Things Every Console Should Have - Part Four
Making Better Use Of Information The Console Already Has
Rob Halliday

A brief recap, for those who’ve just tuned in (-welcome! where have you been?): in the second of these articles, I talked about the concept of ‘building blocks’ of channels - that when you bring up channels together you are giving a lighting console extra information, that those channels are somehow ‘related’ to each other. I suggested that a good console could let you label those building blocks (‘red cyc’, ‘stage right crosslight’ or whatever), and then remember all of that so that when you later came back to edit a cue, you’d be presented with a handful of building blocks that you could instantly grab and adjust, rather than hundreds of channels whose function you had to figure out before being able to do anything else.

This approach is potentially immensely powerful... but in many cases we are already giving our lighting consoles a great deal of this kind of information, particularly when using colour changers or moving lights. Put a set of colour changers into ‘red’ and they are working together as a ‘red’ light. Put ten moving lights into ‘down centre’ and another ten into ‘up centre’ and you’re not really dealing with twenty lights any more, but with two groups of light - one down-centre, one up-centre. If you want to adjust the down-centre pool, why do you first have to remember that it’s actually channels 1, 3, 11, 17 and 22?

Granted, some consoles let you select these lights easily - the grandMA’s ‘if’ function, for example, would let you say ‘if downcentre’ to select the lights set to the downcentre palette, before making further adjustments as required. That’s all well and good, but you have to know what you’re trying to find before you can find it, and that just seems a little crazy....

Whereas if you had the ‘building block’ console from part two, with its multiple level controllers - wheels, motor faders or whatever - they suddenly gain a new function. By default, they’d show you the building blocks that you’d constructed the cue from. But they could be switched to show you the ‘dynamic groups’ within the cue - the channels that you have effectively grouped together by giving them a common function. Press ‘position’ and the wheels would say ‘down centre’, ‘up centre’, ‘star singer’, ‘piano’, ’drums’ - whatever position palettes are currently live on stage. Press ‘colour’ and they would say ‘red’, ‘green’, ‘blue’. Press ‘gobo’ and you’d have direct, immediate control over the lights making the ‘stars’, ‘dots’ and ‘leaves’ on stage. As with building blocks, you could then control all these lights as one, or ‘expand’ that controller out across all of the available controllers, to be able to balance lights within the group before then collapsing the group back down onto a single controller.

Add a couple more control buttons and you’d have even more versatility, able to select the lights that were both ‘down centre’ and ‘red’, or perhaps ‘down centre’ or ‘red’. These are dynamic groups because the groupings - the combinations - of lights you are controlling form and re-form on the fly (as you run a cue, or as you change the functions of lights within a cue), rather than being pre-ordained by creating ‘traditional’ groups. Extend the functionality to intensity and you’d have a quick way of grabbing all of the lights at full and turning them down a bit.... And all without having to do any extra work, over and above that you’ve already done to set up palettes for positions, colours, gobos and the like (-and on newer consoles with intelligent libraries that understand the colour and gobo setups of lights, there’s an argument for not even setting up palettes for gobos or colour...)

Better still: extend the functionality to knowledge that the console has acquired from other places. If it could read the Lightwright file prepared by the show’s electrician then, as well as saving you from having to type the patch in all over again (why can no console do this?), it could know which lights were on the first electric, which on boom one right. Now the dynamic groupings could be by position: ‘#1 electric’, ‘#2 electric’. Sure, turning on all the lights on the first electric isn’t something you’d want to do that often - but you do it at least once per show while making up a rig-check cue. And you don’t have to use it in isolation - ‘lights on the first electric in blue’, ‘lights on the first electric that are off’. Add in colour and purpose information for conventional lights and suddenly you could bring up the stage right cool shins without having to use a single channel number, if you chose to....

Plus, of course, building blocks and dynamic groups wouldn’t exist in isolation from each other. Sometimes they might be the same as each other, but sometimes you could use them to grab intersections (of all the lights on the band, just select the blue ones - now make them red), sometimes to grab combinations (while preparing that big finish: all the lights on the band, and any lights that aren’t currently on....).

And through all of this process, the multiple level encoders mean that you’re not just adjusting one set of levels at a time then having to select the next. You’d have multiple blocks of light under fingertip control, able to be mixed as you desire, ‘played with’ until you see something you like on stage. When it came time to store that look you could either have a console that had become better at figuring out what you were actually trying to record (more on that in later articles...), or the operation of the console could become a collaboration, the designer mixing the look and the programmer then taking that look and dealing with the practicalities of storing it.

But as a designer, doesn’t mixing a cue like an artist picking paint from a palette sound like more fun than just calling out channel numbers and levels....?

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