Follow these steps to setup the controller and achieve initial motion.
Wiring
Connect the USB plug to a PC port and the 9 pin DSub connector to the "Comm" plug on an Animatics power-comm cable. Connect the power-comm cable to one Smartmotor or multiple Smartmotors using the add-a-motor cables. The Cub is powered by the USB cable and should show a green blinking "Heartbeat" indication when plugged in.
The heatbeat LED needs to be blinking before the controller will respond to software. If you encounter a problem the first question support will ask will likely be "Is the heartbeat LED still blinking? Was there any deviation to the blink pattern during the problem?".
Detect Motors
Click the Setup Tab
![](images/Setup Tab.png)
Click the "Detect" button
![](images/Detect Button.png)
After sine preparation time the Cub should be shown as the first Module in the Module List
![](images/ModuleListWithCub.png)
There will be a momentary message indicating the Master software is being prepared
![](images/CompilingMaster.png)
This is followed by a momentary message notifying that the Cub is trying to detect motors
![](images/DetectingRemotes.png)
The Module List is updated showing detected motors
![](images/SmartMotorInList.png)
The SmartMotor is considered a controller with axis and IO resources. Note that the axis of motion is now listed in the Named Axis Groups
![](images/SmartMotorIsANamedAxis.png)
Make a Console Button
Click the Console Tab
![](images/Console Tab.png)
Click the Button Tool
![](images/Button Tool.png)
Click inside the default form to create a default sized button or drag a rectangle over the form to create a button of any size.
![](images/Default Button on New Project.png)
With the button still selected click on the Legend Editor and change the name to "Move"
![](images/Button Legend Editor Move.png)
Note that the button name field to the left changes to "MoveButton"
Make a Block List
Click the "Blocks" Tab
![](images/Blocks Tab.png)
The list below the Blocks Tab should indicate the item last select in the Console View. If "MoveButton" is not currently shown then select it from the list:
![](images/MoveButton selected as active workpage.png)
The graph paper like workpage is for the selected object, the MoveButton. Now click on the "Events" category:
![](images/Events Page Category.png)
An Event is something that commences activity. Events are at the top of a list of blocks and indicate under what conditions that list of blocks is performed. The types of events offered depend on the type of object currently selected.
Buttons have these events:
![](images/Button Event Blocks.png)
Drag the Click block from the list of blocks on the left over onto the workpage:
![](images/Drag Button Click Event Block.png)
Now click on the "Motion" category"
![](images/Click on Motion catagory.png)
Drag the Move By block over to the workpage under the Click event. Find a part of the block that is raised to drag it. Lower features are fields where clicking permits value selection.
As you drag the block near the other block you'll see a horizontal bar style cursor indicating that the two will snap together if you release from this location:
![](images/Block Set Motor Cursor Visible.png)
When you release the mouse the block will snap into position below the Click event:
![](images/Set Motor Block Properly Snapped.png)
If there is any doubt that the blocks are snapped together drag the top block and blocks linked below will travel with it.
Drag the Move By block under the "Motor On" block closely to snap them together:
![](images/Remote Motor List With Move By.png)
Click the "Play" button and wait for the status to indicate "Running":
![](images/Status Shows Running.png)
A small windows form should be provided displaying the Move button:
![](images/Move Button Window.png)
Click on the Move button and the motor should turn one rotation