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mgeasey@clearallvisualsllc.com last won the day on March 19

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  1. mgeasey@clearallvisualsllc.com

    Importing MVR to grandaMA2

    Coming from VWX for MA2 I would use the VWX plugin on the MA-Site I use this quite often and it should do exactly what you're looking for! Hope this helps! Cheers! MattG
  2. mgeasey@clearallvisualsllc.com

    Importing MVR to grandaMA2

    Hey MacrocosM, What information are you looking for in the MVR to go into MA2? Cheers! MattG
  3. mgeasey@clearallvisualsllc.com

    VWX - GDTF File Colission

    Hey Tepperse! Where are you storing the GDTF files at? Cheers! MattG
  4. mgeasey@clearallvisualsllc.com

    Visualization GMA3 / Vision

    @lyon470 there are some bugs in Vision currently, but those are being worked out and they are known. Don't get too discouraged about the GDTF/MVR import into Vision yet. But @David "Rex" Whalen is correct with if it looks correct in the GDTF Builder and MA3, then it's a safe bet to say it's functioning as you would like it to. Cheers! MattG
  5. mgeasey@clearallvisualsllc.com

    Martin Quantum Wash

    Hey Irinker, Welcome to the forum, Here's a great starting point for your endeavers into GDTF building! https://gdtf-share.com/help/en/help/gdtf_builder/index.html From vectorworks if the GDTF file is the VWX GDTF folder, you should be able to export an MVR, put the created MVR file into your MA3 resource > lib_mvr folder and then import it from the patch. Hope this helps! Cheers! MattG
  6. mgeasey@clearallvisualsllc.com

    ROBE Lighting GDTF files

    I'm with Rex on everything above. Creating good looking models is all fine and dandy, but as Petr stated as more of the larger poly models get added, it is gonna hit the resources of the machine harder. There's no need to have detail that is not neccessary to the output of the beam of the profiles, the body parts of the fixture should definitely be proportionate to each other and replicate the fixture the best it can to an extent, but unless you're doing rendering's, once the scene goes dark for programming, the need is not there. We build all of our models from scratch in C4D and have been able to severely lose poly's and vertices without degrading the "profile" of the fixtue body parts. If everything is built correctly, one should be able to handle over 1000 fixtures and a full scenic model build out without too much FPS loss pending hardware.
  7. mgeasey@clearallvisualsllc.com


    Right now there's no list, but I would check the release notes to stay on top of what they are implementing in that release.
  8. mgeasey@clearallvisualsllc.com

    Old Builder File Loaded To New Builder Wheel Issue

    So, since I know it's only the wheels that are affected right now, is there a way to prevent anything like this from happening in the future as more features get put in, as it get's more depth to the builder? I know we are adding in really awesome vaidation features, but over time it shouldn't really break thing's that have already been pre-defined when pushing new builds online. I would think that anything that has been predefined should be fine, I'm curious as to how we see this as an efficient ask for users who are making their own profiles as they now have to go and check all their work again and do double time once they put in the initial time. Oh well haha! Thanks for the info on this so that we know to check everything as new builds get pushed! Cheers! MattG
  9. mgeasey@clearallvisualsllc.com

    Old Builder File Loaded To New Builder Wheel Issue

    Understood....That is very unfortunate.......so, is there a plan for the future if you have to check over 100+ files that you shouldn't have to do that.....?
  10. mgeasey@clearallvisualsllc.com

    Old Builder File Loaded To New Builder Wheel Issue

    Hey Y'all, So, I loaded a tested file that is currently in use in the field and when I went to the DMX section, there's numerous errors but all referring to Wheel assigments. From what I understand, the new builder is suppose to re-assign the information appropriately to the new areas, but it seems that's not the case with anything associated with wheels. This unassignment happens on every fixture I bring in that was built from the original builder, do I need to go back and update all my files? Cheers! MattG
  11. mgeasey@clearallvisualsllc.com

    Whip/Positional Tag

    Agreed on all of the above, but, one would hope that as manufacturers build their approved files that this is done is the testing phase before being uploaded to ensure accuracy, especially when there's fixtures that "home" 90deg off axis to the base aka ayrton magic series.
  12. mgeasey@clearallvisualsllc.com

    GDTF-Share--->Fixture Builder????

    Hey Rex, I'm on windows 10 and chrome, no issues yet.....dunno if that helps hahaha! Cheers! MattG
  13. mgeasey@clearallvisualsllc.com

    Whip/Positional Tag

    Hey JWeston, There's different ways to notate a position tag but it really depends on if the fixture is tested in real world against the 3D model to ensure that the position tag is correct. To have a reference point, one could easily use a cube object adjust the sizing and child it under the "Base" and then the yoke Axis can then be childed under that position tag and so on and so forth for the rest of the model buildout. If users are creating 3D models and importing them, then they would just have it all in the same model I would think. Did this help? Cheers! MattG
  14. mgeasey@clearallvisualsllc.com

    Global Channel Groups

    Hey Dan! Yea, however it makes sense on the dev side of things works, just some sort of way to where we don't have to make say 10x "changes" when it's globally 1x change overall applied to the same set of channels. Kind of like a "commit to others" sort to say
  15. mgeasey@clearallvisualsllc.com

    Pixel Orientation

    Howdy Howdy! Yea, so, fixtures such as the JDC-1, X4 Bar, Colorforce Series, there's a bunch of others as well Thanks Rex!

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