Finally solved since 1.8. Many thanks to MA
Posts by mr-button
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It would probably good if you could post an explanation of what your plugin is doing and how to use it before people add a random script to their show.
‘Work with BMP’ could mean anything.
But thank you for sharing
Okay, here my explanation what my LUA script is doing:
I have Speedmaster 16, which is used for BPM detection of the sound input, mapped to executor 230.
My LUA script reads out its value and copies it to other executors where other speedmasters like "rate", grandspeed, programspeed (329, 330, 429,430) etc are assigned to.
In one executor, cue triggered by sound, I am calling this script via cmd each 2nd beat to get the different speed masters synchronized.
On top in a second executor I am setting all speedmasters to Zero, when there is no sound for around 5 seconds. So when the music stops my show freezes. Thus I get a good automatic sound to light performance.
@GG: You are correct, whenever the BPM value is above a certain level I adjust it with a factor of 3/4. This works for me as a rule of thumb. Sometimes the BPM detection creates values far beyond the real BPM and I am automatically setting it down.
If any interest, I can send my show file on request via DM.
BR
mr-button
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In order to work with BPM (Speedmaster 16) and other Speedmasters I am using my own LUA script:
Code
Display Morelocal function main() -- Printf("Get Set Fader on grandma3") local mypage = CurrentExecPage() -- Echo(mypage.index) -- Echo(mypage.name) exec_nr_1 = 230 exec_nr_2 = 429 exec_nr_3 = 329 exec_nr_4 = 430 exec_nr_5 = 330 my_ex_obj_1 = GetExecutor(exec_nr_1) my_ex_obj_2 = GetExecutor(exec_nr_2) my_ex_obj_3 = GetExecutor(exec_nr_3) my_ex_obj_4 = GetExecutor(exec_nr_4) my_ex_obj_5 = GetExecutor(exec_nr_5) -- configure the data structure used to read out the fader local FaderDataStructure = {} FaderDataStructure.value = FaderValue FaderDataStructure.token = "FaderMaster" FaderDataStructure.faderDisabled = false; local fader_current_Value = my_ex_obj_1:GetFader(FaderDataStructure) Echo ("Current Value:"..fader_current_Value) if fader_current_Value > 90 then FaderDataStructure.value = fader_current_Value *3 /4 my_ex_obj_1:SetFader(FaderDataStructure) Echo ("corrected Value:"..fader_current_Value *3 / 4) end local fader_current_Value = my_ex_obj_1:GetFader(FaderDataStructure) FaderDataStructure.value = fader_current_Value my_ex_obj_2:SetFader(FaderDataStructure) my_ex_obj_3:SetFader(FaderDataStructure) my_ex_obj_4:SetFader(FaderDataStructure) my_ex_obj_5:SetFader(FaderDataStructure) end return main
Put the code above into the Pool "Plugins" assign the speedmasters as depicted and you can give it a try.
This is from my current show file.
BR
mr-button
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Maybe I found a trick:
1. Export MVR
2. Delete patch
3. Import MVR
Now the scale is at 1.0 at all fixture and everything is visible.
But I lost all my group assignments AND the majority of all presets.
MA, please help. Is there any way to change the property "scale" in patch? This will do it without hours of work.
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Scale of fixtures is determined by the fixture type.
You can change the scale of environmental objects.
Ok, but is there any way to set the scale to 1.00?
"Tomshine 3" at the bottom and "MH TOM L" at the top of my patch list are using the same fixture type.
The difference is I patched the Tomshine 3 in GMA3 1.7.2 and the scale is shown at 1.00 for x,y and z and it is visible in 3D. The other one and the majority of my fixtures in the patch comes from prior versions and are not visible. The scale is at Zero her.
Any idea?
I am really hesitating to create a completely new patch.
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Hi Doronkoren,
do I understand right?
You are using a fixtrue with different modes which are using a different amount of channels and you want to control an attribute which is in a different mode than that used by the fixture.
In my experience you cannot reach attributes on DMX-Channels from a different modes in the fixture.
Any details about the fixture?
BR
Sascha
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Many many thanks Ryan!
Now I found the Remove command under Specials. I was so close but didn't found it first.
Now it works.
BR
Sascha
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Hi davegbaxter,
would you mind to post your Marcro?
That might help to look what happens.
I personally have sometimes the issue, that changing between dimmer values or different colors automatically a phaser is started.
BR
Sascha
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Okay, for DOT2 you have to use the MA fixture builder. But that isn't that hard for those two devices.
If you need help with creating, write a note...
BR Sascha
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Hi Ringen,
would you mind to post your lua script here?
Best Regards
Sascha
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Hi Thierry,
what is the exact type of fixture you need?
Fixtures can easily created in https://fixturebuilder.gdtf-share.com/ now.
Datsheet for Ipanal 24x10_QC can be found here: https://www.contest-lighting.c…24x10QC_manuel-web-en.pdf
In 6-Channel mode its only RGBW, Dimmer and Strobe. Very easy to create a fixture.
Datasheet for IPSpot: https://www.contest-lighting.c…PSPOTQC_manuel-web-en.pdf
Best regards
Sascha
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Many thanks, finally I found it. I copied the Shutter and Dim row from my original gma2 fixture and exported it back to gdtf. Now everything is working fine and I can do the "finetuning" with Gobo positions, Prism in GDTF fixture builder.
BR
Sascha
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Thanks.
I have added the Channel set "open" on default value 7 for the Shutter, but unfortunately I still can see no beam.
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Hi,
today and yesterday I tried to create a fixture for my SHEDS Moving head in GDTF. In real life the fixture is working, but in 3D of grandma3 1.6.3.7 I cannot see any light.
To exclude there is an error on grandma3 I tried out the gdtf fixture for a "Robe_Lighting@Robin_Pointe@04062021". This is working well in 3D.
Can anybody see something I did obviously wrong on my fixture?
Any help is appreciated. File is uploaded.
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Hm, maybe I am blind, but I cannot find a dedicated fade time for movement/positions. Any hint?
My workaround now is storing different program parts in a cue.