# Jog Workspace

The Spikemark Vantis jog workspace displays everything you need to get your machines moving. The layout should look something like this:

You’ll first notice a list of Stagehand-controlled axes at the bottom of the screen. These **Stagehand Cards** contain a plethera of information that can be broken down like so:

#### **Single Selection Jog**

To get an axis moving, simply tap the **Stagehand Card** for your desired axis in the **Stagehand Axis List**. If the list extends beyond what is visible on screen, press and drag your finger up or down to scroll.

Once selected, the **Stagehand Card** will gain a blue halo and appear in the **Stagehand Axis Dashboard** above. From there, hold the **Enable Button** and use the **Jog Paddle** to move the axis in your preferred direction.

When finished, tap the selected card again to deselect it, or press **Clear Selection** in the top-right corner of the screen.

Want to move a different axis? Simply select another card—the previous selection will automatically clear, making room for the new one.

#### **Multi-selection**

Want to move two or more axes at the same time? Simply press and hold any axis in the **Stagehand Axis List** to enter multi-select mode. Empty circles will appear on all cards in the list.

Tap the axes you want to include, and the circles on selected cards will fill in blue. Each selected axis will also appear in the **Stagehand Axis Dashboard** above, ready for movement.

Once there, you are free to hold the enable button and jog at will using the **Jog Paddle**. To deselect, either tap the individual cards you no longer want selected or tap **Clear Selection** on the top right of the screen to deselect all cards.

#### **Motion Header**

One thing you'll notice as you are jogging, is a change in color on the **Motion Header** at the top of the screen.

As you jog, the header will turn **Green** and inform you that your selection is Running. For point to point targeted movement such as **Move To Position, Spikes and Presets**, the **Motion Header** will turn **Red**. More on this later.

#### **Move To Position**

So you’ve conquered the art of jogging. Nice work. But sometimes precision is the name of the game, and you’ll want an axis — or a whole group of them — to move to an exact position.

After selecting your axis, head over to the **Spikes Bar**.

For a one-time move, tap Move To Position and a handy numeric keypad will appear, ready for you to enter your target position.

*NOTE: The position will displays as the default measurement for the selected Axis*

Once you’ve entered your desired position, tap **Load**. You’ll see the **Motion Header** turn **Red**, along with a description of the loaded move so you know exactly what’s ready to happen.

You’ll also notice the target position mirrored in the **Move To Position** icon — a quick visual confirmation that your move is locked, loaded, and standing by.

When you are ready and have eyes on the moving axis, simply hold down the **Enable Button** to execute the move. Once the move is complete, the loaded **Move To Position** command will clear automatically.

If you release the **Enable Button** before the move finshes, the selected axes will experience a soft stop and the loaded **Move To Position** will clear. To resume movement, you will need to type in and reload the desired position and hold down the **Enable Button** once again.

If you decide you no longer want to **Move to Position**, select **Unload** and the loaded move will clear.

#### **Spikes**

Spikes are your best friend when you want to hit the same position again and again—like magic, but with motors. To create a Spike, just tap the **"+"** on the **Spikes Bar**, and voilà! A handy little window pops up, ready for you to name your Spike and set your target.

Once complete, select **Create**, and the new Spike will appear on the **Spikes Bar**.

Keep in mind, each Spike is loyal to the axis it was born on. Pick a different axis, and—poof!—that Spike disappears from the **Spikes Bar**. But here’s the cool part: if you record a Spike with multiple axes selected, the Spike will appear for each individual axis as well as for the full axis selection.

#### **Move to a Spike**

Once you have your Spikes safely stored on the **Spikes Bar**, you can utlize them at will. To Move to a Spike:

1. Select the **Stagehand Cards** you want to move.
2. Pick the desired Spike from the **Spikes Bar**.
3. Press **Load Spike**.

Just like **Move to Position**, you’ll see the **Motion Header** turn red as well as the loaded Spike on the **Spikes Bar**. A description of the move will show up, this time displaying the Spike’s name.

When you are ready and have eyes on the axes, hold down the **Enable Button** until the motors reach their Spike. That’s it—your axes are now in position!

If you release the **Enable button** before the move completes, the selected axes will perform a soft stop and the loaded Spike will clear. To continue, simply reload the Spike and hold the **Enable Button** once again.

If you decide not to move to the Spike, press **Unload** to clear it.

*Please Note: you will be unable to utilize **Clear Selection** until a spike has been unloaded.*

#### **Edit/Delete a Spike**

To edit or delete a Spike, double-tap it on the **Spikes Bar**. You’ll see a window similar to the add Spike window, but now with a **Delete Spike** option in the lower-left corner. From here, you can update the name, adjust the target, or delete the Spike as needed.

***

If you ever forget how to get things moving, don’t worry—**Spikemark Vantis** has you covered. Just take a look at the **Motion Header and Stagehand Axis Dashboard** , and **Spikemark Vantis** will give you a quick reminder of what to tap and hold to get things moving again.


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