Addressing with headroom, modes and why an 8-channel fixture is a different fixture, checking every channel one by one, and the five reasons a fixture ignores you.
Let's walk through the second one.
Step 1. Addresses with headroom, not back to back
The temptation is obvious: eight heads at 16 channels each, so 1, 17, 33, 49 and
so on. Tight, not a channel wasted.
Don't do that.
A week later you discover the head has an extended 22-channel mode — and you
need it, because it has separate gobo rotation. Switch the mode and the fixture
overlaps its neighbour. Now you re-address the whole rig on the fixtures
themselves, physically, and they are already up on the truss.
So addresses go in round steps, with headroom for the widest mode the
fixture has. For a 16-channel head that means a step of 32: 1, 33, 65, 97. For a
two-channel dimmer, a step of 10. A 512-channel universe at a step of 32 holds
sixteen heads, and you should not hang more than that on one line anyway.
The second argument for round steps is human. You will remember address 97 a
month from now; you will never remember 113. On site this is a conversation
shouted across a dark stage: "what address is the third head?"
Step 2. A mode is not a setting, it is a different fixture
Most fixtures beyond a dimmer have modes: 8 channels, 16, extended. The
difference is not the count — it is what each channel means.
In 8-channel mode channel 6 might be the gobo wheel. In 16-channel mode channel
6 is fine pan and the gobo has moved to channel 10. The console keeps writing
what you dragged as "gobo" into channel 6 — and the head twitches.
Hence the rule: the mode on the fixture and the mode in the console are set
together, and the second is verified by eye. In Flux Lights the fixture mode
is its own row in the fixture dialog: a list of that head's modes sorted by
channel count. If the new mode does not fit the addresses, the console refuses
and tells you which fixture it collides with — instead of silently moving it.
Practical advice: set fixtures to the widest mode you actually understand.
Extra channels cost nothing (you already left headroom), and in a month you will
not have to climb the truss.
Step 3. One fixture, one check
Do not patch the whole rig at once. Patch the first fixture and check it
immediately.
The check takes twenty seconds:
- select the fixture, dimmer to full. It lit up — the address is right;
- move pan and tilt. It moved — the mode matches;
- step through the gobo wheel slots. The patterns change in the order the list
says — the fixture's manual matches the profile.
If all three pass, the fixture is alive; move on. If not, you know exactly which
step failed, and that is half the answer.
Eight fixtures is eight times twenty seconds. Three minutes against an hour of
hunting that evening.
Step 4. When a fixture ignores you
The most common question on site. There are exactly five answers, checked in
this order — cheapest first.
Wrong address. The fixture shows its address on its display. Compare it with
the console by eye, not from memory. The classic trap: the address was set but
not saved — many fixtures require a confirmation in the menu, and without it the
value reverts after a power cycle.
Wrong universe. The fixtures are on the second line, the console sends to
the first. On network nodes this is also the universe number inside the node —
Art-Net numbers from zero, sACN from one, and an off-by-one here is entirely
routine.
Wrong mode. The symptom is recognisable: the fixture responds, but with
the wrong channel. You push the dimmer and the gobo spins. The channel numbers
have shifted, almost always because the fixture is in one mode and the console
in another.
Wrong profile. A similar model from the same manufacturer. The symptom looks
like the mode problem, but only part of the channels are off — the dimmer works
and the colour behaves strangely. Here the raw channel list helps: in Flux
Light that is the "Channels" module in the bottom panel — every channel of the
selected fixture with its own fader. Move them one at a time and watch what
actually happens. A minute of that tells you which profile you need.
The signal never arrived. Checked last, because it is the most expensive:
terminator at the end of the line, cable integrity, splitter power. A good sign
that this is your problem: the whole tail of the line stops responding from
some fixture onwards, rather than one fixture in the middle.
Step 5. Groups before the first cue, not after
Temptation number two: start programming now and make groups later, "when it
gets annoying". It gets annoying on the third cue, and by then you have cues
recorded against individual fixtures.
Five minutes on groups up front saves half an hour of rewriting later. The
minimum set that always pays for itself: all heads, all front light,
all backlight, left half, right half. The last two are for
symmetrical looks, and you need those more often than you expect.
Step 6. The first cue is blackout
Record an empty stage first, not a pretty look.
The reason is practical. A cue list plays in order, and sooner or later you will
need to return to the top — between numbers, during a changeover, at rehearsal.
If the first cue contains light, "return to the top" means "turn on whatever was
there", not "go dark". An empty first cue gives you a point where you always
know where you are.
The second reason is verification. If something is still glowing after blackout,
that fixture never made it into the cue: it was not selected, or it is not in
the group. Better to learn that now than at the moment the stage is supposed to
go dark.
What you should have after an hour
- addresses in round steps with headroom for the widest mode;
- the mode on every fixture matching the console, verified by eye rather than
assumed;
- every fixture checked with three moves: dimmer, pan/tilt, wheel;
- five groups;
- an empty first cue.
This is not "preparation before the work". This is the part of the work after
which everything else stops breaking unexpectedly.