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  1. Dear all, here is a great news to share: DIN Spec validates GDTF as an open standard for the entertainment industry worldwide. You can read official PRs on links below: https://www.malighting.com/news/article/major-step-1023/ https://www.robe.cz/news/vectorworks-ma-lighting-and-robe-announce-din-spec-15800-recognition-for-gdtf/ https://www.vectorworks.net/news/press-releases/vectorworks-inc-ma-lighting-and-robe-lighting-announce-din-spec-15800-recognition-for-gdtf- https://blog.vectorworks.net/gdtf-becomes-entertainment-standard-with-din-spec-15800 The DIN SPEC 15800 is here for pre-ordering: https://www.beuth.de/en/technical-rule/din-spec-15800/324748671 Besides all the work on DIN certification, version 1.1 brings some good improvements, here is list of changes: Added connectors collect to the physical description. Added media server attributes. Edited existing media server attributes. Added geometry types MediaServerLayer, MediaServerCamera, MediaServerMaster, Display Added detailed definition how a gobo image is interpreted. Added more detailed definition of Geometry Type "Beam" Changed value type of Channel Function XML attribute "Name" Added XML property "CanHaveChildren" to fixture type node. Added LegHeight to the properties collect Added description about the origin of a fixture Added XML attribute "InitialFunction" to DMX Channel, Moved Default from DMX Channel to Channel Function Updated XML attribute "Color" of Emitter, Filter and Wheel Slot Updated XML attribute "LuminousFlux" of Geometry type Beam Note: The default meshes for Base, Conventional and Scanner were updated. The origin of the meshes is now the mounting plate. We have been implementing changes of 1.1 into the GDTF Builder, it is a work in progress, once done, we will announce it's release. Kind regards Petr
    3 points
  2. Hi, Is there a problem with the servers? I'm asking because until last week everything could have been found directly in MA3. Now every new upload(from the past week and a half) can't be found. I need to manually download them and import in MA3. It's not a problem, but it was easier to search the fixture directly in MA3.
    2 points
  3. Hello Brothers, Thanks for the report. The connection of the grandMA3 to the GDTF Share is now working again. Best regards, Daniel GDTF Team
    2 points
  4. The GDTF Builder update for January 2024 brings in new features and possibilities, implements more of the GDTF Specification, fixes several bugs, and speeds up the creation and maintenance of GDTF files. As typical for our industry, uptake of new ideas takes time but we can see more and more utilization of GDTF and MVR and we hear from happy users of GDTF and MVR on daily bases. Here are the changes to the GDTF Builder: Updated template fixtures The fixture templates of Conventional, LED PAR and Moving Head now come with predefined 2D symbol, Pigtail geometry with connector definition via Wiring Objects, with ore predefined Attributes like more colors, Virtual Pan, Tilt and so on, allowing faster start when starting from the templates. Of course, there is always the GDTF Share with now more the 3300 files, which provide an excellent way to take a look at and learn, copy from or modify and turn into another device. There are also the GDTF/MVR Help pages and the Training Videos on YouTube, helping you to get started. New features Support for ColorSpaces The Physical Descriptions tab now allows to define ColorSpaces, either Standard or Custom and link them to relevant ChannelFunctions as per GDTF Specification, allowing to provide ColorSpaces which can be changed during the operation of the device via DMX. Allow to copy complete geometry trees between files Geometries could always be duplicated inside one GDTF file but geometries (and complete geometry trees) can now be copy/pasted from one GDTF file to another: Allow to copy and paste Emitters, Filters, DMX Profiles, and ColorSpaces The copy/paste between files is now also possible for Emitters, Filters, DMX Profiles and also to the new ColorSpaces. These copy/paste operation can speed up the workflow significantly. Improvements Many improvements have been added to the builder, lets take a look at them: The username is now displayed in the browser title. This is useful when using multiple accounts for creation/upload or testing: For custom attributes, the sub physical units are now shown. Custom attributes allow to extend GDTF but should only be used if really necessary, as their utilization depends on software choosing to use it. One can newly define sub-physical units for custom attributes. Improved search for attributes names. Previously, we added images and short animations to visualize attributes. Now, when searching for the attribute, better attribute names are shown in the search results, together with the "machine readable attribute name". Allow to rename custom Attributes. The Summary tab - Attributes now allows to edit and rename custom attributes: Cannot use the Paste DMX Mode if i don't have any DMX Mode yet. Previously, to paste a DMX Mode, one had to create a new mode, use it to right click and paste. Now, one can right click on an existing DMX mode to access the Paste item. Improvements to the Duplicate and arrange geometries wizard. When duplicating Geometry References, you now can define the offset for the breaks. When duplicating geometries via the Arrange wizard, the first geometry is no longer duplicated 2x. One can also specify the DMX break Address offset: Allow to define the RDM personality in decimal format: When there is a maintenance scheduled, this is now also shown in the builder: Other improvements: Copy and paste geometry improvement. Only provide the copy/paste menu on geometries which and where can be copy/pasted. Performance Improvements in the Builder. Several parts of the Builder have been optimized for faster operation. An error is shown, when Modes Masters overlap. GDTF 1.0 geometry types are not longer available in the builder for new files. Bugfixes Geometry Reference model vertices are now correctly calculated Fixed a bug when switching between from/to representations Fixed a bug which would not allow to change the model dimension Allow to delete a Main Attribute Fixed a bug with copying DMX Modes Fixed behavior with wrong formatted Attributes names Powercon connectors are now inserted with the correct gender When copying DMX Channels, custom attributes are now also created When starting a fixture based on another, the revision history is cleaned
    2 points
  5. I have updated the 3ds import/export script for blender 2.8+ It is available on github, here is the link : https://github.com/blender/blender-addons-contrib/tree/master/io_scene_3ds
    2 points
  6. First steps of getting into GDTF... let's get right into it. Accounts Create and account in https://gdtf-share.com/ so you can access the Share, Builder and the Forum. Sign into the forum at least once, so your account is activated here. If you are an industry related vendor (for example a manufacturer) drop an email to info@gdtf-share.com , together with brief introduction about who you represent and your Share username. This will provide you with the possibility to enable manufacturer account in the Share and invite to the monthly GDTF manufacturer's interfacing meeting and discussion. If you are after the formal GDTF Specification, get the DIN SPEC 15800:2020-07 . As this is an official DIN document, distribution is possible only through the DIN publishing body, Beuth in this case. https://www.beuth.de/en/technical-rule/din-spec-15800/324748671 GDTF Authoring To create the GDTF files, best way is to use the Builder. There is a quick manual here, so make sure to check it out. But there is nothing like just doing it, over an over again. As with any tool, it is very simple to make a simple basic file, but it takes time to learn the tiny details. Get some inspiration from existing files, the Share offers a lot, we at Robe have also been creating files for all new (and even older) fixtures, so this can serve as a lot of inspiration. Here are few examples to get you started: Very simple tungsten device even without dimmer (but the file provides a single channel control for visualizing purposes), Patt 2013. A typical discharge spot , a moving head fixture, the BMFL, with gobos, prisms, iris... using Mode Dependencies and other features required for a moving head device. A multipixel but single RGBW controlled small LED beam, the LEDBeam 150. For a linear LED unit, check out the VC-Strip 25 8x1. Going up with complexity, a multiring LED wash fixture, the LEDWash 800. For a fixture with many DMX modes and Mode Dependencies, look at the Orbiter. If you need an example of quite complex pixel controlled LED fixture, Tarrantula can be an example. This is also showcasing custom 3D model for the beam pixel lens. Start with visualizing right away Several manufacturers are working on their GDTF implementation. Check out what they are offering and maybe ask for support if not announced yet. You can also use GDTF files right away with either MA3 or VW Vision and although there is always room to implement more niche details, most features needed for the real day to day operation already work very well. Start with a basic device and see what it looks in the visualizer. This allows you to work without a physical fixture and you can explore and test even complex depths of GDTF possibilities. DMX controlling versus general device description For basic DMX controlling, very simple GDTF file is all that is needed, so i would suggest to start with that, but GDTF offers much more, from the 3D models through connectors to real world physical parameters. For that, you will need real measurements of real devices, but again, you can try any values for the start, to get a feel how to enter them into the builder and what the visualizing looks like. Consuming GDTF data If you are more into utilizing and using the GDTF data, definitively check out the DIN Spec as per above. Also, look at the GDTF XSD file and PR for a Schematron validation file (kindly provided by @Janng ). There is also the libMVRgdtf parsing library (ask for access through the info@gdtf-share.com email as per above), or if you like to use GDTF fixtures in a 3D game engine, you might also like to check out the Unreal Engine GDTF implementation, described for example here. As the GDTF format is completely open and there are already some well performing devices files in the Share, is it simple to start with implementation and do some experiments of what the GDTF can provide you with. Hope this helps Petr
    2 points
  7. 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.
    2 points
  8. Hello Sorry for my english because is bad. I'm French. I have a problem with my fixture (https://fixtureshare.malighting.com/gma2.php?page=home&manu=Starway&fix=ServoBWS 20R&mode=Mode 30 canaux&rev=35605) for Starway BWS 20R. I used GDTF builder for make this fixture and i have uploaded this with fxture share convert for GrandMa 2. My problem is 3D model because it is not work. The 3D work on GrandMA 3 3D. Thank you if you can help me. Starway@ServoBWS_20R@Mode_30_canaux@LjFredl73_rev_200412.xml Starway@Servo BWS 20R@LJFred 200412.gdtf 210160_SERVOBEAM20R _FR.pdf
    1 point
  9. Hi Petr Thank you very much for your fast Reply and Help. Now it works as expected. Greetings Lukas
    1 point
  10. No, if the settings doesn't depend on some DMX value.
    1 point
  11. No, this info would be for visualizer only. You could do it also by DMX mode, yes, then it would be more visible to the customer and also available in the visualization...
    1 point
  12. Hello, you can either create three separate devices if the light output is different for each lens. You can also virtual zoom, see example of this fixture, which does it the virtual zoom way: cheers Petr
    1 point
  13. Thank you for your reply, yes it works like that. I was uploading them from the page https://fixturebuilder.gdtf-share.com/ with "Customize an existing file", but now it works too. Maybe there was something stuck on my browser... anyway I will use the upload button from now on.
    1 point
  14. It seems that Robe ones do not import because the GDTF includes an SVG which Unreal reads as XML and trys to interpret as the definition file. You can open the GDTF file as a archive using something like 7Zip, delete the svg and then import the GDTF file and it will work fine. I've reported this to Unreal, hope for a fix soon?
    1 point
  15. A lot of modes on the fixture, and only a quick glance, but the only thing that seems a bit off is some of the Default DMX values for ColorsRGB. Some colors have a full 255 DMX as a default[green for example], seems this would leave green color attribute at FULL as default, causing physical output of Green as default. Also, polyon numbers seem a bit large on the source 3D model for such a simple 'shoebox' type fixture with a square source. The Body of the object with the heat sink fins looks like an enormous amount of polys/verts...and most likely doesn't need the level of detail the numbers generate. No ouput may be the type of geometry the 'Beam' 3D object is. Not 'normal' needs to be a 'Beam' for output. Good luck!
    1 point
  16. All currently available Robe GDTF files have been converted to use the glTF mesh format, in the form of glb files. You can read more about it here https://gdtf-share.com/user-page?name=Robe+Lighting+s.r.o.&page=home . This change has happened already in October/November, together with many other improvements and changes like converting the Connectors into Wiring Objects, adding 2D and also including the above mentioned more streamlined linking of channels to particular geometries. Let us know in case of any issues.
    1 point
  17. Thank you, reported to developers.
    1 point
  18. A DMX Mode is a container holding definition of DMX channels and GDTF allows us to define multiple DMX modes for a single device withing one GDTF file. The concept of multiple DMX modes is good, because not only we can have a complete device definition in a single GDTF file, but we can also define DMX modes for different software version of the device. This allows us to provide both older and newer versions of DMX definitions if needed. For this to work in the GDTF Builder, we must first define RDM details on the Fixture tab: If you do not know the Manufacturer ID, it can be found here: https://tsp.esta.org/tsp/working_groups/CP/mfctrIDs.php . The Device Model must be retrieved from manufacturer documentation, or you can also try to find it in the OpenLighting database: http://rdm.openlighting.org/model/display?manufacturer=21075&model=263 . Do note that you fill in the hexadecimal values, not the decimal representation. With these data being filled in, you can now define DMX Model and provide the name, top level geometry (base) and the "RDM Software version + RDM Personality ID" pair for each DMX Mode: If you have for example a DMX Mode, which was added only in software version 2, you can define this pair of Software Version - Personality values in the DMX Mode definition. So in the following example, we have a DMX Mode 1 and 2 available in software versions 1 and 2. Then we have DMX Modes 3 and 4, which were only added on software version 2: Hope this helps, Petr
    1 point
  19. Hi Petr, renaming *.3DS to *.3ds seems to work. Thank you!
    1 point
  20. Hello. I think the issue is in the extension. If you rename it to *.3ds , then it works. Maybe you cannot even see this on the operating system of your choice... not sure. I will report this. Kind regards P.
    1 point
  21. FYI, the issue has been found and is fixed, it will be part of next maintenance release of the builder.
    1 point
  22. Hi all, We recently updated the GDTF builder to its latest release version 1.2! Here are the Functions, Improvements and Bug-fixes. New Functions GDTF 1.2 Supports DIN SPEC 15800:2022 Improvements Horizontal Scrollbar for measurement Add Reminder for Autosave Longer Kinematic Chain is now displayed nicer Bugfixes Fix Crash on empty geometry Transform Controls in local coordinate space Beam Diameter is now saved correctly Preview of the 3D does no longer need to react to the browser screen ratio All changes in detail · Add geometry types · Add attributes, sub physical units, and sub channel sets · Fix tab cycling issue · Scale glb files · GDT-1763 Fix GLB Mesh rotation · GDT-1755 GDT-1756 Fix Empty template geometry crash · GDT-1730 Add Share button on home page · Add dmx profiles · GDT-1753 Hide Connector Tab · GDT-1713 Fix vertice count for glb meshes · GDT-1764 Fix primitive type dropdown · GDT-1735 Switch TransformControls space to local · GDT-1729 Fix scaling for glb meshes · GDT-1748 Add Horizontal Scrollbar for measurements · GDT-1757 Keep textures for glb files · GDT-1714 Add reminder to save · GDT-1743 Fix beamDiameter value · Link DMX Profiles to subChannelsSets and channel functions · GDT 1817 dmx percentage should be 0 to 100 instead of 0 to 1 · GDT-1823 Add option to unlink DMX Profiles · GDT-1812 Cannot enter decimal values with comma for Sub Channel Set Physical from/to · GDT-1814 Ratio of the 3D preview depends on the ratio of the browser window · GDT 1816 representation of a long kinematic chain does not look nice · GDT - 1810 Fix crash of changing attribute of logical channel · GDT-1825 DMX Profiles: have parameter entries go ascending · GDT-1820 Refresh issue when entering the DMX Profiles page · GDT 1821 Cannot see graphical representation of dmx profile if cfc1 to cfc3 is 0 · GDT-1818 DMX Profiles - prevent adding new point when pressing enter · Add thumbnail Offset · GDT-1826 Fix Crash for empty logical channel · Rework the display of the thumbnail · Update links to point to the GitHub Spec Enjoy working with the next generation of GDTF builder according to the new DIN SPEC 15800. If you have some findings and you are not sure discuss it here in the forum. If you found a bug please report it to help@gdtf-share.com
    1 point
  23. @anebo yes, the API exists. Please email info@gdtf-share.com for access. Hope this helps P.
    1 point
  24. Hi @AyrtonTerrier, sorry about the later reply. We added this to the GDTF Manual, see it here: https://gdtf-share.com/help/en/help/gdtf_how_to/key_handle_mode_dependencies.html Hope this helps Petr
    1 point
  25. Hi Petr, thank you for your answer and your plan to update the rest of Special functions. IMHO it's the responsability of console manufacturer to ensure that value is held "at least" for the duration defined by the manufacturer. in D::Light case in means that value is held for 4.5s as you defined it to be 4s, I would much prefer that duration in gdtf files reflects what manufacturers says... :) ++
    1 point
  26. great !!! please keep in mind that as D::Light now parse gdtf files, thousands of theater compagny (large or small) have access to it :) best regards, Nicolas
    1 point
  27. Hello @Petr Vanek, Thank you for the update. I will update my GDTFs and look forward to this development!
    1 point
  28. Thank you @Petr Vanek, is the same for VideoEffect(n)Parameter(m). Best regards Paolo
    1 point
  29. Hello @Petr Vanek, yes it is been fixed, perfect. Thanks. Best regards.
    1 point
  30. Awesome, thank you @NRG Sille. It seems that this is perhaps not in master/2.9 branch of the Blender Community add-ons (i did not dig deeper to figure out the details), thus not in Blender > 2.9 and therefore for 2.9 and up one must install it via custom addons path as described here https://docs.blender.org/manual/en/latest/editors/preferences/addons.html . I did that and it works for me on Blender 2.93.4 .
    1 point
  31. btw, it is also possible to add the 3ds plugin via preferences in blender, you can find it in the community category
    1 point
  32. Hello @Petr Vanek, thank you very much for your fast reply!!! You helped me a lot. So for all other users here my workaround: 1. I model the Fixtures in the last Blenders Version 2.93.1 (because I like the new user-interface a lot more then the user-interface in blender v.2.79). 1.1. I model the fixtures topdown (the beam/light is pointing downwards). 2. I export the different parts of the 3D model (Base, Yoke, Head, Lens) separate as obj-files. 2.1. I installed Blender v.2.79 on a USB-Stick in this version I import the different obj-files (check the scale) and export then as 3ds files. 2.2. I import this 3ds file in the gdtf Fixture-Builders and everything is fine. In the gdtf Fixture-Builder and in grandMA3.
    1 point
  33. Helo @smajehrke, if you wanted to just stay with Blender, what you can do is to use older Blender for the export, as multiple Blender installations can coexist. When looking at your GDTF file, the fixture is pointed up, and the beam is pointing down, so the MA (i have not tested in the console) will likely not show any beam. Other then this, i tried to open the 3DS in another programs and it seems OK. Let me add @dmueller here, he might know why the MA3 3D doesn't show the model.
    1 point
  34. >i'm writing an open-source GDTF-Parser for Rust Great! >Page 35 ChannelFunction.ModeMaster is not defined as optional but in some GDTF-Files from GDTF-Share there is nothing there... Thank you for the report. If you encounter more unclear places, please report to https://github.com/mvrdevelopment/spec/issues thank you Petr
    1 point
  35. The latest release of the GDTF Fixture Builder is now live! Enjoy new features, bug fixes, and improvements. A detailed list can be found below:
    1 point
  36. 3D models are one of the essential assets in GDTF. Lets see what we need to do to make our 3D files ready for GDTF. You can either use generic 3D models already predefined by GDTF and available in the GDTF builder, or you can provide your models. Models can currently be provided in the form of 3DS files, or in the future it will be also possible to use glTF files. How to create models of the devices is out of scope of this post, what we will look at today is how to modify and adjust existing 3D models provided by the manufacturer for use in GDTF - apply position, rotation, alignment and adjust the quality of the meshes. I like to use Meshlab for assets preparation for GDTF, but you may choose to use other tools, like Blender, Cinema4D or some other software. We will look at a generic moving head fixture with base, yoke and a head. What you usually get from the manufacturer's documentation is a complete 3D drawing, made of individual parts, assembled into the shape of a real fixture. What we need to do for GDTF is to separate each moving part into an individual model and adjust it's origin point and alignment. Here is GDTF definition: The mesh of each fixture part shall be drawn around its own suspension point. The zero point of a device does not necessarily have to contain the offset related to the yoke, but it must be centered on its axis of rotation. The offset is defined by the geometry and has to be related to its parent geometry and not to the base. Which means that in each model's file it's origin point is defining the rotation point. Here is an example of a complete fixture before adjustment, we can see the individual models listed on the side (marked with 1): As you can also see, the origin point (2) is at the center of the base plate, but this is only correct for the base, not for yoke and head, so it will need to be adjusted. Here is another part of the GDTF definition: The device shall be drawn in a hanging position displaying the front view. That results in the pan axis is Z aligned, and the tilt axis is X aligned. 0,0,0 – center base plate. So the device must be drawn upside down, the head must point to negative values of the Z axis and not to the positive direction (3), which means that all models will need to be rotated and adjusted. Your model will most probably be rotated differently, so take this post as a reference. Meshlab allow us to individually select each model and perform operations on it, like Rotations and Positioning (translate) by defining numbers (degrees or digits) of movement. At the same time, it provides a "freeze matrix" feature, which sets the current transformation matrix into the coordinates of the vertices of the mesh (and set this matrix to the identity). In other words, it sets the origin point to the place you need it to be at :), which is what is needed for correct application in GDTF. Here are the Transform tools in the menu. What i like to use instead of multiple rotations is a tool called "Flip and swap axis". One important note: you must always first perform a translation (positioning, to define the origin point - point of the rotation) and the only a rotation, otherwise the rotation would happen along a wrong axis/point. So in my case (your model might be different) we adjust the base by axis flipping and swapping as follows: We can now see that the base bottom plate is facing positive direction of the Z axis, good. Now we need to apply rotation to the yoke and head, because what we have so far looks like this (example of head): The model needs to be positioned (1) and also rotated, so the X axis is defining our rotation (2). You will need precisely measured positions for these offsets, often these will come from manufacturer's drawings or other documentation. Here is the result after applying the Translation and then Rotation in Meshlab: And this is adjusted model of yoke: After we adjust all (base, yoke, head) and If you open all three models together, they will be overlapping each other: This is because the offsets of these models will be defined later, in the GDTF file. For the offsets in GDTF, we will again, need precisely measured values from the device's documentation. Our files are almost ready, but we still must ensure that the models have certain complexity, as for example defining them too detailed (most common case) results in high demand for processing power of the visualizers. You can prepare a detailed, high vertex count file if you perhaps have a demand for a particularly detailed rendering, but for normal operation, you should conform to the GDTF definition: All models of a device combined should not exceed a maximum vertices count of 1200. To ensure this requirement, we must often simplify the model. Meshlab offers it's "Simplification" tool: Before simplification: Simplified, by adjusting the "Target number of faces". See number of vertices at the bottom: Now we can add the models into GDTF in the Builder, here is the result, with corresponding offsets. Here is the base: Yoke: And head: Hope this helps Petr
    1 point
  37. @saajjj and @DanyAtCAST, sorry for a later reply and Happy new year! ? Yes, this is intentional. There has been an ongoing effort to clean up the share and to provide much better moderation tools to GDTF authors and device manufacturers, giving them better tools and workflow. This includes a concept of WIP (work in progress), which allows them to hide unfinished work. At the same time, all files have been marked as WIP, because of the huge amount of testing files. Files authors now can (and must) mark the files as "released" to be available. Do note, that prior to this we had tried contacting many authors with questions about the state of their files and also we asked (many) to remove testing files, with a very limited success. Based on a response of authors and manufacturers, this share update has been a necessary and positive step forward. Hope this helps, Cheers Petr
    1 point
  38. Is there a way to download the GDTF file made from the fixture builder without uploading it to the share site? The fixture is not fully complete and I would like to test it on our MA3 before to make sure it is working properly.
    1 point
  39. Dear @mdodge thank you, appreciated you asked. Not at this point yet, other work was being done to improve the share experience (advanced filtering, manufacturers/products landing pages...), and ongoing work is focused to the new upcoming builder. It is not always possible to draw and easy line in this particular scenario. So we are aware of the request, but no progress at the moment. Let me say that i would also not suggest that you learn how to use the builder on your brand new secret product, but rather get comfortable on some older devices, because there is quite a bit of getting used to, especially if you are used to "develop for DMX", rather then "for visualizers". Also, thanks to the copy/paste, once you have few complete devices, it can be very quick to copy/paste/modify channels into subsequent device. cheers Petr
    1 point
  40. Dear all, it is great to see all the interest in GDTF specification, GDTF Builder and also the GDTF Share. As the Share is a source of data for several different interested parties with different levels of needs and understanding, we have to ensure that the content provided in the Share remains organized and useful. The GDTF Share usage policy is given by Terms of use, available here: https://gdtf-share.com/help/terms_of_use_gdtf_help.htm This short document explains principles used for moderation of the content in the GDTF Share which we will start to be enforcing, to keep the GDTF Share a useful resource. As long as the above stated Terms of use are fulfilled, the main assumption for the GDTF Share moderators is that GDTF Share users have the following possibilities: - everyone can contribute - everyone can modify existing content At the same time, users should ensure, that they do not create confusion by incomplete, missing or confusing data, naming of files (devices), manufacturers (folders) or revisions. There are following types of user content in the GDTF Share, which receive extra moderation in order to keep the GDTF Share organized: - User names - Manufacturer names - Fixture names - Revisions User name User names should not collide with names of manufacturers, in order to not create confusion for other users. User, who's name contains a manufacturer's name, where the user is not representing the manufacturer, might be warned to change their name and/or their name might be changed by moderators. Manufacturer name Manufacturer name should be based on manufacturer's preference, is possible. The Manufacturer name is used as a section/folder in the share and there should typically only be a single section/folder per manufacturer in the GDTF Share. User Tests folder There is a dedicated folder for testing, files not meeting stated criteria will be moved or asked to be moved there. Please use this folder extensively when testing and do clean your creations after testing. We are also planning to clean the User Tests from time to time. Fixture names Ideally, official full fixture name should be used. The GDTF specification provides dedicated fields for Short Name and also for Long Name - a name with special characters. As GDTF file can contain multiple DMX Modes, do not create individual GDTF files for individual modes. Revisions Revision text, especially after the initial release and corrections, should try to explain what changes have been done to the file. If a user is modifying another user's file (creating another revision), the revision text should clearly state what the changes are. Fixture type unique identification Each fixture type's UUID (universally unique identifier) in the GDTF Share must be unique. What is UUID? Each fixture type has a universally unique identifier (UUID), this is typically generated by the GDTF Builder. Different revisions of the same fixture type have the same UUID, but different fixture types must have different UUIDs. Upcoming steps If you are a GDTF files author, we would be happy if you can check if the files you have uploaded meet the above criteria and make changes as needed. If you are a GDTF-Share user, we would appreciate if in cases where you see a file not meeting the above criteria, please contact the author - either through the forum or via the "Comments" under each file, so they have a chance to make the adjustments themselves. If you see that the author does not react, use the "Report this file" with a description of the issue, so we can take care. Thank you for helping us keeping the GDTF Share organized, happy editing, Petr
    1 point
  41. 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
    1 point
  42. 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
    1 point
  43. 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.
    1 point
  44. Hi David, actually yes, i did, but i didn't manage to do the editing and producing it. I was not sure if this is interesting to someone, because it is quite manufacturer specific flow: have an existing model and "only" do modifications, optimizations to it, specifically to GDTF. Also, fun fact, depending on exact inside rotation of the 3D model, my "quick rotations" done via swapping axes is, while 99% the same, occasionally 90° off, meaning i must use different axes for the swap/rotate. Yes, this is Linux, i only reboot to Win when i want to see GDTF in MA3 3D or Vision, so that is a bit clumsy, although at times i use a second computer for just that, because rebooting into strange OSes is not fun. Maybe one day we'll get Linux build of MA3 :)) As for the tools i use, Freecad is really good and usable, it has quirks, but as i do not do complex editing but mostly splitting or extracting parts it is very good. So i can for example take only part of a given 3D file, like some of the front lenses, motion camera or other. The rest is done via Meshlab, where i "only" do the rotations, origin setting and mainly the mesh simplification + export. I have not found how... invested time into making this all work only in one of them or for example in Blender but there is also an issue with importing, export to 3DS and other... the workflow i have has been very fast, stable and predictable (key factors for me). The mesh simplification is a key for GDTF. It took me some time to find Meshlab which does all these things in a fast way. There is Decimate modifier in Blender, and although i have done some (mostly animation) work in Blender, i didn't try using Blender in my GDTF work flow. I am sure C4D has something similar. Mesh simplification is really important. This is because for the most, many people presume that the model has to be as precise and as "nice" as possible, while the opposite is required for 99% of the time and we have been getting a lot of heat for "your models are too complex" over the years - if you patch few hundreds of single unit with model too detailed, planning/pre-viz tools slow down to crawl... I am sure there are custom projects where one wants to build a real-world render with textures, smooth models... and, GDTF is extensible enough to make it possible to use for that and even more in the future (for example by allowing multiple versions of models, adding textures...) , but the initial focus has been on the most required work-flow, so our [Robe] model optimizations are hitting exactly that. ? P.
    1 point
  45. Actually, for rings, either you make them or can use the ones in builder, see screenshot below. Or you can make them, either in regular CAD or in things like openscad, export and convert to 3DS in something like meshlab... (see openscad example below).
    1 point
  46. It would be good to resolve this shortcoming very fast. A manufacturer is not likely to risk the details of a fixture that is not complete yet to be leaked onto the share. It would also be nice to get a clarification whether any of the fixture data is actually stored server-side or not when using the editor (for the same reasons of confidential of fixtures not released to the market yet). / Lars
    1 point
  47. Strange. Do right click → Save link as. I will upload it to YouTube or Vimeo. Anyways, i made a small mistake (didn't rotate the head one more time) so had to do a bit of time travel via copy/paste while editing, so am thinking to re-capture it, that is why i didn't upload it to any of the platforms yet...
    1 point
  48. Hey Petr! Thanks for the response. This right here answered what I was looking for! Disregard the second thing for now, it's a bigger picture topic that more light will get shed upon on hopefully in a week or so, but who doesn't love Free beer and wings!!! haha! Thanks for your thougts on this Petr! Hopefully one day we get to meet! Cheers! MattG
    1 point
  49. You can delete the files you've uploaded...I've been doing this to remove early versions that are faulty in some way. Build something, upload to parse it out, then delete the online result. You still get the copy to your local drive...not elegant, but it works. Then,Drop the .gdtf into the builder to view.
    1 point
  50. It does help, thanks! I hadn't seen the updates to the format wiki with the model building outline. Some of the descriptions loose a little something in translation...I think, especially when describing the 'offsets' in model building. I've just uploaded my very first simple GDTF profile to the Share site, a 16 bit Dimmer as a ETC Source4 19 degree ERS with custom models! It took me a few attempts to get all the entry fields hooked up correctly...lol. Good thing you can delete files, ;). This was my testing of the waters...as it were. Web based builder seemed fairly stable, had some issues with editing an existing profile/default fixtureType with custom models and naming the Geometry based upon the workflow...if I referenced/uploaded the model file first then linked the Geometry to the existing Model, I could not edit the Geometry 'Name', arrives as Geometry1, Geometry2, etc.... When I Added a Geometry, then named it "Body","Beam", then referenced the 3DS files, all things seems to link fine. Also, in the DMX entries, if you edit a fixture to be 16 bit resolution and then all the channel sets and function sets to 16 bit to follow along, if you change Tabs to another step and then return to DMX, all the channel set 16 bit entry fields revert to 8 bit, except for the main Resolution at the head of the file. Not sure if by simply adjusting the 'Resolution' to 16 bit then defaults all the channel sets and function sets to 16 as well, but entry fields read 8 bit. That seemed odd, or I don't understand the paradigm for 'resolution' beyond 8 bit. Thanks!! Cheers! Time to celebrate the inaugural visualization in GDTF! Rex
    1 point
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