Posts by Rex

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    Not for selection in the 'Wizard' for pathing; no... I've found that I need to utilize the 'Fixture Builder' and an IDE or text editor to 'tweek'/'nudge' things along. Use the Wizard to populate/construct the wheels; then edit to the proper path to the asset. You would think 'Misc' heading might be the "user_gobos" folder but I think not.

    You do not want to include continuous PAN/TILT in a visualization; until MA3D and fixture models are more robust. These sub attributes are not able to be indexed in the visualization model and this means if you do include the sub attribute and activate it; your model will never reset/HOME correctly and will take the current 'stopping point' of the 'spin' attribute as 'home' to start rotations from....the fixture is borked and needs to be repatched.


    Dual sided beams is perhaps able to visualize.


    Good luck!

    Difficult to visualize correctly due to horrible Gimbal Locking attributes, IE, you cannot rotate a subattribute helper in the Z vector without causing the object to 'gimbal lock' as you activate the attribute[rotates in 2 vectors as 1, boo hoo]. This is especially noticeable when there are multiple instances attached to a main module that are not in a 'linear' alignment/rotated. The subattribute helper must not be rotated. This necessitated putting in several patch 'breaks' to give DMX control to some 'dummy' attributes, PAN and GOBO1. This 'dummy' attribute aligns the instance objects in the correct vector for proper visualization. Gobos do not visualize without the patch break. Shutter does not visualize due to needing a patch break for that attribute. Wish there were more 'virtual' attributes that visualize in an instance instead of just DIM. I'm to understand that PAN and TILT are suppose to be 'virtual'[not needing DMX channel to visualize...but....], but I've never gotten those subattributes to visualize without a patch break...hack.


    Enjoy....I don't think I 'broke' the original profile as it pertains to the actual fixture control; merely moved some channels into different modules and added some dummy patch breaks.


    Rex


    PS: sorry not image of it working....
    PPS: the Channel order of the LEDs is perhaps off, I found no document that gave the order of LED channels on the head.

    Here's a start.


    Doesn't crash the desk.


    Has 2 independent Moving Head models parented to main module. No custom models. Absolute Modules for all channels. Visualizes well, except....


    Needs more help than I can invest, but doesn't seem too hard, just some cleanup of FunctionSets and ChannelSets....additional GOBO functionsets, etc...


    PS: here's another version-->further along. PAN/TILT/GOBO1/COLOR1 all function. I'm also including the "user_gobos" folder with all the gobo images I generated to allow for visualization per the manual. Too bad, no names for the patterns....

    Models need to be in 3DS format to Import into the MA3D environment. If WYSIWYG can do that, the migration should be simple.


    1 unit = 1 meter at Export to 3DS and Scale should be fine...or perhaps just a start?! My models never need to be re-scaled...makes me sad when I hear that from folks.

    Thanks!
    I've installed V1.3 and I notice when in Fullscreen, the Module window gets misaligned and the Instance button is obscured if I begin to select individual modules in the index? Resizing issues.


    Seems okay out of fullscreen, but then the list is a tad hard to navigate with scroller.


    Great to see the new Managers, exactly needed!

    Here's a fun little fixture to demonstrate Moving Path axis helpers within a profile and model.



    It's the ubiquitous "LavaLamp"tm. This one is in the 400 Series. 16.3 inches tall. I own several....



    Has Dim channel for the "Wax" blobs to emit light.



    Has "WAX1","WAX2","WAX3" encoders. These are merely user friendly attribute names for the actual subattributes that do all the Translating the 'wax' geometry Up and Down within the glass enclosure. The subattributes[axis helpers] used were: MP_TR_X[_XAX],MP_TR_Y[_XAY],MP_TR_Z[_XAZ].



    Enjoy.... :P

    Yes, the cube has 4 sides= 4 polygons.


    Try a single 'side' of the cube, a polygon, 2 triangles together, or probably a simple 'tri' would work, I'm gonna go try right now.


    IE, you have too many '_XAP's in the shape.


    Ya, I just went and tried with a simple 'TRIANGLE' as the axis helper; normals facing vector of rotation. Works. No errors.


    Why did you use a 'cube' as the helper? That is not in any manual I've read on the subject....

    Did you include a piece of geometry[single polygon] with the 'normals' facing the vector of rotation/translation/beam?


    For a 'movable door' object under control from the desk[or just dot2 3D], you'll need the axis helper that is part of a 'MovingPath' object. That could be any rotational axis helper, "_XAJ", "_XAK", "_XAL"; there are others, specific 'doors' for 'barn doors' if you wish.


    Now, exported with such a axis helper the object will work in dot2 3D without DMX control channels wasted on a visualization. That is good.


    Now, if you wish a door under control of the desk it's a touch more complicated. You'll need to know the axis helper's correct 'subattribute' name. It will not be any of the "_Xn" names. It is what the desk will think is part of a 'MovingPath' object. Those names are MP_ROT_X, MP_ROT_Y, & MP_ROT_Z. Those names need to be substituted in your profile's channelset and functionset. Find the 'subattribute' of the channel you want and rename it to the appropriate name.


    So, before you attempt to hack a control channel into a model you'll need the profile written first. Then you hack into the profile and change the SUBATTRIBUTE name to your helper.


    I hope I didn't overwhelm you with information on the process...


    PS: your modeling program's 3DS export must not alter the name of your axis helper upon Import or the process dies...bails....borks...and you get no working model/axis helper. Read the IMPORT LOG when you bring in the 3DS file to the database. Make certain the names of your objects don't get truncated or edited away from the syntax of "_XAJ" "_XAK" "_XAL" or what you decide to utilize.


    Good luck!!

    Probably because it doesn't look all fancy like the one I've attached below. The stock profiles for 'multiple instance' fixtures are not as accurate as could be achieved with the MA architecture. I see no reason the more intuitive software shouldn't have as nice as visualizations as it's 'big brother'!


    I could use some feedback on it's PAN/TILT/ZONE position with regards to HOME position, thanks for any help! Are the vectors correct? Let me know and I can edit the fixture model or profile to suit, 'reality' + dot2 3D 'Stage View'.


    Enjoy.... :P

    Here is a 2x2 blinder, modeled after the Prolite 2x2. I don't often see the 6 and 8 units much anymore on rigs. Mostly 4x and 2x units are standard.


    Similar to the existing generic 8x2 blinder in the profile library, it has 2 instances under control within a single fixture. Only difference is the number of cells...


    Model contains PAN and TILT sub attributes which consume no DMX channels of control but can be manipulated in dot2 3D.


    Enjoy....I thought I constructed one of these some time ago. My first freebie to the dot2 folks out there!!


    Rex


    PS: here's anther version, if you've 'two-fered' the whips together at the fixture head and put them on a single dimmer...

    Check your Render settings to see if the 'Beam' is actually visible. There are a few settings and they affect how accurate the beam is to no beam at all. The stock LED par type fixtures do have the Beam subattribute, so it must be in your render settings or profile.


    To get a beam to render the object needs the profile functionset to access the DIM subattribute of the actual attribute. Sub attributes are what render in MA3D.


    To troubleshoot a profile without even being able to view it...??? That is nearly impossible, imho.