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hantoo

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  1. hantoo

    Linear Wash Beam

    Very Helpful! Thanks Petr!
  2. Hi All, I'm wanting to build some GDTF files of linear RGBW fixtures which I have in a venue. They are wash fixtures which uplight the wall. What's the best way to show the beam for this? - Is it possible to make the beam diffused around the edges instead of being a hard spot when it is imported into MA3 3D? And is it possible to make the beam of the fixture asymmetric / fit the entire fixture length (1m) rather than just be a round symmetrical point beam? Any help is greatly appericated!
  3. From what I've seen on other GDTF Descriptions, where ever you have a channel which has more than one linear value (e.g. colour presets, or chase modes) - you add a channel set. So you define a logical channel, and a channel function, then at the bottom right of the builder (you might have to scroll down on the page), you have the option to add a channel set. This is taken straight from the Robe Robin T1 as an example : <LogicalChannel Attribute="AnimationWheel1SelectEffects" DMXChangeTimeLimit="0.000000" Master="None" MibFade="0.000000" Snap="No"> <ChannelFunction Attribute="AnimationWheel1SelectEffects" DMXFrom="0/1" Name="AnimationWheel1SelectEffects" OriginalAttribute="Effect wheel animations" PhysicalFrom="0.000000" PhysicalTo="1.000000" RealFade="0.000000"> <ChannelSet DMXFrom="0/1" Name="No animation" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="8/1" Name="Macro 1 (Focus=94)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="10/1" Name="Macro 2 (Focus=84)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="12/1" Name="Macro 3 (Focus=87)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="14/1" Name="Macro 4 (Focus=69)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="16/1" Name="Macro 5 (Focus=82)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="18/1" Name="Macro 6 (Focus=82)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="20/1" Name="Macro 7 (Focus=72)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="22/1" Name="Macro 8 (Focus=86)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="24/1" Name="Macro 9 (Focus=78)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="26/1" Name="Macro 10 (Focus=102)" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> <ChannelSet DMXFrom="28/1" Name="Reserved" PhysicalFrom="0.000000" PhysicalTo="1.000000" WheelSlotIndex="0"/> </ChannelFunction> </LogicalChannel> You can see that in a DMX channel that had multiple options, a channel set is used to define the different modes.
  4. Hey @petrvanek, At the moment its a personal project for integration with Unity, however the more it matures as a project over time, the likelihood is that I'd be happy to release it. I'll take a look at the XSD. I'm currently using the Robe files as a base to generate a XML C# serialiser. I'm just worried that if I put in a GDTF file of a fixture that had an animation wheel, and the robe file I've generated the serialiser base with doesn't - than I'd loose having that as functionality within my scripts as it was never implemented. I guess this is something I just need to keep an eye on and adjust where necessary. Thanks ? Joel
  5. Hi All, I'm in the midst of coding a GDTF file viewer for a project I'm working on. I'm currently trying to make sure that I have all the possible attributes listed so that my program doesn't error when a user uploads a GDTF file. Is there an XML file (description.xml) which has every attribute and property in it so that I can use it for parsing and testing? Thanks all!
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