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Mark Eli

Vectorworks, Inc Employee
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About Mark Eli

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    Training Content Specialist
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  1. Hey Thomas, Which fixture are you having issues with? It could be an issue with your library, but it could also be an issue on my end. In Vectorworks, you can assign any fixture mode to any lighting device by selecting the "Other" option in the fixture mode dropdown box in the OIP. When you select Other, you'll be given a dialog with all the fixture modes in Vision. You can then either pick from the list, or use the search bar below the list. If you don't see the fixture modes in the dialog, there's an issue with your library. If you do see the fixture modes, it's probably a typo on my part and I can fix it. Thanks, Mark
  2. Hi Mark, When I checked the fixture on my end and everything looks to be working as expected. I'd start by making sure your library is up to date by going to Help>Update Library in Vision. Also, it's never a bad idea to double check that your patch is correct, both in Vision, and in your console. If you still can't get them working, please contact support directly Tech@vectorworks.net so we can provide further assistance.
  3. Hey Scott, I'm assuming you're referring to pre-vizing a mirror ball in Vision. If I'm mistaken, feel free to ignore me. Currently there's no way to actually simulate a mirror ball in Vision. Light in Vision doesn't "bounce" the way it does in the real world, mostly because that's very calculation heavy. Basically, it would turn your frame rate from frames per second, to minutes per frame. Over the years, I've tried to figure out a way to fake it, but I've never found anything that looks good. The one thing that you could try is basically placing fixtures inside a textured ball facing out, and using a gobo to cast light. You can also hide the geometry of the fixture so it's not sticking out of your mirror ball, and use xforms to move the ball. The real issue with this method is that visions light emitters are always flat. That's not the best way to say it but, basically there's no way to make the light emitter follow the surface of a sphere. So if you look directly at the ball, it's obviously wrong. I've thrown together a quick demo file in case seeing it, makes it easier to understand. I've also included a video of what it looks like. I've just used some Source4 90degs, with a random dot gobo. Then I've got the xform in the parent layer so I can spin it. If you kind of squint and never look directly at the ball, I guess it sort of doesn't look terrible. As I said, this was the best idea I could come up with, and I've never actually been happy with it. Maybe this will give you an idea for a better solution. Thanks, Mark MirrorBall.v3s MirrorBall.vwx MB.mp4
  4. Hi Thomas, If you ever have any questions about a fixture request, you can email the support team, and they will be able to assist you. Unfortunately, we are experiencing a higher than normal amount of requests and we are very far behind. I wish I had a time frame to give you, but there's just so many requests, I have no idea how long it will actually take. If you're pressed for time, you also have the option of using GDTF. You can go to the GDTF website and create an account, then you'll be able to search the existing database of fixtures, as well as create your own, which can be used in Vision. Yes, there is currently a bug in the updater. If you find that you're effected by this bug. Just email the support team, and they will be able to assist you with manually updating Vision. We do have a fix for this bug that is currently in beta testing, and we expect it to be released in the near future. Thanks, Mark
  5. There's currently no way to adjust beams in vision. It's not unusual for manufacturers to not publish actual photometric data, so in those cases we'll either look to similar fixtures or make educated guesses. It's also not usual for different aspects of fixtures to change without notice. In the case of the Q7, my guess is that at the time the fixture was created, the information just wasn't available. This was actually brought to my attention last week, and I've already made adjustments to the fixture files. If you update your Vision library, you should see those changes take effect.
  6. Hi Steve, Connecting the MA3 in MA2 mode to Vision, works exactly like connecting an MA2 to Vision. In fact, we had an MA3 in the booth at LDI, running in MA2 mode, and it worked great. As with the MA2, to connect the MA3 to Vision via MA-net, you will need a Vision dongle. This is a requirement that MA set for supplying the MA-net driver.
  7. You probably missed it because, once you have a fixture mode selected, it removes the text box and reads the footprint from the vision fixture profile. I usually scroll past it at least once while looking for it. I've highlighted it in this screen shot for you. If you're ever unsure about a fixture profile, you can email tech@vectorworks.net, and we'll be able to answer any questions you have.
  8. Just in case someone else comes across this post later, I can help with most of this. At the time the VLZ Profile was added to Vision, there wasn't a 56 ch mode. This is actually pretty common. On the Varilite website, you can check their DMX Map in the downloads, and it's version 2.01, which is a good indication changes were made. If you put in a fixture request for the mode, I can add it in for you. Unfortunately, this is the one bit of bad news I have for you. Vision does not currently support HSI fixtures. So I won't be able to fill any requests for those fixture modes. It's not that I don't want to, it's that there's no way for me to replicate it in Vision. Looking at the VL 1100 TID profile in MA2, and the VL 1000 T-TI in Vision, the profiles look the same so I don't think you'll have any issues there. The mac TW1s are kind of oddballs. They supported an external dimmer which, at one point, we replicated in Vision, and that's what the extended mode was. In the future we will again, which is why they are still in the library. As for seeing the DMX footprint, that's already available just in a different way. In Vectorworks, once you've selected a fixture mode, the object info pallet will show the number of channels used under DMX Footprint. In Vision, if you select the fixture, either by selecting it in the viewport, or selecting it in the Scene Graph, it will display the footprint in the Properties Window, under Num Channels. In the future, once GDTF is implemented in Vision, you'll be able to view, edit, and create your own fixture profiles. So, that is in the works.
  9. LJ is correct. Since MA makes the driver, we have no control over what it does, or when it gets updated. I forget exactly what the MA driver is doing that's outdated but, I think it was a registry entry and maybe one of the DMX provider files on the Vision side. At one point we did have the driver installer bundled with Vision, but we removed it because it's a third party's property. That is correct, the MA requires the use of a dongle instead of the normal serial number, to be able to use the driver. Your sales rep should be able to help you get set up with a dongle.
  10. Ok, the only other option I'm aware of, is that the MA driver overwrote something during its install. The easiest fix is to reinstall Vision.
  11. After installing the driver did you setup the driver? The driver doesn't actually start working until you set it up and run it. You'll need to go to the Windows Control Panel, and select grandMA - ESP Vision Driver. By default the control panel is set to Category which won't display the MA driver, so you may need to change to icons at the top right by View by. Once you select the driver, in the window that comes up, you'll change the MA-Net Mode to MA-Net2(unless you're using an MA1) Station IP Address you'll set to if you're using MA2onPC on the same computer that you're running Vision on. For any other setup, like an actual console, you'll pick whatever the other option is. It's different for each setup. Then for MA Session ID, you'll set that to whatever is in the MA, default is 1 for the driver and console. Then press Ok, and start Vision, you should see grandMA in the DMX Provider dialog.
  12. Hi All, I've made some adjustments to the encore. You'll need to update your library in Vision and then restart the program to see the changes.
  13. Fixtures are released for Vision as they're completed throughout the day/week. There's not currently any logging of what gets added, and there's nothing in place to be able to track it.
  14. Hi All, I just wanted to pop in and give a little clarification here. Brandon is mostly correct here. Most, Vision fixtures that do not have moving heads are modeled as hung. In this particular case, it is not. As Brandon has said, the exporter looks for moving heads and flips them. Everything else is left alone, which is what's causing your issue. That particular fixture, needs to be flipped during the export, but isn't. So the quickest and easiest fix is the one he described. Here's a bit of extra detail in case it's helpful. In Vectorworks, select all of the fixtures that are being exported incorrectly. In your case, the SGM P-5. Under the Shape tab of the Object Info Palette, the first data field under the Edit button is the Device Type drop down box. By default, it is set to Light. Change that to Moving Light as highlighted here: Vectorworks may take a moment to update the OIP, once you've selected Moving Light. When it does, reexport your file, and open in Vision. All of your P-5s in Vision, should now be oriented to match Vectorworks. I've attached my test file as well. I've set the right fixtures Device Type to Moving Light, and the left to Light, so it should be easy to see the difference. P5 Orientation.vwx Hopefully this helps, Mark
  15. Hi Liam, I'm sorry to say I haven't tested with Vista in quite a few years, and when I did it was still V2. That being said, iirc it worked at the time. Generally speaking, if the offline editor outputs Artnet or sACN, Vision should be able to see it. The only thing you might have to watch out for is, if Vista is picky about it's IP addresses. At one point, having the correct IPs was a major issue, but in recent years offline editors and consoles have become more capable of adapting to whatever your computers IP happens to be. For specifics, you'll need to check Vista's documentation. Beyond that, there shouldn't be anything other than the editor that needs setup. Thanks, Mark


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