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Petr Vanek - Robe

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Posts posted by Petr Vanek - Robe

  1. Hello, i looked at the file and the 3D files have incorrect file name, someone/something added "3ds" to the name. The name should only contain the name of the file, not the name of the folder. Once the filename is correct, the builder shows the file correctly. See attached. If you modify the files by hand (i presume that this was the reason), you need to be careful.

    SAN@FG-780@QWRV1.2.gdtf

  2. As control channel change is not persisting on DMX, one cannot use the Mode Dependencies structure for this, but a new geometrical tree with new pixel layout can be created to accommodate it, the device would need to be re-patched.

  3. Hello @Quillons, i am not sure if i understand the question. But... a customer attribute will allow you to get a control in the DMX desk, but will do nothing in a visualizer, as visualizer companies look at the attributes and implement one by one into their system... for Dimmmer, they make "light objects" to change the intensity... and so on. So a custom "MyFog" will give you "MyFog" encoder in the console, but will typically do nothing in a visualizer.

  4. 8 hours ago, dnadoba said:

    It seems this possible here: https://gdtf-share.com/apis/downloadFiles.php
    However, I have now tried multiple times and after a while it fails. I think I get logged out before it can complete.

    Is it possible to increase the login session duration? My internet connect is quite fast and should have at least 500 Mbit/s but that doesn't seem to really get used much. 

    Hello @dnadoba,this is normally up to your software code to handle and check if the session is still valid and if not, re-authenticate. I have personally not seen any issues with this. Or are you downloading stuff manually? That is not the intention of the API...

  5. Hello @teclim,

    at the moment, this is known behavior of the gMA3 visualizer on fixture files which contain real world color measurements. You can eliminating this either by disabling the White Point 8000K in the Robe physical fixture or by unlinking the RGBW Emitters from the RGBW attributes in gMA3. Kind regards Petr

  6. Extracting resource files directly from GDTF

    Sometimes it may be useful to extract some data like gobo images, 3D models, or other files directly from the GDTF file. This is possible, because every GDTF file is a zip archive with .gdtf extension. To access the content of GDTF, rename the file from .gdtf to .zip and then open as any other zip archive.

    When you unpack the .gdtf file, this is what you can typically see:

    image.thumb.png.04979dc8a15b9ca7a570fea2c6b01d7f.png

    The description.xml file contains the description of the device type. There is a lot of information in this file and it requires deeper understanding of the GDTF Specification to utilize it:

    image.thumb.png.3e406aa098b14c6ddbe32e5106350654.png

    The thumbnail.png provides an image of the product:

    image.png.76b4f68a1bb7e8d52828c164a127d9e3.png

    The thumbnail.svg is providing a 2D symbol for planning tools:

     image.png.72f22932593d30a32d8efd5042d26891.png

    As these are normal .png and .svg files, they can be copied and used directly in any supportive application as needed.

    The wheels folder contains all the images for gobos, animation wheels and so on:

    image.thumb.png.27b0138bc0d7b9acc53416d7a8fee582.png

    The naming of the files is up to the GDTF creator, while the details of the image are as far as format, resolution, color conventions and so on.

    The models folder contains subfolders for 3D and 2D models, for a better structural overview:

        ./models/3ds
        ./models/gltf
        ./models/svg

    The existence of these folders is optional and depends on presence of files specific to these folders. If the GDTF file does not contain any .3ds files, then the folder ./models/3ds will typically not exist. If the GDTF files contains 3D models in gltf format, then they will be in folder  ./models/gltf, the content of the folder then may look like this:

    image.png.ed67e2019ee5cb18ef612a0a4f2b23b9.png

    These .glb files can be used in applications utilizing 3D files. The positioning and offsets of these 3D files has been previously explained in several other RKS articles and is also defined in the GDTF Specification, together with more information on the possibility to define also 2D models, 3D models in higher or lower level of details and so on.

    For the most time, extracting 3D models and gobo images in what is needed. For the examples above, we used the the Robe Robin LedPOINTE, which is available in the GDTF Share here.

    Hope this helps, Petr

     

  7. Hello all,

    we have released another update to the GDTF Builder. This was mainly a maintenance and bugfix release, where we updated the underlying dependencies, improved the project structure and fixed several issues.

    Bugfixes and improvements

    • Fixed and issue with open url causing infinite recursion
    • Fixed an issue where a Channel function could not be set to cover DMX 0-255 range
    • Fixed an issue in Duplicate and arrange geometries - when using Address offset, the first address was missing
    • Fixed an issue where Rotate Geometry did not work as expected when using the up/down arrows or the mouse wheel
    • Fixed an issue where the Drop down for "SubPhysicalUnit" was cut off in SubChannelsSets section
    • Fixed and issue where the Fixture type SVG was not being displayed reliably
    • Improved the WIP message in the Save dialog
    • Updated the semantic-ui package
    • Updated to new version of nodejs
    • Updated the build system
  8. Hi Nicolas,

    perfect.

    You would choose the channel function defined in the InitialFunction="Head_Frost1.Frost1.Light Frost" field, so sometimes it may be the first one, sometimes not:

    <ChannelFunction Attribute="Frost1" CustomName="" DMXFrom="0/1" Default="0/1" Max="1.000000" Min="0.000000" Name="Light Frost" OriginalAttribute="" PhysicalFrom="0.000000" PhysicalTo="1.000000" RealAcceleration="0.000000" RealFade="0.000000">

    Hope this helps

    Petr

  9. Hi Nicolas,

    sure, here is how you get the value:

     

    image.png.f9614db745880ce2185148408cc6c35d.png

     

    image.thumb.png.cb4202c28bc7fa1940f2b87d5a0cd3c3.png

     

    The same in XML, default in the correct ChannelFunction:

    InitialFunction="Head_Frost1.Frost1.Light Frost" 
      <ChannelFunction Attribute="Frost1" CustomName="" DMXFrom="0/1" Default="0/1" Max="1.000000" Min="0.000000" Name="Light Frost" OriginalAttribute="" PhysicalFrom="0.000000" PhysicalTo="1.000000" RealAcceleration="0.000000" RealFade="0.000000">
                    

    Hope it helps, cheers, Petr

     

  10. Good morning 🙂

    11 hours ago, r2.square said:

    Thanks, Petr. So it's a UI bug in Builder. The label says 8-Bit while the data actually is 32-bit. As to the concrete notation, how would I enter the 8-bit value of e.g. 58? As 0/0/0/58 or 58/0/0/0?

    Did I misunderstand Relationships then? I thought, when adding a Relationship to a Virtual Channel, that modifying values on this Virtual Channel on a console would actually change the DMX output for the related real-world DMX Channel? Is that not what this is supposed to facilitate?

    (Also "Follow topic" does not seem to work. I didn't get any email notifications on your response.)

    Not a UI bug. A Virtual channel is always at current maximum resolution - a 32 bit channel, then, it is displayed based on which representation you choose (percentage and so on).

    A Virtual channel does not generate any DMX on it's own, but it can have an effect onto a geometry in a visualizer or you can link it to other channels, which then generate DMX output, this is often called a Virtual Dimmer. More informal information on that has been added to the GDTF Spec here.

    As for the "Follow topic", i have a feeling that emails are sent only later in time, but i a forum admin would need to respond here.

     

     

  11. Hello,

    as for the representation of the Virtual Channel, it is a channel which does not produce any real DMX output and is always represented in the Builder as a 32bit channel.

    As for the Virtual dimmers - this partially depends on how you define the geometries in the fixture (sometimes one has to add extra geometries for the geometry tree to have correct level of depth to react as expected). I do not know this particular fixture so it would be the best to get in touch directly with MA, as the specific sub-fixture assembly logic is partially a gMA3 thing. I will notify the MA guys to have a look here.

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