personality:create_vis_from_d4
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personality:create_vis_from_d4 [2020/01/03 21:40] – [6. Generate R20 (and Vis) files] icke_siegen | personality:create_vis_from_d4 [2024/08/24 08:14] (current) – icke_siegen | ||
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====== Creating vis files from d4 personalities ====== | ====== Creating vis files from d4 personalities ====== | ||
+ | |||
+ | <fs small> | ||
Even though the old visualiser is now superseded by Capture it might be useful for some - and as personalities for the visualiser are not made any more, here are some hints how you can make them from d4 Titan personalities. | Even though the old visualiser is now superseded by Capture it might be useful for some - and as personalities for the visualiser are not made any more, here are some hints how you can make them from d4 Titan personalities. | ||
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===== - Prepare a skeleton folder structure ===== | ===== - Prepare a skeleton folder structure ===== | ||
- | This process will produce a couple of files which all need to go to designated folders. It has proved | + | This process will produce a couple of files which all need to go to designated folders. It has proven |
My Fixture | My Fixture | ||
Line 32: | Line 34: | ||
===== - Identify the correct d4 file ===== | ===== - Identify the correct d4 file ===== | ||
- | We assume that a d4 personality for your fixture already exists. Luckily they usually have verbose file names - have a look in the personality folder (with the PC suite installed it is '' | + | We assume that a d4 personality for your fixture already exists. Luckily they usually have verbose file names - have a look in the personality folder (with the PC suite installed it is '' |
If you have found the correct d4 file copy it to '' | If you have found the correct d4 file copy it to '' | ||
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If there is no entry then you need to make one yourself: | If there is no entry then you need to make one yourself: | ||
- | * albeit max. 11 characters | + | * albeit max. 11 characters |
* no spaces, no special characters, no umlauts, no symbols - just characters and numbers | * no spaces, no special characters, no umlauts, no symbols - just characters and numbers | ||
* a good habit: | * a good habit: | ||
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Now, one by one, Personality Builder scans each mode. For each mode, two files are created: an .R20 file (like he classic pearl files) and a vis file which is the actual visualiser personality. However, things usually don't go that smoothly. | Now, one by one, Personality Builder scans each mode. For each mode, two files are created: an .R20 file (like he classic pearl files) and a vis file which is the actual visualiser personality. However, things usually don't go that smoothly. | ||
- | The next prompt asks where the file should be saved - usually we can just confirm this (the filenam | + | The next prompt asks where the file should be saved - usually we can just confirm this (the filename |
{{: | {{: | ||
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{{: | {{: | ||
| | ||
- | Here, you need to comply - shorten the given fixture name as only 11 characters can be displayed in the visualiser. This needs to be done per mode - it's a good idea to use something like ' | + | Here, you need to comply - shorten the given fixture name as only 31 characters can be displayed in the visualiser. This needs to be done per mode - it's a good idea to use something like ' |
- | Now the next mode is parsed and checked. Again we get the prompt asking for the filename. **This time it really needs to be checked and corrected** as it again suggest | + | Now the next mode is parsed and checked. Again we get the prompt asking for the filename. **This time it really needs to be checked and corrected** as it again suggests |
{{: | {{: | ||
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Here it again suggests the filename '' | Here it again suggests the filename '' | ||
- | Proceed with this until all modes have been processed. Eventually, 2 files per mode will be created. | + | Proceed with this until all modes have been processed. Eventually, 2 files per mode will be created. Here, as all five modes have references and are exported, 10 files will be created: |
+ | |||
+ | {{: | ||
+ | |||
+ | Move all .R20 files to the folder '' | ||
+ | of your folder skeleton. In our example the result looks like this: | ||
+ | |||
+ | CAMEO FLAT PRO 12 IP65 | ||
+ | │ | ||
+ | │ | ||
+ | │ | ||
+ | └───Avolites | ||
+ | ├───Titan | ||
+ | │ | ||
+ | │ | ||
+ | │ | ||
+ | └───Visualiser | ||
+ | ├───Extensions | ||
+ | │ | ||
+ | │ | ||
+ | │ | ||
+ | │ | ||
+ | │ | ||
+ | │ | ||
+ | └───Personalities | ||
+ | UKCMF121.R20 | ||
+ | UKCMF122.R20 | ||
+ | UKCMF123.R20 | ||
+ | UKCMF124.R20 | ||
+ | UKCMF125.R20 | ||
+ | |||
+ | ===== - Edit R20 files ===== | ||
+ | |||
+ | Usually the R20 files - originally personalities for the Classic consoles - do not need to be edited. I had a couple of times where I needed to do this in the past in order to make the visualiser working properly. If I come across such a fixture again I will add this to this section. | ||
+ | |||
+ | Editing R20 files is done with a standard text editor. Make sure the editor really works with plain ASCII text without interfering with the character set, encoding or whatsoever. For starters, Windows Editor (a.k.a. Notepad) does work. Personally I prefer [[https:// | ||
+ | |||
+ | Most of the syntax is explained in the file itself. Only as a reference, here is a screenshot of such a file opened in Notepad++. | ||
+ | |||
+ | {{: | ||
+ | ===== - Edit vis files ===== | ||
+ | |||
+ | Unlike the R20 files, the VIS files essentially always need to be edited before the fixture really works in the Visualiser. | ||
+ | |||
+ | Editing vis files is again done with a text editor (my recommendation: | ||
+ | |||
+ | A vis file opened in an editor looks like this: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | I have already highlighted one thing to fix. But the basic structure is: | ||
+ | |||
+ | * there are many lines starting with a %%//%% double slash. These line are simple comments and have no function. | ||
+ | * there is a line like '' | ||
+ | * there are some sections like this: | ||
+ | |||
+ | < | ||
+ | ChanRef Dimmer | ||
+ | Vismode Value | ||
+ | UseBits 1 2 3 4 5 6 7 8 | ||
+ | DmxOffset 1 | ||
+ | Mapping 0 255 0 255 | ||
+ | End | ||
+ | </ | ||
+ | |||
+ | * each section starts with the keayword '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * '' | ||
+ | * and finally there is one or more line starting with '' | ||
+ | |||
+ | <fs large> | ||
+ | |||
+ | Here are some things which frequently need to be corrected: | ||
+ | |||
+ | ==== - complete DMX ranges ==== | ||
+ | |||
+ | DMX ranges must be complete from 0 to 255 (8bit) or from 0 to 65535 (16bit) for the visualiser to work correctly. | ||
+ | |||
+ | In this example we find the colour wheel 1 definition like this: | ||
+ | |||
+ | < | ||
+ | ChanRef Color Wheel 1 | ||
+ | Vismode Value | ||
+ | UseBits 1 2 3 4 5 6 7 8 | ||
+ | DmxOffset 2 | ||
+ | Mapping 0 0 RGB240, | ||
+ | Mapping 17 33 RGB0, | ||
+ | Mapping 34 50 RGB0, | ||
+ | Mapping 51 67 White | ||
+ | Mapping 68 84 RGB240, | ||
+ | Mapping 85 101 RGB240, | ||
+ | Mapping 102 118 RGB0, | ||
+ | Mapping 119 135 RGB240, | ||
+ | Mapping 136 152 RGB240, | ||
+ | Mapping 153 169 RGB120, | ||
+ | Mapping 170 186 RGB240, | ||
+ | Mapping 187 203 RGB0, | ||
+ | Mapping 204 220 RGB240, | ||
+ | Mapping 221 237 RGB220, | ||
+ | Mapping 238 255 RGB240, | ||
+ | End | ||
+ | </ | ||
+ | |||
+ | There is a gap in the DMX values between the first range '' | ||
+ | ==== - check for fundamental ranges (open/ | ||
+ | |||
+ | Sometimes some attributes do not have the fundamental ranges e.g. to open or close the shutter, open gobo, stop rotation, etc. | ||
+ | |||
+ | Here, in the exported mode 2 visualiser file (UKCMF122.VIS) we find a definition like this: | ||
+ | |||
+ | < | ||
+ | // Shutter | ||
+ | ChanRef Dimmer | ||
+ | Vismode Strobe | ||
+ | UseBits 1 2 3 4 5 6 7 8 | ||
+ | DmxOffset 2 | ||
+ | Mapping 0 255 30 300 | ||
+ | End | ||
+ | </ | ||
+ | |||
+ | The line '' | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Obviously our visualiser file needs to be added the 0% strobe range. We add this range (**Strobe 1 is Shutter Open!**) and change the dmx start of the existing range so that the ranges read | ||
+ | |||
+ | Mapping 0 0 1 1 | ||
+ | Mapping 1 255 30 300 | ||
+ | |||
+ | Additionally we fix the colourwheel definition in the same way like we did for the first mode (check that you use the correct values - they are different :-/). | ||
+ | |||
+ | ==== - add missing ranges ==== | ||
+ | |||
+ | When fixing the colourwheels ranges we stumble upon these entries: | ||
+ | |||
+ | Mapping 81 150 White | ||
+ | Mapping 151 255 White | ||
+ | |||
+ | Maybe this is correct because there is a function the visualiser does not support, maybe not. We check the manual again: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Well, no idea what blending does in this context, probably some fading - which the visualiser cannot do. But at least we can make both as colour scroll ranges so that we have a visual impression how it may look like. For this we need to do two things: | ||
+ | |||
+ | - in the existing colour wheel definition we need to delete those two ranges | ||
+ | - add a new ChanRef section with Vismode Speed and those ranges (with appropriate values) | ||
+ | |||
+ | The whole colour wheel definition should now look like this: | ||
+ | |||
+ | < | ||
+ | // Colour Macro | ||
+ | ChanRef Color Wheel 1 | ||
+ | Vismode Value | ||
+ | UseBits 1 2 3 4 5 6 7 8 | ||
+ | DmxOffset 3 | ||
+ | Mapping 0 4 White | ||
+ | Mapping 5 10 RGB240, | ||
+ | Mapping 11 15 RGB0, | ||
+ | Mapping 16 20 RGB0, | ||
+ | Mapping 21 25 White | ||
+ | Mapping 26 30 RGB240, | ||
+ | Mapping 31 35 RGB240, | ||
+ | Mapping 36 40 RGB0, | ||
+ | Mapping 41 45 RGB240, | ||
+ | Mapping 46 50 RGB240, | ||
+ | Mapping 51 55 RGB120, | ||
+ | Mapping 56 60 RGB240, | ||
+ | Mapping 61 65 RGB0, | ||
+ | Mapping 66 70 RGB240, | ||
+ | Mapping 71 75 RGB220, | ||
+ | Mapping 76 80 RGB240, | ||
+ | End | ||
+ | |||
+ | ChanRef Color Wheel 1 | ||
+ | Vismode Speed | ||
+ | UseBits 1 2 3 4 5 6 7 8 | ||
+ | DmxOffset 3 | ||
+ | Mapping 81 150 0.000000 120.000000 | ||
+ | Mapping 151 255 0.000000 120.000000 | ||
+ | End | ||
+ | </ | ||
+ | |||
+ | Note the two mappings now refer to target values of '' | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==== - remove redundant ranges ==== | ||
+ | |||
+ | (will be explained when I have a suitable example) | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ==== - check and edit all other modes ==== | ||
+ | |||
+ | Don't forget that the old visualiser uses separate files per mode. You may need to apply the changes in several files. In our example | ||
+ | |||
+ | * in the first mode, the colour wheel range needed to be corrected | ||
+ | * in the second mode, we added an open range for the shutter. The colour wheel range needed to be corrected; additionally we changed two ' | ||
+ | * mode #3 and #4 seem to be okay on the first glance. However we know that White and Amber are not supported by the visualiser. We leave the files unchanged for the moment. | ||
+ | * mode #5 again needs all the changes we applied to mode #2. | ||
+ | |||
+ | **Finally do not forget to save your work - save all files!** | ||
+ | |||
+ | |||
+ | |||
+ | ===== - copy to correct folders ===== | ||
+ | |||
+ | Having everything edited and saved it is time to go live: copy all files to their designated folders: | ||
+ | |||
+ | * all R20 files go to '' | ||
+ | * all Vis files go to '' | ||
+ | * the d4 personality goes to '' | ||
+ | |||
+ | Sounds familiar? Well it should - that's why we started with a special folder structure. You can do all at once by copying the Avolites folder of our folder structure into '' | ||
+ | |||
+ | I recommend to **copy** the files instead of moving. By purpose. It is always better to do changes in your working directory, i.e. in the folder structure, and only copy the files once you are done. Additionally most likely your Windows security settings prevent you from editing files in the '' | ||
+ | |||
+ | Additionally you can put the d4 personality into your user personalities folder by opening it in the personality builder again and doing '' | ||
+ | ===== - test ===== | ||
+ | |||
+ | Everything in place? Fasten your belts, start the Simulator (or whatever Titan thing you use), start a new show, patch the fixtures in the modes you have prepared, open the visualiser window and be surprised: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Here, I patched 3 fixtures of each mode, selected all and located them. Additionally I opened the Attribute Editor window so that I can have a little play. Here are some results: | ||
+ | |||
+ | * the good thing: all fixtures appear in the visualiser, all light up, no error messages or oddities - Yay!!! | ||
+ | * the first mode's Colour Macro channel locates to Red. Turns out that this is set in the d4 file - you may change this to Locate = White (and probably also Power On = White) there. | ||
+ | * mode #2 and #3 do work correctly, wow. Even our added colour scroll ranges do work. | ||
+ | * mode #4 works but is always orange, adding this to the colour set in the colour picker. This is due to the Amber definition which the Visualiser cannot handle (as like as the White definition). | ||
+ | * mode #5 suffers from the same Orange problem like mode #4. | ||
+ | * finally, while Colour Macro does work for mode #1 if selected separately it doesn' | ||
+ | |||
+ | Hence, what we do now is deleting the Amber and White definitions from the mode 4 and mode 5 files. Such small changes can easily be done offline, then copy the file to the correct location again - and even with Titan running simply close and re-open the visualiser window and it works. | ||
+ | |||
+ | Please find here my final files for the {{ : | ||
+ | Some more examples, based on this one: | ||
+ | <nspages personality: | ||
personality/create_vis_from_d4.1578087654.txt.gz · Last modified: 2020/01/03 21:40 by icke_siegen