GDTF File Description

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GDTF Version 0.85


Contents

Definition

To describe the device type, use the uncompressed zip file. The archive contains a description.xml file (with the description of the device type and all DMX modes and all firmware revisions of this device) and a resource file. Optionally, a checksum file can be provided for each resource file using the same name but this extension *.checksum.txt. Use UTF-8 to encode the xml file. Folder name should be specified as follows:

<ManufacturerName>@<FixtureTypeName>@<OptionalComment>

Example:

generic@led

Each xml file internally consists of xml nodes. Each node could have attributes and children. Each attribute has a value. If an attribute is not specified in xml, the default value of this attribute will be used. If the xml attribute value is specified as a string, the format of the string will depend on the attribute type. All attribute types are specified in Table 1.

Table 1. Attribute Types
Value Type Format Description
Uint Integer Unsigned integer
Int Integer Signed integer
Hex Integer Number in hexadecimal notation; Default value: 0
Float float Floating point numeric; Separator: “.”
String Literal Text
Name Literal Unique object names;

Valid symbols are: “ %=*+- <>_/:'`0123456789ABCDEFGHIJKLMNO PQRSTUVWXYZabcdefghijklmnopqrstuv wxyz@#()”;

Default value: object type with an index in parent.

Date dd.MM.yyyy

HH:mm::ss

Date and time:

dd – day, MM – month, yyyy – year, HH – hours (24 format), mm – minutes, ss – seconds.

Example: "21.6.2016 11:22:48"

Node Name.Name. Name... Link to an element: “Name” is the value of the attribute “Name” of a defined xml node. The starting point defines each attribute separately.
ColorCIE floatx, floaty, floatY CIE color representation xyY 1931
Matrix {float,float,float,float},

{float,float,float,float},

{float,float,float,float},

{float,float,float,float},

The transformation matrix consists 4 x 4 floats.

Stored in a row-major order. For example, each row of the matrix is stored as a 4- component vector. The mathematical definition of the matrix is in a column-major order. For example, the matrix rotation is stored in the first three columns, and the translation is stored in the 4th column. The metric system consists of the Right- handed Cartesian Coordinates XYZ:

X – from left (-X) to right (+X),

Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y),

Z – from bottom (-Z) to top (+Z). 0,0,0 – center base.

Rotation {float, float, float},

{float, float, float},

{float, float, float}

Rotation matrix, consist of 3*3 floats. Stored as row-major matrix, i.e. each row of the matrix is stored as a 3-component vector.

Mathematical definition of the matrix is column-major, i.e. the matrix rotation is stored in the three columns. Metric system, right-handed Cartesian coordinates XYZ:

X – from left (-X) to right (+X),

Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y),

Z – from the bottom (-Z) to the top (+Z).

Enum Literal Possible values are predefined.
DMX Address Int,

Alternative format: Universe.Address

Absolute DMX address (size 4 bytes); Alternative format: Universe – integer universe number, starting with 1; Address: address within universe from 1 to 512. Format: integer
GUID XX XX XX XX

XX XX XX XX

XX XX XX XX

XX XX XX XX

Unique ID: XX – 2 digits in hexadecimal notation. Example: "70 8B CD 59 9E 14 00 00 C1 52 36 54 9A 84 55 B0".
Resource String Name of the resource file which is in the GDTF folder.

First node is always the xml description node:

<?xml version="1.0" encoding="UTF-8"?>


The second node is the GDTF node. The attribute of this node is the DataVersion:

<GDTF DataVersion="0.1">

DataVersion attribute defines the minimal version of compatibility. Version format is “Major.Minor”, where major and minor is Uint with size 1 byte.

Fixture Type Node

The FixtureType node is the starting point of the description of the fixture type in the xml file. The currently defined attributes of the fixture type are specified in table 2.


Table 2. Fixture Type Attributes
Attribute Name Value Type Description
Name Name Name of the fixture type.
ShortName String Name of the fixture type.
Manufacturer String Short name of the fixture type.
Description String Description of the fixture type.
FixtureTypeID GUID Unique number of the fixture type.
Thumbnail Resource Optional; PNG file name with extension containing thumbnail of fixture type. Maximum resolution of picture: 256 x 256. Default value: empty.

Fixture type node children are specified in table 3.


Table 3. Fixture Type Children
Child Node Allowed count Description
AttributeDefinitions 1 This section defines all attributes and the subattributes that are used in the fixture type.
Wheels 0 or 1 Is used to define the color wheel, gobo wheel etc.
PhysicalDescriptions 0 or 1 Contains additional physical descriptions.
Models 0 or 1 Contains models of physically separated parts of the devise.
Geometries 1 Is used to describe physically separated parts of the devise.
DMXModes 1 Contains descriptions of the DMX modes.
Revisions 0 or 1 Is used to describe the history of the fixture type.
FTPresets 0 or 1 Is used to transfer user-defined and fixture type specific presets to other show files.
FTMacros 0 or 1 Is used to describe manufacturer macros.
FTRDM 0 or 1 Is used to specify RDM information.

One or more sections could be empty, but the order of section has to be as specified in table 3. Listing 1 shows an example of a simple dimmer fixture type.

<FixtureType Name="Dimmer" Manufacturer="Generic">
    <Geometries>
        <Lamp Name="Lamp" Model="Lamp"/>
    </Geometries>
    <DMXModes>
        <DMXMode Name="Default" Geometry="Lamp">
            <DMXChannels>
                <DMXChannel Coarse="1" Highlight="FFFFFF" Geometry="Lamp">
                    <LogicalChannel Attribute="Dimmer"> 
                        <ChannelFunction SubAttribute="Dim" Master="Grand" />
                    </LogicalChannel>
                </DMXChannel>
            </DMXChannels>
            <Relations />
        </DMXMode>
    </DMXModes>
</FixtureType>
Listing 1. Simple dimmer fixture type

Attribute Definitions

This section is used to define all attributes and subattributes used by the fixture type. More information on the definitions of attributes and subattributes in Appendix A. Attribute definitions, describes all defined attribute and subattributes are in Appendix B. The current attribute definition node does not have any attributes (Xml node <AttributeDefinitions>). Children of attribute definition are specified in table 4.


Table 4. Attribute Definition Children
Xml node Allowed count Description
ActivationGroups 0 or 1 Defines which attributes are to be activated together. For example, Pan and Tilt are in the same activation group.
FeatureGroups 1 This section describes the logical grouping of attributes. For example, Gobo1 and Gobo 2 are grouped in the feature Gobo of the feature group Gobo.
Attributes 1 List of attributes that are used.

Activation Groups

This section is used to define attribute groups which are to be used together. For example, Pan and Tilt attributes. If the device has these attributes in order to control the position, they have to be used together. Defining only one attribute group does not guarantee that the device is directed toward a specified position. The current activation groups node does not have any attributes (Xml node <ActivationGroups>). As children it can have a list of activation group.

Activation Group

This section defines the activation group (Xml node <ActivationGroup>). Currently defined xml attributes of the activation group are specified in table 5.

Table 5. Activation Group Attributes
Attribute Name Value Type Description
Name Name The unique name of the activation group.

The activation group does not have any children.

Feature Groups

This section is used to define the logical grouping of attributes. For example, Pan and Tilt attributes are to be grouped together in the feature PanTilt and in the feature group Position. The feature group Position also contains the feature XYZ. The attributes X, Y, and Z (Xml node <FeatureGroups>) are grouped here. As children the feature groups has a list of feature group.

Feature Group

This section defines the feature group (Xml node <FeatureGroup>). The currently defined xml attributes of the feature group are specified in table 6.

Table 6. Feature Group Attributes
Attribute Name Value Type Description
Name Name The unique name of the feature group.
Pretty String The pretty name of the feature group.

As children the feature group has a list of features.

Feature

This section defines the feature (Xml node <Feature>). The currently defined xml attributes of the feature are specified in table 7.

Table 7. Feature Attributes
Attribute Name Value Type Description
Name Name The unique name of the feature.

Attributes

This section defines attributes and subattributes as a tree structure (Xml node <Attributes>). As children the attributes node has a list of attributes.

Attribute

This section defines the attribute (Xml node <Attribute>). The currently defined xml attributes of the attribute are specified in table 8.

Table 8. Xml Attributes of the Attribute Node
Attribute Name Value Type Description
Name Name The unique name of the attribute.
Pretty String The pretty name of the attribute .
Activation Group Node Optional link to the activation group. The starting point is the activation groups node.
Feature Node Link to the corresponding feature. The starting point is the feature groups node.

As children the attribute has a list of subattributes.

Subattribute

This section defines the subattribute (Xml node <SubAttribute>). The currently defined xml attributes of the subattributes are specified in table 9.

Table 9. Xml Attributes of the Subattributes Node
Attribute Name Value Type Description
Name Name The unique name of the subattribute.
Pretty String The pretty name of the subattribute .
Physical Unit Enum The currently defined unit values are:

“None”, “Percent”, “Length” (m), “Mass” (kg), “Time” (s), “Temperature” (K), “LuminousIntensity”(cd), “Angle” (degree), “Force” (N), “Frequency” (Hz), “Current” (A), “Voltage” (V), “Power” (W), “Energy” (J), “Area” (m2), “Volume” (m3), “Speed” (m/s), “Acceleration” (m/s2), “AngularSpeed” (degree/s), “AngularAccc” (degree/s2), “WaveLength” (nm), “ColorComponent”; Default: “None”.

Color ColorCIE For Color subattributes only.
Special Enum The currently defined specials: “None”, “Dimmer”, “Pan”, “Tilt”, “X”, “Y”, “Z”, “RGB”, “Hue”, “Saturation”, “Brightness”, “ColorWheel”, “Focus” “Zoom”, “Dummy”;

Default: “None”.

The subattribute does not have any children.

Wheel Collect

This section is used to describe all fixture wheels (color wheel, gobo wheel etc.). It currently does not have any attributes (Xml node <Wheels>). As children wheel collect can have a list of wheels.

Wheel

Each wheel describes a physical wheel of the fixture type. If the real device has wheels you can change, then all wheel configurations have to be described. Wheel has the following xml node: <Wheel>. The currently defined xml attributes of the wheel are specified in table 10.

Table 10. Wheel Attributes
Attribute Name Value Type Description
Name Name The unique name of the wheel
SubAttribute Node Link to the corresponding subattribute in attribute definitions. The starting point is the attributes node.

As children wheel have a list of wheel slots.

Wheel Slot

The wheel slot represents the slot on the wheel (Xml node <Slot>). The currently defined xml attributes of the wheel slot are specified in table 11.

Table 11. Wheel Slot Attributes
Attribute Name Value Type Description
Name Name The unique name of the wheel slot
Color ColorCIE Optional; Color of the wheel slot, Default value: {0.3127, 0.3290, 100.0 } (white)
MediaFileName Resource Optional; PNG file name containing image for specific gobos etc. Maximum resolution of picture: 1024 x 256. Default value: empty.

If the wheel slot has a prism, it has to have one or several children called prism facet. Listing 2 shows an example of a simple wheel collect described in xml.

<Wheels>
    <Wheel Name="C1 Select" SubAttribute="ColorWheel1.Pos">
        <Slot Name="open" Color={0.3127, 0.3290, 100.0 } /> <Slot Name="green" Color={0.3, 0.6, 71.52 } />
        <Slot Name="red" Color={0.6400, 0.3299, 21.26 } /> <Slot Name="blue" Color={0.1500, 0.0600, 7.22 } />
    </Wheel>
</Wheels>
Listing 2. Simple wheel collect
Prism Facet

This section can only be defined for the prism wheel slot and has a description for the prism facet (Xml node <Facet>). The currently defined xml attributes of the prism facet are specified in table 12.

Table 12. Wheel Slot Attributes
Attribute Name Value Type Description
Color ColorCIE Optional; Color of prism facet, Default value: {0.3127, 0.3290, 100.0 } (white)
Rotation Rotation Specify the rotation, translation and scaling for the facet.

The prism facet cannot have any children.

Here you found how the prism definition is working.

Physical Descriptions

This section describes the physical constitution of the device. It currently does not have any attributes (Xml node <PhysicalDescriptions>). Children of Physical Description are specified in table 13.

Table 13. Physical description children
Xml node Allowed count Description
EmitterCollect 0 or 1 Describes device emitters
DMXProfileCollect 0 or 1 Describes nonlinear correlation between DMX input and physical output of a channel.

Emitter Collect

This section contains descriptions of the emitters. It currently does not have any attributes (Xml node <EmitterCollect>). As children the emitter collect has list of emitters.

Emitter

This section contains the description of the emitter (Xml node <Emitter>). The currently defined xml attributes of the emitter are specified in table 14.

Table 14. Emitter Attributes
Attribute Name Value Type Description
Name Name Name of the emitter
Color ColorCIE Color of the emitter

As children the emitter has a list of measurement points.

Measurement Point

The measurement point is used to define the spectrum collect. Xml node for measurement point is <Measurement>). The currently defined xml attributes of the measurement point are specified in table 15.

Table 15. Measurement Point Attributes
Attribute Name Value Type Description
WaveLength Float Wave length (nm)
Energy Float Lighting energy (W/m2/nm)
DMX Float DMX value
Color ColorCIE Resulting color

The measurement point does not have any children.

DMX Profile Collect

This section contains DMX profile descriptions. Currently it doesn’t have any attributes (Xml node <DMXProfileCollect>). As children DMX profile collect have a list of DMX profiles.

DMX Profile

This section contains DMX profile description (Xml node <DMXProfile>).

Model Collect

Each device is to be divided into small parts: body, yoke, head etc. These are called geometries. Each geometry has a separate model description and a physical description. Model collect contains model descriptions of the fixture parts. The model collect currently does not have any attributes (Xml node <Models>). As children model collect has a list of models.

Model

Xml node <Model>. The currently defined xml attributes of the model are specified in table 16.

Table 16. Model Attributes
Attribute Name Value Type Description
Name Name The unique name of the wheel slot
Length Float Unit: meter; Default value: 0
Width Float Unit: meter; Default value: 0
Height Float Unit: meter; Default value: 0
Primitive Type Enum Type of 3D model; The currently defined values are: “Undefined”, “Cube”; “Cylinder”, “Sphere”;

Default value: “Undefined”

File Resource Option: File name without extension containing description of the model. Use the following as a resource file:
  • 3ds file to provide 3D model. File has to contain a maximum of 300 vertices;
  • STEP file to provide 3D model as a parametric model;
  • .svg file to provide the 2D symbol.

It is possible to add several files with the same name but different formats. Preferable format for the 3D model is 3ds.

If geometry has a connection panel, the position of the connection panel (pig tail position) has to be specified in the corresponding 2D or 3D resource file. The model currently does not have any children.

Geometry Collect

The physical description of the device parts is in the geometry collect. Geometry collect can contain a separate geometry or a tree of geometries. The geometry collect currently does not have any attributes (Xml node <Geometries>). The currently defined children nodes of geometry collect are specified in table 17.

Table 17. Geometry Children Types
Xml node Allowed count Description
Geometry Any General Geometry
Axis Any Geometry with axis
FilterBeam Any Geometry with a beam filter
FilterColor Any Geometry with color filter
FilterGobo Any Geometry with gobo
FilterShaper Any Geometry with shaper
Lamp Any Geometry with a light source
GeometryReference Any Reference to already described geometries

General Geometry

It is a basic geometry type without specification (Xml node <Geometry>). The currently defined xml attributes of the geometry are specified in table 18.

Table 18. Geometry Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry. If geometry represents a part of the housing without an axis or light source, call it Body.
Model Node Link to the corresponding model. The starting point is Models Collect.
Position Matrix Relative position of geometry; Default value: 0

The geometry has the same children types as the geometry collect (see table 17).

Geometry Type Axis

This type of geometry is used to describe device parts which have a rotation axis. For example, yoke (Xml node <Axis>). The currently defined xml attributes of the axis are specified in table 19.

Table 19. Axis Attributes
Attribute Name Value Type Description
Name Name The unique name of the geometry. If axis is a pan axis and the first axis of a moving head, call it “Base”.

Call the following and additional axes “Yoke”.

Model Node Link to the corresponding model. Starting point is Models Collect.
Position Matrix Relative position of geometry; Default value: 0
From Float Starting angle of the rotation; Default value: 0; Unit: degree
To Float End angle of rotation; Default value: 0; Unit: degree
Speed Float Rotation speed; Default value: 0; Unit: degree/s

The axis has the same children types as the geometry collect (see table 17).

Geometry Type Beam Filter

This type of geometry is used to describe device parts which have a beam filter (Xml node <FilterBeam>). The currently defined xml attributes of the beam filter are specified in table 20.

Table 20. Beam Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry. If filter is used to limit the diffusion of light, call it BarnDoor. BarnDoor is usually mounted to a conventional.

If filter is used to describe a device that is used to adjust the diameter of the beam, call it Iris. Iris is usually mounted to a conventional.

Model Node Link to the corresponding model. The starting point is Models Collect.
Position Matrix Relative position of geometry; Default value: 0

The beam has the same children types as the geometry collect (see table 17).

Geometry Type Color Filter

This type of geometry is used to describe device parts which have a color filter (Xml node <FilterColor>). The currently defined xml attributes of the color filter are specified in table 21.

Table 21. Color Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry. If filter is used to describe the filter of a color or a mechanical color changer, call it FilterColor. FilterColor is usually mounted to a conventional.
Model Node Link to the corresponding model. The starting point is Models Collect.
Position Matrix Relative position of geometry; Default value: 0

The color has the same children types as the geometry collect (see table 17).

Geometry Type Gobo Filter

This type of geometry is used to describe device parts which have gobo wheel (Xml node <FilterGobo>). The currently defined xml attributes of the gobo filter are specified in table 22.

Table 22. Gobo Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry. If filter is used to display the filter of a gobo or a mechanical gobo changer, call it FilterGobo. FilterGobo is usually mounted to a conventional.
Model Node Link to the corresponding model. The starting point is Models Collect.
Position Matrix Relative position of geometry; Default value: 0

The color has the same children types as the geometry collect (see table 17).

Geometry Type Shaper Filter

This type of geometry is used to describe device parts which have a shaper (Xml node <FilterShaper>). The currently defined xml attributes of the shaper filter are specified in table 23.

Table 23. Shaper Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry; If filter is used to form the beam to a framed, triangular, or trapezoid shape, call it Shaper. Shaper is usually mounted to a conventional.
Model Node Link to the corresponding model. The starting point is Models Collect.
Position Matrix Relative position of geometry; Default value: 0


The color has the same children types as the geometry collect (see table 17).

Geometry Type Lamp

This type of geometry is used to describe device parts which have a light source (Xml node <Lamp>). The currently defined xml attributes of the lamp are specified in table 24.

Table 24. Lamp Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry. If lamp represents a conventional, call it Body.

If lamp represents the lamp housing of a moving head, call it Head. The Head of a moving head is usually mounted to the Yoke.

If lamp represents a self-emitting single light source, call it Pixel. Pixel is usually mounted to the Head or Body.

If lamp represents a number of pixels that are controlled at the same time, call it Array. Array is usually mounted to the Head or Body.

If lamp represents the light source of a moving mirror, call it Mirror. Mirror is usually mounted to the Yoke.

Model Node Link to the corresponding model. The starting point is Models Collect.
Position Matrix Relative position of geometry; Default value: 0
LampType Enum Defines type of the lamp; The currently defined types are: Discharge, Tungsten, Halogen, LED; Default value “Discharge”
Power Consumption Float Power consumption; Default value: 1000; Unit: watt
Luminous Intensity Float Intensity; Default value: 10000; Unit: lumen
Color Temperature Float Color temperature; Default value: 3000; Unit: kelvin
BeamAngle Float Beam angle; Default value: 25.0; Unit: degree
BeamRadius Float Beam radius on starting point. Default value: 0.05; Unit: meter.
BeamType Enum Beam Type; Specified values: “Wash”, “Spot”, “None”. Default value “Wash”
ColorRenderingIndex Uint The CRI (color rendering index) is a quantitative measure of the ability of the light source showing the object color naturally as it does as daylight reference. Size 1 byte. Default value 100.

The color has the same children types as the geometry collect (see table 17).

Geometry Type Reference

If the device repeatedly has the same geometries, describe this geometry as the child of the geometry collect once and later use references to it. For example, LED panel with multiple pixels. (Xml node <GeometryReference>). The currently defined xml attributes of reference are specified in table 25.

Table 25. Reference Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry; If filter is used to form the beam to a framed, triangular, or trapezoid shape, call it Shaper. Shaper is usually mounted to a conventional.
Position Matrix Relative position of geometry; Default value: 0
Geometry Node Link to the real geometry. The starting point is geometry collect.

The reference has a list of Breaks as children. The count of the children depends on the number of different breaks in the DMX channels of the referenced geometry. If the referenced geometry, for example, has DMX channels with DMX break 2 and 4, the geometry reference has to have 2 children. The first child with DMX offset for DMX break 2 and the second child for DMX break 4. If one or more of the DMX channels of the referenced geometry have the special value “Overwrite” as a DMX break, the DMX break for those channels and the DMX offsets are defined by the last child of the geometry reference.

Break

This xml node is used to specify the DMX offset for the DMX channel of the referenced geometry (Xml node <Break>). The currently defined xml attributes of the break are specified in table 26.

Table 26. Break Attributes
Attribute Name Value Type Description
DMXOffset DMXAddress DMX offset; Default value:1
DMXBreak Uint This attribute is only important for the last child of the geometry reference and only so if the referenced geometry has a channel with the special value “Overwrite” for the attribute DMXBreak. Size: 1 byte; Default value 1.

Listing 3 shows an example of a geometry collect and the corresponding DMX mode described in xml.

<Geometries>
   <Lamp Name="LED" Model="LED" LampType="LED" PowerConsumption=" 1.0000000000" LuminousIntensity=" 100.0000000000" ColorTemperature="3000.0000000000" BeamAngle=" 20.0000000000" />
   <Geometry Name="Panel" Model="Panel">
      <GeometryReference Position="{1.000000,0.000000,0.000000,-0.475000}{0.000000,1.000000,0.000000,- 0.475000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="LED">
         <Break DMXOffset="1" />
      </GeometryReference>
      <GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,-0.475000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="LED">
         <Break DMXOffset="4" />
      </GeometryReference>
      <Break DMXBreak="2" DMXOffset="1" />
      <GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,- 0.075000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="LED">
         <Break DMXBreak="2" DMXOffset="4" />
      </GeometryReference>
      <GeometryReference Position="{1.000000,0.000000,0.000000,-0.475000}{0.000000,1.000000,0.000000,0.325000}{0.000000,0.000000,1.000000,- 0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="LED">
         <Break DMXBreak="3" DMXOffset="1" />
      </GeometryReference>
      <GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,0.325000}{0.000000,0.000000,1.000000, - 0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="LED">
         <Break DMXBreak="3" DMXOffset="4" />
      </GeometryReference>
   </Geometry>
</Geometries>
<DMXModes>
   <DMXMode Name="Default" Geometry="Panel">
      <DMXChannels>
         <DMXChannel Highlight="FFFFFF" DMXChangeTimeLimit="0.0000000000" Geometry="LED">
            <LogicalChannel Attribute="Dimmer" Master="Grand">
               <ChannelFunction SubAttribute="Dim" DMXFrom="000000" PhysicalFrom="0.0000" PhysicalTo="1.0000" RealFade="0.0000000000">
                  <ChannelSet Name="open" DMXFrom="000000" DMXTo="000000" PhysicalFrom="0.0000" PhysicalTo="0.2000" />
                  <ChannelSet Name="close" DMXFrom="FFFFFF" DMXTo="FFFFFF" PhysicalFrom="99.8000" PhysicalTo="100.0000" />
               </ChannelFunction>
            </LogicalChannel>
         </DMXChannel>
         <DMXChannel DMXBreak="Overwrite" Coarse="1" Default="FFFFFF" Highlight="FFFFFF" DMXChangeTimeLimit="0.0000000000" Geometry="LED">
            <LogicalChannel Attribute="ColorRGB1">
               <ChannelFunction SubAttribute="ColorRGB1" DMXFrom="000000" PhysicalFrom="0.0000" PhysicalTo="1.0000" RealFade="0000000000" />
            </LogicalChannel>
         </DMXChannel>
         <DMXChannel DMXBreak="Overwrite" Coarse="2" Default="FFFFFF" Highlight="FFFFFF" DMXChangeTimeLimit="0.0000000000" Geometry="LED">
            <LogicalChannel Attribute="ColorRGB2">
               <ChannelFunction SubAttribute="ColorRGB2" DMXFrom="000000" PhysicalFrom="0.0000" PhysicalTo="1.0000" RealFade="0.0000000000" />
            </LogicalChannel>
         </DMXChannel>
         <DMXChannel DMXBreak="Overwrite" Coarse="3" Default="FFFFFF" Highlight="FFFFFF" DMXChangeTimeLimit="0.0000000000" Geometry="LED">
            <LogicalChannel Attribute="ColorRGB3">
               <ChannelFunction SubAttribute="ColorRGB3" DMXFrom="000000" PhysicalFrom="0.0000" PhysicalTo="1.0000" RealFade="0.0000000000" />
            </LogicalChannel>
         </DMXChannel>
      </DMXChannels>
      <Relations>
         <Relation Name="VirtualDimmer" Master="LED_Dimmer" Slave="LED_ColorRGB1.ColorRGB1.ColorRGB1" Type="Multiply" />
         <Relation Name="VirtualDimmer" Master="LED_Dimmer" Slave="LED_ColorRGB2.ColorRGB2.ColorRGB2" Type="Multiply" />
         <Relation Name="VirtualDimmer" Master="LED_Dimmer" Slave="LED_ColorRGB3.ColorRGB3.ColorRGB3" Type="Multiply" />
      </Relations>
   </DMXMode>
</DMXModes>
Listing 3. Geometry collect with DMX mode

DMX Mode Collect

This section is used to describe all DMX modes of the device. If firmware revisions change a DMX footprint, then such revisions should be specified as new DMX mode. The DMX mode collect currently does not have any attributes (Xml node <DMXModes>). As a child the fixture type DMX mode collect has DMX modes.

DMX Mode

Each DMX mode describes logical part of the device in a specific mode (Xml node <DMXMode>). The currently defined xml attributes of the DMX mode are specified in table 27.

Table 27. DMX Mode Attributes
Attribute Name Value Type Description
Name Name The unique name of the DMX mode
Geometry Node Link to the first geometry in the device; Example: the base. The starting point is Geometry Collect.

DMX mode children are specified in table 28.

Table 28. DMX Mode Children
Xml node Allowed count Description
DMXChannels 1 Description of all DMX channels used in the mode
Relations 0 or 1 Description of relations between channels

DMX Channel Collect

This section describes the DMX patch of the device. The DMX channel collect currently does not have any attributes (Xml node <DMXChannels>). As children the DMX channel collect has a list of DMX channels.

DMX Channel

This section describes the DMX channel (Xml node <DMXChannel>). Currently defined xml attributes of the DMX channel are specified in table 29.

Table 29. DMX Channel Attributes
Attribute Name Value Type Description
Name String Automatically generated name; It consists of a geometry name and an attribute name; Separator: “_”
DMXBreak Int Number of DMX address; Default value: 1; Special value: “Overwrite” – means that this number will be overwritten by Geometry Reference; Size: 4 bytes
Coarse Int Relative patch address of the first DMX slot for a current channel; Special value: “None” –does not have an address; Default value: “None”; Size: 4 bytes
Fine Int Relative patch address of the second DMX slot for a current channel. Special value: “None” – does not have an address. Default value: “None”; Size: 4 bytes
Ultra Int Relative patch address of the third DMX slot for a current channel. Special value: “None” –does not have an address; Default value: “None”; Size: 4 bytes
Frequency Enum Frequency; V alues: “60”, “30”, “15”, “Slow1”, “Slow2”, “Slow3”; Default value: “30”; Unit: hertz
Default Hex Default value for current channel; Default value: 0; Size – 3 bytes
Highlight Hex Highlight value for current channel; Special value: “None”. Default value: “None”; Size: 3 bytes
MibFade Frames Int How fast can the device move in black; Default value: 0; Size: 4 bytes; Unit: second
DMXChange TimeLimit Int How fast does the device react to a changing DMX input? Default value: 0; Size: 4 bytes; Unit: second
Geometry Node Link to the geometry the current channel has; Starting point: geometry collect

As children the DMX channel has a list of logical channels.

Logical Channel

This section is assigned to the attribute and it roughly defines the function of the channel. For example, the logical channel can be assigned to a Gobo function. As a child it has two channel functions: “select position” and “rotation speed”. All logical channels which are children of the same DMX channel are mutually exclusive. The xml node of the logical channel is <LogicalChannel>. The currently defined xml attributes of the logical channel are specified in table 30.

Table 30. Logical Channel Attributes
Attribute Name Value Type Description
Name String Automatically generated name; Equal to the attribute name
Attribute Node Link to the attribute; The starting point is the Attribute Collect (see Appendix A).
Snap Enum Is this channel a snap channel? Value: “Yes”, “No”, “On”, “Off”. Default value: “No”

As a child the logical channel has a list of channel function.

Channel Function

This section is assigned to the subattribute and it explains the function of the logical channel (Xml node <ChannelFunction>). The currently defined xml attributes of channel function are specified in table 31.

Table 31. Channel Function Attributes
Attribute Name Value Type Description
Name String Automatically generated name; Equal to subattribute name
SubAttribute Node Link to subattribute; Starting point is the attribute selected in the logical channel.
Original Attribute String The manufacturer ́s original name of the attribute; Default: empty
DMXFrom Hex Start DMX value; The end DMX value is calculated as a DMXFrom of the next channel function – 1 or the maximum value of the current logical channel. Default value: 0; Size: 3 bytes
Physical From Float Physical start value; Default value: 0
Physical To Float Physical end value; Default value: 1
RealFade Float Mechanical time in seconds to move from min to max; Default value: 0
Master Enum Does the current channel function react to the Master? Values: “None”, “Grand”, “Group”; Default value: “None”
Wheel Node Optional link to wheel; Starting point: Wheel Collect
Emmiter Node Optional link to emitter in the physical description; Starting point: Emitter Collect
DMXInvert Enum Inverts the DMX values for the range given. For example, DMX Invert can be used to invert the direction of pan or tilt movement or for conversion between subtractive and additive color mixing systems. Values: “Yes”, “No”; Default value “No”
EncoderInvert Enum Encoder invert is a control-specific option. It inverts the assignment between the values that are controlled and the control system. For example, Encoder Invert can be used to adjust the direction of rotation of pan of a moving light to the direction of rotation of an encoder of the control system. Values: “Yes”, “No”; Default value “No”

As children the channel function has list of channel sets.

Channel Set

This section describes the channel sets of the channel function (Xml node <ChannelSet>). The currently defined xml attributes of the channel set are specified in table 32.

Table 32. Channel Set Attributes
Attribute Name Value Type Description
Name String The unique name of the channel set
DMXFrom Hex Start DMX value, The end DMX value is calculated as a DMX From of the next channel set – 1 or the maximum value of the current logical channel.; Default value: 0; Size: 3 bytes
PhysicalFrom Float Physical start value; Default value: 0
PhysicalTo Float Physical end value; Default value: 1
RealFade Float Mechanical time in seconds to move from min to max; Default value: 0
WheelSlot Index Int If the channel function has a link to the wheel, a corresponding slot index has to be specified. Size: 4 bytes

The channel set does not have any children.

Relation Collect

This section is used to describe the dependencies between DMX channels and channel functions, such as the mode dependencies, overwrite etc. The relation collect currently does not have any attributes (Xml node <Relations>). As children the relation collect has a list of relations.

Relation

This section describes the relation between the master DMX channel and the slave logical channel (Xml node <Relation>). The currently defined xml attributes of the relations are specified in table 33.

Table 33. Relation Attributes
Attribute Name Value Type Description
Name String The unique name of the relation
Master Node Link to the master DMX channel; Starting point: DMX mode
Slave Node Link to the slave channel function; Starting point: DMX mode
Type Enum Type of the relation; Values: “Mode”, “Multiply”, “Override”
DMXFrom Hex Used for the mode relation only; DMX start value; Default value: 0; Size: 3 bytes
DMXTo Hex Used for the mode relation only; DMX end value; Default value: 0; Size: 3 bytes

The relation does not have any children. Listing 4 shows an example of a simple DMX mode described in xml (description of the corresponding geometries are in listing 3).

<DMXMode Name="Default" Geometry="Panel">
   <DMXChannels>
      <DMXChannel Highlight="FFFFFF" Geometry="LED">
         <LogicalChannel Attribute="Dimmer">
            <ChannelFunction SubAttribute="Dim" Master="Grand">
               <ChannelSet Name="open" DMXFrom="000000" DMXTo="000000" PhysicalTo="0.200000003" />
               <ChannelSet Name="close" DMXFrom="FFFFFF" DMXTo="FFFFFF" PhysicalFrom="99.80000305" PhysicalTo="100" />
            </ChannelFunction>
         </LogicalChannel>
      </DMXChannel>
      <DMXChannel DMXBreak="All" Coarse="1" Highlight="FFFFFF" Geometry="LED">
         <LogicalChannel Attribute="RGB_Red">
            <ChannelFunction SubAttribute="R" Snap="0" />
         </LogicalChannel>
      </DMXChannel>
      <DMXChannel DMXBreak="All" Coarse="2" Highlight="FFFFFF" Geometry="LED">
         <LogicalChannel Attribute="RGB_Green">
            <ChannelFunction SubAttribute="G" Snap="0" />
         </LogicalChannel>
      </DMXChannel>
      <DMXChannel DMXBreak="All" Coarse="3" Highlight="FFFFFF" Geometry="LED">
         <LogicalChannel Attribute="RGB_Blue">
            <ChannelFunction SubAttribute="B" Snap="0" />
         </LogicalChannel>
      </DMXChannel>
   </DMXChannels>
   <Relations>
      <Relation Name="VirtualDimmer" Master="LED_Dimmer" Slave="LED_RGB_Red.RGB_Red" Type="Multiply" />
      <Relation Name="VirtualDimmer" Master="LED_Dimmer" Slave="LED_RGB_Green.RGB_Green" Type="Multiply" />
      <Relation Name="VirtualDimmer" Master="LED_Dimmer" Slave="LED_RGB_Blue.RGB_Blue" Type="Multiply" />
   </Relations>
</DMXMode>
Listing 4. DMX mode with relations

Revision Collect

This section describes the history of device type. Revision collect currently does not have any attributes (Xml node <Revisions>). As children the revision collect has a list of revisions.

Revision

This section describes one device type revision (Xml node Revision>). The currently defined attributes of the revision are specified in table 34.

Table 34. Revision Attributes
Attribute Name Value Type Description
Text String User-defined text for this revision; Default value: empty
Date Date Revision date and time

The revision does not have any children. Listing 5 shows an example of the revision collect described in xml.

<Revisions>
   <Revision Text="Created by Admin " Date="21.3.2018 11:22:48" />
</Revisions>
Listing 5. Simple revision collect

User Preset Collect

This section is used to save fixture type specific presets. It currently does not have any attributes (Xml node FTPresets>). As children the type preset collect has a list of presets.

User Preset

This section has not yet been defined (Xml node <FTPreset>).

Macro Collect

This section is used to describe macros of the fixture type that were preprogrammed by the manufacturer of the fixture. This information is used for the visualization of macros of the fixture type in the 3D view. It is also used for starting these macros on the lighting console. The macro collect currently does not have any attributes (Xml node <FTMacros>). As children the macro collect has a list of macros.

Macro

This section has not yet been defined (Xml node <FTMacro>).

RDM Section

RDM Parameter Collect

This section contains the description of all parameters that the device provides in response to the “SUPPORTED_PARAMETERS” message. It currently does not have any attributes (Xml node <RDMParameters>). As children the RDM parameter collect has a list of RDM [[#RDM Parameter|parameter].

RDM Parameter

This section represents the RDM parameter (Xml node <RDMParameter>). The currently defined xml attributes of the fixture type RDM parameter are specified in table 37.

Table 37. RDM Parameter Attributes
Attribute Name Value Type Description
Name Name The unique name of the RDM parameter
PID Hex Parameter ID (see Table A-3 RDM specification); Default value: 0. Size: 2 bytes
Type Enum Type of the parameter; Predefined values: “RDM”, “FixtureType”, “Fixture”
DataType Enum Data type of parameter values; Predefined values: “DS_NOT_DEFINED”, “DS_BIT_FIELD”, ”DS_ASCII”, “DS_UNSIGNED_BYTE”, “DS_SIGNED_BYTE”, “DS_UNSIGNED_WORD”, “DS_SIGNED_WORD”, “DS_UNSIGNED_DWORD”, “DS_SIGNED_DWORD”, “DS_MS” (see table A-15 RDM specification).
Command Enum Command class that supports this parameter; Predefined values: “None”, “CC_GET”, “CC_SET”, “CC_GET_SET” (see table A-16 RDM specification).
SensorUnit Enum It defines the SI unit (International System of Units).

Predefined values: “UNITS_NONE”, “UNITS_CENTIGRADE”, “UNITS_VOLTS_DC”, "UNITS_VOLTS_AC_PEAK", "UNITS_VOLTS_AC_RMS", "UNITS_AMPERE_DC", "UNITS_AMPERE_AC_PEAK", "UNITS_AMPERE_AC_RMS", "UNITS_HERTZ", "UNITS_OHM", "UNITS_WATT", "UNITS_KILOGRAM", "UNITS_METERS", "UNITS_METERS_SQUARED", "UNITS_METERS_CUBED", "UNITS_KILOGRAMMES_PER_METER_CUBED", "UNITS_METERS_PER_SECOND", "UNITS_METERS_PER_SECOND_SQUARED", "UNITS_NEWTON", "UNITS_JOULE", "UNITS_PASCAL", "UNITS_SECOND", "UNITS_DEGREE", "UNITS_STERADIAN", "UNITS_CANDELA", "UNITS_LUMEN", "UNITS_LUX", "UNITS_IRE", "UNITS_BYTE", "UNITS_MS"(see Table A-13 RDM specification).

SensorUnitPrefix Enum Defines the SI prefix and the multiplication factor of the units.

Predefined values: "PREFIX_NONE", "PREFIX_DECI", "PREFIX_CENTI", "PREFIX_MILLI", "PREFIX_MICRO", "PREFIX_NANO", "PREFIX_PICO", "PREFIX_FEMPTO", "PREFIX_ATTO", "PREFIX_ZEPTO", "PREFIX_YOCTO", "PREFIX_DECA", "PREFIX_HECTO", "PREFIX_KILO", "PREFIX_MEGA", "PREFIX_GIGA", "PREFIX_TERRA", "PREFIX_PETA", "PREFIX_EXA", "PREFIX_ZETTA", "PREFIX_YOTTA"(see Table A-14 RDM specification)

MinValue Uint Lowest value; Size: 4 bytes
MaxValue Uint Highest value; Size: 4 bytes
PDLSize Uint Defines the number used for the PDL field in all GET_RESPONSE and SET messages associated with this parameter. If the value is DS_ASCII, the PDL size represents the maximum length of a variably sized ASCII string.
Description String Parameter description.

As children the RDM parameter can have a list of RDM parameter values. The currently defined RDM parameter values are specified in table 38.

Table 38. RDM Parameter Values
Xml node Allowed count Description
RDMValueBool Any Bool value
RDMValue_UNSIGNED_BYTE Any Unsigned byte value
RDMValue_SIGNED_BYTE Any Signed byte value
RDMValue_UNSIGNED_WORD Any Unsigned word value
RDMValue_SIGNED_WORD Any Signed word value
RDMValue_UNSIGNED_DWORD Any Unsigned dword value
RDMValue_SIGNED_DWORD Any Signed dword value
RDMValue_ASCII Any String value
RDMValue_DMX_PERSONALITY_ DESCRIPTION Any Represents DMX personality description
RDMValue_SENSOR_DEFINITION Any Describes sensor
RDMValue_SLOT_INFO Any Describes DMX Slot
RDMValue_STATUS_ID_ DESCRIPTION Any Used for the description of the status
RDM Boolean Value

Xml node <RDMValueBool>. The currently defined xml attributes of the RDM Boolean value are specified in table 39.

Table 39. RDM Boolean Value Attributes
Attribute Name Value Type Description
Value Enum Predefined values: “Yes”, “No”.
ThresholdOperator Enum Used only for notification; Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM Boolean value does not have any children.

RDM Unsigned Byte Value

Xml node <RDMValue_UNSIGNED_BYTE>. The currently defined xml attributes of the RDM unsigned byte value are specified in table 40.

Table 40. RDM Unsigned Byte Value Attributes
Attribute Name Value Type Description
Value Uint Unsigned byte value; Size:1 byte
ThresholdOperator Enum Used only for notification; Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM unsigned byte value does not have any children.

RDM Signed Byte Value

Xml node <<RDMValue_SIGNED_BYTE>>. The currently defined xml attributes of the RDM signed byte value are specified in table 41.

Table 41. RDM Signed Byte Value Attributes
Attribute Name Value Type Description
Value Int Unsigned byte value; Size: 1 byte
ThresholdOperator Enum Used for notification only; Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM signed byte value does not have any children.

RDM Unsigned Word Value

Xml node <RDMValue_UNSIGNED_WORD>. The currently defined xml attributes of the RDM signed byte value are specified in table 42.

Table 42. RDM Unsigned Word Value Attributes
Attribute Name Value Type Description
Value Uint Unsigned 2 bytes value
ThresholdOperator Enum Used for notification only; Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM unsigned word value does not have any children.

RDM Signed Word Value

Xml node <RDMValue_SIGNED_WORD>. The currently defined xml attributes of the RDM signed byte value are specified in table 43.

Table 43. RDM Signed Word Value Attributes
Attribute Name Value Type Description
Value Int Signed 2 bytes value
ThresholdOperator Enum Used for notification only. Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM signed word value does not have any children.

RDM Unsigned Dword Value

Xml node <RDMValue_UNSIGNED_DWORD>. The currently defined xml attributes of the RDM signed dword value are specified in table 44.

Table 44. RDM Unsigned Dword Value Attributes
Attribute Name Value Type Description
Value Int Signed 2 bytes value
ThresholdOperator Enum Used for notification only. Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM unsigned dword value does not have any children.

RDM Signed Dword Value

Xml node <RDMValue_SIGNED_DWORD>. The currently defined xml attributes of the RDM signed dword value are specified in table 45.

Table 45. RDM Signed Dword Value Attributes
Attribute Name Value Type Description
Value Int Signed 4 bytes value.
ThresholdOperator Enum Used only for notification. Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM signed dword value does not have any children.

RDM String Value

Xml node <RDMValue_ASCII>. The currently defined xml attributes of the RDM string value are specified in table 46.

Table 46. RDM String Value Attributes
Attribute Name Value Type Description
Value Int Signed 4 bytes value.
ThresholdOperator Enum Used only for notification. Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM string value does not have any children.

RDM DMX Personality Description Value

Xml node <RDMValue_DMX_PERSONYLITY_DESCRIPTION>. The currently defined xml attributes of the RDM DMX personality description value are specified in table 47.

Table 47. RDM DMX Personality Description Value Attributes
Attribute Name Value Type Description
FootPrint Uint DMX personality footprint; Size: 2 bytes
Description String Personality description

The RDM DMX personality description value does not have any children.

RDM Sensor Definition Value

Xml node <RDMValue_SENSOR_DEFINITION>. The currently defined xml attributes of the RDM sensor definition value are specified in table 48.

Table 48. RDM Sensor Definition Value Attributes
Attribute Name Value Type Description
Type Enum Defines the type of data that is measured by the sensor. Predefined values: “SENS_TEMPERATURE”,

“SENS_VOLTAGE”, “SENS_CURRENT”, “SENS_FREQUENCY”, “SENS_RESISTANCE”, “SENS_POWER”, “SENS_MASS”, “SENS_LENGTH”, “SENS_AREA”, “SENS_VOLUME”, “SENS_DENSITY”, “SENS_VELOCITY”, “SENS_ACCELERATION”, “SENS_FORCE”, “SENS_ENERGY”, “SENS_PRESSURE”, “SENS_TIME”, “SENS_ANGLE”, “SENS_POSITION_X”, “SENS_POSITION_Y”, “SENS_POSITION_Z”, “SENS_ANGULAR_VELOCITY”, “SENS_LUMINOUS_INTENSITY”, “SENS_LUMINOUS_FLUX”, “SENS_ILLUMINANCE”, “SENS_CHROMINANCE_RED”, “SENS_CHROMINANCE_GREEN”, “SENS_CHROMINANCE_BLUE”, “SENS_CONTACTS”, “SENS_MEMORY”, “SENS_ITEMS”, “SENS_HUMIDITY”, “SENS_COUNTER_16BIT”, “SENS_OTHER”, “SENS_MS” (see table A-12 RDM specification)

Unit Enum Defines the SI unit of the sensor data. Predefined values are the same as for the SensorUnit attribute of the RDM parameter (see table 6).
Prefix Enum Defines the SI prefix and the multiplication factor of the units. Sensor unit prefix; The predefined values are the same as for SensorUnitPrefix attribute of the RDM parameter (see table 6).
RangeMinValue Int Defines the lowest value the sensor can report. Size: 2 bytes
RangeMaxValue Int Defines the highest value the sensor can report. Size: 2 bytes
NormalMinValue Int Defines the lowest value during which the device is in normal operation. Size: 2 bytes
NormalMaxValue Int Defines the highest value during which the device is in normal operation. Size: 2 bytes
LowesHighestDetectionSupported Enum Predefined values: “Yes”, “No”
RecordValueSupported Enum Predefined values: “Yes”, “No”
Description String Personality description

The RDM sensor definition value does not have any children.

RDM Slot Info Value

Xml node <RDMValue_SLOT_INFO>. The currently defined xml attributes of the RDM slot info value are specified in table 49.

Table 49. RDM Slot Info Value Attributes
Attribute Name Value Type Description
Offset Uint DMX offset for the described slot; Size: 2 bytes
Type Enum Slot type; Predefined values: “ST_PRIMARY”, ”ST_SEC_FINE”, ”ST_SEC_TIMING”, “ST_SEC_SPEED”, “ST_SEC_CONTROL”, “ST_SEC_INDEX”, “ST_SEC_ROTATION”, “ST_SEC_INDEX_ROTATE”, “ST_SEC_UNDEFINED” (see table C-1 RDM specification).
SlotLabelID Enum The currently available slot IDs are:

“SD_INTENSITY”, “SD_INTENSITY_MASTER”, “SD_PAN”, “SD_TILT”, “SD_COLOR_WHEEL”, “SD_COLOR_SUB_CYAN”, “SD_COLOR_SUB_YELLOW”, “SD_COLOR_SUB_MAGENTA”, “SD_COLOR_ADD_RED”, “SD_COLOR_ADD_GREEN”, “SD_COLOR_ADD_BLUE”, “SD_COLOR_CORRECTION”, “SD_COLOR_SCROLL”, “SD_COLOR_SEMAPHORE”, “SD_COLOR_ADD_AMBER”, “SD_COLOR_ADD_WHITE”, “SD_COLOR_ADD_W ARM_WHITE”, “SD_COLOR_ADD_COOL_WHITE”, “SD_COLOR_SUB_UV”, “SD_COLOR_HUE”, “SD_COLOR_SATURATION”, “SD_STATIC_GOBO_WHEEL”, “SD_ROTO_GOBO_WHEEL”, “SD_PRISM_WHEEL”, “SD_EFFECTS_WHEEL”, “SD_BEAM_SIZE_IRIS”, “SD_EDGE”, “SD_FROST”, “SD_STROBE”, “SD_ZOOM”, “SD_FRAMING_SHUTTER”, “SD_SHUTTER_ROTATE”, “SD_DOUSER”, “SD_BARN_DOOR”, “SD_LAMP_CONTROL”, “SD_FIXTURE_CONTROL”, “SD_FIXTURE_SPEED”, “SD_MACRO”, “SD_POWER_CONTROL”, “SD_FAN_CONTROL”, “SD_HEATER_CONTROL”, “SD_FOUNTAIN_CONTROL”, “SD_UNDEFINED” (see table C-2 RDM specification. For additional information on the slot go to: http://tsp.esta.org/tsp/working_groups/CP/RDMextras.html).

The RDM slot info value does not have any children.

RDM Status ID Description Value

Xml node <RDMValue_STATUS_ID_DESCRIPTION>. The currently defined xml attributes of RDM status ID description value are specified in table 50.

Table 50. RDM Status ID Description Value Attributes
Attribute Name Value Type Description
StatusID Uint Status ID; Size 2 bytes
Description String Status description

The RDM status ID description value does not have any children.

RDM Notification Collect

If the device supports RDM, this section specifies fixture specific RDM notification. The RDM notification collect currently does not have any attributes (Xml node <RDMNotifications>). RDM notification collect children are specified in table 51

Table 51. RDM Notification Collect Children
Xml node Allowed count Description
RDMAbsentNotification 0 or 1 Absent notification
RDMParameterNotification Any Notification created for specified parameter
RDMSensorNotification Any Notification created for specified sensor

RDM Absent Notification

This notification is used to check the presence of the device (Xml node <RDMNotification>). The RDM Absent notification currently does not have any attributes and does not have any children.

RDM Parameter Notification

This notification is used to check state of specified parameter of the device. Such notifications can only be created for parameters with the type “Fixture” (Xml node <RDMParameterNotification>). The currently defined xml attributes of the RDM parameter notification are specified in table 52.

Table 52. RDM Parameter Notification Attributes
Xml node Allowed count Description
PID Uint Parameter ID; Size: 2 bytes

Parameter DataType defines type of parameter notification value. RDM parameter notification can have one or several those values as children. All possible parameter values are specified in table 53.

Table 53. RDM Parameter Notification Values
Xml node Description
RDMValueBool Used for data type “DS_BIT_FIELD”.
RDMValue_UNSIGNED_BYTE Used for data type “DS_UNSIGNED_BYTE”.
RDMValue_SIGNED_BYTE Used for data type “DS_SIGNED_BYTE”.
RDMValue_UNSIGNED_WORD Used for data type “DS_UNSIGNED_WORD”.
RDMValue_SIGNED_WORD Used for data type “DS_SIGNED_WORD”.
RDMValue_UNSIGNED_DWORD Used for data type “DS_SIGNED_DWORD”.
RDMValue_SIGNED_DWORD Used for data type “DS_SIGNED_DWORD”.
RDMValue_ASCII Used for data type ”DS_ASCII”.
RDMValue_REAL_TIME_CLOCK Used for PID REAL_TIME_CLOCK

RDM Real Time Clock Value

This value is used for notification only and cannot be saved as a fixture type parameter value. Xml node <RDMValue_REAL_TIME_CLOCK>. The currently defined xml attributes of the RDM real time clock value are specified in table 54.

Table 54. RDM Real Time Clock Value Attributes
Attribute Name Value Type Description
Year Uint Size: 2 bytes
Month Uint Size: 1 byte
Day Uint Size: 1 byte
Hours Uint Size: 1 byte
Minute Uint Size: 1 byte
Second Uint Size: 1 byte
ThresholdOperator Enum Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM real time clock value does not have any children.

RDM Sensor Notification

This notification is used to control specific sensors of the device. The currently defined xml attributes of the RDM sensor notification are specified in table 55.

Table 55. RDM Parameter Notification Attributes
Attribute Name Value Type Description
SensorOffset Uint Device type must have an RDM parameter with the PID SENSOR_DEFINITION and this field has to reference to the corresponding sensor definition value. Size: 2 bytes

As children the RDM sensor notification has a list of RDM sensor values.

RDM Sensor Value

This value is used for notification only and cannot be saved as a fixture type parameter value. Xml node <RDMValueSensor>. The currently defined xml attributes of the RDM sensor value are specified in table 56.

Table 56. RDM Parameter Notification Attributes
Attribute Name Value Type Description
Value Uint Sensor value; Size: 2 bytes
Lowest Uint If the lowest sensor value is supported. Size: 2 bytes
Highest Uint If the highest sensor value is supported. Size: 2 bytes
Recorded Uint If the recorded sensor value is supported. Size: 2 bytes
ThresholdOperator Enum Predefined values: “Is”, “IsNot”, “Greater”, “Less”

The RDM sensor value does not have any children.

Appendix A. Attribute Definitions

To describe the fixture types, use attributes and subattributes. Attributes roughly define the function. The subattributes explain the function if necessary. For example, attribute “Gobo1_Pos” has two subattributes “Gobo1_Pos” and “Gobo1_Rot” for the position and rotation. The currently defined tree structure of attributes and subattributes is specified in table A1.

Table A1. Structure of Attribute and Subattribute
Description Subattribute Attribute
Controls the intensity of a fixture. Dim Dimmer
If there are individually dimmable modules of the fixture, MasterIntensity is the overall intensity of a fixture. MasterIntensity MasterIntensity
Controls the fixture's sideward movement (horizontal axis). Pan Pan
Controls the fixture's upward and the downward movement (vertical axis). Tilt Tilt
Selects the predefined position effects that are built into the fixture. PositionEffect PositionEffect
Controls the speed of the predefined position effects that are built into the fixture. PositionEffectRate PositionEffectRate
Snaps or smooth fades with timing in running predefined position effects. PositionEffectFade PositionEffectFade
Defines a fixture’s x-coordinate within an XYZ coordinate system. XYZ_X XYZ_X
Defines a fixture’s y-coordinate within an XYZ coordinate system. XYZ_Y XYZ_Y
Defines a fixture‘s z-coordinate within an XYZ coordinate system. XYZ_Z XYZ_Z
Selects gobos in the fixture's gobo wheel 1. Gobo1 Gobo1
Controls the speed and direction of the continuous rotation of gobo wheel 1. Gobo1_Spin Gobo1
Controls angle of indexed rotation of gobos in gobo wheel 1. Gobo1_Pos Gobo1_Pos
Controls the speed and direction of continuous rotation of gobos in gobo wheel 1. Gobo1_Rot Gobo1_Pos
Selects gobos in the fixture's gobo wheel 2. Gobo2 Gobo2
Controls the speed and direction of the continuous rotation of gobo wheel 2. Gobo2_Spin Gobo2
Controls the angle of indexed rotation of gobos in gobo wheel 2. Gobo2_Pos Gobo2_Pos
Controls the speed and direction of continuous rotation of gobos in gobo wheel 2. Gobo2_Rot Gobo2_Pos
Selects gobos in the fixture's gobo wheel 3. Gobo3 Gobo3
Controls the speed and direction of the continuous rotation of gobo wheel 3. Gobo3_Spin Gobo3
Controls the angle of indexed rotation of gobos in gobo wheel 3. Gobo3_Pos Gobo3_Pos
Controls the speed and direction of the continuous Gobo3_Rot Gobo3_Pos
rotation of gobos in gobo wheel 3. - -
Inserts a gobo disk into the beam. The disk has the ability to continuously index and rotate. AnimationWheel AnimationWheel
Controls the animation disk's index or its rotation speed. AnimationIndex Rotate AnimationIndex Rotate
Controls the animation disk's shaking. AnimationOffset AnimationOffset
Selects predefined color effects built into the fixture. ColorEffects ColorEffects
Selects colors in the fixture's color wheel 1. ColorWheel1 ColorWheel1
Controls the speed and direction of the fixtures in color wheel 1. ColorWheel1 _Spin ColorWheel1
Selects colors in the fixture's color wheel 2. ColorWheel2 ColorWheel2
Controls the speed and direction of the fixtures in color wheel 2. ColorWheel2 _Spin ColorWheel2
Selects colors in the fixture's color wheel 3. ColorWheel3 ColorWheel3
Controls the speed and direction of the fixtures in color wheel 3. ColorWheel3 _Spin ColorWheel3
Selects colors in the fixture's color wheel 4. ColorWheel4 ColorWheel4
Controls the speed and direction of the fixtures in color wheel 4. ColorWheel4 _Spin ColorWheel4
Controls the intensity of the fixture's red emitters or its cyan CMY-mixing feature. ColorRGB1 ColorRGB1
Controls the intensity of the fixture's green emitters or its magenta CMY-mixing feature. ColorRGB2 ColorRGB2
Controls the intensity of the fixture's blue emitters or its yellow CMY-mixing feature. ColorRGB3 ColorRGB3
Controls the intensity of the fixture's amber emitters. ColorRGB4 ColorRGB4
Controls the intensity of the fixture's amber emitters. ColorRGB5 ColorRGB5
Controls the intensity of the fixture's amber emitters. ColorRGB6 ColorRGB6
Controls the intensity of the fixture's amber emitters. ColorRGB7 ColorRGB7
Controls the intensity of the fixture's amber emitters. ColorRGB8 ColorRGB8
Controls the intensity of the fixture's amber emitters. ColorRGB9 ColorRGB9
Controls the intensity of the fixture's amber emitters. ColorRGB10 ColorRGB10
Controls the intensity of the fixture's amber emitters. ColorRGB11 ColorRGB11
Controls the intensity of the fixture's amber emitters. ColorRGB12 ColorRGB12
Controls the intensity of the fixture's amber emitters. ColorRGB13 ColorRGB13
Controls the intensity of the fixture's amber emitters. ColorRGB14 ColorRGB14
Controls the intensity of the fixture's amber emitters. ColorRGB15 ColorRGB15
Controls the intensity of the fixture's amber emitters. ColorRGB16 ColorRGB16
Selects predefined colors that are programed in the fixture's firmware. ColorMacro ColorMacro
Selects predefined colors that are programed in the fixture's firmware (2). ColorMacro2 ColorMacro2
Controls the fixture's "Correct to orange" wheel or mixing system. CTO CTO
Controls the fixture's "Correct to color" wheel or mixing system. CTC CTC
Controls the fixture's "Correct to blue" wheel or mixing system. CTB CTB
Controls the fixture's color attribute regarding the hue. HSB_Hue HSB_Hue
Controls the fixture's color attribute regarding the saturation. HSB_Saturation HSB_Saturation
Controls the fixture's color attribute regarding the brightness. HSB_Brightness HSB_Brightness
Controls the fixture's color attribute regarding the quality. HSB_Quality HSB_Quality
Master controls the fixture's red LEDs. REDALL REDALL
Master controls the fixture's green LEDs. GREENALL GREENALL
Master controls the fixture's blue LEDs. BLUEALL BLUEALL
Master controls the fixture's amber LEDs. AMBERALL AMBERALL
Master controls the fixture's white LEDs. WHITEALL WHITEALL
Controls the length of a strobe flash. StrobeDuration StrobeDuration
Controls the time between strobe flashes. StrobeRate StrobeRate
Controls the fixture ́s mechanical or electronical shutter feature. Shutter Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical strobe shutter feature. Strobe Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical pulse shutter feature. Strobe_Pulse Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical closing pulse shutter feature. Strobe_Pulse_Close Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical opening pulse shutter feature. Strobe_Pulse_Open Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical random strobe shutter feature. Strobe_Random Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical random pulse shutter feature. Strobe_Random_Pulse Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical random closing pulse shutter feature. Strobe_Random_Pulse_Close Shutter
Controls the frequency/speed of the fixture ́s mechanical or electronical random opening pulse shutter feature. Strobe_Random_Pulse_Open Shutter
Controls the fixture ́s mechanical or electronical shutter feature (2). Is used with foreground/background strobe. Shutter2 Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical strobe shutter feature (2). Strobe Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical pulse shutter feature (2). Strobe_Pulse Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical closing pulse shutter feature (2). Strobe_Pulse Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical closing pulse shutter feature (2). Strobe_Pulse_Close Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical opening pulse shutter feature (2). Strobe_Pulse_Open Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical random strobe shutter feature (2). Strobe_Random Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical random pulse shutter feature (2). Strobe_Random_Pulse Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical random closing pulse shutter feature (2). Strobe_Random_Pulse_Close Shutter2
Controls the frequency/speed of the fixture ́s mechanical or electronical random opening pulse shutter feature (2). Strobe_Random_Pulse_Open Shutter2
Controls the fixture ́s mechanical or electronical shutter feature (3). Is used with foreground/background strobe. Shutter3 Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical strobe shutter feature (3). Strobe Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical pulse shutter feature (3). Strobe_Pulse Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical closing pulse shutter feature (3). Strobe_Pulse_Close Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical opening pulse shutter feature (3). Strobe_Pulse_Open Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical random strobe shutter feature (3). Strobe_Random Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical random pulse shutter feature (3). Strobe_Random_Pulse Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical random closing pulse shutter feature (3). Strobe_Random_Pulse_Close Shutter3
Controls the frequency/speed of the fixture ́s mechanical or electronical random opening pulse shutter feature (3). Strobe_Random_Pulse_Open Shutter3
Controls the diameter of the fixture's beam. Iris Iris
Sets speed of the iris’s strobe feature. Iris_Strobe Iris
Sets speed of iris‘s closing pulse. Iris_Pulse_Close Iris
Sets speed of iris‘s opening pulse. Iris_Pulse_Open Iris
The ability to soften the fixture's spot light with a frosted lens. Frost Frost
The ability to soften the fixture's spot light with a frosted lens (2). Frost2 Frost2
Controls the insertion of fixture ́s prism wheel 1. Refracts the beam into multiple beams of light on wheel 1. Prisma1 Prisma1
Controls the indexed position of fixture‘s prism on prism wheel 1. Prisma1_Pos Prisma1_Pos
Controls the speed and direction of the continuous rotation of the fixture’s prism on prism wheel 1. Prisma1_Rot Prisma1_Pos
Controls the insertion of fixture ́s prism wheel 2. Refracts the beam into multiple beams of light on wheel 2. Prisma2 Prisma2
Controls the indexed position of fixture‘s prism on prism wheel 2. Prisma2_Pos Prisma2_Pos
Controls the speed and direction of the continuous rotation of the fixture’s prism on prism wheel 2. Prisma2_Rot Prisma2_Pos
Generically predefined macros and effects of a fixture. Effects Effects
Speed of running effects. EffectsRate EffectsRate
Snapping or smooth look of running effects. EffectsFade EffectsFade
Generically predefined macros and effects of a fixture (2). Effects2 Effects2
Speed of running effects (2). Effects2Rate Effects2Rate
Snapping or smooth look of running effects (2). Effects2Fade Effects2Fade
Sets offset between running effects and effects 2. EffectsSync EffectsSync
Controls the sharpness of the fixture's spot light. Can blur or sharpen the edge of the spot. Focus Focus
Controls the sharpness of the fixture's spot light. Can blur or sharpen the edge of the spot (2). Focus2 Focus2
Autofocuses functionality using presets. FocusAdjust FocusAdjust
Autofocuses functionality using distance. FocusDistance FocusDistance
Controls the channel of a fixture. Control Control
Selects different modes of intensity. DimmerMode DimmerMode
Selects different dimmer curves of the fixture. DimmerCurve DimmerCurve
Selects fixture's pan mode. Selects between a limited pan range (e.g. -270 to 270) or a continuous pan range. PanMode PanMode
Selects fixture's pan mode. Selects between a limited tilt range (e.g. -130 to 130) or a continuous tilt range. TiltMode TiltMode
Selects the fixture's position mode. PositionModes PositionModes
Changes control between selecting, indexing, and rotating the gobos of gobowheel1. Gobo1Wheel Mode Gobo1Wheel Mode
Changes control between selecting, indexing, and rotating the gobos of gobowheel2. Gobo2Wheel Mode Gobo2Wheel Mode
Changes control between selecting, indexing, and rotating the gobos of gobowheel3. Gobo3Wheel Mode Gobo3Wheel Mode
Changes control between selecting, indexing, and rotating the animation wheel. AnimationIndex RotateMode AnimationIndex RotateMode
Defines whether the animation wheel takes the shortest distance between two positions. AnimationWheel ShortcutMode AnimationWheel ShortcutMode
Changes control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel 1. Color1_Mode Color1_Mode
Changes control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel 2. Color2_Mode Color2_Mode
Changes control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel 3. Color3_Mode Color3_Mode
Changes control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel 4. Color4_Mode Color4_Mode
Defines whether the color wheel takes the shortest distance between two colors. ColorWheelShortcutMode ColorWheelShortcutMode
Controls how Cyan is used within the fixture's cyan CMY-mixing feature. CyanMode CyanMode
Controls how Cyan is used within the fixture's magenta CMY-mixing. MagentaMode MagentaMode
Controls how Cyan is used within the fixture's yellow CMY-mixing feature. YellowMode YellowMode
Changes control between selecting continuous selection, half selection, random selection, color spinning, etc. in color mixing. ColorMixMode ColorMixMode
Changes strobe style - strobe, pulse, random strobe, etc. - of the shutter attribute. StrobeMode StrobeMode
Changes modes of the fixture’s focus - manual or auto- focus. FocusMode FocusMode
Changes modes of the fixture’s iris - linear, strobe, pulse. IrisMode IrisMode
Changes mode to control either index or rotation of the beam effects. BeamEffectIndexRotateMode BeamEffectIndexRotateMode
Movement speed of the fixture's intensity. IntensityMSpeed IntensityMSpeed
Movement speed of the fixture's pan/tilt. PositionMSpeed PositionMSpeed
Movement speed of the fixture's ColorMix presets. ColorMixMSpeed ColorMixMSpeed
Movement speed of the fixture's color wheel. ColorWheelSelectMSpeed ColorWheelSelectMSpeed
Movement speed of the fixture's gobo wheel. GoboWheelMSpeed GoboWheelMSpeed
Movement speed of the fixture's iris. IrisMSpeed IrisMSpeed
Movement speed of the fixture's focus. FocusMSpeed FocusMSpeed
Movement speed of the fixture's shapers. FrameMSpeed FrameMSpeed
General speed of fixture's features. GlobalMSpeed GlobalMSpeed
Generally resets the entire fixture. FixtureGlobalReset FixtureGlobalReset
Resets the fixture's shutter. ShutterReset ShutterReset
Resets the fixture's beam features. BeamReset BeamReset
Resets the fixture's color mixing system. ColorMixReset ColorMixReset
Resets the fixture's color wheel. ColorWheelReset ColorWheelReset
Resets the fixture's focus. FocusReset FocusReset
Resets the fixture's shapers. FrameReset FrameReset
Resets the fixture's gobo wheel. Gobo1WheelReset Gobo1WheelReset
Resets the fixture's intensity. IntensityReset IntensityReset
Resets the fixture's iris. IrisReset IrisReset
Resets the fixture's pan/tilt. PositionReset PositionReset
Resets the fixture's pan. PanReset PanReset
Resets the fixture's tilt. TiltReset TiltReset
Resets the fixture's zoom. ZoomReset ZoomReset
Resets the fixture's CTB. CTBReset CTBReset
Resets the fixture's CTO. CTOReset CTOReset
Resets the fixture's CTC. CTCReset CTCReset
Resets the fixture's calibration. FixtureCalibrationReset FixtureCalibrationReset
Generally controls features of the fixture. Function Function
Controls the fixture's lamp on/lamp off feature. LampControl LampControl
Ranges without a functionality. NoFeature -
Fog or hazer‘s blower feature. Blower Blower
Fog or hazer's Fan feature. Fan Fan
Fog or hazer's Fog feature. Fog Fog
Fog or hazer's haze feature. Haze Haze
Controls the energy consumption of the lamp. LampPowerMode LampPowerMode
Fancontrols a fixture or device. Fans Fans
1 of 2 shutters that shape the top of the beam. Blade1A Blade1A
2 of 2 shutters that shape the top of the beam. Blade1B Blade1B
1 of 2 shutters that shape the right of the beam. Blade2A Blade2A
2 of 2 shutters that shape the right of the beam. Blade2B Blade2B
1 of 2 shutters that shape the bottom of the beam. Blade3A Blade3A
2 of 2 shutters that shape the bottom of the beam. Blade3B Blade3B
1 of 2 shutters that shape the left of the beam. Blade4A Blade4A
2 of 2 shutters that shape the left of the beam. Blade4B Blade4B
Rotates position of blade1. Blade1Rot Blade1Rot
Rotates position of blade2. Blade2Rot Blade2Rot
Rotates position of blade3. Blade3Rot Blade3Rot
Rotates position of blade4. Blade4Rot Blade4Rot
Rotates position of blade assembly. ShaperRot ShaperRot
Predefined presets for shaper positions. FrameMacros FrameMacros
Controls video features. Video Video

Appendix B. Attribute Definition

<AttributeDefinitions>
<ActivationGroups> <ActivationGroupName="PanTilt"/> <ActivationGroupName="XYZ"/> <ActivationGroupName="ColorRGB"/> <ActivationGroupName="ColorHSB"/> <ActivationGroupName="ColorRGBALL"/> <ActivationGroupName="Gobo"/> <ActivationGroupName="Prisma"/> <ActivationGroupName="Shaper"/>
</ActivationGroups>
<FeatureGroups> <FeatureGroupName="Dimmer">
<FeatureName="Dimmer"/>
</FeatureGroup> <FeatureGroupName="Position">
<FeatureName="PanTilt"/>
<FeatureName="XYZ"/> </FeatureGroup> <FeatureGroupName="Gobo">
<FeatureName="Gobo"/> </FeatureGroup> <FeatureGroupName="Color">
<FeatureName="Color"/> <FeatureName="RGB"/> <FeatureName="HSB"/>
</FeatureGroup> <FeatureGroupName="Beam">
<FeatureName="Beam"/> </FeatureGroup> <FeatureGroupName="Focus">
<FeatureName="Focus"/> </FeatureGroup> <FeatureGroupName="Control">
<FeatureName="Control"/> </FeatureGroup> <FeatureGroupName="Shapers">
<FeatureName="Shapers"/> </FeatureGroup> <FeatureGroupName="Video">
<FeatureName="Video"/>
</FeatureGroup> </FeatureGroups>
<Attributes> <AttributeName="Dimmer"Pretty="Dim"Feature="Dimmer.Dimmer">
<SubAttributeName="Dim"PhysicalUnit="LuminousIntensity"Special="Dimmer"Pretty="Dim"/> </Attribute>
<AttributeName="MasterIntensity"Pretty="MasterIntensity"Feature="Dimmer.Dimmer"> <SubAttributeName="MasterIntensity"PhysicalUnit="LuminousIntensity"Special="Dimmer"Pretty="Master
Intensity"/> </Attribute>
<AttributeName="Pan"Pretty="P"ActivationGroup="PanTilt"Feature="Position.PanTilt"> <SubAttributeName="Pan"PhysicalUnit="Angle"Special="Pan"Pretty="P"/>
</Attribute> <AttributeName="Tilt"Pretty="T"ActivationGroup="PanTilt"Feature="Position.PanTilt">
<SubAttributeName="Tilt"PhysicalUnit="Angle"Special="Tilt"Pretty="T"/> </Attribute>
<AttributeName="PositionEffect"Pretty="PosFX"Feature="Position.PanTilt"> <SubAttributeName="PositionEffect"Pretty="PosFX"/>
</Attribute>
 <AttributeName="PositionEffectRate"Pretty="PosFXRate"Feature="Position.PanTilt"> <SubAttributeName="PositionEffectRate"Pretty="PosFXRate"/>
</Attribute> <AttributeName="PositionEffectFade"Pretty="PosFXFade"Feature="Position.PanTilt">
<SubAttributeName="PositionEffectFade"Pretty="PosFXFade"/> </Attribute>
<AttributeName="XYZ_X"Pretty="X"ActivationGroup="XYZ"Feature="Position.XYZ"> <SubAttributeName="XYZ_X"PhysicalUnit="Length"Special="X"Pretty="X"/>
</Attribute> <AttributeName="XYZ_Y"Pretty="Y"ActivationGroup="XYZ"Feature="Position.XYZ">
<SubAttributeName="XYZ_Y"PhysicalUnit="Length"Special="Y"Pretty="Y"/> </Attribute>
<AttributeName="XYZ_Z"Pretty="Z"ActivationGroup="XYZ"Feature="Position.XYZ"> <SubAttributeName="XYZ_Z"PhysicalUnit="Length"Special="Z"Pretty="Z"/>
</Attribute>
 <AttributeName="Gobo1"Pretty="G1"ActivationGroup="Gobo"Feature="Gobo.Gobo"> <SubAttributeName="Gobo1"Pretty="Select"/> <SubAttributeName="Gobo1_Spin"PhysicalUnit="AngularSpeed"Pretty="Spin"/>
</Attribute> <AttributeName="Gobo1_Pos"Pretty="G1&lt;&gt;"Feature="Gobo.Gobo">
<SubAttributeName="Gobo1_Pos"PhysicalUnit="Angle"Pretty="Index"/>
<SubAttributeName="Gobo1_Rot"PhysicalUnit="AngularSpeed"Pretty="Rotate"/> </Attribute>
<AttributeName="Gobo2"Pretty="G2"ActivationGroup="Gobo"Feature="Gobo.Gobo"> <SubAttributeName="Gobo2"Pretty="Select"/> <SubAttributeName="Gobo2_Spin"PhysicalUnit="AngularSpeed"Pretty="Spin"/>
</Attribute> <AttributeName="Gobo2_Pos"Pretty="G2&lt;&gt;"Feature="Gobo.Gobo">
<SubAttributeName="Gobo2_Pos"PhysicalUnit="Angle"Pretty="Index"/>
<SubAttributeName="Gobo2_Rot"PhysicalUnit="AngularSpeed"Pretty="Rotate"/> </Attribute>
<AttributeName="Gobo3"Pretty="G3"ActivationGroup="Gobo"Feature="Gobo.Gobo"> <SubAttributeName="Gobo3"Pretty="Select"/> <SubAttributeName="Gobo3_Spin"PhysicalUnit="AngularSpeed"Pretty="Spin"/>
</Attribute> <AttributeName="Gobo3_Pos"Pretty="G3&lt;&gt;"Feature="Gobo.Gobo">
<SubAttributeName="Gobo3_Pos"PhysicalUnit="Angle"Pretty="Index"/>
<SubAttributeName="Gobo3_Rot"PhysicalUnit="AngularSpeed"Pretty="Rotate"/> </Attribute>
<AttributeName="AnimationWheel"Pretty="Anim"Feature="Gobo.Gobo"> <SubAttributeName="AnimationWheel"Pretty="Anim"/>
</Attribute> <AttributeName="AnimationIndexRotate"Pretty="Anim&lt;&gt;"Feature="Gobo.Gobo">
 <SubAttributeName="AnimationIndexRotate"Pretty="Anim&lt;&gt;"/> </Attribute>
<AttributeName="AnimationOffset"Pretty="AnimOffset"Feature="Gobo.Gobo"> <SubAttributeName="AnimationOffset"Pretty="AnimOffset"/>
</Attribute> <AttributeName="ColorEffects"Pretty="ColorFX"Feature="Color.Color">
<SubAttributeName="ColorEffects"Pretty="ColorFX"/> </Attribute>
<AttributeName="ColorWheel1"Pretty="C1"ActivationGroup="ColorRGB"Feature="Color.Color"> <SubAttributeName="ColorWheel1"Special="ColorWheel"Pretty="Select"/> <SubAttributeName="ColorWheel1_Spin"PhysicalUnit="AngularSpeed"Special="ColorWheel"Pretty="Spin
"/>
</Attribute>
<AttributeName="ColorWheel2"Pretty="C2"ActivationGroup="ColorRGB"Feature="Color.Color"> <SubAttributeName="ColorWheel2"Special="ColorWheel"Pretty="Select"/> <SubAttributeName="ColorWheel2_Spin"PhysicalUnit="AngularSpeed"Special="ColorWheel"Pretty="Spin
"/>
</Attribute>
<AttributeName="ColorWheel3"Pretty="C3"ActivationGroup="ColorRGB"Feature="Color.Color"> <SubAttributeName="ColorWheel3"Special="ColorWheel"Pretty="Select"/>
 <SubAttributeName="ColorWheel3_Spin"PhysicalUnit="AngularSpeed"Special="ColorWheel"Pretty="Spin
"/>
</Attribute>
<AttributeName="ColorWheel4"Pretty="C4"ActivationGroup="ColorRGB"Feature="Color.Color"> <SubAttributeName="ColorWheel4"Special="ColorWheel"Pretty="Select"/> <SubAttributeName="ColorWheel4_Spin"PhysicalUnit="AngularSpeed"Special="ColorWheel"Pretty="Spin
"/>
</Attribute>
<AttributeName="ColorRGB1"Pretty="R"ActivationGroup="ColorRGB"Feature="Color.RGB"> <SubAttributeName="ColorRGB1"PhysicalUnit="ColorComponent"Color=”{0.6401,0.33,21.26}”Special="
RGB"Pretty="R"/> </Attribute>
<AttributeName="ColorRGB2"Pretty="G"ActivationGroup="ColorRGB"Feature="Color.RGB"> <SubAttributeName="ColorRGB2"PhysicalUnit="ColorComponent"Color=”{0.3,0.6,71.52}”Special="RGB
"Pretty="G"/>
 </Attribute> <AttributeName="ColorRGB3"Pretty="B"ActivationGroup="ColorRGB"Feature="Color.RGB">
<SubAttributeName="ColorRGB3"PhysicalUnit="ColorComponent"Color=”{0.15,0.06,7.22}”Special="RG B"Pretty="B"/>
</Attribute> <AttributeName="ColorRGB4"Pretty="A"ActivationGroup="ColorRGB"Feature="Color.RGB">
<SubAttributeName="ColorRGB4"PhysicalUnit="ColorComponent"Color=”{0.4732,0.4625,58.5216}”Spec ial="RGB"Pretty="A"/>
</Attribute> <AttributeName="ColorRGB5"Pretty="W"ActivationGroup="ColorRGB"Feature="Color.RGB">
<SubAttributeName="ColorRGB5"PhysicalUnit="ColorComponent"Color=”{0.3127,0.3290,100}”Special=" RGB"Pretty="W"/>
</Attribute>
<Attribute Name="ColorRGB6" Pretty="ColorRGB6" ActivationGroup="ColorRGB" Feature="Color.RGB">
 <SubAttribute Name="ColorRGB6" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB6" />
 </Attribute>
<Attribute Name="ColorRGB7" Pretty="ColorRGB7" ActivationGroup="ColorRGB" Feature="Color.RGB">
<SubAttribute Name="ColorRGB7" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB7"
/>
</Attribute>
<Attribute Name="ColorRGB8" Pretty="ColorRGB8" ActivationGroup="ColorRGB" Feature="Color.RGB"> <SubAttribute Name="ColorRGB8" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB8"
/>
</Attribute>
<Attribute Name="ColorRGB9" Pretty="ColorRGB9" ActivationGroup="ColorRGB" Feature="Color.RGB"> <SubAttribute Name="ColorRGB9" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB9"
/>
 </Attribute>
<Attribute Name="ColorRGB10" Pretty="ColorRGB10" ActivationGroup="ColorRGB" Feature="Color.RGB">
<SubAttribute Name="ColorRGB10" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB10" />
</Attribute>
<Attribute Name="ColorRGB11" Pretty="ColorRGB11" ActivationGroup="ColorRGB" Feature="Color.RGB">
<SubAttribute Name="ColorRGB11" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB11" />
</Attribute>
<Attribute Name="ColorRGB12" Pretty="ColorRGB12" ActivationGroup="ColorRGB" Feature="Color.RGB">
<SubAttribute Name="ColorRGB12" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB12" />
</Attribute>
<Attribute Name="ColorRGB13" Pretty="ColorRGB13" ActivationGroup="ColorRGB" Feature="Color.RGB">
 </Attribute>
<Attribute Name="ColorRGB14" Pretty="ColorRGB14" ActivationGroup="ColorRGB" Feature="Color.RGB">
<SubAttribute Name="ColorRGB14" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB14" />
</Attribute>
<Attribute Name="ColorRGB15" Pretty="ColorRGB15" ActivationGroup="ColorRGB" Feature="Color.RGB">
<SubAttribute Name="ColorRGB15" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB15" />
</Attribute>
<Attribute Name="ColorRGB16" Pretty="ColorRGB16" ActivationGroup="ColorRGB" Feature="Color.RGB">
<SubAttribute Name="ColorRGB16" PhysicalUnit="ColorComponent" Special="RGB" Pretty="ColorRGB16" />
 </Attribute> <AttributeName="ColorMacro"Pretty="ColorMacro"Feature="Color.RGB">
<SubAttributeName="ColorMacro"Pretty="ColorMacro"/> </Attribute>
<AttributeName="ColorMacro2"Pretty="ColorMacro2"Feature="Color.RGB"> <SubAttributeName="ColorMacro2"Pretty="ColorMacro2"/>
</Attribute> <AttributeName="CTO"Pretty="CTO"Feature="Color.Color">
<SubAttributeName="CTO"Pretty="CTO"/> </Attribute>
<AttributeName="CTC"Pretty="CTC"Feature="Color.Color"> <SubAttributeName="CTC"Pretty="CTC"/>
</Attribute> <AttributeName="CTB"Pretty="CTB"Feature="Color.Color">
<SubAttributeName="CTB"Pretty="CTB"/> </Attribute>
<AttributeName="HSB_Hue"Pretty="H"ActivationGroup="ColorHSB"Feature="Color.HSB"> <SubAttributeName="HSB_Hue"PhysicalUnit="Angle"Special="Hue"Pretty="H"/>
</Attribute> <AttributeName="HSB_Saturation"Pretty="S"ActivationGroup="ColorHSB"Feature="Color.HSB">
<SubAttributeName="HSB_Saturation"PhysicalUnit="Percent"Special="Saturation"Pretty="S"/> </Attribute>
<AttributeName="HSB_Brightness"Pretty="B"ActivationGroup="ColorHSB"Feature="Color.HSB"> <SubAttributeName="HSB_Brightness"PhysicalUnit="Percent"Special="Brightness"Pretty="B"/>
</Attribute> <AttributeName="HSB_Quality"Pretty="Q"ActivationGroup="ColorHSB"Feature="Color.HSB">
<SubAttributeName="HSB_Quality"PhysicalUnit="Percent"Pretty="Q"/> </Attribute>
 <AttributeName="REDALL"Pretty="RALL"ActivationGroup="ColorRGBALL"Feature="Color.RGB"> <SubAttributeName="REDALL"PhysicalUnit="ColorComponent"Red="1"Special="RGB"Pretty="REDAL
L"/>
</Attribute>
<AttributeName="GREENALL"Pretty="GALL"ActivationGroup="ColorRGBALL"Feature="Color.RGB"> <SubAttributeName="GREENALL"PhysicalUnit="ColorComponent"Green="1"Special="RGB"Pretty="GR
EENALL"/> </Attribute>
<AttributeName="BLUEALL"Pretty="BALL"ActivationGroup="ColorRGBALL"Feature="Color.RGB"> <SubAttributeName="BLUEALL"PhysicalUnit="ColorComponent"Blue="1"Special="RGB"Pretty="BLUE
ALL"/> </Attribute>
<AttributeName="AMBERALL"Pretty="AALL"ActivationGroup="ColorRGBALL"Feature="Color.RGB"> <SubAttributeName="AMBERALL"PhysicalUnit="ColorComponent"Special="RGB"Pretty="AMBERALL
"/>
</Attribute>
<AttributeName="WHITEALL"Pretty="WALL"ActivationGroup="ColorRGBALL"Feature="Color.RGB"> <SubAttributeName="WHITEALL"PhysicalUnit="ColorComponent"Special="RGB"Pretty="WHITEALL"/
>
</Attribute>
 <AttributeName="StrobeDuration"Pretty="StrobeDuration"Feature="Beam.Beam"> <SubAttributeName="StrobeDuration"PhysicalUnit="Time"Pretty="StrobeDuration"/>
</Attribute> <AttributeName="StrobeRate"Pretty="StrobeRate"Feature="Beam.Beam">
<SubAttributeName="StrobeRate"Pretty="StrobeRate"/> </Attribute>
<AttributeName="Shutter"Pretty="Sh"Feature="Beam.Beam">
<SubAttributeName="Shutter"Pretty="Sh"/> <SubAttributeName="Strobe"PhysicalUnit="Frequency"Pretty="Strobe"/> <SubAttributeName="Strobe_Pulse"PhysicalUnit="Frequency"Pretty="Pulse"/> <SubAttributeName="Strobe_Pulse_Close"PhysicalUnit="Frequency"Pretty="PulseClose"/> <SubAttributeName="Strobe_Pulse_Open"PhysicalUnit="Frequency"Pretty="PulseOpen"/> <SubAttributeName="Strobe_Random"PhysicalUnit="Frequency"Pretty="Random"/> <SubAttributeName="Strobe_Random_Pulse"PhysicalUnit="Frequency"Pretty="RandomPulse"/> <SubAttributeName="Strobe_Random_Pulse_Close"PhysicalUnit="Frequency"Pretty="RandomPulseClose"
 />
<SubAttributeName="Strobe_Random_Pulse_Open"PhysicalUnit="Frequency"Pretty="RandomPulseOpen"/
>
</Attribute>
<AttributeName="Shutter2"Pretty="Sh2"Feature="Beam.Beam"> <SubAttributeName="Shutter2"Pretty="Sh2"/> <SubAttributeName="Strobe"PhysicalUnit="Frequency"Pretty="Strobe"/> <SubAttributeName="Strobe_Pulse"PhysicalUnit="Frequency"Pretty="Pulse"/> <SubAttributeName="Strobe_Pulse_Close"PhysicalUnit="Frequency"Pretty="PulseClose"/> <SubAttributeName="Strobe_Pulse_Open"PhysicalUnit="Frequency"Pretty="PulseOpen"/> <SubAttributeName="Strobe_Random"PhysicalUnit="Frequency"Pretty="Random"/> <SubAttributeName="Strobe_Random_Pulse"PhysicalUnit="Frequency"Pretty="RandomPulse"/> <SubAttributeName="Strobe_Random_Pulse_Close"PhysicalUnit="Frequency"Pretty="RandomPulseClose"
/>
<SubAttributeName="Strobe_Random_Pulse_Open"PhysicalUnit="Frequency"Pretty="RandomPulseOpen"/
>
</Attribute>
<AttributeName="Shutter3"Pretty="Sh3"Feature="Beam.Beam"> <SubAttributeName="Sh3"Pretty="Shutter"/> <SubAttributeName="Strobe"PhysicalUnit="Frequency"Pretty="Strobe"/> <SubAttributeName="Strobe_Pulse"PhysicalUnit="Frequency"Pretty="Pulse"/> <SubAttributeName="Strobe_Pulse_Close"PhysicalUnit="Frequency"Pretty="PulseClose"/> <SubAttributeName="Strobe_Pulse_Open"PhysicalUnit="Frequency"Pretty="PulseOpen"/> <SubAttributeName="Strobe_Random"PhysicalUnit="Frequency"Pretty="Random"/> <SubAttributeName="Strobe_Random_Pulse_Close"PhysicalUnit="Frequency"Pretty="RandomPulseOpen"
/> />
<SubAttributeName="Strobe_Random_Pulse_Open"PhysicalUnit="Frequency"Pretty="RandomPulseClose"
 </Attribute> <AttributeName="Iris"Pretty="Iris"Feature="Beam.Beam">
<SubAttributeName="Iris"Pretty="Iris"/> <SubAttributeName="Iris_Strobe"PhysicalUnit="Frequency"Pretty="Strobe"/> <SubAttributeName="Iris_Pulse_Close"PhysicalUnit="Frequency"Pretty="PulseClose"/> <SubAttributeName="Iris_Pulse_Open"PhysicalUnit="Frequency"Pretty="PulseOpen"/>
</Attribute> <AttributeName="Frost"Pretty="Frost"Feature="Beam.Beam">
<SubAttributeName="Frost"Pretty="Frost"/> </Attribute>
<AttributeName="Frost2"Pretty="Frost2"Feature="Beam.Beam"> <SubAttributeName="Frost2"Pretty="Frost2"/>
</Attribute> <AttributeName="Prisma1"Pretty="Prisma1"ActivationGroup="Prisma"Feature="Beam.Beam">
<SubAttributeName="Prisma1"Pretty="Prisma1"/> </Attribute>
<AttributeName="Prisma1_Pos"Pretty="Prisma1Pos"Feature="Beam.Beam"> <SubAttributeName="Prisma1_Pos"PhysicalUnit="Angle"Pretty="Index"/> <SubAttributeName="Prisma1_Rot"PhysicalUnit="AngularSpeed"Pretty="Rotate"/>
</Attribute>
 <AttributeName="Prisma2"Pretty="Prisma2"ActivationGroup="Prisma"Feature="Beam.Beam"> <SubAttributeName="Prisma2"Pretty="Prisma2"/>
</Attribute> <AttributeName="Prisma2_Pos"Pretty="Prisma2Pos"Feature="Beam.Beam">
<SubAttributeName="Prisma2_Pos"PhysicalUnit="Angle"Pretty="Index"/>
<SubAttributeName="Prisma2_Rot"PhysicalUnit="AngularSpeed"Pretty="Rotate"/> </Attribute>
<AttributeName="Effects"Pretty="FX"Feature="Beam.Beam"> <SubAttributeName="Effects"Pretty="FX"/>
</Attribute> <AttributeName="EffectsRate"Pretty="FXRate"Feature="Beam.Beam">
<SubAttributeName="EffectsRate"PhysicalUnit="Speed"Pretty="FXRate"/> </Attribute>
<AttributeName="EffectsFade"Pretty="FXFade"Feature="Beam.Beam"> <SubAttributeName="EffectsFade"Pretty="FXFade"/>
 </Attribute> <AttributeName="Effects2"Pretty="FX2"Feature="Beam.Beam">
<SubAttributeName="Effects2"Pretty="FX2"/> </Attribute>
<AttributeName="Effects2Rate"Pretty="FX2Rate"Feature="Beam.Beam"> <SubAttributeName="Effects2Rate"PhysicalUnit="Speed"Pretty="FX2Rate"/>
</Attribute> <AttributeName="Effects2Fade"Pretty="FX2Fade"Feature="Beam.Beam">
<SubAttributeName="Effects2Fade"Pretty="FX2Fade"/> </Attribute>
<AttributeName="EffectsSync"Pretty="FXSync"Feature="Beam.Beam"> <SubAttributeName="EffectsSync"Pretty="FXSync"/>
</Attribute> <AttributeName="Focus"Pretty="Focus"Feature="Focus.Focus">
<SubAttributeName="Focus"Special="Focus"Pretty="Focus"/> </Attribute>
<AttributeName="Focus2"Pretty="Focus2"Feature="Focus.Focus"> <SubAttributeName="Focus2"Special="Focus"Pretty="Focus2"/>
</Attribute> <AttributeName="Zoom"Pretty="Zoom"Feature="Focus.Focus">
<SubAttributeName="Zoom"PhysicalUnit="Angle"Special="Zoom"Pretty="Zoom"/> </Attribute>
<AttributeName="FocusAdjust"Pretty="FocusAdjust"Feature="Focus.Focus"> <SubAttributeName="FocusAdjust"Pretty="FocusAdjust"/>
</Attribute> <AttributeName="FocusDistance"Pretty="FocusDistance"Feature="Focus.Focus">
<SubAttributeName="FocusDistance"PhysicalUnit="Length"Pretty="FocusDistance"/> </Attribute>
 <AttributeName="Control"Pretty="Ctrl"Feature="Control.Control"> <SubAttributeName="Control"Pretty="Ctrl"/>
</Attribute> <AttributeName="DimmerMode"Pretty="DimMode"Feature="Control.Control">
<SubAttributeName="DimmerMode"Pretty="DimMode"/> </Attribute>
<AttributeName="DimmerCurve"Pretty="DimCurve"Feature="Control.Control"> <SubAttributeName="DimmerCurve"Pretty="DimCurve"/>
</Attribute> <AttributeName="PanMode"Pretty="PanMode"Feature="Control.Control">
<SubAttributeName="PanMode"Pretty="PanMode"/> </Attribute>
<AttributeName="TiltMode"Pretty="TiltMode"Feature="Control.Control"> <SubAttributeName="TiltMode"Pretty="TiltMode"/>
</Attribute> <AttributeName="PositionModes"Pretty="PosModes"Feature="Control.Control">
<SubAttributeName="PositionModes"Pretty="PositionModes"/> </Attribute>
<AttributeName="Gobo1WheelMode"Pretty="G1Mode"Feature="Control.Control"> <SubAttributeName="Gobo1WheelMode"Pretty="G1Mode"/>
 </Attribute> <AttributeName="Gobo2WheelMode"Pretty="G2Mode"Feature="Control.Control">
<SubAttributeName="Gobo2WheelMode"Pretty="G2Mode"/> </Attribute>
<AttributeName="Gobo3WheelMode"Pretty="G3Mode"Feature="Control.Control"> <SubAttributeName="Gobo3WheelMode"Pretty="Go3Mode"/>
</Attribute> <AttributeName="AnimationIndexRotateMode"Pretty="AnimIndexRotMode"Feature="Control.Control">
<SubAttributeName="AnimationIndexRotateMode"Pretty="AnimIndexRotMode"/> </Attribute>
<AttributeName="AnimationWheelShortcutMode"Pretty="AnimShortcutMode"Feature="Control.Control"> <SubAttributeName="AnimationWheelShortcutMode"Pretty="AnimShortcutMode"/>
</Attribute> <AttributeName="Color1_Mode"Pretty="C1Mode"Feature="Control.Control">
<SubAttributeName="Color1_Mode"Pretty="C1Mode"/>
 </Attribute> <AttributeName="Color2_Mode"Pretty="C2Mode"Feature="Control.Control">
<SubAttributeName="Color2_Mode"Pretty="C2Mode"/> </Attribute>
<AttributeName="Color3_Mode"Pretty="C3Mode"Feature="Control.Control"> <SubAttributeName="Color3_Mode"Pretty="C3Mode"/>
</Attribute> <AttributeName="Color4_Mode"Pretty="C4Mode"Feature="Control.Control">
<SubAttributeName="Color4_Mode"Pretty="C4Mode"/> </Attribute>
<AttributeName="ColorWheelShortcutMode"Pretty="ColorWheelShortcutMode"Feature="Control.Control"> <SubAttributeName="ColorWheelShortcutMode"Pretty="ColorWheelShortcutMode"/>
</Attribute> <AttributeName="CyanMode"Pretty="CyanMode"Feature="Control.Control">
<SubAttributeName="CyanMode"Pretty="CyanMode"/> </Attribute>
<AttributeName="MagentaMode"Pretty="MagentaMode"Feature="Control.Control"> <SubAttributeName="MagentaMode"Pretty="MagentaMode"/>
</Attribute> <AttributeName="YellowMode"Pretty="YellowMode"Feature="Control.Control">
<SubAttributeName="YellowMode"Pretty="YellowMode"/> </Attribute>
<AttributeName="ColorMixMode"Pretty="ColorMixMode"Feature="Control.Control"> <SubAttributeName="ColorMixMode"Pretty="ColorMixMode"/>
</Attribute> <AttributeName="StrobeMode"Pretty="StrobeMode"Feature="Control.Control">
<SubAttributeName="StrobeMode"Pretty="StrobeMode"/> </Attribute>
 <AttributeName="FocusMode"Pretty="FocusMode"Feature="Control.Control"> <SubAttributeName="FocusMode"Pretty="FocusMode"/>
</Attribute> <AttributeName="IrisMode"Pretty="IrisMode"Feature="Control.Control">
<SubAttributeName="IrisMode"Pretty="IrisMode"/> </Attribute>
<AttributeName="BeamEffectIndexRotateMode"Pretty="BeamEffectIndexRotateMode"Feature="Control.Contr ol">
<SubAttributeName="BeamEffectIndexRotateMode"Pretty="BeamEffectIndexRotateMode"/> </Attribute>
<AttributeName="IntensityMSpeed"Pretty="IntensityMSpeed"Feature="Control.Control"> <SubAttributeName="IntensityMSpeed"Pretty="IntensityMSpeed"/>
</Attribute> <AttributeName="PositionMSpeed"Pretty="PosMSpeed"Feature="Control.Control">
<SubAttributeName="PositionMSpeed"Pretty="PosMSpeed"/> </Attribute>
<AttributeName="ColorMixMSpeed"Pretty="ColorMixMSpeed"Feature="Control.Control"> <SubAttributeName="ColorMixMSpeed"Pretty="ColorMixMSpeed"/>
</Attribute> <AttributeName="ColorWheelSelectMSpeed"Pretty="ColorWheelSelectMSpeed"Feature="Control.Control">
 <SubAttributeName="ColorWheelSelectMSpeed"Pretty="ColorWheelSelectMSpeed"/> </Attribute>
<AttributeName="GoboWheelMSpeed"Pretty="GoboWheelMSpeed"Feature="Control.Control"> <SubAttributeName="GoboWheelMSpeed"Pretty="GoboWheelMSpeed"/>
</Attribute> <AttributeName="IrisMSpeed"Pretty="IrisMSpeed"Feature="Control.Control">
<SubAttributeName="IrisMSpeed"Pretty="IrisMSpeed"/> </Attribute>
<AttributeName="FocusMSpeed"Pretty="FocusMSpeed"Feature="Control.Control"> <SubAttributeName="FocusMSpeed"Pretty="FocusMSpeed"/>
</Attribute> <AttributeName="FrameMSpeed"Pretty="FrameMSpeed"Feature="Control.Control">
<SubAttributeName="FrameMSpeed"Pretty="FrameMSpeed"/> </Attribute>
<AttributeName="GlobalMSpeed"Pretty="GlobalMSpeed"Feature="Control.Control">
 <SubAttributeName="GlobalMSpeed"Pretty="GlobalMSpeed"/> </Attribute>
<AttributeName="FixtureGlobalReset"Pretty="FixtureGlobalReset"Feature="Control.Control"> <SubAttributeName="FixtureGlobalReset"Pretty="FixtureGlobalReset"/>
</Attribute> <AttributeName="ShutterReset"Pretty="ShutterReset"Feature="Control.Control">
<SubAttributeName="ShutterReset"Pretty="ShutterReset"/> </Attribute>
<AttributeName="BeamReset"Pretty="BeamReset"Feature="Control.Control"> <SubAttributeName="BeamReset"Pretty="BeamReset"/>
</Attribute> <AttributeName="ColorMixReset"Pretty="ColorMixReset"Feature="Control.Control">
<SubAttributeName="ColorMixReset"Pretty="ColorMixReset"/> </Attribute>
<AttributeName="ColorWheelReset"Pretty="ColorWheelReset"Feature="Control.Control"> <SubAttributeName="ColorWheelReset"Pretty="ColorWheelReset"/>
</Attribute> <AttributeName="FocusReset"Pretty="FocusReset"Feature="Control.Control">
<SubAttributeName="FocusReset"Pretty="FocusReset"/> </Attribute>
<AttributeName="FrameReset"Pretty="FrameReset"Feature="Control.Control"> <SubAttributeName="FrameReset"Pretty="FrameReset"/>
</Attribute> <AttributeName="Gobo1WheelReset"Pretty="G1Reset"Feature="Control.Control">
<SubAttributeName="Gobo1WheelReset"Pretty="G1Reset"/> </Attribute>
<AttributeName="IntensityReset"Pretty="IntensityReset"Feature="Control.Control"> <SubAttributeName="IntensityReset"Pretty="IntensityReset"/>
 </Attribute> <AttributeName="IrisReset"Pretty="IrisReset"Feature="Control.Control">
<SubAttributeName="IrisReset"Pretty="IrisReset"/> </Attribute>
<AttributeName="PositionReset"Pretty="PosReset"Feature="Control.Control"> <SubAttributeName="PositionReset"Pretty="PosReset"/>
</Attribute> <AttributeName="PanReset"Pretty="PanReset"Feature="Control.Control">
<SubAttributeName="PanReset"Pretty="PanReset"/> </Attribute>
<AttributeName="TiltReset"Pretty="TiltReset"Feature="Control.Control"> <SubAttributeName="TiltReset"Pretty="TiltReset"/>
</Attribute> <AttributeName="ZoomReset"Pretty="ZoomReset"Feature="Control.Control">
<SubAttributeName="ZoomReset"Pretty="ZoomReset"/> </Attribute>
<AttributeName="CTBReset"Pretty="CTBReset"Feature="Control.Control"> <SubAttributeName="CTBReset"Pretty="CTBReset"/>
</Attribute> <AttributeName="CTOReset"Pretty="CTOReset"Feature="Control.Control">
 <SubAttributeName="CTOReset"Pretty="CTOReset"/> </Attribute>
<AttributeName="CTCReset"Pretty="CTCReset"Feature="Control.Control"> <SubAttributeName="CTCReset"Pretty="CTCReset"/>
</Attribute> <AttributeName="FixtureCalibrationReset"Pretty="FixtureCalibrationReset"Feature="Control.Control">
<SubAttributeName="FixtureCalibrationReset"Pretty="FixtureCalibrationReset"/> </Attribute>
<AttributeName="Function"Pretty="Function"Feature="Control.Control"> <SubAttributeName="Function"Pretty="Function"/>
</Attribute> <AttributeName="LampControl"Pretty="LampCtrl"Feature="Control.Control">
<SubAttributeName="LampControl"Pretty="LampCtrl"/> </Attribute>
<AttributeName="Dummy"Pretty="Dummy"Feature="Control.Control">
 <SubAttributeName="NoFeature"Pretty="NoFeature"Special="Dummy"/> </Attribute>
<AttributeName="Blower"Pretty="Blower"Feature="Control.Control"> <SubAttributeName="Blower"Pretty="Blower"/>
</Attribute> <AttributeName="Fan"Pretty="Fan"Feature="Control.Control">
<SubAttributeName="Fan"Pretty="Fan"/> </Attribute>
<AttributeName="Fog"Pretty="Fog"Feature="Control.Control"> <SubAttributeName="Fog"Pretty="Fog"/>
</Attribute> <AttributeName="Haze"Pretty="Haze"Feature="Control.Control">
<SubAttributeName="Haze"Pretty="Haze"/> </Attribute>
<AttributeName="LampPowerMode"Pretty="LampPowerMode"Feature="Control.Control"> <SubAttributeName="LampPowerMode"Pretty="LampPowerMode"/>
</Attribute> <AttributeName="Fans"Pretty="Fans"Feature="Control.Control">
<SubAttributeName="Fans"Pretty="Fans"/> </Attribute>
<AttributeName="Blade1A"Pretty="Blade1A"ActivationGroup="Shaper"Feature="Shapers.Shapers"> <SubAttributeName="Blade1A"Pretty="1A"/>
</Attribute> <AttributeName="Blade1B"Pretty="Blade1B"ActivationGroup="Shaper"Feature="Shapers.Shapers">
<SubAttributeName="Blade1B"Pretty="1B"/> </Attribute>
<AttributeName="Blade2A"Pretty="Blade2A"ActivationGroup="Shaper"Feature="Shapers.Shapers"> <SubAttributeName="Blade2A"Pretty="2A"/>
 </Attribute> <AttributeName="Blade2B"Pretty="Blade2B"ActivationGroup="Shaper"Feature="Shapers.Shapers">
<SubAttributeName="Blade2B"Pretty="2B"/> </Attribute>
<AttributeName="Blade3A"Pretty="Blade3A"ActivationGroup="Shaper"Feature="Shapers.Shapers"> <SubAttributeName="Blade3A"Pretty="3A"/>
</Attribute> <AttributeName="Blade3B"Pretty="Blade3B"ActivationGroup="Shaper"Feature="Shapers.Shapers">
<SubAttributeName="Blade3B"Pretty="3B"/> </Attribute>
<AttributeName="Blade4A"Pretty="Blade4A"ActivationGroup="Shaper"Feature="Shapers.Shapers"> <SubAttributeName="Blade4A"Pretty="4A"/>
</Attribute> <AttributeName="Blade4B"Pretty="Blade4B"ActivationGroup="Shaper"Feature="Shapers.Shapers">
<SubAttributeName="Blade4B"Pretty="4B"/> </Attribute>
<AttributeName="Blade1Rot"Pretty="Blade1Rot"ActivationGroup="Shaper"Feature="Shapers.Shapers"> <SubAttributeName="Blade1Rot"PhysicalUnit="Angle"Pretty="1Rot"/>
</Attribute> <AttributeName="Blade2Rot"Pretty="Blade2Rot"ActivationGroup="Shaper"Feature="Shapers.Shapers">
<SubAttributeName="Blade2Rot"PhysicalUnit="Angle"Pretty="2Rot"/> </Attribute>
<AttributeName="Blade3Rot"Pretty="Blade3Rot"ActivationGroup="Shaper"Feature="Shapers.Shapers"> <SubAttributeName="Blade3Rot"PhysicalUnit="Angle"Pretty="3Rot"/>
</Attribute> <AttributeName="Blade4Rot"Pretty="Blade4Rot"ActivationGroup="Shaper"Feature="Shapers.Shapers">
<SubAttributeName="Blade4Rot"PhysicalUnit="Angle"Pretty="4Rot"/> </Attribute>
<AttributeName="ShaperRot"Pretty="ShaperRot"ActivationGroup="Shaper"Feature="Shapers.Shapers"> <SubAttributeName="ShaperRot"PhysicalUnit="Angle"Pretty="ShaperRot"/>
</Attribute> <AttributeName="FrameMacros"Pretty="FrameMacros"Feature="Shapers.Shapers">
<SubAttributeName="FrameMacros"Pretty="FrameMacros"/> </Attribute>
<AttributeName="Video"Pretty="Video"Feature="Video.Video">
<SubAttributeName="Video"Pretty="Video"/> </Attribute>
</Attributes> </AttributeDefinitions>

Revision History

This section list all the changes that are made to GDTF.

Version 0.85

  • Internal xml file has a static name “description.xml”.
  • DMX mode collect should contain all modes and all firmware revisions.