Lightkey User Guide
Lightkey User Guide
Lightkey User Guide
User Guide
lightkeyapp.com
Contents
Thank you for choosing Lightkey! Whether you’re a seasoned LJ or a rookie to the
world of lighting, Lightkey is a powerful and flexible, yet easy-to-use controller for
DMX-based lighting and smart lights, containing all the tools you need to build
sophisticated, professional light shows. It was built from the ground up as a modern
Mac app with native support for M1 and Intel Macs, leveraging the latest technologies
to deliver maximum performance. But beyond that, we hope that Lightkey enhances
your creative process and you have lots of fun creating stunning light shows.
Lightkey is built on open standards and works with a wide range of USB–DMX
interfaces from various manufacturers, in addition to the Art-Net, sACN, or ESP Net
network protocols. This is made possible by the Open Lighting Architecture, an open-
source framework developed by the Open Lighting Project.
Setting up a lighting installation with Lightkey is quick and easy. It comes with a
library of several thousand high-quality fixture profiles, and an interactive assistant
guides you through the entire setup process.
When setup is complete, Lightkey makes it easy and fun to build spectacular light
shows. You can create presets, sequence, and cues, add effects using the powerful
effects engine, and synchronize your light show to music.
Lightkey’s elegant, Mac-style user interfaces unites all relevant controls in a single,
well-arranged window. The white-on-dark controls have been specially designed for
low-light environments and provide large clickable areas which work great with
touch screens.
But that’s not all. We’re constantly extending and improving Lightkey—as you can
see in the release notes—and push out updates regularly. If you want to share your
ideas or feedback, please get in touch: We love to hear from you.
Developed in the 1980s, DMX enables a controller—in this case, Lightkey—to control
various kinds of fixtures. DMX allows for up to 512 control channels per data line or
universe. Each channel can adopt any value in the range 0 to 255. This was originally
designed for dimmers, where zero means 0% intensity and 255 means 100%
intensity. While this is still the case with dimmers, DMX channels now control many
other aspects of modern fixtures, such as pan, tilt, or color.
DMX interface
Each daisy chain of fixtures forms a DMX universe which operates up to 512
channels. For many installations a single universes is sufficient, but Lightkey can
control up to eight universes.
If you need to split up a universe into separate DMX chains you can use a DMX
splitter. Most splitters also amplify the signal, which can improve signal quality if you
have very long cable runs.
DMX interface
in out
in out
Power cables
Dimmer pack
out in out in out (4 channels)
You can connect digital LED strips through a DMX-compatible decoder. Most
decoders control multiple LED strips at once.
LED decoder
out in out in out (8 outputs)
Some more advanced fixtures have RJ45 (Ethernet) ports and can receive data
directly from the computer or through an Ethernet router or switch using network
protocols like Art-Net or Streaming ACN (sACN or ANSI E1.31). Most of these fixtures
also have an RJ45 out port so they can be daisy-chained.
in out in
Some network-enabled fixtures can also route the Art-Net or sACN input to their
XLR out port, so you can connect more fixtures with DMX cables. The exact
capabilities depend on the fixture; please consult the fixture documentation for
details.
DMX Interfaces
The device which connects the DMX network to your computer is called a DMX
interface. There are two kinds of interfaces:
USB interfaces with a built-in microprocessor buffer the DMX data received
from the computer. If they don’t receive new data they continue to send the last
state. Some low-end devices do not have a microprocessor: If the computer is
busy and fails to send new data fast enough, the interface sends out zero
values, which can cause the lights to flicker.
• Network interfaces: Lightkey works with any interface that supports the Art-
Net, sACN (ANSI E1.31), or ESP Net protocols. You can use an Ethernet network
or Wi-Fi to connect the interface to the computer.
Network protocols can carry a large number of DMX universes, and Ethernet
cabling or Wi-Fi are useful for covering long distances. If you want to output
more than two universes you need to use a network interface. Lightkey can
output up to four universes through Art-Net. Use sACN to output more
universes.
The first channel that a fixture occupies it called its address. You can choose any
address between 1 and 512, as long as the last occupied channel does not exceed
512. For example, if a fixture uses six channels then 507 is the highest possible
address (fixture occupies channels 507 through 512). Also, keep in mind that fixtures
must not overlap when you assign addresses.
076 077 078 079 080 081 082 083 084 085 086 087 088
Fixture 1 Fixture 2
4 channels 5 channels
Some fixtures have a DIP switch (Dual In-line Package) for setting the address as a
binary number. Other fixtures have an on-device menu. See the documentation that
came with your fixture.
How many channels does a fixture occupy? Some fixtures use a fixed number of
channels, others have multiple modes (or “personalities”) with different capabilities
and a different number of channels. They are described in the fixture’s manual.
Before you begin assigning fixture addresses you should therefore consider which
mode suits your needs best, and then determine how many channels each fixture
requires. The combined number of channels determines how many universes you
need.
To use one of the paid Lightkey editions you need to purchase a license and activate
it on your Mac. Activation binds the license to a particular computer, but you can still
move it to a different computer at any time.
Buy a License
You can buy licenses from the Lightkey Online Store. Licenses are always valid for
one year.
‣ Go to lightkeyapp.com/en/buy.
4 Paste the license key into the text field and then click Activate.
4 Paste the license key into the text field and then click Save File…
6 Click Done.
You will shortly receive a reply email with an Activation Response file. We try to
process activation requests as soon as possible, but can do so only within
normal business hours (we are based in Europe).
Lightkey will show a dialog which tells you that it has been successfully
activated.
9 Click Done.
2 During the purchase process you are asked for the starting date of your license.
Enter the date when your old license expires. (To find the expiration date, open
Lightkey and choose Lightkey > Manage License…)
3 Complete the purchase process. At the end you will receive an email with a new
license key.
4 On the day when your old license expires, choose Lightkey > Manage License…
and then activate the new license:
For the standard deactivation process, the computer must be connected to the
Internet. There is an alternative way which works similar to the activation process
with no Internet connection (see “Activate Your License” above).
1 Open Lightkey on the computer where your license is currently activated and
choose Lightkey > Manage License…
❖ Note: After deactivation, the first computer still “remembers” the license key
and suggests it again when you activate a license. This makes it easy to
repeatedly move a license between computers.
Moving the license does not move your projects, which are stored locally on the
computer. To move a project, use the Finder to copy the project file to the other
computer.
This chapter is about setting up DMX fixtures. Philips Hue smart lights are discussed
in chapter 15, “Smart Lights”.
2 Enter a name and choose a location for the project file, then click Save.
• Offline Mode: Disables DMX output. Use this if you want to test Lightkey with no
fixtures connected.
• USB: This option shows a list of all connected USB–DMX interfaces that are
compatible with Lightkey. If your interface is missing, click Find Devices. If this
doesn’t help, refer to “If Your USB–DMX Interface Does Not Appear” in chapter
14, “DMX Output and Input”.
‣ Select one of the output methods as described above, then click Next.
Lightkey creates a single DMX universe with the selected output method. If you wish
to use multiple universes you can add them later, as described in “Configure
Universes” in chapter 14, “DMX Output and Input”. If you with to add smart lights see
chapter 15, “Smart Lights”.
On the left of the window is the fixture library which contains all built-in, imported,
and user-created fixture profiles. Lightkey comes with thousands of fixture profiles
from many different manufacturers, and it can import many freely available profiles
in the formats SSL2, FXT, and PFF. The first column lists the manufacturers, the
second column shows the profiles for the selected manufacturer. The library also
contains a number of generic profiles which don’t relate to a specific fixture model.
On the right is a grid representing the 512 DMX channels in a universe. Your license
determines how many channels are available for output. New projects contain a
single universe, but you can add more universes later.
If your lights are connected through a dimmer pack, patch the generic profiles PAR
Wash or PAR Spot (depending on the type of light) several times to consecutive
channels—once for each light. (For a switch pack, use the generic Switch profile.)
The address of the first fixture must match the address of your dimmer/switch pack.
This way each light appears as a separate fixture in the Preview and you don’t need a
fixture profile for the dimmer or switch pack.
For more complex lights, you need a profile specific to the fixture.
1 Browse the built-in fixture library for a matching profile. Use the search field at
the top to search by manufacturer or model name. Profile names generally
match the name on the cover page of the fixture manual. Double-click a profile
to see more information.
2 Check our online fixture library. It’s frequently updated and contains a large
number of high-quality profiles in Lightkey’s native format.
4 Create a profile using Lightkey’s built-in fixture editor or import a profile in the
formats SSL2 (Sunlite) or PFF/FXT (DMX FreeStyler). There are thousands of
free profiles available on the Internet. Note that imported profiles may need a
bit of editing in the fixture editor before they work correctly with Lightkey.
Click at the top of the fixture library and then choose New Profile to create a
new profile, or Import Profile… to import a profile.
1 Drag a fixture profile from the library to the channel grid. The first occupied
channel should match the fixture’s DMX address. Fixtures must not overlap.
The fixture will appear in the channel grid with a dashed outline. Below it you
see a window with additional options.
2 If the fixture has different operation modes (or “personalities”), select a mode
from the menu below the fixture name. Be sure to select the same mode as on
the fixture, or Lightkey will not be able to control the fixture! If no menu is
shown then the fixture has no modes.
3 Assign a short name to the fixture. Short names appear in Lightkey’s Preview;
they can be up to four characters long and usually include one or two letters
and a number.
Lightkey proposes a short name based on the fixture type, but you should
choose a naming scheme that’s suitable for your lighting installation. For
example, if you have a row of PAR cans on the floor and one at the ceiling, you
can name them F1, F2, F3, … and C1, C2, C3, …
If you add multiple fixtures at once, Lightkey will automatically increment the
number for each fixture. For example, if you add four moving heads and enter
“MH6”, their names will be “MH6”, “MH7”, “MH8”, and “MH9”.
4 You can correct the fixture’s DMX address in the Address field. (You can
increase/decrease the address by pressing the Up/Down Arrow keys while the
insertion point is in the field.)
5 If the Count value is greater than one, Lightkey displays multiple instances of
the fixture in the Preview which always share the same fixture properties. This
is useful when you patch several identical fixtures to the same DMX address.
6 To patch multiple fixtures of the same type with consecutive DMX addresses,
enter their number here. (You can increase/decrease the number by pressing
the Up/Down Arrow keys while the insertion point is in the field.)
8 Repeat the steps until all fixtures have been added. If you don’t have profiles for
some fixtures, you can come back and add them later.
9 Click Next.
You can change the fixture patching information later. See chapter 13, “Manage DMX
Fixtures”, for more information.
Depending on the venue and the location of the lighting computer you can use a top
view (e.g. a floor plan) or a front view (e.g. of your stage).
Locate Fixtures
If you’re not sure which fixture a particular icon belongs to, you can use Highlight
Mode. When Highlight Mode is enabled, the selected fixture(s) will light up. This
works for both DMX fixtures and smart lights.
‣ Click in the toolbar or choose Layout > Highlight Mode (or press Command-
Shift-H).
Select multiple fixtures to resize or rotate them at once, provided they are of the
same type.
‣ Click the fixture icon to select it, then drag one of the blue selection handles
around it.
2 Hold down the Command key and drag one of the blue selection handles around
it.
To add a handle, move the pointer in between two yellow handles, then click the
white handle that appears in between them.
To remove a handle, click the handle to select it, then choose Edit > Delete or
press the Delete key.
4 To end editing the shape, press Return or click in the empty area outside the
LED strip.
Add an object
‣ Click either Shapes or Images in the right sidebar, then drag an object to the
desired position in the Preview.
‣ Choose Layout > Insert Image File…, then select an image file and click Insert.
Lightkey can handle all common image formats.
‣ To add an image from another application, copy the image to the Clipboard, go
to Lightkey, and choose Edit > Paste.
‣ Drag an image file from the Finder to the Preview area and position it where
you want it.
After adding an image, drag it to the desired location and adjust its size by dragging
one of the blue selection handles around it. Hold down the Command key as you
resize an image to distort its aspect ratio.
Add text
1 Click Shapes, then place the pointer over the T icon and drag it to the desired
location in the Preview.
There are many more things you can do when you design your preview. See chapter
7, “Preview”, for details.
1 Select the fixtures to be grouped. You can press the mouse button over a blank
part of the Preview and drag it over the fixtures. Alternatively, hold down the
Shift key and click the fixtures one by one.
‣ Control-click one of the fixtures and choose Group from the shortcut
menu.
Grouped fixtures are enclosed by a dashed frame when they are selected.
❖ Note: This step only applies if you have fixtures with virtual light beams
(PARs, moving heads, scanners, blinders, strobes, panels, or LED bars).
2 Follow the instructions and click Next after each step, or Done after the last
step.
‣ Home: This step tells Lightkey in which direction the fixture is pointing.
The fixture moves to the center of its pan range and tilts by 90°.
Imagine you’re looking through the base of the moving light in the
direction of the pan axis. Drag the arrow until it points in the direction of
the light beam.
‣ Rotation: This step tells Lightkey in which direction the light turns. The
light performs a slow pan movement, then turns back in blackout and
repeats the movement.
The rotating arrow should follow the direction of the light beam. If
necessary, click the arrow to reverse its direction.
‣ Limits: This steps is optional. It allows you to limit the allowed ranges for
pan and tilt. This can be useful, for example, to prevent a light from
pointing directly at a wall behind it or into the DJ booth.
Drag the handles to limit the allowed ranges for pan and tilt.
‣ Perspective: This step is important to make the virtual light beams match
the fixture. The light moves to the center of its pan and tilt ranges.
Consider the Preview on the screen. Select the direction in which the light
beam is currently pointing—to the left or right, up or down, or parallel to
the viewing direction.
Once you have set the beam positions for all fixtures, click Next.
❖ Note: This step only applies if you have any monochrome fixtures whose color
can’t be controlled through DMX.
For fixtures with a static color, you need to tell Lightkey the color for the virtual light
beam.
2 Choose a color.
Once you have set the beam colors for all fixtures, click Next.
You’re Done
After completing these steps, Lightkey is ready to control your lights. Click Get
Started, and you will see the normal Lightkey window. For more information about
the parts of the window, refer to chapter 6, “The Lightkey Window”.
If you did not complete all steps during the setup, you can come back and change the
settings at any time:
‣ Click Edit in the toolbar or choose View > Edit Preview to edit the Preview.
‣ Click in the toolbar or choose Lightkey > Manage Fixtures… to add, remove,
or change fixtures and manage DMX output settings.
A Lightkey project is a file which contains all the information about your fixtures and
light shows for a given lighting installation. A project contains:
You can create as many projects as you like, but only one can be open at a time.
Having multiple projects can be useful if you use Lightkey in different environments,
but in most cases a single project is all you need.
Because Lightkey uses the macOS Auto Save technology, projects are saved
automatically in the background.
3 Enter a name and choose a location for the project file, then click Save.
4 Follow the instructions of the interactive assistant to set up your project. The
setup process is explained in chapter 4, “Set Up Your Lights”.
★ Tip: To have Lightkey reopen the last project when you start the application,
make sure that “Close windows when quitting an app” is turned off in the
General pane of System Settings (or System Preferences).
Open a project
1 If a project is already open, choose File > Close Project. The Project Browser
appears.
‣ Choose File > Open…, select a project file, and click Open.
Close a project
‣ Click the red close button in the upper-left corner of the Lightkey window.
2 If Lightkey asks you if you are sure, click Close. This is a precaution to prevent
you from accidentally closing the project and turning off all lights.
‣ Control-click a project in the Project Browser, then choose Show in Finder from
the shortcut menu.
‣ Use the Finder to copy the project file to the other computer (for example, using
AirDrop). The file contains all the necessary information to use the project on
another computer.
Note that older Lightkey versions may not be able to open projects created by
newer versions, because they contain new features which previous versions
don’t know about. If you want to move a project back and forth between
computers you should therefore use the same Lightkey version on both.
Search a Project
Lightkey lets you easily and quickly search the contents of the current project. This
includes:
• items in cuelists.
You can also “filter” the content of the Preset Palette and a cuelist so that only items
whose name contains the search text are shown.
2 Make sure the placeholder text in the search field reads Search Project. If not,
click the symbol in the field and choose Entire Project from the menu.
3 Enter the text to search for in the search field. As you type a list of results
appears.
★ Tip: You can use the Up/Down Arrow keys to select search results, and the
Return key to select a result in the project. Press Esc to hide the search
results.
2 Click the symbol in the search field and choose Preset Palette from the
menu.
3 Enter the text to search for in the search field. As you type the Preset Palette is
filtered accordingly.
2 Click the symbol in the search field and choose Cuelist from the menu. This
item is only available if a cuelist is selected in the Live view.
3 Enter the text to search for in the search field. As you type the cuelist is filtered
accordingly.
Undo Changes
As you work with Lightkey, you can undo most of the changes you can do to a project.
This includes changes to the Preview, presets, sequences, cues, effects, control
panels, cuelists, and even fixture properties. You can also redo actions that you have
undone.
‣ To undo the last action, choose Edit > Undo (or press Command-Z).
‣ To redo the last action you undid, choose Edit > Redo (or press Command-
Shift-Z).
The Design view lets you change the properties of the selected fixtures.
The properties you see here depend on the selected fixtures.
A B C D E F G H
I J K L M N
A Manage fixtures
L Add a preset (hold down the mouse button for more actions)
‣ Choose View > Design (or press Command-D) to show the Design view. Choose
View > Live (or press Command-L) to show the Live view.
‣ Click in the toolbar and choose Hide/Show Preview from the menu.
❖ Note: The Design view isn’t available when the Preview is hidden because
there’s no way to select fixtures.
‣ Click in the toolbar and choose Hide/Show Preset Palette from the menu.
‣ Click in the toolbar and choose Hide/Show Shortcuts from the menu.
In full screen view, move the pointer to the top of the screen to show the menu bar.
‣ Click the green zoom button in the top-left corner of the window.
‣ Move the pointer to the top of the screen, then click the green zoom button in
the top-left corner.
2 Select “Enter full screen when opening a project” to automatically expand the
window to the entire screen when you open a project and shrink it back when
you close the project.
3 Click in the Live window to make sure it’s selected, then choose View > Enter
Full Screen to expand the window to the full screen.
Lightkey restores the two windows on their respective screens when you quit and
reopen the application. To return the Live view to the main window, choose View >
Single Window.
2 In the dialog that appears, enter a password in the Password field, then enter it
again in the Verify field.
3 Enter a hint to help you remember the password. The hint appears if you enter
the wrong password three consecutive times.
4 Select “Allow unlocking with Touch ID” to allow unlocking Lightkey with your
fingerprint (if Touch ID is available on your Mac).
5 Click Lock.
Unlock Lightkey
2 Enter your password and click Unlock, or place your finger on the Touch ID
sensor.
Note that the lock icon in the toolbar is now open. Lightkey remains unlocked
until you quit the application or lock it again.
You can also define your own keyboard shortcuts. See chapter 16, “External Control”,
for more information.
You begin creating the Preview when you first set up your project, as described in
chapter 4, “Set Up Your Lights”, but you can always come back and complement it
later. Lightkey includes a flexible graphics editor which lets you create a detailed
view of your venue quickly and effortlessly. This chapter covers all tools and
techniques for building the Preview.
The Preview is part of a project. In this chapter we assume that a project is already
open.
‣ To enter edit mode, click Edit in the toolbar. To exit edit mode, click Done.
‣ Hold down the Command key and double-click a blank part of the Preview.
While the Preview is in edit mode, a grid is shown in the background which helps you
to align objects. On the right of the window is the Inspector where you can change
the properties of the selected objects.
In edit mode you can hold down the Space bar and drag to pan the Preview area.
Edit Objects
The Preview contains various types of objects: Fixture icons, shapes (such as
rectangles, ovals, lines, and trusses), text, and images. This section covers basic
editing techniques common to all objects.
Select Objects
Before you make changes to objects in the Preview you need to select them.
‣ To select additional objects, hold down the Shift key and click each object.
‣ To remove an object from the selection, hold down the Shift key and click the
selected object.
‣ To select multiple objects at once, press the mouse button over a blank part of
the Preview and drag it over the objects. (Hold down the Option key to select
outward from the starting point.)
‣ To add or remove multiple objects to/from the selection, hold down the Shift
key, press the mouse button over a blank part of the Preview, and drag it over
the objects.
‣ To select all objects in the Preview, choose Edit > Select All (or press
Command-A).
‣ To deselect all objects in the Preview, choose Edit > Deselect All (or press
Command-Shift-A or Esc) or click a blank part of the Preview.
‣ Press the mouse button over an object and drag it to a new location. To move
multiple objects, select the objects and then drag them to a new location.
As you drag objects, Lightkey shows smart alignment and spacing guides that
help you to precisely align objects.
‣ To disable alignment and spacing guides, hold down the Control key as you
drag.
‣ To move objects in small steps, select the objects and press one of the arrow
keys. To move objects in larger steps, hold down the Shift key while pressing an
arrow key.
Align Objects
You can quickly align objects so they line up along a horizontal or vertical axis.
Align objects
‣ Choose Layout > Align and then choose one of the options in the
submenu.
‣ Click in the toolbar and choose one of the options in the menu.
‣ Control-click one of the objects and choose one of the options in the Align
submenu of the shortcut menu.
‣ Choose Layout > Distribute and then choose one of the options in the
submenu.
‣ Click in the toolbar and choose one of the options in the menu.
‣ Control-click one of the objects and choose one of the options in the
Distribute submenu of the shortcut menu.
‣ Select one or more objects and then drag one of the blue selection handles. To
resize objects in one direction, drag a side handle instead of a corner handle.
‣ To resize objects from their center, press the Option key as you drag.
‣ To constrain a rectangle or oval to a square or circle, hold down the Shift key as
you drag.
‣ To constrain a curved truss to a circle segment, hold down the Shift key as you
drag.
‣ To constrain a line’s or straight truss’s angle to 45°, hold down the Shift key as
you drag.
‣ Some objects maintain their proportions when resized. To resize those objects
disproportionally, hold down the Command key as you drag.
Rectangles, rounded rectangles, ovals, triangles, images, and LED matrixes can also
be rotated freely. You can rotate multiple objects at once.
Rotate an object
2 Hold down the Command key and drag one of the blue selection handles around
it. Hold down Shift to constrain the angle to 45°.
Edit Fixtures
This section discusses editing actions which pertain to fixtures.
You can also change the size and orientation of PAR or moving head arrays.
‣ Click one of the fixtures’ name and choose Flip Horizontally or Flip
Vertically from the shortcut menu.
To add a handle, move the pointer in between two yellow handles, then click the
white handle that appears in between them.
To remove a handle, click the handle to select it, then choose Edit > Delete or
press the Delete key.
4 To end editing the shape, press Return or click in the empty area outside the
LED strip.
Lightkey needs some information about the positions of your moving and static lights
to match what you see on the screen with the actual fixture. This is called calibration.
❖ Note: Lightkey needs to know a moving light’s pan and tilt ranges to match its
beam direction. This information is part of the fixture profile. Some moving
lights let you choose between different pan/tilt ranges in their device settings.
In this case, always select the largest possible range, because this is what the
fixture profile uses.
‣ Click the fixture’s name and choose Beam Direction… from the shortcut
menu.
3 Follow the instructions and click Next after each step, or Done after the last
step.
‣ Home: This step tells Lightkey in which direction the fixture is pointing.
The fixture moves to the center of its pan range and tilts by 90°.
Imagine you’re looking through the base of the moving light in the
direction of the pan axis. Drag the arrow until it points in the direction of
the light beam.
Position control
Pan axis
Pan rotation
‣ Rotation: This step tells Lightkey in which direction the light turns. The
light performs a slow pan movement, then turns back in blackout and
repeats the movement.
The rotating arrow should follow the direction of the light beam. If
necessary, click the arrow to reverse its direction.
‣ Limits: This steps is optional. It allows you to limit the allowed ranges for
pan and tilt. This can be useful, for example, to prevent a light from
pointing directly at a wall behind it or into the DJ booth.
Drag the handles to limit the allowed ranges for pan and tilt.
‣ Perspective: This step is important to make the virtual light beams match
the fixture. The light moves to the center of its pan and tilt ranges.
Consider the Preview on the screen. Select the direction in which the light
beam is currently pointing—to the left or right, up or down, or parallel to
the viewing direction.
‣ Click the fixture’s name and choose Beam Direction… from the shortcut
menu.
★ Tip: Select multiple fixtures of the same type to set their beam directions at
once (assuming they point in the same direction).
‣ Click the fixture’s name and choose Beam Color… from the shortcut
menu.
3 Choose a color.
Group Fixtures
Grouped fixtures can be quickly selected at once, although it is still possible to select
them individually. You should group fixtures with the same type and in the same
location—for example, a row of blinders above the stage.
‣ Control-click one of the fixtures and choose Group from the shortcut
menu.
‣ Control-click one of the fixtures in the group and choose Ungroup from
the shortcut menu.
Locate Fixtures
If you are not sure which fixture a particular icon belongs to, you can use Highlight
Mode. When Highlight Mode is enabled, the selected fixture(s) will light up. This
works for both DMX fixtures and smart lights.
‣ Click in the toolbar or choose Layout > Highlight Mode (or press Command-
Shift-H).
You can also tell Lightkey to hide a fixture’s virtual light beam.
If multiple fixtures are patched to the same DMX address, you can disable each one
individually. When all fixtures are disabled, the corresponding DMX channels are set
to zero.
❖ Note: You can also disable or enable fixtures in the Fixture Manager. See
“Disable Fixtures” in chapter 13, ”Manage DMX Fixtures“.
‣ Select one or more fixtures and click “Hide light beam” in the Inspector.
Add an object
‣ Click either Shapes or Images, then drag an object to the desired position in the
Preview.
‣ Choose Layout > Insert Image File…, then select an image file and click Insert.
‣ To add an image from another application, copy the image to the Clipboard, go
to Lightkey, and choose Edit > Paste.
‣ Drag an image file from the Finder to the Preview area and position it where
you want it.
Add text
‣ Click Shapes, then place the pointer over the T icon and drag it to the desired
location in the Preview.
Double-click the text label to begin editing, then type. To start a new line, press
Option-Return. Click outside the text label or press Return to finish editing.
To edit an existing text label, double-click the text label or select it and press Return.
‣ Select the object(s) and choose Edit > Cut or Edit > Copy (or press Command-
X or Command-C).
‣ Control-click the object and choose Cut or Copy from the shortcut menu.
‣ Control-click anywhere in the Preview and choose Paste from the shortcut
menu.
‣ Select the object(s) and choose Edit > Duplicate (or press Command-Shift-D).
‣ Hold down the Option key and press one of the arrow keys. The new object will
be offset from the original by one unit in the arrow direction.
‣ Choose Layout > Order and then choose one of the options in the
submenu.
‣ Click in the toolbar and choose one of the options in the menu.
‣ Control-click one of the objects and choose one of the options in the Order
submenu of the shortcut menu.
2 Use the Inspector to change the fill color, stroke width, and stroke color. You
can also use custom colors.
2 Use the Opacity slider in the Inspector to change the image opacity.
1 Select a line.
To add a handle, move the pointer in between two yellow handles, then click the
white handle that appears in between them.
To remove a handle, click the handle to select it, then choose Edit > Delete or
press the Delete key.
4 To end editing the line, press Return or click in the empty area outside the line.
2 Drag one of the green selection handles at each end. Hold down the Shift key as
you drag to constrain the angle to 45°.
1 Select one or more text labels. To change only a part of the text, double-click a
text label and select the desired range.
‣ Click Show Fonts in the Inspector or choose Edit > Font > Show Fonts.
Select a font, font size, and other options in the Font window.
‣ Choose Edit > Font > Bold, Underline, Italic to change the text style.
‣ Click Show Colors in the Inspector or choose Edit > Font > Show Colors,
then select a color in the Color window.
‣ Choose Edit > Alignment, then choose one of the options in the submenu
to change the alignment of the label.
When you set a fixture property, the property is defined or overridden. A blue dot to
the left of the fixture name indicates that at least one property has been defined.
You can define fixture properties for multiple fixtures at once, even if the fixtures are
of different types. Lightkey will do its best to find the closest matching value for each
individual fixture.
‣ To select all fixtures, choose Edit > Select All (or press Command-A).
‣ To deselect all fixtures, choose Edit > Deselect All (or press Command-Shift-A
or Esc) or click a blank part of the Preview.
‣ To select all fixtures in a group, click the icon of one of the fixtures. To select an
individual fixture in a group, double-click its icon.
‣ To select additional fixtures, hold down the Shift key and click each fixture.
‣ To remove a fixture from the selection, hold down the Shift key and click the
selected fixture.
‣ To add or remove multiple fixtures to/from the selection, hold down the Shift
key, press the mouse button over a blank part of the Preview, and drag it over
the fixtures.
‣ To select the nearest fixture in any direction, press one of the arrow keys.
‣ To extend the fixture selection in any direction, hold down the Shift key and
press one of the arrow keys.
2 Choose Edit > Select All [fixture type] (for example, Select All Moving Heads)
(or press Command-Option-A).
‣ Type one or more letters or numbers. Do not use the Shift key or any other
modifier keys.
Example: Suppose your rig consists of moving heads and PARs, arranged like this:
PL1 PL2 PL3 MH1 MH2 MH3 MH4 MH5 MH6 PR3 PR2 PR1
MH2 MH2
P All PARs
P1 Outmost PARs
LED strip with 8 beams LED ring with 12 beams LED matrix with 25 beams
LED bar with 4 segments LED PAR with 7 beams Moving head array with 4 heads
❖ Note: Only the Dimmer, Color, Shutter/Strobe, and Position properties can be
defined for individual beams.
2 If the fixtures’ icons show the light beams, do one of the following:
‣ Click one of the beams in the icon of a selected fixture to select it.
‣ To select a range of beams, press the mouse button on a beam and drag
the pointer across other beams. Alternatively, click one of the beams, then
hold down the Shift key and click another beam: This selects the two
clicked beams and all beams in between.
For fixtures whose icons don’t show the light beams, do one of the following:
‣ Click the fixture’s name and choose Beams from the shortcut menu, then
choose one of the items from the submenu.
‣ Choose Fixture > Beams, then choose one of the items from the
submenu.
• The Design view below the Preview (see the image below) controls most fixture
properties, for example, Dimmer, Color, and Shutter/Strobe. The Design view
adapts itself to the fixtures in the current project: Only properties which are
supported by your fixtures are visible, and individual controls may be hidden if
they don’t apply to your fixtures.
• Heads-up displays (or HUDs) in the Preview control Position, Focus, Zoom, and
Iris.
• The fixture’s shortcut menu and the menu bar contain commands to control the
Lamp and Command properties.
The Design view shows only properties that pertain to the selected fixtures. If no
fixtures are selected in the Preview, the Design view is empty.
❖ Note: You can’t select properties that have been hidden from the Design view.
See “Reorder and Hide Custom Properties” below on how to show or hide
properties in the Design view.
‣ Click a fixture’s name and select the property from the shortcut menu.
‣ Click in the toolbar and choose Select Property from the menu, then
select a property.
‣ Choose Fixture > Select Property, then select a property from the menu.
Fixture properties in the Design view are automatically selected when you click one
of their controls. For example, the Shutter/Strobe property is selected when you click
one of the shutter states. The selected property in the Design view has lighter
background.
Dimmer D
Gobo Wheel G
Shutter/Strobe S
Position P
Focus F
Zoom Z
Iris I
Prism M
Frost R
Fog O
‣ Hold down the Shift key and press the letter for the fixture property.
‣ Press only the letter for the fixture property until the property is selected
in the Design view or until a HUD appears.
3 Press the Tab key to select the next (or first) enabled property in the Design
view, or press Shift-Tab to select the previous enabled property.
‣ Click a blank part of the Preview. (This will also deselect all fixtures.)
★ Tip: If your Mac has a Touch Bar, you can use it to conveniently control any
fixture property. Select the fixture property as described above, then change
its value with the Touch Bar.
A blue dot to the left of a property’s name indicates that the property is defined. A
gray dot means that that the property is defined for some but not all of the selected
fixtures. When you change the value of a property (for example, by dragging the
Dimmer slider), the property is automatically marked as defined.
‣ Click the blue (or gray) dot to the left of the property’s name in the Design view
or the property’s HUD.
For more information see “View Overridden Fixture Properties” and “Clear Fixture
Properties” later in this chapter.
‣ Click the blue (or gray) dot to the left of the property’s name in the Design view.
Dimmer
The Dimmer property controls a fixture’s intensity (brightness).
‣ Click one of the fixtures’ names and choose Dimmer from the shortcut
menu.
The keyboard shortcuts in this section require that the Dimmer property is selected.
‣ Place the pointer over the Dimmer slider and scroll up or down. (If this doesn’t
work, choose Lightkey > Settings… (or Preferences…), click Gestures, and
make sure “Scrolling changes slider and HUD values” is selected.)
‣ Hold down the Option key and press the Up/Down Arrow keys or Plus/Minus
keys to increase/decrease the intensity by 1%.
‣ Hold down the Command key and scroll up or down while the pointer is over the
Preview. (This gesture can be changed in the Settings/Preferences window. See
“Multi-Touch Gestures” in chapter 16, “External Control”.) The Dimmer
property needs not be selected for this.
❖ Note: As a convenience, when you select an intensity greater than zero and
the shutter state is closed, Lightkey automatically opens the shutter (for
fixtures which support the Shutter property).
‣ Click Dimmer and choose one of the following options from the menu:
• Absolute: All fixtures are assigned the same intensity, regardless of their
previous state.
• Relative: This mode maintains the relative distances between the fixtures’
intensities. For example, if you increase the intensity by 10%, all fixtures’
intensities increase by 10% from the previous value.
You may note that the Dimmer property is also available for fixtures with no explicit
Dimmer DMX channel. If a fixture uses the RGB color model (see “Color” below),
Lightkey will also display the Dimmer property which then affects the color’s
brightness. This feature has several advantages, for example:
• Fixtures with no explicit Dimmer support are also affected by the Master
Dimmer (see below).
• It allows controlling the intensity separately from the color, e.g. in different
presets.
Master Dimmer
Apart from the Dimmer property, the intensity of all fixtures is also affected by the
Master Dimmer. You can tell Lightkey to ignore the Master Dimmer for individual
fixtures.
‣ Click Live to show the Live view, then drag the Master Dimmer slider.
Alternatively, place the pointer over the slider and scroll up or down. (If this
doesn’t work, choose Lightkey > Settings… (or Preferences…), click Gestures,
and make sure “Scrolling changes slider and HUD values” is selected.)
‣ Place the pointer over the Preview and swipe up or down with four fingers on
your trackpad. (This gesture requires that four-finger gestures are not assigned
to other actions in System Settings (or System Preferences). It can be changed
in the Settings/Preferences window. See “Multi-Touch Gestures” in chapter 16,
“External Control”.)
❖ Note: The Master Dimmer only affects fixtures that can be dimmed.
1 Click Edit in the toolbar or choose View > Edit Preview to edit the Preview.
Color
The Color property mixes a fixture’s light color by combining a set of three base
colors in varying degrees. Traditionally color mixing uses the CMY (Cyan, Magenta,
Yellow) model. With the advent of LED fixtures the RGB (Red, Green, Blue) model is
becoming common. Some fixtures support additional colors like amber, white, or
ultraviolet.
For fixtures that use the CMY or RGB models, the Design view shows a round control
comprised of three sliders which control the color’s hue (outer ring), saturation (left
inner slider), and brightness (right inner slider). Behind the scenes, Lightkey
translates these components to the matching RGB or CMY values.
• Lime
• Ultraviolet
• Green/magenta saturation: The shift from the neutral point to full minus green
or full plus green, in percent.
• Xfade to Color: Transition between pure white (0%) and full color (100%).
‣ Click one of the fixtures’ names and choose Color from the shortcut menu.
The keyboard shortcuts in this section require that the Color property is selected.
‣ Place the pointer over the Hue slider and scroll up or down. (If this doesn’t
work, choose Lightkey > Settings… (or Preferences…), click Gestures, and
make sure “Scrolling changes slider and HUD values” is selected.)
‣ Hold down the Option key and press the Up/Down Arrow keys or Plus/Minus
keys to increase/decrease the hue by 1°.
‣ Hold down the Command and Option keys and scroll up or down while the
pointer is over the Preview. (This gesture can be changed in the Settings/
Preferences window. See “Multi-Touch Gestures” in chapter 16, “External
Control”.) The Color property needs not be selected for this.
‣ Place the pointer over the Saturation slider and scroll up or down. (If this
doesn’t work, choose Lightkey > Settings… (or Preferences…), click Gestures,
and make sure “Scrolling changes slider and HUD values” is selected.)
‣ Hold down the Option key and press the Left/Right Arrow keys to decrease/
increase the saturation by 1%.
‣ Hold down the Command, Shift, and Option keys and scroll up or down while the
pointer is over the Preview. (This gesture can be changed in the Settings/
Preferences window. See “Multi-Touch Gestures” in chapter 16, “External
Control”.) The Color property needs not be selected for this.
‣ Place the pointer over the Brightness slider and scroll up or down. (If this
doesn’t work, choose Lightkey > Settings… (or Preferences…), click Gestures,
and make sure “Scrolling changes slider and HUD values” is selected.)
‣ Drag the sliders next to the main color control, or place the pointer over a slider
and scroll up or down. (If no sliders are visible then the selected fixtures don’t
support these features.)
You can enlarge the sliders for additional colors and features for more precise
control. The enlarged sliders also show the current value for each slider.
‣ Click Color and choose Small Sliders or Large Sliders from the menu.
If a fixture’s Color property is not defined—that is, it’s neither overridden nor
defined by any active preset, cue, or sequence—then Lightkey applies its default
color. For RGB and CMY fixtures the default color is normally blue. Therefore, if
the fixture’s Dimmer is open (or it cannot be dimmed), the light color is blue.
You can change the default color to any other color, including black. See “Default
Values” later in this chapter for more information.
Color Wheel
The Color Wheel property controls a fixture’s color wheel, which contains colored
gels to create a tinted light beam. Some fixtures have multiple superimposed color
wheels; in this case there are multiple Color Wheel properties which you can control
independently.
For each color wheel, the Design view shows a grid of the available colors. If multiple
fixtures are selected, the grid contains the union of all available colors for the
fixtures.
Some fixtures support “special” colors which also appear in the grid:
• “Split colors” are created by stopping the color wheel at a position where two
adjacent color gels are in front of the light source.
• Many fixtures can rotate their color wheel continuously, creating a “rainbow
effect”. In this case one or two rainbow icons appear at the end of the grid. Most
fixtures also allow changing the rotation speed.
‣ Click one of the fixtures’ names and choose Color Wheel from the shortcut
menu.
The keyboard shortcuts in this section require that the Color Wheel property is
selected.
Select a color
If multiple kinds of fixtures are selected and the selected color is not available on all
fixtures, Lightkey tries to apply the closest matching color.
‣ Press the mouse button over one of the rainbow icons at the end of the color
grid, and drag up or down.
For each gobo wheel, the Design view shows a grid of the available gobos. If multiple
fixtures are selected, the grid contains the union of all available gobos for the
fixtures.
‣ Click one of the fixtures’ names and choose Gobo Wheel from the shortcut
menu.
The keyboard shortcuts in this section require that the Gobo Wheel property is
selected.
Select a gobo
Gobo Cycle
Some fixtures support a gobo cycle effect which continuously rotates the gobo wheel
in clockwise or counterclockwise direction at a fixed or variable speed.
1 Select the clockwise or counterclockwise gobo cycle effect from the gobo grid
(only available if the selected fixtures support gobo cycle).
2 Drag the Speed slider to change the cycle speed (only available if the selected
fixtures support variable cycle speeds). Alternatively, place the pointer over the
slider and scroll left or right.
Gobo States
Many fixtures support some or all of the following gobo states:
‣ If the fixture supports gobo rotation with variable speed: Press the mouse
button over and drag up or down to adjust the speed, or press the Minus/Plus
keys. Press Option-Minus or Option-Plus for fine control.
‣ Click or press B to enable bouncing. Repeat to stop the gobo from bouncing.
‣ If the fixture supports gobo bouncing with variable speed: Press the mouse
button over and drag up or down to adjust the speed, or press the Minus/Plus
keys. Press Option-Minus or Option-Plus for fine control.
‣ Press the mouse button over and drag up or down to adjust the angle. Click
again to disable gobo indexing.
‣ Press I to turn indexing on or off. Press the Minus/Plus keys to change the
angle; press Option-Minus or Option-Plus for fine control.
‣ Click or press S to enable shake. Repeat to stop the gobo from shaking.
‣ If the fixture supports gobo shake with variable speed: Press the mouse button
over and drag up or down to adjust the speed, or press the Minus/Plus keys.
Press Option-Minus or Option-Plus for fine control.
❖ Note: Rotation, bounce, and indexing are not available for the open gobo.
Shutter/Strobe
The Shutter/Strobe property can control two slightly different things:
• A fixture’s shutter, which can be moved in front of the light source so that no
light is emitted. Often the shutter can also be used to create stroboscope
(strobe) effects (regular or irregular flashes of light) or pulse effects (gradually
increasing the amount of light and abruptly reducing it, or vice versa).
‣ Click one of the fixtures’ names and choose Shutter/Strobe from the
shortcut menu.
The keyboard shortcuts in this section require that the Shutter/Strobe property is
selected.
‣ Click Strobe or press S to enable strobing (if supported by the fixture). Repeat
to select synchronized strobe, random strobe, random synchronized strobe, or
lightning strobe (if supported by the fixture).
Strobe Synchronized strobe Random strobe
‣ Press the mouse over the Strobe button and drag up or down to adjust the
strobe speed (if the fixture supports variable strobe speeds).
‣ If the fixture supports a sound-controlled strobing, drag the mouse up until the
label reads “Sound-Active”.
‣ You can also press the Up/Down Arrow keys or Minus/Plus keys to decrease/
increase the strobe speed. (Press Option-Up/Down Arrow or Option-Minus/Plus
for fine control.)
‣ Click Pulse or press P to enable the pulse effect (if supported by the fixture).
Repeat to change the pulse style. The button cycles between the following
states if they are supported by the selected fixtures:
Pulse Pulse Pulse Burst
opening closing alternating pulse
‣ Press the mouse over the Pulse button and drag up or down to adjust the pulse
speed (if the fixture supports variable pulse speeds).
‣ You can also press the Up/Down Arrow keys or Minus/Plus keys to decrease/
increase the pulse speed. (Press Option-Up/Down Arrow or Option-Minus/Plus
for fine control.)
Lightkey’s position control is a circular area which reflects the physical position of
the fixture. A point represents the current fixture position. The point’s angle shows
the fixture’s pan angle, and the distance from the center shows the tilt angle.
Imagine looking in the direction of the pan axis:
Position control
Pan axis
Pan rotation
Before you use the position control, you should calibrate the fixture’s beam direction,
as described in “Set Beam Directions” in chapter 7, “Preview”. This makes sure that
the angles in the position control match the virtual Preview.
Lightkey measures pan angles from the center of the pan range, which is called the
home angle. For example, if the pan range is 540° then the pan angles range
between –270° and +270°. The home angle is always at 0°. In clockwise direction
from the home angle are negative angles, in counterclockwise direction are positive
angles.
Likewise, tilt angles are measured from the center of the tilt range. For example, if
the tilt range is 320° then the tilt angles range between –160° and +160°. If the tilt
angle is 0°, the fixture is parallel to the pan axis.
Current position
If a fixture’s pan range exceeds 360° then some points in the position control may
correspond to two different pan angles, just like one physical fixture direction can
relate to different pan angles (for example, –90° and +270°). You can still use all pan
angles (within a total range of 700°) by starting at the home (center) position and
moving the fixture from there to the desired pan angle.
‣ Click one of the fixtures’ names and choose Position from the shortcut
menu.
If you have a trackpad which supports Force Touch, you can also force click a fixture
icon to open the Position HUD. Otherwise you can press the mouse button over a
fixture icon for about 0.5 seconds until the Position HUD appears. These gestures can
be configured in Lightkey’s Settings (or Preferences) window. For more information,
see “Multi-Touch Gestures” in chapter 16, “External Control”.
The following tasks in this section require that the Position HUD is open.
‣ Click inside the position control (the circle around the selected fixture’s icon).
Hold down the mouse button and drag to adjust the position.
‣ To maintain the current pan angle, hold down the Command key as you click or
drag.
‣ To maintain the current tilt angle, hold down the Shift key as you click or drag.
‣ To reverse the sign of the pan or tilt value, Control-click the position control
and choose Flip Pan or Flip Tilt from the shortcut menu.
‣ To quickly change the fixture position when the Position HUD is not open, press
the mouse button while the pointer is over a fixture’s icon. When the Position
HUD opens, drag the pointer to a point in the position control, then release the
mouse button.
‣ Place the pointer over the position control and scroll up or down. (If this doesn’t
work, choose Lightkey > Settings… (or Preferences…), click Gestures, and
make sure “Scrolling changes slider and HUD values” is selected.)
‣ Press a number key to set the pan angle according to the location of the key.
7 8 9
4 6
1 2 3
‣ Press the Left/Right Arrow keys to increase/decrease the pan angle by 1°.
‣ Hold down the Shift key and press the Left/Right Arrow keys to increase/
decrease the pan angle by 10°.
‣ If a fixture’s pan range exceeds 360° then some points in the position control
may correspond to two different pan angles—a negative and a positive angle,
for example, –90° and +270°. To select the positive pan angle, move the fixture
to the home pan angle, then drag the pointer in the positive direction
(counterclockwise) until you get to the desired angle. To select the negative pan
angle, move the fixture to the home pan angle, then drag the pointer in the
negative direction (clockwise) until you get to the desired angle.
‣ Place the pointer over the position control, hold down the Command key and
scroll. (If this doesn’t work, choose Lightkey > Settings… (or Preferences…),
click Gestures, and make sure “Scrolling changes slider and HUD values” is
selected.)
‣ Press the Up/Down Arrow keys to increase/decrease the tilt angle by 1°.
‣ Hold down the Shift key and press the Up/Down Arrow keys to increase/
decrease the tilt angle by 10°.
‣ Hold down the Command key to lock the pan angle and drag the pointer across
the center of the position control.
‣ Press the Down Arrow key to decrease the tilt angle until it becomes negative.
(Hold down the Shift key while pressing the Down Arrow key to increase the
steps.)
‣ Control-click the position control and choose Flip Tilt. This will reverse the sign
of the tilt angle.
‣ Click Position and choose one of the following options from the menu:
• Absolute: All fixtures point in the same direction, regardless of their home
position and rotation direction (as long as the position is within their
range). For example, if you select a position where the beam points
upwards in the Preview, all fixtures will point upwards.
• Relative to Home Position: All fixtures are assigned the same pan and tilt
angles (as long as they are within the fixtures’ ranges). For example, if you
select a pan angle of +30°, all fixtures move to a pan angle of +30° relative
to their respective home position.
2 Drag the Pan Speed or Tilt Speed slider to adjust the rotation speed.
Movement Speed
The Movement Speed property (sometimes called “Mspeed”) controls a moving
light’s movement when the Position property (pan and tilt) changes. Some fixtures
support multiple speed modes like Tracking or Vector. Other fixtures simply let you
change the speed from slow to fast.
1 Select one or more fixtures which support the Movement Speed property.
2 Click one of the fixtures’ names and choose Movement Speed from the shortcut
menu.
The keyboard shortcuts in this section require that the Movement Speed property is
selected.
1 Click the button below the words “Movement Speed”. (The button is only visible
if your fixtures support different speed modes.)
2 Select one of the available options. (Lightkey only shows the options that your
fixtures support).
• Blackout During Pan/Tilt & Wheel Movements: Like tracking, but the
dimmer or shutter close while the fixture moves and during color or gobo
wheel transitions.
1 If the selected fixtures support multiple speed modes, make sure Vector is
selected.
‣ Drag the Speed slider. Alternatively, place the pointer over the slider and
scroll left or right. (If this doesn’t work, choose Lightkey > Settings… (or
Preferences…), click Gestures, and make sure “Scrolling changes slider
and HUD values” is selected.)
Focus
The Focus property adjusts the beam so that the light is concentrated on the focal
point.
‣ Click one of the fixtures’ names and choose Focus from the shortcut
menu.
As a shortcut, you can configure Lightkey to open the Focus HUD when you pinch on
the trackpad using two fingers (requires a multi-touch trackpad or Apple Magic
Trackpad). For more information, see “Multi-Touch Gestures” in chapter 16,
“External Control”.
The following tasks in this section require that the Focus HUD is open.
‣ Click inside the focus control (the circle around the selected fixture’s icon).
Hold down the mouse button and drag to adjust the focus. To disable snapping
press and hold the Control key.
‣ Place the pointer over the focus control and scroll. (If this doesn’t work, choose
Lightkey > Settings… (or Preferences…), click Gestures, and make sure
“Scrolling changes slider and HUD values” is selected.)
‣ Place the pointer over the focus control and pinch on the trackpad using two
fingers (requires a multi-touch trackpad or Apple Magic Trackpad).
‣ Hold down the Option key and press the Up/Down Arrow keys to increase/
decrease the focus by 1°.
‣ Type a number to set the focus to an exact value. (Type a single digit to set the
value in steps of 10°. Type two digits to set an exact value in degrees.)
‣ Click Focus and choose one of the following options from the menu:
• Absolute: All fixtures are assigned the same focus value, regardless of
their previous state.
• Relative: This mode maintains the relative distances between the fixtures’
focus values. For example, if you increase the focus by 10%, all fixtures’
focus values increase by 10% from the previous value.
Zoom
The Zoom property controls the size (or spread) of the light beam by moving a lens
back and forward inside the fixture.
‣ Click one of the fixtures’ names and choose Zoom from the shortcut
menu.
As a shortcut, you can configure Lightkey to open the Zoom HUD when you pinch on
the trackpad using two fingers (requires a multi-touch trackpad or Apple Magic
Trackpad). For more information, see “Multi-Touch Gestures” in chapter 16,
“External Control”.
The following tasks in this section require that the Zoom HUD is open.
‣ Click inside the zoom control (the circle around the selected fixture’s icon).
Hold down the mouse button and drag to adjust the angle. To disable snapping
press and hold the Control key.
‣ Place the pointer over the zoom control and scroll. (If this doesn’t work, choose
Lightkey > Settings… (or Preferences…), click Gestures, and make sure
“Scrolling changes slider and HUD values” is selected.)
‣ Place the pointer over the zoom control and pinch on the trackpad using two
fingers (requires a multi-touch trackpad or Apple Magic Trackpad).
‣ Click Zoom and choose one of the following options from the menu:
• Absolute: All fixtures are assigned the same zoom angle (as long as it is
within their zoom ranges), regardless of their previous state.
• Relative: This mode maintains the relative distances between the fixtures’
zoom angles. For example, if you increase the angle by 20°, all fixtures’
zoom angles increase by 20° from the previous value.
Iris
The Iris property controls a set of shutters which change the size of the light beam.
‣ Click one of the fixtures’ names and choose Iris from the shortcut menu.
As a shortcut, you can configure Lightkey to open the Iris HUD when you pinch on the
trackpad using two fingers (requires a multi-touch trackpad or Apple Magic
Trackpad). For more information, see “Multi-Touch Gestures” in chapter 16,
“External Control”.
The following tasks in this section require that the Iris HUD is open.
‣ Click inside the iris control (the circle around the selected fixture’s icon). Hold
down the mouse button and drag to adjust the iris size. To disable snapping
press and hold the Control key.
‣ Place the pointer over the iris control and scroll. (If this doesn’t work, choose
Lightkey > Settings… (or Preferences…), click Gestures, and make sure
“Scrolling changes slider and HUD values” is selected.)
‣ Place the pointer over the iris control and pinch on the trackpad using two
fingers (requires a multi-touch trackpad or Apple Magic Trackpad).
‣ Hold down the Option key and press the Up/Down Arrow keys to increase/
decrease the iris size by 1%.
‣ Type a number to set the iris size to an exact value. (Type a single digit to set
the value in steps of 10%. Type two digits to set an exact percent value.)
‣ Click Iris and choose one of the following options from the menu:
• Absolute: All fixtures are assigned the same iris size (as long as it is
within their iris ranges), regardless of their previous state.
• Relative: This mode maintains the relative distances between the fixtures’
iris sizes. For example, if you increase the size by 10%, all fixtures’ iris
sizes increase by 10% from the previous value.
Prism
The Prism property multiplies the light beam by passing it through a faceted glass
lens. Each facet produces a copy of the beam at a slightly different focus. Many
fixtures support rotating prisms at fixed or variable speeds. Some fixtures have
multiple superimposed prisms; in this case there are multiple Prism properties
which can be controlled independently.
‣ Click one of the fixtures’ names and choose Prism from the shortcut
menu.
The keyboard shortcuts in this section require that the Prism property is selected.
‣ Click a prism icon. (Only the prism types that are supported by your fixtures are
shown.)
‣ Type a number.
‣ Press the mouse button over and drag up or down to adjust the angle. Click
again to disable prism indexing. (The symbol is only visible if the fixture
supports prism indexing.)
‣ Press I to turn indexing on or off. Press the Minus/Plus keys to change the
angle; press Option-Minus or Option-Plus for fine control.
Frost
The Frost property controls a diffusion filter which softens the light beam. Some
fixtures allow control over the degree of softening, others simply let you control if the
effect is on or off. Some fixtures also support a frost pulse effect (gradually
increasing the frost amount and abruptly reducing it, or vice versa).
‣ Click one of the fixtures’ names and choose Frost from the shortcut menu.
The keyboard shortcuts in this section require that the Frost property is selected.
‣ Drag the Amount slider. Alternatively, place the pointer over the slider and
scroll left or right. (If this doesn’t work, choose Lightkey > Settings… (or
Preferences…), click Gestures, and make sure “Scrolling changes slider
and HUD values” is selected.)
‣ Hold down the Option key and press the Left/Right Arrow keys or Minus/
Plus keys to decrease/increase the frost amount by 1%.
‣ Type a number to set the frost amount to an exact value. (Type a single
digit to set the value in steps of 10%. Type two digits to set an exact
percent value.)
1 Click Pulse or press P. Do this again to change the pulse direction (if the fixture
supports both increasing and decreasing pulse effects).
‣ Drag the Pulse Speed slider. Alternatively, place the pointer over the
slider and scroll left or right. (If this doesn’t work, choose Lightkey >
Settings… (or Preferences…), click Gestures, and make sure “Scrolling
changes slider and HUD values” is selected.)
Fog
The Fog property controls the amount of fog or haze produced by a fog machine or
hazer.
‣ Click one of the fixtures’ names and choose Fog from the shortcut menu.
The keyboard shortcuts in this section require that the Fog property is selected.
‣ Drag the Amount slider. Alternatively, place the pointer over the slider and
scroll left or right. (If this doesn’t work, choose Lightkey > Settings… (or
Preferences…), click Gestures, and make sure “Scrolling changes slider and
HUD values” is selected.)
‣ Hold down the Option key and press the Left/Right Arrow keys or Minus/Plus
keys to decrease/increase the fog amount by 1%.
‣ Type a number to set the fog amount to an exact value. (Type a single digit to set
the value in steps of 10%. Type two digits to set an exact percent value.)
Vanilla
Vanilla Strawberry
Strawberry Chocolate
Chocolate
Fan Speed
Strawberry Strawberry
The keyboard shortcuts in this section require that the property is selected.
Slider
If the property is represented by a slider, its value may be a percent value (0–100%)
or DMX value (0–255).
‣ Drag the slider. Alternatively, place the pointer over the slider and scroll left or
right. (If this doesn’t work, choose Lightkey > Settings… (or Preferences…),
click Gestures, and make sure “Scrolling changes slider and HUD values” is
selected.)
‣ Hold down the Option key and press the Left/Right Arrow keys or Minus/
Plus keys to decrease/increase the property value by 1%.
‣ Type a number to set the value to an exact value. (Type a single digit to set
the property value in steps of 10%. Type two digits to set an exact percent
value.)
List of Options
If the property is represented by a list of options, you can choose one of the options
from the list. The property may also have a slider, whose meaning usually depends
on the selected option and which may not be available for all options.
‣ Click an option.
‣ Drag the slider. Alternatively, place the pointer over the slider and scroll
left or right. (If this doesn’t work, choose Lightkey > Settings… (or
Preferences…), click Gestures, and make sure “Scrolling changes slider
and HUD values” is selected.)
2 Click Edit in the top-right of the Design view. Alternatively, choose View > Edit
Design View or press Command-Shift-Option-D.
‣ To change the order of the custom properties, drag them to the desired
position.
‣ To hide a custom property, click the box to the left of its name.
‣ Click the fixture property’s name in the Design view and select Hide This
Property from the menu.
Lamp
The Lamp property allows turning a fixture’s lamp on or off. Lightkey automatically
turns the lamp on when you start the application or open a project, and you can tell it
to turn the lamp off when you quit the application or close the project. You will rarely
need to use this property during normal operation. Note that only some fixtures
support the Lamp property.
‣ Click the fixture’s name and choose Lamp > On or Lamp > Off from the
shortcut menu.
‣ Select the fixture and choose Fixture > Lamp > On or Fixture > Lamp > Off.
Automatically turn the lamp off when you quit Lightkey or close the project
2 Select “Send Lamp Off to fixtures” and choose how long the “lamp off” value
should be sent. You can find the required duration in your fixtures’
documentation.
• Reset
• Reset Pan/Tilt
Send a command
‣ Click the fixture’s name, choose Command from the shortcut menu and then
choose one of the commands from the submenu.
‣ Select the fixture, choose Fixture > Command and then choose one of the
commands from the submenu.
Default Values
Lightkey uses sensible default values for fixture properties that aren’t defined. For
example, it sets the Shutter property to “closed” and the Movement Speed to the
fastest speed. You can change those defaults, if necessary, for each individual fixture.
1 Select one or more fixtures in the Preview. The new defaults will only affect
those fixtures.
3 Click the fixture property name in the Design view or HUD and choose Set as
Default Value from the menu.
1 Select one or more fixtures in the Preview. The change will only affect those
fixtures.
2 Click the fixture property name and choose Reset Default Values.
You can copy properties between fixtures of different kinds, assuming that the
involved fixtures support them. Lightkey tries to convert the values if necessary. For
example, if you copy a CMY fixture’s Color property to an RGB fixture, Lightkey
calculates the corresponding RGB color. If you copy a color from a CMY or RGB
fixture to a color wheel fixture, Lightkey picks the closest matching color on the
wheel. If you copy the Prism property to a fixture with different prism types, Lightkey
chooses the closest matching type that the destination fixture supports.
‣ Click a fixture’s name and choose Copy Properties from the shortcut
menu, then choose an item from the submenu. Choose All to copy all
overridden properties.
‣ Select a single fixture, then click in the toolbar and choose Copy
Properties and then choose an item from the menu. Choose All to copy all
overridden properties.
‣ Select a single fixture, then choose Fixture > Copy Properties and choose
an item from the submenu (or press Command-Option-C). Choose All to
copy all overridden properties.
‣ Select one or more fixtures, then click the name of a fixture property in
the Design view or a HUD and select Copy (property name) from the menu.
This will only copy a single fixture property.
To copy the properties of an individual light beam, select only that beam. Only
overridden fixture properties can be copied.
‣ Click one of the fixtures’ names and choose Paste Properties from the
shortcut menu.
‣ Click in the toolbar and choose Paste Properties from the menu.
‣ Click the name of a fixture property in the Design view or a HUD and select
Paste Properties from the menu.
❖ Note: The menu for copying fixture properties does not include properties
that have been hidden from the Design view. See “Reorder and Hide Custom
Properties” earlier in this chapter on how to show or hide properties in the
Design view.
‣ Control-click in a blank part of the Preview and choose Show Properties from
the shortcut menu.
Lightkey will display the names of the overridden properties next to the fixtures’
icons. You can quickly select one of the properties for editing or clear a property.
‣ Click the blue (or gray) dot to the left of the property’s name in the Design
view or the property’s HUD.
‣ Select a fixture property and press the Space bar or Delete key.
‣ Click one of the fixtures’ names and choose Clear Properties from the
shortcut menu.
‣ Click in the toolbar and choose Clear Properties from the menu.
‣ Control-click a blank part of the Preview and choose Clear Properties for All
Fixtures from the shortcut menu.
After all properties have been cleared, the blue dots to the left of the fixtures’ names
in the Preview disappear.
Undo Changes
If you inadvertently changed a fixture property, you can undo the change. You can
also redo changes that you have undone.
‣ To undo the last action, choose Edit > Undo (or press Command-Z).
‣ To redo the last action you undid, choose Edit > Redo (or press Command-
Shift-Z).
Fanning
Fanning (also called “spreading”) lets you create interesting looks by spreading
fixture property values evenly across a range of fixtures. When you use fanning, you
define the property values for at least two fixtures (usually the first and last), and
Lightkey will calculate the values for the fixtures in between. Like normal property
values, fanned properties can be stored in presets, sequences, and cues, while
staying fully editable at any time.
• Dimmer
• Position
• Focus
• Zoom
• Iris
• Frost
Values can be fanned not only across fixtures but also across the individual beams of
LED fixtures. In the following, the term pixel will be used for the smallest unit which
can be individually controlled—either a fixture or a beam.
Example: By fanning colors across the beams of LED strips you can easily create
color gradients.
1 Select at least three fixtures, or an LED fixture with at least three beams.
‣ Click one the fixture’s names and select a property from the shortcut
menu.
‣ Choose Fixture > Select Property, then select a property from the menu.
3 Click the fixture property’s name in the Design view or the property’s HUD, then
choose Add (property name) Fanning… from the menu.
Lightkey displays the Fanning HUD around the fixtures’ icons in the Preview.
In the example above, the fixtures are ordered from left to right. There are other
possibilities for ordering fixtures and beams which highly affect the result of the
fanning.
As you move the mouse pointer over an item in the menu, Lightkey shows the
resulting fixture order in the Preview.
• Left to Right: Sort the fixtures or beams from left to right as they appear in
the Preview.
• Right to Left: Sort the fixtures or beams from right to left as they appear in
the Preview.
• Top to Bottom: Sort the fixtures or beams from top to bottom as they
appear in the Preview.
• Bottom to Top: Sort the fixtures or beams from bottom to top as they
appear in the Preview.
• By Short Name: Sort the fixtures alphabetically by their short name, either
ascending or descending. Beams are sorted by their index.
• By Address: Sort the fixtures by their universe and DMX address, either
ascending or descending. Beams are sorted by their index.
Example: Colors fanned across multiple fixtures with the “Left to Right” fixture
order.
P1 P2 P3 P4 P5 P6 P7 P8
If the “By Short Name” option is selected instead, the result would look like this:
P1 P2 P3 P4 P5 P6 P7 P8
Example: Colors fanned from left to right across four LED matrixes using the
Fixtures option. All beams of each fixture have the same color.
If the Beams option is selected instead, fanning includes the individual beams:
A blue dot near the fixture or beam indicates that a value has been defined. The
values for the fixtures or beams in between are calculated automatically.
When a fixture property is controlled by fanning, the fixture property’s area in the
Design view shows an icon instead of the normal controls. You can open the Fanning
HUD and edit the fanning settings at any time.
‣ Click a fixture’s name in the Preview, then select a fixture property from the
shortcut menu. Fanned properties are marked with an icon.
‣ Click Overrides in the toolbar. The names of the overridden properties appear
next to the fixtures’ icons, and an icon marks fanned properties. Click a fixture
property’s name to edit it.
Remove fanning
‣ While the Fanning HUD is open, click the title at the upper-left and choose
Delete Fanning from the menu.
‣ If the fixture property appears in the Design view, select the fixtures and then
click the blue dot to the left of the property’s name in the Design view.
‣ Click in the toolbar or choose Fixture > Clear Properties for All Fixtures (or
press Command-Shift-Delete). This will also remove any other overridden
properties from all fixtures.
A preset stores an arbitrary combination of fixture properties for a set of fixtures. For
example, a preset could include colors and intensities for a number of moving heads,
or their pan/tilt positions. A preset can contain different properties for different
fixtures. Presets are generally static because they contain fixed values for fixture
properties. However, presets can also include effects which are treated like a special
value for a fixture property.
Although the concept of presets is deliberately flexible, there are common patterns
for using them. You may want to create “looks” for groups of related fixtures and
store each one in a preset. Later you can use these presets to combine different
fixture groups to a complete look. Or, if you prefer a more modular approach, you
can create presets which define a single property for a given group of fixtures. You
will end up with one set of “color” presets, another set of “gobo” presets and so on
which you can reuse later to quickly compose a look on the stage.
Whichever way you prefer, it is a good idea to organize similar presets in groups.
Here’s an example of three typical preset groups:
A sequence contains a number of presets (also called steps) which are activated one
after the other. Each step has a duration which determines how long it remains
active. Lightkey can crossfade between two succeeding steps, which can be the basis
for interesting effects. There are various settings which control the order and timing
of sequences. You can also synchronize sequences to music, which means that they
will advance to the next step in sync to the beat.
Presets and sequences appear in the Preset Palette at the right side of the main
window.
Create a Preset
There are two basic ways to create a preset: You can define some fixture properties
and then save the result as a preset. Or you can begin with an empty preset and then
define its fixture properties.
1 Select one or more fixtures and change their properties. (See chapter 8,
“Fixture Properties”, for more information.) Fixtures with overridden properties
display a blue dot to the left to their name in the Preview.
‣ Control-click an item in the Preset Palette and choose New Preset from
the shortcut menu. (If the clicked item is a group or sequence, the new
preset is added at the end of the group or sequence. If the clicked item is a
preset, the new preset is inserted after the preset.)
3 If you want to keep the proposed name, simply press Return. Otherwise type a
different name and then press Return.
1 Click in the toolbar or choose Fixture > Clear Properties for All Fixtures to
make sure no fixture properties are overridden.
4 Click the checkmark next to the preset’s name in the Preset Palette.
‣ Click the preset in the Preset Palette. (This will also activate the preset, as
described below.)
‣ Control-click the preset and choose Show Properties from the shortcut menu.
Lightkey will display the names of the properties defined for each fixture next to the
fixture icons in the Preview.
To activate a preset
2 Hold down the Shift key and click the last preset.
‣ Press Esc.
Edit a Preset
You can always change the fixture properties stored in a preset after it has been
created.
‣ Move the pointer over the preset in the Preset Palette and click Edit.
‣ Click the preset in the Preset Palette and choose Preset > Edit (or press
Command-Shift-E).
‣ Control-click the preset and choose Edit from the shortcut menu.
White you are editing a preset, its name appears in the center area of the
toolbar.
2 Make changes to the fixture properties. (See chapter 8, “Fixture Properties”, for
more information.)
Lightkey will update the preset’s contents and icon. If the preset’s name has been
automatically assigned by Lightkey, it is updated too.
‣ Select one or more presets in the Preset Palette and choose Preset > Apply.
‣ Select one or more presets and drag them to the Preview area.
1 Move the pointer over the first preset in the Preset Palette and click Edit.
2 Control-click the second preset and choose Apply from the shortcut menu.)
3 Click the checkmark next to the first preset’s name in the Preset Palette, or
press Return.
If some fixture properties are defined by both presets, the properties from the
second preset will replace those from the first preset.
In reverse, you can also add the overridden fixture properties to one or more existing
presets. In this case the overridden properties replace any previous values in the
presets. Fixture properties that aren’t overridden remain unchanged.
1 Select one or more fixtures and change their properties. (See chapter 8,
“Fixture Properties”, for more information.) Fixtures with overridden properties
display a blue dot to the left to their name in the Preview.
‣ Select one or more presets in the Preset Palette and choose Preset >
Add Overrides.
‣ Control-click a preset and choose Add Overrides from the shortcut menu.
‣ To add the overridden properties for the selected fixtures only, hold down
the Option key as you perform one of the preceding steps. The command
changes to Add Overrides for Selected Fixtures.
‣ Press the mouse button over the symbol in the toolbar until a menu
appears, then choose New Group.
‣ Control-click an item in the Preset Palette and choose New Group from
the shortcut menu.
1 Select some presets, sequences, or groups in the Preset Palette. (Hold down
the Shift or Command key to select multiple items.)
‣ Press the mouse button over the symbol in the toolbar until a menu
appears, then choose New Group From Selection.
‣ Choose Preset > New Group From Selection (or press Command-Option-
Shift-N).
‣ Click the group in the Preset Palette and choose Preset > Expand/Collapse
Group (or press Command-Left/Right Arrow).
Create a Sequence
Sequences look similar to groups in the Preset Palette; you can distinguish them by
their icon to the left of the name. Like groups, they can be collapsed and expanded.
Sequences contain a list of presets, but unlike groups, they cannot contain groups or
other sequences. The presets in a sequence are also called steps.
‣ Press the mouse button over the symbol in the toolbar until a menu
appears, then choose New Sequence.
1 Select the presets in the Preset Palette. (Hold down the Shift or Command key
to select multiple presets.)
‣ Press the mouse button over the symbol in the toolbar until a menu
appears, then choose New Sequence From Selection.
‣ Choose Preset > New Sequence From Selection (or press Command-
Control-Option-N).
‣ Control-click the sequence and choose Show Properties from the shortcut
menu.
Lightkey will display the names of the properties defined for each fixture next to the
fixture icons in the Preview.
Run Sequences
‣ Click the sequence in the Preset Palette and choose Preset > Start Sequence
or Preset > Stop Sequence.
Name
Blue
Green
Yellow
Red
If you run the sequence with the default settings, each step is activated once, from
top to bottom:
time
‣ Control-click the sequence and choose Get Info from the shortcut menu.
2 In the window that appears, click Options at the top and change the settings as
appropriate:
‣ Repeat: Choose how many times the sequence repeats before it stops.
Click the arrow in the text field and choose “inf” from the menu to make
the sequence repeat infinitely.
time
‣ Autoreverse: If selected, the sequence will reverse its direction after each
pass. (The repeat count must be greater than one for this to have an
effect.) If the Backwards option is selected, the first pass will be
backwards; otherwise the first pass will be forwards.
time
‣ Freeze on completion: If selected, the last step will remain active when
the sequence has finished.
time
❖ Note: The options for Pan/Tilt movements in this window are described below
in “Create Fixture Movements With Sequences”.
Sequence Timing
A sequence can either use manual timing or beat-controlled timing.
Manual Timing
When using manual timing, each step in a sequence has a hold time which
determines how long the step remains active when the sequence runs. Consider the
example from the previous section with the following hold times:
Lightkey can crossfade (or blend) between consecutive steps. During the crossfade,
fixture property values gradually change from the old to the new state. Crossfading
only works for some fixture properties: For example, Lightkey can fade between two
Dimmer or two Focus values but not between Shutter states. If a property can’t be
crossfaded its value will change instantly in the middle of the crossfade period.
The duration of a crossfade is called the fade time; it is added to the hold time. By
default the fade time is zero, so all property values change instantly as in the
previous example.
➤ Important: Fade times do not apply to smart lights. They use a fixed fade time
which can’t be changed in Lightkey.
When you use crossfading, a common technique is to set the hold times to zero, thus
creating a continuous animation. In our example, this would result in a “rainbow”
effect.
A sequence has a default hold time and default fade time. These values are initially
applied to all steps in the sequence but can be overridden for individual steps, as
described below.
❖ Note: The fade time for the last step in the sequence is only meaningful if the
sequence repeats. In this case it defines the time to blend between the last
and the first step.
When using manual timing, you can quickly change the overall speed of a sequence
through its speed rate. All hold and fade times are multiplied by this factor. Its
default value is 1.
00:00 00:02 00:04 00:06 00:08 00:10 00:12 00:14 00:16 00:18
Beat-Controlled Timing
With beat-controlled timing, you can synchronize a sequence to music. By default,
the sequence advances to the next step on each beat:
You can change how often the sequence is advanced using the beat multiplier, which
is 1 by default. For example, if you set the beat multiplier to “÷ 2”, the sequence is
advanced on each half beat:
With beat-controlled timing, you cannot set hold times, but you can still set fade
times. In this case the fade begins on each beat.
For information on how to set the beat grid, see chapter 12, “Beat Control”.
‣ Control-click the sequence and choose Get Info from the shortcut menu.
1 Select one or more steps. (Hold down the Command or Shift key as you click to
select multiple steps.) By selecting multiple steps you can change their hold or
fade times at once.
2 Click the hold or fade time (to the right of the step name). The fade time is only
visible if the sequence timing option “Individual fade times” is selected.
3 Enter a new value. You can press the Up/Down Arrow keys to increase/decrease
the time by one second. Leave the field empty to use the sequence’s default
hold or fade time.
★ Tip: When editing hold or fade times, press Tab or Shift-Tab to quickly jump to
the next or previous field.
You can change the initial hold and fade times for newly created sequences in the
Timing pane of Lightkey’s Settings or Preferences window. You can also increase the
precision (number of decimal places shown) for hold and fade times.
Change the hold and fade times for newly created sequences
2 Change the values in the fields for the sequence hold and fade time. (To revert a
value to the standard value, delete the field contents and press Return.)
As an example, consider a sequence with five steps which define positions for a
fixture:
The following graph shows when the fixture reaches the different positions if no
special options are applied. In the graph, the vertical dimension represents the
fixture position (which actually consists of two dimensions, pan and tilt). During the
crossfade periods, Lightkey linearly interpolates the fixture positions between the
previous and next step.
P5
P2
P4
P1 P3
00:00 00:02 00:04 00:06 00:08 00:10 00:12 00:14 00:16 00:18
P5
P2
P3
P4
P1
The fixture moves on the direct way from one position to the next, changing its
movement direction at each point. If you want a smoother movement instead, you can
select the option “Smooth movements”.
P5
P2
P3
P4
P1
Lightkey will calculate a curve which passes all five fixture positions at the times
determined by the steps’ hold and fade times. For example, the time it takes to move
from P1 to P2 is the sum of the first step’s hold and fade times (with this option there
is no longer a difference between hold and fade time).
The movement speed from each position to the next may vary—it depends on the
hold/fade times and the distance between the positions. In the example, P1 and P2
are relatively far apart, but the fade time is short, so the fixture moves at a high
speed. To create a uniform movement, select the option “Constant pace”.
P5
P2
P3 P4
P1
‣ Drag the item up or down in the Preset Palette. You can move items in and out
of groups and sequences (however, sequences can’t contain groups or other
sequences).
1 Select the items in the Preset Palette. Hold down the Shift or Command key to
select multiple items.
1 Click the preset, preset group, or sequence in the Preset Palette to select it.
‣ Control-click the item and choose Rename from the shortcut menu.
1 Click the preset, preset group, or sequence in the Preset Palette to select it.
2 Choose Edit > Duplicate (or press Command-Shift-D). Lightkey will create a
copy of the item below the original item.
After duplicating a preset, Lightkey will automatically begin to edit it (see “Edit a
Preset”).
‣ Hold down the Option key and drag the preset, preset group, or sequence.
Lightkey will add a copy of the item at the target location.
After duplicating a preset, Lightkey will automatically begin to edit it (see “Edit a
Preset”).
1 Click the item in the Preset Palette to select it. (Hold down the Shift or
Command key to select multiple items.)
‣ Control-click the item and choose Delete from the shortcut menu.
‣ Press Delete.
3 If the preset or sequence is part of a cue, an alert message will appear. Click
Delete to delete the item and remove it from any cues.
2 Click the symbol in the search field and choose Preset Palette from the
menu.
3 Enter the text to search for in the search field. As you type the Preset Palette is
filtered accordingly.
‣ Select the sequence in the Preset Palette, then choose Preset > Reverse
Presets or Presets > Shuffle Presets.
1 Select some steps in the same sequence. (Hold down the Shift or Command key
to select multiple items.)
An effect controls the output of a fixture property for a set of fixtures. Like “static”
property values, effects can be stored in presets, sequences, and cues, while staying
fully editable at any time. Effects can be applied to the individual beams of an LED
fixture, or across multiple fixtures.
There are three basic kinds of effects which apply to different fixture properties:
Dimmer, Color (RGB and/or additional colors), Position, Focus, Zoom, Iris,
Curve
Frost, Fog, any custom property represented by a slider
Movement Position
Curve Effects
A curve effect uses a repeating mathematical function—for example, as a sine wave
—to calculate the value of the fixture property. The output depends on the time and a
number of adjustable parameters.
Most of the fixture properties that can be controlled by curve effects consist of a
single numeric value, usually in the range 0 through 100%. In this case the result of
the mathematical function directly determines the value of the fixture property.
There are two fixture properties with more complex values which consist of multiple
components. Separate mathematical functions are used to calculate each
component which are then combined to form the value of the fixture property. These
properties are:
• Position: A position consists of the pan angle and the tilt angle.
Movement Effects
A movement effect describes the continuous pan and tilt movement of a moving light
along a predefined closed path—for example, a circle or a figure eight. A movement
path consists of two or more control points from which Lightkey interpolates the
fixture’s position at any given time.
❖ Note: This also means that you can’t create some paths which look (on the
screen) like a certain path in Cartesian coordinates. For example, you can’t
create a perfect circle because moving lights with a finite pan range can’t
(indefinitely) move in a circle. In such a situation, think about how you want
the fixture to move and create your path accordingly. Lightkey allows you to
build any movement path that can be created in a Cartesian coordinate
system.
Lightkey comes with a set of built-in movement paths which you can freely edit and
build upon. Whenever you change a built-in path, Lightkey creates a copy. Those self-
created paths are stored in the project.
Add an Effect
1 Select one or more fixtures for the effect. Make sure the fixtures’ light beams
are visible (that is, their shutters and dimmers are open).
‣ Click in the toolbar and choose a fixture property from the menu.
‣ Choose Fixture > Add Effect, then choose a fixture property (or press
Command-Option-E).
‣ Enter text in the search field at the top-right to filter the displayed
templates by name.
‣ Move the pointer over an effect template and click Add to add the effect to
the selected fixtures. You can edit the effect’s properties later.
‣ Select a fixture property and the kind of effect. The available effect types
depend on the fixture property you selected.
4 If there’s already an effect for the same fixture property, an alert message
appears.
‣ Click Overlay to overlay the new effect with the existing one. See “Overlay
Effects” later in this chapter.
Lightkey adds the effect to the selected fixtures and shows its settings in the area
below the Preview.
Edit an Effect
When a fixture property is controlled by an effect, the fixture property’s area in the
Design view shows an effect icon instead of the normal controls. You can edit an
effect’s settings at any time.
‣ Click a fixture’s name in the Preview, then select a fixture property from the
shortcut menu. Properties with an effect are marked with an icon.
‣ Click Overrides in the toolbar. The names of the overridden properties appear
next to the fixtures’ icons, and an icon marks properties with an effect. Click a
fixture property’s name to edit the effect.
When you edit an effect, Lightkey displays its settings in the area below the Preview.
They are described in the following sections.
• Fixed duration: You can choose the duration of the effect, that is, the time after
which the effect repeats. When you add an effect to a cue, the duration is
multiplied by the cue’s Speed modifier. Note that some randomized pattern
effects do not repeat and don’t have a duration.
• Beat-controlled timing: You can choose the beat multiplier, which controls how
often the effect repeats per beat. For example, if you set the beat multiplier to
“÷ 2”, the effect repeats twice during each beat. Beat synchronization is
available for curve effects and some pattern effects.
You can set the timing options in the area below the Preview:
1 Edit an effect, then click Fixture Order in the area below the Preview.
As you move the mouse pointer over an item in the menu, Lightkey shows the
resulting fixture order in the Preview.
• Left to Right: Sort the fixtures or beams from left to right as they appear
in the Preview.
• Right to Left: Sort the fixtures or beams from right to left as they appear
in the Preview.
• Top to Bottom: Sort the fixtures or beams from top to bottom as they
appear in the Preview.
• Bottom to Top: Sort the fixtures or beams from bottom to top as they
appear in the Preview.
• By Short Name: Sort the fixtures alphabetically by their short name, either
ascending or descending. Beams are sorted by their index.
• By Address: Sort the fixtures by their universe and DMX address, either
ascending or descending. Beams are sorted by their index.
• From Center: Based on the order as described above, number the fixtures
from the center to the edges. An index can be shared by two fixtures or
beams—one on each side from the center. This option can’t be used with
random order.
• Repeat: Repeat pixel indexes on every 2nd, 3rd, 4th … fixture or beam. For
example (repeat set to 3): 1 / 2 / 3 / 1 / 2 / 3 / 1 / 2 / 3 / 1 / 2 / 3.
1 Edit an effect, then click Fixture Order in the area below the Preview and
choose Select Fixtures… from the menu.
3 Click Done.
The area below the Preview contains the values for the pattern:
Duplicate a value
‣ Hold down the Option key and drag the value to the left or right.
Remove a value
‣ Drag the value outside the values area and release the mouse button.
The following section describes the available patterns and their options.
Chase
The pixels cyclically take on the predefined values.
This pattern can be beat controlled. In this case the chase is advanced on each beat
(can be adjusted with beat multiplier).
Steps per Value The number of chase steps before a pixel takes on the next value (see
examples below).
Phase Controls where the chase begins when the effect becomes active, relative
to its duration. For example, a phase of 50% makes the chase begin half
way through the duration.
This setting is especially useful when you overlay multiple effects.
Time Offset Manual timing: Controls when the pixels change to the next value. A time
offset of 0% means that all pixels change their value at the same time.
Higher offsets mean that a pixel changes its value later than the
preceding pixel (see “Edit the Fixture Order” above).
This is similar to the Delay parameter except at the beginning of the effect
(see examples below).
Delay Manual timing: Introduces a delay for each pixel to change its value,
relative to the preceding pixel. At the beginning of the effect each pixel
starts at the first value (see examples below).
Smoothness A smoothness value greater than zero lets Lightkey blend between
consecutive values (see examples below).
Pixel 1
Pixel 2
Pixel 3
Pixel 4
Pixel 5
time
Pixel 1
Pixel 2
Pixel 3
Pixel 4
Pixel 5
time
Pixel 1
Pixel 2
Pixel 3
Pixel 4
Pixel 5
time
Pixel 1
Pixel 2
Pixel 3
Pixel 4
Pixel 5
time
0%
33%
100%
time
Fill
A pattern which successively fills all pixels with a fixed value. The first value defines
the background, the remaining values are used in succession for filling.
Pixel 1
Pixel 2
Pixel 3
Pixel 4
Pixel 5
time
Rain
Produces moving streaks on a static background. The first value defines the back-
ground, the remaining values are used in succession for the streaks.
This pattern can be beat controlled. In this case a new streak is launched on each
beat (can be adjusted with beat multiplier).
Phase Controls where the pattern begins when the effect becomes active,
relative to its duration. For example, a phase of 50% makes the chase
begin half way through the duration.
This setting is especially useful when you overlay multiple effects.
Smoothness If greater than zero, each streak fades out towards the background value.
Example: A rain pattern with a background value and two foreground values
(length = 4, distance = 2, smoothness = 100%).
Pixel 1
Pixel 2
Distance
Pixel 3
Pixel 4
Pixel 5
Length
Pixel 6
Pixel 7
Pixel 8
Pixel 9
time
Sparkle
Random pixels light up on a static background. The first value defines the
background, the remaining values are used for the “sparkles”.
Smoothness If greater than zero, each sparkle fades out towards the background
value.
Use values as palette If selected, each sparkle will pass thru all values (except the background
value) during its lifetime. In other words, the values act like a color
palette for colorizing the sparkles.
Otherwise, each sparkle uses one of the non-background values (in
succession) and fades out towards the background value.
Example: A sparkle pattern with a background color and four foreground colors
(smoothness = 100%). The locations of new sparkles are chosen randomly.
Lifetime
Pixel 1
Pixel 2
Pixel 3
Pixel 4
Pixel 5
time
Fire
Resembles a burning flame. The values are interpreted as a color palette for the fire,
with the “hottest” values towards the right. This pattern looks best on LED strips with
20 or more pixels.
Sparking Controls how fast a flame cools down. More cooling means shorter
flames.
Cooling Controls how often a new spark will ignite at the bottom of the fire. A
higher value makes the fire more active.
Jellyfish
Generates a pattern of elements which move along the pixels while pulsating like a
jellyfish. The first value defines the background, the remaining values are used for
the “jellyfish”. This pattern looks best on LED strips with 20 or more pixels.
Smoothness Controls how the jellyfish fade out towards the edges.
Use values as palette If selected, the values (except the background value) are used as a color
palette for colorizing the jellyfish.
Otherwise, each jellyfish uses one of the non-background values (in
succession) and fades out towards the background value.
‣ Press the pointer over the curve and drag up or down to move the curve
vertically. You can also press the Up/Down Arrow keys.
‣ Press the pointer over the curve and drag left or right to move the curve
horizontally. You can also press the Left/Right Arrow keys.
‣ To change the curve’s high (maximum) or low (minimum) values, move the
pointer over the curve area and drag one of the markers at the top and bottom
of the curve.
‣ To resize a curve segment, move the pointer over the curve area and drag one
of the horizontal section markers (some curve types only).
‣ To flip the curve vertically, Control-click the curve area and choose Flip
Vertically from the shortcut menu.
‣ To reset the curve’s position and scaling, Control-click the curve area and
choose Reset Curve from the shortcut menu.
Divider Divides the duration into equal subdivisions and applies the function to
each subdivision. This is useful when there are multiple curves (for fixture
properties with multiple components).
Time Offset Time offset between two consecutive fixtures (or beams), in percent of the
duration. For example, with a duration of 10 seconds and a time offset of
5%, the second fixture will perform the effect 0.5 seconds later than the
first, the third fixture will be 1 second later than the first, and so on. See
“Edit the Fixture Order” above.
Some options are available for the Position property only. To change them, click the
Options button in the lower-left.
Mirror pan If you use the “From Center” fixture order option (see “Edit the Fixture
Mirror tilt Order” above), Lightkey can “mirror” the pan and/or tilt angles on one
side of the center (that is, reverse their sign). Here’s an example of
mirrored pan angles: –30° / –15° / 0° / +15° / +30°.
Relative If you select this option, the effect’s pan and tilt values are added to the
pan/tilt values defined elsewhere. For example, you could have two cues
active at the same time: One cue defines “absolute” positions for some
fixtures and the other adds a relative effect “on top”.
When you edit a movement path later, the changes will affect all effects and fixtures
to which the path was applied. You can prevent this by duplicating the path before
editing it. When you begin editing a built-in path it is automatically duplicated.
Duplicate a path
‣ Control-click a path and choose Duplicate from the shortcut menu, then type a
name for the new path and press Return.
‣ Control-click a path and choose Rename from the shortcut menu. Type the new
name and press Return.
‣ Control-click a path and choose Delete… from the shortcut menu. In the dialog
that appears, click Delete.
Time Offset Time offset between two consecutive fixtures, in percent of the duration.
For example, with a duration of 10 seconds and a time offset of 5%, the
second fixture will perform the movement 0.5 seconds later than the first,
the third fixture will be 1 second later than the first, and so on. See “Edit
the Fixture Order” above.
Pan Offset Adds an offset (in degrees) to the pan angle between two consecutive
fixtures. For example, if the pan offset is 10° then the pan angle of the
second fixture will always be 10° larger than the pan angle of the first,
and the pan angle of the third fixture will be 20° larger than the pan angle
of the first, and so on. See “Edit the Fixture Order” above.
Tilt Offset Adds an offset (in degrees) to the tilt angle between two consecutive
fixtures.
Additional options are shown when you click the Options button in the lower-left:
Mirror pan If you use the “From Center” fixture order option (see “Edit the Fixture
Mirror tilt Order” above), Lightkey can “mirror” the pan and/or tilt angles on one
side of the center (that is, reverse their sign). Here’s an example of
mirrored pan angles: –30° / –15° / 0° / +15° / +30°.
Relative If you select this option, the effect’s pan and tilt values are added to the
pan/tilt values defined elsewhere. For example, you could have two cues
active at the same time: One cue defines “absolute” positions for some
fixtures and the other adds a relative effect “on top”.
You can edit any of the built-in and self-created movement paths—for example, you
can move, add, or remove points and flip or transform the path. When you begin to
edit a built-in path, a copy is created.
Whenever you make a mistake as you edit a path, you can choose Edit > Undo to
undo the last change.
Control points can be selected, indicated by a green or red color. When a point is
selected, the fixture moves to the position represented by the point, and follows it as
you move the point. When you clear the selection, the fixture resumes to move along
the path, starting at the point that was previously selected.
Starting point
‣ Press the Tab key to select the following point in path order, or Shift-Tab to
select the preceding point.
‣ Press the Esc key or click in a blank part of the position control to clear the
selection.
‣ Drag the point with the mouse. As you drag, you can use the following modifier
keys:
‣ To keep the current pan angle, hold down the Command key.
‣ To keep the current tilt angle, hold down the Shift key.
‣ Place the pointer over the position control and scroll up or down to change
the pan angle. Hold down the Command key as you scroll to change the tilt
angle instead. (If this doesn’t work, choose Lightkey > Settings… (or
Preferences…), click Gestures, and make sure “Scrolling changes slider
and HUD values” is selected.)
‣ Press the Left/Right Arrow keys to increase/decrease the pan angle by 1°.
‣ Hold down the Shift key and press the Left/Right Arrow keys to increase/
decrease the pan angle by 10°.
‣ Press the Up/Down Arrow keys to increase/decrease the tilt angle by 1°.
‣ Hold down the Shift key and press the Up/Down Arrow keys to increase/
decrease the tilt angle by 10°.
To deal with fixtures whose pan range exceeds 360° or to apply negative tilt angles,
you can use the techniques described in “Position” in chapter 8, “Fixture Properties”.
‣ If the path has connection lines between the points (curve and line types),
double-click anywhere on a connection line.
‣ If the path has no connection lines (points type), double-click anywhere in the
position control.
‣ You can also Control-click a point and choose Insert Point from the shortcut
menu. This will insert a control point between the clicked point and the next.
‣ Control-click a point and choose Delete Point from the shortcut menu.
‣ Control-click a point and choose Make Starting Point from the shortcut menu.
• By changing their pan values: This will move the points around the center.
• By changing their tilt values: This will change the points’ distance from the
center.
Likewise, you can “scale” the path in the same two dimensions. Finally, you can “flip”
the pan or tilt angles of the points in the path, which reverses their signs.
‣ Hold down the Shift key and drag around the center of the position control
to change the pan values.
‣ Hold down the Command key and drag away from the center or towards
the center of the position control to change the tilt values.
‣ If you press neither the Shift nor Command keys as you drag, Lightkey will
change either the pan or tilt values, depending on the mouse movement.
‣ Place the pointer over the position control and scroll up or down to change
the pan angles. Hold down the Command key as you scroll to change the
tilt angles instead. (If this doesn’t work, choose Lightkey > Settings… (or
Preferences…), click Gestures, and make sure “Scrolling changes slider
and HUD values” is selected.)
‣ Hold down the Shift key and press the Left/Right Arrow keys to increase/
decrease the pan angles by 10°.
‣ Press the Up/Down Arrow keys to increase/decrease the tilt angles by 1°.
‣ Hold down the Shift key and press the Up/Down Arrow keys to increase/
decrease the tilt angles by 10°.
3 Drag one of the four green handles at the edges of the path outline to scale the
path. Hold down the Option key as you resize the path from its center.
‣ Click Options and choose Flip Pan Values or Flip Tilt Values from the menu.
Path Types
There are three different ways how Lightkey can interpolate the path positions
between the control points. The following graphs illustrate these types for a
movement path with four control points. In the graphs, the vertical dimension
represents the fixture position (which actually consists of two dimensions, pan and
tilt).
• Smooth: The fixture moves smoothly between the control points. The time for
moving from one point to the next depends on the distance between the points.
Duration
• Line: The fixture moves on the direct way from one control point to the next,
changing its movement direction at each control point. The time for moving
from one point to the next depends on the distance between the points.
Duration
Duration
‣ Click Options and choose Curve, Lines, or Points from the menu.
When you copy and paste an effect the new effect is independent of the original one.
If you want to add more fixtures to an effect instead, see “Edit the Fixture Order”
earlier in this chapter.
1 Click the name of a fixture with an effect and choose Copy Properties from the
shortcut menu, then choose a fixture property. An icon marks properties with
an effect.
2 Select one or more fixtures you want to apply the effect to.
3 Click one of the fixtures’ names and choose Paste Properties from the shortcut
menu.
Delete an Effect
When you delete an effect, it is removed from all fixtures. If you want to remove
individual fixtures from an effect instead, see “Edit the Fixture Order” earlier in this
chapter.
‣ While you’re editing an effect, click the effect’s name below the Preview and
choose Delete from the menu.
‣ If the fixture property appears in the Design view, select the fixtures and then
click the blue dot to the left of the property’s name in the Design view.
‣ Click in the toolbar or choose Fixture > Clear Properties for All Fixtures (or
press Command-Shift-Delete). This will also remove any other overridden
properties from all fixtures.
Overlay Effects
You can overlay multiple effects for the same fixture property to create entirely new
looks. If there are multiple effects for a fixture property, Lightkey adds their output
values to determine the final output. If the values are colors, Lightkey uses the
“screen” blend mode to blend the output colors of the individual effects.
Effect 1
Effect 2
Result
1 Select one or more fixtures with an effect. Choose Fixture > Add Effect and
choose a fixture property, then select a new effect for the same property (see
“Add an Effect” earlier in this chapter).
1 Edit an effect.
2 Click the effect’s name below the Preview and choose Duplicate from the menu.
A second effect is added with the same parameters. You can now modify the new
effect’s settings.
‣ Click the edited effect’s name below the Preview and choose a different effect
from the menu.
1 Edit an effect.
2 Click the effect’s name below the Preview and choose Save as Template… from
the menu.
1 Choose Fixture > Add Effect, then choose a fixture property to open the Effects
Chooser.
2 Control-click an effect template and choose Rename from the shortcut menu.
1 Choose Fixture > Add Effect, then choose a fixture property to open the Effects
Chooser.
2 Control-click an effect template and choose Delete… from the shortcut menu.
Although the Live view is the central place for controlling your show, it is still
possible to override fixture properties on the fly or activate presets and sequences.
Overridden fixture properties always take precedence over active cues, presets, and
sequences.
★ Tip: If you have a second display connected to your computer, you can show
the Live view on the second display. See “Dual Windows” in chapter 6, “The
Lightkey Window”, for more information.
‣ Click Live at the top of the Live view and choose Manage Live Pages… from
the menu (or press Command-Shift-Option-L).
‣ To add a control panel or cuelist: Click and choose an item from the
menu. Enter a name for the new page and press Return.
‣ To rename a page: Select the page, then click and choose Rename
from the menu. Alternatively, select the page and click its name. Type a
new name and press Return.
‣ To change a page’s fade time: Select a page and click in the Fade Time
column. Type a new value and press Return.
‣ To delete a page: Select the page and click or press the Delete key,
then click Delete in the dialog that appears.
3 Click Done.
‣ Click Live at the top of the Live view, then select a page from the menu.
You can change the default fade time which is used for new Live pages. Changing this
value will not affect existing pages.
Control Panels
A control panel can contain an unlimited number of buttons which you can freely
arrange, resize, attach, and place in frames. Each button is associated with a cue.
• Fader: A fader lets you control a cue’s intensity between 0% and 100%, like on a
traditional lighting console. The intensity determines to what degree a cue
affects the fixtures’ properties. There are horizontal and vertical faders.
See “Live View Pages” earlier in this chapter to learn how to create a control panel.
‣ To enter edit mode, click Edit at the top-right of the Live view. To exit edit mode,
click Done.
‣ Control-click a blank part of the control panel and choose Edit Control Panel
from the shortcut menu.
‣ Hold down the Command key and double-click a blank part of the control panel.
While the control panel is in edit mode, a grid is shown in the background which
helps you to align buttons and faders. The remainder of this section assumes that the
control panel is in edit mode.
In edit mode you can hold down the Space bar and drag to pan the control panel area.
Create a Button
When you create a button, Lightkey automatically adds the active presets and
sequences to its cue. If there are any overridden fixture properties, it also adds a
special preset named “Ad hoc properties” which contains those properties. This
preset is special because it doesn’t appear in the Preset Palette.
Add a button
‣ Control-click a blank part of the control panel and choose New Button
from the shortcut menu.
‣ While the control panel is in edit mode, click at the top-right of the Live
view.
3 Drag presets and sequences from the Preset Palette to the upper part of the
cue inspector.
4 Edit the button’s other properties in the inspector, as described in “Edit Cue
Contents and Options” later in this chapter.
‣ Select one or more presets and/or sequences in the Preset Palette and drag
them to a blank part of the control panel. Drag the presets or sequences onto a
frame (but not onto a button) to create a new button inside the frame.
2 Drag the presets or sequences to a blank part of the control panel. Hold down
the Command key when the pointer is over the control panel.
Lightkey creates a new button for each dragged object, containing just this
object.
‣ While the control panel is in edit mode, click T at the top-right of the Live
view.
‣ Control-click a blank part of the control panel and choose Insert Text from
the shortcut menu.
3 Double-click the text label to begin editing, then type. To start a new line, press
Option-Return.
Select Objects
The following actions pertain to both buttons and text labels.
‣ To select additional objects, hold down the Shift key and click each object.
‣ To remove an object from the selection, hold down the Shift key and click the
selected object.
‣ To select multiple objects at once, press the mouse button over a blank part of
the control panel and drag it over the objects. (Hold down the Option key to
select outward from the starting point.)
‣ To add or remove multiple objects to/from the selection, hold down the Shift
key, press the mouse button over a blank part of the control panel, and drag it
over the objects.
‣ To select all objects in the control panel, choose Edit > Select All (or press
Command-A).
‣ To deselect all objects in the control panel, choose Edit > Deselect All (or
press Command-Shift-A or Esc) or click a blank part of the control panel.
Move Objects
You can freely arrange buttons and text labels in the control panel.
‣ Press the mouse button over an object and drag it to a new location. To move
multiple objects, select the objects and then drag them to a new location.
By default, objects snap to the grid in the background as you drag. Lightkey also
shows smart alignment guides that help you to precisely align them.
‣ To disable alignment guides and grid snapping, hold down the Control key as
you drag.
‣ To move the objects by one grid unit, select the objects and press one of the
arrow objects. To move objects by five units, hold down the Shift key and then
press an arrow key.
Attach Buttons
By default you can activate as many buttons as you like, independent of each other.
You can attach a number of buttons so they form a group where only one button can
be active at a time.
Front Lights
Slow Movement
Back Lights
By default buttons Fast Movement Attach buttons to
are activated create a group
independently Spots Ballyhoo where only one can
be active at a time
Stage Center
House Lights
Attach buttons
‣ Move two or more buttons together so their borders touch (see “Move Objects”
above).
Resize Objects
You can freely resize the buttons and text labels in a control panel. You can even
resize multiple objects at once.
Resize objects
‣ Select one or more objects and then drag one of the blue selection handles. To
resize the objects in one direction, drag a side handle instead of a corner
handle.
‣ To resize the objects from their center, press the Option key as you drag.
Rename a Button
1 Click the button to select it.
‣ Select the button and choose Edit > Rename (or press Return).
‣ Control-click the button and choose Rename from the shortcut menu.
Duplicate Objects
1 Done one of the following:
‣ Select the object and choose Edit > Duplicate (or press Command-Shift-
D).
‣ Control-click the object and choose Duplicate from the shortcut menu.
2 After duplicating a button, type a name for the new button and then press
Return.
‣ Select the object(s) and choose Edit > Cut or Edit > Copy (or press Command-
X or Command-C).
‣ Control-click an object and choose Cut or Copy from the shortcut menu.
‣ Control-click anywhere in the control panel and choose Paste from the shortcut
menu.
Delete Objects
1 Click an object to select it. (Hold down the Shift or Command key to select
multiple objects.)
‣ Control-click the object and choose Delete from the shortcut menu.
‣ Press Delete.
Frames
You can enclose related buttons in a frame and assign a title to it. Frames can serve
several purposes:
• You can add Previous/Next controls which activate the buttons in the frame in
sequential order.
• You can add modifiers to a frame which change the output of the contained
cues. See “Edit Modifiers” later in this chapter.
Create a frame
‣ Drag one or more buttons onto a frame and release the mouse button.
‣ Drag one or more buttons over a frame and rest the mouse until the frame
flashes. The frame is extended to include the dragged buttons, and you can
continue to drag them to their final position.
‣ Select one or more buttons and choose Live > Remove from Frame.
‣ Control-click a button and select Remove from Frame from the shortcut menu.
Remove a frame
‣ Click a blank part of the frame to select it, then press Delete.
‣ Control-click a blank part of the frame and choose Delete from the shortcut
menu.
‣ Click a blank part of the frame to select it, then click the frame’s title.
‣ Click a blank part of the frame to select it and choose Edit > Rename (or
press Return).
‣ Control-click a blank part of the frame and select Rename from the
shortcut menu.
‣ Click a blank part of the frame to select it and choose Live > Get Info.
The frame inspector appears on the right side of the control panel.
Two arrow buttons appear in the top-right corner of the frame which activate
the previous or next button, respectively. The order is determined by the
locations of the buttons in the frame.
Like buttons, frames have a priority which is relevant if multiple cues define the
same fixture properties. See “Output Order of Precedence” later in this chapter for
more information.
‣ Click a blank part of the frame to select it and choose Live > Get Info.
‣ Control-click a blank part of the frame and select Get Info from the
shortcut menu.
The frame inspector appears on the right side of the control panel.
2 Select a value from the Priority pop-up menu in the frame inspector.
‣ Choose Edit > Font > Show Fonts. Select a font, font size, and other
options in the Font window.
‣ Choose Edit > Font > Bold, Italic, or Underline to change the text style.
‣ Choose Edit > Alignment, then choose one of the options in the submenu
to change the text alignment.
Cuelists
Use a cuelist when you want to recall cues in a fixed order during a show. It contains
a sequence of cues which can be arranged in groups for a better overview. Cuelists
are best used if you want to preprogram an entire show with no or minimal
interventions during the show.
Only one cue in a cuelist can be active at a time. During a show, you advance to the
next cue by pressing the Space bar or performing a manual fade. Or you can define a
time after which the next cue should automatically be activated. The next cue can
activate immediately or with a crossfade.
It is often useful to number your cues so you can quickly refer to them. To do this
simply add a number before the cues’ names, e.g. “001 My cue”. When you add a new
cue or duplicate a cue, Lightkey will automatically increment the number for the new
cue.
See “Live View Pages” earlier in this chapter to learn how to create a cuelist.
Create a Cue
When you create a cue, Lightkey automatically adds the active presets and
sequences to the cue. If there are any overridden fixture properties, it also adds a
special preset named “Ad hoc properties” which contains those properties. This
preset is special because it doesn’t appear in the Preset Palette.
‣ Click next to an item in the cuelist. A new cue is inserted below the
item. (To insert a cue above the clicked item, hold down the Shift key as
you click .)
‣ Choose Live > New Cue (or press Command-Plus). A new cue is inserted
below the selection, or at the end of the cuelist if no items are selected.
‣ Control-click anywhere in the cuelist and choose New Cue from the
shortcut menu. A new cue is inserted below the clicked item.
When the cue has been added, the cue inspector appears to the right of the
cuelist, showing the cue’s contents and other options.
3 Drag presets and sequences from the Preset Palette to the upper part of the
cue inspector.
4 Edit the cue’s other properties in the inspector, as described in “Edit Cue
Contents and Options” later in this chapter.
‣ Select one or more presets and/or sequences in the Preset Palette and drag
them to a blank part of the cuelist or in between two rows.
2 Drag the presets or sequences to a blank part of the cuelist or in between two
rows. Hold down the Command key when the pointer is over the cuelist.
Lightkey creates a new cue for each dragged object, containing just this object.
‣ Choose Live > New Group (or press Command-Shift-Plus). A new group
is inserted below the selection, or at the end of the cuelist if no items are
selected.
‣ Control-click anywhere in the cuelist and choose New Group from the
shortcut menu. A new group is inserted below the clicked item.
1 Select some items in the cuelist. (Hold down the Shift or Command key to select
multiple items.)
‣ Choose Live > New Group From Selection (or press Command-Shift-
Option-Plus).
‣ Control-click one of the items and choose New Group From Selection
from the shortcut menu.
Cuelist Timing
Each cue in a cuelist can have a hold time after which the cue is deactivated and the
next cue is activated (possibly with a crossfade) when you play back the cuelist.
Alternatively you can click a button or press the Space bar to advance to the next cue.
In addition, each cue has a fade time which determines the duration of the crossfade
to the next cue. If the fade time is zero then the next cue is activated instantly.
➤ Important: Fade times do not apply to smart lights. They use a fixed fade time
which can’t be changed in Lightkey.
If a cue contains one or more sequences with a fixed loop count, Lightkey will
automatically proceed to the next cue in the cuelist when all sequences have finished
(even when the cue has no hold time or when the hold time has not yet elapsed).
1 Select one or more cues. (Hold down the Command or Shift key as you click to
select multiple cues.) By selecting multiple cues you can change their hold or
fade times at once.
2 Click in the Hold Time or Fade Time column and type a new value. You can also
use the following keyboard shortcuts:
Leave the hold time field empty if you want to advance to the next cue manually.
★ Tip: When editing hold or fade times, press Tab or Shift-Tab to quickly jump to
the next or previous field.
You can also change hold and fade times in the cue inspector. See “Edit Cue Timing
Options” later in this chapter.
➤ Important: Manual crossfading does not apply to smart lights. They use a
fixed fade time which can’t be changed in Lightkey.
❖ Note: You can bind the Xfade slider to an external hardware fader. See
chapter 16, “External Control”, for more information.
Each cue has a checkbox to the left of its name. To skip a cue during playback, you
can deselect its checkbox.
Organize Cues
Here are ways to organize cues in a cuelist.
1 Select the items in the cuelist. Hold down the Shift or Command key to select
multiple items.
‣ Control-click the item and choose Rename from the shortcut menu.
Renumber cues
1 Rename the first of the cues that you would like to renumber and add a number
before its name, for example, “010 My cue”. This determines where the cue
numbers begin.
2 Select all cues that you would like to renumber, including the cue you just
changed.
‣ Control-click one of the cues and choose Renumber from the shortcut
menu.
Lightkey adds increasing numbers before the names of the cues (or updates
any existing numbers).
‣ Hold down the Option key and click next to an item in the cuelist.
1 Select the items in the cuelist. (Hold down the Command or Shift key as you
click to select multiple items.)
‣ Control-click one of the items and choose Duplicate from the shortcut
menu.
1 Select the items in the cuelist. Hold down the Command or Shift key and click to
select multiple items.
2 Hold down the Option key and drag the items up or down.
1 Select the items in the cuelist. (Hold down the Command or Shift key as you
click to select multiple items.)
‣ Control-click one of the items and choose Delete from the shortcut menu.
‣ Press Delete.
‣ Select the items in the cuelist and choose Edit > Cut or Edit > Copy (or press
Command-X or Command-C).
‣ Control-click a cue or group and choose Cut or Copy from the shortcut menu.
2 Click the symbol in the search field and choose Cuelist from the menu.
3 Enter the text to search for in the search field. As you type the cuelist is filtered
accordingly.
‣ Control-click a button and choose Get Info from the shortcut menu.
‣ While the control panel is in edit mode, select one or more buttons and choose
Live > Get Info (or press Command-I).
‣ Select one or more cues and choose Live > Get Info (or press Command-I).
‣ Hold down the Command key and click the cue’s name.
‣ Control-click a cue and choose Get Info from the shortcut menu.
1 Make sure that only a single cue is selected. (You cannot edit the contents of
multiple cues.) The contents are shown in the upper part of the cue inspector.
‣ To add a preset or sequence to the cue, drag it from the Preset Palette to
the upper part of the cue inspector.
‣ To remove a preset or sequence from the cue, click the object in the cue
inspector and press Delete. Alternatively, place the pointer over the object
and swipe left, then click Remove.
‣ To edit a preset in a cue, move the pointer over the preset in the cue
inspector and click Edit, or double-click the preset. See “Edit a Preset” in
chapter 9, “Presets and Sequences”.
‣ Drag one or more presets or sequences from the Preset Palette to a button in a
control panel or to a cue in a cuelist.
‣ Hold down the Command and Option keys and click a button in a control panel
or a cue’s name in a cuelist.
‣ Select a button in a control panel (this assumes that the control panel is in edit
mode) or a cue in a cuelist, then choose Live > Show Properties.
Lightkey will display the names of the properties defined for each fixture next to the
fixture icons in the Preview.
‣ Select a button in a control panel (this assumes that the control panel is in
edit mode) or a cue in a cuelist, then choose Live > Edit Ad Hoc
Properties.
An item which represents the ad hoc properties is added to the Preset Palette
while the properties are being edited.
2 Make changes to the fixture properties. (See chapter 8, “Fixture Properties”, for
more information.)
3 Click Update next to the “Ad hoc properties” item in the Preset Palette or in the
toolbar (or press Return). (To discard your changes and return to the preset’s
previous state, hold down the Option key and click Cancel or choose Preset >
Cancel Editing).
After editing, the item for the ad hoc properties disappears again from the Preset
Palette.
Alternatively you can merge the currently overridden fixture properties into the ad
hoc properties of one or more cues. This technique is especially useful when you
want to change the ad hoc properties of multiple cues at once.
1 Select one or more fixtures and change their properties. (See chapter 8,
“Fixture Properties”, for more information.) Fixtures with overridden properties
display a blue dot to the left to their name in the Preview.
‣ Select one or more buttons in a control panel (this assumes that the
control panel is in edit mode) or one or more cues in a cuelist, then choose
Live > Add Overrides.
➤ Important: Fade times do not apply to smart lights. They use a fixed fade time
which can’t be changed in Lightkey.
1 Open a cue’s inspector (as described earlier in this section) and scroll to
Timing.
• Fade-In, Fade-Out (control panels only): Controls the time for fading the
cue in or out when you activate or deactivate it. Set this to zero to
(de-)activate the cue instantly.
• Hold, Fade (cuelists only): The cue’s hold and fade times. See “Cuelist
Timing” earlier in this chapter for more information.
If you’re using a cuelist, you can also change hold and fade times directly in the
cuelist. See “Cuelist Timing” earlier in this chapter.
You can change the initial hold and fade times for newly created cues in the Timing
pane of Lightkey’s Settings or Preferences window. You can also increase the
precision (number of decimal places shown) for hold and fade times.
Change the hold and fade times for newly created cues
2 Change the values in the fields for the cue hold and fade time. (To revert a value
to the standard value, delete the field contents and press Return.)
1 Open the inspector for a button in a control panel and scroll to Button.
• Behavior: Allows you to choose how a push button activates its cue. There
are two options:
• Toggle: Clicking the button once activates the cue, clicking it again
deactivates the cue.
• Flash: The cue is activated when you press the mouse button over the
button and deactivated when you release the mouse.
• Color: Allows you to choose the color in which the button appears in the
Live view. If you choose Automatic, Lightkey tries to find a color based on
the cue’s contents.
• Show Fonts: Change the font of the button’s title. Only available in edit
mode.
Lightkey can also activate one or more buttons just before you quit the
application or close the project. Their cues will be active for 0.5 seconds,
which is useful to turn your fixtures off: Simply define a cue which sets the
intensity to 0% for all fixtures. The cue may also do things like move your
moving lights to their home positions etc.
Edit Modifiers
A modifier is a parameter which alters the output of one or more cues in some way.
You can quickly change modifier values in the Live view or with an external controller
while you run your show.
You can add modifiers to a single cue or to a frame. Frame modifiers apply to all cues
in the frame, similar to a “submaster”.
Modifiers are applied to the final output of the cue, whether it comes from fixture
properties defined in the cue, sequences in the cue, fanning, or effects. For example,
they can change the result of a movement or color effect while the effect is running.
This makes modifiers a powerful way to change a cue’s look on the fly.
Some modifiers are multiplied with the value of a fixture property. Here’s an example
showing the results of the Dimmer modifier at 150%:
FX1 50 % 75 %
FX2 40 % 60 %
If a modifier is present in a button and its enclosing frame, both modifiers are applied
to the output. For example, if a cue’s Pan Angle modifier has a value of +50° and the
enclosing frame’s modifier has a value of –20° then the pan angles are shifted by
+30°.
• Speed: Affects the speed of the cue. For example, setting the speed to 2.0×
makes the cue run at twice the normal speed.
You can choose exactly which aspects of the cue are affected by the modifier.
For example, you may want to control the speed of a movement effect but not
the gobo rotation speed. See below for more information.
Setting the Speed modifier to 0 pauses the cue, and changing it to a positive
value resumes seamlessly from where it left off.
The modifier is multiplied with the sequence’s or effect’s own beat multiplier.
For example, if a cue contains a sequence whose beat multiplier is “÷ 2”, and
the cue’s Beat Multiplier modifier is set to “× 6”, then the resulting multiplier is
“× 3” (the sequence advances on every third beat). However, the resulting
multiplier can never be smaller than “÷ 12” or higher than “× 12”.
• Time Offset: The modifier value is added to the Time Offset parameter of any
chase pattern, curve, and movement effects in the cue.
• Fade Time: Extends or shortens a cue’s fade times. For example, a modifier
value of 200% doubles the fade time, and a value of 0% disables fading.
• Dimmer: The Dimmer values in the cue are multiplied by the modifier.
• Color Temperature: The modifier value (between −5000K and +5000K) is added
to the color temperatures in the cue.
• Green Saturation: The modifier value (between −100% and +100%) is added to
the green saturation values in the cue.
• Xfade to Color: The xfade to color values in the cue are multiplied by the
modifier.
• Pan Angle, Tilt Angle: The modifier values (between −180° and +180°) are
added to the pan and tilt angles defined in the cue.
• Focus: The focus values in the cue are multiplied by the modifier.
• Zoom Angle: The zoom angles in the cue are multiplied by the modifier.
• Iris Size: The iris sizes in the cue are multiplied by the modifier.
• Frost Amount: The frost amounts in the cue are multiplied by the modifier.
• Fog Amount: The fog amounts in the cue are multiplied by the modifier.
You can choose which aspects of the cue are affected by the Speed modifier:
• Sequence Speed: Affects the speed of any sequences in the cue with manual
timing.
• Effect Speed: Affects the speed of any effects in the cue with manual timing.
• Rainbow Speed: Affects the speed of any rainbow effects (color wheel rotation).
• Infinite Pan/Tilt Speed: Affects the speed of any infinite pan or tilt movement.
• Gobo Change Speed: Affects the gobo change speed (gobo wheel rotation).
1 Open the inspector for a cue or frame (as described earlier in this section) and
scroll to Modifiers.
2 Select the modifiers you would like to control. If you selected a cue, only
modifiers which apply to the cue are enabled (for example, Pan Angle is only
available if the cue defines the Position property for at least one fixture).
3 To select which aspects are affected by the Speed modifier, click Options and
choose items from the menu. If you selected a cue, only options which apply to
the cue are enabled (for example, Gobo Rotation Speed is only available if at
least one fixture in the cue has a rotating gobo).
You can set default values for modifiers which will be applied at startup. To use
default values, make sure the option “Restore active cues, modifiers, and Master
Dimmer“ is not selected in the Settings/Preferences window. See “Startup State”
later in this chapter.
2 Press the mouse button over a modifier’s icon and drag up or down to set the
modifier’s value.
3 Control-click the modifier and choose Set as Default Value from the shortcut
menu.
❖ Note: All actions in this section can also be performed through external
hardware, such as a MIDI controller, or through custom keyboard shortcuts.
See chapter 16, “External Control”, for more information.
While the cue is active, the button’s color changes to reflect its state.
Depending on the cue’s options, the cue will either activate/deactivate instantly or
fade in and out (see “Edit Cue Options” earlier in this chapter). If the button is
attached to other buttons, their cues will be deactivated.
‣ Drag the fader to the very left (or bottom) to deactivate the cue, or to the very
right (or top) to fully activate the cue. The fader values in between gradually
change the cue’s intensity.
Cues generally remain active until you deactivate them, except for the following
cases where Lightkey automatically deactivates cues:
• If you activate a button that is attached to other buttons, then the other buttons
are automatically deactivated. (See “Attach Buttons” earlier in this chapter for
more information.)
Moving Lights
Slow Movement
Fast Movement
Ballyhoo
‣ Click the arrows at the top-right of the frame to activate the previous or next
button. The order is determined by the locations of the buttons.
Change Modifiers
Modifiers are a convenient and powerful way to alter the output of a cue during a
show. They can be added to individual cues or an entire frame, in which case they
affect all cues in the frame.
Ballyhoo
‣ Press the mouse button over the modifier’s icon, then drag the mouse up or
down.
‣ Hold down the Shift key as you drag to change the modifier in coarse steps.
‣ To disable snapping to the neutral value, hold down the Control key.
Each modifier has a neutral value where it doesn’t change the output of the cue, and
a customizable default value which may be different from the neutral value.
‣ Control-click the modifier’s icon and choose Reset to Neutral Value or Reset to
Default Value from the shortcut menu.
❖ Note: The actions in this section can also be performed through external
hardware, such as a MIDI controller, or through custom keyboard shortcuts.
See chapter 16, “External Control”, for more information.
Control Playback
During playback, the name of the active cue is displayed in the center area of the
toolbar.
Start playback
‣ Click .
Lightkey will activate the first cue in the cuelist. If the cue has a hold time, it will
begin to run.
‣ Click . When playback is paused, the hold time of the current cue stops
running. Pausing has no effect unless the current cue has a hold time.
Lightkey will activate the next cue (possibly with a crossfade). If there is no next
cue, the current cue will be deactivated.
‣ Click .
Manual Crossfading
Instead of setting fixed fade times for each cue, you can use the Xfade slider to
perform manual crossfades. This gives you full control over the fade speed and is
especially useful with a hardware controller. “Manual Crossfading” earlier in this
chapter explains how to show the Xfade slider.
‣ Drag the Xfade slider from its current position to the opposite end.
This starts a crossfade from the current cue to the next, regardless of the cue’s
fade time. The crossfade ends when the slider has reached the opposite
endpoint. If you move the slider all the way back to the original endpoint while
the fade is in progress you can cancel the crossfade.
After the crossfade has completed, move the Xfade slider in the opposite direction to
begin the next crossfade.
‣ Double-click a cue.
‣ Control-click a cue and choose Activate With Fade from the shortcut menu. This
fades to the cue according to the previous cue’s fade time.
2 Start typing the name of the desired cue. (If you use cue numbers, simply type
the cue’s number.)
3 When the completed name matches the cue that you want to select, click Go.
(Hold down the Option key to enable crossfading.)
Change Modifiers
Modifiers are a convenient and powerful way to alter the output of a cue during a
show.
‣ Press the mouse button over the modifier’s icon to the right of the cue name,
then drag the mouse up or down.
‣ Hold down the Shift key as you drag to change the modifier in coarse steps.
‣ To disable snapping to the neutral value, hold down the Control key.
Each modifier has a neutral value where it doesn’t change the output of the cue, and
a customizable default value which may be different from the neutral value.
‣ Control-click the modifier’s icon and choose Reset to Neutral Value or Reset to
Default Value from the shortcut menu.
Blind Mode
Blind mode allows you to make changes without affecting the DMX output. You can
still see the results of your changes in the Preview. Once you exit blind mode, all
changes are applied to the DMX output at once.
‣ Click in the toolbar or choose View > Blind Mode (or press Command-B).
‣ Click in the toolbar or choose View > Blind Mode (or press Command-B).
❖ Note: You can also enter or exit blind mode through external hardware, such
as a MIDI controller, or through custom keyboard shortcuts. See chapter 16,
“External Control”, for more information.
Freeze Output
When you freeze the output, Lightkey stops updating the DMX output and the
Preview. This pauses any running cuelists, sequences, and effects.
‣ Click in the toolbar or choose View > Freeze Output (or press Command-
Period).
‣ Press and hold the mouse button over the button in the toolbar. Release the
mouse button to unfreeze the output.
When you unfreeze the output, cuelists, sequences, and effects will continue to run
seamlessly from where they left off.
Startup State
By default, Lightkey presents the same default state each time you start the
application or open a project:
• No presets, sequences, or cues are active except for the cues you chose to be
active at startup (see below).
This behavior is useful if you want to start with a “clean slate”, regardless of how the
project was left after the last performance.
You can tell Lightkey to automatically activate one or more control panel buttons at
startup. (This is not available in cuelists.) See “Edit Button Appearance and Behavior”
earlier in this chapter.
Alternatively, you can tell Lightkey to remember the state before quitting or closing a
project. This will restore the selected live page, active cues, modifier values, and
Master Dimmer. In this case the “Activate at startup” option for cues is ignored.
3. If a control panel is selected: Active cues in the control panel, in the following
order:
• If the cues are enclosed in frames, the frame with the highest priority
wins.
• If the cues are in the same or no frame, the cue with the highest priority
wins.
• If the cues have equal priority, the most recently activated cue takes
precedence.
You can change cue and frame priorities in the cue and frame inspectors.
Lightkey has a single, global source for the beat which usually matches the music
that’s playing. The beat source affects all sequences and effects that are marked as
“beat-controlled”. In other words, sequences and effects cannot use different beats,
and the beat does not depend on the active sequences and effects.
In this context, the term beat or beat grid actually means two things:
• It defines the tempo, in beats per minute, to make effects and sequences run at
the same speed as the music.
• It defines the phase synchronization, that is, when the beats occur, so effects
and sequences are aligned with the music.
There are several ways to set the global beat grid. You can:
• “Tap” the beat by pressing the mouse button or a key four times. Lightkey will
learn the beat and carry it forward at the same speed.
• Receive a MIDI Beat Clock signal sent by a DJ software, mixer, or audio analysis
tool.
Beat-Controlled Sequences
Making a sequence beat-controlled is easy. A beat-controlled sequence advances to
the next step in sync with the beat.
When a sequence is beat-controlled you can no longer change the hold times of its
steps, so the hold times column in the Preset Palette disappears and the Speed
slider in the sequence inspector is disabled. You can still change the fade times.
In the simplest case, a beat-controlled sequence advances to the next step on each
beat. You can adjust the timing by applying a “beat multiplier”. For example, a
multiplier of “÷ 2” advances the sequence on every half beat, and a multiplier of “× 3”
advances it on every third beat. For more information see “Sequence Timing” in
chapter 9, “Presets and Sequences”.
Beat-Controlled Effects
Some effects can be synchronized to the beat. This is true for pattern effects (some
patterns only) and curve effects.
‣ Edit the effect, then select the icon in the Timing Mode options. If the icon
isn’t visible or is inactive then the effect can’t be beat-controlled.
2 Click Manual.
3 Press the mouse button or the Space bar four times on each beat.
4 Check if the animation in the beat indicator is in sync with the music. If not,
repeat step 3.
❖ Note: You can also tap the beat through external hardware, such as a MIDI
controller, or through custom keyboard shortcuts. See chapter 16, “External
Control”, for more information.
As an Exact Value
You can manually specify the tempo (beats per minute). You can also align the beat
grid while maintaining the current tempo.
2 Click Manual.
‣ Click the text field near the bottom, type a new value, and press Return.
You can use fractional values, like “12.5”.
2 Click Manual.
‣ To synchronize the time of the next beat: Hold down the Option key and
click once, or press Option-Space.
‣ To synchronize the time of the downbeat: Hold down the Option and Shift
keys and click once, or press Option-Shift-Space.
❖ Note: You can also change the tempo or align the beat through external
hardware, such as a MIDI controller. See chapter 16, “External Control”, for
more information.
• DJ software like Traktor or DJ mixers which detect the beats per minute. This is
usually the most accurate form of BPM detection because the software can
determine the beat grid in advance.
There are generally two ways to establish a connection between the source software
or hardware and Lightkey:
• Some sources create a MIDI source port on which they send MIDI Clock signals.
You select this port in Lightkey.
• Other sources require that you specify a MIDI destination port to which they
send MIDI Clock signals. In this case Lightkey can create a MIDI destination
port.
2 Click External.
‣ If your MIDI source creates a MIDI output port, select it from the list.
‣ If your MIDI source requires a destination port, select Lightkey MIDI Input.
Lightkey creates a MIDI input port which you can select as destination in
another software.
When MIDI Clock signals are received, the status changes to “Receiving”, and
the animation in the beat indicator is in sync with the music.
2 Click External.
Lightkey looks for Ableton Link users on the same local network and displays
the number of peers found. When a connected peer changes its beat grid,
Lightkey’s beat indicator adapts to the peer.
Examples
The following examples show you how to synchronize the beat with selected software
through MIDI Beat Clock or Ableton Link.
Ableton Live
Ableton Live is a music sequencer and digital audio workstation (DAW) software used
by many musicians and DJs. This section shows how to synchronize Lightkey to
Ableton Live through Ableton Link.
1 Open Ableton Live and click Link at the upper-left of the main window to enable
Link.
If you don’t see the Link toggle, choose Live > Preferences…, click Link/MIDI,
and make sure the button next to Show Link Toggle reads Show.
2 In Lightkey, click the beat indicator at the bottom-left of the Live view, then click
External > Ableton Link.
When Lightkey finds Ableton Live, the status text reads “1 peer” and the beat
indicator adapts to the tempo in Ableton Live.
Logic Pro
Logic Pro is a music sequencer and digital audio workstation (DAW) software by
Apple. This section shows how to synchronize Lightkey to Logic Pro through MIDI
Clock.
1 In Lightkey, click the beat indicator, then click External > Lightkey MIDI Input.
2 Open Logic Pro and choose Logic Pro X > Preferences > Synchronization.
3 Next to Transmit MIDI Clock, select one of the two destinations and choose
Lightkey Input from the pop-up menu.
1 Open Traktor, choose Traktor > Preferences…, and select Controller Manager
on the left.
2 Create a new generic MIDI device. As Out-Port, select Traktor Virtual Output.
3 Click MIDI Clock on the left, then select Send MIDI Clock.
4 Open the Master Clock panel in Traktor’s Global Section by clicking the
metronome icon. (If you can’t see the Master Clock / FX Panel, choose to
Traktor > Preferences… > Global Settings and select Show Global Section.)
5 To start sending a MIDI Clock signal, click the Play/Pause button. The button
appears blue when MIDI Clock is active.
6 In Lightkey, click the beat indicator, click External, and choose Traktor Virtual
Output.
Waveclock
Waveclock by Wavesum is an audio analysis tool which converts music to MIDI Beat
Clock signals in real time. You can use it if you play music through an app that does
not perform beat detection (like iTunes or Spotify) or a CD deck. This section shows
how to synchronize Lightkey to Waveclock through MIDI Clock.
1 In Lightkey, click the beat indicator, then click External, and choose Lightkey
MIDI Input.
2 Open Waveclock. Choose Waveclock > Preferences… and select Lightkey Input
as output device. Close the Waveclock I/O Settings window.
DMX (Digital Multiplex) enables a controller—in this case, Lightkey—to control the
features of a wide range of DMX-compatible devices or fixtures. They are connected
to the controller through a DMX connection which consists of a series of DMX cables
between the controller and the fixtures in the form of a “daisy chain” (that is, each
fixture links to the previous and next fixture or the controller). DMX signals flow in
one direction from the controller to the fixtures.
All fixtures on a single daisy chain form a universe. In many cases an installation will
consist of only one universe, but depending on your license Lightkey can output DMX
to up to eight universes (and receive input from up to two universes).
The fixtures on a universe are controlled by 512 channels, each of which can have a
unitary value between 0 and 255 which controls a property of a fixture. Each fixture is
assigned a consecutive range of channels: Simple fixtures like dimmers require only
a single channel while some intelligent lights can require 20 or more channels. The
number of the first channel that controls a fixture is called the fixture’s address.
In summary, in order to control a fixture you need to tell Lightkey its universe and
address and provide a fixture profile. You manage this information in the Fixture
Manager.
‣ Click a fixture’s short name in the Preview, then click the fixture’s address (e.g.
“Universe 1, channels 1 – 10”) in the shortcut menu. This will open the Fixture
Manager and show information about the clicked fixture.
On the left of the Fixture Manager is the fixture library which contains all built-in,
imported, and user-created fixture profiles. The first column lists the manufacturers,
the second column shows the profiles for the selected manufacturer. The library also
contains a number of generic profiles which don’t relate to a specific fixture model.
On the right is a grid representing the 512 channels in a DMX universe. Click a
universe at the top of the grid to reveal its channels. For information on how to
configure a universe for output or input, see “Configure Universes” in chapter 14,
“DMX Output and Input”.
For more complex lights you need a profile specific to the fixture. See “Find Fixture
Profiles” in chapter 4, “Set Up Your Lights”, to learn how to get fixture profiles.
1 Enter something in the search field above the fixture library to search for a
manufacturer or model name.
2 Click the arrow to the right of the search field to reveal additional filter options.
‣ Use the Channels field to find fixture profiles with the specified number of
channels. For example, enter “11, 15” to find profiles with an 11 channel
mode and an 15 channel mode.
2 Drag a fixture profile from the library to the channel grid. The first occupied
channel should match the fixture’s DMX address. Fixtures must not overlap.
The fixture will appear in the channel grid with a dashed outline. Below it you
see a window with additional options.
3 If the fixture has different operation modes (or “personalities”), select a mode
from the menu below the fixture name. Be sure to select the same mode as is
set on the fixture, or Lightkey will not be able to control the fixture! If no menu
is shown then the fixture has no modes.
4
5
6
4 Assign a short name to the fixture. Short names appear in Lightkey’s Preview;
they can be up to four characters long and usually include one or two letters
and a number.
Lightkey proposes a short name based on the fixture type, but you should
choose a naming scheme that’s suitable for your lighting installation. For
example, if you have a row of PAR cans on the floor and one at the ceiling, you
can name them F1, F2, F3, … and C1, C2, C3, …
5 You can correct the fixture’s DMX address in the Address field. (You can
increase/decrease the address by pressing the Up/Down Arrow keys while the
insertion point is in the field.)
6 If the Count value is greater than one, Lightkey displays multiple instances of
the fixture in the Preview which always share the same fixture properties. This
is useful when you patch several identical fixtures to the same DMX address.
7 To patch multiple fixtures of the same type with consecutive DMX addresses,
enter their number here. (You can increase/decrease the number by pressing
the Up/Down Arrow keys while the insertion point is in the field.)
‣ Control-click a fixture in the channel grid and choose Get Info from the
shortcut menu.
‣ Force click a fixture in the channel grid (requires a trackpad with Force
Touch support).
Manufacturer
and model name
The mode currently in (from fixture profile)
use (if the fixture has
multiple modes)
and the number of
occupied channels
Click to add comments
(which are included
when you print the
The short name is patched fixtures)
used to identify the
fixture in the Preview
DMX address as
decimal number and
Number of instances DIP switch (Dual In-
shown in Preview line Package) values
1 Select one or more fixtures in the channel grid. (Hold down the Command or
Shift key as you click to select multiple fixtures.)
2 Control-click one of the fixtures and choose Show in Preview from the shortcut
menu.
‣ Control-click a fixture in the channel grid and choose Show Profile in Library
from the shortcut menu.
1 Select one or more fixtures in the channel grid. (Hold down the Command or
Shift key as you click to select multiple fixtures.)
2 Drag the fixtures to one of the universes at the top. You can’t drag fixtures to an
input universe or Hue bridge.
Duplicate Fixtures
You can duplicate fixtures to quickly create new, independent fixtures of the same
kind. Optionally, the new fixtures can adopt the properties of the existing ones which
are stored in presets. This can be useful if you extend your lighting installation: For
example, assume you have a row of PARs for which you have created various presets,
sequences, and cues. You can easily add another PAR to the row which behaves
exactly like the others without making changes to your light show.
Duplicate fixtures
1 Select one or more fixtures in the channel grid. (Hold down the Command or
Shift key as you click to select multiple fixtures.)
‣ Control-click one of the fixtures and choose Duplicate from the shortcut
menu.
‣ Hold down the Option key and drag the fixtures in the channel grid.
3 In the dialog that appears, select or deselect the option “Adopt fixture
properties in presets”.
If the option is selected, Lightkey will copy all properties for the existing fixtures
which are stored in presets to the new fixtures. In other words, the new fixtures
will behave exactly like the existing fixtures (until you make changes to the
presets).
If the option is not selected, Lightkey will simply create new fixtures with the
same fixture profiles and modes.
4 Click Duplicate.
‣ Control-click a fixture in the channel grid and choose Edit Profile from the
shortcut menu.
‣ Hold down the Option key and double-click a fixture in the channel grid.
‣ Click a fixture’s short name in the Preview, then click the fixture profile name in
the shortcut menu.
‣ Select a fixture in the Preview and choose Fixture > Edit Fixture Profile (or
press Command-Shift-Option-Down Arrow).
‣ Hold down the Option key and double-click a fixture in the Preview.
❖ Note: Fixture profile information for the fixtures in a project is also stored in
the project file, so you can use the project even if you don’t have the fixture
profiles. If a fixture’s profile is not in your library, you can easily add it by
editing the fixture’s profile as described above.
1 Drag a fixture profile from the library to a fixture in the channel grid.
2 In the alert message that appears, select “Change all fixtures with profile
profile name” if you want to change all fixtures with this profile.
3 Click Change.
Disabled fixtures do not count towards the maximum number of output channels
permitted by your Lightkey license. If your fixtures use more channels than are
enabled by your license you can disable fixtures to decide which fixtures should
receive output.
‣ Control-click a fixture in the channel grid and choose Disable or Enable from
the shortcut menu.
❖ Note: You can also disable or enable fixtures in the Preview. See “Disable
Fixtures” in chapter 7, “Preview”.
Delete Fixtures
When you delete a fixture from the project all information about the fixture is
removed from presets, sequences, and cues. If you don’t want to permanently delete
the fixture you can disable it instead, as described in the preceding section.
Delete fixtures
1 Select one or more fixtures in the channel grid. (Hold down the Command or
Shift key as you click to select multiple fixtures.)
3 In the alert message that appears, click Delete (or press Command-Delete).
❖ Note: You can view built-in profiles in the fixture editor but you cannot make
changes. Instead, you can duplicate the profile.
‣ Select a fixture profile in the library, then click and choose Edit Profile from
the menu.
‣ Control-click a fixture profile in the library and choose Edit Profile from the
shortcut menu.
‣ Hold down the Option key and double-click a fixture profile in the library.
The fixture editor opens. A complete discussion of the fixture editor is beyond the
scope of this User Guide.
To close the fixture profile, click to the left of its name (at the top).
1 Click at the top of the fixture library and then choose Import Profile… from
the menu.
3 If you’re importing an SSL2 profile, enter the manufacturer and fixture name in
the dialog that appears, then click Import.
4 If the profile already exists in your library, Lightkey will display a warning. You
can either replace the existing profile or keep both profiles.
★ Tip: A quick way to import a fixture profile is to drag the file to the fixture
library. press Tab or Shift-Tab to quickly jump to the next or previous field.
‣ Click at the top of the fixture library and then choose New Profile from the
menu.
An interactive assistant will appear and ask you about the basic information for
the fixture profile. Then Lightkey creates the fixture profile and opens it in the
fixture editor. A complete discussion of the fixture editor is beyond the scope of
this User Guide.
‣ Control-click a fixture profile in the library and choose Duplicate Profile from
the shortcut menu.
A copy of the profile is added to the library, which you can then edit in the fixture
editor.
1 Control-click a fixture profile in the library and choose Move to Trash… from the
shortcut menu.
• The Fixture Manager is where you patch your project’s universes to a USB
interface or network protocol.
1 Choose Lightkey > Settings… (or Preferences…) and click DMX Output.
2 Select an output method from the left, then change the settings on the right as
appropriate.
3 Click Apply to apply your changes, or click Revert to leave the settings
unchanged.
These interfaces cannot be used together with Open DMX or Eurolite PRO interfaces.
Only one of these three output methods can be enabled at a time. A green dot next to
“Serial USB Interfaces” indicates that the method is enabled.
This implicitly disables the options Open DMX Interfaces and Eurolite PRO.
These interfaces cannot be used together with serial USB or Eurolite PRO
interfaces. Only one of these three output methods can be enabled at a time. A green
dot next to “Open DMX Interfaces” indicates that the method is enabled.
Unlike most other USB–DMX interfaces, Open DMX devices don’t include a
microprocessor to create the DMX stream. Instead they rely on the computer to send
DMX frames in regular intervals. If the computer can’t provide the DMX data at a high
enough speed, you may experience flicker. In this case you should try to reduce the
DMX refresh rate.
This implicitly disables the options Serial DMX Interfaces and Eurolite PRO.
These interfaces cannot be used together with serial USB or Open DMX interfaces.
Only one of these three output methods can be enabled at a time. A green dot next to
“Eurolite PRO” indicates that the method is enabled.
This implicitly disables the options Serial DMX Interfaces and Open DMX
Interfaces.
★ Tip: When you enable the Eurolite PRO output method, Lightkey will ask for
an administrator password each time you start the application. Therefore you
should not enable this option unless you actually use a Eurolite interface.
Art-Net
Art-Net is a communication protocol for distributing DMX data over a computer
network. It was developed by Artistic Licence and has been placed in the public
domain. Art-Net can carry a large number of DMX universes, and Ethernet cabling or
Wi-Fi are useful for covering long distances.
Art-Net nodes are grouped into nets (0–127) and subnets (0–15). A node can have up
to four ports, each of which can input or output one DMX universe. Lightkey can
connect to a single Art-Net node with up to four ports, so you can use up to four DMX
universes for output or input. Your computer must be in the same local network and
IP subnet as the Art-Net node.
Art-Net nodes require some configuration which is usually done through an on-
device menu, a software tool provided by the manufacturer, or a web browser
interface. Configuration includes the node’s IP address, net and subnet, port
directions (output vs. input), and universe numbers. It’s particularly important to
select the same universe number(s) on the node as in Lightkey; see “Configure
Universes” later in this chapter. For more information see the documentation of your
Art-Net node.
In Lightkey, you configure Art-Net settings in the Art-Net section of Lightkey’s DMX
Output settings.
In most cases Lightkey can find connected Art-Net nodes automatically. If Lightkey
can’t find the node it often helps to connect it directly to your computer using an
Ethernet cable in order to rule out network problems.
1 Open the DMX Output settings (as described earlier in this chapter) and click
Art-Net on the left.
2 Select the network interface which your Art-Net node is connected to. Your
computer usually has multiple network interfaces such as Wi-Fi, the built-in
Ethernet port etc. If you are not sure it may help to look at the Network pane of
System Settings (or System Preferences) and check which network interfaces
are in use (click Open Network Settings…).
Each of your computer’s network interfaces has its own IP address. The IP
address of the selected interface is shown below the network interface.
3 Select Automatic.
Lightkey finds any Art-Net nodes that are connected to the selected network
interface and on the same local IP network.
6 Click Apply.
If your Art-Net interface has been found, proceed to “Configure Universes” later in
this chapter.
In rare cases it may be necessary to use manual mode and specify the exact net and
subnet values. This applies to older Art-Net nodes which do not support the ArtPoll
protocol.
2 Select the network interface which your Art-Net interface is connected to.
3 Select Manual.
• Use broadcast mode: Select this option for older Art-Net interfaces
which only support Art-Net version 1. When selected, DMX data is
sent to all devices on the network. This may significantly increase the
network load and reduce the network’s performance.
• Use limited broadcast: Select this option to use the limited broadcast
address (255.255.255.255) rather than the subnet-directed broadcast
address when broadcasting. Some devices which don’t follow the
Art-Net specification require this.
• Use loopback device: Select this if you want to receive Art-Net data
on the same computer—for example, in a visualizer software.
5 Click Apply.
Some fixtures have an RJ45 (Ethernet) port and can receive Art-Net data directly
from Lightkey. In this case no Art-Net interface is needed. If you want to send Art-
Net data directly to fixtures, consider the following:
• All fixtures must use the same net and subnet. (They may be on different
universes.)
• In Automatic mode, Lightkey finds all Art-Net nodes on the network, but only
one can be selected. You can select any fixture in this case. As long as all
fixtures use the same net and subnet, all will receive data. Alternatively you can
use Manual mode and enter the net and subnet numbers manually.
sACN (E1.31)
Streaming ACN (sACN or ANSI E1.31) is a communication protocol for distributing
DMX data over a computer network. It was developed by ESTA (Entertainment
Services and Technology Association, now PLASA).
You use an Ethernet–DMX interface to translate sACN data to DMX. Some fixtures
can also connect to sACN directly. This scenario is discussed later in this section.
2 Select the network interface your sACN interface is connected to. Your
computer usually has multiple network interfaces such as Wi-Fi, the built-in
Ethernet port etc. If you are not sure it may help to look at the Network pane of
System Settings (or System Preferences) and check which network interfaces
are in use (click Open Network Settings…).
Each of your computer’s network interfaces has its own IP address. The IP
address of the selected interface is shown below the network interface.
3 The following options are available but should usually be left unchanged:
• DSCP value: You can specify a DSCP (differentiated services code point)
value to tag the IP packets with. This is an advanced feature; in most cases
you should enter 0.
• Options: These are advanced options that you will not need in most cases.
4 Click Apply.
❖ Note: When using sACN you can assign a priority to each universe. See
“Configure Universes” later in this chapter.
ESP Net
ESP (Enttec Show Protocol) is a DMX-over-Ethernet communication protocol
developed by Enttec.
2 Select the network interface which your ESP Net interface is connected to. Your
computer usually has multiple network interfaces such as Wi-Fi, the built-in
Ethernet port etc. If you are not sure it may help to look at the Network pane of
System Settings (or System Preferences) and check which network interfaces
are in use (click Open Network Settings…).
Each of your computer’s network interfaces has its own IP address. The IP
address of the selected interface is shown below the network interface.
3 Click Apply.
If ESP Net does not appear in the list of output methods for a universe, make
sure the Enttec “Node Management Utility” (NMU) is not running. If it is, quit the
NME application, then choose Lightkey > Reset DMX Output, and try again.
3 Select “Connect to an existing OLA server”. If the server does not use OLA’s
default port number (9010), enter a different port number in the text field. The
server must be running on the same computer.
4 Click OK.
Lightkey will attempt to patch the OLA server’s universes according to the settings in
the Fixture Manager. If you want to patch a universe through another way (for
example, OLA’s web or command-line interface), select “No output” or “No input” in
the Fixture Manager. In this case Lightkey will still send or receive DMX but not re-
patch the universe. This way you can use output or input methods that are not
available in Lightkey, such as other OLA plug-ins.
Configure Universes
To output or input DMX you need to map or “patch” DMX universes to either a USB–
DMX interface or a network protocol. You can use up to four universes for output,
depending on your Lightkey license. You can use up to two universes for input.
Add a universe
1 Click in the toolbar or choose Lightkey > Manage Fixtures… to open the
Fixture Manager.
At the top of the Fixture Manager is a row of DMX universes and Hue bridges.
• Art-Net: You can use any universe number from 0 to 15. An Art-Net node
address consists of the net (0 – 127), subnet (0 – 15), and universe number,
giving a total of 32,768 values. When you create a project with Art-Net, the
default universe number is 0, which is also the default of many Art-Net nodes.
• sACN: Possible universe numbers range from 1 to 63,999. Note that you cannot
use 0.
Universe numbers are mostly irrelevant for USB–DMX interfaces—their only purpose
is to define the universes’ order. If an USB interface has multiple output ports, patch
multiple universes to the interface. For example, if you patch universes 2 and 3 to an
Enttec DMX USB Pro Mk2 interface, universe 2 is mapped to the first output port and
universe 3 is mapped to the second output port.
Configure a universe
1 Move the pointer over a universe at the top of the channel grid and click the
arrow on the right.
3 Select Output to send DMX to the interface or Input to receive DMX for external
control.
• Refresh rate: This controls how often Lightkey generates new DMX values
for the universe. For best results this should match the rate at which your
DMX interface sends DMX frames to the fixtures.
If you’re using an Open DMX interface then the refresh rate always
matches the rate at which the interface sends DMX frames to the fixtures,
so it cannot be changed.
• Priority: This field sets the universe priority for sACN, a value between 0
and 200. This can be useful when sending data to a sACN node which
merges multiple sources. The priority is not used for other output
methods.
5 Click Done in the toolbar to close the Fixture Manager and apply your changes.
(Your changes won’t take effect until you close the Fixture Manager.)
Delete a universe
1 Move the pointer over a universe at the top of the channel grid and click the
arrow on the right.
A special pitfall is that some Art-Net interfaces (e.g. DMXking eDMX) use universe
numbers which are offset by one from Lightkey’s:
0 1
1 2
⋮ ⋮
In this case you must add 1 to Lightkey’s universe numbers when you configure the
Art-Net node.
• Check if your interface is on the list of compatible interfaces. Interfaces that are
not listed may not work with Lightkey.
• Connect the USB–DMX interface to your computer, then choose Reset DMX
Output from the Lightkey menu. Now check if your device is found.
• Lightkey requires a number of device drivers to work with the various USB–DMX
interfaces, which are installed by the Lightkey installer. If a driver is missing, a
warning will appear in the DMX Output section of Lightkey’s Settings or
Preferences window. When in doubt, run the Lightkey installer again.
• In some cases it helps to unplug the device and replug it after about one
minute. Sometimes it helps to plug the interface into a different USB port.
• There may be conflicts if other applications try to access your DMX interface.
Please quit all other lighting control applications, then choose Lightkey >
Reset DMX Output. If your interface still doesn’t appear, restart your computer
and then open Lightkey again.
3 Rest the pointer over one of the DMX channels. A help tag appears showing the
corresponding fixture and property (applies to output universes only).
If you keep the DMX Monitor window open and select different fixtures, the output
display updates accordingly.
Lightkey can control bulbs, LED strips, plugs, and other types of lights of the Philips
Hue brand. Smart lights from other manufacturers which connect to a Philips Hue
bridge will often work as well, but we cannot guarantee compatibility with them.
When you add smart lights to Lightkey it is still possible to control them by other
means such as the Hue app or smart wall switches. However, changes from other
controllers will not show in Lightkey’s Preview.
❖ Note: Lightkey is no replacement for the official Hue iOS app. You still need
the Hue app to set up your bridge and for tasks like adding lights, managing
rooms and zones, etc.
Smart lights
Network router or switch
and plugs
There are some fundamental differences between DMX and smart lights which you
need to be aware of.
• Smart lights take (much) longer to respond. The low-power wireless network
which connects Hue lights to the bridge has a significantly higher latency than
DMX, therefore it takes longer for smart lights to turn on or off or change their
color. If you turn on or change multiple lights, each of them may respond with a
different delay (called “popcorn effect”).
• Smart lights can handle a limited amount of commands. The Hue network can
only transmit a small number of messages per second. If you change the lights
too fast they may take longer to respond or may not respond at all. The exact
timing depends on the number of lights in your network, other apps in the
network, additional traffic on the network such as software downloads, the
distance of the lights from the Hue bridge and from each other, and other
factors.
• Don’t use effects and sequences with smart lights. Effects and fast sequences
usually cause a continuous stream of light changes which would overload the
Hue network. In particular, do not use beat-controlled effects or sequences;
this will not work due to the higher latency.
• Don’t use fade times with smart lights. Cue and sequence fade times are
ignored for smart lights. They always use a fixed fade time which cannot be
changed at this time.
1 Click in the toolbar or choose Lightkey > Manage Fixtures… to open the
Fixture Manager.
At the top of the Fixture Manager is a row of DMX universes and Hue bridges.
Once your Hue bridge has been added, it appears in the bar at the top of the Fixture
Manager next to your DMX universes. Click the Hue bridge to see its rooms and
fixtures.
‣ Move the pointer over a Hue bridge and click the arrow on the right.
If you made changes to the Hue bridge’s settings, such as adding a light, while the
Fixture Manager is open, you can update the information in the Fixture Manager to
reflect the changes.
If Lightkey still cannot connect to the Hue bridge another error message
appears.
1 Move the pointer over a Hue bridge and click the arrow on the right.
You can view your smart lights in Lightkey’s Fixture Manager. Click a Hue bridge in
the bar at the top to see the associated rooms and fixtures in the area below.
Unreachable The Hue bridge is unable to connect to the light. Make sure the light is
connected to power and try placing it closer to the Hue bridge.
Removed The light has been removed from the Hue bridge.
You can view and edit details about a Hue fixture such as its short name. Changing
these details will not affect your presets, sequences, and cues.
‣ Double-click a fixture.
‣ Control-click a fixture and choose Get Info from the shortcut menu.
Fixture name in
the Hue app
The short name is
used to identify
Number of
the fixture in the
instances shown
Preview
in Preview
1 Select one or more fixtures. (Hold down the Command or Shift key as you click
to select multiple fixtures.)
2 Control-click one of the fixtures and choose Show in Preview from the shortcut
menu.
Identify a fixture
‣ Control-click a fixture and choose Identify from the shortcut menu. The light
will briefly change its brightness.
1 Add the new light to your Hue bridge using the Hue app. Make sure to assign
the light to a room.
3 Click the Hue bridge in the bar at the top to select it.
The new fixture appears in the area below and is marked with a star.
4 Click Done.
1 Add the new light to your Hue bridge using the Hue app.
3 Click the Hue bridge in the bar at the top to select it.
4 Control-click the new light and choose Adopt Data From… from the shortcut
menu.
5 In the dialog that appears, select the original fixture and then click OK.
6 Click Done.
1 Use the Hue app to delete the light from the original Hue bridge.
2 Switch to the new Hue bridge in the Settings area of the Hue app.
3 Add the light to the new Hue bridge, and assign it to a room.
When you select the original Hue bridge, the fixture still appears but is marked
as “Removed”.
5 Click the new Hue bridge in the bar at the top to select it. (If you haven’t added
the Hue bridge to the project yet you can add it now.)
The area below shows the new light which is marked with a star, indicating it’s
a new fixture.
6 Control-click the new light and choose Adopt Data From… from the shortcut
menu.
7 In the dialog that appears, select the original fixture on the and then click OK.
8 Click Done.
Disable a Fixture
If a fixture is temporarily disconnected, broken, or simply not in use, you can disable
it in Lightkey. A disabled fixture shows no light beam, can’t be selected in the
Preview, and Lightkey doesn’t send commands to it.
‣ Control-click a fixture in the channel grid and choose Disable or Enable from
the shortcut menu.
❖ Note: You can also disable or enable fixtures in the Preview. See “Disable
Fixtures” in chapter 7, “Preview”.
Delete a Fixture
Lights removed from a Hue bridge are not automatically removed from your Lightkey
project. Perform the following steps to remove the fixtures and the associated data
from your Lightkey project.
1 Use the Hue app to remove the light from the bridge.
3 Click the Hue bridge in the bar at the top to select it.
The area below shows the lights connected to the bridge. The removed light still
appears and is marked as “Removed”.
4 Control-click the fixture and select Delete… from the shortcut menu.
Hardware devices like DMX consoles and MIDI controllers make it easier to
efficiently run your light show during live performances. For example, you can
trigger cues and adjust modifiers with hardware buttons and faders. Lightkey sends
feedback to connected MIDI controllers to control LEDs or motorized knobs and
faders, including multi-color feedback for many MIDI controllers.
Beyond that you can control Lightkey from any other software which sends DMX,
MIDI, or OSC messages. All important features are accessible through the external
control system—down to individual fixture properties. Lightkey can also send MIDI to
other applications.
Lightkey also integrates with the shortcuts feature in macOS Monterey which lets you
build custom workflows and automations. Finally, Live Triggers is a unique feature to
trigger cues directly from Ableton Live’s timeline. You can build a fully automated
light show in sync with the music.
Many MIDI controllers connect to your computer through the USB port. If a MIDI
device has MIDI-In and Out ports instead, you can connect it by means of a
MIDI–USB interface.
External control settings are stored as part of your project, because actions such as
activating a cue are often specific to the project. You can export and import
configurations to transfer them between projects.
A more comprehensive way to create and edit triggers and actions is through the
External Control window, which is described in the following section.
Triggers assigned though this method also appear in the External Control window,
where you find additional options.
1 Control-click an element in the user interface and choose External Control >
Replace Trigger… from the shortcut menu.
‣ Control-click an element in the user interface and choose External Control >
Remove Trigger from the shortcut menu.
❖ Note: The Replace Trigger… and Remove Trigger commands are only
available when an element has exactly one trigger. If it has more then you
must perform the action in the External Control window.
If you have a MIDI controller with feedback LEDs, Lightkey can show you which
hardware button a user interface element is bound to.
The External Control window is divided into three categories, visible at the top—DMX-
In, MIDI, and Keyboard. Below is a pop-up menu where you can select and edit
configurations for the current category. The main part of the window shows a list of
the trigger–action bindings for the selected configuration.
The Configuration pop-up menu shows you the control configurations for the
selected category. The selected configuration is the one currently in effect.
Manage configurations
‣ To add a new, empty configuration: Click , then enter a name for the
new configuration and press Return.
MIDI Inputs
When the MIDI category is selected, a pop-up menu labelled Input appears below the
Configuration menu which lets you choose between the connected MIDI inputs.
Lightkey normally associates a binding with the device from which the MIDI message
was received, and sends feedback only to this device. This allows you to connect
multiple MIDI controllers, even if they send on the same MIDI channel.
The bindings list shows the bindings for the selected input. Note that Lightkey
responds to MIDI messages from all inputs, not just the selected one.
The input named Lightkey Input is used to receive MIDI from other applications.
Select Lightkey Input as the destination port in an application that can send MIDI.
Lightkey sends feedback for those bindings to the Lightkey Output port.
It’s also possible to create bindings which are not associated with a MIDI input. Those
bindings respond to messages from any input and send feedback to all outputs. They
are shown when you select Any in the Input menu.
Before Lightkey 3.5, MIDI bindings always responded to messages from all inputs.
Bindings created with previous Lightkey versions therefore appear in the “Any”
group. You can use cut, copy and paste to associate them with a specific input.
3 In the Input menu, select the input you want to associate the bindings to.
Bindings
The central part of the External Control window shows a list of trigger–action pairs
called bindings. A trigger describes an operation on an external control device, like
pushing a button on a MIDI controller or operating a fader on a DMX console. An
action describes a change in Lightkey which occurs in response to a trigger, like
activating of a cue or changing the gobo rotation speed.
• Button: Buttons send a single message when pressed, and possibly another
when depressed. They are used for actions like tapping the beat or activating a
cue.
• Fader/knob: Faders or knobs represent a value within a finite range. Use them
for actions like controlling the Master Dimmer or crossfading between cues.
• Wheel: Wheels are infinite controls like jogwheel or rotary knobs. They can
increase or decrease a continuous value like the Master Dimmer. Wheels are
only available for MIDI bindings.
❖ Note: Before you can create DMX-In bindings, you must set up at least one
universe for DMX input. This connects the universe to a DMX interface’s input
port. See “Configure Universes” in chapter 14, “DMX Output and Input” for
more information.
The quickest way to create bindings is to operate a trigger and have Lightkey
“capture” it.
1 Open the External Control window and select the category where you want to
add a trigger.
‣ Control-click in the bindings list and choose New Binding from the menu.
After creating a binding, configure its action in the area below the bindings list (see
“Actions” below). Note that some actions are only available for button triggers,
others only for fader or wheel triggers.
‣ Operate the control. Lightkey selects the corresponding binding in the list.
Duplicate a binding
You can use cut, copy and paste to move bindings between different configurations or
MIDI inputs. Bindings can only be copied within the same category (DMX-In, MIDI, or
Keyboard).
In Lightkey, only one Live page can be selected at a time, so bindings that apply to
cues or frames on other pages are ignored. The actions for those bindings appear in
gray in the list. You can also choose to hide the bindings entirely.
‣ Click in the toolbar and choose Show Only Bindings for Current Page to hide
bindings for objects on Live pages other than the selected one.
Delete bindings
If you accidentally deleted a binding, choose Edit > Undo Delete Binding.
Triggers
Most of the time Lightkey will simply “capture” triggers when you operate them (e.g.
by pressing a button on a connected MIDI controller) and create a matching binding.
You can replace the trigger of an existing binding in the same way.
‣ Control-click the binding and choose Capture Trigger… from the menu.
You can also edit the trigger for the selected binding (or bindings) in the area below
the bindings list. The left side shows the trigger details, which depend on the
selected category.
DMX-In Triggers
• Universe: The DMX universe which Lightkey should observe. Only input
universes can be selected. See “Configure Universes” in chapter 14, “DMX
Output and Input” on how to configure universes for DMX input.
• Value (button-type triggers only): The channel value which triggers the action.
Lightkey performs the action whenever the channel assumes this value.
MIDI Triggers
• Command: The MIDI command which triggers the action. Depending on the
trigger type, the available commands are Note On/Off, Control Change,
Program Change, and Pitch Wheel. The option No Command is used for
bindings which send MIDI to another application; see “Send MIDI to Other
Applications” later in this chapter for details.
• Channel: The MIDI channel of your MIDI controller (1–15). (Note: MIDI channel
16 is reserved for use by Live Triggers.)
• Note (only Note On/Off commands): The MIDI note to trigger the action. (Notes
are displayed by their name, e.g. C#0, but you can also enter them in decimal
form, e.g. 25.)
• Value (only Control Change commands): The control value which triggers the
action (0–127).
• On/off (only button-type triggers): Select this for buttons which maintain their
state and send a single message when operated. Regular buttons send two
messages—one when pressed (e.g. Note On or CC 127) and another (e.g. Note
Off or CC 0) when released.
• 14-bit (only fader-type triggers, Control Change commands): Select this if the
fader sends 14-bit (high-resolution) values.
• Shift: The trigger applies only when the MIDI controller’s Shift button is held
down (see “MIDI Shift Button” below).
The remaining feedback options let you customize the exact MIDI messages
sent when the trigger becomes active or inactive. Custom feedback is only
available for button-type triggers. It can us used to change the LED colors on
MIDI controllers or control other software programs from Lightkey.
• Note On/Off: Send a Note On message when the trigger becomes active
and a Note Off message when it becomes inactive. You can choose the
note and velocity parameters of the Note messages.
• Note On: Send a Note On message when the trigger becomes active or
inactive. You can choose the note and velocity parameters of the Note On
messages.
• Control Change: Send a Control Change message when the trigger state
changes. You can choose the control and value parameters of each
message.
Keyboard Triggers
There are no trigger options for keyboard triggers. To change a keyboard trigger,
capture a different trigger as described earlier in this section.
Cuelist: Xfade Fader, Wheel Crossfades to the next cue in a cuelist, as by n/a
dragging the Xfade slider.
Change Cue Fader, Wheel Changes a cue’s intensity, as with a fader in Yes
Intensity the Live view.
Change Cue Fader, Wheel Changes the value of a cue modifier. Yes
Modifier If you select “All cues” then the action will
affect all cues on the current live page with
this modifier.
Change Frame Fader, Wheel Changes the value of a frame modifier. Yes
Modifier
Select Live Page Button Selects a Live view page. You can choose to Yes
select:
• The previous or next page (in the order
in which they appear in the menu);
• A particular page.
Select Fixtures Button Selects one or more fixtures. You can choose n/a
to select:
• All or no fixtures;
• The previous or next fixture (by short
name);
• A particular fixture (if the fixture is in a
group you can optionally select the
entire group);
• All fixtures with a particular profile.
Change Fixture Button/ Changes a fixture property, as in the Design For most
Property Fader, Wheel view or the HUDs. The available options fixture
depend on the selected property. You can proper-
choose if the changes should affect the ties
selected fixture(s) or a particular fixture or set
of fixtures.
Master Dimmer Fader, Wheel Controls the Master Dimmer, as by dragging Yes
the Master Dimmer slider in the Live view.
Tap Beat Button Sets the beat grid by tapping four times, as Yes
with the beat controls in the Live view.
Sync Beat Button Synchronizes the time of the next beat, keep Yes
the tempo.
Sync Downbeat Button Synchronizes the time of the first beat, keep Yes
the tempo.
Set Beat Fader, Wheel Adjusts the tempo (beats per minute) with a Yes
fader. You can choose the values which
correspond to the minimum and maximum
fader positions.
Halve Beat Button Halves the current tempo (beats per minute). n/a
Double Beat Button Doubles the current tempo (beats per minute). n/a
Shift Button Designates the trigger as the Shift button. See n/a
“MIDI Shift Button” below.
This section assumes that you are familiar with the basics of Ableton Live and
already have a Lightkey project with cues (in a control panel or cuelist) that will be
triggered from Ableton Live. Lightkey and Ableton Live need to run on the same
computer.
It is up to you how you organize your cues. For example, can use a cuelist for each
song and step through the cues one by one. Or you can use a control panel and
activate one or multiple cues at various points in the timeline. For more information
on control panels and cuelists, see chapter 11, “Live Control”.
2 In Ableton Live, choose Live > Preferences… and then click Link MIDI.
3 Locate the row “Output: Lightkey Input” in the MIDI Ports list (this row is only
visible when Lightkey is open).
After setting up the communication, you’ll add one or more MIDI tracks to your set
from which you’ll control your lighting cues. (To activate more than one cue at a time,
it is necessary to use multiple tracks.)
Now you’re ready to add lighting cues to your Ableton Live set. You’ll do that by
dragging prepared MIDI clips to the MIDI track.
1 Make sure that Ableton Live’s browser is visible (choose View > Show
Browser).
2 Locate and expand the item User Library > Lightkey in the browser.
3 Expand the item for the current Lightkey project. It contains the following
groups:
• One group for each Live view page: These groups contain clips for every
cue on the page (control panel or cuelist). There’s also a clip which selects
the page in Lightkey’s Live view.
• Cues in a control panel: The cue is activated at the beginning of the clip
and remains active for its entire duration. Adjust the clip’s duration to the
time you would like the cue to stay active.
• Cues in a cuelist: The cue is activated at the beginning of the clip and
remains active until another cue is activated. You don’t need to adjust the
clip’s duration.
• Other clips: The action is performed at the beginning of the clip. You don’t
need to adjust the clip’s duration.
Cues in a control panel remain active for the duration of the clip
6 Play back the set. When playback reaches the beginning of a clip, the
corresponding cue activates in Lightkey.
When you use a control panel, a clip’s duration determines how long the
corresponding cue remains active. You can activate multiple cues at once by adding
more MIDI tracks.
➤ Important: Always drag the right end of a clip to change its duration, never
the left end. (At the beginning of a clip a MIDI message is sent to Lightkey
which activates the cue. When you drag the left end of a clip then either that
message is sent too late or no message is sent.)
1 Double-click the clip. The MIDI Note Editor appears in the Details view.
2 Drag the Start Marker in the MIDI Note Editor to the very left.
Start Marker
When you use a cuelist, you can either use the clip “Cuelist: Next Cue” to step
through the cues sequentially, or you can jump to a specific cue by dragging a cue to
the timeline.
The “Select Page” clips can be used to explicitly switch to a control panel or cuelist.
Usually this is not necessary: Lightkey automatically switches to the respective Live
view page when a cue is activated.
To view these bindings, choose Window > External Control, click MIDI, and select
Live Triggers from the Configuration pop-up menu. This special configuration cannot
be edited. If you keep the External Control window open you will see that the bindings
are selected when a matching MIDI message arrives.
MIDI messages for Live Triggers are always sent on MIDI channel 16. This channel is
reserved for messages between Ableton Live and Lightkey, you cannot use it for your
own MIDI bindings.
1 Choose Lightkey > Settings… (or Preferences…) and then click External
Control.
2 Deselect the option “Enable Live Triggers”. This disables Live Triggers for all
projects.
• If your Lightkey project doesn’t appear in Ableton Live’s browser: Make sure
Live Triggers are enabled in Lightkey’s Settings or Preferences window. See
“Disable Live Triggers” earlier in this section.
• If a change in Lightkey doesn’t show in Ableton Live’s browser: Select the Live
Triggers configuration in the MIDI tab of the External Control window and click
Update.
• If Lightkey shows no response to triggers: Check if the MIDI track has the
correct input, output, and channel settings, as discussed earlier in this section.
To check if Lightkey receives MIDI messages, select the Live Triggers
configuration in the External Control window. When a message arrives the
matching binding is selected.
• If a single clip does not activate its cue, or if the cue activates too late: You may
have accidentally dragged the left edge of the clip. This can be fixed in the MIDI
Note Editor for the clip, as described earlier in this section.
Select
Auto Reconnect
Select
Lightkey Input
5 Click Back.
6 Click Connect.
After MIDI communication has been established you can set up actions in Lightkey—
for example, activating a cue—to be performed when a certain slide is shown.
3 Click Done.
Note that an icon appears in the top-left corner of the slide’s preview, indicating
that a MIDI message has been associated with the slide.
‣ In the Channel and Note fields on the left, enter the same channel and
note values as in ProPresenter.
‣ In the right part, select an action and set its parameters. To activate a cue,
select Activate/Deactivate Cue, then select a cue and set the behavior to
Activate.
When you run your ProPresenter presentation and a slide with a MIDI message
appears, the corresponding action is triggered in Lightkey. To verify that Lightkey
receives MIDI messages, watch the bindings in the External Control window: When a
MIDI message arrives Lightkey selects the matching binding.
1 Open Lightkey and the application you would like to send MIDI messages to.
2 Configure the target application to receive MIDI messages from the Lightkey
Output port.
4 In the Input menu, select Lightkey Input, which represents Lightkey’s own MIDI
port. Output messages for this port are sent to Lightkey Output.
• Feedback: Select the type of MIDI message you would like to send, for
example, Note On/Off.
• Use the following fields to configure the messages sent when the cue
becomes active and inactive.
8 To test the binding, activate the cue in the Live view. A MIDI message is sent to
the target application.
1 Choose Lightkey > Settings… (or Preferences…) and then click External
Control.
For MIDI bindings associated with a particular input, Lightkey sends feedback
messages to the corresponding output. In some situations it may be necessary to tell
Lightkey which MIDI output belongs to a particular input.
1 Choose Lightkey > Settings… (or Preferences…) and then click External
Control.
2 Control-click a MIDI input and choose Send Feedback To from the menu, then
choose a MIDI output.
To receive MIDI messages from other software, Lightkey creates a MIDI port named
Lightkey Input. You can select this port as a destination in other applications when
Lightkey is open.
Each OSC-controllable element in Lightkey has its own address. This means you
don’t need to bind elements to triggers first, like with MIDI or DMX, but you can start
sending OSC messages right away. OSC messages follow a logical structure and are
much easier to read than MIDI or DMX. For example, here’s a message to activate a
particular cue in a control panel:
Connect to Lightkey
Lightkey receives incoming OSC messages through UDP and TCP over a local
network. Senders can use Bonjour to easily connect to Lightkey.
2 If the sender application runs on a different computer, make sure it’s connected
to the same local network.
OSC Addresses
An OSC message consists of an address followed by zero or more arguments. The
address always starts with a / and is followed by one or more /-separated parts.
Objects like cues, presets, and fixtures are addressed by their name. When you write
the name in OSC, keep the following in mind:
• There are a number of other characters which are forbidden in OSC address
parts, so it’s best to avoid them in cue names. Address parts may only contain
printable 7-bit ASCII characters except for the following: #*,/?[]{}
If you must use one of these characters in your object names, you can use
address patterns to match them, as explained below.
Lightkey supports OSC address patterns to match the names of objects like cues and
presets. The syntax for patterns is as follows:
• Two characters in square brackets with a minus sign in between indicate the
range of characters between the given two, in ASCII order. For example,
Fab_[4-6] matches “Fab 4,” “Fab 5,” and “Fab 6.”
Lightkey provides a quick and convenient way to copy of the OSC address of many
elements in the user interface. For example, this works for cues in the Live view and
many buttons and sliders in the Design view.
/live/pageName/select [fadeTime]
Use this method to select the Live view page with the name pageName. The optional
fadeTime argument lets you specify a custom fade time, in seconds, which
overrides the page’s fade time.
/live/pageName/cue/cueName/activate [fadeTime]
/live/pageName/cue/cueName/deactivate [fadeTime]
/live/pageName/cue/cueName/toggle [fadeTime]
These methods let you activate or deactivate cues. pageName is the name of a
control panel or cuelist; you can also use the keyword selected to address the
currently selected page. cueName is the name of a cue or a pattern matching
multiple cue names; you can also use active for all active cues. It’s possible to
activate cues on pages other than the selected one, but this has no effect until the
page is selected.
The optional fadeTime argument lets you specify a custom fade time, in seconds,
which overrides the cue’s fade time. If you use this argument the Fade Time modifier
is ignored.
Remember that names are case-sensitive and you must replace spaces with
underscores. You can use wildcards to match multiple cues.
• /live/Control_Panel/cue/Red_Backlight/activate
• /live/selected/cue/Red_Backlight/activate
• /live/*/cue/Red_Backlight/activate 0.5
Activates the cue “Red Backlight” on all pages with a fade time of 0.5 seconds.
• /live/*/cue/*/deactivate 0
/live/pageName/cue/cueName/intensity value
This method controls the intensity of fader buttons in a control panel. value is a
number between 0 and 1.
/live/pageName/frame/frameName/cue/cueName/…
This is an alternative way to address control panel cues within a frame. You can
append any command for cues, like toggle. For example, this message deactivates
all cues in the frame named “Backlight”:
• /live/selected/frame/Backlight/cue/*/deactivate
The following method changes the intensity of the active cues inside the frame:
• /live/selected/frame/Backlight/cue/active/intensity 0.8
/live/pageName/frame/frameName/previousCue [fadeTime]
/live/pageName/frame/frameName/nextCue [fadeTime]
These methods activate the previous or next cue in a frame, respectively. The
optional fadeTime argument lets you specify a custom fade time, in seconds.
/live/cuelistName[/groupName1[/groupName2[…]]]/cueName/…
In a cuelist, you can also address cues through their enclosing groups. Replace
groupName1, groupName2 and so on with the names of the groups containing the
cue, or a pattern matching those names. You can append any command for cues, like
activate. For example:
• /live/selected/Song_1/001_Intro/activate
These methods give you control over cue and frame modifiers. modifier is one of
the following:
value is the value for the modifier. For percent values, use a number where 0.0
maps to 0% and 1.0 maps to 100%. You can also use neutral or default to reset a
modifier to its neutral or default value, respectively. Here are some examples:
• /live/selected/cue/Waterfall/speed 1.2
• /live/selected/cue/Waterfall/beatMultiplier /6
• /live/selected/cue/Waterfall/beatMultiplier x12
• /live/selected/cue/*/fadeTime 0
• /live/selected/cue/*/dimmer neutral
• /live/selected/cue/active/colorTemperature 5600
• /live/selected/cue/active/hue 180
• /live/selected/frame/Movers/panAngle -30
• /live/selected/frame/Movers/tiltAngle default
• /live/selected/frame/Movers/cue/active/focus 1.3
These methods control cuelist playback. They are only available if a cuelist is
selected.
The optional fadeTime argument lets you specify a custom fade time, in seconds,
which overrides the cue’s fade time.
/live/xfade level
Use this method to control manual crossfades in a cuelist. level is the level of the
Xfade slider, a number between 0 and 1.
/live/cuelistName/cue/cueName/skip
/live/cuelistName/cue/cueName/unskip
These methods change the checkmarks to the left of the cues’ names in a cuelist.
Preset Palette
You can activate or deactivate presets, and start or stop sequences, with OSC
messages. Because the Preset Palette often contains multiple items with the same
name, addresses include the names of the enclosing groups, for example:
/palette/Movers/Colors/Indigo
You can replace the names of groups, presets, and sequences with address patterns,
as described earlier in this section. For example, this addresses all presets named
“Indigo” that are nested in two groups:
/palette/*/*/Indigo
• /palette/Movers//Indigo
• /palette//Indigo
• /palette/Movers//
/palette/address/of/preset/activate
/palette/address/of/preset/deactivate
/palette/address/of/preset/toggle
/palette/address/of/sequence/start
/palette/address/of/sequence/stop
/palette/address/of/sequence/toggle
Output Control
The following methods control the global DMX output.
/output/enterBlind
/output/exitBlind
/output/cancelBlind
/output/toggleBlind
/output/master value
This method sets the Master Dimmer level. value is a number between 0 and 1.
Beat Control
The following methods control beat synchronization.
/beat/tap
Set the beat grid by sending this message four times on successive beats.
/beat/sync
Synchronizes the time of the next beat while keeping the tempo.
/beat/syncDownbeat
Synchronizes the time of the first beat while keeping the tempo.
/beat/halve
/beat/double
/beat/tempo bpm
Specifies the tempo. bpm is a number which signifies the beats per minute.
Fixture Properties
You can control the properties of individual fixtures through OSC, like in the Design
view. The complete set of fixture properties is exposed through OSC. (It’s not
currently possible to control individual light beams through OSC, though.)
Use this method to set fixture properties. fixtureName is the short name of a
fixture or a pattern matching multiple fixture names; you can use selected to
address the currently selected fixtures. Choose propertyName and value
according to the following table:
on on or off
• /fixture/F4/overrides/dimmer 1.0
• /fixture/F4/overrides/color1 5
• /fixture/F4/overrides/color "4b0082"
• /fixture/F4/overrides/hue 0.87
• /fixture/F4/overrides/amber 0.25
• /fixture/F4/overrides/colorTemperature 5600
• /fixture/F4/overrides/greenSaturation -0.2
• /fixture/F4/overrides/xfadeToColor 1
• /fixture/F4/overrides/shutterState strobe
• /fixture/F4/overrides/strobeSpeed 2.4
• /fixture/F4/overrides/panAngle 45
• /fixture/F4/overrides/focus 0.15
• /fixture/F4/overrides/zoomAngle 40
• /fixture/F4/overrides/irisSize 0.9
Beyond that you can also control any custom fixture properties specific to the fixture.
Use the property’s name as it appears in the Design view, but replace spaces with
underscores. For properties with a list of options, replace value is the name of the
option, for example:
• /fixture/F6/overrides/Auto_Program Program_1
For properties with a slider, specify the slider value—either a number between 0 and
1 for percentage sliders, or a number between 0 and 255 if the slider shows a DMX
value:
• /fixture/F6/overrides/Auto_Program_Speed 0.7
• /fixture/F6/overrides/Pattern 255
The first method clears all overridden properties for one or more fixtures, the second
clears a single overridden property. fixtureName is the short name of a fixture or a
pattern matching multiple fixture names; you can use selected to address the
currently selected fixtures. propertyName is one of the following fixture property
names:
fog
• /fixture/F4/overrides/clear
• /fixture/*/overrides/shutter/clear
/fixture/fixtureName/lamp/on
/fixture/fixtureName/lamp/off
These methods send a Lamp On or Lamp Off signal to one or more fixtures which
support this.
/fixture/fixtureName/command/commandName
These methods select or deselect one or more fixtures. fixtureName is the short
name of a fixture or a pattern matching multiple fixtures.
macOS Shortcuts
Starting with macOS Monterey you can control Lightkey using the system-wide
shortcuts feature. Lightkey provides a number of actions, primarily for live control,
which are available in the Shortcuts app. You can also run shortcuts from Siri.
You create and edit shortcuts in the Shortcuts app that comes with macOS. For more
information see the Shortcuts User Guide by Apple.
You can also quickly create shortcuts from within Lightkey. These shortcuts will
subsequently appear in the Shortcuts app and you can edit them there.
1 Control-click an element in the user interface and choose External Control >
Add Shortcut… from the shortcut menu. This command is only available for
some elements, e.g. buttons in a control panel or cues in a cuelist.
2 In the window that opens, enter a phrase which can be used to invoke the
shortcut from Siri, then press Return. (This is necessary even if you don’t want
to use Siri.) The phrase is also used as the shortcut’s title.
3 Click Edit in Shortcuts to view and further edit the shortcut in the Shortcuts app.
➤ Important: Make sure to open Lightkey before you run or edit a shortcut with
actions from Lightkey in Shortcuts. If Lightkey isn’t open, Shortcuts launches
an invisible copy of Lightkey. Since it’s invisible you cannot quit this copy.
Activate/Deactivate Cue Activates or deactivates one or more cues. If the cues are on a
different Live page than the current one, they won’t become active
until you switch to that page.
You can choose one or more fixed cues to (de-)activate, or use the
output of a preceding action like Find Cues or Get Active Cues, or use
a variable containing one or more cues.
You can optionally specify a custom fade time to override the cue’s
fade time.
Get Active Cues Passes the active cues on the selected Live page to the next action. If
the current page is a cuelist then this will return no more than one
cue.
Find cues Finds cues on the current Live page by their name.
Go to Cue in Cuelist Activates the next or previous cue in the current cuelist.
You can optionally specify a custom fade time to override the cue’s
fade time.
Set Cue Modifier Sets the value of a modifier of one or multiple cues.
You can choose one or more fixed cues, or use the output of a
preceding action like Find Cues or Get Active Cues, or use a variable
containing one or more cues.
Set Frame Modifier Sets the value of a modifier of one or multiple frames.
Multi-Touch Gestures
Lightkey supports configurable Multi-Touch gestures as an alternative way to quickly
and conveniently change frequently-used fixture properties. You configure these
gestures in Lightkey’s Settings or Preferences window.
• Color hue: Change the hue component of the selected fixture’s color (if the
fixture supports color mixing).
➤ Important: Three or four finger swipes can only be recognized when they are
not assigned to another action in the Trackpad pane of System Settings/
System Preferences (even when combined with modifier keys).
If you have a Multi-Touch trackpad, you can also pinch with two fingers while the
pointer is over the Preview to open one of the HUDs for Position, Focus, Zoom, or Iris.
This is especially useful for the Focus, Zoom, or Iris HUDs where pinching also
changes the property value. You should assign this gesture to the fixture property
which you most frequently use. If you choose Automatic, Lightkey will assign the
gesture to the property supported by most of your fixtures.
If your trackpad supports Force Touch, you can force click a fixture icon to use one of
the HUDs. This gesture is assigned to the Position HUD by default.
General
Projects
Action Shortcut
Editing
Action Shortcut
View
Action Shortcut
Preview Editing
General
Action Shortcut
Scroll Space–drag
Selection
Action Shortcut
Select objects by dragging Drag from a blank part of the Preview (Option–
drag to select outward from starting point)
Add or remove objects from the selection Shift–drag or Command–drag from a blank part
of the Preview
Move
Action Shortcut
Fixtures
Action Shortcut
Preview
Selection
Action Shortcut
Select fixtures by dragging Drag from a blank part of the Preview (Option–
drag to select outward from starting point)
Add or remove fixtures from the selection Shift–drag or Command–drag from a blank part
of the Preview
Fixtures
Action Shortcut
Change master dimmer Swipe up/down with four fingers while mouse
pointer is over Preview area1, 2
Position
Action Shortcut
Focus
Action Shortcut
Zoom
Action Shortcut
Iris
Action Shortcut
Design View
General
Action Shortcut
Dimmer
Action Shortcut
Change Dimmer property of selected fixtures Command–scroll up/down while mouse pointer
is over Preview area1
Change Master Dimmer Swipe up/down with four fingers while mouse
pointer is over Preview area1
Color
Action Shortcut
Color Wheel
Action Shortcut
Color Components
Action Shortcut
Gobo
Action Shortcut
Toggle bounce B
Toggle indexing I
Toggle shake S
Shutter/Strobe
Action Shortcut
Open shutter O
Close shutter C
Toggle indexing I
Frost
Action Shortcut
Frost on or off O
Select linear L
Select pulse P
Movement Speed
Action Shortcut
Custom Properties
Action Shortcut
Preset Palette
Selection
Action Shortcut
Editing
Action Shortcut
Increase/decrease hold or fade time by one Up/Down Arrow while editing time
second
Increase/decrease hold or fade time by 0.1 sec Option–Up/Down Arrow while editing time
Increase/decrease hold or fade time by 10 sec Shift–Up/Down Arrow while editing time
Control Panels
General
Action Shortcut
Change a modifier in coarse steps Hold down Shift while changing the modifier
Edit Mode
Action Shortcut
Scroll Space–drag
Select objects by dragging Drag from a blank part of the control panel
(Option–drag to select outward from starting
point)
Add or remove objects from the selection Shift–drag or Command–drag from a blank part
of the control panel
Cuelists
General
Action Shortcut
Change a modifier in coarse steps Hold down Shift while changing the modifier
Editing
Action Shortcut
Add new cue above the selected item Shift–click the icon
Increase/decrease hold or fade time by one Up/Down Arrow while editing time
second
Increase/decrease hold or fade time by 0.1 sec Option–Up/Down Arrow while editing time
Increase/decrease hold or fade time by 10 sec Shift–Up/Down Arrow while editing time
Playback
Action Shortcut
General
Action Shortcut
Curve Effects
Action Shortcut
Movement Paths
Action Shortcut
Transform path T
Change pan of selected control point Scroll up/down while mouse pointer is over
Position HUD
Change tilt of selected control point Command–Scroll up/down while mouse pointer
is over Position HUD
Fixture Manager
General
Action Shortcut
Channel Grid
Action Shortcut
Navigation
Action Shortcut
Scroll up Page Up
Numeric Fields
Action Shortcut
Multiple Settings
Action Shortcut
Add setting above the current one Command–Shift–Plus (or Shift–click the icon)
Duplicate the current setting (for properties Command–Option–Plus (or Option–click the
with multiple settings) icon)
Beams
Action Shortcut
Select beams by index (when the property’s Type numbers or a range (e.g. “1–4”)
beam settings are visible)
Zoom In Command–Plus
LED Matrix 3×3 (Mono) Monochrome 3×3 matrix, one channel per pixel (Dimmer)
LED Matrix 3×3 (RGB) 3×3 matrix, three channels per pixel (Red, Green, Blue)
3×3 matrix, five channels per pixel (Red, Green, Blue, Amber,
LED Matrix 3×3 (RGBAW)
White)
LED Matrix 3×3 (RGBW) 3×3 matrix, four channels per pixel (Red, Green, Blue, White)
LED Matrix 4×4 (Mono) Monochrome 4×4 matrix, one channel per pixel (Dimmer)
LED Matrix 4×4 (RGB) 4×4 matrix, three channels per pixel (Red, Green, Blue)
4×4 matrix, five channels per pixel (Red, Green, Blue, Amber,
LED Matrix 4×4 (RGBAW)
White)
LED Matrix 4×4 (RGBW) 4×4 matrix, four channels per pixel (Red, Green, Blue, White)
LED Strip (DRGB) LED strip, four channels (Dimmer, Red, Green, Blue)
LED Strip (RGB) LED strip, three channels (Red, Green, Blue)
LED Strip (RGBA) LED strip, four channels (Red, Green, Blue, Amber)
LED Strip (RGBAW) LED strip, five channels (Red, Green, Blue, Amber, White)
LED Strip (RGBD) LED strip, four channels (Red, Green, Blue, Dimmer)
LED Strip (RGBW) LED strip, four channels (Red, Green, Blue, White)
6-beam LED strip, four channels per LED (Dimmer, Red, Green,
LED Strip 6× (DRGB)
Blue)
LED Strip 6× (RGB) 6-beam LED strip, three channels per LED (Red, Green, Blue)
6-beam LED strip, five channels per LED (Red, Green, Blue, Amber,
LED Strip 6× (RGBAW)
White)
LED Strip 6× (RGBW) 6-beam LED strip, four channels per LED (Red, Green, Blue, White)
12-beam LED strip, four channels per LED (Dimmer, Red, Green,
LED Strip 12× (DRGB)
Blue)
LED Strip 12× (RGB) 12-beam LED strip, three channels per LED (Red, Green, Blue)
12-beam LED strip, five channels per LED (Red, Green, Blue,
LED Strip 12× (RGBAW)
Amber, White)
12-beam LED strip, four channels per LED (Red, Green, Blue,
LED Strip 12× (RGBW)
White)
20-beam LED strip, four channels per LED (Dimmer, Red, Green,
LED Strip 20× (DRGB)
Blue)
LED Strip 20× (RGB) 20-beam LED strip, three channels per LED (Red, Green, Blue)
20-beam LED strip, five channels per LED (Red, Green, Blue,
LED Strip 20× (RGBAW)
Amber, White)
20-beam LED strip, four channels per LED (Red, Green, Blue,
LED Strip 20× (RGBW)
White)
50-beam LED strip, four channels per LED (Dimmer, Red, Green,
LED Strip 50× (DRGB)
Blue)
LED Strip 50× (RGB) 50-beam LED strip, three channels per LED (Red, Green, Blue)
50-beam LED strip, five channels per LED (Red, Green, Blue,
LED Strip 50× (RGBAW)
Amber, White)
50-beam LED strip, four channels per LED (Red, Green, Blue,
LED Strip 50× (RGBW)
White)
PAR Spot (DRGB) Spot light, four channels (Dimmer, Red, Green, Blue)
PAR Spot (RGB) Spot light, three channels (Red, Green, Blue)
PAR Spot (RGBW) Spot light, four channels (Red, Green, Blue, White)
PAR Spot (RGBAW) Spot light, five channels (Red, Green, Blue, Amber, White)
PAR Wash (DRGB) Wash light, four channels (Dimmer, Red, Green, Blue)
PAR Wash (RGB) Wash light, three channels (Red, Green, Blue)
PAR Wash (RGBW) Wash light, four channels (Red, Green, Blue, White)
PAR Wash (RGBAW) Wash light, five channels (Red, Green, Blue, Amber, White)
The remaining profiles in the Generic category are for demo purposes and shouldn’t
be used to control real fixtures.
If you have any questions that were not answered in this User
Guide, need technical support, or want to share your feedback,
get in touch at hello@lightkeyapp.com.