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Petr Vanek

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Everything posted by Petr Vanek

  1. Thank you for the request @Paolo.Prolights, i have added it to the request list. Cheers P.
  2. Thank you @Paolo.Prolights for the report, i replicated the issue and reported to the developers. Cheers P.
  3. Hi @Paolo.Prolights thank you for the report, we will check this. Cheers P.
  4. Petr Vanek

    Mk3 Chauvet

    Hello @tibert to search for the files, you need to use the GDTF Share: https://gdtf-share.com/share.php?page=home I am not sure of the detailed name and if it exists or not, but you can check here: https://gdtf-share.com/share.php?page=home&query=chauvet&man=1&fix=1&rev=1&use=0 cheers Petr
  5. Hello, you import individual models, i would suggest to look at some of the videos, mainly look at the training section here: https://www.youtube.com/channel/UCkn8qU02YTkjPdeVEeQPjVQ/playlists Also, look at this forum post, explaining this topic: cheers Petr
  6. 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 .
  7. 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.
  8. Hello @StNic54, thanks for all the work, great! When defining the beam, make sure to use Beam geometry (most likely you did), make sure to use correct Beam type (Spot/Wash), as leaving it defined as None would only provide a "glow" from the geometry but no beam would be drawn. Also, make sure that the geometry is not blocked by another geometry obstructing the output and also that the beam is facing correct way, see here: As for the defaults, this sounds like a MA specific issue of maybe even version specific. Default values are defined per ChannelFunction. Also, there is the Highlight value, which is different from Default. To delete a revision, use the three dots menu → Delete: See more about files management in this post: cheers Petr
  9. Hello @Nekojimi, thank you for the report and very sorry about the issue. We use the builder during the day for many hours without data loss. Did you leave the tab/browser and moved on with your work or were you continuously working inside this tab? The data should be periodically stored into the local storage. What browser (version) on which operating system were you using? Thank you, Kind regards Petr
  10. Hello @gabe927, i am very sorry about this experience, thank you for your report. While the browser is a very powerful tool that allows us to write applications in it, to eliminate cross-operating system issues, software distribution, installation and updates, it does have it's limitations and letting the tab to sit idle (and perhaps even allowing the browser/computer to go to sleep) is not advisable and you should always save. Same as you would not let the tab open if you were filing your government tax return. >In more detail, I had been working on this fixture up til around 9:30pm last night, watched a movie, Here is the place where you need to make the save. Depending on operating system, hardware configuration and amount of (free) memory, the computer might decide to kill the tab without any warning. We will see if there is anything that can be done on our side, to mitigate this issue, thank you for reporting. Kind regards Petr
  11. Hello @GGGss, sorry about the issue, this was an unplanned unannounced outage of the hosting provider. Unfortunately, we were not notified by them either. Kind regards Petr
  12. If you mean just generic zone control, see for example here the LEDWash 600: https://gdtf-share.com/user.php?name=Robe+Lighting+s.r.o.&page=fixtures&fixtureID=2276 or here, the Spiider: https://gdtf-share.com/user.php?name=Robe+Lighting+s.r.o.&page=fixtures&fixtureID=5846 Or do you mean to define the patterns themselves? This would ideally be done as a Macro, the current spec is focusing on a "DMX macro" that triggers a behavior (lamp on, off...), visual macros (to create patterns) are planned. The DMX Macro could possibly be used but only to some limited extend. Kind Regards Petr
  13. Added as a feature request. https://github.com/mvrdevelopment/spec/issues/93 P.
  14. The "Add Multiple channel sets" is not doing anything clever like "something through something", it simple adds multiple (x) empty sets. >fully type 'max' for example when I'm in slot2, when slot1 I only have to type 'm' and I'm presented with my previous entries... So this is browser autofill what you mean, i think. Mine suggests completely different things (Firefox 89)... >I've never utilized a 3rd party manager for copy/pasting, Once you start using it, there is no way back. 🙂 Set the "Show the tray menu" to something you can easily evoke, i have it to Ctrl-Alt-Z (on a qwerty kbd), or choose one of your clever buttons, this allows you to pop it up fast, you can then either search by typing, fast select required row from the clipboard list by it's number or do some other magic like set vi style nav, so j/k is down/up to keep hands on the home row. cheers 🙂
  15. Petr Vanek


    The idea was that these are a "truthy and falsey", so they are equal - no equals to off, yes equals to on.
  16. Do you mean "browser autofill", not the builder provided Auto Fill sets, right? (this one: ) I think the generic autofill can actually get in the way a lot and copy/paste seems much safer. I would suggest a clipboard manager, i have been using https://hluk.github.io/CopyQ/ although not on Windows/OSX.
  17. >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
  18. Hi @michaelhugi, yes, this is currently being developed. There is an existing API that the builder already uses and it is being extended to allow data consumers to pull the data and also data creators to upload the data. Kind regards Petr
  19. I reported the not loading file, the problem might be that three.js which we are using might not load it, which could be the issue. I did try another three.js based viewer and it worked, but the loader might be different under the hood there... we will see that the devs will have to say... cheers P.
  20. The channel default is defined by logical channel → initial function → channel function default value. The channel function defaults are used when channel functions are switched automatically based on channel dependencies. In that moment, the uses might want to have a value different then the lower bound of the channel function, for example to have a middle value.
  21. @etiles interesting, thank you. Is it possible the provide the 3DS file which gives you troubles to import? Also, i presume you need to use older Blender (2.79), to export 3DS, or do you use Blender 2.8x and you installed an extension? Petr
  22. Good points. As for the new attributes, Tint already exists (we must add physical unit, i think this should be ΔUV defining the amount of shift from the light source's defined ΔUV). What do you think would be the physical units for CCT and White Point? Kelvin? What would those custom color parameters be? It does makes sense to be specific, of course, if possible... cheers P.
  23. Hi @erwan see that original file V1.1 attached as SampleGeneralSceneDescription.xml, i am also attaching recent GeneralSceneDescription.xml which is V1.4 which has one device inside. Hope this helps, Kind regards Petr SampleGeneralSceneDescription.xml GeneralSceneDescription.xml
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