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Petr Vanek - Robe

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  1. To delete a revision, you can use the Mode Menu (under "...") → Delete (see documentation here). You can also rename it via the same menu.
  2. Hello @diokomen, simple macros could be described via the Macros section, but i am not aware of any software using this feature at this point. At Robe, on older lamp based units, we used it to describe for example the Lamp ON/OFF commands, which is the more typical use-case. For complex macros, the Macros section would not be sufficient (for example a macro might require geometry which is not part of the current device mode).
  3. Hello Thomas, unfortunately, we do not provide a service of creating GDTF files. The best option is to approach the manufacturer of the fixture with a request for the GDTF file. Thank you Petr
  4. The use-case can be for fixtures, which have a single channel, this channel would provide both Dimmer and Strobing on the same DMX channel. We have this in the help pages: https://gdtf-share.com/help/users/gdtf_howto/handle_split_channels/index.html As each Logical Channel typically creates and encoder on the console surface, another use case is for example a single DMX channel with multiple frosts, like Light Frost, Medium Frost, Heavy Frost. This can be a nice option to access the frosts, but can be confusing because they might not understand that the encoders are mutually exclusive. For this reason, at this point, in the Robe files, we do not map Frosts this way. Hope this helps Petr
  5. Hello all GDTFers! We have released another update to the GDTF Builder, version v1.9.13-b34564f: New Features DMX channels (movable by default via Drag and Drop), can now be moved up/down also by pressing Alt-up/Alt-down keys. The upload of mesh files has been improved, especially in relation to uploading and renaming of normal/high/low level of details mesh files. When opening a file with a ChannelSet which has a WheelSlotIndex with value which does not exist in the Wheel, the builder now indicates this as an error. It is now also possible to set the ChannelSet as having No WheelSlot Link. When creating a Custom Attribute, the PrettyName is pre-filled from the name to make the creation faster. When the user extends any DMX Channel to a higher resolution (for example from 8bit to 16 bit), the value of the fine/ultra/uber address is automatically set as +1. After changing the Fixture Name, the RDM UID is deleted with message window at the bottom to prevent RDM UID duplication when copying fixture files. The builder now allows to define CRI (TM30-18) definitions for a device. Builder now indicates more errors if RDM information is not complete, like Manufacturer ID is present but Device Model ID is missing, or DMX Mode is missing software version and so on. Wheel slots previews now show a color if defined via link to a filter. Bugfixes After deleting a DMX Mode, the SoftwareVersionID of a mode remained in XML. This issue is now fixed. Copy & Paste on DMX channels with NoFeature/Dummy attribute would not work. This issue is now fixed. Moving 3D geometries could cause a spike in memory usage of the browser. This issue is now fixed. After setting up a ChannelSet value in percentage and saving, the XML would contain value with incorrect rounding. This issue is now fixed. Editing/displaying of long float values was trimmed, this is now fixed and the float values are displayed in full length. The top header bar of the UI would sometimes be hidden on smaller screens, this issue is now fixed. When creating GDTF filed based on another file, the initial revision text was wrong and it showed the new device name instead of the name of the original device. This issue is now fixed. After duplicating a geometry with a Break, the break value would be lost in the duplicate. This issue is now fixed. Color value of a Custom Attribute was not preserved. This issue is now fixed. Opening a GDTF file with many Channels/Channel Functions would take a long time. This issue is now fixed, library has been improved and loading is now much faster. Several SubPhysicalUnits had wrong default PhysicalFrom / PhysicalTo. This issue is now fixed. Snap option in Geometry preview does not work as expected and the Snap option has been removed for now.
  6. Thank you for the information. Would you mind to create just a very small example of the issue which comes up in the Share? I have tested and for me, the number of channels in the GDTF Share is always correct, see the test fixture here. Feel free to edit it to demonstrate the problem. The 3D representation is not important, only the geometry linking and DMX. Thank you cc @vvasicek
  7. Hi @Prolights, I think we are maybe talking about different things? As long as the DMX breaks are set correctly, the GDTF Share should display it OK. But if at the moment the Builder does not help you to quickly set the offsets, you need to adjust them manually, for the GDTF file to be correct. Can you please clarify which if these issues are you having? Thank you
  8. It is important to mention the exact GDTF file. In case of a vendor specific issue (like this one) best is to go directly to the vendor - Vectorworks forum. I looked at this official file briefly in the GDTF Builder and in BlenderDMX and it seemed OK, but details might be important so please check directly with VW support.
  9. Issue confirmed, reported to developers, thank you for the report.
  10. HI @Prolights, we need to re-check because i think this was already working correctly.
  11. Hello, controlling rings of LEDs can be seen in several fixtures in the GDTF Share, you can look at the Robe Arianne 6, or the the Robe LEDWash 600 to see how it can be done.
  12. What you want to look at are DMX breaks on Geometry References, you can define them either in Channel Function directly, or on the Geometry Reference, if you enable the Break Overwrite. The Break will create a new "DMX patch address" in gMA3. See more below. The fact that you can create this on the Geometry (Break Overwrite) allows you to do other things too, for example we define a single geometry tree for the Spiider and in some DMX modes, by using the Break Overwrite, we can define different offset (for RGB vs RGBW channels): cheers Petr
  13. Hello, yes, you can use Geometry References in GDTF, this allows you to define an element once and use it many times via the geometry tree, it is then used by grandMA3.
  14. Hello, Beamz has a presence in the GDTF Share, best is to contact them directly: https://gdtf-share.com/userPage.php?name=BeamZ&page=Home&post=GDTF
  15. Hello, the fixture is created correctly as the real world device, you can see this in the GDTF Builder and in gMA3. Make sure you have updated your VW, also check in VW forum or with your VW support for the required VW settings. Kind regards Petr
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