What sets LMX apart
- 01 Command line and GUI, always in step Two ways in. One source of truth.
- 02 GDTF import, patch wizard and a fixture editor Patch a rig in minutes, not an afternoon.
- 03 Tracking cue lists with parts, follows and blocks Cue stacks that work like a real desk.
- 04 Faders, executors and pages that never run out Run it your way: theatre stack or busked club set.
- 05 Effects that update while they are running Effects that update live and lock to the beat.
- 06 Palettes and presets that stay live references Build a look once. Use it everywhere.
- 07 A 3D visualiser and XYZ position targets Program the show before you get to the venue.
- 08 Art-Net, sACN, USB-DMX and MIDI surfaces Speaks every protocol your rig does.
- 09 Remote control from your phone Take the desk into the room with you.
- 10 Trace any DMX value back to its source When something looks wrong, know why in seconds.
Programming
Command line and graphical console programming
Two ways in. One source of truth.
Work the way you already think. There is a full graphical console here - patch tables, programmer, cue and fixture inspectors, an effect editor, fader banks - and a real command line beside it, not a scripting afterthought bolted on at the end. Console-style syntax, autocomplete, usage hints and did-you-mean suggestions on every command. Type and the GUI moves; click and the command line agrees.
Quick Access is the first thing you meet in the programmer: a tile for every palette, preset, SFX and target that is valid for whatever you have selected right now. Click one to put it on, click again to take it off, right-click to send it to a fader and apply it at a percentage.
Select with ranges and groups (FIXTURE 1 THRU 8, GROUP 2 + 3) and fan values across the selection, with wings and blocks so a bar reads symmetrically about its centre or a twelve-lamp bar fans in six steps. BLIND lets you build the next look without touching the stage, and HIGHLIGHT and SOLO find the fixture you actually meant.
The command line in the manualGROUP 1 + 3INTENSITY 75 ; RED 100 ; GREEN 30PALETTE 4 AMOUNT 50STORE CUE 12.5 "Bridge" FADE 3.0cue 12.5 inserted between 12 and 13 Patch & fixtures
DMX patching, GDTF fixture import and a fixture editor
Patch a rig in minutes, not an afternoon.
Start from 400+ bundled fixture profiles, import GDTF files from the manufacturer, or pull them out of GDTF Share without leaving the app. The patch wizard, clone with auto-addressing (CLONE 1 4 AT NEXT), bulk renumbering and readdressing and fixture exchange take care of the tedious parts, and PATCH REPORT gives you the whole address table with overlap warnings, before you find them the hard way at 40 feet.
Something exotic on the plot? The built-in fixture editor handles custom gear, multicell and pixel fixtures, multi-head units, wheel slots and mode variants, with schema validation so a bad profile never reaches your show. And when you would rather look at the rig than read it, the 2D layout editor lets you arrange it on a plan with snap-to-grid, selection boxes and venue objects.
Patching and fixtures in the manualADD FIXTURE 1 TYPE "Rogue R1X Spot" AT 1/1CLONE 1 2 AT NEXTPATCH REPORTuniv 1: 1-14 R1X Spot · 15-28 R1X Spotno address overlaps Cues & tracking
Tracking cue lists with cue parts, follows and blocks
Cue stacks that work like a real desk.
Cues store deltas and values track forward until a later cue restates them, so editing cue 1 ripples through the ballad exactly the way you expect, and a BLOCK stops tracking wherever you want a hard restate. Decimal numbering (STORE CUE 12.5) drops a cue between two others without disturbing anything after it, and when you genuinely do want to renumber, cues, palettes, presets, SFX and master frequencies all renumber without breaking a single cross-reference.
Cue parts split one cue into sections with their own fade, delay and release timing, and UPDATE CUE merges or replaces, per part, along with labels and timing. Follow, delay and jump cues let the stack run itself, whether that is a half-second follow inside a scene change or a loop that keeps a foyer alive all evening. Premove quietly pre-positions dark fixtures ahead of their move cue, with configurable lookahead and fade and a per-part opt-out for the times you want the move seen.
Cues and tracking in the manualSTORE CUE 1 "Wash up" FADE 2STORE CUE 2 "Add spots"UPDATE CUE 1change tracks through cue 2 automaticallySTORE CUE 10 "Clean slate" BLOCKcue 10 restates - tracking stops here Playback & executors
Playback: cue list GO, faders, executors and pages
Run it your way: theatre stack or busked club set.
Fire tracked cue lists with GO, STOP and GO PREV, or load cues, cue lists, presets, palettes, single capabilities and effects onto faders and mix the show by hand. Every fader gets a merge mode (blend, HTP or intensity), a flash button, and an optional OVERRIDE flag that beats even the programmer - working lights while you program, anyone?
Faders live on pages, and each page is a whole separate set of playbacks, so you are never rationing one bank between two acts. Leave a fader up on one page and it keeps running while you work on another. Grand and group masters, emergency lighting, blackout, and a layer order that never wobbles keep ownership unambiguous: premove < cues < faders < programmer < override faders < global masters. You always know who wins, and SHOW LAYERS proves it.
Playback, faders and pages in the manualLOAD 1 1 AT FADER 1LOAD SFX 2 SELECTED AT FADER 4 MODE htpFADER 4 65FLASH 1 ONLIST FADERSf1 cue-list 1 @ FL · f4 SFX 2 @ 65% htp Effects engine
Lighting effects engine with waveforms, chases and BPM sync
Effects that update live and lock to the beat.
Build waveform effects - sine, sawtooth, square, pulse, random and more - on any attribute you like, from pan and tilt through intensity, colour, zoom, iris and gobo. Or build step chases with colours, gobos and per-step intensities. Spread, wings, blocks and phase decide how the effect travels across the rig.
Templates are reusable and fixture-agnostic: apply one in the programmer, record it into cues and presets, or ride it on a fader. Edit the template and every running instance changes with it, live, without restarting and without breaking phase, so you can dial an effect in while it is on stage in front of you. Link applications to a shared master frequency and the whole show retempos on one command, which is how you deal with a band that plays it faster than the rehearsal: UPDATE FREQUENCY 1 BPM 128.
Effects (SFX) in the manualADD SFX 1 pan SIZE 60 WAVEFORM SINE SPREAD 1 WINGS 2APPLY SFX 1 AMOUNT 70 FREQUENCY 1UPDATE SFX 1 SIZE 90running instances updated · phase continuousUPDATE FREQUENCY 1 BPM 140every linked effect re-locked to 140 BPM Palettes & presets
Colour palettes and multi-attribute presets
Build a look once. Use it everywhere.
Type-scoped palettes for intensity, colour, gobo and beam apply to whatever you have selected, with automatic RGB↔CMY conversion so one “Deep Red” means the same thing across a rig of mixed fixtures. Presets capture complete multi-attribute looks per fixture or group, recalled in full, onto the current selection, or blended in at any amount, and you can layer several of them together.
Both are live references, so cues and presets pointing at a palette follow its edits. The director wants the whole second act warmer? Update one palette and sit back down. No re-storing, no hunting through forty cues.
Palettes and presets in the manualSTORE PALETTE 1 TYPE colour RED 100 NAME "Red"PALETTE 1 AMOUNT 50STORE PRESET 11 "Lead Vocal Spot"UPDATE PALETTE 1 TYPE colour RED 90 BLUE 10every cue referencing palette 1 updated Visualiser & XYZ
3D lighting visualiser and XYZ position targets
Program the show before you get to the venue.
The built-in hardware-accelerated 3D visualiser renders beams, colour, gobos, haze, shadows and reflections over GDTF-accurate fixture models, with procedural people and truss for scale, so you can build a stack at the kitchen table and walk into the room with the show already on its feet. It keeps up while you work, too: the pass that used to make the desk sluggish with the 3D window open now takes under 2 ms on a 496-fixture rig. Give it its own machine over Art-Net if you would rather have it on a second screen.
Blind used to mean blind everywhere, including the one place it was safe to look. Now the visualiser can merge your blind edit into the live scene so you see it in context, or show it on its own with everything you are not holding darkened, while Art-Net, sACN and USB keep sending the real look to the rig.
Calibrate a mover against four known stage points and LMX solves its true hanging position and orientation. After that you aim at named places, “Vocal spot” or “Drum kit”, instead of raw pan and tilt, and cues can hold a live target reference: move the target or re-rig the fixture and every cue re-solves itself. The Target window edits positions while the show runs, which is how you drive a follow spot from the desk.
The 3D visualiser in the manualTARGET CREATE 12 NAME "Centre stage" POS 0 5 0CALIBRATEAIM FIXTURE 1 AT TARGET "Centre stage"TARGET CAPTURE "Centre stage" SELECTEDSTORE CUE 20 "Centre special"cue 20 re-solves if the target moves Output & show control
Art-Net, sACN and USB-DMX output, plus MIDI control
Speaks every protocol your rig does.
Art-Net and sACN (E1.31), with per-universe priority and routing, hold a steady 44 fps. FT232R-based USB-DMX runs at the fastest rate the wire can physically sustain, with a configurable guard time after each frame, which is what cleared up the flicker you used to see on fixtures at high addresses. Ask for a rate your adapter cannot hold and LMX tells you, rather than quietly sending short universes to the rig. Per-protocol health reporting gives you live send rate, error counts and instant notice when a USB interface drops out.
MIDI covers faders, encoders, GO and flash buttons, and note messages too, so grid and pad surfaces map fully, velocity-sensitive pads can ride a fader or an attribute, and feedback lights the pad while its flash button is held. Do not know the CC number? Detect mode waits for you to move the thing, then fills the mapping in for you.
Beyond that: map any command to a key, and script the repetitive parts with macros that take loops and conditionals.
Output and protocols in the manualCONFIG ARTNET BROADCAST 10.0.0.255CONFIG SACN PRIORITY 120SHOW OUTPUTartnet 44.0 fps · 0 errorssacn 44.0 fps · 0 errorsusb-dmx 44.0 fps · FT232R connected Phone remote
Remote control from your phone, tablet or laptop
Take the desk into the room with you.
LMX serves a page to anything on the same network with a browser, so the show goes where you do: out into the auditorium to see what the audience sees, up on stage to set a mark, or into the wings on a tech day. No app to install and nothing to pair - turn it on in Configuration, scan the QR code the desk puts on screen, and the phone is on the desk.
Three tabs, each doing the job a phone is actually for. Playback is the whole cue list with every cue on it, so you can take a rehearsal from a point by tapping one, with GO, STOP, the grand master, and a blackout you hold for a second rather than tap, because a stray touch in the dark should not put the show out. Faders is the page the desk is showing, a strip each, with page chips and a FLASH that is held rather than latched. Targets does the whole focus job from the floor: pick a target, capture fixtures to it, highlight them to see which lantern you are holding, then drag it across a plan of your own stage with the beams following, and keep the move or drop it.
It reads the desk rather than approximating it. Green is the live cue and amber is the one GO would fire next, the faders are the console's own faders, and the plan is the Target Editor's, rotated the way you set it at the desk. Pinch to zoom into a crowded bar. It cannot record over your show - the remote is allowed to run and focus, not to store - and a target you moved and walked away from is put back where the show holds it.
The phone remote in the manualCONFIG REMOTE ON[LMX Remote] http://192.168.1.24:8765or scan the QR code in Configuration > RemoteTARGET MOVE 3 POS 7 5.5 1.6target 3 moving live - SAVE to keep itTARGET SAVE 3 Diagnostics & reliability
Diagnostics: trace any DMX value back to its source
When something looks wrong, know why in seconds.
WHY FIXTURE (or INSPECT FIXTURE) traces any attribute back to whatever is driving it: which cue, which fader, which effect, which programmer value, through every layer and down to the DMX bytes on the wire. SHOW LAYERS lists everything contributing to output right now. It is the difference between “that light is wrong” and “that light is wrong because fader 6 still has last night’s effect on it”.
When you need out fast, PANIC deterministically stops cue lists, releases faders, kills effects and clears the programmer. Undo, emergency blackout, autosave, backup-on-overwrite and showfile recovery cover the rest, and save scopes let you export just the patch, just the objects, or everything except the cues, so a rig you built once can start the next show. Licences work offline, so a venue with no usable internet is not your problem.
Underneath all of it, the engine is regression-tested with a deterministic simulation harness and benchmarked to 1,000 fixtures. Unglamorous work, but it is the reason you can stop thinking about the desk and watch the stage.
Troubleshooting output in the manualWHY FIXTURE 3intensity 80% ← cue list 1 / cue 4red 100% ← palette 2 via preset 11tilt +12° ← SFX 1 on fader 6 @ 65%dmx: u1/17 = 204, u1/19 = 255PANIC From patch to show
Generate groups, palettes and presets from your patch
Patch the rig. Get a show back.
Every other desk hands you a patch and an empty show, then wishes you luck. LMX reads the rig you have just patched and builds the starting point for you: groups, palettes, presets, targets, SFX and position looks, all of it at once or only the parts you ask for. On a 496-fixture rig that is 138 groups, 54 palettes, 10 targets, 11 effects and 36 position looks you did not spend your get-in building.
It works out where each light actually hangs, so you get a group per bar, per boom and per side run, plus roles, fixture types and odd/even splits, each ordered along the bar. Fan across one and the move sweeps the room instead of jumping about in patch order. The position looks are stored as a centre plus a fan intent, exactly like one you built by hand, so they stay editable rather than baking into numbers.
Nothing happens behind your back. A preview lists everything that would be built and tells you why anything was skipped, and any name you have already used is left alone, so you can patch the extra six movers that turned up on the truck and generate again to fill in the gaps.
Generate from Rig in the manualGENERATE496 fixtures read from the patch138 groups · 54 palettes · 10 targets11 SFX · 36 position looksexisting names left untouchedor tick what you want in File > Generate from Rig Try all of it. Free.
There is only one way to judge a console, and that is to program on it. The beta build is out: join the beta programme, download it, then patch your rig and have a cue stack running that night.
New features land regularly. See what shipped in every version.