntax [Section titled “Syntax”](#syntax) 1\. Select the fixtures of a cue. Cue 1 2\. Copy a cue. Copy Cue 2 At 9 3\. Go to a cue. Goto Cue 3 Executor 5 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will select all fixtures of cue 1 from the executor 1. Cue 1 Exec 1 Please All fixtures from cue 1, executor 1 are selected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will select all fixtures of cue 1 from the main executor. Cue 1 Please All fixtures types from cue 1, main executor are selected. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will copy cue 2 at cue 9. Press Copy 2 (=Cue 2) At 9 Please. Cue 2 is copied at cue 9. ## Related Links [Section titled “Related Links”](#related-links) * [What is Cues](/dot2/key_wi_cues/) * [How to work with Cues](/dot2/key_ht_cues/) * [Cue Key](/dot2/key_key_cue/) # Default > This page describes the syntax and how to use thefault command. This page describes the syntax and how to use the\*\*\*\* default command. To go to the default command press and hold ![ma](/img/dot2/ma-36da5c.png) and . on the console.\ Default is in the [command line](/dot2/key_widget_commandlineinput/). Default ## Description [Section titled “Description”](#description) With the default command you can set all attributes back to their default values * of fixtures * of a preset type ## Syntax [Section titled “Syntax”](#syntax) 1\. Set all attributes of a fixture back to their default values. Fixture 1 Default 2\. Set the attributes of a preset type back to their default values for the selected fixtures in the [fixtures view](/dot2/key_viewitem_fixture/). Default PresetType “POSITION” ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will set all attributes of fixture 1 back to their default values. There are three ways to do this: a) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) and tap on fixture 1 in the fixtures view. b) Press Fixture 1 ![ma](/img/dot2/ma-36da5c.png) + . (=Default). c) Select fixture 1 in the fixtures view, press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) Please. ![](/img/dot2/dot2_commands_default01_1-2-1a2f32.png) *Figure 1: Fixture 1 set to default* All attributes of fixture 1 are set to the default values.\ All attributes of fixture 1 are active in the programmer. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will set the attributes of the preset type position back to their default values, for the current selected fixture. There are three ways to do this: a) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) and tap Position in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) ![ma](/img/dot2/ma-36da5c.png) + Preset (=PresetType) 2 Please. c) Press ![ma](/img/dot2/ma-36da5c.png) + . (=Default) ![ma](/img/dot2/ma-36da5c.png) + Preset (=PresetType) and type in the command line Position with the virtual keyboard. The attributes of the preset type position are set to the default values, for all selected fixture.\ The values are active in the programmer. # Delay > This page describes the syntax and how to use the Delay command. This page describes the syntax and how to use the Delay command. To go to the Delay command it is necessary to press another function key before, e.g. Store and then three times Time. ## Description [Section titled “Description”](#description) With the Delay command you indicate delay times for cues. ## Syntax [Section titled “Syntax”](#syntax) Create a new cue 1 with a delay time of 3 seconds. Store Cue 1 Delay 3 ## Example [Section titled “Example”](#example) Let´s assume, you will store a new cue 1 on the main executor with a delay time of 3 seconds. Press Store 1 (= Cue 1) three times Time (= Delay) 3 Please. Cue 1 is stored on the main executor with a delay time of 3 seconds. Double check the delay time in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) # Delete > This page describes the syntax and how to use thelete command. This page describes the syntax and how to use the\*\*\*\* delete command. To go to the delete command, press Delete on the console.\ Delete is in the [command line](/dot2/key_widget_commandlineinput/), now. ## Description [Section titled “Description”](#description) With the delete command, you can * delete cues from a cue list * delete pool objects (e.g. preset type, groups) from the respective pool (e.g. position [preset type pool](/dot2/key_viewitem_preset/), [groups pool](/dot2/key_viewitem_group/)) * unpatch fixtures from the DMX universe ## Syntax [Section titled “Syntax”](#syntax) 1\. Delete a cue from a cue list. Delete Cue 1 Executor 1 2\. Delete a pool object from the respective pool. Delete Preset 1.1 3\. Unpatch a fixture from the DMX universe. Delete Fixture 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will delete cue 1 from the main executor. There are three different ways to do this: a) Press Delete 1 (= Cue 1) Please. b) Press Delete 1 (= Cue 1) and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). c) Press Delete 1 (= Cue 1) and press the large Go on the console. If a cue list is stored on the main executor, the console ask to [choose the delete method](/dot2/key_window_choosedeletemethod/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will delete cue 1 from a executor 1. There are three different ways to do this: a) Press Delete 1 (= Cue 1) Exec 1 Please. b) Press Delete 1 (= Cue 1) and tap on the executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Delete 1 (= Cue 1) and press the respective executor button ![go](/img/dot2/go_1-db7d7b.png) on the console. If a cue list is stored on executor 1, the console ask to [choose the delete method](/dot2/key_window_choosedeletemethod/). ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will delete the dimmer preset 1 in the dimmer preset pool. 1\. Open the [dimmer presets pool](/dot2/key_viewitem_preset/). There are two ways to do this: a) Press Delete Preset 1 Please. b) Press Delete and tap on preset 1 in the dimmer presets pool. Preset 1 is deleted from the dimmer preset pool. If the preset is used in a cue, the console asks to confirm the process.\ The connection from the preset to the cue will be lost and the values from the preset will be directly stored in the cues.\ ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will unpatch fixture 1 from the DMX universe. Press Delete and tap on fixture 1 in the fixtures view. The console asks to confirm the unpatch process. Tap OK. Fixture 1 is unpatched. Double check the patched fixtures in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). # Dmx > This page describes the syntax and how to use thmx command. This page describes the syntax and how to use the\*\*\*\* Dmx command. To go to the Dmx command, press DMX on the console.\ Dmx is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Dmx command you can: * Make a DMX test. * Turn off the DMX tester. * Select a fixture on a DMX address. * Patch fixture to a DMX address. * Unpatch fixtures from a DMX address. ## Syntax [Section titled “Syntax”](#syntax) 1\. Make a DMX test. DMX 1.7 At 100 2\. Turn off the DMX tester. Off DMX Thru 3\. Select a fixture on a DMX address. DMX 2.2 4\. Patch fixtures to a DMX address. Assign Fixture 1 At DMX 2.1 5\. Unpatch fixtures from a DMX address. Delete DMX 1.7 ## Example 1 [Section titled “Example 1”](#example-1) **Important:**\ If the DMX tester is on, all parked values and values from the programmer will be blocked by the dmx test value.\ To turn off the DMX tester, refer to example 2 or open the [tools window](/dot2/key_window_tools/). Let´s assume you will make a DMX test with the DMX address 1.7 and set the DMX value at 100 %. Press DMX 1 . 7 At 1 0 0 Please. The DMX value is 254 and is displayed with a red background in the [DMX View](/dot2/key_viewitem_dmx/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will turn off all DMX tester values by using the DMX command. Press Off DMX Thru Please. All DMX tester values are off. **Hint:**\ You can also use the [tools window](/dot2/key_window_tools/) to turn off the DMX tester. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will figure out which fixture is patched at DMX address 2.2. Press DMX 2 . 2 Please. The fixture patched at DMX address 2.2 is selected. **Hint:**\ If you are looking for a fixture patched at universe 1, just press DMX 2 Please. The universe is not necessary for universe 1. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will patch fixture 1 to a the DMX address 2.1. Press ![ma](/img/dot2/ma-36da5c.png) + Label (= [Assign](/dot2/key_keyword_assign/)) Fixture 1 At DMX 2 . 1 Please. Fixture 1 is patched at DMX address 2.1. **Hint:**\ Double-check the DMX address in the [DMX View](/dot2/key_viewitem_dmx/) or the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume you will unpatch the fixture with the DMX address 1.7. Press Delete DMX 1 . 7 Please . The fixture with the DMX address 1.7 is unpatched. **Hint:**\ Double-check the DMX address in the [DMX View](/dot2/key_viewitem_dmx/) or the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). # DmxUniverse > This page describes the syntax and how to use thmxUniverse command. This page describes the syntax and how to use the\*\*\*\* DmxUniverse command. To go to the DmxUniverse command press and hold ![ma](/img/dot2/ma-36da5c.png) and DMX on the console.\ DmxUniverse is in the [command line](/dot2/key_widget_commandlineinput/). DmxUniverse ## Description [Section titled “Description”](#description) With the DmxUniverse command, you can * unpark all DMX channels of a universe * unpatch all DMX channels of a universe ## Syntax [Section titled “Syntax”](#syntax) 1\. Unpark all DMX channels of a universe. Unpark DmxUniverse 1 2\. Unpatch all DMX channels of a universe. Delete DmxUniverse 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will unpark all DMX channels from DMX Universe 1. Press ![ma](/img/dot2/ma-36da5c.png) + small Go + (= Unpark) ![ma](/img/dot2/ma-36da5c.png) + DMX (=DmxUniverse) 1 Please. All DMX channels are unparked. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will unpatch all DMX channels from DMX universe 2. Press Delete ![ma](/img/dot2/ma-36da5c.png) + DMX (=DmxUniverse) 2 Please. The console asks to confirm the unpatch process.\ Tap Ok or press Please. All DMX channels are unpatched from DMX universe 2. ## Related Links [Section titled “Related Links”](#related-links) * [DMX Key](/dot2/key_key_dmx/) * [Unpark Command](/dot2/key_keyword_unpark/) # Edit > This page describes the syntax and how to use thdit command. This page describes the syntax and how to use the\*\*\*\* Edit command. To go to the Edit command press Edit on the console. ## Description [Section titled “Description”](#description) With the Edit command, you can edit * open the cues view of an executor * cues * presets * groups As long as you are in the edit mode, the Edit key is flashing. To update the edited values, press Update Please. To leave the edit mode, press Esc. ## Syntax [Section titled “Syntax”](#syntax) 1\. Open the cues view of an executor. Edit Executor 1 2\. Edit a cue. Edit Executor 1 Cue 2 3\. Edit a preset. Edit Preset 1 4\. Edit a group. Edit Group 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will open the [cues view](/dot2/key_viewitem_cue/) of executor 1 on screen 1. There are two ways to do this: a) Press Edit Exec 1 Please. b) Press Edit and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . The cues view of executor 1 is visible at screen 1. For this function, you can also use the ![view](/img/dot2/view-5d8039.png) [view key](/dot2/key_key_view/) / [view command](/dot2/key_keyword_view/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will edit cue 2 on executor 1. Press Edit 2 (= Cue 2) Exec 1 Please. The fixtures from cue 2 are selected in the fixtures view and the values are active in the programmer (red values with red background).\ The tracked values from cue 1 are displayed in red. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will edit the current active cue on the main executor. Press Edit and then the large Go. The fixtures from the current cue are selected and the values are active in the programmer (red values with red background).\ The tracked values are displayed in red. If no cue on the main executor is active, cue 1 from the main executor will be loaded in the programmer. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will edit a preset 1 of the position presets. 1. Open the position [presets pool](/dot2/key_viewitem_preset/). 2. Press Edit and tap on preset 1 in the position presets pool. The fixtures stored in preset 1 are selected in the fixtures view and the stored values are active in the programmer. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will edit a group 1 in the [groups pool](/dot2/key_viewitem_group/). There are two ways to do this: a) Open the groups pool. Press Edit and tap at group 1. b) Press Edit Group 1 Please. All fixtures from group 1 are selected in the [fixtures view](/dot2/key_viewitem_fixture/). ## Related Links [Section titled “Related Links”](#related-links) * [Edit Key](/dot2/key_key_edit/) * [Cues View](/dot2/key_viewitem_cue/) * [View Key](/dot2/key_key_view/) * [View Command](/dot2/key_keyword_view/) * [Presets Pools](/dot2/key_viewitem_preset/) # Effect > This page describes the syntax and how to use the Effectommand. This page describes the syntax and how to use the **Effect** command. To go to the Effect command, press Effect on the console. ## Description [Section titled “Description”](#description) With the Effect command, you can start effects for the selected fixtures by using the effect object number. The effect object numbers are in the upper left corner of an effect tile. For more information, refer to [effects view](/dot2/key_viewitem_effect/). ## Syntax [Section titled “Syntax”](#syntax) Start dimmer effect 3 for the selected fixtures. At Effect 3 ## Example [Section titled “Example”](#example) Let´s assume, you will start dimmer effect 3 for the selected fixtures. * Press At Effect 3 Please. Dimmer effect 3 starts for the selected fixtures in the programmer. **Hint:**\ You can also just tap on the effect in the [dimmer effect view](/dot2/key_viewitem_effect/). For more information, refer to [How to work with Effects?](/dot2/key_ht_effects/) # Executor > This page describes the syntax and how to use the Executor command. This page describes the syntax and how to use the Executor command. To go to the Executor command press Exec on the console.\ Executor is in the [command line](/dot2/key_widget_commandlineinput/) now. Executor ## Description [Section titled “Description”](#description) With the Executor command you can, e.g. * select all fixtures stored on an executor * delete executors from the [executor pool](/dot2/key_viewitem_executorpool/) and the respective executor button on the console * delete cues from executors * set the intensity of an executor * trigger an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Select all fixtures stored on an executor. Executor 1 2\. Delete an executor from the executor pool and the respective executor button on the console. Delete Executor 1 3\. Delete a cue from an executor. Delete Cue 1 Executor 1 4\. Set the intensity of an executor to 50 %. Executor 1 At 50 5\. Trigger an executor with a go. Go Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select all fixtures used in the cue list of executor 1. There are two ways to do this. a) Press Exec 1 Please. b) Press Exec and then tap on the object tile of executor 1. All fixtures stored in the cue list of executor one are selected in the [fixtures view](/dot2/key_viewitem_fixture/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will delete executor 1 from the actual page of the [executor pool](/dot2/key_viewitem_executorpool/). There are two ways to do this. a) Press Delete Exec 1 Please. b) Press Delete Exec and then tap on the object tile of executor 1. Executor 1 is deleted from the actual page of the executor pool. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will delete cue 1 from a executor button 1. There are three different ways to do this. a) Press Delete 1 (= Cue 1) Exec 1 Please. b) Press Delete 1 (= Cue 1) and tap on the executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Delete 1 (= Cue 1) and press the respective executor button ![go](/img/dot2/go_1-db7d7b.png) on the console. If a cue list is stored on executor 1, the console ask to [choose the delete method](/dot2/key_window_choosedeletemethod/). ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will set intensity of executor 1 at 50 %. **Important:**\ The physical fader doesn´t move.\ To grab the fader again, you have to move the fader once to the actual value.\ The fader is working. **Hint:**\ To apply values to the main executor, type only Exec in the command line without an executor number. Press Exec 1 At 50 Please. The executor has now 50 %. This is the same as you would move the fader up to 50 %. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will trigger executor 1 by a [Go command](/dot2/key_keyword_go/). Press the small Go + (=Go ) Exec 1 Please. Executor 1 is triggered by a Go command. This is the same as your executor button is assigned with a Go command. # Fade > This page describes the syntax and how to use the fade command. This page describes the syntax and how to use the fade command. To go to the fade command it is necessary to press another function key before, e.g. Store Time (=Fade). ## Description [Section titled “Description”](#description) With the fade command, you indicate fade times * to go to a cue with a fade time * for a new created cue with fade time * in a existing cue ## Syntax [Section titled “Syntax”](#syntax) 1\. Go to cue 2 with a fade time of 3 seconds. Goto Cue 2 Fade 3 2\. Create a new cue 1 with a fade time of 3 seconds. Store Cue 1 Fade 3 3\. Assign a fade time of 5 seconds to the existing cue 3 on executor 1. Assign Fade 3 Cue 1 Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will go to cue 2 on executor 1 with a fade time of 3 seconds. Press Goto Cue 2 Exec 1 Time (=Fade) 3 Please. The console goes to cue 2 on executor 1 with a fade time of 3 seconds. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will store a new cue 1 on the main executor with a fade time of 3 seconds. Press Store 1 (= Cue 1) Time (=Fade) 3 Please. Cue 1 is stored on the main executor with a fade time of 3 seconds. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will assign the existing cue 3 on executor 1 with a fade time of 5 seconds. Press ![MA](/img/dot2/ma-36da5c.png) + Label (=Assign) Time (=Fade) 5 Cue 3 Exec 1 Please. Double check the fade time in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) * [Store Command](/dot2/key_keyword_store/) * [Assign Command](/dot2/key_keyword_assign/) # Fix > This page describes the syntax and how to use the fix command. This page describes the syntax and how to use the fix command. To go to the fix command, press Fix on the console. ## Description [Section titled “Description”](#description) The fix command is a toggle function.\ With the fix command, you can fix and unfix an executor in the [executor bar](/dot2/key_widget_executorlabelbar/) and [executor bar view](/dot2/key_window_playback/), no matter what page you are. ## Syntax [Section titled “Syntax”](#syntax) Fix and unfix a executor. Fix Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will fix executor 6 to have the executor always visible in the [executor bar](/dot2/key_widget_executorlabelbar/), no matter what page you are. Press Fix Exec 6 Please. Executor 6 is fixed now. A fixed executor is displayed with [small stripes](/dot2/key_executor_colors/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will unfix executor 6 because you don´t need it anymore always visible in the executor bar. Press Fix Exec 6 Please. Executor 6 is unfixed now. ## Related Links [Section titled “Related Links”](#related-links) * [System Colors - Executor](/dot2/key_executor_colors/) * [Executor Bar](/dot2/key_widget_executorlabelbar/) # Fixture > This page describes the syntax and how to use the fixture command. This page describes the syntax and how to use the fixture command. To go to the fixture command, press Fixture on the console. ## Description [Section titled “Description”](#description) With the fixture command you select fixtures in the [fixtures view](/dot2/key_viewitem_fixture/). ## Syntax [Section titled “Syntax”](#syntax) Select fixtures. Fixture 10 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select all dimmers fixtures 1 thru 10. Press Fixture 1 Thru 10 Please. All fixtures from 1 to 10 are selected in the fixtures view. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will just select subfixture 5 of the fixture cluster 11. Press Fixture 11 . 5 Please. Subfixture 5 of fixture cluster 11 is selected in the fixtures view. ## Related Links [Section titled “Related Links”](#related-links) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Fixture Key](/dot2/key_key_fixture/) * [System Colors](/dot2/key_system_colors/) # Flash > This page describes the syntax and how to use the flash command. This page describes the syntax and how to use the flash command. To go to the flash command, press Flash on the console. ## Description [Section titled “Description”](#description) With the flash command you set all values from the first cue and the dimmer attribute of an executor, temporary to 100 %, as long as you press and hold the executor button.\ The flash command ignores all cue timings and individual timings. ## Syntax [Section titled “Syntax”](#syntax) To set the dimmer attribute to 100 %. Flash ## Example [Section titled “Example”](#example) Let´s assume you will temporary set the dimmer attribute of executor 3 to 100 % as long as you press and hold the executor. There are two ways to do this: a) If you did not change the default [functions of the executor buttons](/dot2/key_window_changefunctionsofexecutor/), you can just press ![Flash](/img/dot2/flash_1-0a29ca.png) of executor 3. b) Press Flash and press and hold the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . As long as you hold the executor button, the flash command will be executed. As soon as you leave the executor button, the executor is back in its previous status. ## Related Links [Section titled “Related Links”](#related-links) * [Flash Key](/dot2/key_key_flash/) * [Executor Flash](/dot2/key_key_execflash/) * [Change Functions of Executor Buttons](/dot2/key_window_changefunctionsofexecutor/) # Full > This page describes the syntax and how to use thull command. This page describes the syntax and how to use the\*\*\*\* full command. **Important:**\ If you type the full command in the console, by press the Full key, the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word full in. To go to the full command, press Full on the console.\ The full command will be directly executed. ## Description [Section titled “Description”](#description) With the full command you set the intensity to 100 % of: * The selected fixtures * A selection of fixtures * An executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Set the intensity of the selected fixtures to 100 %. Full 2\. Set the intensity of a selection of fixtures to 100 %. Fixture 1 Thru 3 Full 3\. Set the intensity of an executor to 100 %. Executor 1 Full ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will set the intensity of the selected fixtures to 100 %. ![](/img/dot2/dot2_commands_zero01_1-2-3cef3e.png) *Figure 1: Fixture at 0%* * Press Full. The full command will be directly executed.\ The values of the selected fixtures are set to 100 % and they are active in the programmer. ![](/img/dot2/dot2_commands_zero02_1-2-afc61e.png) *Figure 2: Fixtures at full* **Hint:**\ Double-check the executed command in the [command line view](/dot2/key_view_commandline/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will set the intensity of the fixtures 1 thru 3 to 100 %. **Important:**\ Make sure, that no fixtures are selected. If fixtures are selected, the full command will be always execute to all selected fixtures. * Press Fixture 1 Thru 3 Full . The full command will be directly executed.\ The values of the fixtures 1 thru 3 are set to 100 % and they are active in the programmer. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will set the intensity of the executor 1 to 100 %.\ This is the same if you would move the fader of executor 1 upwards to the top (= 100 %). **Important:**\ The physical fader doesn´t move.\ To grab the fader after the executed full command, move the fader once to the top by yourself.\ The fader works again. * Press Exec 1 Full . The full command will be directly executed.\ The intensity of the executor is set to 100 %. # FullHighlight > This page describes the syntax and how to use thullHighlight command. This page describes the syntax and how to use the\*\*\*\* FullHighlight command. **Important:**\ If you type the FullHighlight command in the console, by press and hold ![ma](/img/dot2/ma-36da5c.png) + Full (=FullHighlight), the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word FullHighlight in. To go to the FullHighlight command, press and hold ![ma](/img/dot2/ma-36da5c.png) + Full (=FullHighlight) at the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the FullHighlight command, you have all highlight values in the programmer and as actual output.\ The highlight values are defined from the fixture type library. ## Syntax [Section titled “Syntax”](#syntax) To have all highlight values from the selected fixtures in the programmer. FullHighlight ## Example [Section titled “Example”](#example) Let´s assume, you have selected fixture 1-4 and you will set them to FullHighlight. Press ![ma](/img/dot2/ma-36da5c.png) + Full (=FullHighlight). The FullHighlight command will be directly executed.\ All highlight values are active in the programmer and you have them as actual output. ![](/img/dot2/dot2_commands_fullhighlight01_1-2-d7aa01.png) *Figure 1: Fixtures with highlight values* # Go > This page describes the syntax and how to use tho command. This page describes the syntax and how to use the\*\*\*\* go command. To go to the go command, press the small Go + on the console. ## Description [Section titled “Description”](#description) With the go command you can e.g. * go to the next cue of a cue list * start running an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Go to the next cue of a cue list. Go 2\. Start running an executor. Go Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, the executor 1 is running and you will go forward to the next cue on the cue list stored on executor 1. There are two ways to do this. a) Press the small Go + (= Go) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press the small Go + (= Go) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The next cue is running. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, the executor 1 is off and you will start it running. There are two ways to do this. a) Press the small Go + (= Go) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press the small Go + (= Go) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The executor starts running with the first cue. ## Related Links [Section titled “Related Links”](#related-links) * [Small Go + Key](/dot2/key_key_goforward/) * [Executor Go Key](/dot2/key_key_execgo/) # GoBack > This page describes the syntax and how to use thoBacommand. This page describes the syntax and how to use the\*\*\*\* GoBack\*\*\*\* command. To go to the GoBack command, press the small Go - on the console. ## Description [Section titled “Description”](#description) With the GoBack command, you go back to the previous cue on a cue list. ## Syntax [Section titled “Syntax”](#syntax) Go back to the previous cue on a cue list. GoBack ## Example [Section titled “Example”](#example) Let´s assume, the executor 1 is running and you will go back to the previous cue on the cue list stored on executor 1. There are two ways to do this. a) Press the small Go - (= GoBack) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press the small Go - (= GoBack) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The previous cue is running. ## Related Links [Section titled “Related Links”](#related-links) * [Small Go - Key](/dot2/key_key_goback/) * [Executor Bar View](/dot2/key_window_playback/) # Goto > This page describes the syntax and how to use thoto command. This page describes the syntax and how to use the\*\*\*\* Goto command. To go to the Goto command, press the Goto on the console. ## Description [Section titled “Description”](#description) With the Goto command, you go to a specific cue on an executor * directly along with the cue timings * with fade time ## Syntax [Section titled “Syntax”](#syntax) 1\. Go to cue 2 on executor 1. Goto Cue 2 Executor 1 2\. Go to cue 2 on executor 1 with a fade time of 5 seconds. Goto Cue 2 Executor 1 Fade 5 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will directly execute cue 2 on the main executor. Press Goto 2 (= Cue 2) Please. Cue 2 from the main executor will be executed. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will directly execute cue 2 on executor 1. There are three ways to do this. a) Press Goto 2 (= Cue 2) and then the respective executor button ![Go](/img/dot2/go_1-db7d7b.png). b) Press Goto 2 (= Cue 2) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). c) Press Goto 2 (= Cue 2) Exec 1 Please. Cue 2 from executor 1 will be executed. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will go to cue 2 on executor 1 with a fade time of 5 seconds. Press Goto 2 (= Cue 2) Exec 1 Time (=Fade) 5 Please. Cue 2 will be executed with a fade time of 5 seconds. ## Related Links [Section titled “Related Links”](#related-links) * [Goto Key](/dot2/key_key_goto/) * [Please Key](/dot2/key_key_please/) # Group > This page describes the syntax and how to use the group command. This page describes the syntax and how to use the group command. To go to the group command, press Group on the console. ## Description [Section titled “Description”](#description) With the group command you select a group from the [groups pool](/dot2/key_viewitem_group/).\ All fixtures stored in the group are selected in the [fixtures view](/dot2/key_viewitem_fixture/).\ The order of the selected fixtures is the same order as you select the fixtures and stored them in a group. ## Syntax [Section titled “Syntax”](#syntax) Select a group in the groups pool along with the stored fixtures in it. Group 1 ## Example [Section titled “Example”](#example) Let´s assume, you will select all stored fixtures in group 1. There a two ways to do this. a) Tap at group 1 in the [groups pool](/dot2/key_viewitem_group/). b) Press Group 1 Please. All fixtures stored in group 1 are selected in the fixtures view. ## Related Links [Section titled “Related Links”](#related-links) * [Group Key](/dot2/key_key_group/) * [Groups Pool](/dot2/key_viewitem_group/) # Help > This page describes the syntax and how to use the help command. This page describes the syntax and how to use the help command. To go to the help command, press Help on the console. ## Description [Section titled “Description”](#description) With the help command you open the manual * in general * context sensitive to a command ## Syntax [Section titled “Syntax”](#syntax) 1\. Open the manual on the console. Help 2\. Open the context sensitive help to a command. Help Fix ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will open the manual of the MA dot 2. Press Help Please. Opens the manual on screen 1. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will open the context sensitive help to the fix command. Press Help Fix Please. Opens the help to the fix command on screen 1. ## Related Links [Section titled “Related Links”](#related-links) * [Help Key](/dot2/key_key_help/) * [Please Key](/dot2/key_key_please/) # If > This page describes the syntax and how to use the if command. This page describes the syntax and how to use the if command. To go to the if command, press and hold ![ma](/img/dot2/ma_1-85eed0.png) + If (= If) on the console. ## Description [Section titled “Description”](#description) With the if command you can e.g. * deselect fixtures from the current selection if they are not in a group * limit the [clone command](/dot2/key_keyword_clone/) and clones only if the fixtures is stored on an executor * limit the [delete command](/dot2/key_keyword_delete/) and deletes only a fixture from a cue * select fixtures only if they are overlapping ## Syntax [Section titled “Syntax”](#syntax) 1\. Deselect fixtures from the current selection if not stored in group 1. If Group 1 2\. Limit the clone command. Clone Fixture 33 If Executor 1 3\. Limit the delete command. Delete Cue 3 If Fixture 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will deselect all current selected fixtures if they are not stored in group 1. Press and hold ![ma](/img/dot2/ma_1-85eed0.png) + If (= If) Group 1 Please. All fixtures which are not stored in group 1 are deselected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will clone the fixture 1 only on executor 2, because you need one more fixtures for the actors light. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 33 Thru 35 ![ma](/img/dot2/ma_1-85eed0.png) + If (= If) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) Please. The console will ask you to [choose the clone method](/dot2/key_window_chooseclonemethod/). Fixtures 1 is cloned at fixture 33 thru 35, only on executor 1. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will delete just fixture 1 from cue 2 on the main executor. Press Delete 2 (=Cue 2) ![ma](/img/dot2/ma_1-85eed0.png) + If (= If) Fixture 1 Please. Fixture 1 is deleted from Cue 2 on the main executor. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will only select the fixtures if they are in the group 1 (front truss) and group 2 (wash lights). Press Group 1 ![ma](/img/dot2/ma_1-85eed0.png) + If (= If) Group 2 Please. All fixtures which are overlapping in group 1 and 2 are selected in the fixtures view. ## Related Links [Section titled “Related Links”](#related-links) * [If Key](/dot2/key_key_if/) * [Clone Command](/dot2/key_keyword_clone/) * [Delete Command](/dot2/key_keyword_delete/) # IfOutput > This page describes the syntax and how to use the IfOutput command. This page describes the syntax and how to use the IfOutput command. To go to the IfOutput command, press If (= IfOutput) on the console. ## Description [Section titled “Description”](#description) With the IfOutput command you can select all fixtures in the [fixtures view](/dot2/key_viewitem_fixture/) with a current * dimmer output above zero * dimmer output in a range * preset output ## Syntax [Section titled “Syntax”](#syntax) 1\. Select all fixtures with a current dimmer output above zero. IfOutput 2\. Select all fixtures with the current dimmer output between 50 and 75. IfOutput At 50 Thru 75 3\. Select all fixtures with the current output of color preset cyan. IfOutput Preset 4.2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select all fixtures with a current dimmer output above zero. Press If (= IfOutput) Please. All fixtures with a current dimmer output are selected in the fixtures view. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will select all fixtures with a current dimmer output between 50 and 75. Press If (= IfOutput) At 50 Thru 75 Please. All fixtures with a current dimmer output between 50 and 75 are selected. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will select all fixtures using currently the color preset “cyan” (4.2) to give them a new color preset “orange”. There are two ways to do this: a) Press If (= IfOutput) and tap at preset “Cyan” in the color presets pool. b) Press If (= IfOutput) Preset 4 (= preset pool color) . 2 (= second preset in the color preset pool) Please. All fixtures using currently color preset “Cyan” (4.2) are selected and it is easy to give them another color preset. ## Related Links [Section titled “Related Links”](#related-links) * [If Key](/dot2/key_key_if/) * [Fixtures View](/dot2/key_viewitem_fixture/) # Invert > This page describes the syntax and how to use thInvertommand. This page describes the syntax and how to use the **Invert** command. To go to the Invert command, press Macro on the console and tap at Macro 22 “Invert”.\ Invert is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the invert command you can: * Select fixtures which are currently not selected in the [fixtures view](/dot2/key_viewitem_fixture/) * Deselect fixtures which are currently selected in the [fixtures view](/dot2/key_viewitem_fixture/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Invert all fixtures in group 1. Invert Group 1 2\. Invert fixture selection. Invert Fixture 1 Thru 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, every second fixture from group 1 is selected in the fixtures view to assign them a blue color.\ Now, you will select all other from group 1 to assign them an other color. ![](/img/dot2/dot2_commands_invert01_1-2-ad4c49.png) *Figure 1: Every second fixture of group 1 are selected* 1. Press Macro on the console. The [Macros Pool View](/dot2/key_viewitem_macro/) opens. 2. Tap at Macro 22 “Invert”, press Group 1 Please. All other fixtures in group 1 are selected to assign them an other color. ![](/img/dot2/dot2_commands_invert02_1-2-6e215d.png) *Figure 2: The other fixtures of group 1 are selected* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have fixture 1, 3 and 5 selected. Now you will select fixture 2 and 4. ![](/img/dot2/dot2_commands_invert03_1-2-1228ea.png) *Figure 3: Fixture 1 + 3 + 5 are selected* 1. Press Macro on the console. The [Macros Pool View](/dot2/key_viewitem_macro/) opens. 2. Tap at Macro 22 “Invert”, press Fixture 1 Thru 5 Please. The fixture selection from fixture 1 thru 5 is inverted. The fixture 2 and 4 are selected. ![](/img/dot2/dot2_commands_invert04_1-2-3a89b7.png) *Figure 4: Previous fixture selection is inverted* # Label > This page describes the syntax and how to use the label command. This page describes the syntax and how to use the label command. To go to the label command, press Label on the console. ## Description [Section titled “Description”](#description) With the label command, you can label e.g. * fixtures in the [fixtures sheet view](/dot2/key_viewitem_fixture/) * groups in the [groups pool](/dot2/key_viewitem_group/) * presets in the [presets pool](/dot2/key_viewitem_preset/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Label a fixture. Label Fixture 1 2\. Label a group. Label Group 1 3\. Label a preset. Label Preset ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will label the fixtures 1 thru 10 as Mac700 with a consecutive number at the end, in the fixtures sheet view. There are two ways to to this. a) Press Label Fixture 1 Thru 10 Please. b) Press Label and select the fixtures 1 thru 10 in the fixtures view. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens.\ Enter “Mac700 1”. Fixture 1 Thru 10 are labeled as Mac700 with a consecutive number at the end, in the fixtures sheet view. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will label group 1 as “All Studio Colors” in the groups pool. There are two ways to to this. a) Press Label Group 1 Please. b) Press Label and tap at group 1 in the groups pool. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens.\ Enter “All Studio Colors”. The group is labeled as “All Studio Colors”. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will label the a color preset as “Dark Red”. There are two ways to to this. a) Press Label Preset 4 (=Color Preset Pool) . 1 (=Preset Object 1) Please. b) Press Label and tap at the preset 1 in the color preset pool. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens.\ Enter “Dark Red”. The color preset is labeled as “Dark Red”. ## Related Links [Section titled “Related Links”](#related-links) * [Label Key](/dot2/key_key_label/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Groups Pool](/dot2/key_viewitem_group/) * [Presets Pool](/dot2/key_viewitem_preset/) # Learn > This page describes the syntax and how to use the learn command. This page describes the syntax and how to use the learn command. To go to the learn command, press Speed on the console.\ Learn is in the [command line](/dot2/key_widget_commandlineinput/) now. Learn ## Description [Section titled “Description”](#description) With the learn command you set the speed by tapping for: * Chaser * Effects * Master rate * Master speed ## Syntax [Section titled “Syntax”](#syntax) Set the speed of objects by tapping. Learn ## Examples [Section titled “Examples”](#examples) Here are a few examples how you can use the learn command. ### Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will set the speed of a chaser. Press and hold Speed (= Learn) and press the executor button of the chaser several times in that speed you like to have it. The chaser learns the speed of the tapping of the executor button. ### Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will set the speed of an effect. Press and hold Speed (= Learn) and press the executor button of the effect several times in that speed you like to have it. The effect learns the speed of the tapping of the executor button. ### Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will set the speed of the master rate. Press and hold Speed (= Learn) and press the executor button of the master rate several times in that speed you like to have it. The master rate learns the speed of the tapping of the executor button. # Macro > This page describes the syntax and how to use the marco command. This page describes the syntax and how to use the marco command. To go to the macro command, press Macro on the console. ## Description [Section titled “Description”](#description) With the macro command, you start a macro from the [macro pool](/dot2/key_viewitem_macro/). ## Syntax [Section titled “Syntax”](#syntax) Start a macro. Macro 1 ## Example [Section titled “Example”](#example) Let´s assume, you will start macro 1 (e.g. +5 %) to the selected fixtures. Press Macro 1 Please. Macro 1 is started. ## Related Links [Section titled “Related Links”](#related-links) * [Macro Key](/dot2/key_key_macro/) * [Macro Pool](/dot2/key_viewitem_macro/) # MidiNote > This page describes the syntax and how to use thMidiNoteommand. This page describes the syntax and how to use the **MidiNote** command. To use the MidiNote command, type **MidiNote** or the short cut **Mn** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the MidiNote command, you send MIDI Note messages via the Midi Out port at the back of the console. If a MIDI channel is entered in the command, the entered MIDI channel will be used.\ If no MIDI channel is entered, the MIDI out channel in the [MIDI Show Control window](/dot2/key_window_midishowcontrol/) is used. If a velocity is entered in the command, the entered velocity will be used.\ If no velocity is entered, velocity 127 (full) will be used. If the dot2 is in a session, the MIDI Notes messages will be send only on the session master to avoid double traffic. If the Off command is used, a MidiNote Off is sent. **Hint:**\ To double-check the sent MIDI Notes, press Tools and tap under column MIDI at in the MIDI Monitor. For more information, see [MIDI Monitor](/dot2/key_window_midimonitor/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Send MIDI Note with the selected MIDI channel from the [MIDI Show Control window](/dot2/key_window_midishowcontrol/) and full velocity (127). MidiNote 12 2\. Send MIDI Note with defined MIDI channel and full velocity (127). MidiNote 1.12 3\. Send MIDI Note with the selected MIDI channel from the [MIDI Show Control window](/dot2/key_window_midishowcontrol/) and a velocity of 60. MidiNote 12 60 4\. Send a MIDINote Off. MidiNote 14 Off ## Example [Section titled “Example”](#example) Let´s assume, you will send a MIDI note on a specific cue to trigger a sound station. **Requirements:** * Connected sound station device e.g. computer on the MIDI Out connector. * Stored cue on an executor. Open the [cues view](/dot2/key_viewitem_cue/) and type in the CMD (= command) column the following syntax: MidiNote 12 ![](/img/dot2/dot2_commands_midinote01_1-1-3-2445ec.png)*Figure 1: Cues View with MIDI Notes in the CMD column* The MIDI note will be send if the cue is executed and will trigger the connected sound station. # - [Minus] > This page describes the syntax and how to use the - [Minus]ommand. This page describes the syntax and how to use the - \[Minus]\*\*\*\* command. ## Description [Section titled “Description”](#description) With the - \[Minus] command you can: * Deselect objects from a selection list * Reduce the dimmer value * Call the previous page ## Syntax [Section titled “Syntax”](#syntax) 1\. Remove objects from a list: \- 5 2\. Reduce dimmer values: At - 12 3\. Call previous page: Page - The - \[Minus] command is a helping command and needs a second command or a number. ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you have a long selection list with fixtures and you will deselect one of them. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 1: All fixtures selected* * Press - 5 Please on the console. The fixture ID 5 is removed from the selection list. ![](/img/dot2/dot2_commands_minus02_1-2-63f6eb.png) *Figure 2: Fixture 5 is removed from the selection list* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have a long selection list with fixtures and you will deselect fixture ID 5 thru 7. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 3: All fixtures selected* * Press - 5 Thru 7 Please on the console. The fixture ID 5 thru 7 are removed from the selection list. ![](/img/dot2/dot2_commands_minus05_1-2-6da372.png) *Figure 4: Fixture 5 thru 7 are removed from the selection list* ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will reduce the dimmer value by 12 % from selected fixtures. ![](/img/dot2/dot2_commands_minus03_1-2-6f4c50.png) *Figure 5: Dimmer at 50* * Press At - 12 Please on the console. The dimmer values are reduced by 12 %. ![](/img/dot2/dot2_commands_minus04_1-2-c130e4.png) *Figure 6: Dimmer reduced by 12%* **Hint:**\ To reduce the dimmer value by 10 %, press the - key twice. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will call the previous page * Press Page - Please on the console. The previous page opens. # Move > This page describes the syntax and how to use the move command. This page describes the syntax and how to use the move command. To go to the move command, press Move on the console. ## Description [Section titled “Description”](#description) With the move command you can move objects e.g.: * Groups to another position in the [groups pool](/dot2/key_viewitem_group/) * Presets to another position in the [presets pool](/dot2/key_viewitem_preset/) * Executors to another position in the [executor pool](/dot2/key_viewitem_executorpool/) or to another [page pool](/dot2/key_viewitem_page/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Move a group to another position. Move Group 1 At 3 2\. Move a preset to another position. Move Preset 1 At 3 3\. Move an executor to another position on the same page. Move Executor 1 At 3 4\. Move an executor to another position on another page. Move Executor 1.1 At 2.1 5\. Move the main executor to executor six at page 1. Move Executor 0.1.1 at 1.6 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will move group 50 at 1. There are two ways to do this. a) Press Move Group 50 At 1 Please. b) Press Move, tap on group 50 in the [groups pool](/dot2/key_viewitem_group/), and then tap at object tile 1. Group 50 is moved and is now group 1. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will move color preset type 2 at 5. **Hint:**\ If you move a preset type what is used in a cue, the assignment in the cue will redirect automatically to the new preset type number. 1\. Open the [color presets pool](/dot2/key_viewitem_preset/). There are two ways to do this. a) Press Move Preset 2 At 5 Please. b) Press Move, tap on color preset 2 in the color presets pool, and then tap at object tile 5. Color preset 2 is moved and is now color preset 5. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will move the executor from position 1 at position 6. There are three ways to do this: a) Press Move Exec 1 At 6 Please. b) Press Move, tap on executor 1 in the [executor pool](/dot2/key_viewitem_executorpool/) and then tap on executor 6. c) Press Move, press executor button 1 ![go](/img/dot2/go_1-db7d7b.png) on the console and then press executor button 6 ![go](/img/dot2/go_1-db7d7b.png) at the console. The executor is moved from position 1 at position 6. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will move executor 1 from page 1 at page 2. There are three ways to do this: a) Press Move Exec 1 (=Page 1) . 1 (=Executor 1) At Exec 2 (=Page 2) . 1 (=Executor 1) Please. b) Press Move, tap on executor 1 at page 1 in the [executor pool](/dot2/key_viewitem_executorpool/) and tap on executor 1 at page 2. c) Press Move, tap on executor 1 at page 1 in the [executor bar view](/dot2/key_widget_executorlabelbar/) and tap on executor 1 at page 2. Executor 1 is moved from page 1 at page 2. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will move the main executor to executor 6 on page 1. There are three ways to do this: a) Press Move and then one of the large main executor buttons, e.g. the large Pause and then press executor button 6 ![go](/img/dot2/go_1-db7d7b.png). b) Press Move Exec 0 . 1 . 1 (= Main Executor] At Exec 1 (=Page 1) . 6 (=Executor 6) Please. c) Press Move, tap on main executor in the [executor bar view](/dot2/key_window_playback/) and tap on executor 6 at page 1. The main executor is moved to executor 6 on page 1. # Off > This page describes the syntax and how to use the off command. This page describes the syntax and how to use the off command. To go to the off command, press Off on the console. ## Description [Section titled “Description”](#description) With the off command you can * turn an executor off * turn an executor with fade time off * turn off all normal executors assigned with a cue list * remove selected fixtures from the [fixtures view](/dot2/key_viewitem_fixture/) ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn off the main executor. Off 2\. Turn off an executor with fade time. Off Executor 1 Fade 2 3\. Turn off all normal executors with a cue list. Off Thru 4\. Remove fixtures along with their values from the programmer in the fixtures view. Off Fixture 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will turn executor 1 off. There are three ways to do this. a) Press Off, and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press Off Exec 1 Please. c) Press Off, and tap the respective executor button in the [executor bar view](/dot2/key_window_playback/). Executor 1 is off. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will turn executor 1 off with a fade time of 2 seconds. Press Off Exec 1 Time (=Fade) 2 Please. Executor 1 will go off by a fade time of 2 seconds. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will turn off all normal executors with a cue list. Press Off Thru Please. All normal executors with a cue list are off. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you have selected the fixtures 1 thru 10 and you will remove fixture 5 along with their values from the programmer in the fixtures view. There are two ways to do this: a) Press Off and then tap on fixture 5 in the [fixtures view](/dot2/key_viewitem_fixture/). b) Press Off Fixture 5 Please. Fixture 5 and their values are removed from the selection. ## Related Links [Section titled “Related Links”](#related-links) * [Off Key](/dot2/key_key_off/) * [Executor Bar View](/dot2/key_window_playback/) * [Fixtures View](/dot2/key_viewitem_fixture/) # On > This page describes the syntax and how to use the on command. This page describes the syntax and how to use the on command. To go to the on command, press On on the console. ## Description [Section titled “Description”](#description) With the on command you can * turn on an executor * turn on an executor with fade time * turn on all normal executors assigned with a cue list * activate all values of a fixture in the programmer * activate all values from a preset type for the selected fixtures in the programmer ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn on an executor. On 2\. Turn on an executor with fade time. On Executor 1 Fade 2 3\. Turn on all normal executors with a cue list. On Thru 4\. Activate all values of a fixture in the programmer. On Fixture 1 5\. Active all values from a preset type for the selected fixtures in the programmer. On PresetType 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will turn on executor 1. There are three ways to do this. a) Press On, and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press On Exec 1 Please. c) Press On, and tap the respective executor button in the [executor bar view](/dot2/key_window_playback/). Executor 1 is on. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will turn on executor 1 with a fade time of 2 seconds. Press On Exec 1 Time (=Fade) 2 Please. Executor 1 will go on with a fade time of 2 seconds. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will turn on all normal executors with a cue list on the current page. Press On Thru Please. All normal executors with a cue list on the current page are turned on. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will activate all values from fixture 1 thru 10 in the programmer. There are two ways to do this: a) Press On Fixture 1 Thru 10 Please. b) Select fixture 1 thru 10 in the fixtures view and press twice Please. All values from fixture 1 thru 10 are active in the programmer. ## Example 5 [Section titled “Example 5”](#example-5) Let´s assume, you will active all dimmer values for the selected fixtures in the programmer. There are three ways to do this: a) Press On ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) 1 Please. b) Press On ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) Dimmer Please. c) Double press Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). The dimmer values from the selected fixtures are active in the programmer. ## Related Links [Section titled “Related Links”](#related-links) * [On Key](/dot2/key_key_on/) * [Executor Bar View](/dot2/key_window_playback/) * [Please Key](/dot2/key_key_please/) # OutDelay > This page describes the syntax and how to use the OutDelay command. This page describes the syntax and how to use the OutDelay command. To go to the OutDelay command it is necessary to press another function key before, e.g. Store and then four times Time. ## Description [Section titled “Description”](#description) With the OutDelay command, you can store a cue and set its out delay time.\ Out delay is a waiting time for getting smaller dimmer values. ## Syntax [Section titled “Syntax”](#syntax) Store a cue and set its out delay time. Store Cue 1 OutDelay 4 ## Example [Section titled “Example”](#example) Let´s assume, you will store a new cue 1 on the main executor and set its out delay time of 4 seconds. There are three ways to do this: a) Press Store 1 (= Cue 1) four times Time (= OutDelay) 4 Please. b) Press Store 1 (= Cue 1) four times Time (= OutDelay) 4 and the large Go. c) Press Store 1 (= Cue 1) four times Time (= OutDelay) 4 and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). Cue 1 is stored on the main executor with an out delay time of 4 seconds. Double check the out delay time in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) * [Executor Bar Window](/dot2/key_window_playback/) # OutFade > This page describes the syntax and how to use the OutFade command. This page describes the syntax and how to use the OutFade command. To go to the OutFade command it is necessary to press another function key before, e.g. Store and press Time twice (= OutFade). ## Description [Section titled “Description”](#description) With the OutFade command, you can indicate out fade times * for a new cue with out fade time * in a existing cue Indicate out fade times for getting smaller dimmer values. ## Syntax [Section titled “Syntax”](#syntax) 1\. Store a new cue 1 with an out fade time of 4 seconds. Store Cue 1 OutFade 4 2\. Assign a out fade time of 5 seconds to the existing cue 3 on executor 1. Assign OutFade 5 Cue 3 Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will store a new cue on the main executor with an out fade time of 4 seconds. Press Store 1 (= Cue 1) two times Time (= OutFade) 4 Please. Cue 1 is stored with an out fade time of 4 seconds. Double check the cue timing in the [Cues View](/dot2/key_viewitem_cue/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will assign an out fade time of 5 seconds to the existing cue 3 stored on executor 1. Press ![MA](/img/dot2/ma-36da5c.png) + Label (=Assign) two times Time (= OutFade) 5 Cue 3 Exec 1 Please. Cue 3 on executor 1 has now an out fade time of 5 seconds. ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) * [Store Command](/dot2/key_keyword_store/) # Page > This page describes the syntax and how to use the page command. This page describes the syntax and how to use the page command. To go to the page command, press Page on the console. ## Description [Section titled “Description”](#description) With the page command, you can e.g. * turn off all executors from a page * delete a page * store a page * label a page ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn off all executors from a page. Off Page 1 2\. Delete a page. Delete Page 1 3\. Store a new page. Store Page 2 4\. Label a page. Label Page 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will turn off all executor on page 1. There are two ways to do this: a) Press Off Page 1 Please. b) Press Off and tap on page 1 in the [page pool](/dot2/key_viewitem_page/). All executors stored on page 1 are off. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will delete all executors stored on page 1. There are two ways to do this. a) Press Delete Page 1 Please. b) Press Delete and tap on page 1 in the [page pool](/dot2/key_viewitem_page/). All executors stored on page 1 are deleted. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will create a new page 3. There are two ways to do this: a) Press Store Page 3 Please. b) Press Page + until you reach page 3. Page 3 is created. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will label page 2 as effects. There are two ways to do this: a) Press Label Page 2 Please. b) Press Label and tap on page 2 in the [page pool](/dot2/key_viewitem_page/). The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens. ## Related Links [Section titled “Related Links”](#related-links) * [Page Pool View](/dot2/key_viewitem_page/) * [Page Key](/dot2/key_key_page/) * [Page + Key](/dot2/key_key_pagenext/) # Park > This page describes the syntax and how to use thark command. This page describes the syntax and how to use the\*\*\*\* Park command. To go to the Park command, press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) on the console.\ Park is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Park command, you can park * the current value of a fixture * a specific value of a fixture * the values of a preset type from a fixture selection * a specific DMX channel Parked DMX channels are displayed with a blue background in the [DMX view](/dot2/key_viewitem_dmx/). If you want to unpark DMX channels, open the [tools window](/dot2/key_window_tools/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Park the the current values of a fixture. Park Fixture 1 2\. Park all attributes of fixture 1 at 100 %. Park Fixture 1 At 100 3\. Park the values of the dimmer preset type of the current fixture selection. Park PresetType Dimmer 4\. Park a specific DMX channel. Park DMX 1.1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will park the current values of fixture 1. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) and tap at fixture 1 in the [fixtures view](/dot2/key_viewitem_fixture/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) Fixture 1 Please. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will park all attributes of fixture 1 at 100 %. Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) Fixture 1 At 1 0 0 Please. All attributes of fixture 1 are parked at 100 %. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will park all dimmer values of the current fixture selection. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) and tap at Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) ![ma](/img/dot2/ma-36da5c.png) + Preset (=PresetType) and enter in the command line the word Dimmer. Tap Enter. All dimmer values of the current fixture selection are parked. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will park DMX channel 1.2. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) and tap at DMX channel 1.2 in the [DMX view](/dot2/key_viewitem_dmx/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + Pause (=Park) DMX 1 . 2 Please. DMX channel 1.2 is parked. ## Related Links [Section titled “Related Links”](#related-links) * [DMX View](/dot2/key_viewitem_dmx/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Preset Type Bar](/dot2/key_widget_presettypebar/) # Pause > This page describes the syntax and how to use the pause command. This page describes the syntax and how to use the pause command. To go to the pause command, press the small Pause key on the console. ## Description [Section titled “Description”](#description) With the pause command, you can * pause a crossfade between two cues * stop a current pause of an executor The pause command is a toggle function.\ If the executor is running, the pause command will set it to a pause.\ If the executor is set to a pause, the pause command will stop the pause and keep him running again. ## Syntax [Section titled “Syntax”](#syntax) To pause and stop a pause of an executor. Pause Executor 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will pause the chaser on executor 1. Press the small Pause and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) on the console. The executor 1 is set to pause. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will stop the pause on executor 1 and keep the chaser running again. Press the small Pause and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) on the console. The executor is running again. ## Related Links [Section titled “Related Links”](#related-links) * [Pause Key](/dot2/key_key_pause/) * [Executor Button \[Go\]](/dot2/key_key_execgo/) # + [Plus] > This page describes the syntax and how to use the + [Plus]ommand. This page describes the syntax and how to use the + \[Plus]\*\*\*\* command. ## Description [Section titled “Description”](#description) With the + \[Plus] command you can: * Add objects to a selection list * Add the dimmer value * Call the next page ## Syntax [Section titled “Syntax”](#syntax) 1\. Add objects from a list: \+ 5 2\. Add dimmer values: At + 12 3\. Call next page: Page + The + \[Plus]\*\*\*\* command is a helping command and needs a further command or a number. ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you have a long selection list with fixtures and you will add one to them. ![](/img/dot2/dot2_commands_minus02_1-2-63f6eb.png) *Figure 1: Fixture selection list - one fixture is missing* * Press + 5 Please on the console. The fixture ID 5 is added to the selection list. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 2: Complete fixtures selection list* ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have a long selection list with fixtures and you will add fixture ID 5 thru 7. ![](/img/dot2/dot2_commands_minus05_1-2-6da372.png) *Figure 3: Fixture selection list - fixture 5 thru 7 are missing* * Press + 5 Thru 7 Please on the console. The fixture IDs 5 thru 7 are added to the selection list. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 4: Complete fixture selection list* ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will add the dimmer value by 12% from selected fixtures. ![](/img/dot2/dot2_commands_minus04_1-2-c130e4.png) *Figure 5: Dimmer at 38%* * Press At + 12 Please on the console. The dimmer values are added by 12%. ![](/img/dot2/dot2_commands_minus03_1-2-6f4c50.png) *Figure 6: Dimmer at 50%* **Hint:**\ To add the dimmer value by 10%, press the + key twice. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will call the next page. * Press Page + Please on the console. The next page opens. # Preset > This page describes the syntax and how to use the preset command. This page describes the syntax and how to use the preset command. To go to the preset command, press Preset on the console. ## Description [Section titled “Description”](#description) With the preset command, you can e.g. * label a preset * apply presets to fixtures ## Syntax [Section titled “Syntax”](#syntax) 1\. Label a preset. Label Preset 1 2\. Apply a preset to a fixture. Fixture 1 At Preset 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will label dimmer preset 1 as “close”. 1\. Open the [dimmer presets pool](/dot2/key_viewitem_preset/). 2\. a) Press Label Preset 1 Please. 2\. b) Press Label and tap on preset 1 in the dimmer preset pool. The [Enter Name for Window](/dot2/key_window_enternameforwindow/) opens. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will apply color preset 2 (= red) to fixture 1. There are two ways to do this: a) Select fixture 1 in the [fixtures view](/dot2/key_viewitem_fixture/), open the [color presets pool](/dot2/key_viewitem_preset/) and tap on preset 2 (= red). b) Press Fixture 1 At Preset 4 (= color presets pool) . 2 (= preset 2 red) Please. Preset 2 from the color preset pool is applied at fixture 1. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Key](/dot2/key_key_preset/) * [Presets Pools](/dot2/key_viewitem_preset/) # PresetType > This page describes the syntax and how to use the PresetType command. This page describes the syntax and how to use the PresetType command. To go to the PresetType command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Preset on the console. ## Description [Section titled “Description”](#description) With the PresetType command, you open a * preset type pool by preset type number * preset type pool by preset type name ## Syntax [Section titled “Syntax”](#syntax) 1\. Open a preset type pool by preset type number. PresetType 1 2\. Open a preset type pool by preset type name. PresetType Dimmer ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will open the color preset pool by number.\ Requirement: Presets is selected in the [view bar.](/dot2/key_widget_viewbar/) There are two ways to do this: a) Tap Color in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) 4 (= number of the color preset type) Please. The color preset pool is open. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will open the control preset type pool by preset type name.\ Requirement: Presets is selected in the [view bar](/dot2/key_widget_viewbar/) There are two ways to do this: a) Tap Control in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press ![MA](/img/dot2/ma-36da5c.png) + Preset (= PresetType) and enter in the command line the word Control. Tap Enter. The control preset pool is open. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Key](/dot2/key_key_preset/) * [MA Key](/dot2/key_key_ma/) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [How to work with Presets?](/dot2/key_ht_presets/) # Preview > This page describes the syntax and how to use the preview command. This page describes the syntax and how to use the preview command. To go to the preview command, press Prvw on the console.\ Preview is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Preview command you get a preview of the programmed output in the [fixtures view](/dot2/key_viewitem_fixture/) and in the dot2 3D, without having an actual DMX output. You can use the Preview command for preview * executors * cues **Hint:**\ If the console is in the preview mode, the Prvw key is blinking and the title bar of the fixtures sheet changes into red. **Hint:**\ To leave the preview mode, press Esc or Off Prvw on the console. ## Syntax [Section titled “Syntax”](#syntax) 1\. To get a preview from an executor 102. Preview ExecButton1 1.102 2\. To get a preview from cue 1 on the main executor. Preview Cue 1 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will have a preview of the programmed executor 102 without having an actual DMX output. There are five ways to do this: a) Press Prvw and tap at executor 102 in the [executor bar window](/dot2/key_window_playback/). b) Press Prvw and tap at executor 102 in the [executor pool view](/dot2/key_viewitem_executorpool/). c) Press Prvw and tap at executor 102 in the [virtual playbacks view](/dot2/key_viewitem_virtualplayback/). d) Press Prvw and press the actual executor button of executor 102 on the console. e) Press Prvw Exec 1 0 2 Please. The preview of executor 102 is visible in the [fixtures view](/dot2/key_viewitem_fixture/) without having a DMX output. **Hint:**\ To have a quick overview in the preview mode about different executors at the same time, press and hold the Prvw key and press the different executor buttons on the console. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will have a preview of cue 1 on the main executor without having an actual DMX output. **Requirement:** The main executor is off. There are three ways to do this: a) Press Prvw and tap at cue 1 in the [cues view](/dot2/key_viewitem_cue/) of the main executor. b) Press Prvw Cue 1 Please. c) Press Prvw Please. The preview of cue 1 on the main executor is visible in the [fixtures view](/dot2/key_viewitem_fixture/) without having a DMX output. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will step thru the cue list on the main executor with cue timing and without having an actual DMX output. 1\. Open the main executor in the preview mode, press Prvw Please.\ Cue 1 on the main executor is in preview. 2\. Press the small Go+ (=Go) Prvw.\ Cue 2 on the main executor is in preview with cue timing, e.g. fade. **Hint:**\ To go back from cue 2 to cue 1 in the preview mode use the small Go- and Prvw on the console. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will step thru the cue list stored on executor 2 without having actual DMX output. 1\. Open executor 2 in the preview mode, press Prvw and the executor button of executor 2 ![go](/img/dot2/go_1-db7d7b.png)\ Cue 1 of Executor 2 is in preview. 2\. Press Prvw and then Next.\ Cue 2 of Executor 2 is in preview. 3\. Repeat step 2 until you reach the end of the cue list. **Hint:**\ To step thru the cue list backwards, press Prvw Prev. # Rate > This page describes the syntax and how to use the rate command. This page describes the syntax and how to use the rate command. To go to the rate command it is necessary to press another function key before, e.g. Store and then Speed. ## Description [Section titled “Description”](#description) With the rate command you can store on an executor a: * Master Speed * Master Rate For more information about what is a master speed or a master rate, refer to the [glossary](/dot2/key_glossary/). ## Syntax [Section titled “Syntax”](#syntax) Store a master speed or master rate on an executor. Store Rate ## Example [Section titled “Example”](#example) Let´s assume, you will store a master rate on executor 6. There are four ways to do this: a) Press Store Speed (= Rate) Exec 6 Please. b) Press Store Speed (= Rate) and press the respective executor button ![Go](/img/dot2/go_1-db7d7b.png). c) Press Store Speed (= Rate) and tap on executor 6 in the [executor bar view](/dot2/key_window_playback/). d) Tap on empty executor 6 in the executor bar view. The [empty executor window](/dot2/key_window_emptyexecutor/) opens. Tap \[Store]>\[Speed]>\[Executor], then tap Master Rate. # Record > This page describes the syntax and how to use thRecordommand. This page describes the syntax and how to use the **Record** command. To use the Record command, type **Record** in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Record command you can, * turn on * turn off a timecode record for an executor. ## Syntax [Section titled “Syntax”](#syntax) 1\. Turn on a timecode record. Record On 2\. Turn off a timecode record. Record Off ## Example [Section titled “Example”](#example) Let´s assume, you will start a timecode record for executor 6. 1\. Open the [command line window](/dot2/key_view_commandline/) to use the virtual keyboard and type Record On Executor 6 2\. Press Please. The timecode record starts and the flashing **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is visible in the [executor bar](/dot2/key_widget_executorlabelbar/) and the [executor bar window](/dot2/key_window_playback/). # Release > This page describes the syntax and how to use the command Release. This page describes the syntax and how to use the command **Release**. To use this command, type **Release** into the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description ”](#description) With the command **Release** it is possible to: * Enter **release values** for attributes in the programmer by a given object list. This list is filtered by the current selection. \*\* Important:\*\*\ Release values that are stored with the option “Merge” release previously tracked values in the tracking list and the fixtures use their default values. **Important:**\ -If you release an object, the command **Release** will be applied to the value layer.\ -If you release an effect, the command **Release** will be applied to the effect layer. ## Syntax [Section titled “Syntax”](#syntax) 1. To enter **release values** for all attributes in the programmer within the selection of fixtures in the value layer, type into the command line: Release Selection The letter **R** will be subsequently displayed in the value layer. 2. To enter **release values** for attributes of pan and tilt in the programmer within the selection of fixtures, type into the command line: Release PresetType “position” 3. To enter release values for an effect in the programmer, number 4 for instance, type into the command line: Release Effect 4 # Remove > This page describes the syntax and how to use the remove command. This page describes the syntax and how to use the remove command. To go to the remove command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Delete on the console. ## Description [Section titled “Description”](#description) With the remove command, you remove stored values from a cue.\ Remove works always along with a merge in a existing cue. ## Syntax [Section titled “Syntax”](#syntax) Remove dimmer values. Remove PresetType Dimmer ## Example [Section titled “Example”](#example) Let´s assume, you will remove the dimmer value of fixture 4 in cue 2. 1\. Select the fixture type in the [fixtures view](/dot2/key_viewitem_fixture/). 2\. Press ![ma](/img/dot2/ma-36da5c.png) + Delete (= Remove) and tap on Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/).\ The remove value is in the fixtures sheet view visible. ![](/img/dot2/dot2_commands_remove01_1-2-cf113f.png) *Figure 1: Remove values in the fixture sheet* 3\. Press Store 2 (= Cue 2) Please. The dimmer values of fixture 4 in cue 2 are removed. # Replace > This page describes the syntax and how to use the replace command. This page describes the syntax and how to use the replace command. To go to the replace command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Move on the console.\ Replace is in the command line. If you press Move after a Replace is in the command line, the command will be With. ## Description [Section titled “Description”](#description) With the replace command, you can replace * Presets with Presets * Fixtures with Fixtures * Groups with Groups for an executor or in the show file. ## Syntax [Section titled “Syntax”](#syntax) 1\. Replace a preset if it is used on a executor. Replace Preset 1 With Preset 2 If Executor 1.2 2\. Replace a fixture. Replace Fixture 1 With Fixture 2 3\. Replace a group. Replace Group 1 With Group 2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will replace position preset 4 “Singer” with position preset 5 “Piano” if it is used on executor 2. 1. Open the position presets pool. 2. Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace), tap at preset 4, press Move (=With), tap at preset 5, press If and executor button 2 ![go](/img/dot2/go_1-db7d7b.png) Please. Replace Preset 2.4 With Preset 2.5 If ExecButton 1.2 The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. Preset 4 “Singer” is replaced with preset 5 “Piano” if it was used on executor 2. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will replace fixture 1 with fixture 2 if it is used on executor 1. Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace) Fixture 1 Move (=With) Fixture 2 If, press executor button 1 ![go](/img/dot2/go_1-db7d7b.png). Replace Fixture 1 With Fixture 2 If ExecButton 1.1 The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. Fixture 1 is replaced with fixture 2 if it was used on executor 1. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will replace group 1 with group 2. **Important:**\ Replace group will not replace the group in the groups view.\ It will replace the fixtures using in the group in the show file. This is the same as replace fixture with fixture. There are two ways to do this: a) Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace) Group 1 Move (=With) Group 2 Please. b) Open the [groups view](/dot2/key_viewitem_group/). Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace), tap at Group 1, press Move (=With), tap at Group 2 Please. The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. All fixtures stored in group 1 are replaced with the fixtures stored in group 2. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will delete fixture 1 from all places where it is stored in (groups, presets and executors). Press ![ma](/img/dot2/ma_1-85eed0.png) + Move (=Replace) Fixture 1 Move (=With) Please. The console gives you an overview about how many objects will change and asks, to confirm the replace operation.\ To apply and leave the window,tap Ok.\ To apply and get a detailed report, tap Ok Create Report. Fixture 1 is deleted from all places in the show file, where it was stored in. # Select > This page describes the syntax and how to use thelect command. This page describes the syntax and how to use the\*\*\*\* select command. To go to the select command, press Select on the console. ## Description [Section titled “Description”](#description) With the select command, you select fixtures * by DMX address * from a cue list stored on a executor * from a specific cue The selected fixtures are displayed in the [fixtures view](/dot2/key_viewitem_fixture/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Select fixtures in the fixtures view by DMX address. Select Dmx 1.1 2\. Select all fixtures from a cue list stored on a executor. Select ExecButton1 1.1 3\. Select all fixtures in a specific cue. Select Cue 1 ExecButton1 1.2 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will select the fixture using the DMX address 1.1. Press Select and tap in the [DMX view](/dot2/key_viewitem_dmx/) at 1.1. The fixture with the DMX address 1.1 is selected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you will select all fixtures from the cue list, stored on executor 1. There are three ways to do this: a) Press Select and then press the respective executor button e.g. ![Go](/img/dot2/go_1-db7d7b.png). b) Press Select and then tap on executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Select Exec 1 Please. All fixtures stored on executor 1 are selected in the fixtures view. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you will select all fixtures from cue 1 on executor 1. There are three ways to do this: a) Press Select Cue 1 and then press the respective executor button e.g. ![Go](/img/dot2/go_1-db7d7b.png). b) Press Select Cue 1 and then tap on executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Select Cue 1 Exec 1 Please. All fixtures from cue 1 on executor 1 are selected. ## Related Links [Section titled “Related Links”](#related-links) * [Select Key](/dot2/key_key_select/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [Executor Bar View](/dot2/key_widget_executorlabelbar/) * [DMX View](/dot2/key_viewitem_dmx/) # Selection > This page describes the syntax and how to use the Selection command. This page describes the syntax and how to use the Selection command. To go to the Selection command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Fixture on the console. ## Description [Section titled “Description”](#description) With the Selection command, you can deselect the current selection of fixtures.\ The fixtures are removed from the [programmer](/dot2/key_wa_programmer/). ## Syntax [Section titled “Syntax”](#syntax) Deselect the current selection of fixtures and remove them from the programmer. Off Selection ## Example [Section titled “Example”](#example) Let´s assume, you will deselect the current selection of fixtures and remove them from the programmer. ![](/img/dot2/dot2_commands_minus03_1-2-6f4c50.png) *Figure 1: Selected fixtures in the programmer.* ![](/img/dot2/dot2_commands_selection01_1-2-e39544.png) *Figure 2: Deselected fixtures in the programmer.* Press Off ![ma](/img/dot2/ma-36da5c.png) + Fixture (= Selection) Please. The current selection of fixtures is deselected. # SetIP > This page describes the syntax and the use of thSetIPommand. This page describes the syntax and the use of the **SetIP** command. To use the SetIP command, type **SetIP** into the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) **Important:**\ Before using the SetIP command, save the show file. To save the show file, press Backup Backup.Reboot the console after executing the SetIP command. This is very important for the console to apply the new IP address. **Important:**\ The Art-Net IP address has to start with 2.x.x.x. or 10.x.x.x. . With the SetIP command, you can: * Change the Art-Net IP address * Change the sACN IP / Web remote address * See the available Ethernet interfaces along with their IP address in the [command line window](/dot2/key_view_commandline/). After changing the IP address, reboot the console. ## Syntax [Section titled “Syntax”](#syntax) 1\. Changes the Art-Net IP address. SetIP eth0:1 2.2.3.5 2\. Changes the sACN IP / Web remote address. SetIP eth0 192.168.0.5 3\. Displays the available Ethernet interfaces along with their IP address in the [command line window](/dot2/key_view_commandline/). SetIP ## Example [Section titled “Example”](#example) Let´s assume you change the Art-Net IP address in your network. 1\. To save the show file, press Backup Backup. 2\. Open the [command line window](/dot2/key_view_commandline/) to use the virtual keyboard and type: SetIP eth0:1 2.2.3.5 3\. Press Please.\ The console asks if you want to reboot now. 4\. Tap Reboot Now. The console reboots and the new IP address is applied. # <<< [GoFastBack] > This page describes the syntax and how to use the <<< [GoFastBack]ommand. This page describes the syntax and how to use the **<<< \[GoFastBack]** command. ## Description [Section titled “Description”](#description) With the **<<< \[GoFastBack]** command, you jump to the previous cue in the cue list without timing. Let´s assume, you have a long cue list with timings and you will have a quick overview about your cue list without waiting for each cue timing. ![](/img/dot2/dot2_commands_gofastforward01_1-0-7e53d8.png) With the **<<< \[GoFastBack]** command you can do this. ## Syntax [Section titled “Syntax”](#syntax) <<< The command **<<< \[GoFastBack]** needs the following arguments: * **<<< \[GoFastBack]** * **Executor**: Press the executor button on which the cue list is stored you like to jump in. ## Example [Section titled “Example”](#example) To be faster, press and hold the <<< key and press the respective executor button several times. * <<< Go - (Large)\ Jumps to the previous cue in the main cue list without timing. * <<< Executor 1.1\ Jumps to the previous cue in the executor 1.1 without timing. ## Related Links [Section titled “Related Links”](#related-links) * [<<< \[GoFastBack\] Key](/dot2/key_key_gofastback/) * [What is Cues](/dot2/key_wi_cues/) * [How to work with Cues](/dot2/key_ht_cues/) * [Cues View](/dot2/key_viewitem_cue/) # >>> [GoFastForward] > This page describes the syntax and how to use the >>> [GoFastForward]ommand. This page describes the syntax and how to use the **>>> \[GoFastForward]** command. ## Description [Section titled “Description”](#description) With the **>>> \[GoFastForward]** command, you jump to the next cue in the cue list without timing. Let´s assume, you have a long cue list with timings and you will have a quick overview about your cue list without waiting for each cue timing. ![](/img/dot2/dot2_commands_gofastforward01_1-0-7e53d8.png) With the **>>> \[GoFastForward]** command you can do this. Use the **>>> \[GoFastForward]** instead of the **Go** command if you do not need the timings of the cues. ## Syntax [Section titled “Syntax”](#syntax) \>>> Executor The command **>>> \[GoFastForward]** needs the following arguments: * **>>> \[GoFastForward]** * **Executor**: Press the executor button on which the cue list is stored you like to jump in. ## Example [Section titled “Example”](#example) To be faster, press and hold the >>> key and press the respective executor button several times. * \>>> Please\ Jumps to the next cue in the main cue list without timing. * \>>> Go + (Large)\ Jumps to the next cue in the main cue list without timing. * \>>> Executor 1.1\ Jumps to the next cue in the executor 1.1 without timing. ## Related Links [Section titled “Related Links”](#related-links) * [>>> GoFastForward Key](/dot2/key_key_gofastforward/) * [What is Cues](/dot2/key_wi_cues/) * [How to work with Cues](/dot2/key_ht_cues/) * [Go Command](/dot2/key_keyword_go/) * [Cues View](/dot2/key_viewitem_cue/) # SnapPercent > This page describes the syntax and how to use the SnapPercent command. This page describes the syntax and how to use the SnapPercent command. To go to the SnapPercent command, it is necessary to press another function key before, e.g. Store and then five times Time. ## Description [Section titled “Description”](#description) With the SnapPercent command, you set a snap time.\ The snap time is a delay time for non fading parameters, eg. gobo or colorwheel. ## Syntax [Section titled “Syntax”](#syntax) 1\. Store a cue with a snap percent of 4 %. Store Cue 1 SnapPercent 4 2\. Assign a snap percent to an existing cue. Assign Cue 1 SnapPercent 4 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you will store a new cue 1 on executor 4 with a snap percent of 2. There are three ways to do this: a) Press Store 1 (= Cue 1) Exec 4 five times Time (= SnapPercent) 2 Please. b) Press Store 1 (= Cue 1) five times Time (= SnapPercent) 2 and press the respective executor button ![Go](/img/dot2/go_1-db7d7b.png). c) Press Store 1 (= Cue 1) five times Time (= SnapPercent) 2 and tap on executor 4 in the [executor bar view](/dot2/key_window_playback/). Cue 1 is stored on executor 4 along with a snap percent of 2. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you have stored cue 1 on the main executor and now you will add a snap percent of 2. Press ![ma](/img/dot2/ma-36da5c.png) + Label (= Assign ) 1 (= Cue 1) five times Time (= SnapPercent) 2 Please. The snap percent of 2 is assigned at cue 1 on the main executor. Double check the assigned snap percent in the [cues view](/dot2/key_viewitem_cue/). ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Cues View](/dot2/key_viewitem_cue/) # Solo > To enter the Solo command in the command line, press !ma + Highlt or type Solo or the shortcut Son the command line. To enter the Solo command in the command line, press ![ma](/img/dot2/ma_1-85eed0.png) + Highlt or type **Solo** or the shortcut **So** in the command line. ## Description [Section titled “Description”](#description) The Solo command forces the dimmer attributes of all unselected fixtures to zero. Only the selected fixtures will have an intensity output. This function is often used to focus gobos or to position fixtures. **Hint:**\ It is possible to protect fixtures against Solo. To do so disable React to Master in the Patch and Fixture Schedule. For more information on **React to Master** see the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). If Solo is on, Highlt starts to blink and the Solo symbol is displayed in the message view ![](/img/dot2/dot2_icon_solo_v1-4-8a1ac8.png). **Important:**\ If only a few fixtures are selected, the event location will go black. # Stomp > This page describes the syntax and how to use thtomp command. This page describes the syntax and how to use the\*\*\*\* Stomp command. To go to the Stomp command press and hold ![ma](/img/dot2/ma_1-85eed0.png) + At (= Stomp) on the console. ## Description [Section titled “Description”](#description) With the Stomp command, you mute running effects.\ This is useful for pan tilt effects, because they are relative effects and a new pan tilt value does not mute the current effect. The stomp command is the same as the stomp in the [effects view](/dot2/key_viewitem_effect/). ## Syntax [Section titled “Syntax”](#syntax) Mute a running effect. Stomp ## Example [Section titled “Example”](#example) Let´s assume, you will mute all position preset type effects. There are two ways to do this: a) Open the [position effects view](/dot2/key_viewitem_position/) and tap at Stomp. b) Press ![ma](/img/dot2/ma_1-85eed0.png) + At (= Stomp) and tap at Position in the [preset type bar](/dot2/key_widget_presettypebar/). All position effects are mute. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [At Key](/dot2/key_key_at/) * [Effects View](/dot2/key_viewitem_effect/) # Store > This page describes the syntax and how to use the Store command. This page describes the syntax and how to use the Store command. To go to the Store command, press Store on the console. ## Description [Section titled “Description”](#description) With the Store command, you can store e.g. * a cue on an executor * a selection of fixtures as a group in the [groups view](/dot2/key_viewitem_group/) * an active value in a [preset pool](/dot2/key_viewitem_preset/) * a master speed or master rate fader on an executor For more information about cues, refer to [How to work with Cues?](/dot2/key_ht_cues/) ## Syntax [Section titled “Syntax”](#syntax) Store a cue on an executor. Store Cue 1 Executor 1.1 Store a selection of fixtures as a group in the groups view. Store Group 1 Store an active dimmer value as dimmer preset in the dimmer presets pool. Store Preset 1.1 Store a master speed fader on an executor. Store Rate Executor 1.3 ## Examples [Section titled “Examples”](#examples) ### Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will store the created cue as cue 1 on the main executor. ![](/img/dot2/dot2_commands_store01_1-0-3e3016.png) ![](/img/dot2/dot2_commands_store02_1-0-2e388b.png) There are three different ways to do this. a) Press Store 1 (=Cue 1) Please. b) Press Store 1 (=Cue 1) and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). c) Press Store and press the large Go on the console. If it is the second cue on the executor button, the console will ask you to choose the store method. The cue is stored on the main executor as cue 1. *** ### Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will store the created cue on an executor button 1. ![](/img/dot2/dot2_commands_store03_1-0-4e4928.png) ![](/img/dot2/dot2_commands_store04_1-0-bac54c.png) There are three different ways to do this. a) Press Store 1 (=Cue 1) Exec 1 Please. b) Press Store 1 (=Cue 1) and tap on the executor 1 in the [executor bar view](/dot2/key_window_playback/). c) Press Store 1 (=Cue 1) and press the respective executor button e.g. ![go](/img/dot2/go_1-db7d7b.png) on the console. The cue is stored on executor 1. *** ### Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will store a selection of fixtures as group 1 in the [groups view](/dot2/key_viewitem_group/). There are two different ways to do this. a) Press Store Group 1 Please. b) Press Store and tap on the button of group 1 in the groups view. The selection of fixtures is stored as group 1 in the groups view. *** ### Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will store an active dimmer value as dimmer preset 1 in the dimmer [preset pool](/dot2/key_viewitem_preset/). There are two different ways to do this. a) Press Store Preset 1 (= dimmer preset pool) . 1 (= preset object 1) Please. b) Press Store and tap on the button of dimmer preset 1\*\*\*\* in the dimmer preset pool. The dimmer value is stored as dimmer preset 1 in the dimmer preset pool. *** ### Example 5 [Section titled “Example 5”](#example-5) Let´s assume you will store a master speed fader on executor 3. There are three different ways to do this. a) Press Store Speed (= Rate) Exec 3 Please. b) Press Store Speed (= Rate) and tap on the executor 3 in the [executor bar view](/dot2/key_window_playback/). c) Press Store Speed (= Rate) press the respective executor button e.g. ![go](/img/dot2/go_1-db7d7b.png) on the console. The console asks, to select the speed master type. Tap Master Speed. A master speed fader is stored on executor 3. # StoreLook > This page describes the syntax and how to use the StoreLook command. This page describes the syntax and how to use the StoreLook command. To go to the StoreLook command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Store on the console. ## Description [Section titled “Description”](#description) With the StoreLook command, you can store your actual look as a cue on an executor. The StoreLook command stores all dimmer values from all fixtures in the show.\ If the dimmer value is bigger than 0 it stores additional all further attributes.\ If the dimmer value is 0, it stores only the dimmer value because there is no further actual output of the fixture. A cue stored with the StoreLook command is automatically set to protected. Previous tracked values does not affect a cue stored with StoreLook. For more information about protected, refer to [Cues View](/dot2/key_viewitem_cue/) or [How to work with cues](/dot2/key_ht_cues/). For more information about tracking, refer to [What is Tracking?](/dot2/key_wi_tracking/) ## Syntax [Section titled “Syntax”](#syntax) Store the actual look from all fixtures in the show. StoreLook ## Example [Section titled “Example”](#example) Let´s assume you will store the actual look from all fixtures in the show as a cue on executor 1. ![](/img/dot2/dot2_commands_storelook01_1-2-dd93a1.png) *Figure 1: Fixtures Sheet before store with StoreLook* ![](/img/dot2/dot2_commands_storelook02_1-2-267b3e.png) *Figure 2: Fixtures Sheet after store with StoreLook* Press ![ma](/img/dot2/ma-36da5c.png) + Store (=StoreLook) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . All dimmer values are stored.\ All attributes are stored if the dimmer value was bigger than 0. For more information about the colors in the [fixtures sheet](/dot2/key_viewitem_fixture/), refer to [System Colors - Values.](/dot2/key_systemcolors_values/) # SyncEffects > This page describes the syntax and how to use thyncEffects command. This page describes the syntax and how to use the\*\*\*\* SyncEffects command. **Important:**\ If you type the SyncEffects command in the console, by press and hold ![ma](/img/dot2/ma-36da5c.png) + Effect (=SyncEffects), the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word SyncEffects in. To go to the SyncEffects command press and hold ![ma](/img/dot2/ma-36da5c.png) + Effect (=SyncEffects) on the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the SyncEffects command, you synchronize all running effects. **Hint:**\ You can also use the Sync button in the [Effects View](/dot2/key_viewitem_effect/). ## Syntax [Section titled “Syntax”](#syntax) To synchronize all running effects. SyncEffects ## Example [Section titled “Example”](#example) Let´s assume you have fixture 1-8 running with a dimmer PWM (=Pulse-width modulation) effect and fixture 11-18 also running with a dimmer PWM effect.\ They are not synchronized and you want to have them synchronized. ![](/img/dot2/dot2_commands_synceffects01_1-2-ffdb36.png) *Figure 1: Before SyncEffects* Press and hold ![ma](/img/dot2/ma-36da5c.png) + Effect (=SyncEffects). The SyncEffects command will be directly executed. All running effects are synchronized. ![](/img/dot2/dot2_commands_synceffects02_1-2-59e04c.png) *Figure 2: After SyncEffects* ## Related Links [Section titled “Related Links”](#related-links) * [Effects View](/dot2/key_viewitem_effect/) * [What are Effects?](/dot2/key_wa_effects/) * [How to work with Effects?](/dot2/key_ht_effects/) * [MA Key](/dot2/key_key_ma/) # Temp > This page describes the syntax and how to use themp command. This page describes the syntax and how to use the\*\*\*\* Temp command. To go to the Temp command, press and hold the ![ma](/img/dot2/ma-36da5c.png) and Toggle on the console. ## Description [Section titled “Description”](#description) With the Temp command you can temporary turn an executor on, as long as you hold the executor button.\ The Temp command follows the cue timing, off timing and the position of the executor fader. If you keep the hands off from the executor button, the executor is off again. The Temp Off command will be executed. ## Syntax [Section titled “Syntax”](#syntax) Turn the executor temporary on. Temp Executor 1 ## Example [Section titled “Example”](#example) Let´s assume you will temporary turn the executor 1 on, until you keep the hands off. Press ![ma](/img/dot2/ma-36da5c.png) + Toggle (=Temp) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . The executor is on as long as you hold the key. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [Toggle Key](/dot2/key_key_toggle/) * [Executor Bar View](/dot2/key_window_playback/) # Thru > This page describes the syntax and how to use the thru command. This page describes the syntax and how to use the thru command. To go to the Thru command, press Thru on the console. ## Description [Section titled “Description”](#description) With the Thru command you can * select all fixtures in the fixtures view * select the range of fixtures in the fixtures view * delete cues and all following cues, from the main executor * delete cues and all following cues, from an executor button ## Syntax [Section titled “Syntax”](#syntax) 1\. Select all fixtures in fixtures view. Fixture Thru 2. Select the a range of a fixtures in the fixtures view. Fixture 5 Thru 10 3\. Delete cues and all following cues, from the main executor. Delete Cue 3 Thru 4\. Delete cues and all following cues, from an executor button. Delete Cue 3 Thru Executor 2 The Thru command is a helping command and needs a second command or a number. ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will select all the fixtures in the show. ![](/img/dot2/dot2_commands_minus01_1-2-c124ad.png) *Figure 1: Selected fixtures* Press Thru (=Fixture Thru) Please. All fixtures in the show are selected. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will select fixture 5 thru 10. Press Fixture 5 Thru 1 0 Please. The fixtures from 5 thru 10 are selected. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will delete cue 3 and all following cues from the main executor. Press Delete Cue 3 Thru Please. Cue 3 and all following cues are deleted from the main executor. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume you will delete cue 3 and all following executors from executor button 1. **Important:**\ After you pressed Delete Cue it appears on screen 1 the main cue list.\ Continue the command with the **cue number** and the **executor number /** press an **executor button**. The cue will be deleted on the entered executor.\ If you do not enter an executor number / press an executor button, the cue will be deleted on the main cue list. Press Delete Cue 3 Thru and the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . Or Press Delete Cue 3 Thru Exec 1 Please. Cue 3 and all following cues of the executor 1 are deleted. ## Related Links [Section titled “Related Links”](#related-links) * [Thru Key](/dot2/key_key_thru/) * [Delete Key](/dot2/key_key_delete/) * [Fixture Key](/dot2/key_key_fixture/) * [How to work with Cues?](/dot2/key_ht_cues/) # Toggle > This page describes the syntax and how to use the toggle command. This page describes the syntax and how to use the toggle command. To go to the toggle command, press Toggle on the console. ## Description [Section titled “Description”](#description) With the toggle command, you toggle between status on and off depending on the current status. If the current status of the executor is off, the toggle will make it on, and turned.\ Toggle is the default function on all executor buttons. ## Syntax [Section titled “Syntax”](#syntax) Toggle executor 1. Toggle Executor 1 ## Example [Section titled “Example”](#example) Let´s assume you will toggle the executor 1. There are three ways to do this: a) Press Toggle and then the respective executor button ![go](/img/dot2/go_1-db7d7b.png) . b) Press Toggle Exec 1 Please. c) Press Toggle and then the respective executor in the [executor bar view](/dot2/key_window_playback/). The executor has the turned status. ## Related Links [Section titled “Related Links”](#related-links) * [Toggle Key](/dot2/key_key_toggle/) * [Exec (Executor) Key](/dot2/key_key_exec/) * [Please Key](/dot2/key_key_please/) * [Executor Bar View](/dot2/key_window_playback/) # Top > This page describes the syntax and how to use the top command. This page describes the syntax and how to use the top command. To go to the top command, press and hold ![ma](/img/dot2/ma-36da5c.png) and Flash on the console. ## Description [Section titled “Description”](#description) With the top command you can jump to the top of a cue list from an executor * directly * with fade time The first cue of the cue list will be executed. The top command is basically a [Goto command](/dot2/key_keyword_goto/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Jump directly to the top of a cue list from an executor. Top Executor 1 2\. Jump with fade time to the top of a cue list from an executor. Top Executor 1 Fade 3 ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will jump directly to the top of a cue list from the executor 1. To get a dimmer output, make sure that the fader of an exutor is not at 0 %.\ If the fader is at 0 % you get no dimmer output. There are three ways to do this: a) Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) and the respective executor button ![go](/img/dot2/go_1-db7d7b.png). b) Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) Exec 1 Please. c) Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) and tap on the respective executor in the [executor bar view](/dot2/key_window_playback/). The first cue of the cue list will be executed. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will jump to the top of a cue list from executor 1 with the fade time of 3 seconds. Press ![ma](/img/dot2/ma-36da5c.png) + Flash (=Top) Exec 1 Time (=Fade) 3 Please. The first cue of the cue list will be executed with a fade time of 3 seconds. ## Related Links [Section titled “Related Links”](#related-links) * [MA Key](/dot2/key_key_ma/) * [Goto Command](/dot2/key_keyword_goto/) * [Goto Key](/dot2/key_key_goto/) * [Exec (Executor) Key](/dot2/key_key_exec/) # Unpark > This page describes the syntax and how to use thnpark command. This page describes the syntax and how to use the\*\*\*\* unpark command. To go to the unpark command, press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) at the console.\ Unpark is in the [command line](/dot2/key_widget_commandlineinput/). ## Description [Section titled “Description”](#description) With the Unpark command, you unpark previous parked DMX channels * of a fixture * of preset type attributes from a fixture selection Parked channels are displayed with a blue background in the [DMX view](/dot2/key_viewitem_dmx/). To unpark all previous parked DMX channels, open the [tools window](/dot2/key_window_tools/). ## Syntax [Section titled “Syntax”](#syntax) 1\. Unpark a previous parked fixture. Unpark Fixture 1 2\. Unpark a previous parked DMX channel. Unpark Dmx 1.34 3\. Unpark preset type attributes of the current fixture selection. Unpark PresetType Dimmer ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will unpark the previous parked fixture 1. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) and tap at fixture 1 in the [fixtures view](/dot2/key_viewitem_fixture/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) Fixture 1 Please. Fixture 1 is unparked. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will unpark the previous parked DMX channel 1.34. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) and tap at the DMX channel 1.34 in the [DMX view](/dot2/key_viewitem_dmx/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) DMX 1 . 3 4 Please. DMX channel 1.34 is unparked. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will unpark the previous parked dimmer attributes of the current fixture selection. There are two ways to do this: a) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) and tap Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). b) Press and hold ![ma](/img/dot2/ma-36da5c.png) + small Go+ (=Unpark) ![ma](/img/dot2/ma-36da5c.png) + Preset and enter in the command line the word Dimmer. Tap Enter. The previous parked dimmer attributes of the current fixture selection is unparked. ## Related Links [Section titled “Related Links”](#related-links) * [Tools Window](/dot2/key_window_tools/) * [Fixtures View](/dot2/key_viewitem_fixture/) * [DMX View](/dot2/key_viewitem_dmx/) * [Go+ Key (Small)](/dot2/key_key_goforward/) * [MA Key](/dot2/key_key_ma/) # Update > This page describes the syntax and how to use thpdate command. This page describes the syntax and how to use the\*\*\*\* update command. To go the update command, press Update on the console. ## Description [Section titled “Description”](#description) With the update command, you can update * groups * presets * cues ## Syntax [Section titled “Syntax”](#syntax) Update ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume, you edited a group 1 by using the [edit command](/dot2/key_keyword_edit/), and now you will apply the changes to group 1. An indicator that the update function is available is the flashing Update key on the console. Press Update Please. The console asks, if you want to update Group 1. Tap Ok.\ Group 1 is updated. ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume, you edited preset 1 by using the [edit command](/dot2/key_keyword_edit/), and now you will apply the changes to preset 1. Press Update Please. The console asks, if you want to update Preset 1. Tap Ok.\ Preset 1 is updated. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume, you have some values in the programmer and you will update preset 1 to these values. There are two ways to do this: a) Press Update and tap at preset 1 in the [preset pools view](/dot2/key_viewitem_preset/). b) Press Update Preset 1 Please. Preset 1 is updated with the values in the programmer. After an update, the fixtures sheet view displays the name of the preset.\ To see the values stored in the preset, tap and hold the preset tile. ## Example 4 [Section titled “Example 4”](#example-4) Let´s assume, you will update cue 2 on executor 2 with the values in the programmer. There are three ways to do this: a) Press Update 2 (=Cue 2) Exec 2 Please. b) Press Update 2 (=Cue 2) and press executor button 2 ![go](/img/dot2/go_1-db7d7b.png) . c) Press Update 2 (=Cue 2) and tap at executor 2 in the [executor bar window](/dot2/key_window_playback/). If cue 2 on executor 2 is your current active cue, press Update and the executor button 2 ![go](/img/dot2/go_1-db7d7b.png). Cue 2 of executor 2 is updated with the values in the programmer. ## Related Links [Section titled “Related Links”](#related-links) * [Edit Command](/dot2/key_keyword_edit/) * [Update Key](/dot2/key_key_update/) * [What is a Programmer?](/dot2/key_wa_programmer/) * [Presets Pools View](/dot2/key_viewitem_preset/) # View [Eye] > This page describes the syntax and how to use thiew command. This page describes the syntax and how to use the\*\*\*\* view command. To go to the view command, press the ![view](/img/dot2/eye_1-352bc0.png) key on the console. ## Description [Section titled “Description”](#description) With the view command you can view the [cues of executors](/dot2/key_viewitem_cue/). ## Syntax [Section titled “Syntax”](#syntax) View the cues from executor 1. View Executor 1 ## Example [Section titled “Example”](#example) Let´s assume you will see the cues of executor 3 on page 1. ![](/img/dot2/dot2_commands_view01_1-2-f2198b.png) *Figure 1: Cues View* Press ![view](/img/dot2/eye_1-352bc0.png) and then respective executor button ![go](/img/dot2/go_1-db7d7b.png). The cues view of the executor is visible on screen 1. ## Related Links [Section titled “Related Links”](#related-links) * [View \[Eye\] Key](/dot2/key_key_view/) * [Cues View](/dot2/key_viewitem_cue/) # Zero > This page describes the syntax and how to use thero command. This page describes the syntax and how to use the\*\*\*\* zero command. **Important:**\ If you type the Zero command in the console, by double press the . key, the command will be directly executed.\ You can also use the command line along with the virtual keyboard and type the word zero in. To go to the zero command double press the . key on the console.\ The command will be directly executed. ## Description [Section titled “Description”](#description) With the zero command you can set the intensity to zero: * of the current selected fixtures * of a selection of fixtures * from an executor ## Syntax [Section titled “Syntax”](#syntax) 1\. Set the intensity from the current selected fixtures to zero. Zero 2\. Set the intensity of a selection of fixtures to zero. Fixture 1 Thru 3 Zero 3\. Set the intensity from an executor to zero. Executor 1 Zero ## Example 1 [Section titled “Example 1”](#example-1) Let´s assume you will set the intensity of all selected fixtures to zero. ![](/img/dot2/dot2_commands_zero02_1-2-afc61e.png) *Figure 1: Dimmer at 100 %* ![](/img/dot2/dot2_commands_zero01_1-2-3cef3e.png) *Figure 2: Dimmer at 0%* Press . .. The zero command will be directly executed.\ The values of the selected fixtures are zero. **Hint:**\ Double-check the executed command in the [command line view](/dot2/key_view_commandline/). ## Example 2 [Section titled “Example 2”](#example-2) Let´s assume you will set the intensity of the fixtures 1 thru 3 to zero. **Important:**\ Make sure, that no fixtures are selected. If fixtures are selected, the zero command will be always execute to all selected fixtures. Press Fixture 1 Thru 3 . .. The Zero command will be directly executed.\ The values of the fixtures 1 thru 3 are zero. ## Example 3 [Section titled “Example 3”](#example-3) Let´s assume you will set the intensity of the fixtures from the executor 1 to zero. **Important:**\ The physical fader doesn´t move. Press Exec 1 . .. The values from the fixtures of the executor 1 are set to zero. # New in the Manual > This is an outline of all changes that took place in the latest version compared to the previous version of the manual. This is an outline of all changes that took place in the latest version compared to the previous version of the manual. After every software update the manual will be updated as well. | Topic | Description | | ------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ | | [Macros Pool](/dot2/key_viewitem_macro/) | Editable macros can be created. Macro pop-ups prompt user for input. @ character as placeholder for user commands. | | [Icons](/dot2/key_views_and_windows_icons/) | Padlock icon added. | | [Calibrate Screens](/dot2/key_window_calibratescreens/) | Reboot message pop-up added | # System Colors > After some actions, the dot2 gives you directly feedback in color form. After some actions, the dot2 gives you directly feedback in color form. The following examples will explain it. ## Gray Color [Section titled “Gray Color”](#gray-color) ![](/img/dot2/dot2_systemcolors_grey_1-2-69380e.png) *Figure 1: Gray color* Gray color indicates a not selected object. It is the default color. ## Yellow Color [Section titled “Yellow Color”](#yellow-color) ![](/img/dot2/dot2_gettingstarted_controllingdimmers_02_1-2-735c64.png) *Figure 2: Yellow color* Yellow color indicates a selected object, e.g. fixture or group. ## Red Color [Section titled “Red Color”](#red-color) ![](/img/dot2/dot2_gettingstarted_programmer_01_1-0-e8f0b1.png) *Figure 3: Red color* Red color indicates that this value comes from the programmer and you can store it, e.g. [preset type bar](/dot2/key_widget_presettypebar/) or [fixtures sheet view](/dot2/key_viewitem_fixture/). ## Purple Color [Section titled “Purple Color”](#purple-color) ![](/img/dot2/dot2_systemcolors_purple_1-2-77613c.png) *Figure 4: Purple color* Purple color indicates a running effect in the [fixtures view](/dot2/key_viewitem_fixture/) or in the [title bar](/dot2/key_title_bar/) of the preset types if the low or high values are visible for effects. In the preset pools it indicates a stored effect. # System Requirements dot2 onPC > If you want to run the dot2 onPC on your PC, here´s what it take. If you want to run the dot2 onPC on your PC, here´s what it take. | | Minimum | Recommended | | ---------------- | --------------------------------------------------------------------- | ----------- | | Operating system | Windows® 7 Windows® 8 Windows® 8.1 Windows® 10 all with admin rights | | | Processor | CPU Dual Core 2.4 GHz or faster with SSE2 support | | | RAM | 2 GB | 4 GB | | Hard disk | 32 GB available space | type SSD | | Graphic card | Any graphic card with hardware acceleration and 512 MB | | | Resolution | 1920 x 1080 Full HD | | | Network card | 100BASE-TX, 1000BASE-T | 1000BASE-T | IBM® compatible PC or notebook necessary. Additional requirements to use certain features: * To use Art-Net with a dot2 onPC and Windows® 8 or Windows® 8.1, it is necessary to start the application as administrator. * To change settings like the system clock, you need admin rights on your Windows® system. * To use the online help manual, you need internet access. We recommend that you visit your PC manufacturer´s website for info about updated drivers and hardware compatibility. # Values > The value colors are visible in the Fixtures Sheet View. The value colors are visible in the [Fixtures Sheet View](/dot2/key_viewitem_fixture/). ## Cyan Value [Section titled “Cyan Value”](#cyan-value) ![](/img/dot2/dot2_systemcolors_valuecolors01_1-0-e3e485.png) Cyan values comes from the main executor and indicates all attributes which are changed in the current cue.\ It indicates also dimmer values which are getting bigger. ## Green Value [Section titled “Green Value”](#green-value) ![](/img/dot2/dot2_systemcolors_valuecolors07_1-0-baf53a.png) Green values comes from the main executor and indicates dimmer values which are getting smaller. ## Grey Value [Section titled “Grey Value”](#grey-value) ![](/img/dot2/dot2_systemcolors_valuecolors02_1-0-e80230.png) Grey values indicates that this is a default value. ## Magenta Value [Section titled “Magenta Value”](#magenta-value) ![](/img/dot2/dot2_systemcolors_valuecolors06_1-0-1d7ac4.png) Magenta values indicates that this value is a tracked value from the main executor.\ Those are values from a previous cue, which are not stored in the actual cue. ## Red Value [Section titled “Red Value”](#red-value) ![](/img/dot2/dot2_systemcolors_valuecolors03_1-0-ef89c3.png) Red values indicates that this value comes from the programmer. ## Red Background [Section titled “Red Background”](#red-background) ![](/img/dot2/dot2_systemcolors_valuecolors04_1-0-82edfc.png) Red background color indicates that this value is in the programmer and you can store this values.\ This is an active programmer value. ## Bright Yellow Value [Section titled “Bright Yellow Value”](#bright-yellow-value) ![](/img/dot2/dot2_systemcolors_valuecolors05_1-0-5f18ce.png) Bright yellow values indicates that this value comes from a normal executor. ## Dark Yellow Value [Section titled “Dark Yellow Value”](#dark-yellow-value) ![](/img/dot2/dot2_systemcolors_valuecolors08_1-0-90024b.png) Dark yellow values indicates that this value is a tracked value from a normal executor. # Title Bar > Every view has a title bar with information in which view you are and different icons. Every view has a title bar with information in which view you are and different icons. ![](/img/dot2/dot2_viewsandwindows_fixtures_title-bar_v1-3-3391c7.png) *Figure 1: Normal Title Bar* All changes you are do in a gray title bar mode interact directly with the console. There are different title bar icons, depending on the view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar02_1-0-3925d0.png)\ **Symbol View**: Located in the [fixtures view](/dot2/key_viewitem_fixture/) title bar.\ Tap to switch to the symbol view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar03_1-0-0203d2.png)\ **Sheet View**: Located in the fixtures view title bar.\ Tap to switch to the sheet view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar23_1-2-7af671.png)\ **Layout View:** Located in the fixtures view title bar.\ Tap to switch to the layout view. ![](/img/dot2/dot2_sheet-view_toggle-name-value_v1-3-34925d.png)\ **Values Only:** Located in the title bar of the fixture view.\ Tap to switch between names and values. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png)\ **Pin:** Located in the title bar from the fixture view, [presets view](/dot2/key_viewitem_preset/), cues view and [DMX view](/dot2/key_viewitem_dmx/).\ Tap to pin your view and deactivate the dynamic view mode. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png)\ **Tool**: Located in the cues and [executor bar window](/dot2/key_window_playback/) title bar.\ Tap to go to the cue settings. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar12_1-0-5026f9.png)\ **Trash Can**: Located in the [load show window](/dot2/key_window_loadshow/) title bar.\ Tap to delete a show. **![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar06_1-0-2c77b7.png)**\ **View**: Located in the [DMX view](/dot2/key_viewitem_dmx/) title bar.\ Tap to get the full view with attributes or remove the full view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar07_1-0-4b21f0.png)\ **Minimize**: Located in the [executor bar window](/dot2/key_window_playback/) title bar.\ Tap to minimize the executor bar window to the executor bar.\ If you see this icon, you can also close the view by swiping from the top of the screen to the bottom. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar10_1-0-665c20.png)\ **Jump Back**: Located in the [select fixture ID(s)](/dot2/key_window_selectfixturesidswindow/) view title bar.\ Tap to jump backwards to the next available fixture ID. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar11_1-0-c5fbbb.png)\ **Jump Forwards**: Located in the [select fixture ID(s)](/dot2/key_window_selectfixturesidswindow/) view title bar.\ Tap to jump forwards to the next available fixture ID.. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png)\ **Effect Loop:** Located in the preset type views title bar.\ Tap to open the corresponding effect view. ![](/img/dot2/dot2_viewsandwindows_setup03_1-0-a06d74.png)\ **Information Sign:** Located in the [Setup](/dot2/key_window_setup/).\ Tap to open the [System Information Window](/dot2/key_window_systeminformation/). ![](/img/dot2/dot2_viewsandwindows_backupwindow05_1-2-7092aa.png)\ **Backup Icon:** Located in the [Load Show Window](/dot2/key_window_loadshow/).\ Tap to see the .backup files. **![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png)\ Esc**: Located on the left side of a title bar.\ Tap to leave the current view. **![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png)\ OK**: Located on the right side of a title bar.\ Tap to confirm your changes. ![](/img/dot2/dot2_viewsandwindows_wingstatistics02_1-1-2847f2.png)\ **Frame:** Located on the right side of the [Wing & Nodes Diagnosis Window](/dot2/key_window_wingsandnodesdiagnosis/).\ Tap to identify the selected device in the network. ## Effect Mode Title Bar [Section titled “Effect Mode Title Bar”](#effect-mode-title-bar) If an effect is running on the selected fixtures and the preset type of the running effect is selected in the [preset type bar](/dot2/key_widget_presettypebar/), the preset type view changes into an effect mode and gets a purple title bar. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview04_1-2-09bb5c.png) *Figure 2: Effect Mode Title Bar* ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar18_1-2-9882e9.png)\ **Effect Loop:**\ Located in the preset type views title bar.\ Tap to open the corresponding effect view. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar19_1-2-c8bb54.png)\ **Normal Value:**\ Displays the current effect between the selected low value and high value.\ Tap to overwrite the running effect with a normal value. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar20_1-2-fec7e5.png)\ **Low Value:**\ Tap to change the lowest value of the selected effect. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar21_1-2-c3f570.png)\ **High Value:**\ Tap to change the highest value of the selected effect. ## Preview Title Bar [Section titled “Preview Title Bar”](#preview-title-bar) If the preview mode is on, the fixtures view changes into a preview mode and gets an red title bar. ![](/img/dot2/dot2_views-and-windows_control-elements_title-bar03_v1-3-2b94c7.png) *Figure 3: Preview title bar* To leave the preview mode, press Off Prvw. ## Patch and Fixture Schedule Title Bar [Section titled “Patch and Fixture Schedule Title Bar”](#patch-and-fixture-schedule-title-bar) All title bars starting from the Patch and Fixture Schedule are displayed in blue. ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar15_1-0-54e7b8.png) *Figure 4: Patch and Fixture Schedule Title Bar* A blue title bar displays, that this is a mode in which the changes do not interact directly with the console.\ They need to apply by a **Done** ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule_1-0-ab6d78.png). # Calculator > The Calculator View appears always if you enter or edit values of attributes. The **Calculator View** appears always if you enter or edit values of attributes. The calculator is a dynamic view. The functions change regarding the value and the attribute. ![](/img/dot2/dot2_viewsandwindows_calculatorview19_1-2-5ab81c.png) *Calculator view* The title bar displays the attribute, the unit and sometimes the range of the values. Below the title bar is the green edit line. To clear the line, tap ![](/img/dot2/dot2_viewsandwindows_calculatorview01_1-0-952458.png) on the right of the edit line. The calculator view includes always a number pad at the left of the view. ![](/img/dot2/dot2_viewsandwindows_calculatorview16_1-0-8b3b93.png) Applied functions has a brown background. ![](/img/dot2/dot2_viewsandwindows_calculatorview17_1-0-fc6663.png) To bring your attribute to link to the current default settings of the fixture type, tap Default Link. To confirm the value, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The calculator view will close. To leave the Calculator View, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. ## Default Calculator Buttons [Section titled “Default Calculator Buttons”](#default-calculator-buttons) The following buttons are in all calculator views available. The buttons are located right beside the number pad and they are working with the edit line. ![](/img/dot2/dot2_viewsandwindows_calculatorview02_1-0-00e07c.png)\ Tap to delete the next sign left from the cursor. ![](/img/dot2/dot2_viewsandwindows_calculatorview03_1-0-bdcdcd.png)\ Tap to delete marked values or the next sign right from the cursor. ![](/img/dot2/dot2_viewsandwindows_calculatorview04_1-0-d57e0d.png)\ Tap to go at the beginning of the edit line. ![](/img/dot2/dot2_viewsandwindows_calculatorview05_1-0-25ce94.png)\ Tap to go at the end of the edit line. ![](/img/dot2/dot2_viewsandwindows_calculatorview06_1-0-4ca0a0.png)\ Tap to go one sign back. ![](/img/dot2/dot2_viewsandwindows_calculatorview07_1-0-f2f2ef.png)\ Tap to go one sign forward. ![](/img/dot2/dot2_viewsandwindows_calculatorview18_1-0-4ec44c.png)\ Tap to insert a prefix. ![](/img/dot2/dot2_viewsandwindows_calculatorview08_1-0-798c93.png)\ Tap to confirm and apply the value. The calculator view will close. ## Time Calculator Buttons [Section titled “Time Calculator Buttons”](#time-calculator-buttons) The following buttons are available for editing time attributes, depending on the attribute. The buttons are located below the number pad. ![](/img/dot2/dot2_viewsandwindows_calculatorview09_1-0-21428b.png)\ Tap to enter days. ![](/img/dot2/dot2_viewsandwindows_calculatorview10_1-0-5eb382.png)\ Tap to enter hours. ![](/img/dot2/dot2_viewsandwindows_calculatorview11_1-0-f7f641.png)\ Tap to enter minutes. ![](/img/dot2/dot2_viewsandwindows_calculatorview12_1-0-1642f5.png)\ Tap to enter seconds. ![](/img/dot2/dot2_viewsandwindows_calculatorview13_1-0-cc47e2.png)\ Tap to enter frames. The default setting is 30 fps (frames per second). From this follows that 1 frame is equivalent to 0.03 seconds. ![](/img/dot2/dot2_viewsandwindows_calculatorview14_1-0-c8b50a.png)\ Tap to have the same time for Out Fade like In Fade. ![](/img/dot2/dot2_viewsandwindows_calculatorview15_1-0-62408e.png)\ Tap to have the same time for Out Delay like In Delay. ## Trig Time Calculator Buttons [Section titled “Trig Time Calculator Buttons”](#trig-time-calculator-buttons) The following buttons are available in the calculator for trig time, if the cue trigger is set to sound. With these buttons you choose the used frequency. **All:**\ Is a mathematical calculation between Snd1, Snd2, Snd3, Snd4, Snd5, Snd6, and Snd7. **Bass:**\ Is a mathematical calculation between Snd1 and Snd2. **Med:**\ Is a mathematical calculation between Snd3, Snd4, and Snd5. **High:**\ Is a mathematical calculation between Snd6 and Snd7. **Snd1:**\ ​57 Hz ​**Snd2:**\ ​115 Hz ​**Snd3:**\ 230 Hz **Snd4:**\ 460 Hz **Snd5:**\ 920 Hz **Snd6:**\ 1,8 kHz **Snd7:**\ 3,7 kHz ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_calculatorview20_1-0-d62a9e.png) **Value(s):**\ To edit a value, turn the encoder left or right. **Scroll:**\ To confirm a value and close the calculator, press or tap the encoder. # Command Line > To go to the Command Line View, tap in the command line To go to the **Command Line View**, tap in the [command line](/dot2/key_widget_commandlineinput/) \- or - tap More… in the view bar and tap Command Line. ![](/img/dot2/dot2_viewsandwindows_commandlineview02_1-1-897de2.png) The command line view displays in the upper area all inserted commands along with the response from the console. Error messages are also displayed. Every command line start with the clock time (24 hours system) in hours, minutes, seconds and milliseconds. After the time is the command history displayed. To scroll vertical, use the vertical scroll bar.\ To scroll horizontal, tap in the view and move the view from right to left. If you are not at the end of the command history, there is a direction arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png) displayed.\ To go to the end of the command history, tap the directions arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png). Below the command history is the [command line](/dot2/key_widget_commandlineinput/). Below the command line is the virtual keyboard. To leave the command line view, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Feedback [Section titled “Feedback”](#feedback) The command history has different feedback messages. **Error:** ![](/img/dot2/dot2_viewsandwindows_commandhistory01_1-0-9c8bf7.png)\ The entered command is wrong. **Executing:** ![](/img/dot2/dot2_viewsandwindows_commandhistory02_1-0-8c340d.png)\ The entered command is executed. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_commandlineview01_1-0-eaae7a.png) **Cursor:**\ To move the cursor in the command line left or right, turn the encoder left or right. **History:**\ To scroll in the commands forwards and backwards and display the command in the command line, turn the encoder left or right. **Scroll:**\ To scroll in the command history up or down, turn the encoder left or right.\ To scroll in the command history left or right, press and turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [System Colors - Command Line](/dot2/key_command_history_colors/) * [Control Elements - Command Line](/dot2/key_widget_commandlineinput/) # Oops > To go to the Oops View on screen 1, press and hold the Oops. The Oops View opens on screen 1. To go to the **Oops View** on screen 1, press and hold the Oops. The Oops View opens on screen 1. ![](/img/dot2/dot2_viewsandwindows_oopsview01_1-1-3-a60cbf.png)*Figure 1: Oops View* The Oops View displays the last 128 actions. There are two columns in the Oops View. The column **Ago** displays how long ago the action was executed.\ The column **Description** displays the description of the action. To select actions, tap in the line.\ If you want to select an action to undo them, you have to start from the latest one and go backwards.\ It is not possible to select just one action in the middle of the list and undo them. Selected actions have a green background. To undo selected actions, tap Undo Selected in the [Title Bar](/dot2/key_title_bar/). To leave the Oops View, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png) **Scroll:**\ To select actions, turn the encoder left or right.\ To undo the selected actions, press the encoder. # Beam Preset Type > To go to thBeam Preset Type View, tap Beam in the Preset Type Bar. To go to the **Beam Preset Type View**, tap Beam in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 5, for preset type 5 (= Beam). The beam preset type view is only active if the selected fixture has a beam attributes. The beam preset type view is fragmented in the **Shutter/Strobe/Iris View**, the **Prisma 1 View** and the **Raw Beam Views** (depending on the fixture types). **Important:**\ The beam sliders works absolute. A tap on a beam slider sets a new beam value and does not follow the already set beam values.\ The respective encoders works relative to the already set beam values. To open the beam [effects view](/dot2/key_viewitem_effect/) at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the beam preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Shutter/Strobe/Iris View [Section titled “Shutter/Strobe/Iris View”](#shutterstrobeiris-view) The Sutter/Strobe/Iris View is the first tab of the beam preset type view. ![](/img/dot2/dot2_viewsandwindows_beampresettype01_1-0-616c38.png) In the shutter/strobe/iris view, you control the the strobe in hertz (Hz), the strobe duration in seconds (s) and the iris in percent (%). ## Strobe [Section titled “Strobe”](#strobe) To select the shutter speed in Hz, move the strobe slider up or down. There are five strobe value buttons right beside the strobe slider (depending on the fixture type). **Open:**\ Tap to open the shutter. **Close:**\ Tap to close the shutter. **Strobe:**\ Tap to use the strobe effect from the fixture (shutter opens and closes). **Pulse:**\ Tap to use the pulse effect from the fixture. **Random:**\ Tap to use the random effect from the fixture. The selected fixtures will have strobe along with a derangement. ## Strobe Duration [Section titled “Strobe Duration”](#strobe-duration) To select the strobe duration in seconds, move the strobe duration slider up or down. ## Iris [Section titled “Iris”](#iris) To select the iris width in percent, move the iris slider up or down. There are five iris value buttons right beside the iris slider (depending on the fixture type). **Open:**\ Tap to open the iris. **Close:**\ Tap to close the iris as much as possible. **Strobe:**\ Tap to use the strobe effect from the fixture. **Pulse Open:**\ Tap to use the pulse open effect from the fixture. **Pulse Close:**\ Tap to use the pulse close effect from the fixture. ## Prisma 1 View [Section titled “Prisma 1 View”](#prisma-1-view) The Prisma 1 View is the second tab of the beam preset type view. ![](/img/dot2/dot2_viewsandwindows_beampresettype02_1-0-c526de.png) In the prisma view, you can select a prisma and use prisma functions from the selected fixture. To select a prisma, tap on the prisma. To deselect the prisma, tap **Off**. ## Raw Beam View [Section titled “Raw Beam View”](#raw-beam-view) The raw beam views are located after the prisma views. ![](/img/dot2/dot2_viewsandwindows_beampresettype03_1-0-e80adc.png) In the raw beam view, you control the raw beam values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_beampresettype04_1-0-6aef85.png) To select the value, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Calculator](/dot2/key_view_calculator/) * [How to work with Presets?](/dot2/key_ht_presets/) * [What is Presets?](/dot2/key_wi_presets/) # Color Preset Type > To go to the Color Preset Type View, tap Colon the Preset Type Bar. To go to the **Color Preset Type View**, tap Color\*\*\*\* in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 4, for preset type 4 (= Color). The color preset type view is only active if the selected fixture has a color attributes. The color preset type view has three default tabs: The **Picker View**, the **Fader View**, **Swatchbook View.**\ Depending on the fixture type additional **Raw Color Views**. **Important:**\ The color picker and the color sliders works absolute. A tap on the color picker or the color slider sets a new color value and does not follow the already set color values.\ The respective encoders works relative to the already set color values. To open the color [effects view](/dot2/key_viewitem_effect/) at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the color preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Picker View [Section titled “Picker View”](#picker-view) The picker view is the first tab of the color preset type view. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview01_1-0-5f54df.png)*Figure 1: Color picker view* In this view, you select the color from the color picker. You have access to all attributes of the color mix system or the color wheels. The x-axis of the color picker, displays the hue from 0 to 360 degrees.\ The y-axis of the color picker, displays the saturation from 0 % to 100 %. The cross hairs shows which color is selected. To select the brightness, swipe the **Bright.-Fader** up or down. To select from which color attributes should the selected color mostly be mixed from, swipe the **Q-Fader** up or down.\ **Primary** = The selected color will be mixed only from RGB attributes.\ **Max** = The selected color will be mixed from RGB attributes and if available from additional attributes, e.g. white or amber.\ **Pure** = The selected color will be mostly mixed from additional color attributes. ## Fader View [Section titled “Fader View”](#fader-view) The fader view is the second tab of the color preset type view. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview02_1-0-2aea6d.png)*Figure 2: Fader View* In this view, you select the color from the color faders.\ There are three different ways of the color mix system, each with three faders. **1. Hue - Sat. - Bright.**\ First fader displays the hue in degrees.\ Second fader displays the saturation in percent.\ Third fader displays the brightness in percent. **2. Cyan - Magenta - Yellow**\ First fader displays the cyan ratio in percent.\ Second fader displays the magenta ratio in percent.\ Third fader displays the yellow ratio in percent. **3. Red - Green - Blue**\ First fader displays the red ratio in percent.\ Second fader displays the green ratio in percent.\ Third fader displays the blue ratio in percent. To select from which color attributes should the selected color mostly be mixed from, swipe the **Q-Fader** up or down. ## Swatchbook View [Section titled “Swatchbook View”](#swatchbook-view) The swatchbook view is the third tab of the color preset type view. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview03_1-0-2bc900.png)*Figure 3: Swatchbook view* In this view, you select the color from a swatchbook. There are two tables in this view: **Swatchbook Table** and **Color Table**. **1. Swatchbook Table**\ This table has two columns: **No.** and **Name**.\ The column **No.** displays the number of the swatchbook.\ The column **Name** displays the name of the swatchbook. **2. Color Table**\ This table has four columns: **No.**, **Name**, **Key** and **Color**.\ The column **No.** displays the number of the row.\ The column **Name** displays the name of the color.\ The column **Key** displays the key of the color from the swatchbook.\ The column **Color** displays the color along with the RGB code. ## Raw Color Views [Section titled “Raw Color Views”](#raw-color-views) The raw color views starts after the third tab in the color preset view, depending on the fixture type. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview03_1-0_1-2bb802.png)*Figure 4: Raw color view* In the raw color view, you control the raw color channel values in percent from the selected fixtures. All fixture types with CMY are displayed as inverted RGB. To select the DMX values from the color channel, move the slider up and down. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The color preset type view has different encoder bars depending on the selected view. ### Color Picker and Color Fader Encoder Bar [Section titled “Color Picker and Color Fader Encoder Bar”](#color-picker-and-color-fader-encoder-bar) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview05_1-0-a5a1a2.png)\ *Figure 5: Color picker and color fader encoder bar* To use the second function of an encoder, press and hold the ![ma](/img/dot2/ma-36da5c.png) key.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Hue or Red:**\ To select the hue or red of a color, turn the encoder left or right. **Saturation or Green:**\ To select the saturation or green of a color, turn the encoder left or right. **Brightness or Blue:**\ To select the brightness or blue of a color, turn the encoder left or right. **Q:**\ To control the Q-Fader, turn the encoder left or right. ### Swatchbook Encoder Bar [Section titled “Swatchbook Encoder Bar”](#swatchbook-encoder-bar) If swatchbook is selected as color preset type view, the swatchbook encoder bar is displayed.\ \ ![](/img/dot2/dot2_viewsandwindows_colorpresettypeview07_1-1-3-5701f5.png)\ *Figure 6: Swatchbook encoder bar* **Scroll Swatchbook:**\ To scroll in the swatchbook table, turn the encoder left or right. **Scroll Color:**\ To scroll in the color table, turn the encoder left or right.\ To select a color, press the encoder. # Control Preset Type > To go to the Control Preset Type View, tap Control in the Preset Type Bar. To go to the **Control Preset Type View**, tap Control in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 7, for preset type 7 (= Control). The control preset type view is only active if the selected fixture type has a control channel. The control preset type view has one default tab **control view** and depending on the fixture type **raw control views**. ## Control View [Section titled “Control View”](#control-view) The control view is the first tab of the control preset type view. ![](/img/dot2/dot2_viewsandwindows_controlpresettype01_1-0-c290e4.png) In the control view, you control the control channels of the selected fixture types. Except the three buttons on the bottom of the view, the buttons are depending on the selected fixture types. The three buttons at the bottom of the screen are default buttons.\ The buttons above the default buttons are different depending on the fixture. If you tap at one of these buttons, a progress bar appears until the function is finished.\ It is not possible to cancel a started functions or undo it. ![](/img/dot2/dot2_viewsandwindows_controlpresettype04_1-0-5167cb.png)\ **Lamp On** (only for discharge lamps):\ Tap to turn the lamp on. ![](/img/dot2/dot2_viewsandwindows_controlpresettype05_1-0-611fb8.png)\ **Lamp Off** (only for discharge lamps):\ Tap to turn the lamp off. ![](/img/dot2/dot2_viewsandwindows_controlpresettype06_1-0-76e760.png)\ **Reset:**\ Tap to reset the selected fixture corresponding to the reset function of the selected fixture type. ## Raw Control Views [Section titled “Raw Control Views”](#raw-control-views) The raw control views, e.g. Lamp, Reset, are located after the first tab in the control preset type view. ![](/img/dot2/dot2_viewsandwindows_controlpresettype02_1-0-176176.png) **Important:**\ The control sliders works absolute. A tap on a control slider sets a new control value and does not follow the already set control values.\ The respective encoders works relative to the already set control values. In the raw control view, you control the raw control channel values in natural values (0-100) of the selected fixtures. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_controlpresettype03_1-0-6f201a.png) The encoder bar is only visible in the raw control views.\ It displays the respective raw channel depending on the selected slider. To select the value, turn the encoder left or right.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png).\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png).\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [What is a Preset?](/dot2/key_wi_presets/) * [How to work with Presets?](/dot2/key_ht_presets/) # Cues > To go to the Cues View for thmain executor on screen 1: Press Cue on the console. To go to the **Cues View** for the **main executor on screen 1**: Press Cue on the console. To go to the cues view\*\*\*\* for the **main executor on screen 2**: Tap Cues on the [view bar](/dot2/key_widget_viewbar/). To go to the cues view for any other **executors**: Press ![view](/img/dot2/eye_1-352bc0.png) and then the respective executor button on the console. ![](/img/dot2/dot2_viewsandwindows_cuesview02_1-2-338a70.png) *Figure 1: Cues View* In this view, you see all cues of the respective executors and their settings. **Information:**\ Every store, update, or copy function makes an automatically unblock for the cue list. The values being identical with the value of the previous cue will not be stored again in the cue list. This provides a clean tracking list. For more information, refer to [What is Tracking?](/dot2/key_wi_tracking/). If an off time is set for this executor, it is displayed in the title bar.\ To change the off time, tap at Off Time in the title bar. The [settings of executor window](/dot2/key_window_settingsofexecutor/) opens. If a certain cue is edited, it is displayed in a red frame in the view. Furthermore, the title bar of the view is displayed in a red and bold font. The corresponding executor is also displayed in a red frame. For more information see [Executor Bar](/dot2/key_widget_executorlabelbar/#red_frame). ![](/img/dot2/dot2_views-and-windows_cues-view_v1-3-55832d.png) *Figure 2: Cue In Edit Mode* To start a timecode record for the executor, tap at TC Record (= timecode) in the title bar. The **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is flashing in the title bar of the cues view and in the [executor bar](/dot2/key_widget_executorlabelbar/). Only available if at least one timecode source is turned on in the [timecode configuration window](/dot2/key_window_timecode/). If no timecode source is turned on, the TC Record button is showed grayed out and the timecode trigger icon is displayed in red. ![](/img/dot2/dot2_viewsandwindows_cuesview06_1-2-5f0834.png) *Figure 3: Cues View - No timecode source is turned on in the Timecode Configuration Window* To open the executor settings, tap the **tool** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the title bar. It opens the [settings of executor window](/dot2/key_window_settingsofexecutor/). To pin the view and deactivate the dynamic view mode, tap on the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png) in the [title bar](/dot2/key_title_bar/). Below the title bar is the cue table. In this table you can edit the * Number. The [edit cue number(s) window](/dot2/key_window_editcuenumbers/) opens. * Cue Name * Protected * Trig (Trigger). The [select trig window](/dot2/key_viewitem_selecttrig/) opens. * Trigger Time * Fade * Delay * Out Fade * Out Delay * Preset Type Timings * Cmd (Command) * Snap Percent * Info To edit the cells of the cue table, press and hold the cell. The corresponding edit window opens. A selected cell in the cue table has blue background with a white frame around. The current executed cue in the cue table has a green background.\ The blue bar in the name column of a running cue displays the fade time from 0% to 100%.\ For more information about cues, refer to [What is a Cue?](/dot2/key_wi_cues/) and [How to work with Cues?](/dot2/key_ht_cues/). If a cue is set to protected, a white line is displayed to see where the tracking stops. For more information, refer to [What is Tracking?](/dot2/key_wi_tracking/) If the assigned fade or delay time is overwritten by the exec time master, it is indicated by an equal sign in front of the fade or delay time. ![](/img/dot2/dot2_viewsandwindows_cuesview07_1-2-6c9bc4.png) *Figure 4: Cues View - Overwritten fade time* ## Chaser [Section titled “Chaser”](#chaser) If the executor is set to a chaser, all cue functions and timings which are not active in the chaser mode are shown gray out. For more information about chasers, refer to [What is a Chaser?](/dot2/key_wi_chasers/) and [How to work with Chasers?](/dot2/key_ht_chasers/). Additional is the chaser bar visible. ![](/img/dot2/dot2_viewsandwindows_cuesview03_1-0-4d3fd6.png) *Figure 5: Chaser Bar in the Cues View* **Forward** (chaser direction mode):\ Tap at ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) to select the direction mode of the chaser.\ There are four directions modes available * Forward * Backward * Bounce (e.g. starts with cue 1 to 4 and goes back from 4 to 1) * Random **Endless** (chaser run mode):\ Tap at ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) to select the run mode of the chaser.\ There are three run modes available. * Endless * Shoot-Off\ The chaser starts at the selected cue, e.g cue 1, and stops at the end of cue 5. The executor is off after the last cue. * Shoot-On\ The chaser starts at the selected cue, e.g. cue 1, and stops at the end of cue 5. The executor is on after the last cue. **Play:**\ Tap to start the chaser. **Pause:**\ Tap to set the chaser to pause. **Half Speed:**\ Tap to set the chaser to half of the current speed. **1:1 Speed:**\ Tap to set the speed to the adjusted speed. To adjust the speed, use the encoder. **Double Speed:**\ Tap to set the speed to the double of the entered speed. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview04_1-0-697a2b.png) *Figure 6: Encoder Bar Function on Screen 1 if Executor is a Chaser* **Fade** (only available if the executor is a chaser):\ With this encoder you set the fade percent from one cue to another cue.\ The default is 0% and it goes up to 400%.\ To set the fade percent without decimal places, turn the encoder left or right.\ To set the fade percent with decimal places, press ![encoder](/img/dot2/encoder-36b017.png) and then turn the encoder left or right. The encoder speed is slow. **Speed** (only available if the executor is a chaser):\ To set the speed of the chaser higher or lower, turn the encoder left or right. **Scroll:**\ To scroll in the cues view up or down, turn the encoder left or right.\ To scroll in the cues view left or right, press and turn the encoder left or right. # Dimmer Preset Type > To go to the Dimmer Preset Type View, tap Dimmen the Preset Type Bar. To go to the **Dimmer Preset Type View**, tap Dimmer\*\*\*\* in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 1, for preset type 1 (= Dimmer). The dimmer preset type view has one default tab **dimmer view** and depending on the fixture type **raw dimmer view**. To open the dimmer effects view at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the dimmer preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Dimmer View [Section titled “Dimmer View”](#dimmer-view) The dimmer view is the first tab of the dimmer preset type view. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview01_1-0_1-ab1ee8.png) In the dimmer view, you control the dimmer values in percent. To select a dimmer value move the dimmer slider up or down. **Important:**\ The dimmer slider works absolute. A tap on the dimmer slider sets a new dimmer value and does not follow the already set dimmer values.\ The dimmer wheel and the respective encoder works relative to the already set dimmer values. Right beside the dimmer slider are five default dimmer values buttons to set the dimmer to a specific value, e.g. 75 %. Right beside the default dimmer values buttons are four calculate dimmer values buttons, to set the dimmer to more or less percent, e.g. +10 %. ## Raw Dimmer View [Section titled “Raw Dimmer View”](#raw-dimmer-view) The raw dimmer view is located in the second tab of the dimmer preset type view. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview02_1-0-6ae89f.png) In the raw dimmer view, you control the raw dimmer channel values in percent from the selected fixtures. All fixture types with a color mix system have a raw dimmer channel in the dot2 to select the brightness. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_dimmerpresettypeview03_1-0-b9bdec.png) **Dim (%):**\ To select the value of the Dim (=Dimmer) turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [Calculator](/dot2/key_view_calculator/) * [Effects View](/dot2/key_viewitem_effect/) # DMX > To go to the DMX View on screen 1: Press  DMX on the console. To go to the **DMX View** on screen 1: Press DMX on the console. To go to the **DMX View** on screen 2: Tap More… in the [view bar](/dot2/key_widget_viewbar/) and then DMX. ![](/img/dot2/dot2_viewsandwindows_dmxview02_1-0-8614d4.png)*Figure 1: DMX View* This view shows the current output of the fixtures and the [attributes](/dot2/key_glossary/). in the universes 1-8.\ The universe 9 displays the DMX input and works only for DMX remote. For more information, refer to [Remote Inputs Configuration](/dot2/key_window_remote/). To pin the view and deactivate the dynamic view mode, tap on the **pin ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png)** in the title bar. To scroll in the DMX view, slide the vertical scroll bar. During scrolling on the scroll bar, it is a bubble displayed which displays the address in the view. ![](/img/dot2/dot2_viewsandwindows_dmxview03_1-0-117ee2.png) You can also slide up and down in the view screen to scroll. To show the DMX attributes the respective DMX address, press the **view icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar06_1-0-2c77b7.png) in the [title bar](/dot2/key_title_bar/). ![](/img/dot2/dot2_viewsandwindows_dmxview04_1-0-eaa452.png)*Figure 2: DMX View with Attributes* If an attribute has no DMX output, the value 0 and the cell is gray displayed. If an attribute has a DMX output, the values starts with 1 (dark green) and goes up to 255 (neon bright green). To search for a fixture in the DMX view and mark it: Select the fixture in the fixture view and the dynamic mode goes to the respective DMX address. If one or more fixtures are selected in the [fixtures view](/dot2/key_viewitem_fixture/), the are displayed in the DMX view with a yellow frame around it. Parked DMX channels are displayed with a blue background. **Hint:**\ To unpark DMX channels, open the [tools window](/dot2/key_window_tools/). ![](/img/dot2/dot2_viewsandwindows_dmxview05_1-0-a71f05.png)*Figure 3: DMX View with parked DMX Channels* DMX tester values, entered via the [DMX command](/dot2/key_keyword_dmx/), are displayed with a red background. **Hint:**\ To turn off the DMX tester, open the [tools window](/dot2/key_window_tools/) or use the [DMX command](/dot2/key_keyword_dmx/). ![](/img/dot2/dot2_viewsandwindows_dmxview06_1-0-496e39.png)*Figure 4: DMX View with active DMX Tester* ## DMX Address [Section titled “DMX Address”](#dmx-address) Below the title bar and leftmost on the screen are the DMX address columns. The horizontal address column shows the DMX address for the respective line in the sheet. The leftmost vertical address column shows at first the universe and then with which address the first column starts. One DMX universe has 512 DMX addresses. Before the DMX sheet of an universe starts is the universe displayed and which XLR plug-in is used. To show the DMX addresses in the DMX view, press the ![ma](/img/dot2/ma-36da5c.png) key. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png)*Figure 5: DMX View Encoder Bar on Screen 1* **Scroll:**\ To scroll in the DMX view up or down, turn the encoder left or right. # Effects > To go to the Effects Editor View on screen 1, press Effect on the console or press the loop ! in the title bar of a preset type view. To go to the Effects Editor View on **screen 1**, press Effect on the console or press the loop ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar of a preset type view. ![](/img/dot2/dot2_viewsandwindows_effectsview01_1-0-29e759.png) \_Figure 1: Dimmer Effects Editor \_*View on screen 1* To open the Effect View on **screen 2**, tap More… in the [view bar](/dot2/key_widget_viewbar/) and then Effects. ![](/img/dot2/dot2_viewsandwindows_effectsview18_1-2-7a5723.png) \_Figure 2: Dimmer Effects \_*View on screen 2* The effect view depends on the selected fixtures in the [fixture view](/dot2/key_viewitem_fixture/) and the selected preset type in the [preset type bar](/dot2/key_widget_presettypebar/). For the following preset types are predefined effects available: * Dimmer * Position * Gobo * Color * Beam * Focus To go to the **Dimmer Effect View**, select Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). The title bar displays in which effect view you are, e.g. Dimmer Effects. The tiles on the left side of the view, are the available effects for the selected fixture and preset type.\ The effects view on screen 2 displays only the available effects. The buttons on the right side of the view, are additional options for the effect. The current selected effect has a white frame around the tile. In the upper left corner is the object number of the effect. *** ## Off Effects [Section titled “Off Effects”](#off-effects) Every effect view has the Off function.\ Tap off, to discard a running effect from the fixture selection in the programmer.\ If you tap Off in the dimmer effects view, all dimmer effects will be discarded in the programmer. **Example:**\ Let´s assume, you have a running dimmer effect in the programmer and additional pan tilt values. ![](/img/dot2/dot2_viewsandwindows_effectsview02_1-2-373cb4.png) *Figure 3: Running dimmer effect* To discard only the effect values from the selected fixtures, open the **dimmer effect view** and tap Off. ![](/img/dot2/dot2_viewsandwindows_effectsview03_1-2-a53e15.png) *Figure 4: Dimmer effect is off* The dimmer effect is discarded from the programmer. *** ## Stomp Effects [Section titled “Stomp Effects”](#stomp-effects) Every effect view has the Stomp function.\ Tap stomp, to mute a running effect stored on an executor. To deactivate Stomp, press Clear. **Example:**\ Let´s assume, you have stored cue 1 with a dimmer effect and you will mute this effect in cue 2. 1. Select the fixtures in the fixture view that should mute the effect from cue 1. 2. Open the dimmer effects view and tap Stomp. 3. Press Store Cue 2 Please. Cue 1 starts the dimmer effect and cue 2 mutes the dimmer effect. *** ## Stomp Effect in Position Presets [Section titled “Stomp Effect in Position Presets”](#stomp-effect-in-position-presets) If you store the Stomp effect in a preset, this effect is displayed as a red exclamation mark in the preset pool. ![](/img/dot2/dot2_stomp-effect_position-presets_v1-3-c7dc1e.png) *Stomp effect in position presets* **Important:**\ To store the Stomp effect, run an effect first. *** ## Effect Options [Section titled “Effect Options”](#effect-options) The effect options are the seven buttons on the right side of the screen. **Direction <>:**\ The direction <> button is available if you have fixtures with a running effect in the programmer.\ Tap to change the direction of the effect from left to right or reversed. **Shuffle Selection:**\ The Shuffle Selection button is available if you have selected fixtures in the programmer.\ Tap to mix-up the order of the fixture selection. This is the same as Macro “Shuffle Selection” in the [Macros Pool](/dot2/key_viewitem_macro/). **Sync:**\ The Sync button is available if effects are running in the programmer.\ Tap to synchronize effects in the programmer. Refer to, [SyncEffects Command](/dot2/key_keyword_synceffects/). **Align >:**\ Selects the align mode >. Refer to, [Align Key](/dot2/key_key_align/). **Align <:**\ Selects the align mode <. Refer to, [Align Key](/dot2/key_key_align/). **Align ><:**\ Selects the align mode ><. Refer to, [Align Key](/dot2/key_key_align/). **Align Off** (default)**:**\ Turns the align mode off. Refer to, [Align Key](/dot2/key_key_align/). *** ## Dimmer Effects [Section titled “Dimmer Effects”](#dimmer-effects) In the dot2 are six predefined dimmer effects available. **Soft Dimmer** (object number 1):\ Opens and close the dimmer with softness. ![](/img/dot2/dot2_viewsandwindows_effectsview04_1-2-035f39.png) *Figure 5: Soft dimmer effect* **Hard Dimmer** (object number 2):\ Opens and close the dimmer without softness. ![](/img/dot2/dot2_viewsandwindows_effectsview05_1-2-194900.png) *Figure 6: Hard dimmer effect* **Ramp Up Dimmer** (object number 3):\ Dimmer snaps to 100% and fades slowly to 0%. ![](/img/dot2/dot2_viewsandwindows_effectsview06_1-2-8b3ea4.png) *Figure 7: Ramp up dimmer effect* **Ramp Down Dimmer** (object number 4):\ Dimmer snaps to 0% and fades slowly to 100%. ![](/img/dot2/dot2_viewsandwindows_effectsview07_1-2-e136b6.png) *Figure 8: Ramp down dimmer effect* **Dim/P/T Ballyhoo** (object number 8):[]()\ Soft dimmer effect and pan tilt movement.\ This effect is in the position effects as well. ![](/img/dot2/dot2_viewsandwindows_effectsview08_1-2-86d0ed.png) *Figure 9: Dim/P/T Ballyoo* **Dim/Tilt Flyout** (object number 9):[]()\ Fixtures are moving from position one to position two.\ After they reached position two, dimmer fades to 0% and the fixtures moves back to position one. ![](/img/dot2/dot2_viewsandwindows_effectsview09_1-2-083d37.png) *Figure 10: Dim/Tilt Flyout* *** ## Position Effects [Section titled “Position Effects”](#position-effects) In the dot2 are eight predefined position effects available. **Circle** (object number 5):\ Fixtures moving in a circle. **Pan Sinus** (object number 6):\ Soft pan effect. Pan of the fixture moves around the current position, for example beginning from the current position 0 the pan moves from - 15 till 15. **Tilt Sinus** (object number 7)\ Soft tilt effect. Tilt of the fixture moves around the current position, for example beginning from the current position 0 the tilt moves from - 15 till 15. **Dim/P/T Ballyhoo** (object number 8):\ Refer to, [Dim/P/T Ballyhoo](#Dim/P/T%20Ballyhoo) in the dimmer effects. **Dim/Tilt Flyout** (object number 9):\ Refer to, [Dim/Tilt Flyout](#Dim/Tilt%20Flyout) in the dimmer effects.\ \ **Pan Half Sinus** (object number 22):\ Soft pan effect. Pan of the fixture uses the current position as starting position, for example beginning from the current position 0 the pan moves till 30 and back to 0.\ \ **Tilt Half Sinus** (object number 23):\ Soft tilt effect. Tilt of the fixture uses the current position as starting position, for example beginning from the current position 0 the tilt moves till 30 and back to 0.​\ \ **Figure 8** (object number 24):\ Fixture moves like an eight. The center is the current position. *** ## Gobo Effects [Section titled “Gobo Effects”](#gobo-effects) In the dot2 are three predefined gobo effects available. **2 Gobo** (object number 10):\ Changes between two gobos on the gobowheel.\ Select the gobos with high value and low value in the [gobo preset type view](/dot2/key_viewitem_gobo/), effect mode. ![](/img/dot2/dot2_viewsandwindows_effectsview10_1-2-0ec000.png) *Figure 11: 2 Gobo effect* **Gobo <>** (object number 11):\ Gobo rotation speed effect. **Gobo Index** (object number 12):\ Gobo position effect. *** ## Color Effects [Section titled “Color Effects”](#color-effects) In the dot2 are four predefined color effects available. **2 Color Soft** (object number 13):\ Changes between two colors with softness.\ This is a mix color effect. ![](/img/dot2/dot2_viewsandwindows_effectsview11_1-2-87028d.png) *Figure 12: 2 Color Soft effect* **2 Color Hard** (object number 14):\ Changes between two colors without softness.\ This is a mix color effect. ![](/img/dot2/dot2_viewsandwindows_effectsview12_1-2-7f335c.png) *Figure 13: 2 Color Hard effect* **RGB Rainbow** (object number 15):\ A red green blue rainbow effect with softness.\ This is a mix color effect. ![](/img/dot2/dot2_viewsandwindows_effectsview13_1-2-ebe14e.png) *Figure 14: RGB Rainbow effect* **Colorwheel 2 color** (object number 16):\ Changes between two colors.\ This is a color wheel effect. *** ## Beam Effects [Section titled “Beam Effects”](#beam-effects) In the dot2 are three predefined beam effects available. **Iris** (object number 17):\ Opens and close the iris. ![](/img/dot2/dot2_viewsandwindows_effectsview14_1-2-67ba77.png) *Figure 15: Iris effect* **Shutter** (object number 18):\ Opens and close the shutter. ![](/img/dot2/dot2_viewsandwindows_effectsview16_1-2-e69055.png) *Figure 16: Shutter effect* **Strobe** (object number 19):\ Changes between fast and slow strobe. ![](/img/dot2/dot2_viewsandwindows_effectsview15_1-2-b7152c.png) *Figure 17: Strobe effect* *** ## Focus Effects [Section titled “Focus Effects”](#focus-effects) In the dot2 are two predefined focus effects available. **Zoom** (object number 20):\ Changes between wide and narrow. **Focus** (object number 21):\ Changes between minimum and maximum focus. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_views-and-windows_effect-view_encoder-bar_v1-3-092870.png) *Figure 18: Effect encoder bar* To use the second function of an encoder, press and hold the ![ma](/img/dot2/ma-36da5c.png) key.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. For detailed information about the settings, refer to [What are Effects?](/dot2/key_wa_effects/). **High Value or Low Value:**\ To select the high or low value, turn the encoder left or right. **Speed:**\ To select the speed in BPM (beats per minute), turn the encoder left or right. **Phase:**\ To select the phase, turn the encoder left or right. **Width or Softness:**\ To select the width or softness, turn the encoder left or right. ## Groups and Blocks [Section titled “Groups and Blocks”](#groups-and-blocks) It is possible to enable **Groups** and **Blocks** in the effect encoder bar. **Important:**\ To make **Groups** and **Blocks** visible, press MA. ![](/img/dot2/dot2_groups-blocks-wings_v1-3-94300b.png) *Figure 19: Effect encoder bar – groups and blocks* * To enter numbers in the calculator, tap **Groups** or **Blocks**. **Groups:** Groups divide selected fixtures into groups that move in the same direction. **Example:** If you create 2 groups: * The first fixture will be added to the first group. * The second fixture will be added to the second group. * The third fixture will be added to the first group. * The fourth fixture will be added to the second group and so forth. **Blocks:** Blocks divide selected fixtures into small groups which work as an entity. **Example:** If you created a simple dimmer chase containing 10 fixtures: * Set the block value to 2. * You will then see that the fixtures one and two are moving together in the same direction. * The same principle applies to fixtures 3 and 4. **None**: The effects runs through all fixtures. **Important:**\ The shaded background symbolizes that **Groups** and **Blocks** are not taken over into the effect editor when editing cues or presets. ## Wings [Section titled “Wings”](#wings) Wings divide selected fixtures into smaller groups. These groups are mirrored. **Example:** If you have created a simple dimmer chase containing 10 fixtures. They move from left to right: * Set the wing to 2. * The first 5 fixtures move from left to right. * The next 5 fixtures move from right to left. * The fixtures move in sync to one another. 1. Select fixtures. 2. Press Effect. 3. Choose an effect. 4. Tap Phase and the calculator EffectPhase opens. ![](/img/dot2/dot2_effect-phase-calculator_v1-3-d1ddb8.png) *Figure 20: Calculator effect phase* To use the wings, tap one of the six predefined wing buttons with the following numbers: **0…360:** The effect starts in the middle and moves toward each side in a parallel way. **-360…0:** The effect starts on each side and moves toward the middle in a parallel way. *** ## Related Links [Section titled “Related Links”](#related-links) * [What is the Programmer?](/dot2/key_wa_programmer/) * [Macros Pool](/dot2/key_viewitem_macro/) * [Gobo Preset Type View](/dot2/key_viewitem_gobo/) * [How to work with Effects?](/dot2/key_ht_effects/) # Executor Pool > To go to the Executor Pool View on screen 1, press Exec on the console. To go to the Executor Pool View on screen 1, press Exec on the console. ![](/img/dot2/dot2_viewsandwindows_executorspool01_1-0-52fbd6.png) The executor pool view opens, depending of the current page from the [executor bar](/dot2/key_widget_executorlabelbar/). In this view, you see all stored executors. The title bar displays in which pool and what page you are. The executor pool view is fielded in numbered objects. The number in the upper left corner is the executor number. In the middle of the object is the name of the executor displayed. You can store 904 executor objects on each page. To scroll in the executor pool view, slide the vertical scroll bar or slide up and down in the view. If you store a new object, the console will ask you to label it. To open the [cues view](/dot2/key_viewitem_cue/) of an stored executor, press and hold the executor pool object. To move an executor: Press Move, tap the executor which should move and then tap in the field where the executor should go. To copy an executor: Press Copy, tap the executor which should be copied and then tap in the field where the executor copy should go to. A copied executor get a consecutively number after the executor name, to see the difference. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) **Scroll:**\ To scroll in the executor pool view up or down, turn the encoder left or right.\ To scroll in the executor pool view left or right, press and turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Executor Bar](/dot2/key_widget_executorlabelbar/) * [Cues View](/dot2/key_viewitem_cue/) * [What is an Executor?](/dot2/key_wi_executors/) * [Move Command](/dot2/key_keyword_move/) * [Copy Command](/dot2/key_keyword_copy/) # Fixtures > To go to the Fixture View on screen 1: Press  Fixture on the console. To go to the **Fixture View** on screen 1: Press Fixture on the console. To go to the **Fixture View** on screen 2 or all further screens: Tap Fixtures on the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_fixturesview04_1-2-12ec54.png) *Figure 1: Fixtures view - symbol view* In this view you see all imported fixtures, [attributes](/dot2/key_glossary/) and their output. If [preview](/dot2/key_keyword_previewexecutor/) is active, you see the values. Swipe to select and deselect fixtures. To switch between the **symbol view** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar02_1-0-3925d0.png), the **sheet view** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar03_1-0-0203d2.png), or to one of the five **layout views** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar23_1-2-7af671.png), tap on the respective icon in the [title bar](/dot2/key_title_bar/). To pin the view and deactivate the dynamic view mode, tap the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png). To toggle between names of preset and channel sets and values, tap ![](/img/dot2/dot2_sheet-view_toggle-name-value_v1-3-34925d.png) in the upper right corner of the sheet view, on the left of the pin. The fixtures types and values can have different colors. For more about colors go to [system colors](/dot2/key_system_colors/). *** ## Symbol View [Section titled “Symbol View”](#symbol-view) You get to the fixture symbol view with a tap on the **symbol view icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar02_1-0-3925d0.png) in the title bar of the fixture view. This is a graphical layout of the patched fixtures. The symbol view displays always the playback output. The fixtures are grouped in fixture types. There are different symbols in the symbol view, depending on the fixture type. To see the fixture names and to see the colors and gobos if the dimmer is closed, press and hold ![ma](/img/dot2/ma_1-85eed0.png) . ![](/img/dot2/dot2_viewsandwindows_fixturesview07_1-2-587bc1.png) *Figure 2: Fixtures symbol view with pressed MA key* *** ## Fixture Symbols [Section titled “Fixture Symbols”](#fixture-symbols) All fixture symbols have in the upper area the fixture ID and the orange dimmer bar below. The dimmer bar is a graphical view of the dimmer value. ![](/img/dot2/dot2_viewsandwindows_fixturesview01_1-2-8afc37.png) *Figure 3: Example fixture ID 1* Displays additional to the dimmer bar the dimmer value of 50 % in red (= programmer values), and 0 0 for the position of pan and tilt values. ![](/img/dot2/dot2_viewsandwindows_fixturesview02_1-2-50edbc.png) *Figure 4: Example fixture ID 3* Displays additional to the dimmer bar the dimmer values of 100 % in red (= programmer values), and 175 -33 for the position of pan and tilt values, and the gobo wheel. ![](/img/dot2/dot2_viewsandwindows_fixturesview03_1-2-64cd51.png) *Figure 5: Example fixture ID 21* Displays the current color and the dimmer values. For more information, see [value colors](/dot2/key_systemcolors_values/). *** ## Sheet View [Section titled “Sheet View”](#sheet-view) To go to the fixture **sheet view** tap the sheet view icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar03_1-0-0203d2.png) in the title bar. ![](/img/dot2/dot2_views-and-windows_fixture-sheet-view_figure06_v1-3-54fec9.png) *Figure 6: Fixture sheet view* In the fixture sheet view are all patched fixtures, and their values and attributes, in a numeric order of the fixture ID. In the first column is the fixture ID displayed. In the second column is the fixture name displayed. Those two columns are fixed. After the fixture name column are the attributes displayed, in the same order like the [preset type bar](/dot2/key_widget_presettypebar/). If you use a preset, the name of the preset is displayed instead of the value. ![](/img/dot2/dot2_viewsandwindows_fixturesview08_1-2-cd421f.png) *Figure 7: Fixtures sheet view with used preset contrabass* To toggle to values, tap the symbol “Values Only” on the left of the pin. ![](/img/dot2/dot2_fixture-sheet-view_value-of-preset-contrabass_v1-3-4523d3.png) \_Figure 8: Fixture sheet view with values of the preset contrabass \_ To adjust the column width, press and hold the vertical column line next to the column header and move the column. To edit attribute values in the fixtures sheet view, select a fixture and tap and hold the value cell from the attribute. The [calculator](/dot2/key_view_calculator/) opens. To learn more about the different colors in the sheet view, refer to [value colors](/dot2/key_systemcolors_values/). If blind is on, the blind values are only visible in the sheet view. For more information, see [Blind key](/dot2/key_key_blind/) and [Blind command](/dot2/key_keyword_blind/). ![](/img/dot2/dot2_viewsandwindows_fixturesview09_1-2-06c2d1.png) *Figure 9: Fixtures sheet in blind* *** ## Layout View [Section titled “Layout View”](#layout-view) To go to one of the fixtures layout view, tap at one of the layout icons ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar23_1-2-7af671.png). ![](/img/dot2/dot2_viewsandwindows_fixturesview10_1-2-7827df.png) *Figure 10: Fixtures layout view* By default, the fixtures layout view is empty. For more information about the fixtures layout view and how to arrange them, see [Getting Started Guide - Fixtures View](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_06_fixtureview.html). *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) **Scroll:**\ To scroll in the fixtures view up or down, turn the encoder left or right. # Focus Preset Type > To go to the Focus Preset Type View, tap Focus in the Preset Type Bar. To go to the **Focus Preset Type View**, tap Focus in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 6, for preset type 6 (= Focus). The focus preset type view is only active if the selected fixture type has focus attributes. The focus preset type view is fragmented in the **Focus/Zoom View** tab and the **Raw Focus View** (depending on the fixture type). **Important:**\ The focus sliders works absolute. A tap on a focus slider sets a new focus value and does not follow the already set focus values.\ The respective encoders works relative to the already set focus values. To open the focus [effects view](/dot2/key_viewitem_effect/) at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the focus preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Focus/Zoom View [Section titled “Focus/Zoom View”](#focuszoom-view) The focus/zoom view is the first tab in the focus preset type view. ![](/img/dot2/dot2_viewsandwindows_focuspresettype01_1-0-d2676d.png) With the focus slider, you control the focus of the projection.\ To select a focus value, move the focus slider up and down. 1 = near focus\ 100 = far focus There are three focus default buttons: **Far**, **Center** and **Near**.\ To select one of these values, tap on the corresponding button. To select a zoom value in degrees, move the zoom slider up and down.\ There are three zoom default buttons: **Wide**, **Center** and **Narrow**. ## Raw Focus View [Section titled “Raw Focus View”](#raw-focus-view) The raw focus view is the second tab of the focus preset type view. ![](/img/dot2/dot2_viewsandwindows_focuspresettype02_1-0-e304ab.png) In the raw focus view, you control the focus values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_focuspresettype03_1-0-ed0f34.png) **Focus:**\ To select the values of the focus, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Zoom:**\ To select the values of the zoom, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [What is a Preset?](/dot2/key_wi_presets/) * [How to work with Presets?](/dot2/key_ht_presets/) # Gobo Preset Type > To go to the Gobo Preset Type View, tap Gobo in the Preset Type Bar. To go to the **Gobo Preset Type View**, tap Gobo in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 3, for preset type 3 (= Gobo). The gobo preset type view is only active if the selected fixture has gobo attributes. The gobo preset type view is fragmented in the **gobo views** and **raw gobo views** (depending on the fixture type). **Important:**\ The gobo sliders works absolute. A tap on a gobo slider sets a new gobo value and does not follow the already set gobo values.\ The respective encoders works relative to the already set gobo values. To open the gobo [effects view](/dot2/key_viewitem_effect/) at screen 1 tap at the effect loop ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the gobo preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Gobo View [Section titled “Gobo View”](#gobo-view) The gobo view is the first tab of the gobo preset type view. ![](/img/dot2/dot2_viewsandwindows_gobopresettypeview01_1-0-8c8227.png) In this view, you can select the gobos, gobo effects and gobo rotations, depending on the fixture type. A selected gobo has a green frame around it. There are several gobo buttons available, depending on the fixture type. **Select:**\ Tap to select a gobo from the gobowheel.\ The slider change into a select gobo slider. **Spin >:**\ Tap to let the entire gobowheel spin clockwise.\ The slider change into a select speed in rpm (revolution per minute) slider. **Stop:**\ Tap to stop the spinning. **Spin <:**\ Tap to let the entire gobowheel spin counter clockwise.\ The slider change into a select speed in rpm slider. **Wheel Shake:**\ Tap to let the gobowheel shakes up and down. **Rotate >:**\ Tap to rotate the selected gobo clockwise.\ The slider change into a select speed in rpm slider. **Rotate <:**\ Tap to rotate the selected gobo counter clockwise.\ The slider change into a select speed in rpm slider. **Index:**\ Tap to set the index position of the selected gobo.\ The slider change into a select position in degrees slider. ## Raw Gobo Views [Section titled “Raw Gobo Views”](#raw-gobo-views) The raw gobo views are located after the gobo views. ![](/img/dot2/dot2_viewsandwindows_gobopresettypeview02_1-0-c8222c.png) In the raw gobo view, you control the raw gobo values in [natural values](/dot2/key_glossary/) (0-100) from the selected fixtures. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_gobopresettypeview03_1-0-ea557c.png) The left upper corner of an encoder in the [encoder bar](/dot2/key_widget_encoderbar/), displays the attribute from the respective encoder.\ The right upper corner displays the current function of the encoder, e.g. spin, select, rotation. To select a value turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [What is a Preset?](/dot2/key_wi_presets/) # Groups > To go to the Groups View on screen 1: Press Group on the console. To go to the **Groups View** on screen 1: Press Group on the console. To go to the **Groups View** on screen 2: Tap Groups on the [View Bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_groupsview01_1-0-847ac1.png) Store a collection of fixtures to a group to have a quick selection. There are 999 group buttons available. To scroll in the groups view, slide the vertical scroll bar or slide up and down in the view. A selected group is displayed with a yellow font. A group without a function is displayed with a gray font.\ Example: The fixtures stored in this group are removed from the Patch & Fixture Schedule. If you store a new group, the console will ask you to label it. ## ![](/img/dot2/dot2_viewsandwindows_groupsview02_1-0-d5f7c2.png) A group which is not labeled it is just called **Group**. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) **Scroll:**\ To scroll in the groups view up or down, turn the encoder left or right.\ To scroll in the groups view left or right, press and turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Group Key](/dot2/key_key_group/) * [Group Command](/dot2/key_keyword_group/) * [How to work with Groups](/dot2/key_ht_groups/) # Help > To go to the Help View, tap More... in the view bar and then Help. To go to the **Help View**, tap More… in the [view bar](/dot2/key_widget_viewbar/) and then Help. ![](/img/dot2/dot2_viewsandwindows_help01_1-0-bb497b.png) In this view you have access to the help files from the dot2. If a topic is not available in the selected display language, it is a message at the beginning of the text and you got the English topic. To search for a specific topic, tap the **magnifier** ![](/img/dot2/dot2_viewsandwindows_helpview2_1-0-37bffd.png). It opens the **Search for… Window**. To go back to the last visiting help topic, tap the **direction arrow back** ![](/img/dot2/dot2_viewsandwindows_helpview3_1-0-bcb01c.png). To go forward to the last visiting help topic, tap the **direction arrow forward** ![](/img/dot2/dot2_viewsandwindows_helpview4_1-0-0760bb.png). To pin the view on screen 2 or further screens, and deactivate the dynamic view mode, tap the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png). To leave the Help View, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Navigation Structure [Section titled “Navigation Structure”](#navigation-structure) The navigation structure is at the left of the view. The structure is * [Introduction](/dot2/key_introduction/)\ Basic information regarding the dot2. * [Getting Started Guide](https://help.malighting.com/dot2/en/help/2b0756df-1c07-438b-a39e-2201cf26b1cd.html)\ Guided tour to the most common functions in the dot2. * [What are…](/dot2/key_wi_this/)\ For a better understanding of the dot2. * [How to…](/dot2/key_ht_howto/)\ Examples of practical use of the dot2. * [Keys](/dot2/key_keys/)\ Overview about all keys including detailed description. * [Views & Windows](/dot2/key_views_and_windows_overview/)\ Overview about all views and windows including detailed description. * [Commands](/dot2/key_commands_overview/)\ All commands in detail. * [Error Messages](/dot2/key_error_messages/)\ Error messages with reason and action. The current open topic is marked with an orange font in the structure tree. ## Help File [Section titled “Help File”](#help-file) The help file is at the right of the view. A help file can includes * text * screenshots * related links ![](/img/dot2/dot2_viewsandwindows_help02_1-0-beaec7.png) A key on the console is displayed in an orange font with an orange frame. ![](/img/dot2/dot2_viewsandwindows_help03_1-0-9fe699.png) A button on the screen is displayed in a white font with a gray frame. Fixture 1 Thru 3 A command line input is displayed with a command line style. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) **Scroll:**\ To scroll in the navigation structure or the help file up and down, turn the encoder left or right. # Macros Pool > To go to thMacros Pool Viewn screen 1, press Macro on the console. To go to the **Macros Pool View** on screen 1, press Macro on the console. ![](/img/dot2/img_macros_1-9-0f15ef.png) *Figure 1: Macros pool view* Macros are used for the automation of tasks.\ The first 45 are predefined macros that cannot be edited or deleted. They are organized in alphabetical order. To scroll in the macros pool view, slide the vertical scroll bar or slide up and down in the view. Numbers 46 to 999 can be edited. ## Predefined macros [Section titled “Predefined macros”](#predefined-macros) **1. +05:**\ Adds 5% dimmer value to the selected fixture. **2. -05:**\ Removes 5% dimmer value from the selected fixture. **3. Align <:**\ Selects the align mode <. Refer to, [Align Key](/dot2/key_key_align/). **4. Align >:**\ Selects the align mode >. Refer to, [Align Key](/dot2/key_key_align/). **5. Align <>:**\ Selects the align mode <>. Refer to, [Align Key](/dot2/key_key_align/). **6. Align ><:**\ Selects the align mode ><. Refer to, [Align Key](/dot2/key_key_align/). **7. Align Off:**\ Turns the align mode off. Refer to, [Align Key](/dot2/key_key_align/). **8. Circular Copy >:**\ Copies all values of the selected fixtures one step to the right.\ This is useful to create a chaser. ![](/img/dot2/dot2_viewsandwindows_macrospool02_1-2-e4f5b0.png) *Figure 2: Before circular copy >* ![](/img/dot2/dot2_viewsandwindows_macrospool03_1-2-bc8c12.png) *Figure 3: After circular copy >* **9. Circular Copy <:**\ Copies all values of the selected fixtures one step to the left.\ This is useful to create a chaser. **10. Clear All:**\ Clears the selection and removes all values from the programmer. Refer to, [Clear Key](/dot2/key_key_clear/). **11. Clear Selection:**\ Clears the selection of fixtures. Refer to, [Clear Key](/dot2/key_key_clear/). **12. Clone single Preset Type:**\ Clones a single preset types from one fixture to another fixture.\ Useful if you have an existing show and you get additional fixtures in the show. Example:\ Fixture 1 thru 4 uses color preset light cyan. ![](/img/dot2/dot2_viewsandwindows_macrospool10_1-2-0cb1b7.png) *Figure 4: Fixtures sheet view - fixture 1 thru 4 uses color preset light cyan* Now I got additional fixtures in the show, fixture 5 thru 8. I want that they use color preset light cyan as well. 1. Tap macro Clone single Preset Type.\ A pop-up asks from what fixture you like to clone. 2. Type **1** for fixture 1.\ One of the fixtures using the preset is enough.\ Tap Ok in the title bar.\ A pop-up asks to what fixture you like to clone. 3. Type **5 thru 8.**\ Tap Ok in the title bar.\ A pop-up asks what preset type number you like to clone. 4. Type **4** for color preset type.\ Tap Ok in the title bar.\ A pop-up informs you about how many objects will be cloned. 5. Tap Ok. All the fixtures 1 thru 8 uses color preset light cyan. ![](/img/dot2/dot2_viewsandwindows_macrospool11_1-2-ce9c15.png) *Figure 5: Fixtures sheet view - fixture 1 thru 8 uses color preset light cyan* **13. Clone all Presets:**\ Clones all presets from one fixture to another fixture.\ Useful if you have an existing show and you get additional fixtures in the show. **Important:**\ If you clone all presets, double-check the position presets. If the fixture doesn´t have exactly the same position, you need to adjust the position presets. Example:\ Fixture 1 thru 4 were already existing. Fixture 5 thru 8 are new in the show and they should use all the same presets than fixture 1 thru 4. 1. Tap macro Clone all Presets.\ A pop-up asks from what fixture you like to clone. 2. Type **1** for fixture 1.\ One of the fixtures using the preset is enough.\ Tap Ok in the title bar.\ A pop-up asks to what fixture you like to clone. 3. Type **5 thru 8.**\ Tap Ok in the title bar.\ A pop-up informs you about how many objects will be cloned. 4. Tap Ok. Fixture 5 thru 8 uses all the same presets than fixture 1. **14. Clone Fixture in Executor:**\ Clones the fixture only on the entered executor. If the source fixture is using a preset, the preset will be cloned as well.\ This makes sense, if you need to add one more fixture on an executor what does exactly the same as another fixture. **15. Export all Executor to USB:**\ A shorted version of the cues view of all executors will be exported to the inserted USB stick as an .xml file. The .xml files are in the folder **dot2\importexport**. To open the .xml file use a browser or import the .xml file in a calculation program. **16. Export Patch to USB:**\ The console asks to enter the file name. Export a shorted version of the patch & fixture schedule to the inserted USB stick as an .xml file. The .xml files are in the folder **dot2\importexport**. To open the .xml file use a browser or import the .xml file in a calculation program. **17. IfActive:**\ Selects only fixtures in the [fixtures view](/dot2/key_viewitem_fixture/), if they have active programmer values. Refer to, [What is a Programmer?](/dot2/key_wa_programmer/) **18. if output:**\ Selects only fixtures in the [fixtures view](/dot2/key_viewitem_fixture/), if they have a dimmer value bigger than 0. **19. IfProg:**\ Selects only fixtures in the [fixtures view](/dot2/key_viewitem_fixture/), if they have values in the programmer. Refer to, [What is a Programmer?](/dot2/key_wa_programmer/) **20. Invert:**\ Enters the [Invert Command](/dot2/key_keyword_invert/) in the command line. **21. Knockout Invert:**\ Inverts at fist the selection and removes the inverted selection from the programmer.\ This is useful if you have a lot of values in the programmer but you want to store only the current selected values. ![](/img/dot2/dot2_viewsandwindows_macrospool04_1-2-29cab9.png) *Figure 6: Fixture selection and values before knockout invert* ![](/img/dot2/dot2_viewsandwindows_macrospool05_1-2-fe35ba.png) *Figure 7: Fixture selection and values after knockout invert* **22. Knockout Selection:**\ Deselects the selected fixtures in the [fixtures view](/dot2/key_viewitem_fixture/) and remove their values from the programmer. **23. MAtricks 1/3:**\ Selects every third fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the every third fixture, starting with next or previous fixture.\ Example: If Highlight is on, every third fixture is highlighted.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **24. MAtricks 1/4:**\ Selects every fourth fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the every fourth fixture, starting with next or previous fixture.\ Example: If Highlight is on, every fourth fixture is highlighted.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **25. MAtricks 1/5:**\ Selects every fifth fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the every fifth fixture, starting with next or previous fixture.\ Example: If Highlight is on, every fifth fixture is highlighted.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **26. MAtricks Block 1:**\ Selects blocks of 1 fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **Hint:**\ You can assign MAtricks block macros as a command in the cues view. **27. MAtricks Block 2:**\ Selects blocks of 2 fixtures of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **28. MAtricks Block 3:**\ Selects blocks of 3 fixtures of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **29. MAtricks Block 4:**\ Selects blocks of 4 fixtures of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects the next or previous block.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **30. MAtricks Even:**\ Selects every second fixture of the current fixture selection, starting with the second fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) function changes into a toggle function between even and odd.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **31. MAtricks Even ID:**\ Selects only fixtures with an even fixture ID of the current fixture selection.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects next and previous even fixture ID.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **32. MAtricks Group 0:** **Important:**\ To use the MAtricks Group macros, enter the values by using the calculator or the number pad. Aligns the values across the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool12_1-2-3775e2.png) *Figure 8: Fixtures use MAtricks Group 0* **33. MAtricks Group 2:**\ Aligns the values across groups of 2 fixtures of the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool13_1-2-2406fe.png) *Figure 9: Fixtures use MAtricks Group 2* **34. MAtricks Group 3:**\ Aligns the values across groups of 3 fixtures of the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool14_1-2-7f4b78.png) *Figure 10: Fixtures use MAtricks Group 3* **35. MAtricks Group 4:**\ Aligns the values across groups of 4 fixtures of the fixture selection.\ \- Select the MAtricks Group and then enter the align values. ![](/img/dot2/dot2_viewsandwindows_macrospool15_1-2-68ef1a.png) *Figure 11: Fixtures use MAtricks Group 4* **36. MAtricks Odd:**\ Selects every second fixture of the current fixture selection, starting with the first fixture.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) function changes into a toggle function between even and odd.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **37. MAtricks Odd ID:**\ Selects only fixtures with an odd fixture ID of the current fixture selection.\ [Next](/dot2/key_key_next/) and [Previous Key](/dot2/key_key_prev/) selects next and previous odd fixture ID.\ Reset the Next and Previous Key back to default by using [Macro 38 MAtricks RESET](#36.%20MAtricks%20RESET:). **38. MAtricks RESET:[]()**\ Resets the Next and Previous key back to their default function.\ This is necessary after using MAtricks macros. **39. Off all Executor:**\ Turns off all executors except the main executor. **40. Off Pages Minus Current:**\ Turns off every page except the current visible page in the [executor bar](/dot2/key_widget_executorlabelbar/). **41. Oops Menu:**\ Opens the [Oops View](/dot2/key_view_oops/) on screen 1. **42. Quicksave the Show File:**\ Saves the show file. Refer to, [Backup Key](/dot2/key_key_backup/). **43. Shuffle Selection:**\ The dot2 remembers the order of how you select the fixtures, e.g. from fixture 1 to 10 or from fixture 10 to 1.\ This necessary for e.g. effects or the highlight function. The shuffle selection macro mixed-up the order of the fixture selection. Example without Shuffle Selection Macro:\ Select the fixtures in the [fixtures view](/dot2/key_viewitem_fixture/) from 1 to 8, press At 1 0 Thru 1 0 0. ![](/img/dot2/dot2_viewsandwindows_macrospool06_1-2-cb9ccc.png) *Figure 12: Before shuffle values* The values from 10 to 100 are assigned to the fixtures in the selection order. Example with Shuffle Selection Macro:\ Select fixtures from 1 to 8 in the [fixtures view](/dot2/key_viewitem_fixture/), tap at macro Shuffle Selection, press At 1 0 Thru 1 0 0. ![](/img/dot2/dot2_viewsandwindows_macrospool07_1-2-4f31ef.png) *Figure 13: After shuffle values* The values from 10 to 100 are assigned to the fixtures in a mixed order. **44. Shuffle Values:**\ Mix-up the values of the selected fixtures. ![](/img/dot2/dot2_viewsandwindows_macrospool08_1-2-3ea057.png) *Figure 14: Before shuffle values* ![](/img/dot2/dot2_viewsandwindows_macrospool09_1-2-5c4e32.png) *Figure 15: After shuffle values* **45. Stomp Running Effects:**\ Mutes all running effects. To start the effects again, press Clear.\ For more information, see [Stomp command](/dot2/key_keyword_stomp/). ## Editable macros [Section titled “Editable macros”](#editable-macros) Macros 46 to 999 can be edited: ![](/img/dot2/img_macro_50_1-9-2c45d0.png) To edit a macro, use one of the options: * Press Edit and tap the requested macro number. Press the right Screen Encoder in the macro pool. * Type Edit on the keyboard and enter the requested macro number. Press Enter. The macro editor opens: ![](/img/dot2/img_macro_editor_1-9-e71c87.png) To enter a new macro line, tap Add: ![](/img/dot2/img_macro_editor_new_line_1-9-74f479.png) Press the right Encoder and enter the macro command using the hardware keys or the keyboard: ![](/img/dot2/img_macro_editor_75_1-9-463973.png) To save the macro line, press Please or tap OK. To rename the macro, press Label and tap the macro in the pool. ![](/img/dot2/img_macro_label_1-9-72dd09.png) ### Example macro [Section titled “Example macro”](#example-macro) This macro can easily be created using the hardware keys: Fixture 1 At 50 Store Cue 1 /merge Fixture 2 At 50 Store Cue 2 /merge ![](/img/dot2/img_macro49_1-9-61ad2a.png) Resize the first column “CMD” to see all columns on one screen: ![](/img/dot2/img_macro49_resize_1-9-c1adad.png) ### Macro Wait Time [Section titled “Macro Wait Time”](#macro-wait-time) The Macro Wait Time can be added to every macro line, except for the last line. To toggle the Macro Wait Time on (yellow text) or off, tap the Timing button left from the Test Macro button. To add a Macro Wait Time to a macro line, press Edit and tap the Wait cell of the desired line. To add 4 seconds Wait Time to line 1 of Macro 49: ![](/img/dot2/img_macro49_wait_1-9-7a2a46.png) ### Create macro pop-ups [Section titled “Create macro pop-ups”](#create-macro-pop-ups) Sometimes it can be very useful to create macros that can collect user input while running. A macro can create a pop-up that prompts the user for input. The macro will halt and wait for the user to type the input before continuing. Pop-ups are created by the use of parentheses. The text inside the parentheses is used as text prompted to the user, while the response entered by the user will replace the parentheses and the prompting text. **Important:**\ When you are using pop-ups to assign text to variables, you should use quotes inside the parentheses: (“Which address?”) but when using pop-ups for commands and numbers, do not use quotes inside the parentheses: (Which Fixture ID?). ### Example 1: [Section titled “Example 1:”](#example-1) We want a macro that stores a specific cue to a specific executor. The macro should ask the user for an executor number and the cue number. This is done using two prompts - one for each user input. Since we are asking for numbers, the text entered in the parentheses cannot be in quotes - the console would interpret it as text instead of numbers. The macro looks like this: ![](/img/dot2/img_macro52_text_1-9-88d086.png) *Edit macro pop-up with macro line* ![](/img/dot2/img_macro52_1-9-8494bc.png) When running the macro, the console first prompts for the executor number: ![](/img/dot2/img_macro52_executor_1-9-4e9a95.png) *First prompt of the macro - asking for the executor number* After the user types the number and finishes with Please/Enter, then it asks for the cue number: ![](/img/dot2/img_macro52_cue_1-9-18a1c1.png) *Second prompt of the macro - asking for the cue* Processed, the macro executes the command. It could look like this: ![](/img/dot2/img_macro52_cl_1-9-ec5bfc.png) *Command line feedback of the macro* ## @ character [Section titled “@ character”](#-character) You can make the commands of the macro lines interact by the use of the @ character. This special command is only relevant in macros. It is a placeholder for user commands. This allows you to interact with macro commands. ### Ending a macro line with @ [Section titled “Ending a macro line with @”](#ending-a-macro-line-with-) When it is used at the end of a macro line, the line will not execute the command line. It will simply put the command in the Command Line Input and then wait for you to complete the command. If your macro has several lines, it will then continue with the next macro line after your input. ### Example: [Section titled “Example:”](#example) You have a group (number 4) that you want to give a value and store as the next cue. You want to manually type the value. | No. | CMD | | --- | ------------ | | 1 | Group 4 At @ | | 2 | Store Cue | Running this macro will give you the following command line input: \[Channel]> Group 4 At Then it waits for you to type the value and finish with a Please. After the please it will run macro line 2 and store the (next) cue. # Page Pool > To go to the Page Pool View on screen 1, press Page on the console. To go to the **Page Pool View** on screen 1, press Page on the console. To go to the Page Pool View on screen 2, tap More… in the [view bar](/dot2/key_widget_viewbar/) and then Pages. ![](/img/dot2/dot2_viewsandwindows_pagepoolview01_1-0-09deda.png) *Figure 1: Page Pool View* In this view, you can jump fast from one page to another page.\ To change the current page, tap on a page in the page pool.\ The [executor bar](/dot2/key_widget_executorlabelbar/), [executor bar window](/dot2/key_window_playback/) or [change functions of executor bar window](/dot2/key_window_changefunctionsofexecutor/), displays the selected page. The current selected page has a green tile. There are 1000 pages available. To go one page forward, press Page +. To go one page backwards, press Page -. For more information, see [Page Command](/dot2/key_keyword_page/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png) *Figure 2: Encoder Bar Functions - Page Pool View* **Scroll:**\ To scroll in the page pool view up or down, turn the encoder left or right.\ To scroll in the page pool view view left or right, press and turn the encoder left or right. # Position Preset Type > To go to the Position Preset Type View, tap Position in the Preset Type Bar. To go to the **Position Preset Type View**, tap Position in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 2, for preset type 2 (= Position). The position preset type view is only active if the selected fixture has a position attributes. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview11_1-0-2876f9.png) The position preset type view is fragmented in the **position view** and the **raw position view**. To open the position effects view at screen 1, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar.\ If an effect is running on a selected fixture, the position preset type view change into an effect mode and get a blue [effect mode title bar](/dot2/key_title_bar/). ## Position View [Section titled “Position View”](#position-view) The position view is the first tab of the position preset type view. In the position view, you control the actual position values in degrees. **Important:**\ The pan and tilt sliders works absolute. A tap on the pan or tilt slider sets a new pan or tilt value and does not follow the already set pan or tilt values.\ The respective encoders works relative to the already set pan or tilt values. **Pan Slider:** To select the pan value, move the slider up or down.\ **Tilt Slider:** To select the tilt value, move the slider up or down.\ To bring the fixture type into the center position, tap Center. Rightmost of the view are several buttons to adjust the position values.\ There are two functions to adjust pan and tilt together. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview01_1-0-2b98e3.png)\ **Flip:** To change the pan and tilt combination and point your fixture in the same direction, tap Flip. The values are active in the programmer. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview02_1-0-7cf401.png)\ **Home:** To bring the pan and tilt to the center position, tap Home. The values are active in the programmer. There are six different align functions.\ Align is a function to adjust the position values from the fixtures in the selected order. The Align buttons have the same function as the Align key. For more information, refer to [Align Key](/dot2/key_key_align/).\ \ **Align >:** To adjust from high to small. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview04_1-0-ce9428.png) **Align <:** To adjust from small to high. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview05_1-0-a0d237.png) **Align ><:** To adjust from the high to small to the middle and from the middle from small to high. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview06_1-0-d0bbe2.png) **Align <>:** To adjust from the small to high to the middle and from the middle from high to small. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview07_1-0-5b527d.png)\ **Wings:** This is only for pan attributes to split from the middle into two groups.\ The first fixture type is in group 1 and follows the entered pan values.\ The last fixture type is in group 2 and acts mirror inverted. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview08_1-0-eb809c.png) **No align:** To adjust equally. Align function is off. ## Raw Position View [Section titled “Raw Position View”](#raw-position-view) The raw position view is located in the second tab of the position preset type view. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview10_1-0-f8f086.png) In the raw position view, you control the raw position channel values in [natural values](/dot2/key_glossary/) of the selected fixtures. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_positionpresettypeview09_1-0-1d641e.png) **Pan (°)/Pan:**\ To select the value of Pan, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Tilt (°)/Tilt:**\ To select the value of Tilt, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [What are Presets?](/dot2/key_wi_presets/) * [How to work with Presets?](/dot2/key_ht_presets/) # Presets Pools > To go to the Presets Pools View on screen 1: Press Preset on the console. To go to the Presets Pools View on screen 1: Press Preset on the console. To go to the Presets Pools View on screen 2: Tap Presets on the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_presetsview08_1-0-8ab06c.png) *Figure 1: Dimmer Presets Pool* In this view you see the preset pools, depending on the selected preset type in the [preset type bar](/dot2/key_widget_presettypebar/). There is a presets pool for each preset type available. To go to the **Dimmer Presets Pools View**, select Dimmer in the [preset type bar](/dot2/key_widget_presettypebar/). The title bar displays in which preset view you are. Pin the current view and deactivate the dynamic view mode with a tap on the **pin** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar04_1-0-798179.png) in the [title bar](/dot2/key_title_bar/).\ The preset pool view is not following the selected preset type in the preset type bar anymore. You can store 999 preset objects in each preset pool. To scroll in the presets pool view, slide the vertical scroll bar or slide up and down in the view. If you store a new object, the console will ask you to label it. ![](/img/dot2/dot2_viewsandwindows_presetsview05_1-0-a0cd2c.png) *Figure 2: Label Preset Object* To edit a stored preset object with the screen, press and hold the preset object tile. To edit a stored preset object with the keys, press Edit and then tap the object which you like to edit. To move an object: Press Move, tap the object which should move and then tap in an empty field where the object should go. To copy an object: Press Copy, tap the object which should be copied and then tap in an empty field where the object copy should go to. A copied object get a consecutively number after the object name, to see the difference. For more information about Presets, refer to [What are Presets?](/dot2/key_wi_presets/) and [How to work with Presets?](/dot2/key_ht_presets/) ## Preset Pool Objects [Section titled “Preset Pool Objects”](#preset-pool-objects) The last selected preset pool objects has a white frame around the object tile. A preset without a function is displayed with a gray font.\ Example: The fixtures used in this preset are removed from the Patch & Fixture Schedule. Every preset pool object has a number in the upper left corner. This is the object number. Example Preset 3.1 = Preset Pool 3. Gobo, Object 1. Here are examples of a few preset pool objects. ## Effects in Presets [Section titled “Effects in Presets”](#effects-in-presets) A stored effect in a preset is indicated by a purple marker. ![](/img/dot2/dot2_viewsandwindows_presetsview10_1-2-cd8efe.png) *Figure 3: Effect stored in a preset* You can store either effects values or normal values in one preset pool object except position presets. In position preset pool objects, you can store effect values and normal values in one preset pool object. To edit an effect stored in preset, use the Update function or the Edit function. Refer to [Update key](/dot2/key_key_update/), [Update command](/dot2/key_keyword_update/), and [Edit key](/dot2/key_key_edit/). A position preset with an effect can only be end by using the Stomp function or Off function. Refer to [Stomp command](/dot2/key_keyword_stomp/) and [Off command](/dot2/key_keyword_off/). All other effect presets ends by choosing another preset object including only normal values. **Hint:**\ You can also store the Stomp function as a preset in the preset pool. For more information, see [how to work with presets](/dot2/key_ht_presets/). ## Example Dimmer Preset [Section titled “Example Dimmer Preset”](#example-dimmer-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview01_1-0-da6b34.png) *Figure 4: Dimmer Preset* This is the dimmer preset 1.13 (1 = Dimmer Preset Pool, 13 = Object 13). The stored dimmer value is displayed in %. Rightmost of the tile is the orange dimmer bar for a graphical view. ## Example Position Preset [Section titled “Example Position Preset”](#example-position-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview02_1-0-9fa9a5.png) *Figure 5: Position Preset* This is the position preset 2.1 (2 = Position Preset Pool, 1 = Object 1). The position preset displays the labeled name. ## Example Gobo Preset [Section titled “Example Gobo Preset”](#example-gobo-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview03_1-0-f5228e.png) *Figure 6: Gobo Preset* This is the gobo preset 3.6 (3 = Gobo Preset Pool, 6 = Object 6). The gobo and the labeled name are displayed. ## Example Color Preset [Section titled “Example Color Preset”](#example-color-preset) ![](/img/dot2/dot2_viewsandwindows_presetsview04_1-0-31d965.png) \_Figure 7: \_ *Color Preset - Color Wheel* ![](/img/dot2/dot2_viewsandwindows_presetsview06_1-0-7de4a5.png) *Figure 8: Color Preset - Mix Color* ![](/img/dot2/dot2_viewsandwindows_presetsview07_1-0-f93006.png) *Figure 9: Color Preset - Color Wheel and Mix Color* This is the color preset 4.22 (4 = Color Preset Pool, Object = Tile 22). A color preset from a color wheel is displayed as circle. A color preset from a mix color is displayed as a quadrate. A combined color preset from color wheel and mix color displays * in the big circle the actual color output * in the small circle the color from the color wheel * in the frame of the quadrate the color from the mix color. The color and the labeled name are displayed. ## Example Preset Markers [Section titled “Example Preset Markers”](#example-preset-markers) Preset markers indicate presets that are fully or partly applicable to a current selection. ![](/img/dot2/dot2_green-marker_preset-pool_v1-4-07f54d.png) *Figure 10: Presets – Green Marker* * The green marker indicates that all of the fixtures that are selected can be applied to the preset. ![](/img/dot2/dot2_yellow-marker_preset-pool_v1-4-acf167.png) *Figure 11: Presets – Yellow Marker* The yellow marker indicates that only a number of the fixtures selected are applied to the preset. ## All Presets Pool [Section titled “All Presets Pool”](#all-presets-pool) Additional to the presets pools for the several preset types, there is an All presets pool. To go to the All Presets Pool, tap All in the [preset type bar](/dot2/key_widget_presettypebar/) or press and hold ![ma](/img/dot2/ma_1-85eed0.png) + 0. In the All Presets Pool, you can store preset objects with values above all preset types. ## Example All Presets [Section titled “Example All Presets”](#example-all-presets) ![](/img/dot2/dot2_viewsandwindows_presetsview09_1-1-3-abc016.png) *Figure 12: All Preset - Gobo, Color and Focus* Let´s assume, you will store a preset object for all Alpha Spot QWO fixtures with a gobo, a color and a focus. 1. Select the Alpha Spot QWO fixtures in the [fixture view](/dot2/key_viewitem_fixture/). 2. Select the gobo, color, and the focus. 3. Press Store, tap All in the [preset type bar](/dot2/key_widget_presettypebar/) and tap on an empty preset type tile. The preset object with all the information is stored in the presets pool all. # Select Trig > To go to this view, press and hold a trig cell of a cue in the Cues View. To go to this view, press and hold a trig cell of a cue in the [Cues View](/dot2/key_viewitem_cue/). ![](/img/dot2/dot2_viewsandwindows_selecttrigview01_1-1-3-352cad.png) *Select Trig View* In this view you select the trigger for the current cue. There are six cue triggers available. 1. Go 2. Time 3. Follow 4. Sound 5. BPM 6. Timecode If the cue trigger is set to sound there are special sound trig time buttons in the calculator available. For more informations see [Calculator](/dot2/key_view_calculator/). Each with a short description underneath. To select a trigger, tap on the respective trigger tile. To leave the **Select Trig View**, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). For more information about cues, refer to [How to work with Cues?](/dot2/key_ht_cues/) # Select View > To go to the Select View Window, tap More... in the view bar. To go to the **Select View Window**, tap More… in the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_views-and-windows_select-view_v1-4-15ca3c.png) *Figure 1: Select View* Select the view for the screen 2 or all further screens in this view. The currently selected view is displayed in yellow. The following views are available: * [Clock](/dot2/key_views_and_windows_clock/) * [Command Line View](/dot2/key_view_commandline/) * [DMX View](/dot2/key_viewitem_dmx/) * [Effects View](/dot2/key_viewitem_effect/) * [Help View](/dot2/key_viewitem_help/) * [Macros Pool View](/dot2/key_viewitem_macro/) * [Magic Speed View](/dot2/key_viewitem_speed/) * [Pages Pool View](/dot2/key_viewitem_page/) To leave the **Select View Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). # Shapers Preset Type > To go to thShapers Preset Type View, tap Shapers in the Preset Type Bar. To go to the **Shapers Preset Type View**, tap Shapers in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 8, for preset type 8 (= Shapers). To open the shapers effects view, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar. ![](/img/dot2/dot2_viewsandwindows_shaperspresettypeview01_1-0-843364.png) The shapers preset type view is only active if the selected fixture type has shapers attributes. The shapers preset type view is fragmented in the several raw views. In the raw shapers view, you control the raw shapers values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_shaperspresettypeview02_1-0-38b457.png) In the upper left corner of the encoder is the corresponding slider displayed. To select the value, turn the encoder left or right. To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To open the [calculator](/dot2/key_view_calculator/), press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Preset Type Bar](/dot2/key_widget_presettypebar/) * [Calculator](/dot2/key_view_calculator/) * [How to work with Presets?](/dot2/key_ht_presets/) * [What is Presets?](/dot2/key_wi_presets/) # Magic Speeds > To get to the Magic Speed View, press Magic on the console or click More...  and then Magic Speed in the view bar. To get to the **Magic Speed View**, press Magic on the console or click More… and then Magic Speed in the view bar. ![](/img/dot2/dot2_views-and-windows_magic-speed_v1-3-e7520b.png) *Figure 1: Magic Speed View* The Magic Speed view includes seven special masters. To see Master Rate, Exec Time and Prog Time, tap **Other** in the title bar of the Magic Speed View. ![](/img/dot2/dot2_views-and-windows_magic-speed_other_v1-3-f5a0d8.png) *Figure 2: Magic Speed View – Other* If a special master is on, the fader is displayed in grass green.\ If a special master is off, the fader is displayed in olive green. For more information about the icon buttons and their functions refer to [Icons](/dot2/key_views_and_windows_icons/). **Master Speeds 1-4:**\ Control the speed of effects in cues and the playback speed of chasers.\ If an executor should not be controlled by the master speed fader, see [Settings of Executor](/dot2/key_window_settingsofexecutor/). **Master Rate:**\ Controls the rate of the trig time, fade, and delay.\ If the master rate fader is used, the trig time, fade, and delay times in the cue list are indicated by an **asterisk \***. ![](/img/dot2/dot2_viewsandwindows_magicspeed02_1-2-60b5ec.png) *Figure 3: Main Cue List with Master Rate in Use* If an executor should not be controlled by the master rate fader, see [Settings of Executor](/dot2/key_window_settingsofexecutor/). **Exec Time** (= Executor Time):\ Overrides the cue fade and on/off times. Sets the cue delay to zero. The Trig Time and Trig Follow are excluded. \ If the exec time is used, the fade and delay times are indicated by an **equal sign =**. ![](/img/dot2/dot2_viewsandwindows_magicspeed04_1-2-6f2b37.png) *Figure 4: Main Cue List with used Exec Time* **Prog Time** (= Programmer Time):\ Controls the fade time of the programmer. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is displayed without decimal places.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is displayed with decimal places. ![](/img/dot2/dot2_views-and-windows_magic-speed_encoder-bar_v1-3-342201.png) *Figure 5: Magic Speed View – Encoder Bar* **Master Speeds 1-4:**\ To change the master speed, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Master Rate:**\ To change the master rate, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Exec Time:**\ To change the executor time, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **Prog Time:**\ To change the programmer time, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. # Video Preset Type > To go to thVideo Preset Type View, tap Video in the Preset Type Bar. To go to the **Video Preset Type View**, tap Video in the [Preset Type Bar](/dot2/key_widget_presettypebar/).\ \- or -\ Press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press 9, for preset type 9 (= Video). The Video Preset Type View is fragmented in the **smart view** and **raw video views**. The raw video views are different, depending on the fixture type. The video preset type view is only active if the selected fixture type has video attributes. To open the video effects view, tap at ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar17_1-0-61a72e.png) in the title bar. ## Smart View [Section titled “Smart View”](#smart-view) The smart view is the first tab of the video preset type view. ![](/img/dot2/dot2_viewsandwindows_videopresettypeview02_1-2-9dd7cc.png) *Figure 1: Smart view* The smart view is optimized for video server with many attributes. The smart view is fragmented in the areas: 1. Displays the [ChannelSets](/dot2/key_glossary/) 2. Displays the [Features](/dot2/key_glossary/) 3. Displays the [Attributes](/dot2/key_glossary/) ![](/img/dot2/dot2_viewsandwindows_videopresettypeview03_1-2-025fae.png) *Figure 2: Red color indicator* Red color indicates that this value comes from the programmer and you can store it. ![](/img/dot2/dot2_viewsandwindows_videopresettypeview04_1-2-47f637.png) *Figure 3: Red frame indicator* The red frame indicates this value comes from the programmer. ## Raw Video Views [Section titled “Raw Video Views”](#raw-video-views) The raw video views are located after the smart view ![](/img/dot2/dot2_viewsandwindows_videopresettypeview01_1-2-a26714.png) *Figure 4: Raw video view* **Important:**\ The video sliders works absolute. A tap on a video slider sets a new video value and does not follow the already set video values.\ The respective encoders works relative to the already set video values. In the raw video view, you control the raw video values in [natural values](/dot2/key_glossary/) (0-100) of the selected fixture type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_videopresettypeview02_1-0-fc9b58.png) *Figure 5: Encoder Bar - Video Preset Type* In the upper left corner of the encoder is the corresponding slider displayed. To select the value, turn the encoder left or right. To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . To open the [calculator](/dot2/key_view_calculator/), press the encoder. # Virtual Playbacks > To go to the virtual playback view To go to the virtual playback view * at screen 1: Press and hold ![ma](/img/dot2/ma_1-85eed0.png) + Exec. * screen 2: Tap Virtual Playback on the [view bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_views-and-windows_virtual-playback-view_v1-3-06624f.png) *Figure 1: Virtual Playbacks View* This view gives you access to virtual executors and faders. There are two ways to use the virtual playback. 1\. Use the virtual playback as a backup to the hardware playback.\ The virtual playback displays always the same as the hardware playback. 2\. Use the virtual playback to have additional executors to your hardware.\ If you have no hardware button wing, you can still use the button wing as virtual playback. The icons on the virtual executor buttons displays by default the same as on the hardware executors.\ If a function is assigned to an executor, the [executor icon](/dot2/key_views_and_windows_icons/) is displayed. If you use the virtual playback view on an external screens with the arrangement **split vertically** or **1 + 2 vertical**, the cue names will be displayed.\ To arrange an external screen, tap More… in the view bar. The [Select View for External Screen Window](/dot2/key_window_selectview/) opens. The executor name is displayed now by default. If you press ![ma](/img/dot2/ma_1-85eed0.png), the executor numbers will be displayed. To change the functions of the executor buttons, tap the tool ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the title bar. The [Change Functions of Executor Window](/dot2/key_window_changefunctionsofexecutor/) opens. To select the wing for the virtual playback, tap the wing ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar16_1-0-419335.png) in the title bar. The [Select Wing… Window](/dot2/key_window_selectwing/) opens. # Clock > To access the Clock, tap More in the View Bar. To access the Clock, tap More in the **View Bar**. For more information see [Select View Window](/dot2/key_viewitem_selectview/). ![](/img/dot2/dot2_views-and-windows_clock_v1-4-c76edd.png) *Figure 1: The clock* The window displays three views. To switch between the views, tap the names in the upper right corner. * **Clock**\ Always displays the time in yellow. * **MIDI and SMPTE**\ Display their corresponding timecode. For more information on MIDI and SMPTE see [Timecode Configuration](/dot2/key_window_timecode/). If the MIDI or SMPTE timecode is disabled and no signal is coming in, it is displayed in gray. ![](/img/dot2/dot2_vw_clock-smpte-disabled_v1-4-231f11.png) *Figure 2: SMPTE disabled & no signal* If the MIDI or SMPTE timecode is enabled and the signal is being received, it is displayed in green. ![](/img/dot2/dot2_vw_clock-smpte-enabled_v1-4-0b08fc.png) *Figure 3: SMPTE enabled & receiving signal* # Icons > The following icons are used in the dot2 console. The following icons are used in the dot2 console. ## Normal Executor Icons [Section titled “Normal Executor Icons”](#normal-executor-icons) Executor icons are located in all normal executors in the [executor bar](/dot2/key_widget_executorlabelbar/) and in the [magic speed view](/dot2/key_viewitem_speed/). The icons display the function of an executor. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbargo02_1-0-b31644.png)\ **Go:** The executor calls the next cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbargoback06_1-0-4a3a65.png)\ **Go Back:** The executor calls the previous cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarpause07_1-0-7dbefd.png)\ **Pause:** The executor stops an x-fade and effects in the current cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbartoggle04_1-0-8cdaad.png)\ **Toggle:** Turns the executor on or off. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbartemp05_1-0-54880d.png)\ **Temp:** Turns the executor on as long as you press the button. Follows master fader and timings. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarlearn09_1-0-0d4877.png)\ **Learn:** The executor learns a tact (BPM). ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarflash03_1-0-593522.png)\ **Flash:** Turns the executor to full as long as you press the button. Timings will be ignored. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarselfix08_1-0-b309af.png)\ **Select:** The executor selects all fixtures of the cue list. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbarswap09_1-2-9f924e.png)\ **Swop:** Turns the executor to full as long as you press the button. All dimmer values in other executors will be set to zero, if not swop-protected. *** ## Special Master - Master Speed Icons [Section titled “Special Master - Master Speed Icons”](#special-master---master-speed-icons) In addition to the icons of the normal executors, there are icons in several special masters. The icons of master speeds are located in the [executor bar](/dot2/key_widget_executorlabelbar/) and in the [magic speed view](/dot2/key_viewitem_speed/).\ These icons display the function of the special master master speed. ![](/img/dot2/dot2_viewsandwindows_iconshalfrate-1-0-131dbd.png)\ **HalfSpeed**\*\*:\*\* Divides the current speed by 2. ![](/img/dot2/dot2_viewsandwindows_iconsdoublerate1-0-39aa8c.png)\ **DoubleSpeed:** Multiplies the current speed by 2. ![](/img/dot2/dot2_viewsandwindows_iconsrate1-1-0-5ae369.png)\ **Rate1:** Resets the speed to 60 BPM. *** ## Special Master - Master Rate Icons [Section titled “Special Master - Master Rate Icons”](#special-master---master-rate-icons) In addition to the icons of normal executor, there are icons in several special masters. The icons of master rate are located in the [executor bar](/dot2/key_widget_executorlabelbar/) and in the [magic speed view](/dot2/key_viewitem_speed/).\ These icons display the function of the special masters, master rate respectively. ![](/img/dot2/dot2_viewsandwindows_iconshalfrate-1-0-131dbd.png)\ **HalfRate**\*\*:\*\* Divides the current rate by 2. ![](/img/dot2/dot2_viewsandwindows_iconsdoublerate1-0-39aa8c.png)\ **DoubleRate:** Multiplies the current rate by 2. ![](/img/dot2/dot2_viewsandwindows_iconsrate1-1-0-5ae369.png)\ **Rate1:** Resets the current rate by 1:1. *** ## Special Master - Program Time Icons [Section titled “Special Master - Program Time Icons”](#special-master---program-time-icons) In addition to the icons of normal executors, there are icons in special masters. The icons of program time are located in the [executor bar ](/dot2/key_widget_executorlabelbar/)and in the [magic speed view](/dot2/key_viewitem_speed/). These display the function of the program time master. ![](/img/dot2/dot2_viewsandwindows_iconson1-0-72b6aa.png)\ **On:** Turns the program time master on. ![](/img/dot2/dot2_viewsandwindows_iconsoff1-0-c563ca.png)\ **Off:** Turns the program time master off. ## Trigger Icons [Section titled “Trigger Icons”](#trigger-icons) Trigger icons are located in the main executor in the [executor bar](/dot2/key_widget_executorlabelbar/), in the [executor bar view](/dot2/key_window_playback/), and in the [select trig window](/dot2/key_viewitem_selecttrig/).\ The trigger icons show which trigger calls the cue. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbargo02_1-0-b31644.png)\ **Go:** Calls the cue by a go. ![](/img/dot2/dot2_viewsandwindows_iconstrigtime_1-0-49874a.png)\ **Time:** Calls the cue by a given time. ![](/img/dot2/dot2_viewsandwindows_iconstrigfollow_2-1-0-7aed3c.png)\ **Follow:** Calls the cue after all times were executed in the previous cue. ![](/img/dot2/dot2_viewsandwindows_iconstrigsound_3-1-0-4f7b49.png)\ **Sound:** Calls the cue by a sound signal. ![](/img/dot2/dot2_viewsandwindows_iconstrigbpm_4-1-0-fb0efa.png)\ **BPM:** Calls the cue by incoming BPM. ![](/img/dot2/dot2_viewsandwindows_iconstrigsmpte_5-1-0-714286.png)\ **Timecode:** Calls the cue by incoming timecode time source. To select the timecode time source, go to the [Settings of Executor window](/dot2/key_window_settingsofexecutor/). *** ## Indicator Icons [Section titled “Indicator Icons”](#indicator-icons) Indicator icons display the option of an object, for example the option of a fixture. They are located along with the objects in a sheet or the executors. ![](/img/dot2/dot2_views-and-windows_icons_super-priority_v1-3-6abbaa.png) **Super Priority:** Indicates priority. The Super Priority (!) is displayed in fixtures, the fixture sheet view and the executors. For more information see [Settings of Executor](/dot2/key_window_settingsofexecutor/). *** ## Padlock Icon [Section titled “Padlock Icon”](#padlock-icon) ![](/img/dot2/icon_padlock_1-9-98ba40.png) The padlock icon displays that an element is locked by the manufacturer. The operator cannot edit or delete locked elements. # Views & Windows > In this chapter you will see all views and windows in detail. In this chapter you will see all views and windows in detail. You can read about every view and window and which options you have. Related links are included to jump to another page for further information. For context sensitive help on the console. 1. Press Help. 2. Tap in the respective view or window. The context sensitive help to the view or window appears on screen 1. # Effects > Effects in the dot2 are attributes that dynamically changes between two values. The dot2 comes with a set of build in effects that you can modify. Effects in the dot2 are attributes that dynamically changes between two values. The dot2 comes with a set of build in effects that you can modify. The effects run on the different preset types. You can’t currently make effects on the Control, Shapers and Video preset types. Effects are stored in the cues. When you need to stop an effects you need to “Stomp” the effect. Stomp is what we use to tell the console to stop the effect on what ever we choose to stomp. This can be fixtures or preset types. Off is as usually used to remove values from our programmer. Effects are running in a cyclic loop. It changes between the High and Low values. Usually you select some fixture, then you select what preset type you want the effects to run on and then press the Effect key. Now you can choose some of the predefined effects. You can have multiple effects running and if you need them to be in sync, then you can tap the Sync button. If you want your effects to look more random, then you tap the Shuffle Selection button. The following is a short description of the different values you can adjust. ## Low / High value [Section titled “Low / High value”](#low--high-value) The effects are mowing between two values. Called High and Low. ## Speed [Section titled “Speed”](#speed) How fast your effect runs is defined by a speed parameter. This is measured in Beats Per Minute (BPM). The speed is also affected by the Master Speed special master - if it’s active and turned on for the executor where you have stored the effect. ## Phase [Section titled “Phase”](#phase) Phase is what could also be called distribution. This is where we can spread out the fixtures over the effect cycle. If all your fixture have the same number in phase then they will all be at the same place in the cycle. In this image there’s 6 fixtures all at the green point in the sinus form: ![](/img/dot2/wi_effect_phase_01_1-0-8e4da3.png) If we spread them out evenly then they could look like this: ![](/img/dot2/wi_effect_phase_02_1-0-7954e1.png) Each green point is a fixture. This is using one of the predefined phases called “0..360”. You can create nice looks and grouping by pressing the Align key and then keep turning the encoder in one direction. When you have values on the Phase with great separation you can create interesting looks. The Align <> function can be used to create “mirrored” effects. ## Width [Section titled “Width”](#width) In some effects it makes a lot of sense to adjust the width. It’s usually an adjustment between how many fixtures are at the High value and how many are at the Low value. ## Softness [Section titled “Softness”](#softness) In some effects you can adjust how the soft or hard the fixtures should change between the High and Low values. The higher the softness the more to fades. If you would like to have a look at how to create and use effects, please read the [How to Work with Effects](/dot2/key_ht_effects/). # IPv6 > IPv6 is the network address and language system used in the dot2 system. IPv6 is the network address and language system used in the dot2 system. All the devices from MA lighting have a unique IPv6 address - a big number. This means that you don’t have to worry about setting an address on you equipment. ## Using a computer [Section titled “Using a computer”](#using-a-computer) But you might need to worry about your computers IPv6 address. Normally your computer will create it’s own address. It’s a number that is written in 8 blocks separated by colons. Each block have 4 hexadecimal numbers. So an IPv6 address could look like this: ```plaintext 2001:0db8:4545:0000:0000:00ff:fe21:67cf ``` It could also look like this (the same address): ```plaintext 2001:db8:4545::ff:fe21:67cf ``` All computers who supports IPv6 have something called a Local Link Address. This is an address that begins with “fe80”. Data from and to a local link address is only being transmitted in your local network It will not be transmitted through a router or the internet. Your computer should already have an Local Link Address. ## How to check this? [Section titled “How to check this?”](#how-to-check-this) ### Windows 10 [Section titled “Windows 10”](#windows-10) Left click on the search icon (magnifying glass) - default in the toolbar left side. Search for cmd, this will find the command prompt - run it. Here you can type ipconfig. This will list the current settings for you network interfaces. Here you should find something called Link-local IPv6 Address. And hopefully you’ll have an address here that begins with “fe80”. ### Windows 8 [Section titled “Windows 8”](#windows-8) Right click the windows start icon - the default position is in the lower left corner. In the menu select “run” and then type cmd in the dialog that opens This opens the command line interface for windows. Here you can type ipconfig. This will list the current settings for you network interfaces. Here you should find something called Link-local IPv6 Address. And hopefully you’ll have an address here that begins with “fe80”. ### Windows 7 [Section titled “Windows 7”](#windows-7) Click on the windows start icon - the default position is in the lower left corner. In the menu click in the search field and type cmd. This opens the command line interface for windows. Here you can type ipconfig. This will list the current settings for you network interfaces. Here you should find something called Link-local IPv6 Address. And hopefully you’ll have an address here that begins with “fe80”. If your computer does not have an IPv6 address, you’ll need to look in the manual of your computer or operating system - alternative go to windows webpage and search for IPv6. Your network needs to be able to handle the IPv6 address and language. Please make sure you are using network switches that supports IPv6. ## Related links [Section titled “Related links”](#related-links) [What is Network](/dot2/key_wa_network/) [How to connect nodes, wings, 3D and onPC ](/dot2/key_ht_wingsnodes3donpc/) # Network > Network can be a lot of things. In our world, network is when you connect at least one device with another using the RJ45 Ethernet connectors. Network can be a lot of things. In our world, network is when you connect at least one device with another using the RJ45 Ethernet connectors. If you only have a console and nothing else then you do not need to worry about anything that has to do with network, but at some point you might want to add something to your system. The simplest network is connecting a Wing or a dot2 node with the core or XL console. The MA devices support the defined standard segment length for fixed installations – 90 m plus 2x 5 m. In order to avoid problems caused by different specifications of patching and installation cables, the cable length is restricted to not more than 75 m. **Important:**\ dot2 devices are to be operated in a separate network – in VLAN at least.\ In general, MA devices are to be connected by cable and not by wireless LAN. Each device has an Ethernet connector on the back. Connect an Ethernet cable of Cat.5.E or higher to the device. dot2 devices use IPv6. This is a unique number each dot2 device has and uses to speak to each other - it is similar to an address that makes it possible for the devices to know where to send messages. Since each device has one Ethernet connector only, you need to add a network switch if you want to connect more than two devices. This needs to be a good switch that can handle IPv6 and multicast. Multicast is like a language the devices use to talk to each other. The switch should be able to handle network speed of at least 100 Mbit/s or more. An average network speed of 30 Mbit/s has to be reserved for dot2 devices. Be aware that if you have a managed switch you might need to activate IPv6 in the switch. **Important:**\ Dynamic link aggregation (LACP) is prohibited in the dot2 network. However, you are permitted to use static link aggregation. The delay tolerance is a maximum of 2 ms. Next, connect each device to the switch. The consoles and onPCs are the brains of the operation. You can connect dot2 Wings, dot2 Node4s and dot2 3D to a console or onPC. You can also connect consoles and onPCs for redundancy. If you need to connect a computer with dot2 onPC or dot2 3D, then you should make sure that your computer can use IPv6. Most recent computers usually use IPv6. A dot2 core can be connected to a maximum of 4 external wings. A dot2 XL already has a built-in wing so it can be connected to a maximum of 3 external wings. Wings are connected to a specific console (real dot2 console or dot2 onPC). Other network devices are connected together in a session. Each session can handle 5 dot2 consoles (real consoles or dot2 onPC), 5 dot2 3Ds, 10 dot2 Node4s outputting DMX. It is possible to run 4 different sessions in the same network. ## Related links [Section titled “Related links”](#related-links) [How to connect nodes, wings, onPC and 3D](/dot2/key_ht_wingsnodes3donpc/) [What is IPv6](/dot2/key_wa_ipv6/) # Preview and Blind > Preview and Blind are two different ways to work without actually outputting the values. Preview and Blind are two different ways to work without actually outputting the values. ## Blind [Section titled “Blind”](#blind) Blind is a simple way to hide the programmer from the output. When you press the Blind key you are hiding the current programmer values from the output. Then you can change the programmer values just like you usually do. You can then store your programmer content or you can press Blind again to output your programmer. This can be used to store changes to cues in the background or prepare something in your programmer and then reveal it with a single press of a key. If you have set a Programmer Time (Prog Time), then this will be used when enter and exit the blind. ## Preview [Section titled “Preview”](#preview) The preview function is more advanced. This can be used to simulate cue transitions or to simply have a look at a cue without changing the output. Instead of hiding your current programmer from the output - and then turn off values you might have in the programmer - you have an separate hidden programmer. This can be used to program cues without changing the current output. You enter the preview function by pressing the Prvw key and than a key associated with the cue list you want to preview. Then your Fixture views gets a red title bar and it shows you the cue content. You can then run cues in the previewer by pressing the small Go+ and then Prvw. This is a very nice way to make changes without disturbing what’s going on on the stage. While you are in preview you can still operate your executors as normally and run cues on the live output. Follow the links below to learn more details about the Blind and Preview functions. ## Related links [Section titled “Related links”](#related-links) [What is the Programmer](/dot2/key_wa_programmer/) [Blind key](/dot2/key_key_blind/) [Blind command](/dot2/key_keyword_blind/) [Prvw key](/dot2/key_key_preview/) [Preview command](/dot2/key_keyword_previewexecutor/) # Programmer > The Programmer is a temporary place for your values. This is where the values are kept until you store them somewhere or throw them away. The Programmer is a temporary place for your values. This is where the values are kept until you store them somewhere or throw them away. The Programmer has several levels. When you select a fixture the fixture ID number turns yellow in the fixture view. You can change the values of the selected fixtures by moving the level wheel or any other way you can change the values. When you have active values in your programmer they get a red background in the [Fixture view](/dot2/key_viewitem_fixture/) (sheet mode). You’ll also see red markers in the [Preset Type Bar](/dot2/key_widget_presettypebar/). When you store something you still have the values in your programmer - they are just not considered *active* anymore. When you have a selection and values in your programmer, then you can press the Clear key once to remove the selection and Clear once more to release the values from the programmer. If you just want to release something specific you can use the Off key and then press what you want to release - to learn more about off please read about [the Off key](/dot2/key_key_off/). The Programmer has a higher priority that the executors. This means that if you have values in your programmer, then it will not be overwritten by the cues. You can hide the values in the programmer from the output by pressing the Blind key. And bring it back to the output also by pressing Blind. ## Related links [Section titled “Related links”](#related-links) [How to work with Cues](/dot2/key_ht_cues/) [How to work with Presets](/dot2/key_ht_presets/) [How to work with Groups](/dot2/key_ht_groups/) # Chasers > Chasers are cue list that have a special mode. Chasers are cue list that have a special mode. In this mode the cue list will disregard the stored timing and then it runs all the cues one after the other. Since it’s not using the cue timings it runs using a set speed. The standard speed is 60 Beats Per Minute (BPM). This means that it runs 60 steps or cues per minute. Chaser can have different running modes. The standard mode is endless loop. This will loop the cue list until you stop it. The other modes are Shoot-Off and Shoot-On. What they do is running the cue list once. The Shoot-Off then turns off the chaser when it reaches the last cue. The Shoot-On stops or pauses the chaser when it reaches the last cue. One of the other settings you can change on chasers is the running direction. The standard is forward. Other options are Backwards, Bounce and Random. Bounce will run forward until you reach the last step and then it will run backwards until it reaches the first step, run forward again, and so on, and so on. Random will run the steps in a completely random order. To learn how to make and run Chaser have a look at the [How to work with Chasers](/dot2/key_ht_chasers/). ## Related links [Section titled “Related links”](#related-links) [How to work with Chasers](/dot2/key_ht_chasers/) [What are cues](/dot2/key_wi_cues/) [Cue View](/dot2/key_viewitem_cue/) # Cues > Cues are where we store the active values for our fixtures. This is very useful if we want to play it back later. Cues are where we store the active values for our fixtures. This is very useful if we want to play it back later. Cues are like a container where we can put values from our programmer. It then remembers the values. Cues are often stacked in a cue list. The cues and the cue lists are stored to Executors and can only exist on executors. You can’t have cues outside the executors. You can, of course, have values in your programmer without storing them in cues. This can sound a little complicated, but the console usually does this for you. If you have active values and press store and then a key associated with an Executor then it will store a cue. If it doesn’t know what you want to do, then it might ask you. Cue also keeps the information about how we enter the cue. That’s information like the fade times and delay and what triggers the cue (could be a Go key or something else). Read the links below to understand more about executors or learn how to work with cues. ## Related links [Section titled “Related links”](#related-links) [What is Executors](/dot2/key_wi_executors/) [What is the Programmer](/dot2/key_wa_programmer/) [What is Tracking](/dot2/key_wi_tracking/) [How to Work with Cues](/dot2/key_ht_cues/) [Cue Key](/dot2/key_key_cue/) [Cue Command](/dot2/key_keyword_cue/) [Cue view](/dot2/key_viewitem_cue/) # DMX Tester > The DMX tester is used to turn on DMX channels without the need to patch something to the channel first. The DMX tester is used to turn on DMX channels without the need to patch something to the channel first. Usually you need to patch a fixture to a DMX channel before you can turn it on. This isn’t always useful. Sometimes you just need to find what DMX channel you need before you can patch a fixture to it. Or maybe you just need to turn on some blue lights. Then you can use the DMX key to turn on the DMX. To see different examples on how to do this, please see the [DMX command page](/dot2/key_keyword_dmx/). The DMX tester have a higher priority than your programmer and the executors. This means that If a DMX channel is active in the DMX tester, then you can’t control it using the normal functions of the dot2. You’ll need to turn the DMX tester off or take that specific DMX channel out of the DMX Tester. The only place you can see that a channel is under the influence of the DMX Tester and what the current DMX values is, are the DMX view. These DMX channels will have a red background color. The fastest way to turn off the DMX tester is the [Tools menu](/dot2/key_window_tools/) and select Turn DMX Tester off. ## Related links [Section titled “Related links”](#related-links) [DMX key](/dot2/key_key_dmx/) [DMXUniverse command](/dot2/key_keyword_dmxuniverse/) [DMX view](/dot2/key_viewitem_dmx/) [What is the Programmer](/dot2/key_wa_programmer/) # Executors > Executors are the faders and keys below the screens (except the right screen). Executors are the faders and keys below the screens (except the right screen). They come in two versions. One with two keys and a fader and the other is just one key. The keys have a printed symbol on them. It’s ![go](/img/dot2/go_1-db7d7b.png) and for the ones with two keys there’s also a ![flash](/img/dot2/flash_1-0a29ca.png). You can change the function of these keys using the [Change Functions of Executor window](/dot2/key_window_changefunctionsofexecutor/) or in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/). You can have many pages with executors. As a default, if you have an active executor and change page then your executor will automatically be fixed and will stay visible. Anything that might be on that executor on the new page will not be available before the other executor (from the previous page) isn’t active anymore. When it becomes inactive then it is automatically returned to the original page. This is called Autofix and can be globally disabled in Setup -> [Global Settings](/dot2/key_window_globalsettings/). You can also choose to fix the executors using the [Fix commands](/dot2/key_keyword_fix/) and [Key](/dot2/key_key_fix/). Active executors have a brighter colored frame then non active faders. You can make an executor non-active by pressing the Off key and then a key associated with the executor. Many executors will become non-active when the fader reach 0%, but not the Special Masters (read below for more on this). The executors can have different roles. The following is a description of them. ## Cues [Section titled “Cues”](#cues) You can have cues and cue lists. When you store cues on an executor, then you get a cue list with one or more cues. Now you can play back these cues using the executor keys and faders. This is the default use for Executors. ## Chaser [Section titled “Chaser”](#chaser) A cue list can run in Chaser mode. Then it ignores the timing in the cue list and instead runs the cues in a loop with an overall timing. This can be changed in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/). ## Group Masters [Section titled “Group Masters”](#group-masters) You can store groups to executors and then you get groups masters. These can be used to limit the dimmer output on the fixtures in the group. It doesn’t affect other attributes (e.g. Pan/Tilt, Color, Gobo, etc.) than dimmer. ## Special Masters [Section titled “Special Masters”](#special-masters) There are seven special masters available. They can be found in the [Magic Speed view](/dot2/key_viewitem_speed/), but they can also be assigned to executors - it only makes sense to have them on a fader executor. This is a short description of the four masters: ### Master Speeds 1-4 [Section titled “Master Speeds 1-4”](#master-speeds-1-4) This master controls the speed of the effects stored in cues and the chaser speed. It’s a global time and will affect all executors. It can be disabled in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/) for each executor if you don’t want it to follow the master. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages22_1-1-3-4925b1.png) icon next to your command line on the right screen. ### Master Rate [Section titled “Master Rate”](#master-rate) This master is used to modify the timing of cues using what’s called a divider. The default value is 1. This means that the time values in the cue is divided with one = the same time as stored. If you move the fader below 50% (default position for the transition fader) then you get a fader value lower than 1. If the fader is at 25% then you get a value of 0.50. So if your original cue fade is 2 seconds then it’s divided by 0.5 and the result is 4 seconds. Moving the fader to 0% will stop all fades. If you move the fader above 50% then you get a higher fader value. If you put the fader at 75% then your value is 2. 2 divided by 2 is 1, so you fade time is 1 second. Taking it to 100% will basically give you fade time of 0 seconds. It’s a global time and will affect all executors. It can be disabled in the [Settings of Executor menu](/dot2/key_window_settingsofexecutor/) for each executor if you don’t want it to follow the master. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages23_1-1-3-23c47c.png) icon next to your command line on the right screen. ### Executor Time (Exec Time) [Section titled “Executor Time (Exec Time)”](#executor-time-exec-time) The Exec Time can be used to overwrite the stored cue Fade timing and use the time this executor is set to - The stored Delay times are ignored. When you move the fader up you get a value between 0 and 10 seconds. The two keys associated with the executor can be used to turn the Exec Time fader On or Off. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages24_1-1-3-882e38.png) icon next to your command line on the right screen. ### Programmer Time (Prog Time) [Section titled “Programmer Time (Prog Time)”](#programmer-time-prog-time) The Prog Time master is used to set a time on your programmer. This is very useful if you are running live shows and are want to fade from one programmer value to another. When you move the fader up you get a value between 0 and 10 seconds. The two keys associated with the executor can be used to turn the ProgT fader On or Off. When it’s On then all programmer values will use the time your fader is set to - including when you press Clear. When this is active, then you’ll see a ![](/img/dot2/dot2_viewsandwindows_statusmessages25_1-1-3-e71497.png) icon next to your command line on the right screen. ## Related links [Section titled “Related links”](#related-links) [What are cues](/dot2/key_wi_cues/) [What is the Programmer](/dot2/key_wa_programmer/) [Exec (Executor) Key](/dot2/key_key_exec/) [Executor Command](/dot2/key_keyword_executor/) [Executor Bar](/dot2/key_window_playback/) [Executor Pool](/dot2/key_viewitem_executorpool/) [Magic Speed view](/dot2/key_viewitem_speed/) # Groups > A group is a way to store a selection of fixtures. A group is a way to store a selection of fixtures. If you often use the same selection of fixtures, then you might want to store them in a group. This allows you to easily call the same selection simply by selecting the group. A group also stores the selection order of your fixtures. A group with fixtures 1 + 2 + 3 is not the same as a group with fixtures 3 + 2 + 1. You can also have groups with only one fixture. Groups can be moved around in the groups view. This allows you to organize your groups (fixtures) in a way that makes sense for you. They can be freely named so it’s easy for you to remember what fixtures you have in the group. You can have several groups with the same selection. ## Related links [Section titled “Related links”](#related-links) [How to Work with Groups](/dot2/key_ht_groups/) [Group key](/dot2/key_key_group/) [Group command](/dot2/key_keyword_group/) [Groups View](/dot2/key_viewitem_group/) # Presets > Presets are used to store values for fixtures in nice pools for each preset type plus a special pool for all values. Presets are used to store values for fixtures in nice pools for each preset type plus a special pool for all values. It’s very useful when you want to reuse a value. It could be a position, color or something else that you use. If you use a preset in a cue then you don’t store the values stored in the preset, but you store a\_ link\_ to the preset. If you then update the values in the preset, then your cues will automatically use the updated values. Think of presets as a lot of drawers in a big chest of drawers. We have a chest for each of the preset types we see on the right side of screen 1. So each chest is labeled “Dimmer”, “Position”, “Gobo” etc. Now you can put something in these drawers. If you select a fixture and give it a color, you can store this in a color drawer. It’s like writing a small note and putting it in the drawer. What you write is the ID number of the active fixture(s) and the(ir) active values. This information is then put in the drawer and the drawer is labeled. If it was a red color then it would be labeled “Red”. Not all drawers are labeled this smart. The dot2 doesn’t know what the different positions are, so they are just labeled “Position”. You can put other notes in the same drawer, but there can only be one note for each fixture. The same fixture can’t have a note that says “Red” and one that says “Blue”. But fixture 1 can be “Red” and fixture 2 can be “Blue”. Now if we select a fixture and then a preset and store this in a cue, then we actually store that the cue should go look in the drawer for the value. It only stores this reference for the fixture you have stored in that cue. This means that if you later add more notes for other fixtures in the same drawer, then this doesn’t change the cue. The cue is still only looking in the drawer for the notes to the specific fixtures stored in the cue. If you change the values written on the note for the fixtures you use, then your cues will use the updated values. You might need to change the values on the note if the color wasn’t right or if the position changes for the singer or for a million other reasons. The special group of presets called “All” will store all the possible values in an all preset. ## Related links [Section titled “Related links”](#related-links) [What are Cues](/dot2/key_wi_cues/) [How to Work with Presets](/dot2/key_ht_presets/) [Preset Key](/dot2/key_key_preset/) [Preset Command](/dot2/key_keyword_preset/) [Preset Pools view](/dot2/key_viewitem_preset/) # What are... > In this section we'll try to answer some of the questions about the different elements in the dot2. In this section we’ll try to answer some of the questions about the different elements in the dot2. It’s meant to help you understand the concept of the different terms used throughout the manual and the console. For more “hands on” description you could have a look at the [How to… ](/dot2/key_ht_howto/)pages. # Tracking > The dot2 is a tracking console. The dot2 is a tracking console. Now, you shouldn’t really need to worry about that, but it’s nice to know some details. Here’s how it works. In its most basic form, you could say that tracking is when fixtures do something if they are explicitly told to. For example, changing a value. If you set a fixture to 50% in cue number one, then it stays at 50% through all your other cues - as long as you don’t tell it to do something in the other cues. Have a look at this table: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | **50** | | 2 | 50 | | 3 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | Here we can see that fixture 1 is only stored in cue 1 (marked with **bold**, tracked values are displayed in normal font). But if you run cue 2, fixture number 1 is still at 50% - it is tracked. If we store and merge 60% for fixture 1 in cue 3, it would look like this: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | **50** | | 2 | 50 | | 3 | **60** | | 4 | 60 | | 5 | 60 | | 6 | 60 | So we changed the value for the fixture in cue 3 and now it’s tracking that value from cue 3. A different option when we store is Cue Only. If we use that option and store fixture 1 at 40% in cue 5 you’ll see that we didn’t make a change in cue 6, meaning it still looks the same as it did before we stored cue 5. | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | **50** | | 2 | 50 | | 3 | **60** | | 4 | 60 | | 5 | **40** | | 6 | **60** | If you add a fixture that hadn’t previously been used, then the dot2 can automatically create a hidden cue number zero and put the default value (the value a fixture has if it isn’t told anything) in that cue. Cue Zero can be activated in the [Settings view](/dot2/key_window_settingsofexecutor/) for a cue list. You can’t access this cue, but it makes sure that cues look correct if you copy them. Have a look at this example: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | 0 | | 2 | **50** | | 3 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | Here we have fixture 1 that has a stored value in cue number 2. This value tracks from this cue and to cue 6. If you copy cue number 1 to a new cue 3.5 using cue only, then you’ll see that the fixture has 0% in the new cue and goes back to 50% in cue 4 - so cue number 4 has never changed. | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | 0 | | 2 | **50** | | 3 | 50 | | 3.5 | **0** | | 4 | **50** | | 5 | 50 | | 6 | 50 | If we don’t use Cue Zero, then it looks different. Before copy: | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | | | 2 | **50** | | 3 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | When we copy cue 1 at cue 3.5 then we copy an empty cue, so we don’t copy anything. This is the result. | Cue number | Fixture 1 Dim | | ---------- | ------------- | | 1 | | | 2 | **50** | | 3 | 50 | | 3.5 | 50 | | 4 | 50 | | 5 | 50 | | 6 | 50 | When the copied cue is empty, then the tracked values will just track through it - they are not told anything else. Cue Zero is turned off as a default but can be changed for each executor. ## Tracking Shield [Section titled “Tracking Shield”](#tracking-shield) The dot2 also uses something called Tracking Shield. It’s a system that automatically protects cues from unwanted changes to all attributes except dimmers. Let’s have a look at some examples. Have a look at this table: | Cue number | Fixture 1 Dim | Fixture 1 Position | | ---------- | ------------- | ------------------ | | 1 | **100** | **Singer** | | 2 | **0** | Singer | | 3 | 0 | Singer | | 4 | 0 | Singer | | 5 | 0 | Singer | | 6 | **100** | Singer | We have stored fixture 1 at 100% and on the **Singer** position in cue number 1. In cue 2 it’s turned off. Down in cue 6, it’s turned back on and it’s still used in the singer position - but it’s a tracked value (it’s not actually stored in cue 2 through 6). Now we would like to use the same fixture in cue 3 at the drummer position. So we turn it to 100% and select the **Drummer** position. This is stored in cue 3. So this is our current scenario: | Cue number | Fixture 1 Dim | Fixture 1 Position | | ---------- | ------------- | ------------------ | | 1 | **100** | **Singer** | | 2 | **0** | Singer | | 3 | **100** | **Drummer** | | 4 | 100 | Drummer | | 5 | 100 | Drummer | | 6 | 100 | **Singer** | So the new drummer position is stored in cue 3 and tracked until cue 6 where the console knew that we needed the Singer position. Also notice that it has not protected the dimmer value in cue 6 - it’s now a tracked value from cue 3. So now we need to store the dimmer at 0% in cue 4 and cue 5. If we just do this with a normal store, then it’ll track into cue 6 and turn off the dimmer. Take the dimmer to 0% and store (merge) cue 4 and 5 as Cue Only. This is the final result: | Cue number | Fixture 1 Dim | Fixture 1 Position | | ---------- | ------------- | ------------------ | | 1 | **100** | **Singer** | | 2 | **0** | Singer | | 3 | **100** | **Drummer** | | 4 | **0** | Drummer | | 5 | 0 | Drummer | | 6 | **100** | **Singer** | This is the principle behind Tracking Shield: The system looks for dimmer values that change from 0 to above 0 for every single fixture. If there’s a change in the dimmer (from 0 to a value above), then it stores the tracked values before creating the new values in the previous cues, thus preventing the cue output from changing because of the tracking. The dimmer value in cue 5 is a tracked value, even though we store both 4 and 5 as Cue Only because of a function called AutoUnblock. It’s the same mechanism that made the dimmer in cue 6 a tracked value after we stored cue 3. AutoUnblock will automatically remove unnecessary stored values after each store operation. # Command Line > The command line is visible always on screen 1. It shows all the commands you entered into the console. The command line is visible always on screen 1. It shows all the commands you entered into the console. ![](/img/dot2/dot2_viewsandwindows_controlelements_commandline_1_1-0-8274d7.png) All common [commands](/dot2/key_commands_overview/) you can enter with the [command keys](/dot2/key_keys/) from the command area. There are some special commands you can only enter with the virtual keyboard. To open the virtual keyboard: Tap into the command line. To open the [Command Line View](/dot2/key_view_commandline/): Tap into the command line. Double check your entered command in the command line, before pressing Please. ### Related Links [Section titled “Related Links”](#related-links) * [Commands](/dot2/key_commands_overview/) * [Command Keys](/dot2/key_keys/) * [Command Line View](/dot2/key_view_commandline/) # Encoder Bar > The encoder bar is visible always on screen 1. It shows information about the function from the respective encoder. The encoder bar is visible always on screen 1. It shows information about the function from the respective encoder. ![](/img/dot2/dot2_viewsandwindows_controlelements_encoderbar_1-1-168aac.png) One encoder can have 2 functions. The default function of an encoder is displayed in the upper left corner in white. If an encoder has a second function, it is displayed in the upper right corner in gray. To switch between the functions: Press and hold the ![ma](/img/dot2/ma-36da5c.png) key. The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. If the encoder is just dark gray, the encoder has no function. Depending on the view, the encoders can have the following functions. Scroll, Attributes, Quantity, Fixture ID and many more. To edit the function of the respective encoder: Tap the encoder button or press the encoder. ### Related Links [Section titled “Related Links”](#related-links) * [Control Elements](/dot2/key_control_elements/) * [MA Key](/dot2/key_key_ma/) # Executor Bar > The Executor Bar is always visible at the bottom of screen 2 and all other wing screens. The **Executor Bar** is always visible at the bottom of screen 2 and all other wing screens. ![](/img/dot2/dot2_control-elements_exeutor-bar_v1-3-82be5e.png) *Figure 1: Executor Bar Page 1* The executor bar displays information about the stored executor. The top of the executor bar displays the current page and if an executor is fixed from another page.\ To turn off global autofix refer to [global settings window](/dot2/key_window_globalsettings/). ![](/img/dot2/dot2_control-elements_exeutor-bar_page2_v1-3-243936.png) *Figure 2: Executor Bar Page 2 with fixed executors* The executor bar consists of up to 999 pages. To switch over between the pages: Press Page + or Page -. The [executor color](/dot2/key_executor_colors/) displays the type of an executor. The executor bar is divided into the main executor (right), 12 normal executor buttons (first two lines) and 6 fader executor buttons (bottom line). If you store a cue on an executor, the console asks you to label the executor.\ If you do not tap the label pop-up, the executor will be called **Exec**. The blue bar displays the fade time of a cue from 0 % to 100 %. If a timecode record is running on an executor, the flashing **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is visible. If the position of a hardware fader differs from the position in the software, a small fader bar displays the position of the fader in the software. Take the hardware fader and bring it to its software position.\ The main executor also shows the faders if one of the hardware faders is not on the correct position. To see the executor number and the fader icon, press and hold ![ma](/img/dot2/ma_1-85eed0.png). For more information about the fader icons and their functions see [Select Function of Executor](/dot2/key_window_selectfunctionofexecutor/). ![](/img/dot2/dot2_control-elements-executor-bar_ma-key_enabled_v1-3-e2698b.png) *Figure 3: Executor bar – MA key enabled* To open the [executor bar window](/dot2/key_window_playback/), tap the executor bar. ## Main Executor [Section titled “Main Executor”](#main-executor) The main executor is displayed on the right of the executor bar along with the two 100 mm faders. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbar13_1-2-8bec69.png) *Figure 4: Main Executor On* It is constructed as follows: The [trigger icon](/dot2/key_views_and_windows_icons/) is displayed first. It is then followed by the cue number along with the cue name. Set as default, the first fader bar displays the position of the master fader and the second fader bar displays that of the XFader. The current cue is displayed in the second line so that the cues before and after the current cue are visible. If the executor is on, the executor button is highlighted and the current cue is displayed in the second line in white. If the executor is off, an **\[Off]** is displayed in the second line. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbar12_1-2-56b2c5.png) *Figure 5: Main Executor Off* ## Fader Executor [Section titled “Fader Executor”](#fader-executor) The six fader executors are visible in the line displayed lowermost in the executor bar. ![](/img/dot2/dot2_views-and-windows_control-elements_executor-bar14_v1_3-ac899c.png) Figure 6: Line displayed lowermost in the executor bar The two [executor icons](/dot2/key_views_and_windows_icons/) and the name of the executor are visible for the respective executor button on the console. If an executor is assigned to a cue list that is enabled, the number of the cue is displayed in the second line. ## Normal Executor [Section titled “Normal Executor”](#normal-executor) The first two rows of the executor bar display the normal executors. ![](/img/dot2/dot2_viewsandwindows_controlelements_executorbar15_1-0-89b229.png) *Figure 7: First two rows of executor bar* The [executor icon](/dot2/key_views_and_windows_icons/) and the name of the executor is visible for the respective executor button on the console. If an executor is assigned to a cue list that is enabled, the number of the cue is displayed on the right. []()If an executor was edited or previewed, it is displayed in a red frame. ![](/img/dot2/dot2_views-and-windows_executor-bar_red-frame_v1-3-6ca522.png) *Figure 8: Edited executor* ## Related Links [Section titled “Related Links”](#related-links) * [System Colors - Executor Bar](/dot2/key_executor_colors/) * [What are Cues?](/dot2/key_wi_cues/) # Preset Type Bar > The preset type bar is located at the right side of screen 1. The preset type bar is located at the right side of screen 1. ![](/img/dot2/dot2_viewsandwindows_controlelements_presetbar_1-1-3-474003.png)*Figure 1: Preset Type Bar* If no fixture is patched, there is no preset type bar displayed. Gray font in the preset type bar displays, that this preset type is not available for the current selected fixture.\ White font in the preset type bar displays, that this preset type is available for the current selected fixture. To go to a preset type view: Tap the preset type in the preset type bar. Gray background color in the preset type bar displays the current view. Red indicator on the left side of a preset type in the preset type bar displays, that this value could be stored. To activate and deactivate values of preset types in the programmer of selected fixtures: Tap the respective preset type button. To open the All Preset Pool, tap All at the end of the preset type bar. For more information about preset pools, refer to [Presets Pools View](/dot2/key_viewitem_preset/). ## Preset Type Attributes [Section titled “Preset Type Attributes”](#preset-type-attributes) In the preset type bar you can find options to the following attributes, depending on your patched fixtures. [Dimmer](/dot2/key_viewitem_dimmer/):\ Tap to change the dimmer attributes, e.g. dim, curve, master intensity. [Position](/dot2/key_viewitem_position/):\ Tap to change position attributes, e.g. pan and tilt. [Gobo](/dot2/key_viewitem_gobo/):\ Tap to change gobo attributes, e.g. gobo wheels and clips. [Color](/dot2/key_viewitem_color/):\ Tap to change the color attributes, e.g. color, mix color, HSBC. In this view you can go to the dialogs picker, fader and swatchbook. [Beam](/dot2/key_viewitem_beam/):\ Tap to change beam attributes, e.g. shutter, iris and frost. [Focus](/dot2/key_viewitem_focus/):\ Tap to change focus attributes, e.g. focus and zoom. [Control](/dot2/key_viewitem_control/):\ Tap to change control attributes, e.g. lamp control, fixture global and scan rate. [Shapers](/dot2/key_viewitem_shapers/):\ Tap to change shaper attributes, e.g. frames, barndors and position. [Video](/dot2/key_viewitem_video/):\ Tap to change video attributes, e.g. keystone, video effects and video scale. # View Bar > The view bar is located at the right side of screen 2 and all further screens. ![](/img/dot2/dot2_viewsandwindows_controlelements_viewbar01_1-0-dfc959.png)*Figure: View Bar* The view bar is located at the right side of screen 2 and all further screens. In the view bar, you select the view of the screen. The selected view has a gray background in the view bar. There a six views to choose. **1. Fixtures**\ Tap to go to the [Fixtures View](/dot2/key_viewitem_fixture/), to see all your patched fixtures, attributes, and their values. **2. Groups**\ Tap to go to the [Groups View](/dot2/key_viewitem_group/), to see all stored groups for a quick selection of fixture. **3. Presets**\ Tap to go to the [Presets Pools View](/dot2/key_viewitem_preset/), to see all preset type pools, depending on the selected preset type in the [preset type bar.](/dot2/key_widget_presettypebar/) **4. Cues**\ Tap to go to the [Cues View](/dot2/key_viewitem_cue/), to see all the cues of the main executor and their settings. **5. Virtual Playback**\ Tap to go to the [Virtual Playback View](/dot2/key_viewitem_virtualplayback/), to see the virtual executors. **6. More…**\ Tap to go to the [Select View Window](/dot2/key_viewitem_selectview/), to see all available views.\ On an external screen, tap to go to the [Select View for External Screen Window](/dot2/key_window_selectview/). # Add New Fixtures > The Add New Fixtures Window is located in the Setup, column Show, Patch & Fixture Schedule, Add New Fixtures. The **Add New Fixtures Window** is located in the [Setup](/dot2/key_window_setup/), column **Show**, [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), **Add New Fixtures**. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow05_1-1-3-111f39.png) *Figure 1: Add New Fixtures Window* In this view, you select your **fixture type**, the **quantity**, the **fixture ID**, the **fixture name**, the **patch address**, and the **offset**.\ There are six edit lines. To confirm your settings and add new fixtures, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png) in the title bar.\ You are back in the Patch and Fixture Schedule. To leave the **Add New Fixtures Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png) in the title bar or Esc on the console.\ You are back in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). ## Type [Section titled “Type”](#type) The type edit line contains a drop down list with four standard fixture types * 2 Dimmer 00 * 3 LED - RGB 8 bit * 4 LED - RGBA 8 bit * 5 LED - RGBW 8 bit and those which are already in the current show file exist.\ To open the drop down list, tap the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow03_1-0-df8b8a.png) *Figure 2: Drop down with standard fixture types and the fixture types in the show file* To import another fixture type from the library into the show file, which is not in the drop down list, tap Select other… on the right.\ It opens the [Import Fixture Type Window](/dot2/key_window_importfixturetype/). ## Quantity [Section titled “Quantity”](#quantity) The quantity edit line displays how many fixtures will be created. To select the quantity, tap the plus or minus. ## ID [Section titled “ID”](#id) The ID edit line displays the next available fixture ID. To select a fixture ID, tap the plus or minus. To get an overview about assigned and available fixture IDs, tap Select… on the right. The [Select Fixture ID(s) Window](/dot2/key_window_selectfixturesidswindow/) opens. ## Name [Section titled “Name”](#name) The name edit line displays the name of the fixture.\ To edit the name, tap at the keyboard ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png). The edit name window opens. If you create multiple fixtures with the same name, the name will get a consecutive number at the end of the name. ## Patch [Section titled “Patch”](#patch) The patch edit line displays the next available patch address.\ To select another universe or address, tap the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. The drop down opens. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow04_1-1-3-5a4dfa.png) *Figure 3: Select DMX universe and address* To get an overview about assigned and available DMX addresses, tap Select… on the right. The [Select DMX Address… Window](/dot2/key_window_selectdmxaddress/) opens. ## Offset [Section titled “Offset”](#offset) The offset displays the selected patch offset. The offset is the free DMX address space between one fixture and another fixture. A patch offset gives you a better overview about the fixtures and their patch address. To patch a few fixtures and with a start address of x.xx1, select a patch offset of 10. To select the quantity, tap the plus or minus. By default the offset is 1. ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow06_1-2-0f6b97.png) *Figure 4: Patch and Fixture Schedule with Offset of 10* ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow02_1-1-3-368308.png) *Figure 5: Encoder Bar Add New Fixtures Window* **Type:**\ To scroll in the drop-down list from the edit line Type, turn the encoder left or right.\ To open the [Import Fixture Type Window](/dot2/key_window_importfixturetype/), press or tap the encoder. **Quantity:**\ To select the quantity in the edit line Quantity, turn the encoder left or right. **Fixture ID:**\ To select the fixture ID in the edit line ID, turn the encoder left or right.\ To open the [Select Fixture ID(s) Window](/dot2/key_window_selectfixturesidswindow/), press or tap the encoder. **Patch Break 1:**\ To select the DMX address, turn the encoder left or right.\ To open the [Select DMX Address… Window](/dot2/key_window_selectdmxaddress/), press or tap the encoder. **Patch Offset:**\ To select the patch offset, press and hold ![ma](/img/dot2/ma_1-85eed0.png) and turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/) to select the patch offset, press and hold ![ma](/img/dot2/ma_1-85eed0.png) and press the encoder. # Backup > To open the Backup Window, press Backup on the console. To open the **Backup Window**, press Backup on the console. ![](/img/dot2/dot2_viewsandwindows_backupwindow01_1-2-a38b5c.png) *Figure 1: Backup window* In this window, you can create a new show, load a show, save the current show, and save the current show as. Below the title bar is the name of the current show file along with the last save date and time displayed. To create a new show, tap **New Show**. It opens the [New Show View](/dot2/key_window_newshow/).\ To load an existing show, tap **Load Show**. It opens the [Load Show View](/dot2/key_window_loadshow/).\ To save the current show, tap **Save Show**. It saves the show and close the **Backup Window**.\ To save the current show as a new filename, tap **Save Show as…** . It opens the [Save Show As View](/dot2/key_window_saveshowas/). If a USB drive is attached, it is displayed below the four functions.\ If you save a show and a USB drive is attached, the show will be saved on the USB drive as well. **Hint:**\ If a show was preprogramed in a previous version and saved, it can be loaded in a later version. If you save this show in a later version, you can no longer load it in a previous version. If you would like to keep using the show in a previous version, load the show and save it using a different name. Furthermore, you can enable the **auto save** option. By default, auto save is disabled.\ To select how often the console should auto save the show file, tap at the **three dots** ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png).\ You can choose between:\ \- every 15 minutes\ \- every 30 minutes\ \- every 60 minutes\ \- every 120 minutes For more information see [how to save and load a show](/dot2/key_ht_saveandloadshow/). To leave the **Backup Window**. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_backupwindow02_1-2-b9c093.png) *Figure 2: Encoder Bar Functions - Backup window* **Auto Save:**\ To enable auto save and select how often the console should auto save, turn the encoder right. **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Calibrate Screens > Important: **Important:**\ After calibrating the screens, reboot the console so that the calibration can be taken over. The **Calibrate Screens Window** is located in the [Setup](/dot2/key_window_setup/), column **Console**, **Calibrate Screens**. If the touch screens do not fully work, open the Calibrate Screens Window using the encoders. ![](/img/dot2/dot2_viewsandwindows_calibratescreensview01_1-0-f0c0fb.png) Calibrate the screen in this view. Screen calibration calibrates the touch function of your screen so it works flawlessly. To calibrate the screen, touch and hold the highlighted cross until the progress bar is completed. Select the screen touching the cross. If necessary, repeat the calibration for all other screens. To cancel the screen calibration, press Esc on the console. If you do not touch the screen, the **Calibrate Screens Window** closes automatically after 10 seconds. To reboot the device confirm the system reboot message: ![](/img/dot2/img_calibration_message_box_1-9-b13ad9.png) # Change Functions of Executor > To go to the Change Functions of Executor Window, open the Executor Bar Window and tap the tool! in the Title Bar. To go to the **Change Functions of Executor Window**, open the [Executor Bar Window](/dot2/key_window_playback/) and tap the **tool** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the [Title Bar](/dot2/key_title_bar/). ![](/img/dot2/dot2_views-and-windows_change-function-of-executor_v1-3-52fa95.png) *Figure 1: Change Functions of Executor Window* In this window, you change the functions of executor from the current page of the [Executor Bar Window](/dot2/key_window_playback/). To change a function, tap on the virtual button in the window. It opens the [Select Function of Executor Window](/dot2/key_window_selectfunctionofexecutor/). The functions of the main executor buttons are fixed and not changeable. You can only change functions of taken executor. If an executor button is free, it is displayed as **\[Empty]**. For more information about the displayed icons, see [Icons](/dot2/key_views_and_windows_icons/).\ For more information about the displayed colors, see [System Colors - Executor](/dot2/key_executor_colors/). To leave the Change Functions of Executor Window, press ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [Title Bar](/dot2/key_title_bar/). You are back in the Executor Bar Window. # Choose Clone Method > If you try to clone a fixture, the console ask to choose the clone method. If you try to clone a fixture, the console ask to choose the clone method. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod01_1-0-0ae822.png) *Figure 1: Choose clone method window* There are four options available. **Cancel:**\ Tap to cancel the clone command. **Low Prio Merge:**\ Tap to add the values from the source fixture to the destination fixture.\ If the destination fixture has previous defined values, they will stay.\ If the destination fixture has no previous defined values, the fixture will get the values from the source fixture. **Merge:**\ Tap to add values from the source fixture on the top of the destination fixture. **Overwrite:**\ Tap to overwrite the existing values from the destination fixture with the values from the source fixture.\ Previous defined values will be deleted. ## Example Low Prio Merge [Section titled “Example Low Prio Merge”](#example-low-prio-merge) Fixture 1 stored on executor 2 - cue 1, has a defined color red and a gobo.\ Fixture 2 stored on executor 3 - cue 1, has a defined position pan and tilt. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod02_1-2-49889d.png) *Figure 2: Fixture 1 and 2 before clone* Let´s assume, you will clone fixture 1 at 2 and you will keep the defined position of fixture 2. 1\. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 2 Please. The console will ask you to choose the clone method. 2\. Tap Low Prio Merge. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod03_1-2-50727e.png) *Figure 3: Fixture 1 and 2 after low prio merge clone* Fixture 2 has now the same values as fixture 1 and the previous defined values (position). ## Example Merge [Section titled “Example Merge”](#example-merge) | Cue | Fixture 1 | Fixture 2 | | --- | --------------------------- | --------------------------- | | 1 | Dimmer open (entered value) | | | 2 | Dimmer open (entered value) | Dimmer 50 % (entered value) | | 3 | Dimmer open (tracked value) | Dimmer 50 % (entered value) | Let´s assume, you will clone fixture 1 at fixture 2 and add only the previous defined values and not the tracked values. 1\. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 2 Please. The console will ask you to choose the clone method. 2\. Tap Merge. | Cue | Fixture 1 (before merge) | Fixture 2 (before merge) | Fixture 2 (after merge) | | --- | --------------------------- | --------------------------- | ------------------------------------------------------------------------------------------------ | | 1 | Dimmer open (entered value) | | Dimmer open | | 2 | Dimmer open (entered value) | Dimmer 50 % (entered value) | Dimmer open (because this was an entered value from fixture 1) | | 3 | Dimmer open (tracked value) | Dimmer 50 % (entered value) | Dimmer 50 % (because this is a tracked value and clone method merge will not add tracked values) | ## Example Overwrite [Section titled “Example Overwrite”](#example-overwrite) Fixture 1 stored on executor 2 - cue 1, has a defined color red and a gobo.\ Fixture 2 stored on executor 3 - cue 1, has a defined position pan and tilt. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod02_1-2-49889d.png) *Figure 4: Fixture 1 and 2 before clone* Let´s assume, you will clone fixture 1 at 2 and fixture 2 should make exactly the same like fixture 1. 1\. Press ![ma](/img/dot2/ma-36da5c.png) + Copy (= Clone) Fixture 1 At 2 Please. The console will ask you to choose the clone method. 2\. Tap Overwrite. ![](/img/dot2/dot2_viewsandwindows_chooseclonemethod05_1-2-0e0ee5.png) *Figure 5: Fixture 1 and 2 after clone* Fixture 2 has now the exactly the same values as fixture 1. All previous defined values are deleted. Fixture 1 and 2 are on executor 2. Fixture 2 does not exist anymore on executor 3. ## Related Links [Section titled “Related Links”](#related-links) * [Clone Command](/dot2/key_keyword_clone/) * [Copy Key](/dot2/key_key_copy/) # Choose Copy Method > If you try to copy an object to a destination where an object already exist, the console will ask you to choose the copy method. If you try to copy an object to a destination where an object already exist, the console will ask you to choose the copy method. ![](/img/dot2/dot2_viewsandwindows_choosecopymethod01_1-0-3b80b0.png) **Overwrite:**\ Tap to overwrite the existing object, e.g. cue or group. The previous object will be deleted. **Merge:**\ Tap to add the object, e.g. cue or group, to the existing object. **Cancel:**\ Tap to cancel the copy function. **Cue only:**\ Tap if you copy the cue between two other cues. The copied cue will not affect the following cues with tracking values. **Status:**\ Tap to copy the cue with its tracking values. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_choosestoremethod02_1-0-289029.png) **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [What is Tracking?](/dot2/key_wi_tracking/) * [Copy Command](/dot2/key_keyword_copy/) # Choose Delete Method > If you try to delete a cue from a cue list, the console ask to choose the delete method. If you try to delete a cue from a cue list, the console ask to choose the delete method. ![](/img/dot2/dot2_viewsandwindows_choosedeletemethod01_1-1-3-784c76.png)*Figure 1: Choose Delete Method Window* There are two delete methods available. To leave the window, tap Esc in the title bar or press Esc on the console.\ The delete process is canceled. For more information about delete, refer to [Delete Command](/dot2/key_keyword_delete/) and [Delete Key](/dot2/key_key_delete/). The following tables explains the functions of the two methods on an example. ## Initial Situation [Section titled “Initial Situation”](#initial-situation) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | ------------------ | --------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | 100 % tracked value | 50 % | 0 % | | Cue 3 | 100 % tracked value | 50 % tracked value | 25 % | ## Normal Delete [Section titled “Normal Delete”](#normal-delete) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | ------------- | ------------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | Normal delete | Normal delete | Normal delete | | Cue 3 | 100 % tracked value | 0 % | 25 % | ## Delete Cue Only [Section titled “Delete Cue Only”](#delete-cue-only) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | --------------- | --------------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | Delete cue only | Delete cue only | Delete cue only | | Cue 3 | 100 % tracked value | 50 % | 25 % | # Choose Store Method > If you want to store new programmer values on an executor with one existing cue on it or if you want to overwrite an existing cue on an executor, the console as If you want to store new programmer values on an executor with one existing cue on it or if you want to overwrite an existing cue on an executor, the console ask to choose the store method. There are two store methods windows available. The store method window with the options * Merge * Remove * Overwrite * Create Second Cue appears if you store on an executor the first time a second cue (= cue list). ![](/img/dot2/dot2_viewsandwindows_choosestoremethod01_1-0-647393.png) *Figure 1: Choose store method window - first second cue* There are four store methods available: **Hint:**\ Use the Prev, Next, Up, and Down keys to navigate in this window and confirm with Please. **Merge:**\ Tap to add the programmer values to the existing cue. **Remove:**\ Tap to remove the programmer values from the existing cue. **Overwrite:**\ Tap to overwrite the existing cue with the programmer values. The previous values from the existing cue are deleted. **Create second cue:**\ Tap to create a cue 2 with the programmer values. This will create a cue list. If you store new programmer values in an existing cue, the store method window has additional the options * Normal * Cue Only ![](/img/dot2/dot2_viewsandwindows_choosestoremethod07_1-0-d8b635.png) *Figure 2: Choose store method window - store in an existing cue* Additional to the methods Merge, Remove, and Overwrite, you can select the Store Mode. **Store Mode Normal:**\ Tap to store the cue with tracking shield. Refer to, [What is Tracking?](/dot2/key_wi_tracking/) **Store Mode Cue Only:**\ Tap if to store the cue between two other cues. The stored cue will not affect the following cues with tracking values. *** ## Normal [Section titled “Normal”](#normal) Let´s assume, you will store cue 2.1 between cue 2 and cue 3 with tracking shield. | Cue | Fixture 1 (initial situation) | Fixture 2 (initial situation) | Fixture 1 (normal) | Fixture 2 (normal) | | --- | ----------------------------- | ----------------------------- | ---------------------- | ------------------ | | 1 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | | 2 | Dimmer At 0 | Dimmer At 100 | Dimmer At 0 | Dimmer At 100 | | 2.1 | | | Dimmer At 33 | Dimmer At 33 | | 3 | Dimmer At 0 (tracked) | Dimmer At 80 | Dimmer At 33 (tracked) | Dimmer At 80 | 1. Press Store Cue 2 . 1 and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Ok. Normal is selected by default. Cue 2.1 is stored between cue 2 and cue 3. Cue 3 is tracking the dimmer value from fixture 1. *** ## Cue Only [Section titled “Cue Only”](#cue-only) Let´s assume, you will store cue 2.1 between cue 2 and 3 without affect the following cues with tracking values. | Cue | Fixture 1 (initial situation) | Fixture 2 (initial situation) | Fixture 1 (cue only) | Fixture 2 (cue only) | | --- | ----------------------------- | ----------------------------- | -------------------- | -------------------- | | 1 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | Dimmer At 50 | | 2 | Dimmer At 0 | Dimmer At 100 | Dimmer At 0 | Dimmer At 100 | | 2.1 | | | Dimmer At 33 | Dimmer At 33 | | 3 | Dimmer At 0 (tracked) | Dimmer At 80 | Dimmer At 0 | Dimmer At 80 | 1. Press Store Cue 2 . 1 and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Cue Only and then Ok. Cue 2.1 is stored between cue 2 and cue 3. Cue 3 has no tracking values from cue 2.1. *** ## Merge [Section titled “Merge”](#merge) Let´s assume, you will add the current programmer values to the existing cue 1 on the main executor. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod03_1-2-b83871.png) *Figure 3: Values of cue 1 before store merge* 1. Press Store and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Merge. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod04_1-2-fc3708.png) *Figure 4: Values of cue 1 after store merge* The current programmer values are added to the existing cue 1. *** ## Remove [Section titled “Remove”](#remove) Let´s assume, you will remove fixture ID 2 from the existing cue 1 on the main executor. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod04_1-2-fc3708.png) *Figure 5: Values of cue 1 before store remove* 1. Select fixture ID 2 in the [fixtures view](/dot2/key_viewitem_fixture/). 2. Double press Please. All values from fixture 2 are in the programmer. 3. Press Store Cue 1 and tap on the main executor in the [executor bar view](/dot2/key_widget_executorlabelbar/). 4. Tap Remove. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod05_1-2-fbf444.png) *Figure 6: Values of cue 1 after store remove* The fixture ID 2 is removed from the existing cue 1 on the main executor. *** ## Overwrite [Section titled “Overwrite”](#overwrite) Let´s assume, you will overwrite the cue 1 on the main executor with the current programmer values. 1. Press Store and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Overwrite. Cue 1 on the main executor has now the current programmer values. All previous values from the existing cue are deleted. *** ## Create Second Cue [Section titled “Create Second Cue”](#create-second-cue) Let´s assume, you will create a cue list on the main executor. ![](/img/dot2/dot2_viewsandwindows_choosestoremethod06_1-1-9ebcab.png)\ *Figure 7: Cue list on main executor* 1. Press Store and tap on the main executor in the [executor bar view](/dot2/key_window_playback/). 2. Tap Create second cue. The current programmer values are stored as a second cue on the main executor. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_choosestoremethod02_1-0-289029.png) *Figure 8: Encoder bar functions - choose store method* **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Choose Update Method > If you try to update a cue in a cue list, the console ask to choose the update method. If you try to update a cue in a cue list, the console ask to choose the update method. ![](/img/dot2/dot2_viewsandwindows_chooseupdatemethod01_1-1-3-ce29a0.png)*Figure 1: Choose Update Method Window* There are two update modes available. To leave the window, tap Esc in the title bar or press Esc on the console.\ The update process is canceled. For more information about Update, refer to [Update command](/dot2/key_keyword_update/) and [Update key](/dot2/key_key_update/). The following tables explains the functions of the two methods on an example. ## Initial Situation [Section titled “Initial Situation”](#initial-situation) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | -------- | ------------------- | ------------------ | ----------------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 | 100 % tracked value | 50 % | 0 % tracked value | | Cue 3 | 100 % tracked value | 50 % tracked value | 25 % | ## Normal Update [Section titled “Normal Update”](#normal-update) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | ------------ | ------------------ | ------------------ | --------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 Update | 30 % | 30 % | 30 % | | Cue 3 | 30 % tracked value | 30 % tracked value | 25 % | ## Cue Only Update [Section titled “Cue Only Update”](#cue-only-update) | Cue list | Fixture 1 | Fixture 2 | Fixture 3 | | ------------ | --------- | --------- | --------- | | Cue 1 | 100 % | 0 % | 0 % | | Cue 2 Update | 30 % | 30 % | 30 % | | Cue 3 | 100 % | 50 % | 25 % | # Configure Slot > To open the configure slot window, tap at the slot you want to configure, e.g. B-wing 1, in the Wings window. To open the configure slot window, tap at the slot you want to configure, e.g. B-wing 1, in the [Wings window](/dot2/key_window_wings/). ![](/img/dot2/dot2_viewsandwindows_configureslot01_1-0-1b6c79.png) In this window, you can assign wings to a slot or clear the assignment. The title bar displays the selected slot. **Available devices**:\ Displays all available wings, depending on the selected slot.\ A selected device is displayed with an orange bar on the left side of the device. If a wing is selected in the configure slots window, the buttons on the wing starts to flash. A button wing or fader wing can have three different status: 1\. The wing is displayed without any additional sign.\ The wing is connected to the console and is free to assign. ![](/img/dot2/dot2_viewsandwindows_configureslot02_1-0-a5e91f.png) 2\. The wing is displayed with a green tickmark.\ The wing is connected to the console and assigned to a slot.\ The assigned slot is written in brackets. ![](/img/dot2/dot2_viewsandwindows_configureslot03_1-0-81a0e2.png) 3\. The wing is displayed with a red prohibition sign.\ The wing is connected to another console and not available. To assign a wing with a prohibition sign, you need to disconnect the wing on the respective console first. ![](/img/dot2/dot2_viewsandwindows_configureslot04_1-0-0a756e.png) **Assign selected:**\ Tap to assign the selected device to the slot. The Configure Slot window close and you are back in the [Wings window](/dot2/key_window_wings/). **Disconnect device:**\ Tap to disconnect the device from the slot. ## Related Links [Section titled “Related Links”](#related-links) * [Wings Window](/dot2/key_window_wings/) * [How to connect Nodes, Wings and dot2 onPC?](/dot2/key_ht_wingsnodes3donpc/) # Edit Cue Number(s) > To go to the Edit Cue Number(s) Window, open the Cues View and press and hold the cell with the cue number of the respective cue. To go to the **Edit Cue Number(s) Window**, open the [Cues View](/dot2/key_viewitem_cue/) and press and hold the cell with the cue number of the respective cue. ![](/img/dot2/dot2_viewsandwindows_editcuenumbers01_1-0-9a1d39.png) In this window, you edit the cue numbers. **From Cue:**\ Select the number of the cue from which you like to start with, e.g. 1. **To Cue:**\ Select the number of the cue till which you like to end with, e.g. 10 It is not possible to renumber cues in addition with a cue position change.\ If you renumber a cue, the cue have to stay in its position in the cue list.\ If you want to move a cue, e.g. cue 1 in a cue list of 10 cues, to cue 11 use the [move command](/dot2/key_keyword_move/). **New Number:**\ Select the new start cue number, e.g 1.1. **Step Width:**\ Select the step width of the cue numbers, e.g 0.1. **Renumber:**\ Tap to apply the changes and go back to the [cues view](/dot2/key_viewitem_cue/). To leave the Edit Cue Number(s) Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Related Links [Section titled “Related Links”](#related-links) * [Cues View](/dot2/key_viewitem_cue/) * [Move Command](/dot2/key_keyword_move/) * [How to work with Cues?](/dot2/key_ht_cues/) * [What is a Cue?](/dot2/key_wi_cues/) # Empty Executor > To get to the Empty Executor Window, tap an empty executor in the executor bar window. To get to the **Empty Executor Window**, tap an empty executor in the [executor bar window](/dot2/key_window_playback/). ![](/img/dot2/dot2_viewsandwindows_emptyexecutor01_1-1-3-d23ea4.png)\ *Figure 1: Empty Executor Window* There are four executor options: **Store Executor:**\ Tap to store the active programmer values as a cue on the executor. **Store Group Executor:**\ Tap to store the selected fixture as a group master on the executor. **Store Speed Executor:**\ Tap to make this executor one of four speed masters or a rate master.\ A speed master controls the speed of effects in cues and the playback speed of chasers.\ The rate master multiplies the cue timing by the factor that was set by the rate master fader. **Store Time Executor:**\ Tap to make this executor as an executor time master or program time master.\ The executor time master overrides cue fade, on/off times, and sets the cue delay to zero.\ The program time master controls the fade times of all program values between 0 and 10 seconds.\ This affects both, the adding of new values into the programmer, and the removing of values from the programmer with the Clear key. To leave the Empty Executor Window, tap Esc in the title bar or press Esc on the console. ## Example Store Executor [Section titled “Example Store Executor”](#example-store-executor) Let´s assume you store the active programmer values as a cue on the executor 1. ![](/img/dot2/dot2_commands_store04_1-0-bac54c.png)\ *Figure 2: Executor with one cue* 1. Tap the empty executor 1 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 2. Tap Store Executor. The active program values are stored on executor 1 as cue 1. ## Example Group Executor [Section titled “Example Group Executor”](#example-group-executor) Let´s assume you store the selected dimmer fixtures on the left side as a group master on the empty executor 6. ![](/img/dot2/dot2_viewsandwindows_emptyexecutor03_1-0-d66e30.png)\ *Figure 3: Group Master* 1. Select all dimmer fixtures on the left side in the [fixtures view](/dot2/key_viewitem_fixture/). 2. Tap the empty executor 6 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 3. Tap Store Group Executor. The executor 6 is a group master. ## Example Rate Executor [Section titled “Example Rate Executor”](#example-rate-executor) Let´s assume you apply a rate master on the empty executor 6. ![](/img/dot2/dot2_viewsandwindows_emptyexecutor04_1-1-3-3dbed3.png)\ *Figure 4: Master Rate* 1. Tap the empty executor 6 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 2. Tap Store Speed Executor.\ The select master type window opens. 3. Tap Master Rate. The executor 6 is a master rate. ## Example Time Executor [Section titled “Example Time Executor”](#example-time-executor) Let´s assume you apply a program time master on the empty executor 1. ![](/img/dot2/dot2_viewsandwindows_emptyexecutor02_1-0-073878.png)\ *Figure 5: Program Time Master* 1. Tap the empty executor 1 in the [executor bar window](/dot2/key_window_playback/). The empty executor window opens. 2. Tap Store Time Executor.\ The select master type window opens. 3. Tap Prog Time. The executor 1 is a program time master. # Enter Name for > To go to the Enter Name for... Window, press the Label key and the object you like to label, e.g. Fixture 1. To go to the Enter Name for… Window, press the [Label key](/dot2/key_key_label/) and the object you like to label, e.g. Fixture 1. ![](/img/dot2/dot2_viewsandwindows_enternamefor01_1-1-68be86.png) In this view, you can edit names of objects. In the title is displayed what object you edit. To delete the content in the green edit line, tap the ![](/img/dot2/dot2_viewsandwindows_calculatorview01_1-0-952458.png) rightmost of the edit line. To edit the name, tap in the green edit line. Use the virtual keyboard and number pad below. To confirm the name, tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). To leave the Enter Name for… Window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_newshow02_1-0-921b44.png) **Cursor:**\ To move the cursor to the left or right, turn the encoder left or right.\ To confirm the name in the green edit line, press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Label Key](/dot2/key_key_label/) * [Label Command](/dot2/key_keyword_label/) * [Title Bar](/dot2/key_title_bar/) # Fixture Schedule Overview > The Fixture Schedule Overview Window is located in the Patch and Fixture Schedule at screen 2. The Fixture Schedule Overview Window is located in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) at screen 2. ![](/img/dot2/dot2_viewsandwindows_fixturescheduleoverview01_1-0-fb25c0.png) This view gives you an overview about the imported fixture types from the show file. The fixture schedule overview is fragmented in three parts: **Summary**, **Overview** and **Detail**. ## Summary [Section titled “Summary”](#summary) The summary displays how many DMX channels are in use and how many DMX channels are free. ## Overview [Section titled “Overview”](#overview) The overview is sorted by fixture types and includes six columns. **Range:**\ Displays the range from the first start DMX address till the last used DMX address of this fixture type. **Amount:**\ Displays the how many of this fixture types are imported into the show file. **Manufacturer:**\ Displays the manufacturer. **Fixture Type:**\ Displays the consecutive number and the fixture type. **Mode:**\ Displays the selected mode. **Footprint:**\ Displays how many DMX channels of this fixture type needs. ## Detail [Section titled “Detail”](#detail) The detail view is sorted by DMX address. Additional to the columns from the overview, the detail view displays which DMX address are in use and which are free.\ Free DMX addresses are displayed with a green background. ## Related Links [Section titled “Related Links”](#related-links) * [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [How to Add and Patch Fixtures?](/dot2/key_ht_addandpatchfixtures/) # Global Settings > To open the Global Settings window, press Setup and tap Global Settings. To open the Global Settings window, press Setup and tap Global Settings. ![](/img/dot2/dot2_views-and-windows_global-settings_v1-4-f74441.png) *Figure 1: Global Settings* In the window **Global Settings**, enable or disable the global executor function **Autofix**. By default, global autofix is enabled. ## Global Autofix On [Section titled “Global Autofix On”](#global-autofix-on) If global autofix is enabled, then the executors that are running are fixed when you change the executor page by pressing Page + or Page -.\ Executor buttons or faders that are running cannot be used simultaneously on a different page. Auto-fixed executors are indicated by a shaded surface in the executor bar. To enable global autofix, tap the prohibition sign to check the green box. ## Global Autofix Off [Section titled “Global Autofix Off”](#global-autofix-off) If global autofix is disabled, you will not see the executors running in the executor bar when you change the executor page by pressing Page + or Page -.\ Use the executor buttons or faders for further usage of executors. **Important:**\ If you change the executor page while using a fader, this fader will then be used for a different executor. It will also go back to a previous page.\ If you do not move the fader to grab it at its original position, the fader will not influence the content of the executor. If you have to move the fader upward, the go executor button![go](/img/dot2/go_1-db7d7b.png)​ starts flashing. If you have to move the fader downward, the flash executor button ![flash](/img/dot2/flash_1-0a29ca.png) starts flashing. To disable global autofix, tap the check mark to turn the check box into a prohibition sign. ## []()Web Remote [Section titled “Web Remote”](#web-remote) To disable web remote, tap the check mark. To change the password, tap Change. The window **Enter New Password for Web Remote** opens. ![](/img/dot2/dot2_wv_enter-password_web-remote_v1-4-64bbce.png) *Figure 2: Enter new password* For information on how to use web remote see [Use Web Remote](/dot2/key_ht_use_web_remote/). ## Default Executor Settings [Section titled “Default Executor Settings”](#default-executor-settings) 1. To open the default settings of executors, tap Default Executor Settings. 2. The window Default Executor Settings opens. ![](/img/dot2/dot2_vw_global-settings_default-executor-settings_v1-4-e1b95a.png) *Figure 3: Default Executor Settings* For more information on the single settings see [Settings of Executor](/dot2/key_window_settingsofexecutor/). # Import Fixture Type > Hint: **Hint:**\ New fixture types are available for download on fixtureshare.malighting.com The **Import Fixture Type Window** is located in the [Setup](/dot2/key_window_setup/), [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), * tap Add New Fixtures, tap Select other… OR * press and hold a cell of a fixture type in the patch and fixture schedule, tap Import ![](/img/dot2/dot2_viewsandwindows_importfixturetypewindow01_1-0-f17229.png) In this view, you select the fixture type and import it to the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) in the current show file. This view has three fixture type columns and one in information area. The orange bar at the left of the cells shows the current selection. To search for a specific manufacturer, device name or mode: Tap ![](/img/dot2/dot2_viewsandwindows_importfixturetype01_1-0-f7f527.png) at the right of the green edit line and type in. To delete the content of the green edit line, tap ![](/img/dot2/dot2_viewsandwindows_calculatorview01_1-0-952458.png). To confirm and apply the selection, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png) in the [title bar](/dot2/key_title_bar/). The import fixture type window will close. To leave the Import Fixture Type Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0-a65a1b.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. ## Column Manufacturer [Section titled “Column Manufacturer”](#column-manufacturer) This is the first column in this window. In this column are all available manufacturer listed. There are two lines in a cell. The first line displays the name of the manufacturer.\ The second line **items** displays all to the manufacturer available modes in the mode column. ## Column Device Name [Section titled “Column Device Name”](#column-device-name) This is the second column in this window. In this column are all available devices regarding to the selected manufacturer. There are two lines in a cell. The first line displays the device name.\ The second line **items** displays all to the device available modes in the mode column. ## Column Mode [Section titled “Column Mode”](#column-mode) This is the third column in this window. In this column are all available devices regarding to the selected manufacturer and device. There are three lines in a cell. The first line displays the mode name.\ The second line displays the **DMX Footprint**, that means how many DMX channels the mode has.\ The third line displays the **Instances**, that means how many different elements with single controls the fixture type has. ## Information Area [Section titled “Information Area”](#information-area) The information area is located at screen 2. ![](/img/dot2/dot2_viewsandwindows_importfixturetypewindow03_1-0-b567d0.png) It displays at first, manufacturer, device name and mode in brackets, of the selected fixture type. Below the name are all DMX channels along with their attributes. If the fixture type has virtual channels it is displayed below the real channels. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_importfixturetypewindow02_1-0-958234.png) **Drive:**\ To select the **Drive** for the import of a fixture type, turn the encoder left or right.\ Available drives are: Internal, Demoshows, Templates, and if inserted USB. **Manufacturer:**\ To scroll in the column **Manufacturer** up and down and select a manufacturer, turn the encoder left or right. **Fixture Type:**\ To scroll in the column **Device Name** up and down and select a device, turn the encoder left or right. **Mode:**\ To scroll in the column **Mode** up and down and select a mode, turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Setup Window](/dot2/key_window_setup/) * [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [Add New Fixtures Window](/dot2/key_window_addnewfixtures/) # Key Backlight > The Key Backlight Windows located in the Setup, column Console, Key Backlight. The Key Backlight **Window** is located in the [Setup](/dot2/key_window_setup/), column Console, Key Backlight. ![](/img/dot2/dot2_viewsandwindows_keybacklightwindow01_1-0-4e65f1.png) In this window, you select the brightness of the backlight from the keys. There are three sliders: Unused Key, Default Key and Highlighted Key. ## Unused Key [Section titled “Unused Key”](#unused-key) The unused key slider is the first one of the three. To select the brightness of the unassigned executor buttons, move the slider up or down.\ 15 % is the highest value to select. ## Default Key [Section titled “Default Key”](#default-key) The default key slider is the one in the middle of the three. To select the brightness of the keys in the command area, move the slider up or down.\ 30 % is the highest value to select. ## Highlighted key [Section titled “Highlighted key”](#highlighted-key) The highlighted key slider is the third one. To select brightness of the highlighted key on the console, move the slider up or down.\ 100 % is the highest value to select. To leave the Key Backlight Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed into slow, that means with decimal place, press ![encoder](/img/dot2/encoder-36b017.png) on the console. ![](/img/dot2/dot2_viewsandwindows_keybacklightwindow02_1-0-b82542.png) **Unused Key:**\ To select the brightness of the unassigned executor buttons, turn the encoder left or right. **Default Key:**\ To select the brightness of the keys in the command area, turn the encoder left or right. **Highlighted Key:**\ To select brightness of the highlighted key on the console, turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Encoder Key](/dot2/key_key_encoder/) # Leaving Patch & Fixture Schedule... > After you did some changes in the Patch and Fixture Schedule you come to thLeaving Patch & Fixture Schedule... Window. After you did some changes in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) you come to the **Leaving Patch & Fixture Schedule… Window**. ![](/img/dot2/dot2_viewsandwindows_leavingpatchandfixtureschedule01_1-0-763ea8.png) To go back to the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), tap Do nothing and stay in “Patch & Fixture Schedule”. To skip all changes and go back to the [Setup](/dot2/key_window_setup/), tap Skip All Changes. To apply all changes and go back to the [Fixtures View](/dot2/key_viewitem_fixture/), tap Apply All Changes. To leave the Leaving Patch & Fixture Schedule, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png) in the [title bar](/dot2/key_title_bar/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_leavingpatchandfixtureschedule02_1-0-6200c8.png) **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) * [Setup Window](/dot2/key_window_setup/) * [Fixtures View](/dot2/key_viewitem_fixture/) # Load Show > To go to the Load Show Window press Backup on the console and tap Load Show. To go to the Load Show Window press [Backup](/dot2/key_window_backup/) on the console and tap Load Show. ![](/img/dot2/dot2_viewsandwindows_loadshow01_1-2-271e7e.png) *Figure 1: Load Show window* In this window, you can load shows from your Internal Drive, load a Demoshow, a show from a USB stick. To load a selected file, tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The show file will be loaded and opens. To delete a selected file, tap the **trash can** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar12_1-0-5026f9.png). It opens a warning message. To see the backup files, tap the **backup icon**\*\*\*\* ![](/img/dot2/dot2_viewsandwindows_backupwindow05_1-2-7092aa.png). The .backup files created by an auto save or normal save are displayed. It will be saved up to 11 .backup files from each show file. For more information, see [Backup window](/dot2/key_window_backup/) and [Backup key](/dot2/key_key_backup/). To leave the Load Show Window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). You are back in the [Backup](/dot2/key_window_backup/). ## Drive/Folder [Section titled “Drive/Folder”](#drivefolder) The column **Drive/Folder** is on the left side of this window. ![](/img/dot2/dot2_viewsandwindows_loadshow02_1-0-eaf335.png) *Figure 2: Drive/Folder column* Here are all drives and folders displayed, with the possibility to load a show from. Internal is the hard drive of the dot2. In the folder Demoshows are shows provided from MA Lighting to give an overview about the different functions. This folder is a read-only folder. If an USB stick is in the console or in the computer, it will create a further drive below the Demoshows folder for the USB stick. The selected drive or folder, is marked with an orange indicator on the left. ## Files [Section titled “Files”](#files) On the right side of the window are the Files columns. ![](/img/dot2/dot2_viewsandwindows_loadshow03_1-0-b2b216.png) *Figure 3: Files columns* Here are the files displayed along with their Filename, Size and Date, which could be loaded from the console, regarding the selected drive/folder. A selected file has an blue background in the line and a white frame around the cell. To sort a column on the console, tap and hold the cell of the column header.\ To sort a column on the dot2 onPC, right mouse click in the cell of the column header. For more information, see [how to save and load a show](/dot2/key_ht_saveandloadshow/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_loadshow04_1-0-8ce1e4.png) *Figure 4: Encoder Bar Functions - Load Show window* **Drive:**\ To select the **Drive** in the column **Drive/Folder**, turn the encoder left or right. **File:**\ To scroll up and down in the column **Files**, turn the encoder left or right.\ To load a selected file, press the encoder. # MIDI Configuration > Important: **Important:**\ The MIDI Configuration window is only available with a dot2 onPC. On a dot2 console is this configuration not necessary. To go to the **MIDI Configuration window**, press Tools and tap at MIDI Configuration. ![](/img/dot2/dot2_viewsandwindows_midiconfiguration01_1-1-3-8107fe.png)*Figure 1: MIDI Configuration Window* In the MIDI Configuration window you select the MIDI In and MIDI Out source. To open the drop-down with the available sources, tap at the **three dots** ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png). ![](/img/dot2/dot2_viewsandwindows_midiconfiguration02_1-1-3-b420cd.png)*Figure 2: MIDI In drop-down* If a valid is source is selected, the red prohibition sign changes into a green tick mark. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png)*Figure 3: Encoder Bar - MIDI Configuration Window* **Scroll:**\ To scroll in the selected drop-down up or down, turn the encoder left or right. # MIDI Monitor > To open the MIDI Monitor window, press Tools and tap in the column MIDI at MIDI Monitor. To open the **MIDI Monitor window**, press Tools and tap in the column MIDI at MIDI Monitor. ![](/img/dot2/dot2_viewsandwindows_midimonitor01_1-1-3-da9005.png)*Figure: MIDI Monitor* The MIDI Monitor displays: * sending and receiving MIDI notes * MSC (=MIDI Show Control) In commands * MSC Out commands To scroll vertical, use the vertical scroll bar.\ To scroll horizontal, tap in the view and move the view from right to left. If you are not at the end of the MIDI Monitor, there is a direction arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png) displayed.\ To go to the end of the MIDI Monitor, tap the directions arrow ![](/img/dot2/dot2_viewsandwindows_commandhistoryview01_1-0-45887f.png). To leave the MIDI Monitor Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. For more information about MIDI, see: * [MidiNote Command](/dot2/key_keyword_midinote/) * [MIDI Show Control](/dot2/key_window_midishowcontrol/) * [MIDI Configuration](/dot2/key_window_midiconfiguration/) # MIDI Show Control > To open the MIDI Show Control Window, press Setup and tap under column Show MIDI Show Control. To open the **MIDI Show Control Window**, press Setup and tap under column Show MIDI Show Control. ![](/img/dot2/dot2_viewsandwindows_midishowcontrol01_1-1-3-a00329.png)*Figure 1: MIDI Show Control Window* **Important:**\ If MIDI show control is used in a network, only the master console will send and receive MIDI show control commands.\ MIDI show control commands works also if the console is standalone. **Important:**\ You should either send or receive MIDI show control commands. Send and receive MIDI show control commands, can create an infinite loop. The MIDI Show Control (MSC) window you configure the MSC settings. The MSC settings of MIDI sender and receiver has to be the same that they can communicate. **Hint:**\ To double-check the MSC In and Out messages, press Tools and tap at MIDI Monitor. For more information, refer to [MIDI Monitor](/dot2/key_window_midimonitor/). If you tap in an edit line, the balloon displays what values are valid. **Channel:**\ Displays the MIDI channel.\ To select a channel, tap at the plus or minus. **Device ID:**\ Displays the device ID.\ To select a device ID, tap at the plus or minus. **Group ID:**\ Displays the group ID.\ To select a group ID, tap at the plus or minus. **Ethernet Port:**\ Displays the Ethernet port.\ To select a Ethernet port, tap at the plus or minus. **Mode:**\ Displays the MSC Mode.\ By default, MSC Mode is disabled. To select a MSC mode, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line.\ The drop-down list opens. There are three MSC modes available: * Disabled - MSC will not sent or received * Ethernet - MSC will sent or received via the selected Ethernet port * MIDI - MSC will sent or received via the MIDI connecter at the back of the console **Exec:**\ Displays the executor MSC commands.\ By default, Main Only is selected. To select an executor, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. \ The drop-down list opens. There are three executor available: * Main Only - From or to the main executor. * Exec.Page - From or to a specified executor on page 1. Separated by a dot (Hex = 2E). * Exec Page - From or to a specified executor on page 1. Separated by a space (Hex = 20). **Command Format:**\ Displays the command format. The command format is used to indicate the type of equipment that is intended to receive the MSC messages.\ By default, All is selected. To select a command format, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. \ The drop-down list opens. There are three command formats available: * Moving Light - Format is Hex = 02 * General Light - Format is Hex = 01 * All - Format is Hex = 7F **Send to** (only MSC Out):\ Displays to who the MSC messages will be transmitted.\ By default, Send to All is selected. To select an other send option, tap at the three dots ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) in the edit line. \ The drop-down list opens. There are three send options available: * Group - Transmit the MSC messages to the selected MSC Out Group ID. * Device - Transmit the MSC messages to the selected MSC Out Device ID. * All - Transmit the MSC messages to the selected MSC Out Group ID and Device ID. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png)*Figure 2: MIDI Show Control Window - Encoder Bar* **Scroll:**\ To select an ID or scroll in the drop-down lists, turn the encoder left or right. # Network Interface > This window is only available on the dot2 onPC. This window is only available on the dot2 onPC. To open the Network Interface Window, press Setup and tap in the column DMX/Network at **Network Interface**. ![](/img/dot2/dot2_viewsandwindows_networkinterface01_1-0-515e52.png) In this window, you select the network interface for the dot2 onPC. To see the current network interface, open the [System Information Window](/dot2/key_window_systeminformation/). To select a network interface, tap on the respective tile. The console asks to confirm the settings and restart the onPC. Tap Ok. It is not necessary to save the show file. To leave the Network Interface Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. You are back in the Setup. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [System Information Window](/dot2/key_window_systeminformation/) # Network Protocols Configuration > To open the network protocols configuration, press Setup and tap Network Protocols in the column DMX/Network. To open the network protocols configuration, press Setup and tap Network Protocols in the column **DMX/Network**. ![](/img/dot2/dot2_views-and-windows_network-protocols_art-net_v1-3-24ab6a.png) *Figure 1: Network Protocols Configuration – Art-Net* To edit the cells in the columns \*\*Subnet \*\*and **Universe**, tap the cell and press the encoder or tap and hold the cell. The calculator opens displaying the hexadecimal number system – 0 to 9 and A to F. ![](/img/dot2/dot2_views-and-windows_network-protocols_calculator_v1-3-9c238c.png) *Figure 2: Network Protocols Configuration – Calculator in Art-Net* ![](/img/dot2/dot2_views-and-windows_network-protocols_sacn_v1-3-bd6c3e.png) *Figure 3: Network Protocols Configuration – sACN* To edit the column **sACN Universe**, tap the cell and press the encoder or tap and hold the cell. The calculator opens: ![](/img/dot2/dot2_views-and-windows_network-protocols_sacn-calculator_v1-3-b76865.png) *Figure 4: Network Protocols Configuration – Calculator in sACN* **Session required:**\ To use Art-Net or sACN (=streaming ACN), it is necessary to be in a session. To create a session, tap Sessions in the [Setup](/dot2/key_window_setup/). The [network setup](/dot2/key_window_networksetup/) opens.\ If you are not in a session, Art-Net or sACN is not active. **Network protocols and dot2 onPC:**\ When using Art-Net or sACN with a dot2 onPC, the first universe is free. If you would like to output more than one universe, you have to add a Node4 with a maximum of 1024 DMX channels. **Windows® 8 or Windows® 8.1:**\ To use Art-Net on Windows® 8 or Windows® 8.1, it is necessary to start the application as administrator. If you don´t start the application as administrator, Art-Net is not active. **Important:**\ Art-Net and sACN addresses must not be assigned to multiple universes. If an Art-Net or an sACN address is assigned to multiple universes, the values will be marked in red, meaning that they are invalid. ![](/img/dot2/dot2_views-and-windows_network-protocols_invalid-vlaue_v1-3-7d38ce.png) *Figure 5: Invalid Values in Network Protocols Configuration* In this window, you can enable or disable Art-Net or sACN.\ Art-Net and sACN are an addition to the default network protocol dot2-Net.\ The network protocols transport DMX via wired network connection (Ethernet). **sACN Priority:**\ The sACN priority in the dot2 is set to 100. The green check mark symbolizes that this network protocol is enabled.\ The red prohibition sign symbolizes that this network protocol is disabled.\ To enable or disable a network protocol, tap the network protocol type. The IP address, which sends the network protocol, is displayed below the network protocol.\ The Art-Net IP address is visible as soon as Art-Net has been enabled and a session is active.\ To change the IP address, use the [SetIP command](/dot2/key_keyword_setip/). The following columns are available: **Active:**\ Displays if Art-Net or sACN is on or off for the respective universe.\ To turn Art-Net or sACN on or off for the respective universe, tap and hold the cell or press the Scroll Active encoder. **Mode:**\ Displays the supported mode of the network protocol.\ Art-Net = Output Broadcast (Art-Net 1)\ sACN = Output Multicast **dot2 Universe:**\ Displays the dot2 universes from 1 to 8. **Art-Net universe / sACN universe:**\ Displays the Ethernet universe.\ Art-Net = 0:0 - 0:7\ sACN = 1 - 8 ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_views-and-windows_network-protocols_encoder-bar_v1-3-715353.png) *Figure 6: Network Protocol – Encoder Bar* **Network Protocol:**\ To select a network protocol, turn the encoder left or right.\ To enable or disable a network protocol, press the encoder. The current status is displayed in brackets. **Scroll:**\ To scroll in the white focus frame, turn the encoder left or right.\ To select on or off in the white focus frame or to open the calculator in the column with universes, press the encoder. **Select:**\ To select multiple cells, press ![ma](/img/dot2/ma_1-85eed0.png) and turn the encoder left or right.\ A blue frame around the cells displays the selected cells. # Network Setup > To go to the Network Setup, press Setup and tap at Sessions. To go to the Network Setup, press Setup and tap at Sessions. ![](/img/dot2/dot2_viewsandwindows_networksetup01_1-2-588de9.png) *Figure 1: Network Setup Window* In this window, you can: * Start, join, stop, or leave a session * Add or remove devices into or from the session * Assign a different DMX out universe to the XLR connectors (tab consoles and DMX Nodes) The session status is independent from the show file. Below the title bar is the session status displayed.\ By default, the console is standalone. To connect other devices to the console, you need to start a session first. To start a session, tap at Start new or join an existing session. The [select session number window](/dot2/key_window_selectsessionnumber/) opens. If the console is in a session, the session number is displayed in the session status text. ## Connected Devices Area [Section titled “Connected Devices Area”](#connected-devices-area) In the connected devices area are all connected and previous connected devices displayed.\ The devices are organized in the tabs: * Consoles * OnPC * 3D * DMX Nodes To select a tab, tap at the device name, e.g. 3D. The columns displays the IPv6 address, the hostname and the version of the connected device.\ For consoles and DMX Nodes, the type and the XLR connectors are displayed as well. **Important:**\ Only the hostname of the Node4s are changeable. All other hostnames are readonly. To change the hostname of a Node4, tap and hold in a cell of the hostname or press the screen encoder. The virtual keyboard opens.\ The assigned hostname is displayed at the front end display of the Node4. To change the DMX out universe, tap and hold in a cell of the XLR connector or press the screen encoder. The [Calculator](/dot2/key_view_calculator/) opens.\ If only 1 universe in total is patched but different XLR outs are necessary, you can assign the same universe to more than one XLR out. **Important:**\ To change the universe, a session is NOT required. To add a device, tap Add. The [select station… window](/dot2/key_window_selectstation/) opens. **Hint:**\ To add a device, it is not necessary to select the device column first. **Important:**\ The connected devices and the hostnames of the Node4´s will be saved in the show file. To remove a device, select the device in the table, tab Remove. The device is removed from the session. A device can have four different status: ![](/img/dot2/dot2_viewsandwindows_networksetup02_1-0-1cff15.png)\ **Light Green:**\ This is your station. ![](/img/dot2/dot2_viewsandwindows_networksetup03_1-0-325100.png)\ **Dark Green:**\ This device is session member. ![](/img/dot2/dot2_viewsandwindows_networksetup04_1-2-c0e828.png)\ **Red Background:**\ This device is not connect.\ The device was connected and is off now. ![](/img/dot2/dot2_viewsandwindows_networksetup05_1-2-fecb22.png)\ **Red Version Number:**\ The device can not connect. If the version number is red, you tried to connect devices with different versions. Update the dot2, dot2 onPC or dot2 3D to the latest version. # New Show > The Newhow Window is located in the Backup, tap New Show. The **New** Show Window is located in the [Backup](/dot2/key_window_backup/), tap New Show. ![](/img/dot2/dot2_viewsandwindows_newshow01_1-1-20a3dc.png) In this view, you enter the new show filename and create a new show. The standard filename is **show\_date**: show\_2014-08-08. To edit the standard filename, enter the filename with the virtual keyboard in the green edit line. To create a new show file, tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The new show file opens. To leave the **New** Show Window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). You are back in the [Backup](/dot2/key_window_backup/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_newshow02_1-0-921b44.png) **Cursor:**\ To move the cursor to the left or right, turn the encoder left or right.\ To create a new show file with the name in the green edit line, press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [Backup Window](/dot2/key_window_backup/) * [Title Bar](/dot2/key_title_bar/) # Off... > To open the Off... Window, press and hold !ma + Off at the console. The Off... Window opens at screen 1. To open the **Off… Window**, press and hold ![ma](/img/dot2/ma-36da5c.png) + Off at the console. The Off… Window opens at screen 1. ![](/img/dot2/dot2_viewsandwindows_off01_1-1-3-c43be7.png)*Figure 1: Off Window* To apply a off function, tap at the button or press the encoder. In the Off… Window are four buttons available: **Everything off:**\ Turns all executor off, resets all special masters and clears the programmer. **Turn all Executors off**:\ Turns off all running cues and chasers. **Reset all Special Masters:**\ Turns off the program time master and executor master.\ Resets the master speed to 60 BPM.\ Resets the master rate to 1:1.\ Resets the group master to 100%. **Clear Programmer:**\ Deselect the selected fixtures in the fixtures view.\ Deletes all values in the programmer and set them back to the default values or to values from executors. **Hint:**\ Double-check the programmer values in the [fixtures sheet view](/dot2/key_viewitem_fixture/). **Hint:**\ Clear programmer is the same function as press the [Clear Key](/dot2/key_key_clear/) twice. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_off02_1-0-aca2db.png)*Figure 2: Encoder Bar Off… Window* **Select:**\ To select one of the three off buttons, turn the encoder left or right. The selected is displayed in a brighter gray.\ To apply a function, press the encoder. # Patch and Fixture Schedule > The Patch and Fixture Schedule Window is located in the Setup, column Show, tap Patch & Fixture Schedule. The Patch and Fixture Schedule Window is located in the [Setup](/dot2/key_window_setup/), column **Show**, tap Patch & Fixture Schedule. ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule01_1-2-87c138.png) *Figure 1: Patch and Fixture Schedule* In this view, you have an overview about all imported fixtures in the show file. You can also invert DMX values and encoders. A selected fixtures has a blue background and a white frame around. To confirm the settings tap \*\*Done \*\*![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule_1-0-ab6d78.png) in the [title bar](/dot2/key_title_bar/).\ It opens the [Leaving Patch & Fixture Schedule… Window](/dot2/key_window_leavingpatchandfixtureschedule/). ## Columns in the Schedule [Section titled “Columns in the Schedule”](#columns-in-the-schedule) The schedule has nine columns. ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule02_1-2-8d8c99.png) *Figure 2: Patch and Fixture Schedule columns* **FixId:**\ Displays the fixture Id. This column has a sort function.\ To edit the fixture Id, press and hold the cell or press the scroll encoder. The [Select Fixture ID(s)](/dot2/key_window_selectfixturesidswindow/) Window opens. **Name:**\ Displays the fixture name. This column has a sort function.\ To edit the name, press and hold the cell or press the scroll encoder. The [Edit Name Window](/dot2/key_window_enternameforwindow/) opens. **Fixture Type:**\ Displays the fixture type inclusive the fixture type number at the beginning and the mode.\ This column has a sort function.\ To edit the fixture type, tap at Change Fixture Type, or press and hold the cell, or press the scroll encoder. The [Select Fixture Type…](/dot2/key_window_selectfixturetype/) Window opens. **Patch:**\ Displays the patch address (DMX address). If a fixture has no patch it is displayed as a dash in brackets.\ To edit the patch address, press and hold the cell or press the scroll encoder. The [Select DMX Address…](/dot2/key_window_selectdmxaddress/) Window opens. **Pan DMX Invert:**\ Displays if pan DMX invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Tilt DMX Invert:**\ Displays if tilt DMX invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Pan Enc. (=Encoder) Invert:**\ Display if pan encoder invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Tilt Enc. Invert:**\ Display if tilt encoder invert is on or off (= nothing is displayed).\ To change the status, press and hold the cell or press the scroll encoder. **Visualization Color:**\ The visualization color, helps to display the actual color of the light in the dot2 3D or the [Fixtures View](/dot2/key_viewitem_fixture/), e.g. for dimmer using a gel.\ To change the visualization color, press and hold the cell or press the scroll encoder. The Edit Visualization color window opens.\ The Edit Visualization window is basically the same as the [Color Preset Type view](/dot2/key_viewitem_color/). **React to Master:**\ As default React to Master is always enabled.\ Whenever it is enabled, the dimmer attributes of fixtures are affected by the Grand Master and Solo. If React to Master is disabled, the intensity will not be affected by these.\ The fixtures turn olive green in the Fixture Schedule. For more information see [System Colors – Background](/dot2/key_background_colors/). ## Buttons in the Schedule [Section titled “Buttons in the Schedule”](#buttons-in-the-schedule) Rightmost of the window are five buttons. ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule03_1-2-37c254.png) *Figure 3: Patch and Fixture Schedule buttons* **Add New Fixture Window:**\ Tap to open the [Add New Fixtures Window](/dot2/key_window_addnewfixtures/). **Create Multipatch:**\ Tap to open the [Calculator](/dot2/key_view_calculator/). Enter the amount of multipatch fixtures.\ Multipatch create additional row to patch several DMX addresses for the selected fixture in the Patch and Fixture Schedule. It is used to control several DMX addresses by using one fixture ID in the console. The multipatch fixtures are doing all the same, indicated by the same fixture ID. The multipatched fixtures are visualized in the dot2 3D. For more information see [dot2 3D - 3D objects](https://help.malighting.com/dot2/en/help/dot2_3d/key_3dobjects.html). **Change Fixture Type:**\ Tap to change the selected fixture type. The [Select Fixture Type… Window](/dot2/key_window_selectfixturetype/) opens. **Important:**\ Changing fixture types to fixture types that have more DMX channels does not delete the old patch, instead it displays the invalid patch addresses in red. For more information see [Add, patch, change, and delete fixtures](/dot2/key_ht_addandpatchfixtures/). **Unpatch Selected:**\ Tap to unpatch the selected fixtures. **Delete Selected:**\ Tap to delete the selected fixture from the Patch & Fixture Schedule. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_patchandfixtureschedule04_1-1-3-ce4a26.png) *Figure 4: Encoder Bar Functions - Patch and Fixtures Schedule* **Scroll:**\ To scroll up or down, turn the encoder left or right.\ To scroll left or right, press and turn the encoder left or right.\ To edit a selected cell, press the encoder. The respective window opens. **Select:**\ To select fixture types, press the ![ma](/img/dot2/ma-36da5c.png) key and turn the encoder left or right.\ To cancel a selection of fixture types, press the ![ma](/img/dot2/ma_1-85eed0.png) key and press the encoder. # Executor Bar > To go to the Executor Bar Window, swipe up or tap in the Executor Bar. To go to the **Executor Bar Window**, swipe up or tap in the [Executor Bar](/dot2/key_widget_executorlabelbar/). ![](/img/dot2/dot2_views-and-windows_executor-bar-window_v1-3-37d777.png) *Figure 1: Executor Bar Window* This window is a detailed view of the [Executor Bar](/dot2/key_widget_executorlabelbar/). To [change the functions of the executor](/dot2/key_window_changefunctionsofexecutor/), tap at the **tool icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the [title bar](/dot2/key_title_bar/). To change the settings of an executor, tap at the executor. The [settings of executor view](/dot2/key_window_settingsofexecutor/) opens. The title bar displays the current page. To switch between the executor pages: Press Page + or Page - or use the [page pool view](/dot2/key_viewitem_page/). The [executor colors](/dot2/key_executor_colors/) displays which kind of executor it is. The executor window on screen 2, is fragmented in the main executor (right), 12 normal executor buttons (first two lines) and 6 fader executor buttons (bottom line).\ If you use a **dot2 F-wing** or **dot2 B-wing**, the executor bar looks like the corresponding wing. If you store a cue on a executor, the console asks to label the first cue and the executor.\ If you don´t tap the label pop-up, the executor is called **Exec**. The blue bar displays the fade time of the cue from 0 % to 100 %. If an executor is assigned with cues, it is at first the [trigger icon](/dot2/key_views_and_windows_icons/) displayed and then the cue number and cue name. If a timecode record is running for an executor, the flashing **record icon** ![](/img/dot2/dot2_viewsandwindows_cuesview05_1-1-3-09e4f1.png) is visible. The current cue is displayed in the second line, that the cue before and afterwards are visible. If the executor is on, the executor button is highlighted and the current cue is displayed in the second line along with a bright blue background. If the executor is off, in the second line is an **\[Off]** displayed along with a dark blue background. To close the executor bar window, slide down in the window or tap the minimize icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar07_1-0-4b21f0.png) in the title bar. For more information about executors, refer to [What are executors?](/dot2/key_wi_executors/) # Remote Inputs Configuration > The Remote Inputs Configuration Window is located in the Setup, column Show, Remote Inputs. The Remote Inputs Configuration Window is located in the [Setup](/dot2/key_window_setup/), column **Show**, **Remote Inputs**. ![](/img/dot2/dot2_viewsandwindows_remoteinputs01_1-2-601228.png) *Figure 1: Remote Input Configuration Window* In this window, you can set what the dot2 should do with the connected remote inputs. On the left side of the screen are the three different remote inputs displayed: * Analog * MIDI * DMX The green tick displays, that this type of remote control is enabled.\ The red prohibition sign displays, that this type of remote control is disabled.\ To enable or disable a type of remote control, press the **Input Type** encoder. The selected remote input has an orange bar on the left side of the cell. If an input activity is receiving, it is displayed by a green indicator. For all remote control inputs are the following four columns available: **Type:**\ Displays the type of action what the console should do when the contact is activated.\ To select the type, press and hold the cell or select the cell and press the scroll encoder. The [Select Type Window](/dot2/key_window_selecttype/) opens. **Page:**\ Displays the selected page.\ To change the page, press and hold the cell or select the cell and press the scroll encoder. The [Calculator](/dot2/key_view_calculator/) opens. **Executor** (only if the selected type is executor)**:**\ Displays the assigned executor number from the selected page to the input. **Hint:**\ To see the executor numbers in the executor bar, press and hold the ![ma](/img/dot2/ma-36da5c.png) key. To select an executor, press and hold the cell or select the cell and press the scroll encoder. The [Calculator](/dot2/key_view_calculator/) opens.\ If you typed in an invalid executor number, the executor cell is displayed with a red background. **Function** (only if the selected type is executor):\ Displays the assigned button or fader.\ To select a button or fader, press and hold the cell or select the cell and press the scroll encoder. The [Select Function Window](/dot2/key_window_selectbutton/) opens. **CMD** (= command, only if the selected type is CMD):\ Displays the assigned command to the input.\ To type in a command, press and hold the cell or select the cell and press the scroll encoder. The virtual keyboard opens. Enter the command which should be executed. *** ## Analog [Section titled “Analog”](#analog) For using the analog remote you have to connect e.g. a light barrier or a push button, on the DC Remote Control at the back of the console.\ Refer to, [physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). Additional to the four standard columns, the analog remote control has the Input column. **Input:**\ Displays the input in from the connected DC Remote Control.\ The pin layout is displayed next to the connector on the back of the console.\ Pin 1 - 6 = Input 1,3,5,7,9,11 \ Pin 9 - 14 = Input 2,4,6,8,10,12\ There are twelve different inputs available to assign.\ This column is read only. *** ## MIDI [Section titled “MIDI”](#midi) For using the MIDI remote, you have to connect a MIDI remote on the MIDI In connector at the back of the console.\ Refer to, [physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). If you assigned in the column type an executor, and in the column button a fader, the velocity controls the fader level. Additional to the four standard columns, the MIDI remote control has the Note column. **Note:**\ Displays the available MIDI notes from 0 - 127. *** ## DMX [Section titled “DMX”](#dmx) To use the DMX remote, connect a DMX remote either to the DMX In connector on the back of the console, or to one of the network protocols – Art-Net input and sACN input. \ Refer to [physical setup and layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). **Important:**\ Incoming DMX vlaues are displayed in the DMX view in universe 9. To trigger a button or command by DMX in, a DMX value between 128 and 255 is necessary.\ The green indicator is only visible if a DMX value above 0 is sent to trigger faders, or above 127 is sent to trigger buttons or commands. Additional to the four standard columns, the DMX remote control has the DMX column. **DMX:**\ Displays the DMX address. This column is read only. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_remoteinputs02_1-0-d73059.png) *Figure 2: Encoder Bar Functions - Remote Inputs Configuration Window* **Input Type:**\ To select a remote input type, turn the encoder left or right.\ To enable or disable a remote input type, press the encoder. The current status is displayed in brackets. **Scroll:**\ To scroll up or down, turn the encoder left or right.\ To scroll left or right, press and turn the encoder left or right.\ To edit a selected cell, press the encoder. The respective window opens. **Select**:\ To select more than one cell, press the ![ma](/img/dot2/ma-36da5c.png) key and turn the encoder up or down.\ A blue frame around the cells displays the selected cell. # Save Show As... > The Savehow As... Window is located in the Backup, tap Save Show as... . The **Save** Show As… Window is located in the [Backup](/dot2/key_window_backup/), tap Save Show as… . ![](/img/dot2/dot2_viewsandwindows_saveshowas01_1-1-04dddb.png) In this view, you save a copy of the current show file. In the green edit line is the current show filename displayed.\ To edit the filename, enter the filename with the virtual keyboard. To save a copy of the current show file with a new filename, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png) in the [title bar](/dot2/key_title_bar/). The show file is saved and the **Backup** menu is closed. To leave the **Save** Show As… Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). You are back in the [Backup](/dot2/key_window_backup/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_newshow02_1-0-921b44.png) **Cursor:**\ To move the cursor to the left or right, turn the encoder left or right.\ To create a new show file with the name in the green edit line, press the encoder. ## Related Links [Section titled “Related Links”](#related-links) * [How to save and load your show](/dot2/key_ht_saveandloadshow/) * [Title Bar](/dot2/key_title_bar/) * [Backup Window](/dot2/key_window_backup/) # Select Function for Remote Inputs Configuration > To open the Select Function for Remote Inputs Configuration, select the respective cell and press and hold the cell of the column Function,r press the scroll en To open the Select Function for Remote Inputs Configuration, select the respective cell and press and hold the cell of the column **Function**,\*\*\*\* or press the scroll encoder, in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ![](/img/dot2/dot2_viewsandwindows_selectfunctionremotewindow01_1-2-3959d3.png) *Figure 1: Select Function for Remote Input Analog* If the selected type in the remote inputs configuration is Exec, you have to selected the kind of executor, the function. The number of available options depends on the entered executor number in the **executor** column, e.g. if the executor number is 101, the button can only be a button 1. **Button 2**:\ Select button 2, if the executor is a flash key ![flash](/img/dot2/flash_1-0a29ca.png). **Fader**:\ Select fader, if the velocity shall control the fader (MIDI or DMX values). **Button 1**:\ Select button 1, if the executor is a go key ![go](/img/dot2/go_1-db7d7b.png). To leave the Select Function for Remote Inputs Configuration Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar. You are back in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png) *Figure 2: Encoder Bar Functions* **Scroll:**\ To scroll left or right, press and turn the encoder left or right.\ To apply a selection, press the encoder. # Select DMX Address... > The Select DMX Address... Windows located at the Setup, tap Patch & Fixture Schedule. The **Select DMX Address… Window** is located at the [Setup](/dot2/key_window_setup/), tap [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). 1\. For **existing fixtures**:\*\*\*\* press and hold in the **column Patch** the cell from the fixture you want patch. 2\. For **new fixtures**:\*\*\*\* tap **Add New Fixtures**, tap at the last field **Patch** the **Select** button. The **Select DMX Address… Window** opens. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress01_1-1-3-4fd25a.png)*Figure 1: Select DMX Address… Window* In this window, you patch fixtures and select a DMX address. Below the title bar is the green edit line. To jump to a DMX address, type the DMX address in the edit line. The edit line displays also the selected DMX address from the table. To confirm a selected DMX address, press ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png) in the [title bar](/dot2/key_title_bar/). The window closes and you are back in the previous window. To leave the DMX Address Window, press ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png) in the [title bar](/dot2/key_title_bar/). You are back in the previous window. ## Universe Overview [Section titled “Universe Overview”](#universe-overview) The universe overview is located on the left side of this window. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress02_1-0-6528ce.png)*Figure 2: Universe Column* The universe column includes eight universes. A selected universe has a green background and a white frame around. The white dots inside a universe displays which DMX addresses are assigned. If there are no dots in a universe, the universe is free. ## Universe Table [Section titled “Universe Table”](#universe-table) The universe table is right beside the universe overview. The table has four columns **Address**, **ID**, **Fixture Type** and **Attribute**. **Address**: Displays the DMX addresses. **ID**: Displays the fixture IDs. **Fixture Type**: Displays the fixture types. **Attribute**: Displays the fixture attributes. If a fixture needs more than one DMX address, the first column is in a white font and all following are in a gray font. A selected fixtures which is fitting in the selected DMX address has a green background. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress03_1-0-f29703.png)*Figure 3: Universe Table with fitting Fixture* A selected fixtures which is unfitting in the selected DMX address ha a red background. ![](/img/dot2/dot2_viewsandwindows_selectdmxaddress04_1-0-e33280.png)*Figure 4: Universe Table with unfitting Fixture* ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_vw_select-dmx-address_encoder-bar_v1-4-c5c4d9.png) *Figure 5: Encoder Bar Functions - Select DMX Address…* **Universe:**\ To select an universe in the universe column, turn the encoder left or right. **Test output value:**\ To set a test output value, turn the encoder left or right.\ The DMX value is output directly to the stage. Thus, single DMX channels can be tested before they are patched. The value is automatically reset when leaving the dialog. **Patch Offset:**\ To select a patch offset, turn the encoder left or right.\ For more information about patch offset, refer to [Add New Fixtures Window](/dot2/key_window_addnewfixtures/). **Address:**\ To select an address in the table, turn the encoder left or right.\ To confirm the selected address, press the encoder. # Select DMX Ports > To go to the Select DMX Ports window, press Setup, tap Sessions, select DMX Nodes and tap and hold in a universe cell. To go to the **Select DMX Ports** window, press Setup, tap Sessions, select **DMX Nodes** and tap and hold in a **universe cell**. ![](/img/dot2/dot2_viewsandwindows_selectdmxports01_1-0-63599b.png) In this window, you select which universe range the Node4 should has as DMX output. Choose between * universe 1 - 4 * universe 5 - 8 To select a universe range, tap at the universe tile. To leave the Select DMX Ports window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Network Setup](/dot2/key_window_networksetup/) # Select Fixtures ID(s) > The Select Fixture ID(s)... Window is located in the Setup, column Show, Patch & Fixture Schedule, press and hold a cell of FixID. The **Select Fixture ID(s)… Window** is located in the [Setup](/dot2/key_window_setup/), column **Show**, [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), press and hold a cell of a **FixID**. ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow_1-0-72cbef.png)*Figure 1: Select Fixture ID(s) Window* In this view, you select the fixture ID(s) for the selected fixture types. To jump to the next available fixture ID back, tap the **jump back icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar10_1-0-665c20.png). To jump to the next available fixture ID forwards, tap the **jump forwards icon** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar11_1-0-c5fbbb.png). The green edit line displays the selected fixture ID.\ To jump to a specific fixture ID, type the number in the green edit line. To jump one ID forwards, tap the plus in the edit line.\ To jump one ID backwards, tap the minus in the edit line. The fixture ID(s) are displayed in tiles. The number in a white bold font is the fixture ID. If a fixture ID is taken, there is the fixture type below the fixture ID displayed. ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow02_1-0-e4f164.png)*Figure 2: Taken Fixture ID* If you select a taken fixture ID, the fixture ID tile has a red background. ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow03_1-0-35c499.png)*Figure 3: Available Fixture I\_\_D* If you select a available fixture ID, the fixture ID tile has a green background. To confirm the selected fixture ID(s), tap **OK ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar09_1-0-dd4ad0.png)** in the [title bar](/dot2/key_title_bar/). To leave the **Select Fixture ID(s) Window**, tap **Esc ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png)** in the title bar. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_selectfixtureidswindow04_1-0-cf6ffb.png)*Figure 4: Encoder Bar Functions - Select Fixture ID(s) Window* **Fixture ID:**\ To move the selection of the fixture ID(s), turn the encoder left or right.\ To select a fixture ID, press the encoder. # Select Fixture Type... > The Select Fixture Type... Window is located in the Setup, column Show, Patch & Fixture Schedule, tap Change Fixture Type or press and hold a cell of a Fixture The **Select Fixture Type… Window** is located in the [Setup](/dot2/key_window_setup/), column **Show**, [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/), tap Change Fixture Type or press and hold a cell of a Fixture Type. ![](/img/dot2/dot2_viewsandwindows_selectfixturetype01_1-2-3627e1.png) *Figure 1: Select Fixture Type… Window* In this view, you see all fixture types of the show file. **Hint:**\ If you change a color wheel fixture type to a color mix fixture type, the color will be automatically converted. To import a new fixture type from the library into the show file, tap the **import icon** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype08_1-2-86d212.png) in the [title bar](/dot2/key_title_bar/). It opens the [Import Fixture Type Window](/dot2/key_window_importfixturetype/). To export fixture types to a USB stick and to the fixture library on the disk, tap at the **export icon** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype09_1-2-f3e14c.png). An information pop-up opens and tells you what fixture type was exported. The fixture type .xml file is on the USB stick in the folder **dot2\library**. Furthermore the fixture type can be imported via the [Import Fixture Type Window](/dot2/key_window_importfixturetype/). **Important:**\ After a software update or a factory reset, the fixture library in the Import Fixture Type window will be reset as well. Exported fixture types will be deleted. To delete exported fixture types from the internal desk, a software update or factory reset is necessary. Refer to, [How to update the console?](/dot2/key_ht_updatetheconsole/) and [How to reset the console?](/dot2/key_ht_resettheconsole/). To switch between the **symbol view** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype05_1-1-3-88c445.png) and the **sheet view ![](/img/dot2/dot2_viewsandwindows_selectfixturetype06_1-1-3-d78b81.png)**, tap on the respective icon in the [title bar](/dot2/key_title_bar/). To delete unused fixture types from the show file, tap the **trash can ![](/img/dot2/dot2_viewsandwindows_selectfixturetype07_1-1-3-144135.png)**. To confirm the changes tap **OK** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar13_1-0-9f7899.png). To leave the **Select Fixture Type… Window,** tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar14_1-0_1-7f3067.png). For more information about add and patch fixtures, see [how to add and patch fixtures?](/dot2/key_ht_addandpatchfixtures/) *** ## Symbol View [Section titled “Symbol View”](#symbol-view) To go to the symbol view, tap the **symbol view icon** ![](/img/dot2/dot2_viewsandwindows_selectfixturetype05_1-1-3-88c445.png) in the title bar. The fixture types are fielded in tiles.\ A selected fixture type has a white frame around the tile. The number in the upper left corner of the tile, displays the fixture type number in the current show file.\ In bold white font is the fixture type displayed.\ Below the fixture type is the manufacturer displayed. *** ## Sheet View [Section titled “Sheet View”](#sheet-view) To go to the sheet view, tap the **sheet view icon ![](/img/dot2/dot2_viewsandwindows_selectfixturetype06_1-1-3-d78b81.png)** in the title bar. ![](/img/dot2/dot2_viewsandwindows_selectfixturetype02_1-2-622173.png) *Figure 2: Select Fixture Type… Window - Sheet View* The table has nine columns with information to the fixture type. Cells with a bright gray background are editable.\ Cells with a dark gray background are read only. **1. No**\ Displays the fixture type number in the current show file. **2. LongName**\ Displays the name of the complete fixture type.\ To edit the long name, press and hold the cell. It opens the **Edit LongName Window.** **3. ShortName**\ Displays the abbreviation of the long name from the fixture type.\ To edit the short name, press and hold the cell. It opens the **Edit Short Name Window**. **4. Manufacturer**\ Displays the manufacturer of the fixture type.\ To edit the manufacturer, press and hold the cell. It opens the **Edit Manufacturer Window.** **5. ShortManu**\ Displays the abbreviation of the manufacturer of the fixture type.\ To edit the short name of the manufacturer, press and hold the cell. It opens the **Edit ShortManu Window.** **6. DMX Footprint**\ Displays how many DMX channels the fixture type needs. **7. Instances**\ Displays how many different elements with single controls the fixture type has. **8. Mode**\ Displays the mode of the fixture type.\ To edit the mode, press and hold the cell. It opens the Edit Mode Window. **9. Used**\ Displays how often the fixture type is imported in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). *** ## Fixture Type Info [Section titled “Fixture Type Info”](#fixture-type-info) On screen 2 is the fixture type info to the selected fixture type displayed. ![](/img/dot2/dot2_viewsandwindows_selectfixturetype03_1-1-3-cfc772.png) *Figure 3: Fixture Type Info on screen 2* It displays at first, manufacturer, device name and mode in brackets, of the selected fixture type.\ Below the name are all DMX channels along with their attributes.\ If the fixture type has virtual channels it is displayed below the real channels.\ If notes to the selected fixture type are available, they are also displayed in that area, together with the revisions. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_selecfixturetype04_1-0-7e0a0e.png) *Figure 4: Encoder Bar Functions - Select Fixture Type… Window* **Scroll Info:**\ To scroll in the fixture type info up or down, turn the encoder left or right. **Scroll FixtureType:**\ To scroll in the select fixture area up or down, turn the encoder left or right.\ To scroll in the select fixture area left or right, press the encoder and turn it left or right. # Select Function of Executor > To get to the Select Function of Executor Window, press an assigned executor in the Change Functions of Executor Window or in the Settings of Executor Window. To get to the **Select Function of Executor Window**, press an assigned executor in the [Change Functions of Executor Window](/dot2/key_window_changefunctionsofexecutor/) or in the [Settings of Executor Window](/dot2/key_window_settingsofexecutor/). Select the function of the corresponding executor in this view. To leave the **Select Functions of Executor Window**, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. For more information about executors refer to [What are executors?](/dot2/key_wi_executors/) ## Normal Executor Button [Section titled “Normal Executor Button”](#normal-executor-button) If the selected executor is a normal executor with a cue list, there are nine different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow01_1-2-0e59f7.png) *Figure 1: Select Function of Executor – Normal Executor* **Go:** Calls the next cue. **GoBack:** Calls the previous cue. **Pause:** Stops an x-fade between cues. **Toggle:** Turns the executor on or off. **Temp:** Turns the executor on as long as the executor button is pressed. It also follows master fader and timings. **Learn:** Learns a tact (BPM). **Flash:** Turns the executor to full as long as you press the button. Timings will be ignored. **Select:** Selects all fixtures used on this executor. **Swop:** Turns the executor to full as long as you press the button. All dimmer values from other executors will be set to zero, except if they are swop protected. ## Master Speed Executor Button [Section titled “Master Speed Executor Button”](#master-speed-executor-button) If the selected executor is a master speed executor, there are five different button functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow07_1-1-3-a714df.png) *Figure 2: Select Function of Executor – Magic Speed* **Toggle:** Turns the master speed executor on or off. **Learn:** Learns a tact BPM. **Double Speed:** Multiplies the current speed by 2. **Half Speed:** Divides the current speed by 2. **Reset Speed:** Resets the master speed to 60 BPM. ## Master Rate Executor Button [Section titled “Master Rate Executor Button”](#master-rate-executor-button) If the selected executor is a master rate executor, there are five different button functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow02_1-1-3-c0beb8.png) *Figure 3: Select Function of Executor – Master Rate* **Toggle:** Turns the master rate executor on or off. **Learn:** The master rate learns a tact (BPM). **HalfRate:** Divides the current rate by 2. **DoubleRate:** Multiplies the current rate by 2. **Rate1:** Resets the current rate to 1:1. ## Program Time Master and Executor Time Master [Section titled “Program Time Master and Executor Time Master”](#program-time-master-and-executor-time-master) If the selected executor is a program time master or an executor time master, there are three different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow03_1-1-3-cee03f.png) *Figure 4: Select Function of Executor – Program Time Master / Executor Time Master* **Toggle:** Turns the program time master or executor time master on or off. **On:** Turns the program time master or executor time master on. **Off:** Turns the program time master or executor time master off. ## Group Master [Section titled “Group Master”](#group-master) If the selected executor is a group master, there are three different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow04_1-1-3-d95bd5.png) *Figure 5: Select Function of Executor – Group Master* **Select:** Selects all fixtures used on this group master. **Flash** (Only for executors with faders): Sets the group master to 100 %, as long as you press and hold the executor button. **Black:** Sets the group master to 0 %, as long as you press and hold the executor button. ## 100mm Fader [Section titled “100mm Fader”](#100mm-fader) There are twelve different functions there. **Important:**\ If the Master of the main executor is replaced by another function, for example Speed Master, the main executor is automatically set to 100 %. This means that all fixtures will automatically go on on stage. ![](/img/dot2/dot2_views-and-windows_select-function-executor05_v1-3-33d723.png) *Figure 6: Select Function of 100mm Fader* **Master:** Scales the output of dimmer values from main executor. **Crossfade:** Crossfades between two cues within the main executor. **CrossfadeA:** Crossfades decreasing dimmer values from the main executor. **CrossfadeB:** Crossfades increasing dimmer values from the main executor. **TempFader:** Crossfades the cue on when pulled up, and off when pulled down on the main executor. **Master Rate:** Controls the rate of the trig time, fade and delay from all executors which use the master rate. **Master Speeds 1-4:** Control the speed of effects in cues and the playback speed of chasers from all executors which use a master speed. **Prog Time:** Controls the fade time of the programmer only if it is switched on. **Exec Time:** Overrides the cue fade and on /off times and it also sets the cue delay to zero from all executors if it is switched on. **Empty:** The fader has no function. For more information see [Magic Speed](/dot2/key_viewitem_speed/). ## Normal Fader Executor [Section titled “Normal Fader Executor”](#normal-fader-executor) If the selected executor is a normal fader executor, there are three different functions. ![](/img/dot2/dot2_viewsandwindows_selectfunctionwindow06_1-1-3-080f75.png) *Figure 7: Select Function of Executor - Normal Fader Executor* **Master:** Scales the output of dimmer values. **Crossfade:** Crossfades between two cues. **TempFader:** Crossfades the cue on when pulled up, and off when pulled down. # Select Language... > To go to the Select Language... Window, press Setup and tap at Language. To go to the **Select Language… Window**, press Setup and tap at Language. ![](/img/dot2/dot2_viewsandwindows_selectlanguage01_1-1-3-d961c2.png)\ *Figure 1: Select Language… Window* In this view, you select the display language. There are nine languages available: * German * English * Spanish * French * Italian * Polish * Portuguese * Russian * Swedish To select a language, tap the respective tile.\ The select language… window close and you are back in the [Setup](/dot2/key_window_setup/). To leave the select language… window, tap **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png). # Select Session Number > To go to the Select Session Number Window, tap Start new or join an existing session in the Network Setup Window. To go to the **Select Session Number Window**, tap Start new or join an existing session in the [Network Setup Window](/dot2/key_window_networksetup/). ![](/img/dot2/dot2_viewsandwindows_selectsession01_1-0-4737fe.png) This window displays all available sessions. The upper limit is four sessions. If a session exist, the session is displayed as Join Session along with the name of the show file. To join or start a new session, tap on the respective tile. If you join a session, the show file of the master will be downloaded to the device. To leave the **Select Session Number Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console.\ You are back in the [Network Setup Window](/dot2/key_window_networksetup/). ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Network Setup](/dot2/key_window_networksetup/) # Select Station... > To go to the Select Station Window, open the Network Setup and tap Add. To go to the Select Station Window, open the [Network Setup](/dot2/key_window_networksetup/) and tap Add. ![](/img/dot2/dot2_viewsandwindows_selectstation01_1-0-2f0b54.png)*Figure: Select Station… Window* This window displays all available station in the network along with their IPv6 address. To add a station into the session, tap at the respective tile. To leave the Select Station Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) or Esc on the console. For more information, refer to [What is a Network?](/dot2/key_wa_network/) # Select Type > To open the Select Type Window, select the respective cell and press and hold the cell of the column Typer press the scroll encoder, in the Remote Inputs Config To open the Select Type Window, select the respective cell and press and hold the cell of the column **Type** or press the scroll encoder, in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ![](/img/dot2/dot2_viewsandwindows_selecttypewindow01_1-0-ff6ba9.png) The type is the action what the console does when the remote contact is activated. There are three types available: **None:** The console does nothing. **Exec** (=Executor): The console executes the selected executor. **CMD** (=Command): The console executes the command from the CMD column in the remote input window. To leave the Select Type Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar. You are back in the [Remote Inputs Configuration Window](/dot2/key_window_remote/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_dmxview01_1-0-2f3f05.png) **Scroll:**\ To scroll left or right, press and turn the encoder left or right.\ To apply a selection, press the encoder. # Select View for External Screen > To open the Select View for External Screen Window To open the **Select View for External Screen Window** * On the console: Press Setup and then in the column **Console**, Select Views for External Screen. * On the external screen: Click or tap More… in the [View Bar](/dot2/key_widget_viewbar/). ![](/img/dot2/dot2_viewsandwindows_selectviewexternal01_1-2-9e6e3e.png) *Figure 1: Select View for External Screen Window* In this window, you arrange the views on the external screen.\ The window is fragmented in the arrangement column on the left side, and the preview view of the selected arrangement. On the right side is the [view bar](/dot2/key_widget_viewbar/) displayed. To select the view for the respective screen area: Select the screen area and then select the view, e.g. Fixtures.\ A selected tile or view has yellow lettering. To leave the **Select View for External Screen Window**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/) or press Esc on the console. *** ## Arrangement Column [Section titled “Arrangement Column”](#arrangement-column) The **Arrangement** column is located on the left side of this window. ![](/img/dot2/dot2_viewsandwindows_selectviewexternal02_1-0-2bb2c6.png) *Figure 2: Arrangement Column* In this column are all options to arrange the views of the external screen. The orange bar on the left of the cell displays the current selection. There are six arrangement options available. **1. Single**\ One big view spread over the entire screen. **2. Split Horizontally**\ Split screen horizontal in two rows with two views. **3. Split Vertically**\ Split screen vertical in two columns with two views. **4. 1+2 Horizontal**\ Split screen horizontal in one view in the upper area and two view in the lower area. **5. 1+2 Vertical**\ Split screen vertical in one view at the leftmost area and two views at the rightmost area. **6. Quad**\ Split screen in four view pieces with the same size. *** ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_selectviewexternal03_1-0-3e7c9a.png) *Figure 3: Encoder Bar Functions - Select View for External Screen Window* **Arrangement:**\ To scroll in the arrangement column up or down, turn the encoder left or right. **Tile:**\ To select a tile in the preview view, turn the encoder left or right. **Select:**\ To select a view for the selected tile, turn the encoder left or right. # Select Wing... > To open the Select Wing... Window, tap the wings icon ! in the title bar of the Virtual Playbacks View. To open the Select Wing… Window, tap the wings icon ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar16_1-0-419335.png) in the title bar of the [Virtual Playbacks View](/dot2/key_viewitem_virtualplayback/). ![](/img/dot2/dot2_viewsandwindows_selectwing01_1-0-4f942e.png) In this view, you select the wing for the virtual playback. There are five wings available: * Core Fader: Is the basic wing on each console along with the master and xfader. * F-Wing 1: Is a fader wing corresponding to the connected F-Wing 1. * F-Wing 2: Is a fader wing corresponding to the connected F-Wing 2. * B-Wing 1: Is a button wing corresponding to the connected B-Wing 1. * B-Wing 2: Is a button wing corresponding to the connected B-Wing 2. Double check the connected wings in the [Wings Window](/dot2/key_window_wings/). ## Related Links [Section titled “Related Links”](#related-links) * [Virtual Playbacks View](/dot2/key_viewitem_virtualplayback/) * [Wings Window](/dot2/key_window_wings/) # Session Collision > A session collision happens, if you connect two consoles with a network cable and both are in the same session. A session collision happens, if you connect two consoles with a network cable and both are in the same session.\ When the dot2 detects a session collision, the session collision window opens. ![](/img/dot2/dot2_viewsandwindows_sessioncollision01_1-1-3-362aea.png)*Figure: Session Collision Window* The session collision window has a table with three columns: **ID:** Displays the session number. **Name:** Displays the show file name. **Master IP:** Displays the IP address of the master. At the bottom of the window are three action buttons: **Join Other Session:**\ Tap to run the show as a session member and receive the show file from the master.\ The current show file will be saved at the internal drive. **Take Over Session:**\ Tap to run the show as the master and send your show file to the session member.\ The show files of the session members will be saved at the internal drive. **Leave Session:**\ Tap to run the show in standalone mode. # Settings of Executor > To get to the Settings of Executor View, tap ! in the title bar of the Cues View or tap an executor in the Executor Bar Window. To get to the **Settings of Executor View**, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar05_1-0-900d9a.png) in the title bar of the [Cues View](/dot2/key_viewitem_cue/) or tap an executor in the [Executor Bar Window](/dot2/key_window_playback/). ![](/img/dot2/dot2_vw_settings-of-executor_v1-4-2f3290.png) *Figure 1: Settings of Executor* You can set different settings for the executor in this view. To select the function of an executor, tap the executor displayed in the view. The [Select Function of Executor Window](/dot2/key_window_selectfunctionofexecutor/) opens. *** ## Chaser [Section titled “Chaser”](#chaser) To set the executor to a [chaser](/dot2/key_glossary/), tap the prohibition sign. **Hint:**\ You identify that an executor is a chaser if the executor in the [executor bar](/dot2/key_widget_executorlabelbar/) is displayed in blue. For more information about chasers refer to [What are Chasers?](/dot2/key_wi_chasers/) *** ## MIB (Move in black) late [Section titled “MIB (Move in black) late”](#mib-move-in-black-late) To activate MIB (Move in black) late, tap the prohibition sign. If MIB is activated, MIB will be preposition attributes of fixtures that are fading in from zero. The preposition will be activated before the dimmer is fading in from zero. **Example MIB on:**\ There are two cues. Cue 1, fixture 1 is set to full; Cue 2, fixture 2 is set to full with pan/tilt position.\ If you start cue 1, fixture 1 opens the dimmer to 100 % and fixture 2 will be prepositioned. If you start cue 2, only the dimmer of fixture 2 opens to 100 %. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors02_1-2-158978.png) *Figure 2: Values of cue 1 with active MIB late* **Hint:**\ If you want to deactivate MIB late only for several fixtures on the executor, store these fixtures in the previous cue with dimmer values of 1. *** ## Autostart [Section titled “Autostart”](#autostart) **Hint:**\ Use autostart and autostop in fader executors only. To disable autostart, tap the check mark. If autostart is enabled, the executor turns on as soon as the fader is above 0.\ If autostart is disabled, the executor stays turned off as soon as the fader is above 0. *** ## Autostop [Section titled “Autostop”](#autostop) To activate autostop for the executor, tap the prohibition sign. If autostop is enabled, the executor turns off when a fader position of 0 is reached.\ If autostop is disabled, the executor stays on when a fader position of 0 is reached. *** ## Use Master Speeds 1-4 [Section titled “Use Master Speeds 1-4”](#use-master-speeds-1-4) To select a master speed for an executor, tap ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png) of Master Speed and a drop-down box opens. If an executor uses master speed, the master speed fader controls the speed of effects in cues and chasers for this executor.\ If an executor does not use master speed, the master speed fader does not control this executor. Effects use the stored effect speed. For more information refer to [Magic Speed View](/dot2/key_viewitem_speed/). *** ## Use Master Rate [Section titled “Use Master Rate”](#use-master-rate) To deactivate master rate for an executor, tap the tick mark. If an executor uses the master rate, the master rate controls the speed of the cue fade and cue delay timings.\ If an executor does not use the master rate, the master rate does not control this executor. For more information refer to [Magic Speed View](/dot2/key_viewitem_speed/). *** ## Super Priority (!) [Section titled “Super Priority (!)”](#super-priority-) To set the priority, tap the prohibition sign. * Set priority only if the executor is disabled. **Important:**\ If at least one attribute of a fixture comes from an executor with the Super Priority (!), the fixtures are displayed with an exclamation mark on the left of the ID numbers in the fixture sheet. **Important:**\ The Super Priority (!) has a higher priority than that of other playbacks and the programmer. ![](/img/dot2/dot2_settings-of-executor_super-priority_v1-3-063d06.png) \_Figure 3: \_\_Super \_*Priority (!) displayed in fixtures* ![](/img/dot2/dot2_settings-of-executor_super-priority_fixture-sheet_v1-3-9c2c1f.png) \_Figure 4: Super \_\_Priority \_*(!) displayed in the fixture sheet view* ![](/img/dot2/dot2_views-and-windows_settings-executor_exclamation-mark-executor_v1-3-c437c2.png) \_Figure 5: Super \_\_Priority \_*(!) displayed in an executor* *** ## Off on Overwritten [Section titled “Off on Overwritten ”](#off-on-overwritten) To enable this function, tap the prohibition sign. This function automatically deactivates the executor if another executor took over the control with all attributes. This means that the executor no longer has control over any of the attributes. *** ## Swop Protect [Section titled “Swop Protect”](#swop-protect) To turn swop protect on, tap the tick mark. If swop protect is on, the dimmer values of this executor are not set to zero when an other swop executor is on. *** ## Restart Mode [Section titled “Restart Mode”](#restart-mode) To select the restart mode, tap ![](/img/dot2/dot2_viewsandwindows_addnewfixtureswindow01_1-0-b10b1a.png). There are three different restart modes there: * **First** (default): The executor restarts the sequence using the first cue. * **Current:** The executor restarts the sequence using the current cue. * **Next:** The executor restarts the sequence using the next cue – depending on where the sequence stopped before. *** ## Cue Zero [Section titled “Cue Zero”](#cue-zero) To activate cue zero for the executor, tap the prohibition sign. If cue zero is on, the dot2 creates an invisible cue zero on this executor.\ The cue zero stores the default values of any attributes which are used in any cue on this executor. If cue zero is on, any attributes which are used in any cue on this executor will have their default values in addition to the values of the current cue. For more information about tracking refer to [What is Tracking?](/dot2/key_wi_tracking/) **Example Cue Zero On:**\ Let´s assume you have stored fixture 1 thru 3 in blue at executor 1.\ In cue 1 of executor 2, fixture 1 is stored in red.\ In cue 2 of executor 2, fixture 2 is stored in green.\ In cue 3 of executor 2, fixture 3 is stored in green.\ Cue zero is on for executor 2. Starting executor 1 will display three fixtures in blue. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors03_1-2-4b59bc.png) *Figure 5: Fixture 1 thru 3 blue* Starting cue 1 of executor 2 will display fixture 1 in red.\ Fixture 2 and 3 have their default values since they are used on executor 2 in cue 2 and cue 3. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors04_1-2-b532ea.png) *Figure 6: Fixture 1 red – cue zero on* **Example Cue Zero Off:**\ This is the same initial situation as in example cue zero on. Starting cue 1 of executor 2 will display fixture 1 in red.\ Fixture 2 and 3 keep the values from executor 1. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors05_1-2-420a36.png) *Figure 7: Fixture 1 red – fixture 2 and 3 blue* **Example Cue Zero On - Copy with Status:**\ Let´s assume you copy cue 1 at cue 4 in its original state and without tracking values from cue 3.\ Turn cue zero on and [choose copy method](/dot2/key_window_choosecopymethod/) with status. Copy Exec 1.2 Cue 1 At Exec 1.2 Cue 4 Cue 4 is exactly the same as cue 1, since it additionally copies the values from cue zero. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors04_1-2-b532ea.png) *Figure 8: Copied cue 1 to cue 4 with cue zero and status* **Example Cue Zero On – Copy no Status:**\ Let´s assume you copy cue 1 at cue 4 with cue zero on, but you copy without status. The values from cue 3 are tracked to cue 4. ![](/img/dot2/dot2_viewsandwindows_settingsexecutors06_1-2-cadb69.png) *Figure 9: Copied cue 1 to cue 4 with cue zero and no status* *** ## Use Exec Time [Section titled “Use Exec Time”](#use-exec-time) To disable this function, tap the check mark. Exec Time is used to overwrite the fade timing previously stored in a cue, and to set the delay times to zero. For more information see [What are executors](/dot2/key_wi_executors/). *** ## Wrap Around [Section titled “Wrap Around”](#wrap-around) To disable this function, tap the check mark. Wrap Around allows the sequence to return to the first cue when executing Go after played back the last cue of a sequence. *** ## Off Time [Section titled “Off Time”](#off-time) To set the off time in seconds, use the plus or minus or the numbered keys on the console. If an executor has an off time and you turn the executor off by using Off and pressing the executor button ![go](/img/dot2/go_1-db7d7b.png), the executor turns off in the selected off time.\ If an executor has an off time and you turn the executor off by using the **fader**, all attributes expect for the dimmer turns off in the selected off time after you reached the 0 % status of the fader.\ If an executor is a **chaser** and an off time is selected, the off time changes into an on and off time. The chasers start in the selected off time and end in the selected off time. *** ## Timecode [Section titled “Timecode”](#timecode) To select the timecode signal for this executor, tap the green timecode field. There are three timecode signal options there: * Off = No timecode signal * SMPTE * MIDI # Setup > To open the Setup Window press Setup on the console. To open the **Setup Window** press Setup on the console. ![](/img/dot2/dot2_viewsandwindows_setup01_1-1-3-d65522.png)\ *Figure 1: Setup Window* In this window, you can make different settings regarding the **Show**, **Console** and the **DMX/Network**. To open the [System Information Window](/dot2/key_window_systeminformation/), tap at the information icon ![](/img/dot2/dot2_viewsandwindows_setup03_1-0-a06d74.png) in the title bar. To leave the Setup Window. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). ## Show [Section titled “Show”](#show) In the column Show are settings regarding the show. To add, patch, unpatch, and delete fixtures, tap at [Patch & Fixture Schedule](/dot2/key_window_patchandfixtureschedule/). To configure connected remote inputs, e.g. MIDI or DMX, tap at [Remote Inputs](/dot2/key_window_remote/). To configure the timecode for MIDI or SMPTE, tap at [Timecode](/dot2/key_window_timecode/). To configure global show settings, tap at [Global Settings](/dot2/key_window_globalsettings/). To use MIDI Show Control, tap at [MIDI Show Control](/dot2/key_window_midishowcontrol/). ## Console [Section titled “Console”](#console) In the column Console are settings regarding the console. To calibrate the screens, tap at [Calibrate Screens.](/dot2/key_window_calibratescreens/) To select the views for external screen, tap at [Select Views for External Screen](/dot2/key_window_selectview/). To adjust the key backlight, tap at [Key Backlight.](/dot2/key_window_keybacklight/) To adjust the system clock, tap at [System Clock](/dot2/key_window_systemclock/). To select the display language, tap at [Language](/dot2/key_window_selectlanguage/). To make a software update, tap at [Software Update](/dot2/key_window_softwareupdate/). ## Network [Section titled “Network”](#network) In the column DMX/Network are settings regarding the DMX/Network. To select the network interface for the dot2 onPC, tap at [Network Interface](/dot2/key_window_networkinterface/). To connect external wings, tap at [dot2 Wings](/dot2/key_window_wings/). To connect the dot2 to another console or to the dot2 3D, tap at [Sessions](/dot2/key_window_networksetup/). To select further network protocols, tap at [Network Protocols](/dot2/key_window_networkprotocols/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_setup02_1-0-fa6e2d.png)\ *Figure 2: Setup - Encoder Bar* **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Software Update via USB > The Software Update via USB Window is located in the Setup, column Console, Software Update. The **Software Update via USB Window** is located in the [Setup](/dot2/key_window_setup/), column Console, **Software Update**. ![](/img/dot2/dot2_viewsandwindows_softwareupdatewindow01_1-0-7f9822.png) In this window, you update the dot2 console via an inserted USB stick. Refer to, [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). **Current Version:**\ Displays the current version number and version date on the console. **Update Version:**\ Displays the version number of the update software on the USB stick. **Update Button:**\ Tap to update the console to the version on the USB stick. The console asks, if you want to save the show file. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html) # Sound Input Configuration > To go to the Sound Input Configuration Window, press Tools and tap at Sound Input. To go to the **Sound Input Configuration Window**, press Tools and tap at Sound Input. ![](/img/dot2/dot2_viewsandwindows_soundinput01_1-0-34390f.png) *Figure 1: Sound Input Configuration Window* This window displays the received sound wave from the connected audio-in. For more information about how to connect audio-in, refer to [Getting Started Guide - Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). To adjust the incoming sound signal into a curve that fits in the screen and does not overload, use the **sound in** slider. To avoid huge jumps of BPM (Beats Per Minute) values and to get as close as possible to the current BPM slider value, the incoming BPM signal will be adjusted automatically by an even multiple factor e.g. 2.\ To adjust the BPM manually, use the **BPM** slider. To leave the Sound Input Configuration Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) The default encoder speed is without decimal place.\ To change the encoder speed to slow, press the encoder key ![encoder](/img/dot2/encoder-36b017.png) . The encoder speed is with decimal place.\ To change the encoder speed to ultra slow, press and hold the ![ma](/img/dot2/ma-36da5c.png) key and press the encoder key ![encoder](/img/dot2/encoder-36b017.png). The encoder speed equals one DMX step. ![](/img/dot2/dot2_viewsandwindows_soundinput02_1-0-c37b4e.png) *Figure 2: Encoder Bar - Sound Input Configuration Window* **Sound In(%):**\ To select the value of Sound In, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. **BPM:**\ To select the BPM, turn the encoder left or right.\ To open the [calculator](/dot2/key_view_calculator/), press the encoder. # Status and Messages > To open the Status and Messages Window, tap at an icon right beside the command line. To open the Status and Messages Window, tap at an icon right beside the [command line](/dot2/key_widget_commandlineinput/). ![](/img/dot2/dot2_viewsandwindows_statusmessages01_1-1-3-d2550c.png)*Figure 1: Status and Messages Windows - Show All* The Status and Messages window gives you information about the displayed icons right beside the command line.\ All current active status and messages are displayed in white lettering. To get an overview about all possible status and messages, tap at ![](/img/dot2/dot2_viewsandwindows_statusmessages02_1-1-3-4783ea.png) in the title bar. All possible status and messages are displayed. The table has four columns. **Icon:**\ Displays the icon to the status or message. This is the icon what appears right beside the command line. **Name:**\ Displays the status or message name. **Category:**\ Displays the category from the status or message. There are two categories available Show and Net (Network).\ All show category messages are stored in the show file and will be loaded with the show file.\ All net category messages are irrespective of the show file and are available with different show files. **Description:**\ Displays detailed information to the status or message. To leave the Status and Messages window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Status and Messages in Detail [Section titled “Status and Messages in Detail”](#status-and-messages-in-detail) ![](/img/dot2/dot2_viewsandwindows_statusmessages03_1-0-9ac292.png)\ **Session Status Master:**\ The dot2 is the master of a session.\ The blue heart is visible after a session is started in the [Network Setup](/dot2/key_window_networksetup/).\ \ ![](/img/dot2/dot2_viewsandwindows_statusmessages04_1-0-a9a6b7.png)\ **Session Status Standalone:**\ The broken red heart is visible if the dot2 is in a standalone mode. ![](/img/dot2/dot2_viewsandwindows_statusmessages17_1-0-711a3c.png)\ **Smiley:**\ Right beside the command line is the smiley.\ The smiley indicates a standalone mode and everything is OK. ![](/img/dot2/dot2_viewsandwindows_statusmessages07_1-0-7c9f5a.png)\ **Console in a Session:**\ The dot2 has joined a session. ![](/img/dot2/dot2_viewsandwindows_statusmessages05_1-0-4d61e1.png)\ **Network loss:**\ Network cable or connection is missing or defect. Double-check the network connection. ![](/img/dot2/dot2_viewsandwindows_statusmessages18_1-0-e40114.png)\ **DMX Tester Output:**\ DMX tester output is active. To turn the DMX tester off, open the [tools window](/dot2/key_window_tools/). ![](/img/dot2/dot2_viewsandwindows_statusmessages19_1-1-3-b46a80.png)\ **Timecode Record:**\ Timecode record is running for a cue list. To turn the timecode record off, open the respective [cues view](/dot2/key_viewitem_cue/) and tap TC Record in the title bar. ![](/img/dot2/dot2_viewsandwindows_statusmessages06_1-0-5c9d70.png)\ **Something is not patched:**\ There are fixtures in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) without a patch address. Double-check the fixtures in the Patch and Fixture Schedule. ![](/img/dot2/dot2_viewsandwindows_statusmessages08_1-0-d4c2a8.png)\ **Unassigned Ports:**\ Fixtures in the [Patch and Fixture Schedule](/dot2/key_window_patchandfixtureschedule/) are assigned to an universe what is not available, e.g. universe 5 on a single dot2 core. ![](/img/dot2/dot2_viewsandwindows_statusmessages09_1-0-8063a7.png)\ **Not enough Parameters:**\ The dot2 onPC is missing a connected device to have DMX output.\ A connected dot2 console or a connected Node4 is necessary for the dot2 onPC, to have a DMX output.\ More than 1024 DMX channels are patched on a dot2 onPC. ![](/img/dot2/dot2_viewsandwindows_statusmessages10_1-0-0da9a7.png)\ **Parked:**\ DMX channels are parked. Parked channels has a blue background in the [DMX view](/dot2/key_viewitem_dmx/).\ To unpark all DMX channels, open the [tools window](/dot2/key_window_tools/). ![](/img/dot2/dot2_viewsandwindows_statusmessages11_1-0-fd18ff.png)\ **Preview:**\ Preview is on. Refer to, [Prvw (Preview) Key](/dot2/key_key_preview/) and [Preview Command](/dot2/key_keyword_previewexecutor/). ![](/img/dot2/dot2_viewsandwindows_statusmessages12_1-0-58adbc.png)\ **Blind:**\ Blind is on. Refer to, [Blind Key](/dot2/key_key_blind/) and [Blind Command](/dot2/key_keyword_blind/). ![](/img/dot2/dot2_viewsandwindows_statusmessages20_1-1-3-917cc6.png)\ **Global Autofix:**\ Global autofix is off. To turn global autofix on, refer to [Global Settings](/dot2/key_window_globalsettings/). ![](/img/dot2/dot2_views-and-windows_status-messages_w_v1-3-fd2914.png)\ **Web Remote:**\ Console is connected to a device via the web remote. For more information on web remote see [Global Settings](/dot2/key_window_globalsettings/#web_remote). ![](/img/dot2/dot2_viewsandwindows_statusmessages13_1-0-e5a874.png)\ **Group/Grand Master:**\ A group or the grand master is less than 100%. Refer to [Empty Executor window](/dot2/key_window_emptyexecutor/) and [Getting Started Guide - 2 Physical Setup and Layout](https://help.malighting.com/dot2/en/help/dot2_quick_start_guide/key_gsg_02_physicalsetupandlayout.html). ![](/img/dot2/dot2_viewsandwindows_statusmessages14_1-0-78e021.png)\ **Highlight:**\ The highlight mode is on. Refer to, [Highlt (Highlight) Key](/dot2/key_key_highlight/). ![](/img/dot2/dot2_icon_solo_v1-4-8a1ac8.png)\ **Solo:**\ The Solo is on. For more information see the [Solo Command](/dot2/key_keyword_solo/). ![](/img/dot2/dot2_viewsandwindows_statusmessages15_1-0-367884.png)\ **Missed Stations:**\ A previous available station is missing. Double-check the connected devices in the [Network Setup](/dot2/key_window_networksetup/). ![](/img/dot2/dot2_viewsandwindows_statusmessages16_1-0-aa6c5b.png)\ **IP Conflict:**\ Two consoles with the same IPv4 address are available. Change the IP address. ![](/img/dot2/dot2_viewsandwindows_statusmessages22_1-1-3-4925b1.png)\ **Speed 1:**\ Master speed is on. To turn the master speed off, refer to [Magic Speed window](/dot2/key_viewitem_speed/). ![](/img/dot2/dot2_viewsandwindows_statusmessages23_1-1-3-23c47c.png)\ **Rate 1:**\ Master rate is on. To turn the master rate off, refer to [Magic Speed window](/dot2/key_viewitem_speed/). ![](/img/dot2/dot2_viewsandwindows_statusmessages24_1-1-3-882e38.png)\ **Exec Time:**\ Executor time is used. To turn the exec time to 0.0 s, refer to [Magic Speed window](/dot2/key_viewitem_speed/). ![](/img/dot2/dot2_viewsandwindows_statusmessages25_1-1-3-e71497.png)\ **Prog. Time:**\ Programmer Time is used. To turn the programmer time to 0.0 s, refer to [Magic Speed window](/dot2/key_viewitem_speed/). # System Clock > The System Clock Window is located in the Setup, column Console, tap System Clock. The **System Clock Window** is located in the [Setup](/dot2/key_window_setup/), column **Console**, tap System Clock. ![](/img/dot2/dot2_viewsandwindows_systemclock01_1-0-b3cf94.png) In this view, you adjust the system clock. To adjust the system clock, tap the plus or minus.\ To reset the system clock to the last applied system clock, tap Reset.\ To apply the changes, tap Apply.\ To leave the **System Clock Window**. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_systemclock02_1-0-d2231a.png) To use the second function of an encoder, press and hold the ![ma](/img/dot2/ma-36da5c.png) key. **Year or Hour:**\ To select the year or the hour, turn the encoder left or right. **Month or Minute:**\ To select the month or the minute, turn the encoder left or right. **Day or Second:**\ To select the day or the second, turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Title Bar](/dot2/key_title_bar/) # System Information > To open the system information window, press the Setup on the console and tap at the information icon ! in the title bar. To open the system information window, press the Setup on the console and tap at the **information icon** ![](/img/dot2/dot2_viewsandwindows_systeminformation01_1-0-99cc28.png) in the title bar. ![](/img/dot2/dot2_viewsandwindows_systeminformation02_1-0-911795.png) This window gives you information regarding the console. **Type:**\ Displays the type of the console. **Software Version:**\ Displays the software version number. **Build:**\ Displays the detailed version number along with the build date and time of the software. **Primary Network Interface:**\ Displays the selected network interface in the [Network Interface Window](/dot2/key_window_networkinterface/). **IPv4 addresses for external protocols and web remote:**\ Displays the IPv4 address. **Show File:**\ Displays the name of the show file. **Show Path:**\ Displays the file path where the show file is saved in. ## Related Links [Section titled “Related Links”](#related-links) * [Setup](/dot2/key_window_setup/) * [Network Interface Window](/dot2/key_window_networkinterface/) # Timecode Configuration > The Timecode Configuration Window is located in the Setup, column Show, Timecode. The Timecode Configuration Window is located in the [Setup](/dot2/key_window_setup/), column **Show**, **Timecode**. ![](/img/dot2/dot2_viewsandwindows_timecodeconfiguration01_1-0-3a2ab3.png) In this window, you can enable and disable incoming MIDI and SMPTE. **Information:**\ To receive timecode signals, a network session is not necessary.\ If the console is part of a network session, the timecode signal can be connected to any session member.\ If more than one timecode signal is connected to the different consoles in a session, the first connected timecode signal will be used. If the first connected timecode signal has failed, the second connected timecode signal will be used. The two timecodes are displayed on the left of the screen. * MIDI * SMPTE **​Important:**\ []()dot2 receives 24, 25, or 30 frames per second and automatically adapts itself to them whenever it is in SMPTE. The green tick displays that this timecode type is enabled.\ The red prohibition sign displays that this timecode type is disabled.\ To enable or disable a timecode type, tap the icon. If timecode is connected, the timecode received is displayed below the timecode type. If you have connected an external screen, the timecode is displayed in the view bar below the time and date. To leave the Timecode Configuration Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc. You have now returned to the [Setup](/dot2/key_window_setup/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_timecodeconfiguration02_1-0-7f63e6.png) **Timecode**:\ To select a timecode, turn the encoder left or right.\ To enable or disable a timecode, press the encoder. # Time defaults > To open the time defaults window, press Time on the console. To open the **time defaults window**, press Time on the console. ![](/img/dot2/dot2_viewsandwindows_timedefaults01_1-0-43331d.png) The time defaults window opens at screen 1. In this window, you can set default timing for cues and preset types. If a default timing is set, this time is always used for the following actions, e.g. store a cue. If a time default is set and you try to store a cue, the Time key will blinking to remind you at the stored time defaults. To leave the time defaults window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) at the title bar or press Esc on the console. ## Cue Timing [Section titled “Cue Timing”](#cue-timing) Cue timings have a lower priority than preset type timings. Cue timings will be replaced by preset type timings.\ Example:\ If you have a cue stored with a cue timing and including a preset type timing, the cue timing will be replaced for that preset from the preset type timing. The following default cue timings are possible: * Fade * OutFade * Delay * OutDelay To set a time, tap at the corresponding button and the [calculator](/dot2/key_view_calculator/) opens. To reset all cue timings, tap at ![](/img/dot2/dot2_viewsandwindows_timedefaults02_1-0-edf55f.png). ## Preset Types Timing [Section titled “Preset Types Timing”](#preset-types-timing) Preset type timings have a higher priority than cue timings. Preset type timings will replace cue timings.\ Example:\ If you have a cue stored with a cue timing and including a preset type timing, the preset type timing will replace for that preset the cue timing. You can set a fade or delay time to all available attributes. To set a time, tap at \[Cue] in the timing table. The [calculator](/dot2/key_view_calculator/) opens. To reset all preset types timing, tap at ![](/img/dot2/dot2_viewsandwindows_timedefaults02_1-0-edf55f.png). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_timedefaults03_1-0-b8f6c8.png) **Fade**:\ To select the time without decimal place, turn the encoder left or right.\ To select the time with decimal place, press ![encoder](/img/dot2/encoder-36b017.png) and then turn the encoder left or right. ## Related Links [Section titled “Related Links”](#related-links) * [Time Key](/dot2/key_key_time/) * [Calculator](/dot2/key_view_calculator/) # Tools > To open the Tools Window, press Tools on the console. To open the Tools Window, press Tools on the console. ![](/img/dot2/dot2_viewsandwindows_toolswindow01_1-1-3-b80176.png)*Figure 1: Tools Window* The Tools window has four categories. ## DMX [Section titled “DMX”](#dmx) **Turn DMX Tester off:**\ Turns the DMX tester off. DMX tester values are displayed with a red background in the [DMX view](/dot2/key_viewitem_dmx/). **Unpark all DMX Channels:**\ Unparks all DMX channels. Parked DMX values are displayed with a blue background in the [DMX view](/dot2/key_viewitem_dmx/). ## Sound [Section titled “Sound”](#sound) **Sound Input:**\ Opens the [Sound Input Configuration Window](/dot2/key_window_soundinput/). ## Wings [Section titled “Wings”](#wings) **Wings & Nodes Diagnosis:**\ Opens the [Wings & Nodes Diagnosis Window](/dot2/key_window_wingsandnodesdiagnosis/). ## MIDI [Section titled “MIDI”](#midi) **MIDI Configuration** (only dot2 onPC):\ Opens the [MIDI Configuration Window](/dot2/key_window_midiconfiguration/). **MIDI Monitor:**\ Opens the [MIDI Monitor Window](/dot2/key_window_midimonitor/). To leave the Tools Window. Tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the [title bar](/dot2/key_title_bar/). ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_toolswindow02_1-0-1464ef.png)*Figure 2: Encoder Bar Functions - Tools Window* **Select:**\ To select a function, turn the encoder left or right.\ To confirm a selected function, press or tap the encoder. # Window Settings > To open the dot2 onPC window settings, click a the scaling icon ! in the upper right corner of the dot2 onPC. To open the dot2 onPC window settings, click a the **scaling icon** ![](/img/dot2/dot2_viewsandwindows_windowsettings_01_1-0-cd85f5.png) in the upper right corner of the dot2 onPC. ![](/img/dot2/dot2_viewsandwindows_windowsettings_02_1-1-7772ef.png) In this window, you can adjust the screen scaling. There are three options available: **Default Scaling:**\ Adjust the scaling of the dot2 onPC window. Click **-** to make it smaller. Click **+** to make it bigger. **Horizontal Auto Scaling:**\ Select how many dot2 displays you want see in the dot2 onPC application at minimum. **Vertical Auto Scaling:**\ Select if you want to see the displays only or the displays with keys at minimum. To apply the changes and leave the window settings window, click **Esc** ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the upper left corner. # Wings > ThWings Window is located in the Setup, column DMX/Network, Wings/Nodes. The **Wings Window** is located in the [Setup](/dot2/key_window_setup/), column DMX/Network, **Wings/Nodes**. ![](/img/dot2/dot2_viewsandwindows_wingsnodes03_1-1-3-eb387c.png)*Figure: Wings Window* The Wings window is open. This window displays all available wing slots.\ Additional to the core fader, there are two F-wings and two B-wings possible, depending on the console.\ The core fader is always fixed internal and displayed with a red status bar at the left side.\ If you have a XL-F or XL-B console, this wing is also displayed as fixed internal with a red status bar at the left side. To assign an external wing, tap at the respective free wing slot. The [configure slot window](/dot2/key_window_configureslot/) opens.\ To remove an assigned wing, tap at the respective assigned wing slot. The [configure slot window](/dot2/key_window_configureslot/) opens. A selected slot has an orange frame around the cell. To leave the window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Status [Section titled “Status”](#status) A slot can have four different status: ![](/img/dot2/dot2_viewsandwindows_wingsnodes01_1-0-f31427.png)**Fixed Internal:**\ This slot is fixed internal, e.g the core fader or the additional wing of a dot2 XL-B or dot2 XL-F.\ A fixed internal slot is displayed with a red status indicator. ![](/img/dot2/dot2_viewsandwindows_wingsnodes02_1-0-e1c3b6.png)**Free:**\ This slot is free. You can assign a wing.\ A free slot is displayed with a yellow status bar indicator. ![](/img/dot2/dot2_viewsandwindows_wingsnodes04_1-0-bd964e.png)**Connected:**\ This slot is connected to an external wing.\ Additional is the IPv6 address of the wing displayed.\ A connected slot is displayed with a lime status bar indicator. ![](/img/dot2/dot2_viewsandwindows_wingsnodes05_1-0-c170a5.png)**Assigned:**\ This slot is assigned to an external wing but NOT connected.\ Additional is the IPv6 address of the wing displayed.\ A assigned slot is displayed with a green status bar indicator. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_wingsnodes06_1-0-ccb2c7.png) **Wing:**\ To scroll in the wing slots column up or down, turn the encoder left or right.\ To open the [configure slot window](/dot2/key_window_configureslot/), press or tap the encoder. # Wings & Nodes Diagnosis > To open the Wings & Nodes DiagnosisWindow, press Tools and tap Wings & Nodes Diagnosis. To open the **Wings & Nodes Diagnosis Window**, press Tools and tap Wings & Nodes Diagnosis. ![](/img/dot2/dot2_viewsandwindows_wingstatistics01_1-1-3-bebab4.png)*Figure 1: Wings & Nodes Diagnosis Window* The Wings & Nodes Diagnosis Window is useful if technical support is needed. The Wings & Nodes Diagnosis displays the connection status of the console, wing, or Node4.\ To select a type, tap in the table. The row of a selected type has a blue background. The table has four columns: **Type:**\ Displays the type. **IP Address:**\ Displays the IPv6 address. **Status:**\ Displays the connections status e.g. connected, not connected or downloading firmware. **Connections:**\ Displays the amount of connections. You can also identify every device in the network.\ Select the device in the table, and tap at the **frame icon** ![](/img/dot2/dot2_viewsandwindows_wingstatistics02_1-1-2847f2.png) in the title bar.\ An orange frame starts to flash on the screen of the selected device. To leave the Wing Setup Window, tap ![](/img/dot2/dot2_viewsandwindows_controlelements_titlebar08_1-0-5c7c42.png) in the title bar or press Esc on the console. ## Details Area [Section titled “Details Area”](#details-area) The details area displays details regarding the selected type. ## Encoder Bar Functions [Section titled “Encoder Bar Functions”](#encoder-bar-functions) ![](/img/dot2/dot2_viewsandwindows_cuesview01_1-0-82fd0e.png)*Figure 2: Wings & Nodes Diagnosis Encoder Bar* **Scroll:**\ To scroll in the table up or down, turn the encoder left or right.