Jump to content

GDTF Forum

Leaderboard

Popular Content

Showing content with the highest reputation since 01/15/19 in all areas

  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
    3 points
  2. 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 a
    2 points
  3. Dear all, we have been producing tests files for a long time and have switched into a final version releases now. What we are aiming for is about one library a week. What takes longest is physical attributes measurements (movement, strobing, iris...) and testing to match visualization. The rest - models preparation, geometries, media content, color-metric data, DMX... is possible to do in about two/three days. You can find our files under our official account: https://gdtf-share.com/user.php?name=Robe+Lighting+s.r.o.&page=fixtures And what we are missing is feedback -
    1 point
  4. 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
    1 point
  5. Update : sorry I've resolved this! turns out my issue was not using the user name, but attempting to use the email I sign in with in other places. silly mistake.
    1 point
  6. 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 a
    1 point
  7. 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
  8. 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
  9. 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
    1 point
  10. 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
  11. 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 tha
    1 point
  12. 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
  13. Magic...it's simply magic. All is fine today. After 3 days of attempting to pop the dialogs and getting nothing; all things are back to normal. I just opened the F12 Developer window at your suggestion and both DL and Open in Fixture Builder functioned as before. Thanks for the help! Love it when things that worked, don't...and then do work again after something, something....lol.
    1 point
  14. There is a Model 'type' that defines a fixture's 'whip'/power input cord.....called "Pigtail", under Geometry--Primitives--Pigtail. That should be enough? I doubt that there will be an Attribute for that however[Fixture Orientation??]...I could be wrong?!? Build your 3D models to real world fixture behavior, some Yokes are 90 degrees offset from 'Pigtail' position, some aren't. I know I always ask the Programmer how they prefer the fixtures positioned.
    1 point
  15. 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
  16. Hey Synapse, Welcome to the forum! To acheive this the main channel function should be shutter and then under that you can add the appropriate channel functions to this channel. See here: Hope this helps! Cheers! MattG
    1 point
  17. 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
  18. 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
  19. 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
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.