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  1. Yesterday
  2. petrvanek

    ROBE Lighting GDTF files

    Hello @Hanz_Brech, thank you for your interest. The provided spectral data, provided in GDTF right now, are about intensity, color and color spectrum. IES files are about light/intensity distribution. What you do with the data and how you apply is completely up to you. So feel free to grab the provided files and cross compare or apply in any other way. Kind regards Petr
  3. Last week
  4. Hanz_Brech

    ROBE Lighting GDTF files

    Hello i would be intressted in the photometric data provided and included in the gdtf files compared with ies files 🙂
  5. mgeasey@clearallvisualsllc.com

    Importing MVR to grandaMA2

    Coming from VWX for MA2 I would use the VWX plugin on the MA-Site I use this quite often and it should do exactly what you're looking for! Hope this helps! Cheers! MattG
  6. MacrocosM

    Importing MVR to grandaMA2

    mainly the patch, modes, and positioning of the fixtures in the mvr file..
  7. mgeasey@clearallvisualsllc.com

    Importing MVR to grandaMA2

    Hey MacrocosM, What information are you looking for in the MVR to go into MA2? Cheers! MattG
  8. MacrocosM

    Importing MVR to grandaMA2

    Hello, I was wondering if it is possible to import the data from an MVR file created in Vectorworks into the grandMA2. Thank you.
  9. Earlier
  10. mgeasey@clearallvisualsllc.com

    VWX - GDTF File Colission

    Hey Tepperse! Where are you storing the GDTF files at? Cheers! MattG
  11. Tepperse

    VWX - GDTF File Colission

    Hey all, Trying to import the GDTF files for both the Aryton Ghibli and the Aryton Khamsin into VWX 2020(sp3). Everytime I try to import it gives me a collision saying that file type already exists. It seems I can only have one in the library at a time. Same issue with GLPX4L, though I can search the object library and it returns no results. Thanks! -Tepperse
  12. petrvanek

    Download entire Library

    Hello @szapo, at this point, this function is not available but we are discussing it's future return. Cheers Petr cc: @dmueller
  13. dmueller

    Visualization GMA3 / Vision

    @lyon470 You can find the definition in this chapter: https://gdtf-share.com/wiki/GDTF_File_Description#Model_Collect
  14. mgeasey@clearallvisualsllc.com

    Visualization GMA3 / Vision

    @lyon470 there are some bugs in Vision currently, but those are being worked out and they are known. Don't get too discouraged about the GDTF/MVR import into Vision yet. But @David "Rex" Whalen is correct with if it looks correct in the GDTF Builder and MA3, then it's a safe bet to say it's functioning as you would like it to. Cheers! MattG
  15. lyon470

    Visualization GMA3 / Vision

    Thanks a lot. I have reduced the Vertexes with MeshLab and now everything is correct in GMA3 and in Vision. Is the Maximum Number of Vertex written in the Wiki ?
  16. petrvanek

    Visualization GMA3 / Vision

    I have found some of your files @lyon470 and can see the issue with them. Models must be drawn with local coordinates at 0,0,0 and the offset (related to its parent geometry) is then given by geometry offset attribute. Typically, this is Z, negative. Your base and head are correct, but Yoke has to be modeled/moved about see image below, when offsets have been put to 0. Also, these models are huge. GDTF spec says: All models from a device combined should have a maximum vertices count of 900 to 1200. Your models in total have 13000 in some cases. Cheers P.
  17. petrvanek

    Visualization GMA3 / Vision

    Vision implementation is very good, i would suspect an issue with the file. @lyon470what file is this? Thank you Petr
  18. David "Rex" Whalen

    Visualization GMA3 / Vision

    I would venture to say that it's with the way in which the 3rd party software[Vision] reads the format. MA International is one of the leaders in this format development and I would lean towards what they are rendering as a way to validate the GDTF file you're using. If it visualizes in the web builder, if it visualizes in MA3, but doesn't visualize correctly in Vision....? H'mmmm...wonder who is odd man out? Good luck!
  19. lyon470

    Visualization GMA3 / Vision

    I created a GDTF File and opened in GMA3 and Vision. In GMA3 is the fixture good but in Vision it Looks really strange. Is it a Error from my GDTF File or is it a Error from Vision?
  20. szapo

    Download entire Library

    I checked GDTF-Share a few months ago for the last time and noticed quite some changes to the website, e.g. the possibility to download the entire GDTF library at once. Is this function still available?
  21. David "Rex" Whalen

    Martin Quantum Wash

    Visualization models for fixtures in the GDTF format need to be broken down into functioning parts for the system to digest how the fixture is constructed and functions with the Attributes as an object. This means that most 'movingHead' type fixtures will be comprised of at least 3 mesh groupings/objects. In the wiki, there are visual examples of this segmentation and how to construct a model for the system. https://gdtf-share.com/wiki/GDTF_File_Description is a rather long description of what a GDTF object is...and how to describe it to the machines; let's hope they don't self realize and revolt on us, dang you Skynet! is the image of the segmented model and Model Collect is the appropriate index for the tables. https://gdtf-share.com/wiki/GDTF_File_Description#Model_Collect Enjoy and good modeling! Rex
  22. mgeasey@clearallvisualsllc.com

    Martin Quantum Wash

    Hey Irinker, Welcome to the forum, Here's a great starting point for your endeavers into GDTF building! https://gdtf-share.com/help/en/help/gdtf_builder/index.html From vectorworks if the GDTF file is the VWX GDTF folder, you should be able to export an MVR, put the created MVR file into your MA3 resource > lib_mvr folder and then import it from the patch. Hope this helps! Cheers! MattG
  23. lrinker

    Martin Quantum Wash

    I created a 3ds for a quantum wash and when I import into GDTF editor I am not sure what I am doing to create this unit. Is it like creating a profile in MA2? I am trying to use the GDTF in Vectorworks to transfer into Grand MA Let me know Quantum .3ds
  24. petrvanek

    ROBE Lighting GDTF files

    >Worked great now, clean, no audio. Good. 🙂
  25. David "Rex" Whalen

    ROBE Lighting GDTF files

    Worked great now, clean, no audio. Too bad about the pipeline--OBJ--3DS, 2 programs, reorient...ugh. C4D is fairly inexpensive for what it can deliver.... When I develop 3D fixtures; I usually have C4D open, an IDE for the .XML scripting open, and MA2 onPC/MA3D open....that's enough[4 open programs] on my desktop! Cheers! Rex
  26. petrvanek

    ROBE Lighting GDTF files

    Hi David, I have re-captured it and now it is available here: http://spares.robe.cz/static/images/gdtf_video.html Hope this helps Petr
  27. mgeasey@clearallvisualsllc.com

    ROBE Lighting GDTF files

    I'm with Rex on everything above. Creating good looking models is all fine and dandy, but as Petr stated as more of the larger poly models get added, it is gonna hit the resources of the machine harder. There's no need to have detail that is not neccessary to the output of the beam of the profiles, the body parts of the fixture should definitely be proportionate to each other and replicate the fixture the best it can to an extent, but unless you're doing rendering's, once the scene goes dark for programming, the need is not there. We build all of our models from scratch in C4D and have been able to severely lose poly's and vertices without degrading the "profile" of the fixtue body parts. If everything is built correctly, one should be able to handle over 1000 fixtures and a full scenic model build out without too much FPS loss pending hardware.
  28. David "Rex" Whalen

    ROBE Lighting GDTF files

    C4D has the Polygon Reduction tool....great set of Axis Tools as well, when you combine with Snap, FTW! I've already seen bloated models in the Share sites, the format does specify a max count on 3D objects...which you can adhere to and still maintain a respectable shape/model. To me, it's more the correct scale of parts in relation to each other that provide the detail, not gobs of polys/verts. I'm seeing some peddled on the interWeb that demonstrate that very shortcoming; poly bloat for the return in the render/visualizer.
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