Posts by Rex


    Here's what I came up with very quickly, only has ~33 beams. Stuffed it into a gmaMedia file and that into a ZIP file and off it goes...

    It will spin like a top as well but needs some profile sub attribute adjustment to have that visualize correctly; the model works, the .XML profile needs small assignment statement change. The subattribute to make the model spin is actually MP_SPIN_Z instead of PARABOLICMIRROR. There is no Axis Helper the name needs to change to MP_SPIN_Z. This will cause the model to spin continuously under DMX control. Saving the model to the profile causes some render oddites, I strongly suggest doing a Simple Model Change with a Right Mouse Click in the DOT2 3D Interface instead of saving the model data to the profile. Saving the model data to the profile will cause some of the beams to become disoriented because of the way they're rotated to give a visual spread to the beams.

    It could probably visualize the color macros as well[they don't visualize presently]but you'd need the RGB values[and a name list] to build a Wheel for it...lot's of hacky-skull-diggery just to get a 'Moonbeam' to visualize, mate. Good luck! Should Strobe and Dim as well.


    Oh, the beam spread is by default at 70 degrees, quite large. I left a manual control in the 3D model to adjust the beam angle to your liking. I found a single 1 degree makes the visualization somewhat realistic based upon the actual fixture. Experiment, have fun!

    The model is a 'virtual' model, there is no 'body' with material that looks like the actual fixture; just 33 beams emitting from a spinning disc. This was Quick-N-Dirty my friend, was wondering if I could get that many beams rendering in a stable fashion; I could!

    It will be difficult to get a decent visualization for this type of fixture. It's a 'Moon Beam' type of instrument with some sort of revolving[continuous spin] mirror setup generating 57 beams of light with color macros...even skillful hacking will leave the visualization lacking...for any profile used. Proper 3D model would probably crush a system with a single one fixture patched...

    Good luck on something like this!


    Does it appear to even be receiving data? as there DMX outputing from the end of the XLR cable? Is there any data being output from the desk? as in...the DMX sheet? Wrong universe? Fixture address and Patch address the same...lot's to troubleshoot if a light does 'nothing'.

    First off, is the fixture at 50/50 home position or at 0/0? If it's at home position and receiving, prolly a control issue, may need to adjust values in the RAW state of the Preset instead of the auto generated preset layer of the fixture in DOT2... If the fixture is at 0/0, there would appear to be no data being received by the fixture at the current address. That's where I'd start.

    What I've noticed is that some auto generated preset buttons in the PRESET mode/layer do NOT control a feature, I need to go into the RAW mode/layer to access the actual attribute needing a value.

    Good luck!

    ...ah, never mind, sorted.

    Multiple facets of the PRISM1 attribute are possible, even within the same fixture. That can be visualized in MA3D. PRISM1 attribute needs a wheel with the bitmap image of the facets to reference. Then additional assignment statements are needed in the function set as well. This is how it's visualize in MA3D.

    Split COLOR1 attribute, while available in the real world fixture, are not able to be visualized in MA3D.

    Seems to me, ahem, the Devs could hack this in. Allow the COLOR1 attribute wheel to reference bitmap images like the GOBO1, et al do at the present time. You could then have the split bitmaps called as a gobo is...seems doable to Rexy, it does...line 500 of the Wish List. Since they're on a wheel physically and that's how the 'split' is achieved, easy-peasy to generate the textures needed.

    Good luck

    Here's a simple example:

    <ChannelType index="12" attribute="PRISMA1" feature="BEAM1" preset="BEAM" coarse="15" snap="true">
    					<ChannelFunction index="0" from="0" to="50" min_dmx_24="0" max_dmx_24="8388607" wheel="4" subattribute="EFFECTWHEELSELECT" subattribute_user_name="Select" attribute="EFFECTWHEEL" attribute_user_name="E" feature="EFFECT" feature_user_name="Effect" preset="BEAM" preset_user_name="Beam">
    						<ChannelSet index="0" name="open" from_dmx="0" to_dmx="127" slot_index="0" slot_from="0" slot_to="0"/>
    					<ChannelFunction index="1" from="50" to="100" min_dmx_24="8388608" max_dmx_24="16777215" physfrom="8" physto="8" physadditional="4" wheel="4" subattribute="PRISMA1" subattribute_user_name="Prism1" attribute="PRISMA1" attribute_user_name="Prism1" feature="BEAM1" feature_user_name="Beam" preset="BEAM" preset_user_name="Beam">
    						<ChannelSet index="0" name="4+1 facet prism" from_dmx="128" to_dmx="255" slot_index="1" slot_from="0" slot_to="0"/>

    The key to the 'number' of facets is the "physadditional=" assignment statement. You need this number to match the bitmap image[4-facet image] you reference on the EFX Wheel you generate. Bad part is that the Fixture Builder v1.5 still does not have the EFX Wheel in the Wheel Wizard dialog[I believe the 3-facet is a 'default' of PRISM1], at least I couldn't find it. Notice the "wheel='4'" assignment as well; this references the wheel block of code lower in the profile:--the bitmap is really what you're going to visualize, you could call it anything in the function set data thinks, ;).

    <Wheel index="3" subattribute="PRISMA1" attribute="PRISMA1" feature="BEAM1" preset="BEAM">
    				<Slot index="0" media_name="open"/>
    				<Slot index="1" media_name="4+1 facet prism" media_filename="carallon/effects/generic/000900005.png"/>

    You will need both of these code blocks in sync to successfully get the proper visualization in MA3D.

    Hope this helps. Cheers! Good luck!


    You can always 'ask' for a profile at MA-Share...not assured of victory, though. You can always 'order' work from Rexy...;). I write .XML profiles, I construct 3D visualizations, I combine the two...'sliding scale rates' on work. I'm an I.A.T.S.E. Local#16 journeyman. I take Private Messages at MA-Share to connect with clients on visualization projects.

    I'm proprietor of REX3D as well, for when I am not busy on Local#16 referrals.

    2-instance RGB LED fixture with Master Dim, Macros, Macro Speed, Strobe...seems easy enough. The 'hard' part is some sort of visualization....nice gadget. I'll see what I can whip up, seems able to visualize with default models perhaps...m'eh, seems custom models are needed for a decent visualization. I have done a 'fan' object, just need to generate the LED models.

    Here you go, give this a try
    -first build
    -no custom models
    -11 Channel mode.
    -2 instances for the 2 RGB fan blade modules under control I saw in the videos, I'm assuming LED 1 is 3 blades and LED 2 are the other 3 blades of the 6 total fan blades I saw under individual control

    Note Well: the 'Blower' attribute drives the Fan motor. Channel sets within the Function Set of the Attribute "BLOWER" may be need some help as to direction of rotation and whatnot--very hard to build a fixture with no fixture to check DMX values/result in fixture.

    Visualization will be crap-yes it will; hope you have access to the real world fixture!! If the .XML profile works on the fixture, report back and I'll see what a few custom models present in the way of 'free time'. Now, you will get 2 LED 'bricks' each representing the 3 blades in the object and they will not-spin-with fan motor, getting that to visualize will take custom models for certain.

    Good luck! Report back!!!


    I've uploaded a newer, very close to working[at least in fixture on my bench!] version with the custom models I spoke of. Most everything seems to work out-of-box; excepting the FAN attribute and it's function/channel sets. Getting the rotation direction and simple indexing is troublesome. There's phys from and phys to entry fields and then there are slot from and slot to. The combination of these assignment statements control the 3D model. I've gotten it pretty darn close for more experienced eyes to now take a look at the function sets and channel sets to see where it went wrong.

    I 'had' to write the file with the 2 separate LED modules for the separate models...the bain of MA3D. Getting something to visualize might not make it very console/programmer friendly...tough rope to walk.

    I wrote this profile for a request posted here and never received any feedback, so it is possible the .XML doesn't sync with the real fixture. I've answered the OP questions over at MA-Share. The profile works fine for me, well; I did write it...I can select and control both Head Movers on the fixtureType. This is a "sub fixture selection/multi-instance selection" issue I'm guessing....not knowing how to select the sub fixtures in a fixtureType. Or the OP is trying to reverse engineer how I constructed the profile by reading it through the console/desk. When read with an IDE or text editor, the DMX patch is correct to the manual available to the General Public.

    I've attached a small DOT2 show file demonstrating individual control over each Moving Head sub fixture. Although there is some goofiness with the selection of the entire fixture in DOT2. I don't get this behavior in MA2. Selecting the Group, "BOTH HEADS" should select the entire fixture, as it does in MA2, but seemingly not here in DOT2?? I had to select each sub fixture individually, then Store it to the BOTH HEADS grouping, then it works as expected.


    F9 will toggle the Render information to the HUD,next to the 'Heart' icon. Render Drop-down is where you can adjust what and how well it is being rendered. Adjust the sliders until you get to the 'happy place' between speed and performance. Here, I've got the ShowTec OctoStrip running a 'Rainbow' COLOR EFFECT and I'm getting very good FPS, as you can see in the corner[183 FPS]. Hovering at 30FPS or lower will not render out very well as to speed of parameter/attribute when compared to the actual fixture.

    Try this profile. It's an .XML from the .XMLP you pointed to. Yes, that default profile visualization is not quite accurately describing the pixels. Yes, it's the module box you are talking to, but the output is to 8 linear LED strips, with 8 channels of control on each...;). I think it should resemble that structure more closely and can help achieve this for you.

    This took minutes to put together to hack together, it's crude and you have to move each individual LED module in MA3D space, gives you more flexibility than a rigid Instance Array I could have pounded together in 3D space; it would have been a single rigid array structure and not perhaps how you want the channels[strips] oriented. Each LED module is sized to represent the actual pixels in the strip, being 4.875"x1.1"x1.6". From there you can space them out onto some pipe geometry[or group them in MA3D, ;)] model and then move that as a whole strip. Many possible approaches to this visualization.


    PS: a little extra tip; all of the modules will be located at 0,0,0 and all stacked on top of each other after leaving Patch. This is why you couldn't really 'see' them in MA3D. They were there, just not in a way that would allow them to actually render. I took that .XMLP and punched through all the instances in the Dot2 Layout view and saw all the channels change icon and illuminate, just not so much in dot2 MA3D. You'll have to select each individual subfixture[they should be indexed in the list with top being #1,next=#2, and so on...]

    PPS: here's also a small show file in the form of a zip. Just change extension to DOTgz and it should be good to go. It demonstrates one possible visualization solution for the fixtureType. I spaced the LED pixels to the fixture length of 39 in. and spread them across 28 ft of stage space on 4 ft centers. Top to Bottom channel positioning on the strips.

    You can Actually get a slightly better visualization with the submitted .XML below. SHUTTER and DIMMERCURVE modules on an 'actual' body of a fixture to visualize the FLASH with STROBE. Then I took the DIM module inside the LED box and protruding from the bottom so you can see the 'LED' of each LED COB. Kinda like the actual fixture used on stage,;).

    So with this visualization [with the small CLASS = LED hack and parent_instance = "2" nudge] you get: each DIM under control of it's Fixture and Channel number and the SHUTTER / STROBE & DIMMERCURVE attributes under control of Channels 3 and 4 respectively and Now you get the face of the STROBE subattribute flashing under control. Yes, no 'beam' but for STROBE previz [which could be fixed with custom model], you'll see the effect working though ...;) That's why you're pre-vizing for preprogramming ... No more guessing ... is the strobe on or off?


    Let me know if I have any problems with control handles and patching ... I din't do much at all there!


    I have created this type of visualization and it is indeed a tricky construction. One DIM has to face one vector, the other DIM 180 degrees; that does not happen 'naturally' with the software at this time. The offsets are a nightmare to compensate for. It can be done, time and small investment are needed, as MA software is powerful software in the 'write' hands, LOL.....

    The profile is where it all needs to be correctly written, not only for programmer but for 3D artist....that's the tricky bit, ;).

    If you submit your .XML profile to me, I'll take a look at it and estimate the viability of the visualization you seek.

    PS: you can Private Message me at the MA site if you visit there.

    At the current time, the Fixture Builder doesn't seem capable of that function. This is of build v1.3.22, as far as I've experienced. You will need to open the profile in an .XML editor and include the necessary assignment statement [parent_instance="0"] on your own in the Instance Array at the bottom of the file. The Fixture Builder does correctly generate the file with the proper indices in place index0 & index1[FB renders 'main' module as index1 and 'child' as index2 in GUI, wrong!], you'll just have to include the hack yourself to get the child module instances to properly attach to the parent module. Otherwise, they just sit there at 0,0,0 and never follow the PAN/TILT attributes. They also appear as the default square/block LED and not the proper circular LEDs we've come to expect on the head of a mover...that magic little assignment statement does a lot!!!

    Seems like the FB program needs a newer build, probably not until MA3 is released....hopefully there would be a final freeze[and tweeks] to provide the support for preMA3 products...the paradigm for future profiles and visualizations will change dramatically; FB[.xml] profiles will not work in MA3 if I understand things correctly.

    Good luck!

    A good description of the process, Qincy! Some of '3Ders' already know this feature, ; I see programmers take many keystrokes/mouse rolls to 'Align' to a position....many lights! I have noticed something with Dot23D and the Follow command in latest version. In MA2, I can seamlessly and quickly manipulate the Follow object[red dot]. In Dot2, I have some amount of difficulty getting a smooth movement on the Stage Plane.

    I seem to get a 'snapping' of the Follow avatar[red dot] on my UI[same machine renders both MA MA3D products]; it being difficult to accurately position the object in the Stage View. The 'snapping' seems to be from fixture to fixture or to edge of the Stage Plane, this is not something I realize in the other MA2 MA3D software. Is there a Snap radio box or setting in some location, is this perhaps a glitch in rendering card?