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Everything posted by Rex_P
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Saying you used 'default' visualizations...then. Well...again, I would have to venture a guess that it is the end user platform[Visualizer--VW--you don't diagram your control config] not correctly reading how the file is structured....and it then becomes a question to those parties...Vectorworks, Vision, etc... I am working under this axiom: This site and the share site are being produced and maintained by those parties involved with pioneering the formats and thus; if things are visualizing here and not in the end of your workflow chain...well, the problems are lying somewhere in between the two programs. It is incumbent upon Manufacturers accepting the format to be following the development of GDTF...afterall, it's in their best interests. Have you inquired at your visualizer or at Vectorworks forums/support?? These types of glitches will be around until all parties get on the same coding page...and the format is utilized more; that's software development, not a bug; just an unintended feature! Good luck!
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When you constructed the fixture in the webBuilder...and when you Imported your 3DS files[if custom], did you see the model rendering in the builder? Did you use default fixture models? I'm gonna speculate that it's Vision and/or VW reading the MVR file incorrectly. The web builder references the 3DS files and packs them up in the MVR/suitcase/container, so, if you extract or unpack the MVR file you'll find the 3DS in a nested folder...seemingly just fine. I think Vision and/or VW is not finding the nested asset...within the MVR structure. Just my guess, though....since it is not physically rendering.
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My solution: model and export in MM....only thing I've gotten to work in the Builder to compensate for this.
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Downloading trial GDTFs during the editing process?
Rex_P replied to rjohnston@interactive-online.com's topic in Discussions
Currently, uploading is the only way to generate a copy of the GDTF file, it dupes the file, one for public Sharing...one for your 'desktop' or other location of storage. Upload to generate the file, then go to public Share site and delete your upload...heavy handed but the only way at the moment to get a 'hardcopy' of your work in the proper format. Good luck! NB: deleting in this manner 'should' keep your work somewhat proprietary and under your control. Once it's at 'Share', for any period of time...it's exposed to the General Public on the interWeb. Anyone can take your work, edit it, and call it their own...slightly unsettling, eh? It's especially so, when you generate custom 3D artwork models....;). -
Yes, I have observed the same thing in how the builder does not respect the Export's Size or Dimension. You need to build/EXPORT your 3DS files in MM instead of Meters[at least in my personal experience].....the builder seems to default to MM when bringing in a file, no matter how you check the boxes. I utilize Cinema4D for all my 3D modeling work. Doesn't matter how I 'freeze' the Transforms, the web builder has a mind of it's own with respect to Units used. Good luck! NB: I have done lot's of Conversion work before....drop me a PM and we'll chat about terms?!? I have a valid Driver's License for C4D, lol.
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Value inheritance without assigned DMX-Channels
Rex_P replied to GreenManProductions's topic in General
It makes sense to me...the Parent is the container for all sub objects...so I do think the description may mean, per model. Even with super high vert counts on models, the objects still render in the builder. I think they start to visually bork out at like ~65,000 verts[256x256,:)]...truncate groupings, etc. -
Value inheritance without assigned DMX-Channels
Rex_P replied to GreenManProductions's topic in General
I agree, it's somewhat misleading if you're getting that error?!? How many Verts were you trying to stuff into the entire 'fixture'? You can get away with some really simple geometry to represent most anything. I've seen 'fixtures' with obscene amounts of geometry data[vertices/polys] in GDTF files and not seen the builder complain that badly... From the format description: Model Collect To these eyes, this reads as the total amount of vertices to be no more than a maximum of 1200 for an entire 'fixture'. That's a fairly generous amount to get a decent rendering of a moving head fixture, even with a separate Mode or 2. I've seen environment models with close to 15,000 vertices and I didn't see the builder complain when I just now did some tidy work on some random fixture at the Share site I saw uploaded but not really rendering as a 'fixture' and the Scale was totally wrong when viewed in the builder with it's penchant for only seeing models in millimeters when exported. MA3 can deal with a model that is exported in meters... It would be great to get a clarification on this, as to what constitutes the 'total' within the collection...almost seems as if it's per/model though. Good luck! -
I would venture to say that it's with the way in which the 3rd party software[Vision] reads the format. MA International is one of the leaders in this format development and I would lean towards what they are rendering as a way to validate the GDTF file you're using. If it visualizes in the web builder, if it visualizes in MA3, but doesn't visualize correctly in Vision....? H'mmmm...wonder who is odd man out? Good luck!
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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 and revolt on us, dang you Skynet! is the image of the segmented model and Model Collect is the appropriate index for the tables. https://gdtf-share.com/wiki/GDTF_File_Description#Model_Collect Enjoy and good modeling! Rex
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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
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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.
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Seems a database of ALL fixture's Home positions/vectors would be helpful[Carallon?? I know their data in MA sometimes is wonky]...was so much easier in the days of only 2 Moving Head fixture manufacturers, lol...I worked for both, lucky I was in my youth. Now, there are so many developers of 'moving' fixtures/devices; it's time consuming to keep all the possibilities updated--obtain manuals--shop loaner fixtures--etc... There doesn't seem to be too many ways to orientate a "base"[whip/arrow/REFERENCEpoint] in relation to the Yoke's vector of travel, if the yokes all must be instantiated in the X+ vector as a default for the rendering/visualization/assembly. I appreciate that type of standardization. I will check the full DMX travel range to input value as well. Some fixtures, with no data applied, Home to DMX0...then I apply DMX from 0-FULL and notate the directions of travel, again, not many options; either/or. I just wish all of this data actually came from the Manufacturers and was exposed in the manuals...
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I would inquire at the MA3 site about rendering of attributes in their newest software...and 3D visualizing. Again, I have some doubts if all attributes currently visualize in MA3, yet.
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Dependant upon visualizer...using MA3 in 3D window?? I have found it to not yet visualize some attributes...Iris may be another.
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...or at least restrict in some way, the actual 'brands' of fixture files as opposed to a GENERIC heading or the more appropriate, USERonly moniker. In that way, only actual manufacturers can upload content for their brand names and everyone else can, if they choose, to dump into separate servers/locations?? Just a quick thought on the schema of things, looking a few steps ahead to avoid mis-steps/information, ...
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I agree. Proprietary content was why I began deleting versions of things I had uploaded; especially[& immediately] when I found that assets I had created were being used in similar profiles not uploaded by myself, without permission. That must end...in my opinion. This had me wondering about the concept's current/intended protocol. I believe the intent was to have the actual manufacturers provide the stewardship of profiles for their proprietary equipment; yet in current phase and practice, this leads to anyone to be able to upload a branded device's profile for the entire webiSphere to manipulate. Cheers!
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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.
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Yea....still no go, not a game breaker....just chalking it up to Win7 and Chrome and the need to update things...worked fine since inception and up to just a short time ago... Thanks! I appreciate the info, even allowing all popups[yikes!] doesn't allow the dialogs to pop-up. Of course did not do a full reboot after changing the preference.... All works fine in Win10 for me...
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Must be Win7 and Chrome not supporting Flash[is the builder FLASH based?] anymore...in this machine[Win7 desktop] the buttons simply do nothing--click all you like; no dialogs appear on either Download button or the Open File in Fixture Builder. Rebooting fresh this morning did nothing to fix the issue with the web page buttons. Odd, because I can directly open the Fixture Builder page and it all works...go figure and note to Devs. I have control in another setup I own; Win10 laptop which works just fine. Leads me to believe it's time to rebuild this desktop machine to Win10 and a better graphix card...it's worked great for 5 years now, tad beyond it's 'expected' lifespan for a modern computing device. The video card crapped out just recently and that was a gentle nudge to git movin'...lol. Got it up and rendering[black screen of NOTHINGNESS is spooky] in no time with a substitute card, but...not the most modern, just got it up to GTX 1060. Thanks!
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Ya...checked on the Win10 laptop and all works; loads the fixture builder from Share site and database of fixtures. Win7 lost already...oh, no!
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Perhaps it's my OS[Win7] and browser; at the moment, I cannot get the Fixture Builder to link to the GDTF-Share library of fixtures?? The only browser that I use is Chrome, namely because I can't get any of the others to render the pages correctly.... I browse the database of fixtures and try to open them with the Fixture Builder button, but no go, nothing happens. Can't seem to download any files either?? I can go to the actual builder web page and view files there... Firefox comes closest to rendering any GDTF page but won't populate the database page with fixture files, 'No Files Found!' prompt there..[Flash based viewer??], IE does the worst at any of the web pages associated with GDTF[and others, lol]. Did WIn7 crap out that fast after support ending...?!! I know Flash isn't supported by Chrome any further.
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@petrvanek ...and it is taken for schema that any/every Yoke should be positioned along the X axis and thus orientate your Pigtail position[on the Base] according in regards to realWorld fixture default behavior. Is that correct, petrvanek, as per the format requirements?
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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.
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For me, the video stops at 5:22..?!?
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re-defineArray(); re-defineMatrix(); re-definePatch(); ...something, something, lol.