Program surface

After starting the program, the following dialog will appear on the screen:

Automatic the last used document will be opened or if you cancel a new empty document is created. A new document with a blank stage appears. (In this example the Offline is connected with four fixtures) The surface should look like this:

If the application looks different, you can switch on the missing views in the menu bar under ’View’ plus the window name. Under the menu entry ‘Windows’ + ‘Tabbed’ you can arrange the views on the screen.

Menu bar

Like in several other Windows application you can store and recall files, and adjust the settings of the program:

File...

New:

Create a new, empty stage file

Load Environment…:

Load only the environment (e.g. stage buildings, musicians etc.) of a stored stage file (.sl_). So an environment can be merged into an existing show that has been received from the desk.

Load Desk Show…:

Load only the desk show of a stored stage file (.sl_). So an existing show can be merged into an environment.

Load Environment and Desk Show…:

Load all information stored in the grandMA 3D file (.sl_). Files created with previous versions (<V2.0) have the extension .sld. They also can be loaded.

Print…:

Printout a protocols or patch lists.

Create Avi…:

Opens a dialog to create an .avi file (Video). See also chapter xxx

Import Objects…:

Opens a dialog for importing objects. The following file formats are supported: 3DS, dxf (3D only), jpg, bmp, gif, tif, pgm, ppm, tga, pcx, psd, eps

Import Textures from File…:

Opens a dialog to import textures used in another grandMA 3D file (.sl_).

Save:

Save the current stage file under the given name shown in the title.

Save as…:

Save the current stage file with a new name.

Recent file list:

These menu entries represent a list of the files edited previously. A mouse click in that list opens the file.

Exit:

Leave the application.

Edit...

Cut:

Cut the selected object and copy it to the Windows clipboard.

Copy:

Copy the selected object to the clipboard.

Paste:

Paste the contents of the clipboard into the current scene.

Undo:

Undo the last action; multiple undo is possible.

Redo:

Cancel the ‘Undo’ action.

View...

Status Bar:

Switches the Status Bar at the bottom on/off

Standard Toolbar:

Switches the Standard Bar on / off.

File Browser:

Switches the file browser on / off.

Data Bases:

Switches the data bases on / off.

Property Bar:

Switches the ‘Property Bar’ on / off.

Preview Window:

Opens a ‚Preview Window’ that shows the selected object.

Fixture Channels:

Opens a dialog to display the data received from the console. This dialog is not modal i.e. when open the changed settings are used and the results (movements etc.) can be seen immediately in the 3D view. If the ‚Start’ button is not pressed or no console is connected data can also be simulated using the sliders. GrandMA 3D will show the changes in the 3D view.

Settings...

Options

Opens a dialog with the following options:

Fixture / Beam:

Interpolate Channel Sets: Channel set values will be interpolated.
Interpolate Pan/Tilt Movement: Due to the Pan/Tilt delay, you will get a different move distance for the way out and the return when moving between two points. This effect can be reduced by interpolation.
Disable Channel Delays: Switches off channel delays.
Gobo Scale: The size of the gobos can be adjusted to the beam via scaling.
Gobo Base Intensity: Setting of the base intensity for the gobo projection.
Beam Length: For a more realistic visualization of the beam it is cut after this length..

Advanced:

Play Sound File simoultanious with „Start“:Pressing the ‚Start’ button you can play any sound file (.WAV). This makes it possible to have a ‚show‘ e.g. a Timecodeshow which can be shown as time synchronized. Ambient Base Intensity: Global setting for the base intensity of the ambient light. Units: Change units: between cm, Inch, Meter, mm and setting for the time units. All values are recalculated after changing the unit. Help Language: Language for the online help.

Quality:

Quality settings: The quality of the visualization can be changed by the menu entry ‚3D – Quality’ from low to high. A lower quality needs less PC Power. Often a simple draw mode is sufficient to edit a complex show. These individual settings can be done at this page and they can be stored for the next use. You can preview your settings without leaving the dialog by pressing the ‘Set’ button.

Driver:

Settings of the 3D Graphic Driver : Here the settings of the used graphic driver and the screen resolution for the fullscreen view can be selected. For example if you have problems with the graphic driver you can switch to the Windows RGB Emulation to check if the driver is the reason of the problem (Attention: The performance will decrease).

Dual Core:

The use of Dual Core processors can cause timing problems. Please use the actual drivers of the processor manufacturer. If you have further problems set the switch in the dialog.

Hide Toolbars while running:

If the ‘Play’ button is pressed the 3D window is switched to full size and covers all other widows

Call Rendertime Validation Dialog:

To find out the performance of the renderengine the rendertime for one frame is calculated before pressing the ‘Start’ button. If this time is below the timeout value automatic the ‘Rendertime Validation Dialog’ is opened. Here you can change the settings to increase the performance or set up the timeout value.

3D View

Quality:

Set the rendering quality to high, medium or low. The lower the quality of the visualization, the higher the performance (frames / second) of the application.

Textures:

Switches the textures on/off.

Intersections:

Switches the intersections on/off.

View Selection Border: Draw a rectangular frame for the selected object. (on/off).

View Selection Wire Frame:

Switches the wire frame of the selected object on/off.

View Center Cross:

Switches the center crosses through the origin on/off.

Wireframe:

Shows all objects as wireframes.

Solid:

Shows all objects with surfaces.

2D View:

Update 3D View while Mouse Action:

3D-View is updated with every mouse action

Magnetic Trusses:

If you select a truss at the end the cursor changes. Now you can drag it (with pressed left mouse button) around to the end of another truss. If the switch is ‘on’ the dragged end will dock automatic to the other end.

Windows...

Full screen:

Switches into full-screen mode. You can also use the ‘Enter’ key on the keyboard to toggle between full-screen and windowed mode.

Tabbed:

Shows the 2D and 3D window in a tabbed view.

Floating:

Tiles the 2D and 3D window.

Floating optimized:

Optimizes the floating view

Help...

Help <F1>…:

Shows context sensitive help.

Show Release Notes…:

Shows the version history.

About…:

Shows the about box with the current version number. In the lower part of the box you can find the license information. In the about box under the entry ‘File’ you can find the release notes (Version history).

Property Bar

Objects

Every single item located on the stage: a lamp, a trusses, a person... is represented as an object. The structure of these objects is shown in the tree view in the object manager. If you select an object in the tree with a mouse click, it will be marked in all views. For a better organization objects can be renamed: After the selection do a single mouse click on the object name and enter your text. Depending on the type of the selected object all object parameters will be shown in the lower part of the object manager window. In this case you can change, for example, the X,Y,Z location or the rotation. If you want to make a copy, just select the object with the left mouse button in the tree view and drag it, while holding the button down, into the 2D or 3D view.

Properties of the Followspot function see: xxx

Properties

On the ‘Properties’ tab of the ‚Property Bar’ following information is available:

If you insert an object in the 2D- or 3D-view the Z-coordinate (height) of the inserted object is set to 5 meters.

Gobos are projected with the selected resolution. A higher resolution decreases the performance.

Grid settings for snapping of objects in the 2D- and 3D-view.

Zoom setting of the 2D-view.

Setting of the background color

Fog

Fog can be set static or controlled dynamic via a desk channel.

The fog settings:

Fog: Switches Fog on / off. strong…low: Setting of the fog intensity. The intensity can be controlled via the grandMA desk. For that click with the right mouse button into the control field and enter a channel index. Color: Setting of the fog color.

Using fog generates a more realistic impression of the light:

Screenshot without fog

Screenshot with fog

Layer

The administration of the objects can take place in different layers. By default all objects like fixtures, stages, cubes etc. are created in the ‚Main’ layer. With the ‚New Layer’ button additional layers can be added e.g. one could produce a layer for the dimmers and a Layer for the movinglights. Whether you are interested in the movinglights or the conventional light, you can always blend out (hide) the layer not needed. Any layer can be added in the upper part of the layer view. Which layer an object is assigned to is decided with the ‚ Grid View’. (See: xxx ).

Toolbar

The toolbar contains several buttons that are related to the general operations of the program.

Time controlled actions like triggering of ‘Explosion Objects’ or ‚Moving Pathes with external Access’ need to be assigned to specific points on the time axis.

The time starts with pressing the ‘Play’ Button at 0.00 Seconds and runs continuously counting up.

The time is displayed in the timeline at the status line. There you can enter also a specified time in this control and the animation continuous with pressing the ‘Continue’ button at this time.

Create a new file, open or save a file

Filters: To keep the 2D and 3D view clear you can blend out the objects you do not wish to see.

If the views contain many objects, it is often complicated to select the proper object with the mouse. With this tool you can set filters to exclude objects for selection. For example, when the selection of the stage object is erroneous, de-select the entry.

To obtain a better picture in the 3D view, you can switch the ambient lights on / off.

Sets the current camera position head on stage.

Opens the dialog to connect grandMA 3D to the grandMA desk. See xxx

With the ‚Undo’ function you can cancel plenty of actions. (Keyboard: Ctrl. + Z)

The ‚Redo’ function cancels the respective last ‚Undo’ action. (Keyboard: Ctrl. + A)

Opens a ‘Check’ dialog:

A validity check about all used textures and fixtures used in the current show is done.

The result shows if textures are missing or if the fixture type contains inconsistent channel values.


2D View

The 2D window is the platform to create the technical drawing of the stage:

The side toolbar offers the following functions:

Select object tool; select multiple objects by holding down ctrl while clicking with the mouse. Zoom function Switch to ‘Top’, ‘Right’, ‘Left’ view Insertion of dynamic trusses Depending on the button a 1…4 point truss is inserted. To insert a truss click on the desired start point, while holding down the left mouse button move to the end position. The truss visualization will be updated during the movement. Docking to other trusses is indicated by a change of colors and a „Plop“ sound. Docking the selected object to a magnetic helpline. Magnetic help lines are added by clicking with the mouse on the ruler and then drag it to the 2D view. When releasing the mouse button the helpline will appear. Now select one or more objects and click on the ‚Align’ button, the selected objects will be automatically aligned to the helpline.olding down ctrl while clicking with the mouse.

Notice: If the grid is active, objects will be aligned automatically.

If several objects are on top of each other hold the ‘Shift’ key down and do a left mouse click on the objects. In the appearing dialog you can choose the preferred object.

Similar to a normal CAD program, the 2 dimensional view on the construction area can be changed by clicking the right mouse button into the 2D view beneath the stage:

A popup dialog appears: - The selected object can be copied to the clipboardThe views can be changed between Top, Front etc - You can swap between the last zoom settings or centre the zoom range. - You can arrange various views in the 2D window simultaneously.

Context Dialog

If you select an object with the right mouse button, a context menu will appear showing the specific alternatives what to do with it. Every object type is assigned its own property dialog. You can then distinguish a fixture property dialog from a traverse property dialog which for example doesn’t have any channel info.

Object Properties

If you choose ‚Object Properties‘ in the context menu of a fixture the following dialog will appear:

The most impressive tool that can be used to change the properties of the objects is the ‘Properties’ dialog. This dialog is not modal, this means that you can see your modifications directly in the 2D or 3D view while changing the values in the window. For example, change the Y-position of a fixture by setting the focus with a left mouse click into the slider field ‚Position X‘. The slider control field allows the changing of values in several ways: • Shift the mouse cursor above the slider. It changes the appearance to an horizontal arrow. Then press the left mouse button, move the value slider controlling. • With a left double click in the control field, you can enter numerical values directly.

With the buttons ‚Edit Fixture Type’, ‚Channel Info’ and ‚Show Channel Test’ you can reach the respective dialog.

If the fixture has a colorwheel or a mixer this button is disabled. Otherwise you can set the default values for the color and a gobo.

For the explanation of ‘Position Mode’ refer to: xxx

Grid View

The ‘Grid View’ lists all available objects in a grid:

With Edit Fixture Type and Channels you reach the fixture type or channel dialog.

The name of the object.

These are the coordinates of the object in the virtual room



The amount of triangles describes the complexity of the object.



The amount of triangles describes the complexity of the object.



The layer is displayed and can be changed.

The object is invisible if this switch is not set.

Intersections. Projection of the gobos and colors on the object surface.

This button is very important for the visualization performance!

You can switch the intersections for all objects on or off. If the intersection is switched on, all beams that hit the object are calculated by the render engine. For every triangle of the object gobo projection, color, intensity etc. are calculated and shown in the 3D view.

For fast online rendering, the intersection is switched on only for the stage object and the surrounding room.

If you want a more realistic rendering, for example for an avi video, select additional intersections for the corresponding objects.

The ‚Follower Mode’ is activated on the object surface.

If the channel is a dimmer the color is shown here.

Fixture type.


Working with the Grid

The grid is very useful when you wish to change the properties of several objects.

For example, if you want to change the offset of all vertical trusses, select all vertical trusses in the view and list them in the property grid.

Select the ‚Y‘ entries and do a right mouse click on the headline ‘Y’.

The dialog that appears allows you to enter new values into all selected cells.

If ‚increment values‘ is selected, the first column is filled with the start value. The next value is incremented by the given number and so on. This is, for example, useful for entering new DMX offset addresses for a large number of fixtures or to build stairs with a number of boxes.

If you do not want to select the whole column, hold the ‚ctrl‘key down and select the fields you would like to change.

The filling mechanism also works in this mode.

To sort the entries you can use the ‚text sort‘ function in the context window


Printouts

The property grid is also useful for printing equipment lists. Before printing you can format the columns. In order to print right click the mouse inside the grid and select ‚print‘ in the context menu. In the appearing dialog you can change the printer properties.

Printing of patch lists can be done with the menu function ‘File – Print’.

If you want to make printouts of the 3D View, you can use the Windows copy function.

3D View

The 3D view enables you to obtain the most realistic impression of the real stage. In this view you can take a walk around with a video camera and get a realistic impression of how your creation will look in reality. You can create several cameras by dragging a new camera from the data base into the 2D- or 3D view and step from camera to camera with the ‚Tab‘ button of the keyboard.

You should try walking around using the keyboard to get a feeling for stage control.

A special algorithm allows the positioning of objects in the 3D view. If you click with the mouse into the view, the algorithm searches for the first object under the mouse arrow. If an object is found, it is selected and marked with a 3D cross.

For better orientation, the object is marked in the 2D-view, as well as in the object manager.

The axes of the cross are highlighted in color:




If you want to move the object, keep the left mouse button down and move the object around. Keeping the left mouse button pressed you can move the object in the X-Y plane or level. If you want to change the height (the Z-level) keep the left and the right mouse button down and move the mouse forward or backward.

Remember that the magnetic grid will be also active in the 3D-view if turned on. So if you want to position a fixture outside of the currently selected grid steps switch it off or increase the resolution of the grid.

If you catch an object at the colored axis you can do one of the following actions:

( These actions also can be done in the 2D view.)

Move along the object axis

Rotate around the object axis

Scale

Example: Rotation in the 3D view:

If an object is selected in the 3D view and the rotation tool is selected you can rotate the object directly with the mouse around the axis. Therefore move the mouse near the colored axis and rotate the object with the pressed left mouse button.

In the example beneath the rotation is done around the Y-axis (blue).

Rotations in the 3D view are done around the colored object axis.

Rotation of Objects

The rotation of objects can be done in two different systems:

In the Object Properties you can rotate an object around the axis of the coordinate system:

Elevation:

Rotation referring to the X/Y-plane

of the coordinate system.

Spin:

Rotation seen from the top view.

This virtual axis sticks through the object origin and runs parallel to the Z-axis of the coordinate system.

Rotation:

Rotation around the X-axis of the object.

Data are also shown in the grid

Scaling of Objects

To set the dimensions of an object to a specific size, all sides of the object can be scaled with an own scaling factor.

The desired dimension in X, Y and Z direction can also entered numerical in the edit fields.

Important: (in conjunction with Moving Pathes)

‚Assign Properties to Object’ – Rotation parameters, coordinates and scaling factors are assigned to the object permanently. I.e. the changed position in the 3D world and the changed scaling is assigned to the object as origin data.

This step should be done before an object is assigned to a moving path.

So the moving path can work correctly if for example objects are combined together with sub objects.


Full-screen View

This view uses the full screen for the 3D view.

There are three ways to switch into the full-screen view:

The ‚Enter‘ button switches to the full-screen view. ‘ESC’ switches back.

Type ‚Enter‘ to go back to the windowed view or ‚Esc‘ to stop the visualization and go back to the windowed view.

Followspot Function

You can use the grandMA 3D software in collaboration with the grandMA desk to position the beams of the fixtures. The Followmode can be used to enter the Pan/Tilt values for the desk presets or to use the fixtures in real time as follow spots.

The ‘Positioning Mode’ of grandMA 3D calculates the Pan/Tilt values for a focus point on the stage or any object.

This point faces on the intersection area (the surface) of the object.

For this the ‘Followmode’ of the object has to be switched ‚on’ in the grid.

The calculated Pan/Tilt data is send continuously to the connected grandMA desk.

This works with moving head fixtures as well as with moving mirror fixtures.

The ‘Play’ mode can be switched on or off.

- If ‘Play’ mode is on, all fixtures are updated in the 3D View. - If ‘Play’ mode is off, only the fixtures positioned via grandMA 3D are updated.

Switches the ‘Positioning Mode’ on in the 3D View Toolbar.

The cursor marks the focus position in the 3D View as a target cross.

Select the fixtures to position in one of the following ways:

- Select a group in the ‘Data Base’.

- Or select the desired fixtures directly in the 3D View with the left mouse button

- Or select the required fixtures at the grandMA desk.

Selected fixtures are highlighted in the grandMA desk and the 3D. Therefore the desk has to be in the ‘full tracking backup mode’ and in grandMA 3D the following switch must be switched ‘off’:

’Ignore desk selections’

You can find the switch via right mouse button click on the ‘Positioning Mode’ button:

Height offset’ – The focus of the beams can be shifted in the Z-direction (height) with a constant offset to the intersection area. Enter the height in the upcoming dialog. You can also change the offset directly by using the mouse wheel. This feature enables you to follow the top of the person. The height is marked as a vertical line in the 3D View.

For head movers there is a special setting for the position mode:

Because of the rotation characteristics of a head mover there are always two, sometimes even more possible ways to reach a certain position.

In Auto-mode the application tries to find the optimal (shortest movement) to the requested position. The ‚uses smallest pan change’ or ‚use smallest tilt change’ option forces the algorithm to choose the solution with the smallest change of pan or tilt value. Use one of those two options, if you want to force a certain behavior of your fixture in tracking mode.

Note: Often the problem off the light position mode is, that the min and max values are the other way round e.g. min 180° max -180°. When you changed this in the 'fixtures type' dialog, positioning works well here. If the spot shines in the opposite direction after pressing the 'Play' button, you have to change the 'INVERT' pan or tilt parameter at the desk. On the desk switch to ‚Full Access’- in the Fixture Layer and change the 'Func.Pan' or 'Func.Tilt' 'INVERT’ flag.

Data Bases

The whole virtual 3D world consists of objects. You can find all these objects in the database which acts your component box to build your 3D world. The database is not a static pool of predefined objects, it is managed dynamically and growing continuously.

Objects can simply be dragged and dropped into the 2D or 3D view.

The data base resembles a catalogue divided into several property sheets. These sheets contain sub sheets like the fixture sheet that contains, for example, the fixtures sorted according to the manufacturers.

Dynamic Objects

In contrast to pre-defined objects, dynamic objects are built by the user at runtime. You do not select an object from a pre-defined library; you create, for example, a truss from the left to the right side of the stage dynamically with the mouse.


Wall Objects

With this type of object you can you can insert dynamic walls.

For this you pull the object into the 2D or 3D view using the left mouse button.

It is easy to move the corners or to provide more walls in the 2D view (Top, Bottom):

You can follow the changes in real-time in the 3D view.

Plane Objects

With this type of object you can insert dynamic planes or canvas.

For this you pull the object into the 2D or 3D view using the left mouse button.

To set properties and assignments of textures etc. for these objects use the property dialog.

This Example shows a transparent canvas framed with trusses.

To make the Plane transparent set the vertex texture to transparent.


Trusses

The simplest way to insert new trusses is to work in the 2D view and use the truss buttons from the toolbar, as described in section 2D View.

But you can also drag and drop trusses from the data base with 1, 2, 3 or 4 pipes into the 2D- or 3D view.

Dynamic Trusses:

If you insert dynamic trusses from the data base into the view, they are inserted with the default length of 1 meter.

You can change the truss data in the property dialog.


Stage Objects

Only one stage object is possible.

You must have at least one stage object.

The X-Y Dimensions are communicated with the grandMA desk.

3D-Files

GrandMA 3D supports several data formats to define bodies in 3 dimensions objects. The following file formats (3D and 2D) can be imported:

3DS, dxf (3D only), jpg, bmp, gif, tif, pgm, ppm, tga, pcx, psd and eps.

Import is realized through an „open plug-in“ import structure and can be extended to further formats. After importing grandMA works on files with its own internal 3D format.

3D-files consist of a mesh of triangles that form a body.

A great amount of X-files are available in the Internet for free download.

Objects can be imported via the menu entry ‚File – Import Objects’.

Importing of X-files also can be done via the database X-File icon: Drag the X-file icon holding the left mouse button down into the 2D- or 3D view and drop it.

A file dialog appears. Select the file and after clicking the OK button the object appears in your scene.

Now change the properties of the X-file object to meet your requirements.

If you want to scale the whole object, set the ‘Same Scale Parameter’ switch and adjust the size with the scale slider.

You can watch the results online in the 2D- or 3D view.

Move the object sliders to the final position with the position and rotation.

The X-file object consists of sub objects with different vertexes.

In this example, the car consists of the body, the windows, the tires and the lights. You can ‘dress’ this car object by covering different bitmaps over the meshes for each sub object.


Exporting Objects

If you have modified an object you can export it for further use in other projects.

Select the object in the object manager with the right mouse button and select ‘Export’ in the context menu.

Choose a path for the export file and type in a file name.

If you have exported the file to the ‘models’ directory it appears in the data base view.

For storing the 3D object grandMA 3D uses its internal .xob file format.

Note: Objects of type ‘Fixture’ cannot be exported.

Cylinder Objects

You can build cylindrical objects with this icon and place them onto the stage.

After dragging the icon with the left mouse button into the 2D or 3D view a dialog appears to specify the dimensions and the textures.

Ambient Lights

There are two types of lights to illuminate the scenery:

- Sun Light: The ‚Sun Light’ illuminates the whole scenery. - Lights: Point lights. You can set several lights to supply your scenery with an even illumination.

The lights can be switched on or off with the switch in the toolbar as described in Fehler! Verweisquelle konnte nicht gefunden werden..

Cube Objects

With cube objects you can build rectangular objects to place onto the stage.

Because Cube Objects are covered inside with textures they can also be used to build rooms placed over the stage.

After dragging the icon with the left mouse button into the 2D or 3D view a dialog appears to specify the dimensions and the textures.

Cameras

You can put several cameras into your scene by dragging the camera object from the data base into the 2D- or 3D view.

Switch from camera to camera in the 3D view with the keyboard ‘TAB’ button or select the preferred camera in the object manager or 2D view.


Fixtures

Desk Fixture Types:

The fixture sheet shows all fixtures included in the current show.

The types are loaded from the grandMA desk’s fixture library.

If the fixture type is modified as described in Fehler! Verweisquelle konnte nicht gefunden werden. Fehler! Verweisquelle konnte nicht gefunden werden. and the application is connected to the desk or is off-line editor, the desk will recognize these changes and put them into its data base.

Fixture Library:

The Fixture Library is identical to the grandMA desk fixture library.

If a fixture is dragged from the library into the 3D View, the show in the desk is extended with this fixture.

So a fixture setup can be made with grandMA 3D without a connected desk:

The desk gets automatic the master of the session.

Predefined Objects

The supplied library comes with various 3D objects, ordered by certain topics.

This library is constantly expanded.

If you have special requests please do not hesitate to contact us!

The 3D objects in the library have been specially designed for grandMA 3D.

They therefore possess a visible number of triangles so as not to limit the performance too much.

Complex superstructures such as crossbeams with wired lights, steps, people, instruments etc. can be provided by the user and saved as ‚Predefined Object‘.

Complex objects can therefore be made available for later projects.

Simply pull the desired object into the 3D view using the left mouse button. It will appear in the centre (0,0,0). Then you can freely move, turn or scale it.

If you wish to place other objects you can do this using the import function.

Select ‚File – Import Objects’ from the menu and in the next dialog you will see the supported file formats.

You can find the objects sorted in a subdirectory from :

…\grandMA 3D\Data\Predefined Objects\...

Some examples in the miniature view:

Environment (Stadium, stages, halls etc. ):

Equipment:

Instruments:

Movable Assets:

Musicians:

Static Trusses: (Additional to the trusses from the 2D-View that are generated dynamical)

2-,3-,4-Pipes:

Straight truss elements in several length

Trusses 3W:

3 pipes circle trusses (circles, semi circles, quarter circles)

Trusses 4W:

4 pipes circle trusses (circles, semi circles, quarter circles)

||Eurotruss: ||Library of the manufacturer Eurotruss:

Groups

Fixtures or Dimmer can be combined to ‚Groups’ at the desk or via the grandMA 3D. This makes programming of shows easier or allows a fast multiselection for the Followspot function.

To build a group in grandMA 3D select the members and press the right mouse button in the 3D View. In the context menu select the entry ‘Store Fixture Group’ and a new group is created. This new group membership is send to the desk immediately.

Worlds

Worlds allow a filtered view on a part of a show.

If a world is selected only the members of this world are visualized.

To build a world in grandMA 3D select the members and press the right mouse button in the 3D View. In the context menu select the entry ‘Store Fixture Worlds’ and the new world is created. This new world membership is send to the desk immediately.


Textures

Textures are bitmaps (.bmp, jpg files) that “dress” the wireframes of your objects.

You can select a texture from the catalogue in the database and cover the selected object by dragging the texture in the 2D- or 3D view.

You can use your own textures like simple drawings, company logos or digital photos.

You only need a copy of the pattern in one of the supported formats.

Copy the file to \Program Files\MA Lighting Technologies\GrandMA 3D\Data\Textures\... and it will appear in the preview.

Colorkeying Textures

With this technique you can save a lot of polygons. So you get a much better performance.

Colorkeying makes it possible to draw images with transparent colors.

A Color Key is when you choose a certain color in the image to be transparent.

GrandMA 3D attaches two conditions to use the color keying technique for an image:

Note:

We recommend using the .BMP format for color keying images. The compression of other formats may cause fraying effects at the transparent boarders.

The following example shows a typical application for Colorkeying:

Bitmap with Colorkeying background

Appearance in grandMA 3D

Additional conditions for Colorkeying Images:

Filename

Consequence

XYZ@CK(AUTO).jpg

Always the color of the first pixel in the upper left corner is taken as key color

XYZ@CK255000255.jpg

The 9 digits after the “@CK” are used as RGB value for the key

XYZ@CK(255,0,255).jpg

The key RGB values are the numbers in ()

XYZ@CK(BLACK).jpg
XYZ@CK(WITHE).jpg
XYZ@CK(RED).jpg
XYZ@CK(GREEN).jpg
XYZ@CK(BLUE).jpg

The key is defined as text in ()

Otherwise Value RGB (255, 0, 255) is the key color for the mask

Playback of Videos (.avi)

GrandMA 3D is able to playback videos in the virtual 3D world.

The videos can be started by the grandMA desk.

Surfaces of objects can be covered with video (.avi) files. This works similar as covering with textures.

The videos have to be present in the AVI format.

In the current version the AVI files have to meet the following restrictions:

With and height of the AVI should be divisible by 128 for example 256 * 128.

The color depth must be 16 bit.

Several movies can run simultaneously. Their number is restricted by the performance of the PC.

To assign a movie to an object’s surface please proceed in this way:

Drag the movie file from the ‚Data Base’ to the selected object in the 3D View or to the object in the ‚Object Manager’ and drop it.

Because movies need the assignment to exact moments on the timeline it is necessary to define a starting point. So for every AVI file a ‚Video Player’ object is created in the ‚Object Manager’.

With the ‚Video Player’ the starting point can be defined on the timeline or if the movie can be started by a dimmer channel via the desk.

Video Player“ objects in the ‚Object Manager’.

Start Time:

Start the movie at nn.nn seconds

after pressing the ‚Start’ button

Trigger:

If selected the movie can be controlled external

Dimmer:

Select desk channel for controlling


Moving Pathes

Moving Pathes allow the movement of objects like trusses with their attached sub objects like fixtures.

You can attach a Moving Path to an object via dragging the Moving Path at the Data Base and drop it onto the desired object in the Object Manager. Then fill in the Moving Path parameter in the Object Manager.

Controlling of the position is always done relative to the origin coordinates. I.e. if an object with moving pathes is moved manually, the tracks of the Moving Pathes are always moved parallel to the new object coordinates.

Several Moving Paths can be attached to an object:

|| External Access: Controlling of movements in the 3D Space

via the grandMA Desk

Time controlled: Time controlled movement in the 3D space

External Access Moving Pathes (controlling via dimmer channel)

The movement in X,Y or Z-direction or the rotation around the X,Y or Z -axis is controlled by the dimmer channels of the connected grandMA desk.

Dimmer Custom, Position…Rotation X,Y,Z:

Movement or rotation of an object controlled via a dimmer channel

Trigger : (without function)

Example for ‘Dimmer Z-Position’:

Movement of a truss with 4 fixtures in Z-direction (lifts and goes down).

A truss with 4 mounted head moving fixtures should be lifted with the dimmer channel 1 of the grand MA desk

This is done by dragging and dropping the fixtures to the truss in the object manger.

The "relative to world" flag causes a movement relative to the 'World' coordinates. That means for example if you have rotated an object around the Y-axis with 90° the object will move upwards with an X-moving path if the flag is not set because the object X-axis shows upwards.


Combining several different Moving Pathes you can realize nearly any movement you want to.

In the example beneath, a movement in z-direction is added with a rotation around the y-axis.

Attention: If you have rotated or scaled your objects press first ‚Assign Properties to Object’ (see: Fehler! Verweisquelle konnte nicht gefunden werden. Fehler! Verweisquelle konnte nicht gefunden werden.) for your sub objects.

Otherwise the Moving Pathes act on the origin data and you don’t get the requested movement.


Time controlled Moving Pathes

By pressing the „Start“ button the time starts at the point 0.0 seconds.

Beginning from this time on the positions of the objects can be controlled by

Circle Path:

Continuous movement on a certain orbit.

Move:

Continuous movement between two points.

Dynamic Move: Time controlled movement between different points.

This makes precise camera movements possible for example from A via B to C…

Pathes between the points are called Keyframes. The route between the points will be linearly interpolated.

Example: Camera movement from A to B and back in 10 seconds.

‚Edit Mode’

The result should be a smooth camera movement between the entered points ‚A’ and ‚B’ in the defined period of 10 seconds.

Note:

Controlling of the position is done relative to the origin coordinates. i.e. if an object with moving pathes is moved manually, the tracks of the Moving Pathes are always moved parallel to the new object coordinates.

If you want to move an object manually without modifying the Moving Path tracks, select the switch ‚Use Data Absolute’:

at the end of the property dialog.


Channel Test Dialog

The Channel Test dialog is used for different tasks:

This dialog is not modal i.e. when open, the changed values are used and any results (movements etc.) are immediately viewable in the 3D view if the ‚Play‘ button is pressed.

You can change the current value Seite: 31 with the corresponding slider.

The slider fields can be edited in various ways:

(<->) Now the value can be changed in large amounts with depressed mouse button.

Grandma-3d/Program Surface (last edited 2007-07-14 15:32:12 by OttoKueckmann)