Jump to content

GDTF Forum

Petr Vanek - Robe

Moderators
  • Posts

    429
  • Joined

  • Last visited

  • Days Won

    42

Posts posted by Petr Vanek - Robe

  1. 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 - we do receive some from our customers, but are open to further information in case anything strange/bad is found, so please feel free to report here or to our dedicated email libraries@robe.cz .

    thank you

     

     

    • Like 1
  2. Hi all,

    best way to understand this is not to think about how you control it, but how will a visualizer know what to do. So you have Shutter open/closed, Strobe, Strobe Pulsing opening/closing etc. As each of these require different way to visualize, each requires a new Channel Function with it's attribute.

    cheers

    Petr

     

  3. Hi NRG Sille,

    >but if I leave the reference without a patch

    if you do not patch the beam geometry, visualizers will need to instantiate it and give it an intensity by the grand master, which the user will not be able to dim down...

    >It seems that every beam has to assigned to a seperate geometry.

    You would typically do a reference geometry.

    Cheers

    P.

  4. Hello,

    we do actively test and use Firefox and Chrome.

    What browser do you use? It is not clear from your screenshot.

    Work is typically not lost, but stored in browser local storage, re-opening the page allows you to re-load the last edited file.

    thank you

    Petr

  5. Hi Matt,

    >Nah, I'm talking about the location that the Continuous attributes are defined, as they seem to be under control right now, which per manufacturers, those are not a control function, they are still defined as a position attribute.

    The range of movement is in the PhysicalFrom/To attributes of channel functions:

    <DMXChannel Geometry="Yoke" Default="128/1" Offset="1,2">
        <LogicalChannel Attribute="Pan">
            <ChannelFunction Attribute="Pan" DMXFrom="0/2" OriginalAttribute="Pan" PhysicalFrom="225.0" PhysicalTo="225.0" RealFade="3" Name="Pan">

    Any channel can, through Mode Dependency, evoke another ChannelFunction with different PhysicalFrom/To range, e.g. 360°. We are also tracking a request to have a dedicated attribute to determine if rotation is +/- 180 , +/- 360° or continuous 360°.

     

    I do not understand your second comment. We have been working on an open specification to actually allow people to make it possible to create visualizers, apps, control systems etc, or to use this data in already existing system. The builder is a tool to create GDTF files according to the GDTF specification, it is not an application to visualize the real result. I think the confusion here is free and open specification (free as in speech and beer) and free visualizers (free as free beer).

    Hope this helps

    Petr

  6. Hi Matt,

    do you men the current limitation to not spin the model all around? This is intentional, to allow good work with the model and is different then being able to define the pan/tilt range as 0-360° / -180°/+180°.

    The builder is not really a visualizer. Sorry if i misunderstood.

    cheers

    Petr

  7. Materials and textures could be defined in the 3DS and although for now the GDTF specs does not mention this at all, this is more related top 3DS specification rather then GDTF spec. Texture visualizing could be done in the builder in the future, the underlying library does support it, but as Rex pointed out, the real work must be done in visualizers.

  8. Good morning ?

    We have looked at it and the issue is very simple. 3DS models have no dimensions in any defined unit. It is for example 2.00 or 5.00 or 172.53 . It is then up to the software to make something of it.

    MA2 3D is interpreting these as meters.

    GDTF Builder is interpreting these as millimeters.

    VectorWorks and Vision are interpreting these as millimeters.

    So one possible solution is to have a checkbox on the import dialog (where you already specify "Use 3D model's dimensions") to choose if these are mm/m. But what we must take care about is how these get also exported.

    So right now, before we explore all caveats of this, if you are building files, you can easily make this work by defining sizes in millimeters, either in the model directly, or in the builder itself.

    ?

     

  9. 1 minute ago, David "Rex" Whalen said:

    Oh, I agree, by changing the values manually, I do get a rendering now. This, to me, is not respecting the file's Size. I set the UI to Meters, it's Exported at Meters. It arrives as 2 mm...even when I set the UI to meters and have to again, as before, set the Size manually...the original observation I made on this build. For me, checking the box, does nothing as an improvement and the default Units of the UI don't seem intuitive...

    I have checked your file in another tool and it shows the same size. 2x2x2mm.

    I actually do not see any issue in the builder... i tested your file: when it imports, size is correctly either at 2x2x2mm, or, if i set the size manually, before the import, the size is applied correctly.

    To me, the settings in your original program are not as you expect, when again, checked not only in the builder but also in unrelated 3rd party software here.

    But i do not know C4D to be able to help you there.

     

     

  10. Actually, i do see the qube in the builder and i think you do too, but the issue is in size. When i calculate box dimensions for this model, in MeshLab, here is what i get:

    Mesh Bounding Box Size 2.000000 2.000000 2.000000

    That is in milimeters. So the units are somewhat off.

    So it is really tiny and this is why you "cannot" see it.

    See attached Esprit head, so comparison.

    Cheers

    Petr

    head.3ds

  11. Hi Rex,

    we do no use C4D, we model stuff is Solid Edge and convert in various tools to 3DS, for example some manipulations and mesh simplification, together with final export to 3DS are done in MeshLab.

    Can you provide your 3DS file here please? Or link to a GDTF file with that 3DS inside?

     

    thank you

  12. Model file name, model name and geometry name are three separate things. You can have one model (with it's file name and name ) being used (linked) in multiple geometries (of different names). Therefore what you want to change is geometry name, not the model name - that is only a link to the model.

    At this point, file names cannot be changed in the builder, but you have full control over them when creating these (3D) files.

    ... if i understand you correctly... ?

    cheers

    P.

     

  13. Hi Rex,

    the builder is pretty unrelated to this. The MVR is a specification of this encapsulation, GDTF is an individual component. The encapsulation is then done on the device where you create the scene itself (for example desk → push into visualizer, or the other way - make planning in VW → push into the desk)...

    hope this helps

    Petr

×
×
  • 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.