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mgeasey@clearallvisualsllc.com

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Posts posted by mgeasey@clearallvisualsllc.com

  1. Correct, right now we can simply just make a mode master with 0-254 and then 255 is "no feature", but if the goal is to have the fixtures react true in real world, there are some that must have both strobe and duration at full. Figured might as well get it right while we can haha!

  2. @davidg

    So, I tested out some of my multi instance fixtures and the result is the same. I believe what is happening is the way that the multi instance models are structured in GDTF with the new parenting structure and reference structure, that there's no definitive way for the converter to depict the correct geometry for the base and other parts and pieces of it. All of the DMX is coming over correctly, but, like @David "Rex" Whalen said above, without MA2 being able to decipher the model in which MA2 is use to seeing, it seems to only be assinging the lens of the object because this is the object that the reference is using. Without another reference in the topology referencing the base/yoke/head, it can't bring them in and assign them. This is correct for MA3 and other control consoles as this is the new structure. 

    In regards to "simple" fixtures to where the topology is all one tree with no references, the models track correctly. As this is an MA Lighting "issue", which it's not really an issue but just how the software is written, there's not much that can be done from the GDTF side of things. @dmuellercorrect me if I'm wrong and speaking incorrectly.

    I hope this helps! 

    Cheers!

    MattG

  3. @dmuellerIn regards to the above with the higlander file, I found the issue, it was a physical to/from error, in which I couldn't see in MA3 3D as the Iris function is not implemented yet and it's the only way to test GDTF files hahaha

    Cheers!

    MattG

  4. Hey Y'all,

    Maybe this is a thing and I overlooked it in the WiKi, but, for global changes in regards to channels such as Control, and other of the sort that are identical on fixtures with numerous modes, is there a way to make say, 1 set of all the Channel Attributes for a channel, and update that "instance" which will then get applied to all the Channels looking at that "instance"? When firmware's change and there are global updates to these types of channels, it's going to be very time consuming to touch each mode to make sure it's implemented correctly, especially when you have to add or remove channel attributes.

    Thoughts?

    Cheers!

    MattG

  5. Hey Y'all!

    I just tried the GDTF to MA2 converter on the MA-Fixture Share and it seemed to work realy well! Minus one thing....the Lamp does not seem to follow suit....hmm....@dmueller is this something we can look into? 

    My 3D models followed and got parented out correctly in the file test using MA2 v3.8.0.0, everything worked as expected minus the output of the fixture. So, if you would like to use 3D models for MA2 from a GDTF file, just simply use the upload feature of the site https://fixtureshare.malighting.com/?page=upload, we will keep following up about the lamp output portion.

    The upload takes a minute I'm assuming because it needs to be run through the converter script on the server, but, it seemed to be fine for me!

    Hope this helps!

    Cheers!

    MattG

     

  6. Hey Y'all,

    Don't know if this has been brought up yet, but, everytime I change anything in my geometry area, the builder freaks out and reassigns all the names under DMX as well as resets all the mode masters put in place. Is this as expected currently? Work around is to reset the builder and reload the file, hopefully you saved haha!

    Cheers!

    MattG

  7. Hey Synapse,

    What your describing/hoping for is a function of the control platform i.e. MA3/MA2, Hog, Chamsys, etc etc to match the Channel functions for each fixture. GDTF is helping create a common naming scheme for all fixture types to handle this transaction easier so that when the operator needs to "clone" or get info from one fixture type to another it has a common name to look for. Asking anything to "re-map" DMX is not really a thing, at least from the GDTF side of things. I hope this helps!

    Cheers!

    MattG 

  8. Hey Y'all!

    This might seem like crazy talk, but, is it an idea to have the 3D model of such fixtures that support it, change the pixel orientation as they do in real life, current work around would be the reference items XYZ mapped accordingly, but, maybe an option to switch the model out? I dunno, but with how complicated the fixtures are getting today and giving the operators the ability to change the pixel orientations, it would be cool to figure out a way for the 3D model to follow suit.

    Thoughts?

    Cheers!

    MattG

  9. Correct! Obviously the Atomic will sizzle out due to physics, but, on most strobes, not all, when the fixture is only in strobe mode with an LED type, it can be utilized as a "wash" light when duration and rate are at 255. Essentially, it's moving "so fast" that the human cannot see the flashing, but it's just on instead. 

  10. Hey Y'all,

    Yes I know what I just said in the subject hahaha! So, I was playing with some strobe attributes, and it got me thinking about how to make files react exactly like real life for LED based strobe fixtures, and atomic 3k's because you can do the same. Essentially, when strobe duration and strobe rate are brought to full, the LED of the fixture stays on. Now, we can address this right now with using one mode master on the duration and telling the strobe rate to be diregarded at 255, with the shutter taking over as it'll output by itself. But in real life, both channels have to be at 255 for this to be achieved. Would it be an idea to have 2x mode masters as an option? A toggle to dictate whether both rules have to be met or just one? 

    Thoughts?

    Cheers!

    MattG

  11. Hey ian,

    Make a "top level geometry" for your main buildout, and then make another "top level geometry" which will be your lamp in this case. Once done, add geometry references under your main buildout. After that, inside each reference, scroll to the bottom of the attributes and you'll add the "patch break", this is where you address each reference for the lighting controller to read. 

    Hope this helps!

    Cheers!

    MattG

  12. Hey Man!

    Correct, an example that I was using would be the Solaris Flare LR, which in it's simple modes is only one beam output and it doesn't make sense to utilize 12x beams to accomplish this as it just adds unncessary processing onto the visualizer. Maybe some sort of asymetrical scaling for the beam? 

    Thoughts?

    Cheers!

    MattG

     

  13. Hey Y'all,

    Has there been talks about an area in the builder to where we can insert the neccessary info for fixtures built in effects? I know this can kind of become a worm hole, and if visualizers decide to utilize it or not is up to them, but, I feel that we should be able to accomplish this in a clean way if it's not in the dev process right now. 

    Thoughts?

    Cheers!

    MattG

  14. Hey Y'all,

    When I get to a certain amount of models in my database, the "Add Model" button seems to get buried and there's no scroll bar it seems to get to it. Picture attached. Is this a GUI Bug or feature? haha. 

    1468521785_Screenshot1.PNG.ef6865207721564a4131cfbd187b8cd1.PNG

    Cheers!

    MattG

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