Annex

Annex A. (normative) Attribute Definitions

To describe the fixture types attributes are used. Attributes define the function. (n) and (m) are wildcards for the enumeration of attributes like Gobo(n) - Gobo1 and Gobo2 or VideoEffect(n)Parameter(m) - VideoEffect1Parameter1 and VideoEffect1Parameter2. Fixture Type Attributes without wildcards (n) or (m) are not enumerated. The enumeration starts with 1. The currently defined Fixture Type Attributes are specified in table A1.

Note 1: The predefined Fixture Type Attributes are the preferred to use Fixture Type Attribute. At any time user defined attributes can be introduced as well.

Table A1. Structure of Attribute and Subattribute

DescriptionAttribute
DimmerControls the intensity of a fixture.
PanControls the fixture’s sideward movement (horizontal axis).
TiltControls the fixture’s upward and the downward movement (vertical axis).
PanRotateControls the speed of the fixture’s continuous pan movement (horizontal axis).
TiltRotateControls the speed of the fixture’s continuous tilt movement (vertical axis).
PositionEffectSelects the predefined position effects that are built into the fixture.
PositionEffectRateControls the speed of the predefined position effects that are built into the fixture.
PositionEffectFadeSnaps or smooth fades with timing in running predefined position effects.
XYZ_XDefines a fixture’s x-coordinate within an XYZ coordinate system.
XYZ_YDefines a fixture’s y-coordinate within an XYZ coordinate system.
XYZ_ZDefines a fixture‘s z-coordinate within an XYZ coordinate system.
Rot_XDefines rotation around X axis.
Rot_YDefines rotation around Y axis.
Rot_ZDefines rotation around Z axis.
Scale_XScaling on X axis.
Scale_YScaling on Y axis.
Scale_ZScaling on Y axis.
Scale_XYZUnified scaling on all axis.
Gobo(n)The fixture’s gobo wheel (n). This is the main attribute of gobo wheel’s (n) wheel control. Selects gobos in gobo wheel (n). A different channel function sets the angle of the indexed position in the selected gobo or the angular speed of its continuous rotation.
Gobo(n)SelectSpinSelects gobos whose rotation is continuous in gobo wheel (n) and controls the angular speed of the gobo’s spin within the same channel function.
Gobo(n)SelectShakeSelects gobos which shake in gobo wheel (n) and controls the frequency of the gobo’s shake within the same channel function.
Gobo(n)SelectEffectsSelects gobos which run effects in gobo wheel (n).
Gobo(n)WheelIndexControls angle of indexed rotation of gobo wheel (n).
Gobo(n)WheelSpinControls the speed and direction of continuous rotation of gobo wheel (n).
Gobo(n)WheelShakeControls frequency of the shake of gobo wheel (n).
Gobo(n)WheelRandomControls speed of gobo wheel´s (n) random gobo slot selection.
Gobo(n)WheelAudioControls audio-controlled functionality of gobo wheel (n).
Gobo(n)PosControls angle of indexed rotation of gobos in gobo wheel (n). This is the main attribute of gobo wheel’s (n) wheel slot control.
Gobo(n)PosRotateControls the speed and direction of continuous rotation of gobos in gobo wheel (n).
Gobo(n)PosShakeControls frequency of the shake of gobos in gobo wheel (n).
AnimationWheel(n)This is the main attribute of the animation wheel’s (n) wheel control. Selects slots in the animation wheel. A different channel function sets the angle of the indexed position in the selected slot or the angular speed of its continuous rotation. Is used for animation effects with multiple slots.
AnimationWheel(n)AudioControls audio-controlled functionality of animation wheel (n).
AnimationWheel(n)MacroSelects predefined effects in animation wheel (n).
AnimationWheel(n)RandomControls frequency of animation wheel (n) random slot selection.
AnimationWheel(n)SelectEffectsSelects slots which run effects in animation wheel (n).
AnimationWheel(n)SelectShakeSelects slots which shake in animation wheel and controls the frequency of the slots shake within the same channel function.
AnimationWheel(n)SelectSpinSelects slots whose rotation is continuous in animation wheel and controls the angular speed of the slot spin within the same channel function
AnimationWheel(n)PosControls angle of indexed rotation of slots in animation wheel. This is the main attribute of animation wheel (n) wheel slot control.
AnimationWheel(n)PosRotateControls the speed and direction of continuous rotation of slots in animation wheel (n).
AnimationWheel(n)PosShakeControls frequency of the shake of slots in animation wheel (n).
AnimationSystem(n)This is the main attribute of the animation system insertion control. Controls the insertion of the fixture’s animation system in the light output. Is used for animation effects where a disk is inserted into the light output.
AnimationSystem(n)RampSets frequency of animation system (n) insertion ramp.
AnimationSystem(n)ShakeSets frequency of animation system (n) insertion shake.
AnimationSystem(n)AudioControls audio-controlled functionality of animation system (n) insertion.
AnimationSystem(n)RandomControls frequency of animation system (n) random insertion.
AnimationSystem(n)PosThis is the main attribute of the animation system spinning control. Controls angle of indexed rotation of animation system (n) disk.
AnimationSystem(n)PosRotateControls the speed and direction of continuous rotation of animation system (n) disk.
AnimationSystem(n)PosShakeControls frequency of the shake of animation system (n) disk.
AnimationSystem(n)PosRandomControls random speed of animation system (n) disk.
AnimationSystem(n)PosAudioControls audio-controlled functionality of animation system (n) disk.
AnimationSystem(n)MacroSelects predefined effects in animation system (n).
MediaFolder(n)Selects folder that contains media content.
MediaContent(n)Selects file with media content.
ModelFolder(n)Selects folder that contains 3D model content. For example 3D meshes for mapping.
ModelContent(n)Selects file with 3D model content.
PlayModeDefines media playback mode.
PlayBeginDefines starting point of media content playback.
PlayEndDefines end point of media content playback.
PlaySpeedAdjusts playback speed of media content.
ColorEffects(n)Selects predefined color effects built into the fixture.
Color(n)The fixture’s color wheel (n). Selects colors in color wheel (n). This is the main attribute of color wheel’s (n) wheel control.
Color(n)WheelIndexControls angle of indexed rotation of color wheel (n)
Color(n)WheelSpinControls the speed and direction of continuous rotation of color wheel (n).
Color(n)WheelRandomControls frequency of color wheel´s (n) random color slot selection.
Color(n)WheelAudioControls audio-controlled functionality of color wheel (n).
ColorAdd_RControls the intensity of the fixture’s red emitters for direct additive color mixing.
ColorAdd_GControls the intensity of the fixture’s green emitters for direct additive color mixing
ColorAdd_BControls the intensity of the fixture’s blue emitters for direct additive color mixing.
ColorAdd_CControls the intensity of the fixture’s cyan emitters for direct additive color mixing.
ColorAdd_MControls the intensity of the fixture’s magenta emitters for direct additive color mixing.
ColorAdd_YControls the intensity of the fixture’s yellow emitters for direct additive color mixing.
ColorAdd_RYControls the intensity of the fixture’s amber emitters for direct additive color mixing.
ColorAdd_GYControls the intensity of the fixture’s lime emitters for direct additive color mixing.
ColorAdd_GCControls the intensity of the fixture’s blue-green emitters for direct additive color mixing.
ColorAdd_BCControls the intensity of the fixture’s light-blue emitters for direct additive color mixing.
ColorAdd_BMControls the intensity of the fixture’s purple emitters for direct additive color mixing.
ColorAdd_RMControls the intensity of the fixture’s pink emitters for direct additive color mixing.
ColorAdd_WControls the intensity of the fixture’s white emitters for direct additive color mixing.
ColorAdd_WWControls the intensity of the fixture’s warm white emitters for direct additive color mixing.
ColorAdd_CWControls the intensity of the fixture’s cool white emitters for direct additive color mixing.
ColorAdd_UVControls the intensity of the fixture’s UV emitters for direct additive color mixing.
ColorSub_RControls the insertion of the fixture’s red filter flag for direct subtractive color mixing.
ColorSub_GControls the insertion of the fixture’s green filter flag for direct subtractive color mixing.
ColorSub_BControls the insertion of the fixture’s blue filter flag for direct subtractive color mixing.
ColorSub_CControls the insertion of the fixture’s cyan filter flag for direct subtractive color mixing.
ColorSub_MControls the insertion of the fixture’s magenta filter flag for direct subtractive color mixing.
ColorSub_YControls the insertion of the fixture’s yellow filter flag for direct subtractive color mixing.
ColorMacro(n)Selects predefined colors that are programed in the fixture’s firmware.
ColorMacro(n)RateControls the time between Color Macro steps.
CTOControls the fixture’s “Correct to orange” wheel or mixing system.
CTCControls the fixture’s “Correct to color” wheel or mixing system.
CTBControls the fixture’s “Correct to blue” wheel or mixing system.
TintControls the fixture’s “Correct green to magenta” wheel or mixing system.
HSB_HueControls the fixture’s color attribute regarding the hue.
HSB_SaturationControls the fixture’s color attribute regarding the saturation.
HSB_BrightnessControls the fixture’s color attribute regarding the brightness.
HSB_QualityControls the fixture’s color attribute regarding the quality.
CIE_XControls the fixture’s CIE 1931 color attribute regarding the chromaticity x.
CIE_YControls the fixture’s CIE 1931 color attribute regarding the chromaticity y.
CIE_BrightnessControls the fixture’s CIE 1931 color attribute regarding the brightness (Y).
ColorRGB_RedControls the fixture’s red attribute for indirect RGB color mixing.
ColorRGB_GreenControls the fixture’s green attribute for indirect RGB color mixing.
ColorRGB_BlueControls the fixture’s blue attribute for indirect RGB color mixing.
ColorRGB_CyanControls the fixture’s cyan attribute for indirect CMY color mixing.
ColorRGB_MagentaControls the fixture’s magenta attribute for indirect CMY color mixing.
ColorRGB_YellowControls the fixture’s yellow attribute for indirect CMY color mixing.
ColorRGB_QualityControls the fixture’s quality attribute for indirect color mixing.
VideoBoost_RAdjusts color boost red of content.
VideoBoost_GAdjusts color boost green of content.
VideoBoost_BAdjusts color boost blue of content.
VideoHueShiftAdjusts color hue shift of content.
VideoSaturationAdjusts saturation of content.
VideoBrightnessAdjusts brightness of content.
VideoContrastAdjusts contrast of content.
VideoKeyColor_RAdjusts red color for color keying.
VideoKeyColor_GAdjusts green color for color keying.
VideoKeyColor_BAdjusts blue color for color keying.
VideoKeyIntensityAdjusts intensity of color keying.
VideoKeyToleranceAdjusts tolerance of color keying.
StrobeDurationControls the length of a strobe flash.
StrobeRateControls the time between strobe flashes.
StrobeFrequencyControls the frequency of strobe flashes.
StrobeModeShutterStrobe mode shutter. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeStrobeStrobe mode strobe. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModePulseStrobe mode pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModePulseOpenStrobe mode opening pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModePulseCloseStrobe mode closing pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandomStrobe mode random strobe. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandomPulseStrobe mode random pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandomPulseOpenStrobe mode random opening pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandomPulseCloseStrobe mode random closing pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeEffectStrobe mode random shutter effect feature. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
Shutter(n)Controls the fixture´s mechanical or electronical shutter feature.
Shutter(n)StrobeControls the frequency of the fixture´s mechanical or electronical strobe shutter feature.
Shutter(n)StrobePulseControls the frequency of the fixture´s mechanical or electronical pulse shutter feature.
Shutter(n)StrobePulseCloseControls the frequency of the fixture´s mechanical or electronical closing pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobePulseOpenControls the frequency of the fixture´s mechanical or electronical opening pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobeRandomControls the frequency of the fixture´s mechanical or electronical random strobe shutter feature.
Shutter(n)StrobeRandomPulseControls the frequency of the fixture´s mechanical or electronical random pulse shutter feature.
Shutter(n)StrobeRandomPulseCloseControls the frequency of the fixture´s mechanical or electronical random closing pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobeRandomPulseOpenControls the frequency of the fixture´s mechanical or electronical random opening pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobeEffectControls the frequency of the fixture´s mechanical or electronical shutter effect feature.
IrisControls the diameter of the fixture’s beam.
IrisStrobeSets frequency of the iris’s strobe feature.
IrisStrobeRandomSets frequency of the iris’s random movement.
IrisPulseCloseSets frequency of iris’s closing pulse.
IrisPulseOpenSets frequency of iris’s opening pulse.
IrisRandomPulseCloseSets frequency of iris’s random closing pulse.
IrisRandomPulseOpenSets frequency of iris’s random opening pulse.
Frost(n)The ability to soften the fixture’s spot light with a frosted lens.
Frost(n)PulseOpenSets frequency of frost’s opening pulse
Frost(n)PulseCloseSets frequency of frost’s closing pulse.
Frost(n)RampSets frequency of frost’s ramp.
Prism(n)The fixture’s prism wheel (n). Selects prisms in prism wheel (n). A different channel function sets the angle of the indexed position in the selected prism or the angular speed of its continuous rotation. This is the main attribute of prism wheel’s (n) wheel control.
Prism(n)SelectSpinSelects prisms whose rotation is continuous in prism wheel (n) and controls the angular speed of the prism’s spin within the same channel function.
Prism(n)MacroMacro functions of prism wheel (n).
Prism(n)PosControls angle of indexed rotation of prisms in prism wheel (n). This is the main attribute of prism wheel’s 1 wheel slot control.
Prism(n)PosRotateControls the speed and direction of continuous rotation of prisms in prism wheel (n).
Effects(n)Generically predefined macros and effects of a fixture.
Effects(n)RateFrequency of running effects.
Effects(n)FadeSnapping or smooth look of running effects.
Effects(n)Adjust(m)Controls parameter (m) of effect (n)
Effects(n)PosControls angle of indexed rotation of slot/effect in effect wheel/macro (n). This is the main attribute of effect wheel/macro (n) slot/effect control.
Effects(n)PosRotateControls speed and direction of slot/effect in effect wheel (n).
EffectsSyncSets offset between running effects and effects 2.
BeamShaperActivates fixture’s beam shaper.
BeamShaperMacroPredefined presets for fixture’s beam shaper positions.
BeamShaperPosIndexing of fixture’s beam shaper.
BeamShaperPosRotateContinuous rotation of fixture’s beam shaper.
ZoomControls the spread of the fixture’s beam/spot.
ZoomModeSpotSelects spot mode of zoom.
ZoomModeBeamSelects beam mode of zoom.
DigitalZoomControls the image size within the defined projection. Used on digital projection based devices
Focus(n)Controls the sharpness of the fixture’s spot light. Can blur or sharpen the edge of the spot.
Focus(n)AdjustAutofocuses functionality using presets.
Focus(n)DistanceAutofocuses functionality using distance.
Control(n)Controls the channel of a fixture.
DimmerModeSelects different modes of intensity.
DimmerCurveSelects different dimmer curves of the fixture.
BlackoutModeClose the light output under certain conditions (movement correction, gobo movement, etc.).
LEDFrequencyControls LED frequency.
LEDZoneModeChanges zones of LEDs.
PixelModeControls behavior of LED pixels.
PanModeSelects fixture’s pan mode. Selects between a limited pan range (e.g. -270 to 270) or a continuous pan range.
TiltModeSelects fixture’s pan mode. Selects between a limited tilt range (e.g. -130 to 130) or a continuous tilt range.
PanTiltModeSelects fixture’s pan/tilt mode. Selects between a limited pan/tilt range or a continuous pan/tilt range.
PositionModesSelects the fixture’s position mode.
Gobo(n)WheelModeChanges control between selecting, indexing, and rotating the gobos of gobo wheel (n).
GoboWheelShortcutModeDefines whether the gobo wheel takes the shortest distance between two positions.
AnimationWheel(n)ModeChanges control between selecting, indexing, and rotating the slots of animation wheel (n).
AnimationWheelShortcutModeDefines whether the animation wheel takes the shortest distance between two positions.
Color(n)ModeChanges control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel (n).
ColorWheelShortcutModeDefines whether the color wheel takes the shortest distance between two colors.
CyanModeControls how Cyan is used within the fixture’s cyan CMY-mixing feature.
MagentaModeControls how Cyan is used within the fixture’s magenta CMY-mixing.
YellowModeControls how Cyan is used within the fixture’s yellow CMY-mixing feature.
ColorMixModeChanges control between selecting continuous selection, half selection, random selection, color spinning, etc. in color mixing.
ChromaticModeSelects chromatic behavior of the device.
ColorCalibrationModeSets calibration mode (for example on/off).
ColorConsistencyControls consistent behavior of color.
ColorControlControls special color related functions.
ColorModelModeControls color model (CMY/RGB/HSV…).
ColorSettingsResetResets settings of color control channel.
ColorUniformityControls behavior of color uniformity.
CRIModeControls CRI settings of output.
CustomColorCustom color related functions (save, recall..).
UVStabilitySettings for UV stability color behavior.
WavelengthCorrectionSettings for Wavelength correction of colors.
WhiteCountControls if White LED is proportionally added to RGB.
StrobeModeChanges strobe style - strobe, pulse, random strobe, etc. - of the shutter attribute.
ZoomModeChanges modes of the fixture´s zoom.
FocusModeChanges modes of the fixture’s focus - manual or auto- focus.
IrisModeChanges modes of the fixture’s iris - linear, strobe, pulse.
Fan(n)ModeControls fan (n) mode.
FollowSpotModeSelects follow spot control mode.
BeamEffectIndexRotateModeChanges mode to control either index or rotation of the beam effects.
IntensityMSpeedMovement speed of the fixture’s intensity.
PositionMSpeedMovement speed of the fixture’s pan/tilt.
ColorMixMSpeedMovement speed of the fixture’s ColorMix presets.
ColorWheelSelectMSpeedMovement speed of the fixture’s color wheel.
GoboWheel(n)MSpeedMovement speed of the fixture’s gobo wheel (n).
IrisMSpeedMovement speed of the fixture’s iris.
Prism(n)MSpeedMovement speed of the fixture’s prism wheel (n).
FocusMSpeedMovement speed of the fixture’s focus.
Frost(n)MSpeedMovement speed of the fixture’s frost (n).
ZoomMSpeedMovement speed of the fixture’s zoom.
FrameMSpeedMovement speed of the fixture’s shapers.
GlobalMSpeedGeneral speed of fixture’s features.
ReflectorAdjustMovement speed of the fixture’s frost.
FixtureGlobalResetGenerally resets the entire fixture.
DimmerResetResets the fixture’s dimmer.
ShutterResetResets the fixture’s shutter.
BeamResetResets the fixture’s beam features.
ColorMixResetResets the fixture’s color mixing system.
ColorWheelResetResets the fixture’s color wheel.
FocusResetResets the fixture’s focus.
FrameResetResets the fixture’s shapers.
GoboWheelResetResets the fixture’s gobo wheel.
IntensityResetResets the fixture’s intensity.
IrisResetResets the fixture’s iris.
PositionResetResets the fixture’s pan/tilt.
PanResetResets the fixture’s pan.
TiltResetResets the fixture’s tilt.
ZoomResetResets the fixture’s zoom.
CTBResetResets the fixture’s CTB.
CTOResetResets the fixture’s CTO.
CTCResetResets the fixture’s CTC.
AnimationSystemResetResets the fixture’s animation system features.
FixtureCalibrationResetResets the fixture’s calibration.
FunctionGenerally controls features of the fixture.
LampControlControls the fixture’s lamp on/lamp off feature.
DisplayIntensityAdjusts intensity of display
DMXInputSelects DMX Input
NoFeatureRanges without a functionality.
Blower(n)Fog or hazer‘s blower feature.
Fan(n)Fog or hazer’s Fan feature.
Fog(n)Fog or hazer’s Fog feature.
Haze(n)Fog or hazer’s Haze feature.
LampPowerModeControls the energy consumption of the lamp.
FansControls a fixture or device fan.
Blade(n)A1 of 2 shutters that shape the top/right/bottom/left of the beam.
Blade(n)B2 of 2 shutters that shape the top/right/bottom/left of the beam.
Blade(n)RotRotates position of blade(n).
ShaperRotRotates position of blade assembly.
ShaperMacrosPredefined presets for shaper positions.
ShaperMacrosSpeedSpeed of predefined effects on shapers.
BladeSoft(n)A1 of 2 soft edge blades that shape the top/right/bottom/left of the beam.
BladeSoft(n)B2 of 2 soft edge blades that shape the top/right/bottom/left of the beam.
KeyStone(n)A1 of 2 corners that shape the top/right/bottom/left of the beam.
KeyStone(n)B2 of 2 corners that shape the top/right/bottom/left of the beam.
VideoControls video features.
VideoEffect(n)TypeSelects dedicated effects which are used for media.
VideoEffect(n)Parameter(m)Controls parameter (m) of VideoEffect(n)Type.
VideoCamera(n)Selects the video camera(n).
VideoSoundVolume(n)Adjusts sound volume.
VideoBlendModeDefines mode of video blending.
InputSourceDefines media input source e.g. a camera input.
FieldOfViewDefines field of view.

Annex B (normative) Attribute Listing

(n) and (m) are wildcards for enumeration of attributes e.g., Gobo(n) - Gobo1 and Gobo2 or VideoEffect(n)Parameter(m) - VideoEffect1Parameter1 and VideoEffect1Parameter2. Attributes without the wildcards (n) or (m) are not enumerated. The enumeration starts with 1. Attributes names are considered as normalized. The upper and lower case of attribute names is not taken into account.

   <AttributeDefinitions>  
       <ActivationGroups>  
           <ActivationGroup  Name="PanTilt" />  
           <ActivationGroup  Name="XYZ" />  
           <ActivationGroup  Name="Rot_XYZ" />
           <ActivationGroup  Name="Scale_XYZ" />
           <ActivationGroup  Name="ColorRGB" />  
           <ActivationGroup  Name="ColorHSB" />  
           <ActivationGroup  Name="ColorCIE" />  
           <ActivationGroup  Name="ColorIndirect" />  
           <ActivationGroup  Name="Gobo(n)" />  
           <ActivationGroup  Name="Gobo(n)Pos" />  
           <ActivationGroup  Name="AnimationWheel(n)" />  
           <ActivationGroup  Name="AnimationWheel(n)Pos" />  
           <ActivationGroup  Name="AnimationSystem(n)" />  
           <ActivationGroup  Name="AnimationSystem(n)Pos" />  
           <ActivationGroup  Name="Prism" />  
           <ActivationGroup  Name="BeamShaper" />  
           <ActivationGroup  Name="Shaper" />  
       </ActivationGroups>  
       <FeatureGroups>  
           <FeatureGroup  Name="Dimmer">  
               <Feature  Name="Dimmer" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Position">  
               <Feature  Name="PanTilt" />  
               <Feature  Name="XYZ" />  
               <Feature  Name="Rotation"/>  
               <Feature  Name="Scale"/>  
           </FeatureGroup>  
           <FeatureGroup  Name="Gobo">  
               <Feature  Name="Gobo" />  
               <Feature  Name="Media"/>  
           </FeatureGroup>  
           <FeatureGroup  Name="Color">  
               <Feature  Name="Color" />  
               <Feature  Name="RGB" />  
               <Feature  Name="HSB" />  
               <Feature  Name="CIE" />  
               <Feature  Name="Indirect" />  
               <Feature Name="ColorCorrection"/>  
               <Feature Name="HSBC_Shift"/>  
               <Feature Name="ColorKey"/>  
           </FeatureGroup>  
           <FeatureGroup  Name="Beam">  
               <Feature  Name="Beam" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Focus">  
               <Feature  Name="Focus" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Control">  
               <Feature  Name="Control" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Shapers">  
               <Feature  Name="Shapers" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Video">  
               <Feature  Name="Video" />  
           </FeatureGroup>  
       </FeatureGroups>  
       <Attributes>  
           <Attribute Name="Dimmer" Pretty="Dim" Feature="Dimmer.Dimmer" />  
           <Attribute Name="Pan" Pretty="P" ActivationGroup="PanTilt" Feature="Position.PanTilt" PhysicalUnit="Angle" />  
           <Attribute Name="Tilt" Pretty="T" ActivationGroup="PanTilt" Feature="Position.PanTilt" PhysicalUnit="Angle" />  
           <Attribute Name="PanRotate" Pretty="P Rotate" Feature="Position.PanTilt" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="TiltRotate" Pretty="T Rotate" Feature="Position.PanTilt" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="PositionEffect" Pretty="Pos FX" Feature="Position.PanTilt" />  
           <Attribute Name="PositionEffectRate" Pretty="Pos FX Rate" Feature="Position.PanTilt" />  
           <Attribute Name="PositionEffectFade" Pretty="Pos FX Fade" Feature="Position.PanTilt" />  
           <Attribute Name="XYZ_X" Pretty="X" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" />  
           <Attribute Name="XYZ_Y" Pretty="Y" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" />  
           <Attribute Name="XYZ_Z" Pretty="Z" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" /  
           <Attribute Name="Rot_X" Pretty="Rot X" ActivationGroup="Rot_XYZ" Feature="Position.Rotation" PhysicalUnit="Angle" />  
           <Attribute Name="Rot_Y" Pretty="Rot Y" ActivationGroup="Rot_XYZ" Feature="Position.Rotation" PhysicalUnit="Angle" />  
           <Attribute Name="Rot_Z" Pretty="Rot Z" ActivationGroup="Rot_XYZ" Feature="Position.Rotation" PhysicalUnit="Angle" />  
           <Attribute Name="Scale_X" Pretty="Scale X" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Scale_Y" Pretty="Scale Y" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Scale_Z" Pretty="Scale Z" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Scale_XYZ" Pretty="Scale XYZ" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Gobo(n)" Pretty="G(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)SelectSpin" Pretty="Select Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)SelectShake" Pretty="Select Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This is the amount of shake as a percentage of the image size and defines the peak amplitude of the shake
           <Attribute Name="Gobo(n)SelectEffects" Pretty="Select Effects" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />  
           <Attribute Name="Gobo(n)WheelIndex" Pretty="Wheel Index" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Angle" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)WheelShake" Pretty="Wheel Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This is the amount of shake as a percentage of the image size and defines the peak amplitude of the shake
           <Attribute Name="Gobo(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)Pos" Pretty="G(n) &lt;&gt;" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" />  
           <Attribute Name="Gobo(n)PosRotate" Pretty="Rotate" MainAttribute="Gobo(n)Pos" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Gobo(n)PosShake" Pretty="Shake" MainAttribute="Gobo(n)Pos" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationWheel(n)" ActivationGroup="AnimationWheel(n)" Pretty="Anim(n)" Feature="Gobo.Gobo" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)Audio" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim Audio" /> 
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)Macro" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim FX" />
           <Attribute Name="AnimationWheel(n)Random" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Random" /> 
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)SelectEffects" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim Select FX" />  
           <Attribute Name="AnimationWheel(n)SelectShake" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Select Shake" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationWheel(n)SelectSpin" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim Select Spin" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)Pos" ActivationGroup="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" Pretty="Anim Pos" />  
           <Attribute Name="AnimationWheel(n)PosRotate" ActivationGroup="AnimationWheel(n)Pos" MainAttribute="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim Rotate" />  
           <Attribute Name="AnimationWheel(n)PosShake" ActivationGroup="AnimationWheel(n)Pos" MainAttribute="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Shake" />  
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationSystem(n)" ActivationGroup="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="Percent" Pretty="Anim System"/>  
           <Attribute Name="AnimationSystem(n)Ramp" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" "Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim System Ramp"/>  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="50" PhysicalTo="50"/> This defines the duration of the ramp in relation to the period.
              <SubPhysicalUnit Type="AmplitudeMin" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum position in relation to the whole way of the spline
              <SubPhysicalUnit Type="AmplitudeMax" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the maximum position in relation to the whole way of the spline
           <Attribute Name="AnimationSystem(n)Shake" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim System Shake/>
              <SubPhysicalUnit Type="AmplitudeMin" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum position in relation to the whole way of the spline
              <SubPhysicalUnit Type="AmplitudeMax" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the maximum position in relation to the whole way of the spline
           <Attribute Name="AnimationSystem(n)Audio" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Audio/>  
           <Attribute Name="AnimationSystem(n)Random" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Random/>  
           <Attribute Name="AnimationSystem(n)Pos" ActivationGroup="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" Pretty="Anim System Pos"/>  
           <Attribute Name="AnimationSystem(n)PosRotate" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim System Rotate"/>  
           <Attribute Name="AnimationSystem(n)PosShake" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim System Shake"/>  
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationSystem(n)PosRandom" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Rot Random"/>  
           <Attribute Name="AnimationSystem(n)PosAudio" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Rot Audio"/>  
           <Attribute Name="AnimationSystem(n)Macro" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Macro"/>  
           <Attribute Name="MediaFolder(n)" Pretty="Media Folder(n)" Feature="Gobo.Media" />  
           <Attribute Name="MediaContent(n)" Pretty="Media Content(n)" Feature="Gobo.Media" />  
           <Attribute Name="ModelFolder(n)" Pretty="Model Folder(n)" Feature="Gobo.Media" PhysicalUnit="None" />  
           <Attribute Name="ModelContent(n)" Pretty="Model Content(n)" Feature="Gobo.Media" PhysicalUnit="None" />  
           <Attribute Name="Playmode" Pretty="Playmode" Feature="Gobo.Media" />  
           <Attribute Name="PlayBegin" Pretty="Play Begin" Feature="Gobo.Media" PhysicalUnit="Time" />  
           <Attribute Name="PlayEnd" Pretty="Play End" Feature="Gobo.Media" PhysicalUnit="Time" />  
           <Attribute Name="PlaySpeed" Pretty="Play Speed" Feature="Gobo.Media" PhysicalUnit="Percent" />  
           <Attribute Name="ColorEffects(n)" Pretty="Color FX(n)" Feature="Color.Color" />  
           <Attribute Name="Color(n)" Pretty="C(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelIndex" Pretty="Wheel Index" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Angle" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="AngularSpeed" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="ColorAdd_R" Pretty="R" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.64,0.33,21.3" />  
           <Attribute Name="ColorAdd_G" Pretty="G" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.3,0.6,71.5" />  
           <Attribute Name="ColorAdd_B" Pretty="B" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.15,0.06,7.2" />  
           <Attribute Name="ColorAdd_C" Pretty="C" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.225,0.329,78.7" />  
           <Attribute Name="ColorAdd_M" Pretty="M" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.321,0.154,28.5" />  
           <Attribute Name="ColorAdd_Y" Pretty="Y" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.419,0.505,92.8" />  
           <Attribute Name="ColorAdd_RY" Pretty="Amber" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.477,0.460,57.0" />  
           <Attribute Name="ColorAdd_GY" Pretty="Lime" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.372,0.543,82.1" />  
           <Attribute Name="ColorAdd_GC" Pretty="Blue-Green" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.250,0.419,75.1" />  
           <Attribute Name="ColorAdd_BC" Pretty="Light-Blue " ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.200,0.239,43.0" />  
           <Attribute Name="ColorAdd_BM" Pretty="Purple" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.254,0.117,17.9" />  
           <Attribute Name="ColorAdd_RM" Pretty="Pink" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.403,0.200,24.9" />  
           <Attribute Name="ColorAdd_W" Pretty="White" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.313,0.329,100.0" />  
           <Attribute Name="ColorAdd_WW" Pretty="WW" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.319,0.340,99.3" />  
           <Attribute Name="ColorAdd_CW" Pretty="CW" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.306,0.329,97.9" />  
           <Attribute Name="ColorAdd_UV" Pretty="UV" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.176,0.005,0.6"/>  
           <Attribute Name="ColorSub_R" Pretty="R" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.64,0.33,21.3" />  
           <Attribute Name="ColorSub_G" Pretty="G" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.3,0.6,71.5" />  
           <Attribute Name="ColorSub_B" Pretty="B" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.15,0.06,7.2" />  
           <Attribute Name="ColorSub_C" Pretty="C" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.225,0.329,78.7" />  
           <Attribute Name="ColorSub_M" Pretty="M" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.321,0.154,28.5" />  
           <Attribute Name="ColorSub_Y" Pretty="Y" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.419,0.505,92.8" />  
           <Attribute Name="ColorMacro(n)" Pretty="Color Macro(n)" Feature="Color.RGB" />  
           <Attribute Name="ColorMacro(n)Rate" Pretty="Color Macro(n) Rate" Feature="Color.RGB" />  
           <Attribute Name="CTO" Pretty="CTO" Feature="Color.Color" PhysicalUnit="Temperature" />  
           <Attribute Name="CTC" Pretty="CTC" Feature="Color.Color" PhysicalUnit="Temperature" />  
           <Attribute Name="CTB" Pretty="CTB" Feature="Color.Color" PhysicalUnit="Temperature" />  
           <Attribute Name="Tint" Pretty="Tint" Feature="Color.Color" />  
           <Attribute Name="HSB_Hue" Pretty="H" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Angle" />  
           <Attribute Name="HSB_Saturation" Pretty="S" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />  
           <Attribute Name="HSB_Brightness" Pretty="B" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />  
           <Attribute Name="HSB_Quality" Pretty="Q" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />  
           <Attribute Name="CIE_X" Pretty="X" ActivationGroup="ColorCIE" Feature="Color.CIE" />  
           <Attribute Name="CIE_Y" Pretty="Y" ActivationGroup="ColorCIE" Feature="Color.CIE" />  
           <Attribute Name="CIE_Brightness" Pretty="B" ActivationGroup="ColorCIE" Feature="Color.CIE" PhysicalUnit="Percent" />  
           <Attribute Name="ColorRGB_Red" Pretty="R" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Green" Pretty="G" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Blue" Pretty="B" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Cyan" Pretty="C" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Magenta" Pretty="M" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Yellow" Pretty="Y" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Quality" Pretty="Q" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="VideoBoost_R" Feature="Color.ColorCorrection" PhysicalUnit="None" Pretty="Boost R" Color="0.64,0.33,21.3" />  
           <Attribute Name="VideoBoost_G" Pretty="Boost G" Feature="Color.ColorCorrection" PhysicalUnit="None" Color="0.3,0.6,71.5" />  
           <Attribute Name="VideoBoost_B" Pretty="Boost B" Feature="Color.ColorCorrection" PhysicalUnit="None" Color="0.15,0.06,7.2" />  
           <Attribute Name="VideoHueShift" Pretty="Hue Shift" Feature="Color.HSBC_Shift" PhysicalUnit="Angle" />  
           <Attribute Name="VideoSaturation" Pretty="S" Feature="Color.HSBC_Shift" PhysicalUnit="Percent" />  
           <Attribute Name="VideoBrightness" Pretty="B" Feature="Color.HSBC_Shift" PhysicalUnit="Percent" />  
           <Attribute Name="VideoContrast" Pretty="C" Feature="Color.HSBC_Shift" PhysicalUnit="Percent" />  
           <Attribute Name="VideoKeyColor_R" Pretty="R" Feature="Color.ColorKey" PhysicalUnit="None" Color="0.64,0.33,21.3" />  
           <Attribute Name="VideoKeyColor_G" Pretty="G" Feature="Color.ColorKey" PhysicalUnit="None" Color="0.3,0.6,71.5" />  
           <Attribute Name="VideoColorKey_B" Pretty="B" Feature="Color.ColorKey" PhysicalUnit="None" Color="0.15,0.06,7.2" />  
           <Attribute Name="VideoKeyIntensity" Pretty="Intensity" Feature="Color.ColorKey" PhysicalUnit="Percent" />  
           <Attribute Name="VideoKeyTolerance" Pretty="Tolerance" Feature="Color.ColorKey" PhysicalUnit="None" />  
           <Attribute Name="StrobeDuration" Pretty="Strobe Duration" Feature="Beam.Beam" PhysicalUnit="Time" />  
           <Attribute Name="StrobeRate" Pretty="Strobe Rate" Feature="Beam.Beam" />  
           <Attribute Name="StrobeFrequency" Pretty="Strobe Frequency" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="StrobeModeShutter" Pretty="StrobeM Shutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeStrobe" Pretty="StrobeM Strobe" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModePulse" Pretty="StrobeM Pulse" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModePulseOpen" Pretty="StrobeM Pulse Open" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModePulseClose" Pretty="StrobeM Pulse Close" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandom" Pretty="StrobeM Random" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandomPulse" Pretty="StrobeM Random Pulse" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandomPulseOpen" Pretty="StrobeM Random Pulse Open" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandomPulseClose" Pretty="StrobeM Random Pulse Close" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeEffect" Pretty="StrobeM Effect" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="Shutter(n)" Pretty="Sh(n)" Feature="Beam.Beam" />  
           <Attribute Name="Shutter(n)Strobe" Pretty="Strobe(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.025" PhysicalTo="0.025"/> This defines the duration of the on time of the strobe.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the strobe from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobePulse" Pretty="Pulse(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobePulseClose" Pretty="Pulse Close(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the ramp is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the ramp from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobePulseOpen" Pretty="Pulse Open(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
             <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the ramp is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the ramp from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobeRandom" Pretty="Random(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.025" PhysicalTo="0.025"/> This defines the duration of the on time of the strobe.
           <Attribute Name="Shutter(n)StrobeRandomPulse" Pretty="Random Pulse(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Shutter(n)StrobeRandomPulseClose" Pretty="Random Pulse Close(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Shutter(n)StrobeRandomPulseOpen" Pretty="Random Pulse Open(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Shutter(n)StrobeEffect" Pretty="Effect(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Iris" Pretty="Iris" Feature="Beam.Beam" />  
           <Attribute Name="IrisStrobe" Pretty="Strobe" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.3" PhysicalTo="0.3"/> This defines the duration of the on time of the iris.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the strobe from the start as percentage of the total period.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisStrobeRandom" Pretty="Random Strobe" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.3" PhysicalTo="0.3"/> This defines the duration of the on time of the iris.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisPulseClose" Pretty="Pulse Close" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the iris is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisPulseOpen" Pretty="Pulse Open" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the iris is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisRandomPulseClose" Pretty="Random Pulse Close" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisRandomPulseOpen" Pretty="Random Pulse Open" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="Frost(n)" Pretty="Frost(n)" Feature="Beam.Beam" />  
           <Attribute Name="Frost(n)PulseOpen" Pretty="Pulse Open (n)" MainAttribute="Frost(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the frost is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
           <Attribute Name="Frost(n)PulseClose" Pretty="Pulse Close (n)" MainAttribute="Frost(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the frost is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
           <Attribute Name="Frost(n)Ramp" Pretty="Ramp (n)" MainAttribute="Frost(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the ramp of the frost is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the ramp from the start as percentage of the total period.
           <Attribute Name="Prism(n)" Pretty="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" />  
           <Attribute Name="Prism(n)SelectSpin" Pretty="Select Spin(n)" MainAttribute="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Prism(n)Macro" Pretty="Prism(n) Macro" MainAttribute="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" />  
           <Attribute Name="Prism(n)Pos" Pretty="Prism(n) Pos" Feature="Beam.Beam" PhysicalUnit="AngularSpeed"/>  
           <Attribute Name="Prism(n)PosRotate" Pretty="Rotate(n)" MainAttribute="Prism(n)Pos" ActivationGroup="Prism" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Effects(n)" Pretty="FX(n)" Feature="Beam.Beam" />  
           <Attribute Name="Effects(n)Rate" Pretty="FX(n) Rate" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Effects(n)Fade" Pretty="FX(n) Fade" Feature="Beam.Beam" />  
           <Attribute Name="Effects(n)Adjust(m)" Pretty="FX(n) Adjust(m)" Feature="Beam.Beam" />  
           <Attribute Name="Effects(n)Pos" Pretty="FX(n) Pos" Feature="Beam.Beam" PhysicalUnit="Angle" />  
           <Attribute Name="Effects(n)PosRotate" Pretty="FX(n) Rotate" MainAttribute="Effects(n)Pos" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />              
           <Attribute Name="EffectsSync" Pretty="FX Sync" Feature="Beam.Beam" />  
           <Attribute Name="BeamShaper" Pretty="Beam Shaper" ActivationGroup="BeamShaper" Feature="Beam.Beam" />  
              <SubPhysicalUnit Type="RatioHorizontal" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the size of the beam compared to the original size.
              <SubPhysicalUnit Type="RatioVertical" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the size of the beam compared to the original size.
           <Attribute Name="BeamShaperMacro" Pretty="Beam Shaper Macro" ActivationGroup="BeamShaper" Feature="Beam.Beam" />  
           <Attribute Name="BeamShaperPos" Pretty="Beam Shaper &lt;&gt;" ActivationGroup="BeamShaper" Feature="Beam.Beam" PhysicalUnit="Angle" />  
           <Attribute Name="BeamShaperPosRotate" Pretty="Beam Shaper Rotate" ActivationGroup="BeamShaper" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Zoom" Pretty="Zoom" Feature="Focus.Focus" PhysicalUnit="Angle" />  
           <Attribute Name="ZoomModeSpot" Pretty="Zoom Spot" Feature="Focus.Focus" PhysicalUnit="Angle" />  
           <Attribute Name="ZoomModeBeam" Pretty="Zoom Beam" Feature="Focus.Focus" PhysicalUnit="Angle" />    
           <Attribute Name="DigitalZoom" Pretty="DZoom" Feature="Focus.Focus" PhysicalUnit="Angle" />        
           <Attribute Name="Focus(n)" Pretty="Focus(n)" Feature="Focus.Focus" />  
           <Attribute Name="Focus(n)Adjust" Pretty="Focus(n) Adjust" Feature="Focus.Focus" />  
           <Attribute Name="Focus(n)Distance" Pretty="Focus(n) Distance" Feature="Focus.Focus" PhysicalUnit="Length" />  
           <Attribute Name="Control(n)" Pretty="Ctrl(n)" Feature="Control.Control" />  
           <Attribute Name="DimmerMode" Pretty="Dim Mode" Feature="Control.Control" />  
           <Attribute Name="DimmerCurve" Pretty="Dim Curve" Feature="Control.Control" />  
           <Attribute Name="BlackoutMode" Pretty="Blackout Mode" Feature="Control.Control" />  
           <Attribute Name="LEDFrequency" Pretty="LED Frequency" Feature="Control.Control" PhysicalUnit="Frequency"/>  
           <Attribute Name="LEDZoneMode" Pretty="LED Zone Mode" Feature="Control.Control" />  
           <Attribute Name="PixelMode" Pretty="Pixel Mode" Feature="Control.Control" />  
           <Attribute Name="PanMode" Pretty="Pan Mode" Feature="Control.Control" />  
           <Attribute Name="TiltMode" Pretty="Tilt Mode" Feature="Control.Control" />  
           <Attribute Name="PanTiltMode" Pretty="PanTilt Mode" Feature="Control.Control" />  
           <Attribute Name="PositionModes" Pretty="Pos Modes" Feature="Control.Control" />  
           <Attribute Name="Gobo(n)WheelMode" Pretty="G(n) Mode" Feature="Control.Control" />  
           <Attribute Name="GoboWheelShortcutMode" Pretty="Gobo Shortcut Mode" Feature="Control.Control" />  
           <Attribute Name="AnimationWheel(n)Mode" Feature="Control.Control" Pretty="Anim Mode" />  
           <Attribute Name="AnimationWheelShortcutMode" Pretty="Anim Shortcut Mode" Feature="Control.Control" />  
           <Attribute Name="Color(n)Mode" Pretty="C(n) Mode" Feature="Control.Control" />  
           <Attribute Name="ColorWheelShortcutMode" Pretty="Color Wheel Shortcut Mode" Feature="Control.Control" />  
           <Attribute Name="CyanMode" Pretty="Cyan Mode" Feature="Control.Control" />  
           <Attribute Name="MagentaMode" Pretty="Magenta Mode" Feature="Control.Control" />  
           <Attribute Name="YellowMode" Pretty="Yellow Mode" Feature="Control.Control" />  
           <Attribute Name="ColorMixMode" Pretty="Color Mix Mode" Feature="Control.Control" />  
           <Attribute Name="ChromaticMode" Pretty="Chroma Mode" Feature="Control.Control" />  
           <Attribute Name="ColorCalibrationMode" Pretty="CCalib Mode" Feature="Control.Control" />  
           <Attribute Name="ColorConsistency" Pretty="Color consistency" Feature="Control.Control" />  
           <Attribute Name="ColorControl" Pretty="Color Ctrl" Feature="Control.Control" />  
           <Attribute Name="ColorModelMode" Pretty="ColorModel" Feature="Control.Control" />  
           <Attribute Name="ColorSettingsReset" Pretty="Color Ctrl Rst" Feature="Control.Control" />  
           <Attribute Name="ColorUniformity" Pretty="ColorUniform" Feature="Control.Control" />  
           <Attribute Name="CRIMode" Pretty="CRI Mode" Feature="Control.Control" />  
           <Attribute Name="CustomColor" Pretty="Custom Color" Feature="Control.Control" />  
           <Attribute Name="UVStability" Pretty="UV Stab" Feature="Control.Control" />  
           <Attribute Name="WaveLengthCorrection" Pretty="WaveLength" Feature="Control.Control" />  
           <Attribute Name="WhiteCount" Pretty="White Count" Feature="Control.Control" />  
           <Attribute Name="StrobeMode" Pretty="Strobe Mode" Feature="Control.Control" />  
           <Attribute Name="ZoomMode" Pretty="Zoom Mode" Feature="Control.Control" />  
           <Attribute Name="FocusMode" Pretty="Focus Mode" Feature="Control.Control" />  
           <Attribute Name="IrisMode" Pretty="Iris Mode" Feature="Control.Control" />  
           <Attribute Name="FanMode" Pretty="Fan Mode" Feature="Control.Control" />  
           <Attribute Name="FollowSpotMode" Pretty="FollowSpot Mode" Feature="Control.Control" />  
           <Attribute Name="BeamEffectIndexRotateMode" Pretty="Beam Effect Index Rotate Mode" Feature="Control.Control" />  
           <Attribute Name="IntensityMSpeed" Pretty="Intensity MSpeed" Feature="Control.Control" />  
           <Attribute Name="PositionMSpeed" Pretty="Pos MSpeed" Feature="Control.Control" />  
           <Attribute Name="ColorMixMSpeed" Pretty="Color Mix MSpeed" Feature="Control.Control" />  
           <Attribute Name="ColorWheelSelectMSpeed" Pretty="Color Wheel Select MSpeed" Feature="Control.Control" />  
           <Attribute Name="GoboWheel(n)MSpeed" Pretty="Gobo Wheel(n) MSpeed" Feature="Control.Control" />  
           <Attribute Name="IrisMSpeed" Pretty="Iris MSpeed" Feature="Control.Control" />  
           <Attribute Name="Prism(n)MSpeed" Pretty="Prism(n) MSpeed" Feature="Control.Control" />  
           <Attribute Name="FocusMSpeed" Pretty="Focus MSpeed" Feature="Control.Control" />  
           <Attribute Name="Frost(n)MSpeed" Pretty="Frost(n) MSpeed" Feature="Control.Control" />  
           <Attribute Name="ZoomMSpeed" Pretty="Zoom MSpeed" Feature="Control.Control" />  
           <Attribute Name="FrameMSpeed" Pretty="Frame MSpeed" Feature="Control.Control" />  
           <Attribute Name="GlobalMSpeed" Pretty="Global MSpeed" Feature="Control.Control" />  
           <Attribute Name="ReflectorAdjust" Pretty="Reflector Adj" Feature="Control.Control" /> />  
           <Attribute Name="FixtureGlobalReset" Pretty="Fixture Global Reset" Feature="Control.Control" />  
           <Attribute Name="DimmerReset" Pretty="Dimmer Reset" Feature="Control.Control" />  
           <Attribute Name="ShutterReset" Pretty="Shutter Reset" Feature="Control.Control" />  
           <Attribute Name="BeamReset" Pretty="Beam Reset" Feature="Control.Control" />  
           <Attribute Name="ColorMixReset" Pretty="Color Mix Reset" Feature="Control.Control" />  
           <Attribute Name="ColorWheelReset" Pretty="Color Wheel Reset" Feature="Control.Control" />  
           <Attribute Name="FocusReset" Pretty="Focus Reset" Feature="Control.Control" />  
           <Attribute Name="FrameReset" Pretty="Frame Reset" Feature="Control.Control" />  
           <Attribute Name="GoboWheelReset" Pretty="G Reset" Feature="Control.Control" />  
           <Attribute Name="IntensityReset" Pretty="Intensity Reset" Feature="Control.Control" />  
           <Attribute Name="IrisReset" Pretty="Iris Reset" Feature="Control.Control" />  
           <Attribute Name="PositionReset" Pretty="Pos Reset" Feature="Control.Control" />  
           <Attribute Name="PanReset" Pretty="Pan Reset" Feature="Control.Control" />  
           <Attribute Name="TiltReset" Pretty="Tilt Reset" Feature="Control.Control" />  
           <Attribute Name="ZoomReset" Pretty="Zoom Reset" Feature="Control.Control" />  
           <Attribute Name="CTBReset" Pretty="CTB Reset" Feature="Control.Control" />  
           <Attribute Name="CTOReset" Pretty="CTO Reset" Feature="Control.Control" />  
           <Attribute Name="CTCReset" Pretty="CTC Reset" Feature="Control.Control" />  
           <Attribute Name="AnimationSystemReset" Pretty="Anim Sytem Reset" Feature="Control.Control" />  
           <Attribute Name="FixtureCalibrationReset" Pretty="Fixture Calibration Reset" Feature="Control.Control" />  
           <Attribute Name="Function" Pretty="Function" Feature="Control.Control" />  
           <Attribute Name="LampControl" Pretty="Lamp Ctrl" Feature="Control.Control" />  
           <Attribute Name="DisplayIntensity" Pretty="Display Int" Feature="Control.Control" />  
           <Attribute Name="DMXInput" Pretty="DMX Input" Feature="Control.Control" />  
           <Attribute Name="NoFeature" Pretty="NoFeature" Feature="Control.Control" />  
           <Attribute Name="Dummy" Pretty="Dummy" Feature="Control.Control" />  
           <Attribute Name="Blower(n)" Pretty="Blower(n)" Feature="Control.Control" />  
           <Attribute Name="Fan(n)" Pretty="Fan(n)" Feature="Control.Control" />  
           <Attribute Name="Fog(n)" Pretty="Fog(n)" Feature="Control.Control" />  
           <Attribute Name="Haze(n)" Pretty="Haze(n)" Feature="Control.Control" />  
           <Attribute Name="LampPowerMode" Pretty="Lamp Power Mode" Feature="Control.Control" />  
           <Attribute Name="Fans" Pretty="Fans" Feature="Control.Control" />  
           <Attribute Name="Blade(n)A" Pretty="Blade(n)A" ActivationGroup="Shaper" Feature="Shapers.Shapers" />  
           <Attribute Name="Blade(n)B" Pretty="Blade(n)B" ActivationGroup="Shaper" Feature="Shapers.Shapers" />  
           <Attribute Name="Blade(n)Rot" Pretty="Blade(n) Rot" ActivationGroup="Shaper" Feature="Shapers.Shapers" PhysicalUnit="Angle" />  
           <Attribute Name="ShaperRot" Pretty="Shaper Rot" ActivationGroup="Shaper" Feature="Shapers.Shapers" PhysicalUnit="Angle" />  
           <Attribute Name="ShaperMacros" Pretty="Shaper Macros" Feature="Shapers.Shapers" />  
           <Attribute Name="ShaperMacrosSpeed" Pretty="Shaper Macros Speed" Feature="Shapers.Shapers" />  
           <Attribute Name="BladeSoft(n)A Pretty="BladeS(n)A" "Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="BladeSoft(n)B" Pretty="BladeS(n)B" Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="KeyStone(n)A" Pretty="KS(n)A" Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="KeyStone(n)B" Pretty="KS(n)B" Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="Video" Pretty="Video" Feature="Video.Video" />  
           <Attribute Name="VideoEffect(n)Type" Pretty="Video Effect(n) Type" Feature="Video.Video" />  
           <Attribute Name="VideoEffect(n)Parameter(m)" Pretty="Video Effect(n) Parameter(m)" Feature="Video.Video" />  
           <Attribute Name="VideoCamera(n)" Pretty="Video Camera(n)" Feature="Video.Video" />  
           <Attribute Name="FieldOfView" Pretty="FOV" Feature="Video.Video" PhysicalUnit="Angle" />  
           <Attribute Name="InputSource" Pretty="ISrc" Feature="Video.Video" PhysicalUnit="None" />  
           <Attribute Name="VideoBlendMode" Pretty="BlendMode" Feature="Video.Video" PhysicalUnit="None" />  
           <Attribute Name="VideoSoundVolume(n)" Pretty="Volume(n)" Feature="Video.Video" PhysicalUnit="Percent" />  
       </Attributes>  
   </AttributeDefinitions>

Example for enumeration:

   <Attribute Name="Gobo1" Pretty="G1" ActivationGroup="Gobo1" Feature="Gobo.Gobo" />  
   <Attribute Name="Gobo2" Pretty="G2" ActivationGroup="Gobo2" Feature="Gobo.Gobo" />

Annex C (informative) Name character table

Names are UTF-8 literals. In the first 128 characters only use characters listed below. All characters above 127 are available.

Table C1. UTF-8 table
Unicode code pointCharacterUTF-8 (dec.)Name
U+002032SPACE
U+0022"34QUOTATION MARK
U+0023#35NUMBER SIGN
U+0025%37PERCENT SIGN
U+0027'39APOSTROPHE
U+0028(40LEFT PARENTHESIS
U+0029)41RIGHT PARENTHESIS
U+002A*42ASTERISK
U+002B+43PLUS SIGN
U+002D-45HYPHEN-MINUS
U+002F/47SOLIDUS
U+0030048DIGIT ZERO
U+0031149DIGIT ONE
U+0032250DIGIT TWO
U+0033351DIGIT THREE
U+0034452DIGIT FOUR
U+0035553DIGIT FIVE
U+0036654DIGIT SIX
U+0037755DIGIT SEVEN
U+0038856DIGIT EIGHT
U+0039957DIGIT NINE
U+003A:58COLON
U+003B;59SEMICOLON
U+003C<60LESS-THAN SIGN
U+003D=61EQUALS SIGN
U+003E>62GREATER-THAN SIGN
U+0040@64COMMERCIAL AT
U+0041A65LATIN CAPITAL LETTER A
U+0042B66LATIN CAPITAL LETTER B
U+0043C67LATIN CAPITAL LETTER C
U+0044D68LATIN CAPITAL LETTER D
U+0045E69LATIN CAPITAL LETTER E
U+0046F70LATIN CAPITAL LETTER F
U+0047G71LATIN CAPITAL LETTER G
U+0048H72LATIN CAPITAL LETTER H
U+0049I73LATIN CAPITAL LETTER I
U+004AJ74LATIN CAPITAL LETTER J
U+004BK75LATIN CAPITAL LETTER K
U+004CL76LATIN CAPITAL LETTER L
U+004DM77LATIN CAPITAL LETTER M
U+004EN78LATIN CAPITAL LETTER N
U+004FO79LATIN CAPITAL LETTER O
U+0050P80LATIN CAPITAL LETTER P
U+0051Q81LATIN CAPITAL LETTER Q
U+0052R82LATIN CAPITAL LETTER R
U+0053S83LATIN CAPITAL LETTER S
U+0054T84LATIN CAPITAL LETTER T
U+0055U85LATIN CAPITAL LETTER U
U+0056V86LATIN CAPITAL LETTER V
U+0057W87LATIN CAPITAL LETTER W
U+0058X88LATIN CAPITAL LETTER X
U+0059Y89LATIN CAPITAL LETTER Y
U+005AZ90LATIN CAPITAL LETTER Z
U+005F_95LOW LINE
U+0060`96GRAVE ACCENT
U+0061a97LATIN SMALL LETTER A
U+0062b98LATIN SMALL LETTER B
U+0063c99LATIN SMALL LETTER C
U+0064d100LATIN SMALL LETTER D
U+0065e101LATIN SMALL LETTER E
U+0066f102LATIN SMALL LETTER F
U+0067g103LATIN SMALL LETTER G
U+0068h104LATIN SMALL LETTER H
U+0069i105LATIN SMALL LETTER I
U+006Aj106LATIN SMALL LETTER J
U+006Bk107LATIN SMALL LETTER K
U+006Cl108LATIN SMALL LETTER L
U+006Dm109LATIN SMALL LETTER M
U+006En110LATIN SMALL LETTER N
U+006Fo111LATIN SMALL LETTER O
U+0070p112LATIN SMALL LETTER P
U+0071q113LATIN SMALL LETTER Q
U+0072r114LATIN SMALL LETTER R
U+0073s115LATIN SMALL LETTER S
U+0074t116LATIN SMALL LETTER T
U+0075u117LATIN SMALL LETTER U
U+0076v118LATIN SMALL LETTER V
U+0077w119LATIN SMALL LETTER W
U+0078x120LATIN SMALL LETTER X
U+0079y121LATIN SMALL LETTER Y
U+007Az122LATIN SMALL LETTER Z

Annex D (informative) Predefined Connector Types

Table D.1 table shows the predefined connector types.

Table D1. Predefined Connector Types

TypeDescription
BNCBNC connector
TBLKTag block
TAGSolder tag
KRNKrone block
STJStereo jack
MSTJMini stereo jack
RCAPhono connector
SCARTSCART connector
SVIDEO4-pin mini-DIN
MDIN44-pin mini-DIN
MDIN55-pin mini-DIN
MDIN66-pin mini-DIN
XLR33-pin XLR
XLR44-pin XLR
XLR55-pin XLR
RJ4510/100 BaseT ethernet type
RJ11Telephone type
DB99-pin D-type
DB1515-pin D-type
DB2525-pin D-type
DB3737-pin D-type
DB5050-pin D-type
HD1515-pin D-type hi-density
HD2525-pin D-type hi-density
DIN33-pin DIN
DIN55-pin DIN
EDAC20EDAC 20-pin
EDAC38EDAC 38-pin
EDAC56EDAC 56-pin
EDAC90EDAC 90-pin
EDAC120EDAC 120-pin
DL96DL 96-pin
SCSI68SCSI connector 68-pin
IEE488IEE488 connector 36-pin
CENT50Centronics 50-pin
CENT36Centronics 36-pin
CENT24Centronics 24-pin
DisplayPortDisplayPort connector
DVIDVI connector
HDMIHDMI connector
PS2PS2 connector
TL-STTosLink connector
LCDUPFiber optic LC DUPLEX-type
SCDUPFiber optic SC DUPLEX-type
SCFiber optic SC-type
STFiber optic ST-type
NL4Speakon
CACOM8-pin LS conn
USBUSB connector
N_CONN connector
F_CONF connector
IEC 60320-C7/C8Eurostecker
CEE 7/7Schutzkontakt
IEC 60320-C13/14IEC 60320
EdisonEdison
WielandWieland
16A-CEE-2P16A-Blue
16A-CEE-2P-11016A-Yellow
16A-CEE16A-CEE
32A-CEE32A-CEE
32A-CEE-2P32A-Blue
32A-CEE-2P-11032A-Yellow
63A-CEE63A-CEE
125A-CEE125A-CEE
PowerlockPowerlock
Powerlock 120APowerlock 120A
Powerlock 400APowerlock 400A
Powerlock 660APowerlock 660A
Powerlock 800APowerlock 800A
CamlockCamlock
NAC3FCAPowercon Blue
NAC3FCBPowercon Grey
PowerconTRUE1Powercon TRUE1
powerCONTRUE1TOPpowerCON TRUE1 TOP
Socapex-16Socapex-16
Socapex-7Socapex-7
Socapex-9Socapex-9
HAN-16HAN-16
HAN-4HAN-4
L6-20L6-20
L15-30L15-30
StagepinStagepin
HUBBELL-6-4HUBBELL 6-4
DIN 56905Eberl

Annex E (normative) Wheel Slot Image Definition

Definition of images used in wheel slots to visualize gobos, animation wheels or color wheels.

Gobo images shall be in PNG format with an alpha channel. Indexed, Greyscale and Alpha, 8bit RGB and Alpha, or 16bit RGB and Alpha are accepted pixel formats.

Gobo Labeled Gobo Labeled

A gobo image is comprised of a transparent Background (1) and the image itself on top. The Background shall be fully transparent and should be considered to be the equivalent of a gobo holder. The Image region shall be fully opaque aside from anti-aliasing, and shall be as large as possible.

Note 1: This allows a data consumer to determine the precise pixel extents of the Image and place the provided PNG over an arbitrary GUI background without additional processing.

The Background region, the equivalent of gobo holder, is defined by full transparency (Alpha 0). In the Image region, Pure Black (RGB 0,0,0) is opaque (2), and Pure White (RGB 255,255,255) is transparent (letter A).

Colored gobos (3) shall use an RGB approximation. The RGB approximation shall be calculated on the basis of Pure White being the CCT of the fixture light source and the ICC color profile embedded within the PNG. (See ISO 15076-1:2010) The default shall be sRGB.

Annex F (normative) SubPhysicalUnit precisions

Pulse

Some attributes are named “[EFFECT]Pulse” (for example Shutter(n)StrobePulse). They should behave like a triangular function. Here is how they are defined:

  • The main PhysicalUnit is a frequency which allows to modify the duration of the period T.
  • t = 0s corresponds to the activation of the channel function.
  • The TimeOffset SubPhysicalUnit is the offset of the end of the pulse from 0, the activation of the channel function, as a percentage of the period T.
  • The DutyCycle SubPhysicalUnit corresponds to the fraction of one period in which the value is not 0.

Graph of a Pulse-like attribute and their SubPhysicalUnits Graph of a Pulse-like attribute and their SubPhysicalUnits

Figure 5. Pulse-like attribute and their SubPhysicalUnits

If there aren’t any value given by the user, the TimeOffset and DutyCycle SubPhysicalUnits are defaulted to 100%:

Graph of a default Pulse-like attribute and their SubPhysicalUnits Graph of a default Pulse-like attribute and their SubPhysicalUnits

Figure 6. Default Pulse-like attribute and their SubPhysicalUnits

PulseClose

Some attributes are named “[EFFECT]PulseClose” (for example IrisPulseClose). They should behave like a decreasing ramp. Here is how they are defined:

  • The main PhysicalUnit is a frequency which allows to modify the duration of the period T.
  • t = 0s corresponds to the activation of the channel function.
  • The TimeOffset SubPhysicalUnit is the offset of the end of the pulse from 0, the activation of the channel function, as a percentage of the period T.
  • The DutyCycle SubPhysicalUnit corresponds to the fraction of one period in which the value is not 0.

Graph of a PulseClose-like attribute and their SubPhysicalUnits Graph of a PulseClose-like attribute and their SubPhysicalUnits

Figure 7. PulseClose-like attribute and their SubPhysicalUnits

If there aren’t any value given by the user, the TimeOffset and DutyCycle SubPhysicalUnits are defaulted to 100%:

Graph of a default PulseClose-like attribute and their SubPhysicalUnits Graph of a default PulseClose-like attribute and their SubPhysicalUnits

Figure 8. Default PulseClose-like attribute and their SubPhysicalUnits

PulseOpen

Some attributes are named “[EFFECT]PulseOpen” (for example Frost(n)PulseOpen). They should behave like an increasing ramp. Here is how they are defined:

  • The main PhysicalUnit is a frequency which allows to modify the duration of the period T.
  • t = 0s corresponds to the activation of the channel function.
  • The TimeOffset SubPhysicalUnit is the offset of the end of the pulse from 0, the activation of the channel function, as a percentage of the period T.
  • The DutyCycle SubPhysicalUnit corresponds to the fraction of one period in which the value is not 0.

Graph of a PulseOpen-like attribute and their SubPhysicalUnits Graph of a PulseOpen-like attribute and their SubPhysicalUnits

Figure 9. PulseOpen-like attribute and their SubPhysicalUnits

If there aren’t any value given by the user, the TimeOffset and DutyCycle SubPhysicalUnits are defaulted to 100%:

Graph of a default PulseOpen-like attribute and their SubPhysicalUnits Graph of a default PulseOpen-like attribute and their SubPhysicalUnits

Figure 10. Default PulseOpen-like attribute and their SubPhysicalUnits

Revision History

This section lists all the changes that are made to GDTF.