the textures have to be in the textures folder to get them mapped to the meshes. The path is:
C:\ProgramData\MALightingTechnology\gma3_1.0.0\shared\resource\textures
the textures have to be in the textures folder to get them mapped to the meshes. The path is:
C:\ProgramData\MALightingTechnology\gma3_1.0.0\shared\resource\textures
Hallo Marc,
Ich habe ein profil für das winch 50 und 50D mit 3D model, falls du interessiert bist, hier ist der Link:
Wahlberg Winch 50
if it is a color boost, then it is actually very easy, just change the physical value to factor 2 at 100%, then it will be white at 50% and all above is boosting
I guess the colorpicker always works additive because RGB at full is white and zero is a blackout. if you want RGB subtractive, I would try to use CMY with negative physical values. White minus Cyan is Red.
just make the LED pixels switching attributes to "no feature" by using the pixel mode channel as a mode channel
NicolasB yes, put all xml files into library folder on stick or PC, import the desired mode and patch as usual. The model will appear in 3D automatically on zero position by default
there is a texture folder inside the resources container - I copied them there manually. would be nice if mvr imports them directly to that container, also every 3ds is called "geometry" after importing mvr, wich makes it hard to find the model again
I also tried to import scenery via mvr, but the stage model is again listed as a fixture profile with the same result - have found out, that the textures have to be in the textures folder in the resoures directory.
Its not very nice solution to treat scenery like fixtures, I hoped it would appear under the layers tab in a different object tree. Maybe someone can explain how to proper import scenery via mvr - I attached the scene description file I used to import a mobile stage and a screenshot of the result.
You can import models to the meshes pool. The only solution I found to get it into the 3D window, is to create a fixture type, then add the model from meshes pool as body geometry - then patch the "fixture"
your posting brought me to the idea to try it out. I created a fixture type without any DMX modes, just one model, wich is assigned to the main geometry. It is an evironment model of a nightclub. Textures are unfortunatly replaced by the stageplane texture. Here is a screenshot of the result.
I have a set of LED strips - actually 24 different variants for dot2 3D or MA3D - There is also a 192 channel version - standard length is 2 meters, but you can change the size.
Here is the Link: LED stripes
I guess you have to import the geometry in meshes pool first
New swatchbook for MA2 and dot2. Contains more realistic colors from Apollo, Gam, Lee and Rosco
For import put the file on your stick into following path:
"gma2/colors" or "dot2/colors"
then enter cd gels; import nrgsilleswatchbook; cd root
Created a new swatchbook for MA3. Contains more realistic colors from Apollo, Gam, Lee and Rosco
For import put the file into following path:
"grandMA3\shared\resource\lib_gels"
then enter cd showdata.gelpools; import nrgsillecolors; cd root
Ich habe mal ein ähnliches Fixture mit modell gemacht. Den Lightmaxx Vega Halo 90. Den kann man gut zu den Eurolite umbauen. Hier ist der Link, falls du interessiert bist
Lightmaxx Vega Halo 90
Okay wo bekommt man diese denn ?
Hier gibts zum Beispiel die Chauvet Geyser. P6 und P7 sind verfügbar.
Chauvet Geyser P6
Auf meiner Seite findest du auch eins, sogar mit integriertem 3D model
Robe LED Beam 150
Ich habe hier auch ein fixture profile für den Phantom 130 spot. Ein realistisches 3D model ist in das file implementiert