preset image to appearance/sequence

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  • When creating presets, for example gobo presets, mostly the gobo "image" is visible in the stored preset.

    I try to get that image as an appearance on some sequences having that gobo, but not sure how to get that done.

    Using LUA I got to a point where I have the wheel values.

    For example, for fixture alpha Spot QWO 800 standard mode, for a specific gobo on the first gobowheel, I could get information as:

    • name: [00590106_png]
    • folder: "Clay Paky"
    • FileName "00590106.png"
    • wheel: GoboWheel1
    • wheelslotindex: 9

    I wonder how I can create an apperance having that gobo image, linked to that preset, so in my next steps I can get that appearance name linked to sequences.

    Probably I first need an image created.. but after some tryouts in getting that image created, I'll just leave the question here :) maybe someone knows how this works?

  • How is the presets created in the first place?

    If you want to try to generate appearances based on any arbitrary preset content, I believe you are going down a rabbit hole.

    What could possibly be feasible would be to simultaneously create presets and linked corresponding appearances

    (both based on same channelsets/wheeldata )

    ----

    gobo-images are already in your showfile, in the Gobos pool (Image 1.x ), and can be used as appearance/image of an Apperance-object the same way as e.g. the Symbols pool or Images pool. (Image 2.x / Image 3.x)

  • How is the presets created in the first place?

    Presets are created by selecting the fixture, selecting an attribute, put it on a value, and store as preset. It's about one preset holding one value.

    So if I create presets holding a gobo, then that one preset holds only that specific gobo, no other values.

    What could possibly be feasible would be to simultaneously create presets and linked corresponding appearances

    (both based on same channelsets/wheeldata )

    That is indeed the idea, I create the appearance together with the preset (It's all done in LUA, I have that information as described above), because then I have those values from wheeldata and channelsets like you mention.

    I'm wondering how to create an image in the images pool, holding the "image" of that specific gobo, so how to link those (gobo) images in an image pool.. using the info I described in my first post.

  • gobo-images are already in your showfile, in the Gobos pool (Image 1.x ), and can be used as appearance/image of an Apperance-object the same way as e.g. the Symbols pool or Images pool. (Image 2.x / Image 3.x)

    If you edit an appearance and then its image, notice that the image select popup has a button in the headline to choose which pool to pick the image from.

    You should just assign the actual gobo to the appearance, there is no need to make a duplicate instance in the Image pool.

    Code
    return function()
      local goboname = 'ma_wash' -- or e.g. your '[00590106_png]'
      local myNewAppearance = ShowData().Appearances:Aquire()
      myNewAppearance.Name = goboname
      myNewAppearance.Appearance = ShowData().Mediapools.Gobos[goboname]
      Echo('%s created with gobo %s', myNewAppearance:ToAddr(), goboname)
    end
  • Using LUA I got to a point where I have the wheel values.

    For example, for fixture alpha Spot QWO 800 standard mode, for a specific gobo on the first gobowheel, I could get information as:

    • name: [00590106_png]
    • folder: "Clay Paky"
    • FileName "00590106.png"
    • wheel: GoboWheel1
    • wheelslotindex: 9

    I am trying to recreate this, what would the Lua script for extracting those values look like?

  • Feature request:

    If a cue holds only one type of gobo preset and that preset has a gobo image anyway, it would be nice this could be used to display on that sequence.

    There is already an option "prefer cue appearance" another one called "prefer gobo" would be nice here.

  • Can someone share how they get the gobo images to their gobo sequences and cues? Except of course by doing it manualy?

    Would like to know the same, its a lot of work manually..

    And the gobo pool has no names, you can't filter them with worlds or filters so if you have lots of different fixtures in the patch its a real pain...

  • Hi guys,

    I am releasing soon a PlaybackGrid plugin, It supports all types of Presets (not jus color).
    I see that Gobo images are important, I will include this solution in the plugin.
    (Meaning, that the plugin would resolve the Gobo image name for each preset, and it will appear in the Grid)

    If you would like to BETA test this plugin,
    please write me at:
    hepi@ma3-pro-plugins.com

    @hypro, are you getting the gobo info (name, folder, wheel) by checking the values in a preset (exporting to XML and reading it), resolving the Gobo slot from the fixture info (exporting fixture XML)....?

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