This section will look at setting up a new production project and creating and running a scene. The scene the tutorial will look at is the opening scene of King Lear, Act 1 Scene 1. The theatre is the Cochrane theatre, a small conventional proscenium arch space.
Go to the 'File' menu and select 'New'. The following dialog will appear.
Enter your name under Name and then enter "King Lear, Act 1, Scene 1" under Play or Project. Next, from the drop down list of theatres select the Cochrane theatre. This tutorial uses millimetres as a unit of measurement so it is recommended that millimetres are selected. Click on the 'OK' button. To clear a space and see what is happening, the current Stage Manager figure needs to be moved. Select the figure by holding the mouse pointer over it and then clicking the right mouse button. Holding the Shift key down click on the figure again and holding the mouse button down move the mouse sideways and the figure will move along the floor in the direction of the mouse. Moving the mouse up and down will move the figure backwards and forwards. Move the figure away from the centre of the stage. (Holding the Ctrl key down will change the height and width of the figures position and holding the Shift and Ctrl together will rotate the figure around its vertical Y axis.)
Go to the "Stage Fit Up" panel.
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FloorCloth |
Click on the Floor Cloth button. A white square will appear at centre stage. Its dimensions are 1000mm wide by 1000mm deep. An interference pattern will show if two surfaces coincide so it will be just above the stage floor level. Resize it by going to the Size options dialog. Give it a Width of 8000mm and a Depth of 9000mm. Now move the cloth using the depth wheel until the cloth is almost at the front of the stage. The Depth text box should read about +1400mm. The plus sign will not show. (A Floor Cloth cannot have height, if you accidentally give it height enter '0' in the height text box and press return.) |
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Track |
Add a track by clicking on the Track button. A long thin bar will appear with a peg at one end. The peg is called a spigot and this is what scenery elements are attached to for remote movement. A track is typically used to move trucks (wagons) on and off stage without stage crew being visible. Offstage there will be a manual or electric winch that moves the spigot along the length of the track with thin steel cables. This tutorial will use it to make a throne appear out of nowhere. Resize the track in the Size option dialog by changing the length (Width) to 5000mm. In the Position dialog change the Depth to -3000mm and the Spin rotation to 90°. The track should now be running from centre stage to upstage centre. |
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Wings |
Click on the Flat button and a flat will appear at centre stage. The dimensions will be 1000mm wide, 1000mm high and 50mm deep. In the Size dialog change the Width to 2500mm and the Height to 6000mm. Move the flat's position to Width -5250mm and Depth -7400mm. Select the name "osflat" in the scenery item listbox and rename to something like "US SR Wing Flat". US means upstage and SR means stage right. This name says what it is and where on stage it is. See Stage Positioning. The next actions need a better viewpoint. Holding down the Shift key press the left mouse button down and move the mouse forward. The viewpoint should move forward with the mouse. Position the viewpoint on the centre of the stage and the holding the Ctrl key down and the left mouse button, move the viewpoint so that the viewpoint is above the stage. Holding down only the left mouse button rotate the view so that the stage floor can be seen clearly. The view should be similar to the one below. If not repeat the previous actions until the view shows the floorcloth and surrounding area clearly.
The viewpoint of this view is from above the LX bars and just behind the proscenium arch, the spotlights are visible hanging from the bars. The Track can be seen running from the centre of the floor cloth to the centre back. The stage manager is standing foreshortened at centre stage right looking up at the viewpoint. From the Windows menu select Create View. Enter a name for the view and then click on Save. This will save the view to the list of view buttons and allow a return to this view at will. Making sure that the Wing Flat that has just been created is selected (has a bright red bounding box around it, make sure that the "HL-on" button reads "HL-on") click on the "Copy" button in the Edit panel. The Edit panel will show the selected object in the text box at the top. The "Copy" button makes a copy of the selected object and places it over the original and selects the new object. Go to the Position dialog and enter -4500 in the Depth text box or move the new Wing Flat to -4500 with the Depth wheel. Click on the Copy button again and set the Depth position to -1950. There should now be three wing flats on the SR side of the stage. Please be sure to put the minus sign in before the number when entering the number directly in the text box. If not the Wing Flats will appear in the auditorium. The view should now look something like the view below with the three wing flats standing on stage right.
Making sure one of the wing flats are selected, click on Copy and change the Width Position to +5250. This will place a copy of the wing on the other side of the stage. Repeat with the other two SR Wing Flats to create a full set of three wing flats on each side of the stage. Make sure that the new flats are renamed.
The view from the Production Desk viewpoint should now look like this. |
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Borders |
Borders will now be flown to match up with the wings. The borders should be just in front of the wings so that they hide the top of wing flats. Go to the Flys Control Panel. Select Bar 5 and then click on Fixed button. Bring Bar 5 to a height of 4000mm by entering the height in the text box or by dragging the mouse down on the wheel. Do the same to bars 23 and 41. Leave bar 41 selected and then click on the Cloth button on the Build Control Panel. A cloth will appear hanging at the centre of bar 41. Rename the cloth to "Border" and then resize to 10000mm wide and 3000 high. With the border selected click on Copy. While the copy of "Border" is highlighted hold the Alt Key down and click on bar 23. Bar 23 and the copy of "Border" should both now be highlighted. Click the Attach button on the Edit panel and a message box will appear asking if the border should be attached to the bar, click on Yes. Another message box will appear saying that the border is already attached to a bar, should it be released? Click on Yes and the Border will change bars. Repeat this process to put a border on Bar 5. Go to the Flys Control Panel Panel and reset the height of the Borders. Perhaps bar 5 to about 8400mm and bars 23 and 41 to about 8750mm. Move around the auditorium and check that the Wings and Borders are in fact masking the offstage area properly. |
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BackCloth |
Bring in Bar 42 and attach a cloth to it. Rename the cloth to "Backcloth". Resize the cloth to 8500mm Wide and 6000mm High. Raise Bar 42 to 6000mm. Use the Cue button when moving the Bar 42 as this bar will be involved in cues later on. |
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Map |
Bring in Bar 35 and attach a cloth to it. Rename the cloth "Map" and Resize to 3000mm square. The Map will hang in the middle of the stage like a picture, all four sides want to be seen. So that the bar the Map is hanging on doesn't come down into view the Map must be suspended on drifts. Drifts are wires that hang off the bar and allow objects to be suspended some distance below the bar. Drifts are simulated by moving the hanging object down from the bar. Select the Map and holding the Ctrl Key down drag the Position Height wheel until the Map is approximately -2500mm below Bar 35.
The view from the Production Desk should look something like this. |
There are two ways to paint the scenery. The first is to paint with pure flat colour like emulsion paint. The second is to paint with different colours that imitate a texture like concrete or a view such as a landscape. Select the Scenic Paint Shop Panel below. It is possible to mix both processes. A texture shows its true colours if the object is coloured white, but if the object is any other colour then that colour will show through the texture. It is possible for instance to have a black and white texture for a face and to colour it using the paint mixing sliders.
To paint the scene some textures need to be loaded first. Click on the Find button and select "conc_block", "conc_wall" and "map".
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FloorCloth |
In the 3D View select the FloorCloth and in the Rendering panel select the "conc_block" texture. Click on the Use button and the floor cloth will be painted with the chosen texture. |
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BackCloth |
Select the BackCloth and select the "conc_wall" texture in the Rendering Panel. The Use button will paint the BackCloth with the "conc_wall" texture. |
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Map |
Select the Map cloth and the "map" texture. The Use button will paint the map texture on to the Map cloth. |
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Wings |
Select a wing flat and mix a black by bringing all the sliders down to "0" or by selecting black in the colour dialog. The wing flat will now be black. In fact on stage it is impossible to get an absolute black while in this program it is. Any object that is painted with black mixed as "0,0,0" will not reflect any light. It is better and more realistic to mix black as "10,10,10". This then allows for the creation of a black box space where the surfaces can be seen. When the wing flat is the right black click on the Paste button and then select another wing. The new selection will take the colour of the first. Repeat until all the wings and borders have been painted black.
This is what the 3D View should look like. If it is difficult to see everything, go to the Lighting panel and move the general light fader (top left fader) to full. For a more general light use the "Working Light" fader in the Prompt Corner. |
Two properties are used, a throne and a crown. The throne will be attached to the spigot of the Track and the crown will be placed on the seat of the throne.
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Throne |
Click the Furniture button of the Stage Properties control panel and choose the Throne from the open dialog. Move to a position where both the Throne and the Track can be clearly seen. Select the Throne and with the Alt Key pressed select the Track. Both the Throne and the Track should have a red bounding box around them.
Click on the Attach button and the Throne will attach itself to the spigot of the Track facing SL (Stage Left). Spin the Throne to -90° so that it faces the front. The Throne has inherited the rotation of the Track and needs to be corrected in the opposite direction to cancel the Tracks rotation. The Throne should be centred over the Track's spigot, if not make sure that its position is set to 0,0,0 (Width 0, Height 0 and Depth 0). Select the "Prod Desk" view from the Views panel and select the Stage tab in the Control Panels. Select "Track" in the listview and drag the mouse pointer from the wheel. The throne will move from end to end of the track. From centre stage to behind the backcloth. |
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Crown |
The Crown is to be placed on the seat of the Throne but if an attempt to Attach the Crown to the Throne is tried, a message appears saying that there are too many generations involved and it cannot be attached. The work around is to attach the Crown to the Tracks spigot and then move it up so that it appears to be on the Throne seat. Select the Crown and then with the Alt Key depressed select the Track and then click on Attach. The Crown will disappear but is in effect hidden by the Throne. Select the Crown in the Props listbox and then use the Height wheel to raise it up to seat height. The Throne and the Crown are the same colour, it may help to change the colour of the Throne or apply a texture to it. |
The Actors Audition and Costume panel is used to add, costume and make-up the actors for the project.
There are three actors present at the opening of Act 1 Scene 1, Edmund, Gloucester and Kent. Already on stage is a stage manager. Start by turning the stage manager into Edmund.
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Edmund |
Select the "stage manager (body)" in the character listbox and Rename to "Edmund (body)". Do the same with "stage manager (Head)".
Select the Character option dialog and click on the costume Find button. Open the "Lear1" and "Lear2" costume texture images. Select the Lear2 costume from the drop down list so that it appears displayed and click on Wear to put the costume on the actor. As the stage manager is a young man the casting is fine. |

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Gloucester |
For Gloucester click on 3-D Actors and choose "b_cloakman" giving "Gloucester" as the character name. Select the "Lear1" costume and put it on Gloucester. In the Actor panel click on Audition and select "old_man" from the Open dialog. Select Gloucester's head and click on Cast. The image from the Actor panel should now be on the head. |
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Kent |
For Kent, simply select Gloucester's body and click on Copy on the Edit panel. Gloucester's body and head should appear again in the character list. Drag the Gloucester copy to one side and Rename both parts as Kent. Finally change Kent's costume to "Lear2". The costumes may be differentiated more by adding colour from the mixing palette in the Paintshop.
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This sequence of cues will cover from the beginning of the play up to the entrance of the court on line 32. The sequence will be as follows.
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1 |
On the half hour call establish the preset lighting cue on the bare stage. |
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2 |
On entrance of Gloucester, Kent and Edmund start LX actor build downstage right. |
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Line 32 fade LX down on to actors leaving backcloth in the dark. |
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Raise backcloth just enough and track the throne on underneath. |
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Fade up throne downlight. |
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Bring up general and map light. |
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Enter court. |
To see the scene it needs light. Light is also used to focus the eye of the audience to a particular part of the stage. Stage lighting is achieved through a combination of many lamps that are focussed, coloured and have their light levels set.

The Lighting Board is where this takes place. One general floodlight and seven spotlights may be used for any one cue. The seven spotlights are chosen from the twenty available spotlights. The far left fader of the upper and lower banks is a general flood light. The next seven faders are for the spotlights chosen through the patch board.
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Selection |
First the spotlights need to be selected so that they can be focussed. A general light is needed for the preset and the general flood can be used for this. A spotlight is required downstage right where Kent, Gloucester and Edmund will talk. If they are lit from directly in front they will look flat and washed out. A light coming from in front and to one side will look more interesting. Select the middle actor of the three and click on the "Go To Actor" button of the Views panel. On the Zoom panel open the view to about 28mm focal length. Rotating the view with the left mouse button pressed will allow the lights hanging above the stage and in the auditorium to be seen.
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| Focussing |
Click on the "Prod Desk" button in the Views panel and the point of view will change back to the centre of the auditorium. Return the Zoom slider back to a focal length of 50mm. Open the Focus panel and place the mouse pointer over the Vertical wheel and drag it downwards until the beam of light shows on the stage at the right of the 3D View. ![]() Do the same with the Horizontal wheel and move the light across towards the actors. It is a good idea to move the light around to get used to the interaction. With the light roughly on the actors move the Width slider to make the beam of light wider. The Focus slider will soften the edge of the beam.
The beam should be aimed at the three heads and then lowered until the light starts to dim on the heads. The actors heads must most clearly be seen .
Repeat the focussing using spotlight 9 to create a tight beam of light over the throne when it is in its centre stage position.
Bring the map in view and use spotlight 13 to illuminate it. Widen the Beam and soften the Focus. |
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Cues |
1.0 - Set all spotlight faders to "0", put the flood fader to about "55" and set the timing to "0.0 secs". Click on "Save" in the Lx Cues panel and give it the name of "preset".
2.0 - Bring up spotlight 1 to about "75", reduce the flood to "0" and set a time of "5.0 secs". Click on "Save" and give the cue a name like "focus down DSR". This means to close the light down to a small area at Down Stage Right. 3.0 - Select spotlight 9 and make sure that it is patched in and showing on one of the faders. Bring spotlight 9's fader up to about "55", take spotlight 1 down to "0" and set a time of "10.0 secs". Click on Add and give the cue a name like "throne". 4.0 - Set the flood to "17", spotlight 1 to "100", leave spotlight 9 where it is and set the timing to "10.0 secs". Select spotlight 13 and make sure that it is patched in and showing on one of the faders. Bring the spotlight 13 fader up to about "76". Click on "Save" and give the cue a name like "map & build". 1.5 - A cue is missing between cues 1.0 and 2.0. Select cue 2.0 and set the flood to what it is in Cue 1 ("55") and spotlight 1 to "100". The time can stay at "5.0" secs. Click on "Insert" and give it a name like "actor build", the cue should appear between cues 1.0 and 2.0 with 1.5 as its number. The lighting cues are all done, select cue 1.0 and click on "GO". The "preset" should develop into "actor build" over 5 seconds. Try all the cues and adjust the levels and timing as necessary using the "ReSave" button. "Set Back" will select the previous cue. |
Use the right mouse button combined with the Shift Key to position selected actors on the stage. The wheels of the Position panel can also be used.
When the actors position or blocking is right, save it by clicking the "Save" button on the Blocking panel. The name entered will be added to the list of Blocking cues. Clicking on one of these cues will send the actors to the saved positions.
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1.0 - Edmund is lagging behind when Kent and Gloucester enter, so he can be separate for the first cue. Click on "Save" and call this blocking cue "K & G on, Edmund US". |
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2.0 - Edmund joins Kent and Gloucester when the dialog starts. Click on "Save" and call this blocking cue "K, G & E all together DSR". |
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3.0 - The three actors move back and turn in anticipation of the court's entrance. Click "Save" and call this cue "make way for court entrance". 0.5 - The play will start with an empty stage. Move all the actors off the stage and Insert a blocking cue at the beginning called "empty stage". Click on the different blocking cues to see if they are right. Reset any cues that do not feel right. It is possible to flick through the cues with the up and down arrow keys once one has been selected. |
There is one remote controlled scene cue to set up and this is the entrance of the throne with the crown.
Click on the Stage tab to get the Scenic Cues panel. Select "track" in the list at left. Dragging the mouse pointer on the wheel in the middle will move the Throne backwards and forwards.
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1.0 - Move the throne to the back of the stage so that it is behind the backcloth. Click on "Save" and enter the name "Stage Set Up". This cue becomes the starting position for all controlled stage elements. |
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2.0 - Move the throne to centre stage, as far forward as the track will go. Enter a time of "10.0 secs"in the timing textbox. Click on "Save" and enter "throne down stage". Cue 2.0 will be added. Set Back or click on the first cue in the Scene Cues listing. The throne should disappear, now click on GO and the throne should track forward to the centre stage position in a time of 10 seconds. |
There are two fly cues. One is to raise the backcloth to allow the throne to come forward. Two is to bring the backcloth back in and also to bring the map into position.
Click on the Flys tab to get the Fly Gallery panel. Select the bars by using the mouse pointer in the 3D View or from the list on the left of the Fly Gallery. To move a bar using the centre wheel, the Fixed or Cue button must be depressed. Use the Fixed button for setting permanent bars like borders and the Cue button for bars that will be moved in a cue.
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0.0 - Check that the bottom of the backcloth is just touching the stage floor. Bring the map in and then take it out until it just disappears. Click on "Save" and call this cue "Stage set up". This cue becomes the starting position for all flown bars. |
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| 1.0 - Raise the backcloth so that it is just above the throne. Enter a speed of "500" millimetres per second in the speed textbox. This is the default maximum speed for the Cochrane theatre so it is not possible to go faster, but it is possible to go slower. Click on "Save" and name this "backcloth out". Set Back to the previous cue and click on "GO" to see if the cue behaves as it should. | |
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2.0 - Bring the backcloth back down and bring the map into position. The timing should have stayed at "500 mmps" Click on "Save" and call the cue "cloth & map in". Run and check the fly cues using Reset to make any changes that are needed. |
Clicking on the Prompt tab bring up the Prompt Desk panel.
The Cue buttons are shown under departments. The red and green buttons are toggle buttons, clicking once will change the button state. If a button is off it will be turned on and if it is on it will be turned off. The red buttons warn the departments and the green buttons give a GO. Several red buttons can be set and the cue initiated by pressing the green Master button. There are two modes of use, manual and automatic. The automatic mode is by using saved cues. Between each red and green button is a white textbox that shows the current department cue number and two arrow buttons, this is called a spinner and can be used to flip between the cues for that department. The department green buttons can be used to initiate cues immediately.
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Manual |
For single department cues select the red button to warn of the coming cue and then hit the green button when the cue is to be carried out. The green button will remain down and lit until the cue has finished. For multiple cues select the relevant red buttons to warn the departments and then hit the green Master button. The relevant red buttons will go off and the green buttons will go down and light up until the end of the cue. |
| Automatic | Set the red buttons for a particular cue, click on Save and give a meaningful name. The cue will appear in the listbox on the right. Selecting a list item will set the stage for that cue, putting all departments into the necessary cue. It is possible when a list item is selected to flip through the cues by using the up or down arrow keys. |
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Tutorial |
1.0 - Clear all the red buttons and set back all department cues to their first. Select the Actor red button and click on "Save" naming the cue "actors on" |
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2.0 - With the Actor red button still selected, select the Lx red button and click on "Save" and name the cue "DSR light up". |
| 3.0 - Deselect the Actor red button but leave the Lx red button selected and click on "Save" and name the cue "lights down". | |
| 4.0 - Deselect the Lx red button and select the Flys and Actors red buttons. Click on "Save" and name the cue "backcloth up" | |
| 5.0 - Select Lx, Flys and Stage red buttons. Click on "Save" and name the cue "throne and map in". | |
| 6.0 - Deselect all buttons and select the Lx red button only. Click on "Save" and name the cue "lights up". | |
| Select the first cue in the cue listbox and run through the cues by clicking on GO for each cue. |
This tutorial has tried to introduce all the main techniques for using openStages but nothing can take the place of playfully pushing software to the limit to find out exactly what it will not do. Have fun, but remember to save a lot and rename your files to create different versions.