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| Wholehog
Concepts |

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There are a lot of ideas and even more terminology that is Wholehog
specific. If you're new to the console, this breakdown may be
helpful.
You can go through the whole list, or jump to a topic with these links:
IPCB
Palettes
Priority Levels
Syntax
Wholehog Operating System (OS)
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IPCB
IPCB
refers to the four categories (Kinds) that moving light
attributes will fall in to.
I
= Intensity
P = Postion
C = Colour
B = Beam
Figuring
out which category your attribute falls into is usally pretty simple.
Pan and Tilt are Position attributes, CMY (cyan, magenta,
yellow) are Colour Attributes. Gobos, zoom, focus and iris
are Beam Attributes. Intensity and Strobe parameters both
fall into the Intensity category.
Why do you need to know this: When you're recording to
Palettes, by default each Palette will only recognize and store it's
corresponding IPCB Kind. For example, if you have your lights
at Full, positioned Stage Right and in Cyan - and you record into the
Position Directory, the only values that will be stored are the Pan and
Tilt degrees. The other attributes will be ignored.
You'll also find record options like "Use I", "Use C," etc.
These options refer to the 4 IPCB kinds.
Knowing where your attributes fall will also make it easier to call up
the parameter on your encoder wheels... for example, pressing the
Colour key to access CMY or Hue and Saturation. Of course,
keep in mind that while attributes can be rearranged on the encoder
wheels (See the Preferences window), this does not change their Kind.
IPCB does not include Control Parameters. Control paramters are
accessed by pressing the Control key, or by pressing "Control" on the
Slotted Toolbar. Control parameters cannot recorded into
palettes, but they can be recorded into cues and scenes.
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Palettes
Palettes
are Directory windows that store programming information. 4
Directories (Intensity, Position, Colour and Beam) store attribute
information. A fifth directory, called the Group Directory
stores fixture selection.
By default, each of the attribute directories stores only information
of it's own Kind. The Position directory stores only Postion
information, Colour Directory stores only Colour information, etc.
However, you can over ride the defaults and store multiple
kind (IPCB) information into any of the attribute directories.
The Group directory can not store
attribues. One way to work with Paletttes, is to select any
fixture(s) from the Group Directory and then simply touch other
existing palettes for Position, Colour, Intensity, and/or Beam to
quickly create a look on stage.
Besides being a quick way to acheive looks by simply pressing Directory
items, they're also useful in updating your entire show. When you use a
palette in a cue, a reference to that palette is stored.
Let's say that you create a Position Palette that focuses all
of your lights on a keyboardist on your stage and you store it in a
multiple cues. Well, if the keyboardist decides to move his
gear 2 feet upstage... you can simply update the Keyboardist Position
Palette. Instantly, all of your cues that reference the
Keyboardist palette are updated with the new placement.
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Priority Levels
Priority
is all about what on the console is controlling the attributes of your
lights... and remember that any moving light can be controlled by
multiple sources at any one time.
Here's a
quick overview of Priority Levels from Highest to lowest.
Parked Values
Grand Master (Intensity only)
Inhibitive Masters (Intensity only)
Values in the Programmer (or active editor)
Values in Playback (cues or scenes)
Default Values
Of
course there are multiple levels of control when playback is involved.
You obviously have console rules like LTP and HTP, but in the
Hog, you can also set Priority Levels for individual cuelists in their
OPTIONS window.
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Syntax
Syntax is the order that you key in your commands on the console. In Wholehog OS, there is an order that actions always follow:
Source Object - Command Action - Destination
For example: one of the simplest commands that you can give to just
about every lighting console is "1 AT FULL." That syntax should
sound pretty familiar, and the desired outcome would be to take the
intensity of Fixture Number 1 to 100%. That very common syntax
follows the Wholehog's Syntax order:
SOURCE OBJECT= 1
COMMAND ACTION = @ (to give intensity)
DESTINATION = FULL (100% intensity)
Another example: let's say you wanted to copy Cue 1 to Cue 2. Your command line would read CUE 1 COPY CUE 2.
SOURCE OBJECT = CUE 1
COMMAND ACTION = COPY
DESTINATION = CUE 2
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Wholehog OS
This
refers to the Operating
System contained in the Wholehog 3, the Road Hog, Road Hog Full Boar,
Hog iPC (in Hog 3 mode) and Hog3PC. Since the operating
system is
the same, programming on any one of those consoles will look and feel
the same on a different console running this OS. It also
means
that your showfiles are compatible between the entire range of these
consoles. Certainly there are hardware differences between
the
desks, and functionality can defer from the higher end desks to the
lower end desks.
I have a 1 page document
outlining each console's functionality, that should make the
differences in capabilities more clear.
Wholehog OS is not backwards compatible with the Wholehog 2, Hog 500 or
Hog 1000.
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