GDTF File Description

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GDTF Version 1.0


Contents

Definition

To describe the device type, use the uncompressed zip file with the extension "*.gdtf". The archive contains a description.xml file (with the description of the device type and all DMX modes and all firmware revisions of this device) and resource files. Some of the resource files are located in a folder structure. A characteristic GDTF file looks like this: ./description.xml ./thumbnail.png ./thumbnail.svg ./wheels/gobo1.png ./wheels/gobo2.png ./models/3ds/base.3ds ./models/3ds/yoke.3ds ./models/svg/base.svg ./models/svg/yoke.svg

Zip archive name is to be specified as follows: <ManufacturerName>@<FixtureTypeName>@<OptionalComment> Example: generic@led@comment

Use UTF-8 to encode the xml file. Each xml file internally consists of xml nodes. Each node could have attributes and children. Each attribute has a value. If an attribute is not specified in xml, the default value of this attribute will be used. If the xml attribute value is specified as a string, the format of the string will depend on the attribute type. All attribute types are specified in Table 1.

Table 1. Attribute Types
Value Type Format Description
Uint Integer Unsigned integer
Int Integer Signed integer
Hex Integer Number in hexadecimal notation; Default value: 0
Float float Floating point numeric; Separator: “.”
String Literal Text
Name restricted Literal Unique object names;

The allowed characters are listed in Appendix C Default value: object type with an index in parent.

Date yyyy-mm-ddThh:mm:ss Date and time corresponding to UTC +00:00 (Coordinated Universal Time):

yyyy – year, mm – month, dd – day, hh – hours (24 format), mm – minutes, ss – seconds. Example: "2016-06-21T11:22:48"

Node Name.Name.Name... Link to an element: “Name” is the value of the attribute “Name” of a defined xml node. The starting point defines each attribute separately.
ColorCIE floatx, floaty, floatY CIE color representation xyY 1931
Matrix {float,float,float,float}

{float,float,float,float}

{float,float,float,float}

{float,float,float,float}

The transformation matrix consists 4 x 4 floats.

Stored in a row-major order. For example, each row of the matrix is stored as a 4- component vector. The mathematical definition of the matrix is in a column-major order. For example, the matrix rotation is stored in the first three columns, and the translation is stored in the 4th column. The metric system consists of the Right- handed Cartesian Coordinates XYZ:

X – from left (-X) to right (+X),

Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y),

Z – from bottom (-Z) to top (+Z). 0,0,0 – center base.

Rotation {float, float, float}

{float, float, float}

{float, float, float}

Rotation matrix, consist of 3*3 floats. Stored as row-major matrix, i.e. each row of the matrix is stored as a 3-component vector.

Mathematical definition of the matrix is column-major, i.e. the matrix rotation is stored in the three columns. Metric system, right-handed Cartesian coordinates XYZ:

X – from left (-X) to right (+X),

Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y),

Z – from the bottom (-Z) to the top (+Z).

Enum Literal Possible values are predefined.
DMXAddress Int,

Alternative format: Universe.Address

Absolute DMX address (size 4 bytes); Alternative format: Universe – integer universe number, starting with 1; Address: address within universe from 1 to 512. Format: integer
DMXValue Uint/n Special type to define DMX value where n is the byte count. The byte count can be individually specified without depending on the resolution of the DMX Channel.

For example: “128/1” – equals value of 32768 in case of a 2 bytes channel and a value of 128 in case of a 1 byte channel.

GUID XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX Unique ID corresponding to RFC 4122: X – 1 digit in hexadecimal notation. Example: "308EA87D-7164-42DE-8106-A6D273F57A51".
Resource String File name of the resource file without extension and without subfolder.

First node is always the xml description node: <?xml version="1.0" encoding="UTF-8"?>


The second node is the GDTF node. The attribute of this node is the DataVersion: <GDTF DataVersion="1.0">

DataVersion attribute defines the minimal version of compatibility. Version format is “Major.Minor”, where major and minor is Uint with size 1 byte. This example shows the XML node for GDTF version 1.0.

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Fixture Type Node

The FixtureType node is the starting point of the description of the fixture type in the xml file. The currently defined attributes of the fixture type are specified in table 2.


Table 2. Fixture Type Attributes
Attribute Name Value Type Description
Name Name Name of the fixture type.
ShortName String Shortened name of the fixture type.
LongName String Detailed name of the fixture type.
Manufacturer String Manufacturer of the fixture type.
Description String Description of the fixture type.
FixtureTypeID GUID Unique number of the fixture type.
Thumbnail Resource Optional; File name without extension containing description of the thumbnail. Use the following as a resource file:
  • .png file to provide the rasterized picture. Maximum resolution of picture: 1024x1024;
  • .svg file to provide the vector graphic.

These resource files are located in the root directory of the zip file. Default value: empty.

RefFT GUID GUID of the referenced fixture type

Fixture type node children are specified in table 3.


Table 3. Fixture Type Children
Child Node Allowed count Description
AttributeDefinitions 1 This section defines all attributes that are used in the fixture type.
Wheels 0 or 1 Is used to define the color wheel, gobo wheel etc.
PhysicalDescriptions 0 or 1 Contains additional physical descriptions.
Models 0 or 1 Contains models of physically separated parts of the devise.
Geometries 1 Is used to describe physically separated parts of the devise.
DMXModes 1 Contains descriptions of the DMX modes.
Revisions 0 or 1 Is used to describe the history of the fixture type.
FTPresets 0 or 1 Is used to transfer user-defined and fixture type specific presets to other show files.
Protocols 0 or 1 Is used to specify RDM information.

One or more sections could be empty or missing, but the order of section has to be as specified in table 3. Listing 1 shows an example of a simple dimmer fixture type.

<FixtureType Name="Dimmer" Manufacturer="Generic">

   <Geometries>
       <Geometry Name="Body" Model="Lamp"/>
   </Geometries>
   <DMXModes>
       <DMXMode Name="Default" Geometry="Body">
           <DMXChannels>
               <DMXChannel Offset="1" Highlight="255/1" Geometry="Body">
                   <LogicalChannel Attribute="Dimmer" Master="Grand">
                       <ChannelFunction Attribute="Dimmer" DMXFrom="0/1" />
                   </LogicalChannel>
               </DMXChannel>
           </DMXChannels>
           <Relations />
       </DMXMode>
   </DMXModes>

</FixtureType>

Listing 1. Simple dimmer fixture type

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Attribute Definitions

This section is used to define all attributes used by the fixture type. More information on the definitions of attributes can be found in Appendix A. Attribute definitions describe all currently defined attributes which can be found in Appendix B. The current attribute definition node does not have any attributes (XML node <AttributeDefinitions>). Children of the attribute definition are specified in table 4.


Table 4. Attribute Definition Children
XML node Allowed count Description
ActivationGroups 0 or 1 Defines which attributes are to be activated together. For example, Pan and Tilt are in the same activation group.
FeatureGroups 1 This section describes the logical grouping of attributes. For example, Gobo1 and Gobo 2 are grouped in the feature Gobo of the feature group Gobo.
Attributes 1 List of attributes that are used.

Activation Groups

This section is used to define attribute groups which are to be used together. For example, Pan and Tilt attributes. If the device has these attributes in order to control the position, they have to be used together. Defining only one attribute group does not guarantee that the device is directed toward a specified position. The current activation groups node does not have any attributes (XML node <ActivationGroups> ). As children it can have a list of activation group.

Activation Group

This section defines the activation group (XML node <ActivationGroup>). Currently defined xml attributes of the activation group are specified in table 5.

Table 5. Activation Group Attributes
Attribute Name Value Type Description
Name Name The unique name of the activation group.

The activation group does not have any children.

Feature Groups

This section is used to define the logical grouping of attributes. For example, Pan and Tilt attributes are to be grouped together in the feature PanTilt and in the feature group Position. The feature group Position also contains the feature XYZ. The attributes X, Y, and Z (XML node <FeatureGroups>) are grouped here. As children the feature groups has a list of feature group.

Feature Group

This section defines the feature group (XML node <FeatureGroup>). The currently defined xml attributes of the feature group are specified in table 6.

Table 6. Feature Group Attributes
Attribute Name Value Type Description
Name Name The unique name of the feature group.
Pretty String The pretty name of the feature group.

As children the feature group has a list of features.

Feature

This section defines the feature (XML node <Feature>). The currently defined xml attributes of the feature are specified in table 7.

Table 7. Feature Attributes
Attribute Name Value Type Description
Name Name The unique name of the feature.

The feature does not have any children.

Attributes

This section defines attributes (XML node <Attributes>). As children the attributes node has a list of attributes.

Attribute

This section defines the attribute (XML node <Attribute>). The currently defined xml attributes of the attribute are specified in table 8.

Table 8. XML Attributes of the Attribute Node
Attribute Name Value Type Description
Name Name The unique name of the attribute.
Pretty String The pretty name of the attribute .
ActivationGroup Node Optional link to the activation group. The starting point is the activation groups node.
Feature Node Link to the corresponding feature. The starting point is the feature groups node.
MainAttribute Node Optional link to the main attribute. The starting point is the attribute node.
PhysicalUnit Enum The currently defined unit values are:

“None”, “Percent”, “Length” (m), “Mass” (kg), “Time” (s), “Temperature” (K), “LuminousIntensity”(cd), “Angle” (degree), “Force” (N), “Frequency” (Hz), “Current” (A), “Voltage” (V), “Power” (W), “Energy” (J), “Area” (m2), “Volume” (m3), “Speed” (m/s), “Acceleration” (m/s2), “AngularSpeed” (degree/s), “AngularAccc” (degree/s2), “WaveLength” (nm), “ColorComponent”. Default: “None”.

Color ColorCIE For Color attributes only.

The attribute does not have any children.

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Wheel Collect

This section is used to describe all fixture wheels (color wheel, gobo wheel etc.). It currently does not have any attributes (XML node <Wheels>). As children wheel collect can have a list of wheels.

Wheel

Each wheel describes a physical wheel of the fixture type. If the real device has wheels you can change, then all wheel configurations have to be described. Wheel has the following xml node: <Wheel>. The currently defined xml attributes of the wheel are specified in table 9.

Table 9. Wheel Attributes
Attribute Name Value Type Description
Name Name The unique name of the wheel

As children wheel have a list of wheel slots.

Wheel Slot

The wheel slot represents the slot on the wheel (XML node <Slot>). The currently defined xml attributes of the wheel slot are specified in table 10.

Table 10. Wheel Slot Attributes
Attribute Name Value Type Description
Name Name The unique name of the wheel slot
Color ColorCIE Optional; Color of the wheel slot, Default value: {0.3127, 0.3290, 100.0 } (white)
Filter Node Optional link to filter in the physical description; Do not define color if filter is used; Starting point: Filter Collect
MediaFileName Resource Optional; PNG file name without extension containing image for specific gobos etc.
  • Maximum resolution of picture: 1024x1024;
  • Recommended resolution of gobo: 256x256;
  • Recommended resolution of animation wheel: 1024x256

These resource files are located in a folder called ./wheels in the zip archive. Default value: empty.

The link between a slot and a channel set is done via the wheel slot index. The wheel slot index of a slot is derived from the order of a wheel's slots. The wheel slot index is normalized to 1.

If the wheel slot has a prism, it has to have one or several children called prism facet. Listing 2 shows an example of a simple wheel collect described in xml.

<Wheels>

   <Wheel Name="C1 Select" >
       <Slot Name="open" Color="0.3127, 0.3290, 100.0" />
       <Slot Name="green" Color="0.3, 0.6, 71.52" />
       <Slot Name="red" Color="0.6400, 0.3299, 21.26" />
       <Slot Name="blue" Color="0.1500, 0.0600, 7.22" />
   </Wheel>

</Wheels>

Listing 2. Simple wheel collect
Prism Facet

This section can only be defined for the prism wheel slot and has a description for the prism facet (XML node <Facet>). The currently defined xml attributes of the prism facet are specified in table 11.

Table 11. Wheel Slot Attributes
Attribute Name Value Type Description
Color ColorCIE Optional; Color of prism facet, Default value: {0.3127, 0.3290, 100.0 } (white)
Rotation Rotation Specify the rotation, translation and scaling for the facet.

The prism facet cannot have any children.

Here you will find how the prism definition works.

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Physical Descriptions

This section describes the physical constitution of the device. It currently does not have any attributes (XML node <PhysicalDescriptions>). Children of Physical Description are specified in table 12.

Table 12. Physical description children
XML node Allowed count Description
Emitters 0 or 1 Describes device emitters
Filters 0 or 1 Describes device filters
ColorSpace 0 or 1 Describes device color space
DMXProfiles 0 or 1 Describes nonlinear correlation between DMX input and physical output of a channel.
CRIs 0 or 1 Describes color rendering with IES TM-30-15 (99 color samples).

Emitter Collect

This section contains descriptions of the emitters. It currently does not have any attributes (XML node <Emitters>). As children the emitter collect has a list of emitters. Emitter Collect defines additive mixing of light sources, such as LEDs and tungsten lamps with permanently fitted filters.

Emitter

This section contains the description of the emitter (XML node <Emitter>). The currently defined xml attributes of the emitter are specified in table 13.

Table 13. Emitter Attributes
Attribute Name Value Type Description
Name Name Name of the emitter
Color ColorCIE Approximate absolute color point if applicable. Omit for non-visible emitters (eg., UV).
DominantWaveLength Float Required if color is omitted, otherwise it is optional. Dominant wavelength of the LED.
DiodePart String Optional; Manufacturer’s part number of the diode.

As children the Emitter Collect has a list of measurements.

Filter Collect

This section contains descriptions of the filter. It currently does not have any attributes (XML node <Filters>). As children the filter collect has a list of filters. The Filter Collect defines subtractive filters, such as subtractive mixing flags and media used in physical Color Wheels.

Filter

This section contains the description of the filter (XML node <Filter>). The currently defined xml attributes of the filter are specified in table 14.

Table 14. Filter Attributes
Attribute Name Value Type Description
Name Name Name of the filter.
Color ColorCIE Approximate absolute color point when this filter is the only item fully inserted into the beam and the fixture is at maximum intensity.

As children the Filter Collect has a list of measurements.

Measurement

The measurement is used to define the measurement collect. XML node for measurement is <Measurement>. The currently defined xml attributes of the measurement are specified in table 15.

Table 15. Measurement Attributes
Attribute Name Value Type Description
Physical Float For additive color mixing: uniquely given emitter intensity DMX percentage. Value range between > 0 and <= 100.

For subtractive color mixing: uniquely given flag insertion DMX percentage. Value range between 0 and 100.

LuminousIntensity Float Used for additive color mixing: overall candela value for the enclosed set of measurement.
Transmission Float Used for subtractive color mixing: total amount of lighting energy passed at this insertion percentage.
InterpolationTo Enum Optional. Interpolation scheme from the previous value. The currently defined values are: "Linear", "Step", "Log"; Default: Linear

The order of the measurements corresponds their physical value.

Additional definition for additive color mixing: it is assumed that the physical value 0 exists and has zero output. Use the DMX collect to define the actual limits for fixtures that cannot fully remove the flag. Additional definition for subtractive color mixing: The flag is removed in physical value 0 and it does not affect the beam. Physical value 100 is maximally inserted and affects the beam. Many fixtures have a non-linear relationship when inserting flags. Some fixtures also vary in color response. These fixtures define multiple measurement points and interpolation correspondingly.


As children the Measurement Collect has an optional list of measurement points.

Measurement Point

The measurement point is used to define the spectrum collect. XML node for measurement point is <MeasurementPoint>. The currently defined xml attributes of the measurement point are specified in table 16.

It is recommended, but not required, that measurement points are evenly spaced. Regions with minimal light energy can be omitted, but the decisive range of spectrum must be included. Recommended measurement spacing is 1nm. Measurement spacing should not exceed 4nm.

Table 16. Measurement Point Attributes
Attribute Name Value Type Description
WaveLength Float Center wavelength of measurement (nm).
Energy Float Lighting energy (W/m2/nm)

The measurement point does not have any children.

Listing 3 shows an example of an emitter collect and the corresponding emitters described in xml.

<Emitters>

   <Emitter Color="0.640,0.329,21.26" DominantWaveLength="625" Name="Red">
       <Measurement LuminousIntensity="5625" Physical="100">
           <MeasurementPoint Energy="0.048200" WaveLength="634"/>
           <MeasurementPoint Energy="0.069000" WaveLength="637"/>
           <MeasurementPoint Energy="0.073700" WaveLength="640"/>
           <MeasurementPoint Energy="0.047800" WaveLength="643"/>
           <MeasurementPoint Energy="0.021700" WaveLength="646"/>
       </Measurement>
       <Measurement LuminousIntensity="5062" Physical="90">
           <MeasurementPoint Energy="0.040200" WaveLength="634"/>
           <MeasurementPoint Energy="0.060000" WaveLength="637"/>
           <MeasurementPoint Energy="0.06900" WaveLength="640"/>
           <MeasurementPoint Energy="0.040800" WaveLength="643"/>
           <MeasurementPoint Energy="0.016900" WaveLength="646"/>
       </Measurement>
   </Emitter>
   <Emitter Color="0.300,0.600,71.52" DominantWaveLength="530" Name="Green">
       <Measurement LuminousIntensity="10260" Physical="100" />
   </Emitter>
       <Emitter Color="0.150,0.060,7.22" DominantWaveLength="470" Name="Blue">
       <Measurement LuminousIntensity="2750" Physical="100" />
   </Emitter>

</Emitters>

Listing 3. Emitter collect with Emitter

Color Space

This section contains the description of the color space that is used for color mixing with indirect RGB, Hue/Sat, xyY or CMY control input. (XML node <ColorSpace>). The currently defined xml attributes of the color space are specified in table 17.

Table 17. Color Space Attributes
Attribute Name Value Type Description
Mode Enum Mode. The defined values are "Custom", "sRGB", "ProPhoto" and "ANSI". Default Value: "sRGB"
Red ColorCIE Optional; CIE xyY of the Red Primary; this is used only if the ColorSpace is "Custom".
Green ColorCIE Optional; CIE xyY of the Green Primary; this is used only if the ColorSpace is "Custom".
Blue ColorCIE Optional; CIE xyY of the Blue Primary; this is used only if the ColorSpace is "Custom".
WhitePoint ColorCIE Optional; CIE xyY of the White Point; this is used only if the ColorSpace is "Custom".
Table 18. Predefined Modes
Mode sRGB ProPhoto ANSI
Description Adobe sRGB, HDTV IEC 61966-2-1:1999 Kodak ProPhoto ROMM RGB ISO 22028-2:2013 ANSI E1.54-2015
Red 0.6400, 0.3300, 0.2126 0.7347, 0.2653 0.7347, 0.2653
Green 0.3000, 0.6000, 0.7152 0.1596, 0.8404 0.1596, 0.8404
Blue 0.1500, 0.0600, 0.0722 0.0366, 0.0001 0.0366, 0.001
WhitePoint 0.3127, 0.3290, 1.0000 0.3457, 0.3585 0.4254, 0.4044

The color space does not have any children.

DMX Profile Collect

This section contains DMX profile descriptions. Currently it does not have any attributes (XML node <DMXProfiles>). As children DMX profile collect has a list of DMX profiles.

DMX Profile

This section contains DMX profile description (XML node <DMXProfile>).

Color Rendering Index Collect

This section contains TM-30-15 Fidelity Index (Rf) for 99 color samples. Currently it does not have any attributes (XML node <CRIs>). As children CRIs has a list of CRI groups.

Color Rendering Index Group

This section contains CRIs for a single color temperature (XML node <CRIGroup>). The currently defined xml attributes of the CRI group are specified in table 19.

Table 19. CRI Group Attributes
Attribute Name Value Type Description
ColorTemperature Float Color temperature; Default value: 6000; Unit: kelvin
Color Rendering Index

This section contains the CRI for one of the 99 color samples (XML node <CRI>). The currently defined xml attributes of the measurement point are specified in table table 20.

Table 20. CRI Attributes
Attribute Name Value Type Description
CES Enum Color sample. The defined values are “CES01”, “CES02”, … “CES99”. Default Value “CES01"
ColorTemperature UInt The color rendering index for this sample. Size: 1 byte; Default value: 100

The color rendering index does not have any children.

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Model Collect

Each device is to be divided into small parts: body, yoke, head etc. These are called geometries. Each geometry has a separate model description and a physical description. Model collect contains model descriptions of the fixture parts. The model collect currently does not have any attributes (XML node <Models>). As children model collect has a list of models.

Model

XML node <Model>. The currently defined xml attributes of the model are specified in table 21.

Table 21. Model Attributes
Attribute Name Value Type Description
Name Name The unique name of the model
Length Float Unit: meter; Default value: 0
Width Float Unit: meter; Default value: 0
Height Float Unit: meter; Default value: 0
PrimitiveType Enum Type of 3D model; The currently defined values are: “Undefined”, “Cube”, “Cylinder”, “Sphere”, “Base”, “Yoke”, “Head”, “Scanner”, “Conventional”, “Pigtail”;

Default value: “Undefined”

File Resource Option: File name without extension and without subfolder containing description of the model. Use the following as a resource file:
  • 3ds file to provide 3D model.
  • STEP file to provide 3D model as a parametric model;
  • .svg file to provide the 2D symbol.

It is possible to add several files with the same name but different formats. Preferable format for the 3D model is 3ds. The resource files are located in subfolders of a folder called ./models. The names of the subfolders correspond to the file format of the resource files (3ds, step, svg). The path for 3ds files would be ./models/3ds.

When preparing 3ds resource files, consider the following: All models from a device combined should have a maximum vertices count of 900 to 1200.

If geometry has a connection panel, the position of the connection panel (pig tail position) has to be specified in the corresponding 2D or 3D resource file. The model currently does not have any children.

Draw the device in a hanging position displaying the front view. This means that the pan axis is Z aligned, and the tilt axis is X aligned (The metric system consists of the Right-handed Cartesian Coordinates XYZ: X – from left (-X) to right (+X), Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y), Z – from bottom (-Z) to top (+Z). 0,0,0 – center base. See picture 1.


Models device hanging.png Picture 1. Device in a hanging position – front view


Draw the mesh of each fixture part around its own suspension point. For example, the zero point of a device does not necessarily have to contain the offset related to the yoke, but it must be centered on its axis of rotation. The offset is defined by the geometry and has to be related to its parent geometry and not to the base. Note: In general, the offsets are mostly negative, because the device is displayed in a hanging position.


Models device offsets.png Picture 2. Offsets of the parts


In picture 2 the green arrow displays the offset of the yoke related to the base. The magenta arrow displays the offset of the head related to the yoke. The offsets are to be defined by the position matrix of the according Geometry (table 23table 30). It is important that the axis of rotation of each fixture part is exactly where it should be (see picture 3).


Models device rotation.png Picture 3. Positions of rotation axis


The dimension xml attributes of Model (see table 21) are always used, no matter the scaling and ratio of the 3ds file. The mesh is explicitly scaled to this dimension. The length defines the dimension of the model on the X axis, the width on the Y axis and the height on the Z axis.

The model currently does not have any children.

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Geometry Collect

The physical description of the device parts is in the geometry collect. Geometry collect can contain a separate geometry or a tree of geometries. The geometry collect currently does not have any attributes (XML node <Geometries>). The currently defined children nodes of geometry collect are specified in table 22.

Table 22. Geometry Children Types
XML node Allowed count Description
Geometry Any General Geometry
Axis Any Geometry with axis
FilterBeam Any Geometry with a beam filter
FilterColor Any Geometry with color filter
FilterGobo Any Geometry with gobo
FilterShaper Any Geometry with shaper
Beam Any Geometry with a light source
GeometryReference Any Reference to already described geometries

General Geometry

It is a basic geometry type without specification (XML node <Geometry>). The currently defined xml attributes of the geometry are specified in table 23.

Table 23. Geometry Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry.

If geometry represents a conventional, call it Body. If geometry represents the base housing of a moving head, call it Base.

Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: 0

The geometry has the same children types as the geometry collect (see table 22).

Geometry Type Axis

This type of geometry is used to describe device parts which have a rotation axis. For example, yoke (XML node <Axis>). The currently defined xml attributes of the axis are specified in table 24.

Table 24. Axis Attributes
Attribute Name Value Type Description
Name Name The unique name of the geometry.

Suggested name of all axes is Yoke. If axis represents the lamp housing of a moving head, call it Head. The Head of a moving head is usually mounted to the Yoke.

Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: 0

The axis has the same children types as the geometry collect (see table 22).

Geometry Type Beam Filter

This type of geometry is used to describe device parts which have a beam filter (XML node <FilterBeam>). The currently defined xml attributes of the beam filter are specified in table 25.

Table 25. Beam Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry.

If filter is used to limit the diffusion of light, call it BarnDoor. BarnDoor is usually mounted to a conventional. If filter is used to describe a device that is used to adjust the diameter of the beam, call it Iris. Iris is usually mounted to a conventional.

Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: 0

The beam has the same children types as the geometry collect (see table 22).

Geometry Type Color Filter

This type of geometry is used to describe device parts which have a color filter (XML node <FilterColor>). The currently defined xml attributes of the color filter are specified in table 26.

Table 26. Color Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry.

If filter is used to describe the filter of a color or a mechanical color changer, call it FilterColor. FilterColor is usually mounted to a conventional.

Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: 0

The color has the same children types as the geometry collect (see table 22).

Geometry Type Gobo Filter

This type of geometry is used to describe device parts which have gobo wheel (XML node <FilterGobo>). The currently defined xml attributes of the gobo filter are specified in table 27.

Table 27. Gobo Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry.

If filter is used to display the filter of a gobo or a mechanical gobo changer, call it FilterGobo. FilterGobo is usually mounted to a conventional.

Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: 0

The color has the same children types as the geometry collect (see table 22).

Geometry Type Shaper Filter

This type of geometry is used to describe device parts which have a shaper (XML node <FilterShaper>). The currently defined xml attributes of the shaper filter are specified in table 28.

Table 28. Shaper Filter Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry;

If filter is used to form the beam to a framed, triangular, or trapezoid shape, call it Shaper. Shaper is usually mounted to a conventional.

Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: 0


The color has the same children types as the geometry collect (see table 22).

Geometry Type Beam

This type of geometry is used to describe device parts which have a light source (XML node <Beam>). The currently defined xml attributes of the lamp are specified in table 29.

Table 29. Beam Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry.

If geometry represents a self-emitting single light source, call it Pixel. Pixel is usually mounted to the Head or Body. If geometry represents a number of pixels that are controlled at the same time, call it Array. Array is usually mounted to the Head or Body. If geometry represents the light source of a moving mirror, call it Mirror. Mirror is usually mounted to the Yoke.

Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: 0
LampType Enum Defines type of the lamp; The currently defined types are: Discharge, Tungsten, Halogen, LED; Default value “Discharge”
PowerConsumption Float Power consumption; Default value: 1000; Unit: watt
LuminousFlux Float Intensity; Default value: 10000; Unit: lumen
ColorTemperature Float Color temperature; Default value: 6000; Unit: kelvin
BeamAngle Float Beam angle; Default value: 25.0; Unit: degree
FieldAngle Float Field angle; Default value: 25.0; Unit: degree
BeamRadius Float Beam radius on starting point. Default value: 0.05; Unit: meter.
BeamType Enum Beam Type; Specified values: “Wash”, “Spot”, “None”. Default value “Wash”
ColorRenderingIndex Uint The CRI (color rendering index) is a quantitative measure of the ability of the light source showing the object color naturally as it does as daylight reference. Size 1 byte. Default value 100.

The beam has the same children types as the geometry collect (see table 22).

Geometry Type Reference

If the device repeatedly has the same geometries, describe this geometry as the child of the geometry collect once and later use references to it. For example, LED panel with multiple pixels. (XML node <GeometryReference>). The currently defined xml attributes of reference are specified in table 30.

Table 30. Reference Attributes
Attribute Name Value Type Description
Name Name The unique name of geometry.
Position Matrix Relative position of geometry; Default value: 0
Geometry Name Name of the referenced geometry.
Model Name Optional; Link to the corresponding model. The model only replaces the model of the parent of the referenced geometry. The models of the children of the referenced geometry are not affected. The starting point is Models Collect. If model is not set, the model is taken from the referenced geometry.

The reference has a list of Breaks as children. The count of the children depends on the number of different breaks in the DMX channels of the referenced geometry. If the referenced geometry, for example, has DMX channels with DMX break 2 and 4, the geometry reference has to have 2 children. The first child with DMX offset for DMX break 2 and the second child for DMX break 4. If one or more of the DMX channels of the referenced geometry have the special value “Overwrite” as a DMX break, the DMX break for those channels and the DMX offsets are defined by the last child of the geometry reference.

Break

This xml node is used to specify the DMX offset for the DMX channel of the referenced geometry (XML node <Break>). The currently defined xml attributes of the break are specified in table 31.

Table 31. Break Attributes
Attribute Name Value Type Description
DMXOffset DMXAddress DMX offset; Default value:1
DMXBreak Uint This attribute is only important for the last child of the geometry reference and only so if the referenced geometry has a channel with the special value “Overwrite” for the attribute DMXBreak. Size: 1 byte; Default value 1.

Listing 4 shows an example of a geometry collect and the corresponding DMX mode described in xml.

<Geometries>

   <Beam Name="Pixel" Model="Pixel" LampType="LED" PowerConsumption="1" LuminousFlux=" 100" ColorTemperature="3000" BeamAngle="20" />
   <Geometry Name="Body" Model="Body">
       <GeometryReference Position="{1.000000,0.000000,0.000000,-0.475000}{0.000000,1.000000,0.000000,-0.475000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
           <Break DMXOffset="1" />
       </GeometryReference>
       <GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,-0.475000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
           <Break DMXOffset="4" />
       </GeometryReference>
       <GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,0.075000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
           <Break DMXBreak="2" DMXOffset="1" />
       </GeometryReference>
       <GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,-0.075000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
           <Break DMXBreak="2" DMXOffset="4" />
           </GeometryReference>
       <GeometryReference Position="{1.000000,0.000000,0.000000,-0.475000}{0.000000,1.000000,0.000000,0.325000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
           <Break DMXBreak="3" DMXOffset="1" />
       </GeometryReference>
       <GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,0.325000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
           <Break DMXBreak="3" DMXOffset="4" />
       </GeometryReference>
   </Geometry>

</Geometries> <DMXModes>

   <DMXMode Name="Default" Geometry="Body">
       <DMXChannels>
           <DMXChannel Highlight="255/1" Geometry="Pixel">
               <LogicalChannel Attribute="Dimmer" Master="Grand" DMXChangeTimeLimit="0" >
                   <ChannelFunction Attribute="Dimmer" DMXFrom="0/1">
                       <ChannelSet Name="closed" DMXFrom="0/1" PhysicalTo="0" />
                       <ChannelSet DMXFrom="1/1" />
                       <ChannelSet Name="open" DMXFrom="255/1" PhysicalFrom="1" />
                   </ChannelFunction>
               </LogicalChannel>
           </DMXChannel>
           <DMXChannel DMXBreak="Overwrite" Offset="1" Default="255/1" Highlight="255/1" Geometry="Pixel">
               <LogicalChannel Attribute="ColorAdd_R">
                   <ChannelFunction Attribute="ColorAdd_R" DMXFrom="0/1" />
               </LogicalChannel>
           </DMXChannel>
           <DMXChannel DMXBreak="Overwrite" Offset="2" Default="255/1" Highlight="255/1" Geometry="Pixel">
               <LogicalChannel Attribute="ColorAdd_G">
                   <ChannelFunction Attribute="ColorAdd_G" DMXFrom="0/1" />
               </LogicalChannel>
           </DMXChannel>
           <DMXChannel DMXBreak="Overwrite" Offset="3" Default="255/1" Highlight="255/1" Geometry="Pixel">
               <LogicalChannel Attribute="ColorAdd_B">
                   <ChannelFunction Attribute="ColorAdd_B" DMXFrom="0/1" />
               </LogicalChannel>
           </DMXChannel>
       </DMXChannels>
       <Relations>
           <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_R.ColorAdd_R.ColorAdd_R 1" Type="Multiply" />
           <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_G.ColorAdd_G.ColorAdd_G 1" Type="Multiply" />
           <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_B.ColorAdd_B.ColorAdd_B 1" Type="Multiply" />
       </Relations>
   </DMXMode>

</DMXModes>

Listing 4. Geometry collect with DMX mode

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DMX Mode Collect

This section is used to describe all DMX modes of the device. If firmware revisions change a DMX footprint, then such revisions should be specified as new DMX mode. The DMX mode collect currently does not have any attributes (XML node <DMXModes>). As a child the fixture type DMX mode collect has DMX modes.

DMX Mode

Each DMX mode describes logical part of the device in a specific mode (XML node <DMXMode>). The currently defined xml attributes of the DMX mode are specified in table 32.

Table 32. DMX Mode Attributes
Attribute Name Value Type Description
Name Name The unique name of the DMX mode
Geometry Name Name of the first geometry in the device; Example: Base.

DMX mode children are specified in table 33.

Table 33. DMX Mode Children
XML node Allowed count Description
DMXChannels 1 Description of all DMX channels used in the mode
Relations 0 or 1 Description of relations between channels
FTMacros 0 or 1 Is used to describe macros of the manufacturer.

DMX Channel Collect

This section describes the DMX patch of the device. The DMX channel collect currently does not have any attributes (XML node <DMXChannels>). As children the DMX channel collect has a list of DMX channels.

DMX Channel

This section describes the DMX channel (XML node <DMXChannel>). Name of DMX channel cannot be specified and consist of a geometry name and an attribute name with seperator "_". Currently defined xml attributes of the DMX channel are specified in table 34.

Table 34. DMX Channel Attributes
Attribute Name Value Type Description
DMXBreak Int Number of DMX address; Default value: 1; Special value: “Overwrite” – means that this number will be overwritten by Geometry Reference; Size: 4 bytes
Offset Array of Int Relative patch addresses of the current DMX channel from highest to least significant; Seperator of values is ","; Special value: “None” –does not have any addresses; Default value: “None”; Size per int: 4 bytes
Default DMXValue Default value for current channel; Default value: 0
Highlight DMXValue Highlight value for current channel; Special value: “None”. Default value: “None”.
Geometry Name Name of the geometry the current channel has.

As children the DMX channel has a list of logical channels.

Logical Channel

This section is assigned to the attribute and it roughly defines the function of the channel. For example, the logical channel can be assigned to a Gobo function. As a child it has two channel functions: “select position” and “rotation speed”. All logical channels which are children of the same DMX channel are mutually exclusive. The name of the logical channel cannot be specified and is equal to the attribute name. The xml node of the logical channel is <LogicalChannel>. The currently defined xml attributes of the logical channel are specified in table 35.

Table 35. Logical Channel Attributes
Attribute Name Value Type Description
Attribute Node Link to the attribute; The starting point is the Attribute Collect (see Appendix A).
Snap Enum Is this channel a snap channel? Value: “Yes”, “No”, “On”, “Off”. Default value: “No”
Master Enum Does the current channel function react to the Master? Values: “None”, “Grand”, “Group”; Default value: “None”.
MibFade Float How fast does the device move in black? Default value: 0; Unit: second
DMXChangeTimeLimit Float How fast does the device react to a changing DMX input? Default value: 0; Unit: second

As a child the logical channel has a list of channel function.

Channel Function

This section is assigned to the attribute and it explains the function of the logical channel (XML node <ChannelFunction>). The currently defined xml attributes of channel function are specified in table 36.

Table 36. Channel Function Attributes
Attribute Name Value Type Description
Name String Unique name; Default value: Name of attribute and number of channel function. Example “Pan 1”.
Attribute Node Link to attribute; Starting point is the attributes node. Default value: “NoFeature”.
OriginalAttribute String The manufacturer ́s original name of the attribute; Default: empty
DMXFrom DMXValue Start DMX value; The end DMX value is calculated as a DMXFrom of the next channel function – 1 or the maximum value of the current logical channel. Default value: "0/1".
PhysicalFrom Float Physical start value; Default value: 0
PhysicalTo Float Physical end value; Default value: 1
RealFade Float Mechanical time in seconds to move from min to max; Default value: 0
Wheel Node Optional link to wheel; Starting point: Wheel Collect
Emitter Node Optional link to emitter in the physical description; Starting point: Emitter Collect
Filter Node Optional link to filter in the physical description; Starting point: Filter Collect
DMXInvert Enum Inverts the DMX values for the range given. For example, DMX Invert can be used to invert the direction of pan or tilt movement or for conversion between subtractive and additive color mixing systems. Values: “Yes”, “No”; Default value “No”
ModeMaster Node Link to DMX channel or channel function; Starting point DMX mode
ModeFrom DMXValue Only used together with ModeMaster; DMX start value; Default value: 0/1
ModeTo DMXValue Only used together with ModeMaster; DMX end value; Default value: 0/1

As children the channel function has list of channel sets.

Channel Set

This section describes the channel sets of the channel function (XML node <ChannelSet>). The currently defined xml attributes of the channel set are specified in table 37.

Table 37. Channel Set Attributes
Attribute Name Value Type Description
Name String The name of the channel set. Default: Empty
DMXFrom DMXValue Start DMX value; The end DMX value is calculated as a DMXFrom of the next channel set – 1 or the maximum value of the current channel function; Default value: 0/1
PhysicalFrom Float Physical start value
PhysicalTo Float Physical end value
WheelSlotIndex Int If the channel function has a link to the wheel, a corresponding slot index can be specified. The wheel slot index results from the order of slots of the wheel which is linked in the channel function. The wheel slot index is normalized to 1. Example: a wheel slot index of 5 would link to the 5th slot of the wheel. Size: 4 bytes

The channel set does not have any children.

Relation Collect

This section is used to describe the dependencies between DMX channels and channel functions, such as multiply and override. The relation collect currently does not have any attributes (XML node <Relations>). As children the relation collect has a list of relations.

Relation

This section describes the relation between the master DMX channel and the following logical channel (XML node <Relation>). The currently defined xml attributes of the relations are specified in table 38.

Table 38. Relation Attributes
Attribute Name Value Type Description
Name String The unique name of the relation
Master Node Link to the master DMX channel; Starting point: DMX mode
Follower Node Link to the following channel function; Starting point: DMX mode
Type Enum Type of the relation; Values: “Multiply”, “Override”

The relation does not have any children. Listing 5 shows an example of a simple DMX mode described in xml (description of the corresponding geometries are in listing 4).

<DMXMode Name="Default" Geometry="Body">

   <DMXChannels>
       <DMXChannel Highlight="255/1" Geometry="Pixel">
           <LogicalChannel Attribute="Dimmer" Master="Grand">
               <ChannelFunction Attribute="Dimmer" DMXFrom="0/1">
                   <ChannelSet Name="closed" DMXFrom="0/1" PhysicalTo="0" />
                   <ChannelSet DMXFrom="1/1" />
                   <ChannelSet Name="open" DMXFrom="255/1" PhysicalFrom="1" />
               </ChannelFunction>
           </LogicalChannel>
       </DMXChannel>
       <DMXChannel DMXBreak="Overwrite" Offset="1" Default="255/1" Highlight="255/1" Geometry="Pixel">
           <LogicalChannel Attribute="ColorAdd_R">
               <ChannelFunction Attribute="ColorAdd_R" DMXFrom="0/1"/>
           </LogicalChannel>
       </DMXChannel>
       <DMXChannel DMXBreak="Overwrite" Offset="2" Default="255/1" Highlight="255/1" Geometry="Pixel">
           <LogicalChannel Attribute="ColorAdd_G">
               <ChannelFunction Attribute="ColorAdd_G" DMXFrom="0/1"/>
           </LogicalChannel>
       </DMXChannel>
       <DMXChannel DMXBreak="Overwrite" Offset="3" Default="255/1" Highlight="255/1" Geometry="Pixel">
           <LogicalChannel Attribute="ColorAdd_B">
               <ChannelFunction Attribute="ColorAdd_B" DMXFrom="0/1"/>
           </LogicalChannel>
       </DMXChannel>
   </DMXChannels>
   <Relations>
       <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_R.ColorAdd_R.ColorAdd_R 1" Type="Multiply" />
       <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_G.ColorAdd_G.ColorAdd_G 1" Type="Multiply" />
       <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_B.ColorAdd_B.ColorAdd_B 1" Type="Multiply" />
   </Relations>

</DMXMode>

Listing 5. DMX mode with relations

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Macro Collect

This section is used to describe macros of the fixture type that were preprogrammed by the manufacturer of the fixture. This information is used for the visualization of macros of the fixture type in the 3D view. It is also used for starting these macros on the lighting console. The macro collect currently does not have any attributes (XML node <FTMacros>). As children the macro collect has a list of macros.

Macro

This section describes a preprogrammed macro or command (XML node <FTMacro>). The currently defined xml attributes of the macro are specified in table 39.

Table 39. Macro Attributes
Attribute Name Value Type Description
Name Name The name of the macro.

Macro children are specified in table 40

Table 40. Macro Children
XML node Allowed Count Description
MacroDMX 0 or 1 Describes DMX values required to start the macro.
MacroVisual 0 or 1 Describes visual effect of the macro.
Macro DMX

This section describes the controlling sequence of DMX values which are sent by a lighting console to start the macro (XML node <MacroDMX>). As children the macro DMX has a list of DMX Steps.

Macro DMX Step

This section describes a DMX step (XML node <MacroDMXStep>). The currently defined xml attributes of the macro DMX step are specified in table 41.

Table 41. Macro DMX Step Attributes
Attribute Name Value Type Description
Duration UInt Duration of a step; Default value: 1. Size 1 byte. Unit: DMX frame.

As children the macro DMX step has a list of DMX Value.

DMX Value

This section describes a value for DMX channel (XML node <MacroDMXValue>). The currently defined xml attributes of the DMX Value are specified in table 42.

Table 42. DMX Value Attributes
Attribute Name Value Type Description
Value DMXValue Value
DMXChannel Node Link to a DMX channel. Starting node DMX Channel Collect.

The DMX value does not have any children.

Macro Visual

This section describes visual effect of the macro (XML node <MacroVisual>). As children the macro visual has a list of Visual steps

Macro Visual Step

This section describes a visual step (XML node <MacroVisualStep>). The currently defined xml attributes of the macro DMX step are specified in table 43.

Table 43. Macro Visual Step Attributes
Attribute Name Value Type Description
Duration UInt Duration of a step without the influence of a macro speed channel. Default value: 1; Size 1 byte; Unit: DMX frame.
Fade Float Fade time; Default value: 0.0. Unit: milliseconds.
Delay Float Delay time; Default value: 0.0. Unit: milliseconds.

As children the macro visual step has a list of Visual Value.

Visual Value

This section describes a value for the channel function (XML node <MacroVisualValue>). The currently defined xml attributes of the Visual Value are specified in table 44.

Table 44. Visual Value Attributes
Attribute Name Value Type Description
Value DMXValue Value
ChannelFunction Node Link to a Channel Function which overwrites this value. Starting node DMX Channel Collect.

The Visual Value does not have any children.

Revision Collect

This section describes the a history of device type. Revision collect currently does not have any attributes (XML node <Revisions>). As children the revision collect has a list of revisions.

Revision

This section describes one revision of a device type (XML node Revision>). Revisions are optional. Every time a GDTF file is uploaded to GDTF-Share.com, a revision with the actual time and UserID is created by the GDTF-Share. The currently defined attributes of the revision are specified in table 45.

Table 45. Revision Attributes
Attribute Name Value Type Description
Text String User-defined text for this revision; Default value: empty
Date Date Revision date and time
UserID Uint UserID of the user that has uploaded the GDTF file to GDTF-Share.com; Default value: 0

The revision does not have any children. Listing 6 shows an example of the revision collect described in xml.

<Revisions>

  <Revision Text="Created by Admin " Date="2016-06-21T11:22:48" UserID="1" />

</Revisions>

Listing 6. Simple revision collect

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User Preset Collect

This section is used to save fixture type specific presets. It currently does not have any attributes (XML node FTPresets>). As children the type preset collect has a list of presets.

User Preset

This section has not yet been defined (XML node <FTPreset>).

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Supported Protocol Collect

If the device supports several additional protocols, these protocol specific information have to be specified in this section. The supported protocol collect currently does not have any attributes (XML node <Protocols>). Children of supported protocol collect are specified in table 46.

Table 46. Supported Protocol Collect Children
XML node Allowed Count Description
RDM 0 or 1 Describes RDM information
Art-Net 0 or 1 Describes Art-Net information
sACN 0 or 1 Describes sACN information
KiNET 0 or 1 Describes KiNET information
PosiStageNet 0 or 1 Describes PosiStageNet information
OpenSoundControl 0 or 1 Describes OpenSoundControl information
CITP 0 or 1 Describes CITP information

RDM Section

If the device supports RDM protocol, this section has to have the corresponding information (XML node <FTRDM>). The currently defined attributes of the RDM are specified in table 47.

Table 47. RDM Attributes
Attribute Name Value Type Description
ManufacturerID Hex Manufacturer ESTA ID
DeviceModelID Hex Unique device model ID

As children the FTRDM has list of SoftwareVersionID.

SoftwareVersionID

For each supported software version put in an XML node <SoftwareVersionID>. The currently defined attributes are specified in table 48.

Table 48. SoftwareVersionID
Attribute Name Value Type Description
Value Hex Software version ID

As children the SoftwareVersionID has a list of DMXPersonality.

DMXPersonality

To define the supported software versions, put in an XML node <DMXPersonality>. The currently defined attributes are specified in table 49.

Table 49. DMXPersonality
Attribute Name Value Type Description
Value Hex Hex Value of the DMXPersonality
DMXMode Name Link to the DMX Mode that can be used with this software version.

Listing 7 shows an example of a supported protocol collect and the corresponding RDM section described in xml.

<Protocols>

   <FTRDM ManufacturerID="0x5253" DeviceModelID="0x0000">
       <SoftwareVersionID Value="0x0" >
           <DMXPersonality Value="0x0" DMXMode="DMX Mode" />;
           <DMXPersonality Value="0x1" DMXMode="DMX Mode 2" />;
       </SoftwareVersionID>
       <SoftwareVersionID Value="0x0" />
           <DMXPersonality Value="0x1" DMXMode="DMX Mode" />;
           <DMXPersonality Value="0x0" DMXMode="DMX Mode 2" />;
       </SoftwareVersionID>
   </FTRDM>

</Protocols>

Listing 7. Supported protocol collect with RDM section


Art-Net Section

This section has not yet been defined (XML node <Art-Net>).

Streaming ACN Section

This section has not yet been defined (XML node <sACN>).

KiNET Section

This section has not yet been defined (XML node <KiNET>).

Posi Stage Net Section

This section has not yet been defined (XML node <PosiStageNet>).

Open Sound Control Section

This section has not yet been defined (XML node <OpenSoundControl>).

CITP Section

This section has not yet been defined (XML node <CITP>).

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Appendix A. Attribute Definitions

To describe the fixture types, use attributes. Attributes define the function. (n) and (m) are wildcards for the enumartion of attributes e.g. Gobo(n) - Gobo1 and Gobo2 or VideoEffect(n)Parameter(m) - VideoEffect1Parameter1 and VideoEffect1Parameter2. Attributes without wildcards (n) or (m) are not enumerated. The enumaration starts with 1. The currently defined attributes are specified in table A1.

Table A1. Structure of Attribute and Subattribute
Description Attribute
Controls the intensity of a fixture. Dimmer
Controls the fixture's sideward movement (horizontal axis). Pan
Controls the fixture's upward and the downward movement (vertical axis). Tilt
Selects the predefined position effects that are built into the fixture. PositionEffect
Controls the speed of the predefined position effects that are built into the fixture. PositionEffectRate
Snaps or smooth fades with timing in running predefined position effects. PositionEffectFade
Defines a fixture’s x-coordinate within an XYZ coordinate system. XYZ_X
Defines a fixture’s y-coordinate within an XYZ coordinate system. XYZ_Y
Defines a fixture‘s z-coordinate within an XYZ coordinate system. XYZ_Z
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)
Selects 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)SelectSpin
Selects gobos which shake in gobo wheel (n) and controls the frequency of the gobo’s shake within the same channel function. Gobo(n)SelectShake
Selects gobos which run effects in gobo wheel (n). Gobo(n)SelectEffects
Controls angle of indexed rotation of gobo wheel (n). Gobo(n)WheelIndex
Controls the speed and direction of continuous rotation of gobo wheel (n). Gobo(n)WheelSpin
Controls frequency of the shake of gobo wheel (n). Gobo(n)WheelShake
Controls speed of gobo wheel´s (n) random gobo slot selection. Gobo(n)WheelRandom
Controls audio-controlled functionality of gobo wheel (n). Gobo(n)WheelAudio
Controls 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)Pos
Controls the speed and direction of continuous rotation of gobos in gobo wheel (n). Gobo(n)PosRotate
Controls frequency of the shake of gobos in gobo wheel (n). Gobo(n)PosShake
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. AnimationWheel(n)
Controls audio-controlled functionality of animation wheel (n).
Selects predefined effects in animation wheel (n). AnimationWheel(n)Macro
Controls speed of animation wheel (n) random slot selection. AnimationWheel(n)Random
Selects slots which run effects in animation wheel (n). AnimationWheel(n)SelectEffects
Selects slots which shake in animation wheel and controls the frequency of the slots shake within the same channel function. AnimationWheel(n)SelectShake
Selects slots whose rotation is continuous in animation wheel and controls the angular speed of the slot spin within the same channel function AnimationWheel(n)SelectSpin
Controls angle of indexed rotation of slots in animation wheel. This is the main attribute of animation wheel (n) wheel slot control. AnimationWheel(n)Pos
Controls the speed and direction of continuous rotation of slots in animation wheel (n). AnimationWheel(n)PosRotate
Controls frequency of the shake of slots in animation wheel (n). AnimationWheel(n)PosShake
Selects predefined color effects built into the fixture. ColorEffects(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)
Controls angle of indexed rotation of color wheel (n) Color(n)WheelIndex
Controls the speed and direction of continuous rotation of color wheel (n). Color(n)WheelSpin
Controls speed of color wheel´s 1 random color slot selection. Color(n)WheelRandom
Controls audio-controlled functionality of color wheel (n). Color(n)WheelAudio
Controls the intensity of the fixture's red emitters for direct additive color mixing. ColorAdd_R
Controls the intensity of the fixture's green emitters for direct additive color mixing ColorAdd_G
Controls the intensity of the fixture's blue emitters for direct additive color mixing. ColorAdd_B
Controls the intensity of the fixture's cyan emitters for direct additive color mixing. ColorAdd_C
Controls the intensity of the fixture's magenta emitters for direct additive color mixing. ColorAdd_M
Controls the intensity of the fixture's yellow emitters for direct additive color mixing. ColorAdd_Y
Controls the intensity of the fixture's amber emitters for direct additive color mixing. ColorAdd_RY
Controls the intensity of the fixture's lime emitters for direct additive color mixing. ColorAdd_GY
Controls the intensity of the fixture's blue-green emitters for direct additive color mixing. ColorAdd_GC
Controls the intensity of the fixture's light-blue emitters for direct additive color mixing. ColorAdd_BC
Controls the intensity of the fixture's purple emitters for direct additive color mixing. ColorAdd_BM
Controls the intensity of the fixture's pink emitters for direct additive color mixing. ColorAdd_RM
Controls the intensity of the fixture's white emitters for direct additive color mixing. ColorAdd_W
Controls the intensity of the fixture's warm white emitters for direct additive color mixing. ColorAdd_WW
Controls the intensity of the fixture's cool white emitters for direct additive color mixing. ColorAdd_CW
Controls the intensity of the fixture's UV emitters for direct additive color mixing. ColorAdd_UV
Controls the insertion of the fixture's red filter flag for direct subtractive color mixing. ColorSub_R
Controls the insertion of the fixture's green filter flag for direct subtractive color mixing. ColorSub_G
Controls the insertion of the fixture's blue filter flag for direct subtractive color mixing. ColorSub_B
Controls the insertion of the fixture's cyan filter flag for direct subtractive color mixing. ColorSub_C
Controls the insertion of the fixture's magenta filter flag for direct subtractive color mixing. ColorSub_M
Controls the insertion of the fixture's yellow filter flag for direct subtractive color mixing. ColorSub_Y
Selects predefined colors that are programed in the fixture's firmware. ColorMacro(n)
Controls the fixture's "Correct to orange" wheel or mixing system. CTO
Controls the fixture's "Correct to color" wheel or mixing system. CTC
Controls the fixture's "Correct to blue" wheel or mixing system. CTB
Controls the fixture's color attribute regarding the hue. HSB_Hue
Controls the fixture's color attribute regarding the saturation. HSB_Saturation
Controls the fixture's color attribute regarding the brightness. HSB_Brightness
Controls the fixture's color attribute regarding the quality. HSB_Quality
Controls the fixture's CIE 1931 color attribute regarding the chromaticity x. CIE_X
Controls the fixture's CIE 1931 color attribute regarding the chromaticity y. CIE_Y
Controls the fixture's CIE 1931 color attribute regarding the brightness (Y). CIE_Brightness
Controls the fixture's red attribute for indirect RGB color mixing. ColorRGB_Red
Controls the fixture's green attribute for indirect RGB color mixing. ColorRGB_Green
Controls the fixture's blue attribute for indirect RGB color mixing. ColorRGB_Blue
Controls the fixture's cyan attribute for indirect CMY color mixing. ColorRGB_Cyan
Controls the fixture's magenta attribute for indirect CMY color mixing. ColorRGB_Magenta
Controls the fixture's yellow attribute for indirect CMY color mixing. ColorRGB_Yellow
Controls the fixture's quality attribute for indirect color mixing. ColorRGB_Quality
Controls the length of a strobe flash. StrobeDuration
Controls the time between strobe flashes. StrobeRate
Controls the fixture´s mechanical or electronical shutter feature. Shutter(n)
Controls the frequency/speed of the fixture´s mechanical or electronical strobe shutter feature. Shutter(n)Strobe
Controls the frequency/speed of the fixture´s mechanical or electronical pulse shutter feature. Shutter(n)StrobePulse
Controls the frequency/speed of the fixture´s mechanical or electronical closing pulse shutter feature. Shutter(n)StrobePulseClose
Controls the frequency/speed of the fixture´s mechanical or electronical opening pulse shutter feature. Shutter(n)StrobePulseOpen
Controls the frequency/speed of the fixture´s mechanical or electronical random strobe shutter feature. Shutter(n)StrobeRandom
Controls the frequency/speed of the fixture´s mechanical or electronical random pulse shutter feature. Shutter(n)StrobeRandomPulse
Controls the frequency/speed of the fixture´s mechanical or electronical random closing pulse shutter feature. Shutter(n)StrobeRandomPulseClose
Controls the frequency/speed of the fixture´s mechanical or electronical random opening pulse shutter feature. Shutter(n)StrobeRandomPulseOpen
Controls the frequency/speed of the fixture´s mechanical or electronical shutter effect feature. Shutter(n)StrobeEffect
Controls the diameter of the fixture's beam. Iris
Sets speed of the iris's strobe feature. IrisStrobe
Sets speed of the iris's random movement. IrisStrobeRandom
Sets speed of iris's closing pulse. IrisPulseClose
Sets speed of iris's opening pulse. IrisPulseOpen
The ability to soften the fixture's spot light with a frosted lens. Frost(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)
Selects 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)SelectSpin
Macro functions of prism wheel (n). Prism(n)Macro
Controls 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)Pos
Controls the speed and direction of continuous rotation of prisms in prism wheel (n). Prism(n)PosRotate
Generically predefined macros and effects of a fixture. Effects(n)
Speed of running effects. Effects(n)Rate
Snapping or smooth look of running effects. Effects(n)Fade
Controls parameter (m) of effect (n) Effects(n)Adjust(m)
Controls 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)Pos
Controls speed and direction of slot/effect in effect wheel (n). Effects(n)PosRotate
Sets offset between running effects and effects 2. EffectsSync
Activates fixture's beam shaper. BeamShaper
Predefined presets for fixture's beam shaper positions. BeamShaperMacro
Indexing of fixture's beam shaper. BeamShaperPos
Continuous rotation of fixture's beam shaper. BeamShaperPosRotate
Controls the spread of the fixture's beam/spot. Zoom
Selects spot mode of zoom. ZoomModeSpot
Selects beam mode of zoom. ZoomModeBeam
Controls the sharpness of the fixture's spot light. Can blur or sharpen the edge of the spot. Focus(n)
Autofocuses functionality using presets. Focus(n)Adjust
Autofocuses functionality using distance. Focus(n)Distance
Controls the channel of a fixture. Control(n)
Selects different modes of intensity. DimmerMode
Selects different dimmer curves of the fixture. DimmerCurve
Close the light output under certain conditions (movement correction, gobo movement, etc.). BlackoutMode
Controls LED frequency. LEDFrequency
Changes zones of LEDs. LEDZoneMode
Controls behavior of LED pixels. PixelMode
Selects fixture's pan mode. Selects between a limited pan range (e.g. -270 to 270) or a continuous pan range. PanMode
Selects fixture's pan mode. Selects between a limited tilt range (e.g. -130 to 130) or a continuous tilt range. TiltMode
Selects fixture's pan/tilt mode. Selects between a limited pan/tilt range or a continuous pan/tilt range. PanTiltMode
Selects the fixture's position mode. PositionModes
Changes control between selecting, indexing, and rotating the gobos of gobo wheel (n). Gobo(n)WheelMode
Changes control between selecting, indexing, and rotating the slots of animation wheel (n). AnimationWheel(n)Mode
Defines whether the animation wheel takes the shortest distance between two positions. AnimationWheelShortcutMode
Changes control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel (n). Color(n)Mode
Defines whether the color wheel takes the shortest distance between two colors. ColorWheelShortcutMode
Controls how Cyan is used within the fixture's cyan CMY-mixing feature. CyanMode
Controls how Cyan is used within the fixture's magenta CMY-mixing. MagentaMode
Controls how Cyan is used within the fixture's yellow CMY-mixing feature. YellowMode
Changes control between selecting continuous selection, half selection, random selection, color spinning, etc. in color mixing. ColorMixMode
Selects chromatic behavior of the device. ChromaticMode
Sets calibration mode (for example on/off). ColorCalibrationMode
Controls consistent behavior of color. ColorConsistency
Controls special color related functions. ColorControl
Controls color model (CMY/RGB/HSV..). ColorModelMode
Resets settings of color control channel. ColorSettingsReset
Controls behavior of color uniformity. ColorUniformity
Controls CRI settings of output. CRIMode
Custom color related functions (save, recall..). CustomColor
Settings for UV stability color behavior. UVStability
Settings for WaveLength corrections of colors. WavelengthCorrection
Controls if White LED is proportionally added to RGB. WhiteCount
Changes strobe style - strobe, pulse, random strobe, etc. - of the shutter attribute. StrobeMode
Changes modes of the fixture´s zoom. ZoomMode
Changes modes of the fixture’s focus - manual or auto- focus. FocusMode
Changes modes of the fixture’s iris - linear, strobe, pulse. IrisMode
Controls fan (n) mode. Fan(n)Mode
Selects follow spot control mode. FollowSpotMode
Changes mode to control either index or rotation of the beam effects. BeamEffectIndexRotateMode
Movement speed of the fixture's intensity. IntensityMSpeed
Movement speed of the fixture's pan/tilt. PositionMSpeed
Movement speed of the fixture's ColorMix presets. ColorMixMSpeed
Movement speed of the fixture's color wheel. ColorWheelSelectMSpeed
Movement speed of the fixture's gobo wheel (n). GoboWheel(n)MSpeed
Movement speed of the fixture's iris. IrisMSpeed
Movement speed of the fixture's prism wheel (n). Prism(n)MSpeed
Movement speed of the fixture's focus. FocusMSpeed
Movement speed of the fixture's frost (n). Frost(n)MSpeed
Movement speed of the fixture's zoom. ZoomMSpeed
Movement speed of the fixture's shapers. FrameMSpeed
General speed of fixture's features. GlobalMSpeed
Movement speed of the fixture's frost. ReflectorAdjust
Generally resets the entire fixture. FixtureGlobalReset
Resets the fixture's shutter. ShutterReset
Resets the fixture's beam features. BeamReset
Resets the fixture's color mixing system. ColorMixReset
Resets the fixture's color wheel. ColorWheelReset
Resets the fixture's focus. FocusReset
Resets the fixture's shapers. FrameReset
Resets the fixture's gobo wheel. GoboWheelReset
Resets the fixture's intensity. IntensityReset
Resets the fixture's iris. IrisReset
Resets the fixture's pan/tilt. PositionReset
Resets the fixture's pan. PanReset
Resets the fixture's tilt. TiltReset
Resets the fixture's zoom. ZoomReset
Resets the fixture's CTB. CTBReset
Resets the fixture's CTO. CTOReset
Resets the fixture's CTC. CTCReset
Resets the fixture's calibration. FixtureCalibrationReset
Generally controls features of the fixture. Function
Controls the fixture's lamp on/lamp off feature. LampControl
Adjusts intensity of display DisplayIntensity
Selects DMX Input DMXInput
Ranges without a functionality. NoFeature
Fog or hazer‘s blower feature. Blower(n)
Fog or hazer's Fan feature. Fan(n)
Fog or hazer's Fog feature. Fog(n)
Fog or hazer's haze feature. Haze(n)
Controls the energy consumption of the lamp. LampPowerMode
Fancontrols a fixture or device. Fans
1 of 2 shutters that shape the top/right/bottom/left of the beam. Blade(n)A
2 of 2 shutters that shape the top/right/bottom/left of the beam. Blade(n)B
Rotates position of blade(n). Blade(n)Rot
Rotates position of blade assembly. ShaperRot
Predefined presets for shaper positions. ShaperMacros
Speed of predefined effects on shapers, ShaperMacrosSpeed
Controls video features. Video
Selects the media folder of a device (e.g., a media server). MediaFolder
Selects the content slot of in the selected media folder (e.g. of a media server). MediaContent
Selects the playmode of a device (e.g., a media server). Playmode
Selects dedicated effects which are used for media. VideoEffect(n)Type
Controls parameter (m) of VideoEffect(n)Type. VideoEffect(n)Parameter(m)
Scales the media content or video object along the x-axis. VideoScale(n)_X
Scales the media content or video object along the y-axis. VideoScale(n)_Y
Scales the media content or video object along the z-axis. VideoScale(n)_Z
Scales the media content or video object along all three axes. VideoScale(n)_All
Selects the video camera(n). VideoCamera(n)

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Appendix B. 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 enumaration starts with 1.

   <AttributeDefinitions>
       <ActivationGroups>
           <ActivationGroup  Name="PanTilt" />
           <ActivationGroup  Name="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="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" />
           </FeatureGroup>
           <FeatureGroup  Name="Gobo">
               <Feature  Name="Gobo" />
           </FeatureGroup>
           <FeatureGroup  Name="Color">
               <Feature  Name="Color" />
               <Feature  Name="RGB" />
               <Feature  Name="HSB" />
               <Feature  Name="CIE" />
               <Feature  Name="Indirect" />
           </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" PhysicalUnit="LuminousIntensity" />
           <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="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="Gobo(n)" Pretty="G(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
           <Attribute Name="Gobo(n)SelectSpin" Pretty="Select Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />
           <Attribute Name="Gobo(n)SelectShake" Pretty="Select Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
           <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" />
           <Attribute Name="Gobo(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />
           <Attribute Name="Gobo(n)WheelShake" Pretty="Wheel Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
           <Attribute Name="Gobo(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
           <Attribute Name="Gobo(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
           <Attribute Name="Gobo(n)Pos" Pretty="G(n) <>" 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" />
           <Attribute Name="AnimationWheel(n)" ActivationGroup="AnimationWheel(n)" Pretty="Anim(n)" Feature="Gobo.Gobo" />
           <Attribute Name="AnimationWheel(n)Audio" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim Audio" />
           <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" />
           <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" />
           <Attribute Name="AnimationWheel(n)SelectSpin" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim Select Spin" />
           <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" />
           <Attribute Name="ColorEffects(n)" Pretty="Color FX(n)" Feature="Color.Color" />
           <Attribute Name="Color(n)" Pretty="C(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />
           <Attribute Name="Color(n)WheelIndex" Pretty="Wheel Index" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Angle" />
           <Attribute Name="Color(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="AngularSpeed" />
           <Attribute Name="Color(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Frequency" />
           <Attribute Name="Color(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />
           <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="CTO" Pretty="CTO" Feature="Color.Color" />
           <Attribute Name="CTC" Pretty="CTC" Feature="Color.Color" />
           <Attribute Name="CTB" Pretty="CTB" 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="StrobeDuration" Pretty="Strobe Duration" Feature="Beam.Beam" PhysicalUnit="Time" />
           <Attribute Name="StrobeRate" Pretty="Strobe Rate" 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" />
           <Attribute Name="Shutter(n)StrobePulse" Pretty="Pulse(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
           <Attribute Name="Shutter(n)StrobePulseClose" Pretty="Pulse Close(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
           <Attribute Name="Shutter(n)StrobePulseOpen" Pretty="Pulse Open(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
           <Attribute Name="Shutter(n)StrobeRandom" Pretty="Random(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
           <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" />
           <Attribute Name="IrisStrobeRandom" Pretty="Random Strobe" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />
           <Attribute Name="IrisPulseClose" Pretty="Pulse Close" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />
           <Attribute Name="IrisPulseOpen" Pretty="Pulse Open" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />
           <Attribute Name="Frost(n)" Pretty="Frost(n)" Feature="Beam.Beam" />
           <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="Angle" />
           <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="Speed" />
           <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" />
           <Attribute Name="BeamShaperMacro" Pretty="Beam Shaper Macro" ActivationGroup="BeamShaper" Feature="Beam.Beam" />
           <Attribute Name="BeamShaperPos" Pretty="Beam Shaper <>" ActivationGroup="BeamShaper" Feature="Beam.Beam" />
           <Attribute Name="BeamShaperPosRotate" Pretty="Beam Shaper Rotate" ActivationGroup="BeamShaper" Feature="Beam.Beam" />
           <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="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" />
           <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="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="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="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="Video" Pretty="Video" Feature="Video.Video" />
           <Attribute Name="MediaFolder" Pretty="Media Folder" Feature="Video.Video" />
           <Attribute Name="MediaContent" Pretty="Media Content" Feature="Video.Video" />
           <Attribute Name="Playmode" Pretty="Playmode" 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="VideoScale(n)_X" Pretty="Video Scale(n) X" Feature="Video.Video" />
           <Attribute Name="VideoScale(n)_Y" Pretty="Video Scale(n) Y" Feature="Video.Video" />
           <Attribute Name="VideoScale(n)_Z" Pretty="Video Scale(n) Z" Feature="Video.Video" />
           <Attribute Name="VideoScale(n)_All" Pretty="Video Scale(n) All" Feature="Video.Video" />
           <Attribute Name="VideoCamera(n)" Pretty="Video Camera(n)" Feature="Video.Video" />
       </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" />

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Appendix C. 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 point Character UTF-8 (dec.) Name
U+0020 32 SPACE
U+0022 " 34 QUOTATION MARK
U+0023 # 35 NUMBER SIGN
U+0025  % 37 PERCENT SIGN
U+0027 ' 39 APOSTROPHE
U+0028 ( 40 LEFT PARENTHESIS
U+0029 ) 41 RIGHT PARENTHESIS
U+002A * 42 ASTERISK
U+002B + 43 PLUS SIGN
U+002D - 45 HYPHEN-MINUS
U+002F / 47 SOLIDUS
U+0030 0 48 DIGIT ZERO
U+0031 1 49 DIGIT ONE
U+0032 2 50 DIGIT TWO
U+0033 3 51 DIGIT THREE
U+0034 4 52 DIGIT FOUR
U+0035 5 53 DIGIT FIVE
U+0036 6 54 DIGIT SIX
U+0037 7 55 DIGIT SEVEN
U+0038 8 56 DIGIT EIGHT
U+0039 9 57 DIGIT NINE
U+003A : 58 COLON
U+003B ; 59 SEMICOLON
U+003C < 60 LESS-THAN SIGN
U+003D = 61 EQUALS SIGN
U+003E > 62 GREATER-THAN SIGN
U+0040 @ 64 COMMERCIAL AT
U+0041 A 65 LATIN CAPITAL LETTER A
U+0042 B 66 LATIN CAPITAL LETTER B
U+0043 C 67 LATIN CAPITAL LETTER C
U+0044 D 68 LATIN CAPITAL LETTER D
U+0045 E 69 LATIN CAPITAL LETTER E
U+0046 F 70 LATIN CAPITAL LETTER F
U+0047 G 71 LATIN CAPITAL LETTER G
U+0048 H 72 LATIN CAPITAL LETTER H
U+0049 I 73 LATIN CAPITAL LETTER I
U+004A J 74 LATIN CAPITAL LETTER J
U+004B K 75 LATIN CAPITAL LETTER K
U+004C L 76 LATIN CAPITAL LETTER L
U+004D M 77 LATIN CAPITAL LETTER M
U+004E N 78 LATIN CAPITAL LETTER N
U+004F O 79 LATIN CAPITAL LETTER O
U+0050 P 80 LATIN CAPITAL LETTER P
U+0051 Q 81 LATIN CAPITAL LETTER Q
U+0052 R 82 LATIN CAPITAL LETTER R
U+0053 S 83 LATIN CAPITAL LETTER S
U+0054 T 84 LATIN CAPITAL LETTER T
U+0055 U 85 LATIN CAPITAL LETTER U
U+0056 V 86 LATIN CAPITAL LETTER V
U+0057 W 87 LATIN CAPITAL LETTER W
U+0058 X 88 LATIN CAPITAL LETTER X
U+0059 Y 89 LATIN CAPITAL LETTER Y
U+005A Z 90 LATIN CAPITAL LETTER Z
U+005F _ 95 LOW LINE
U+0060 ` 96 GRAVE ACCENT
U+0061 a 97 LATIN SMALL LETTER A
U+0062 b 98 LATIN SMALL LETTER B
U+0063 c 99 LATIN SMALL LETTER C
U+0064 d 100 LATIN SMALL LETTER D
U+0065 e 101 LATIN SMALL LETTER E
U+0066 f 102 LATIN SMALL LETTER F
U+0067 g 103 LATIN SMALL LETTER G
U+0068 h 104 LATIN SMALL LETTER H
U+0069 i 105 LATIN SMALL LETTER I
U+006A j 106 LATIN SMALL LETTER J
U+006B k 107 LATIN SMALL LETTER K
U+006C l 108 LATIN SMALL LETTER L
U+006D m 109 LATIN SMALL LETTER M
U+006E n 110 LATIN SMALL LETTER N
U+006F o 111 LATIN SMALL LETTER O
U+0070 p 112 LATIN SMALL LETTER P
U+0071 q 113 LATIN SMALL LETTER Q
U+0072 r 114 LATIN SMALL LETTER R
U+0073 s 115 LATIN SMALL LETTER S
U+0074 t 116 LATIN SMALL LETTER T
U+0075 u 117 LATIN SMALL LETTER U
U+0076 v 118 LATIN SMALL LETTER V
U+0077 w 119 LATIN SMALL LETTER W
U+0078 x 120 LATIN SMALL LETTER X
U+0079 y 121 LATIN SMALL LETTER Y
U+007A z 122 LATIN SMALL LETTER Z

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Revision History

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

Version 1.0

  • Geometry Type Axis: Removed xml attributes "From", "To" and "Speed";
  • Changed enumeration of attribute names;
  • Node Revision: added XML attribute "UserID";
  • Revisions are optional now. Every time a GDTF file is uploaded to GDTF-Share.com a revision with the actual time and UserID is created by the GDTF-Share;
  • Geometry Type Geometry Reference: XML attribute "Model" added.
  • All Geometry Nodes: XML attribute "Model" now uses value type "Name".
  • Node Model: Changed description of XML attribute "File";
  • ChannelFunction: removed XML attribute DMXInvert;
  • DMX Mode Children: Removed RDM Personality;
  • Node DMXPersonality: Changed Value type of XML attribute DMXMode;
  • Physical Description: Updated definition of emitters;
  • Physical Description: Added definition of filters;
  • Channel Function: Added XML attribute "Filter";
  • Wheel Slot: Added XML attribute "Filter";
  • Physical Description: Added definition of color space for indirect color mixing;
  • Updated suggested names for Geometry Type "Geometry" and "Axis";
  • Updated appendix A and B due to rework and addition of attributes;
  • DMXChannel: Removed XML attributes "Coarse", "Fine", "Ultra" and "Uber" and added XML attribute "Offset" instead.
  • Fixture Type Node: Added XML attribute "LongName";
  • Fixture Type Node: Changed description of XML attribute "ShortName";
  • Fixture Type Node: Changed description of XML attribute "Manufacturer";

Version 0.9

  • Geometries are now always referenced by Name and not by Node Link;
  • Fixed glitch in spec regarding ZIP-archive;
  • Updated example for Data Version;
  • Updated description of Model Node - Replaced wheel slot by model;
  • Geometry type Beam: Changed name of xml attribute "LuminousIntensity" to "LuminousFlux";
  • Changed definition of value type "Date" corresponding to UTC;
  • Maximum count of vertices is now defined per device and not per model;
  • Removed optional checksum per file;
  • Fixture type node: Added .svg as additional resource type for thumbnail;
  • Changed maximum resolution of png files for thumbnail and wheel slot to 1024x1024;
  • Updated format of value type "GUID" corresponding to RFC 4122;
  • Defined folder structure for resource files;
  • Links to all resource files do not have a file extension any longer;
  • Added first iteration of media server attributes;
  • Added table for allowable UTF-8 chars for Names;
  • Node ChannelSet: Changed description of xml attribute "WheelSlotIndex";
  • Defined more clearly how the wheel slot index is created;
  • Updated RDM Section;
  • Node DMXChannel: The xml attribute "Frequency" was removed;
  • Node ChannelFunction: The xml attribute "EncoderInvert" was removed;
  • Moved xml attributes "MibFade" and "DMXChangeTimeLimit" from the DMXChannel to the LogicalChannel;

Version 0.88

  • Node ChannelSet: Removed defaults in xml attributes PhysicalFrom and PhysicalTo;
  • Node ChannelSet: Changed description of xml attributes Name and DMXFrom;
  • Node DMXChannel: Changed description of xml attribute Default;
  • Node Relation: Renamed xml attribute Slave to Follower;
  • Node Relation: Removed xml attributes DMXFrom and DMXTo;
  • Node Relation: Removed relation type “Mode”;
  • Node ChannelFunction: Added xml attributes ModeMaster, ModeFrom and ModeTo;
  • Added attributes CIE_X, CIE_Y and CIE_Brightness;
  • Reworked and added further attributes for gobo wheel, color wheel, color mixing and prism.
  • Updated Appendix A and Appendix B as per changes made in attributes.


Version 0.87

  • Changing format of type Matrix and Rotation;
  • New xml attribute of DMX Channel - Uber;
  • Attribute has no more Special xml attribute;
  • Pigtail position should not be specified in 2D or 3D files anymore. Instead of it should be created a general geometry and linked to a model with primitive type “Pigtail”;
  • Measurement point does not have DMX and Color xml properties anymore;
  • Added specification to 3D mesh;
  • Added new part Color rendering index collect;
  • Added new part Supported protocol collect and moved RDM section to this part;
  • GDTF file should have extension “.gdtf”;
  • Subattributes are no more part of GDTF. Instead Attributes get a new xml attribute “MainAttribute”;
  • Macro Collect moved into DMX Mode and is defined;
  • Channel Set has no more xml attribute Real Fade;
  • Defined measurement resolution for Emitters;
  • Logical Channel and DMX Channel has an automatically generated name, which cannot be specified in xml.


Version 0.86

  • Changing xml tag for Emitter collect;
  • XML node “Master” moved from Channel Function to Logical Channel;
  • New predefined values for primitive type of model;
  • Lamp geometry type is renamed to Beam;
  • New name suggestion of General Geometry;
  • Attribute has new xml attribute – “Special”;
  • Default SubAttribute for Channel Function is NoFeature;
  • Fixture Type has new xml attribute “RefFT”;
  • RealFade xml attribute has type float;
  • Renaming of xml Attribute MibFadeFrame to MibFade, type float;
  • Changing type of xml attribute DMXChangeTimeLimit to float;
  • Beam has new xml attribute FieldAngle;
  • Wheel no longer has the xml attribute “SubAttribute”;
  • Changing xml tags of EmitterCollect to Emitters; DMXProfileCollect to DMXProfiles;
  • New Type “DMXValue”, used to specify DMX values like Default or DMXFrom;
  • Adjusted names of predefined ActivationGroups, Attributes and Subattributes;
  • Removed predefined Attributes “MasterIntensity”, REDALL, GREENALL, BLUEALL, AMBERALL, WHITEALL;
  • Removed ActivationGroup “ColorRGBALL”.


Version 0.85

  • Internal xml file has a static name “description.xml”.
  • DMX mode collect should contain all modes and all firmware revisions.


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