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C. Andrew Dunning

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Posts posted by C. Andrew Dunning

  1. 11 minutes ago, sbarnesvta said:

    In the first screen shot you can see the line weight change to .5 and it get thicker as expected, but is not make up of a solid line it is a bunch of dots (not sure the technical term on this). In the second screen shot I change to an orthogonal view and it gives me the weight I am looking for, but it no longer representative of the conical speaker coverage pattern in the graphic. 

     

    From the GFX you posted I gather you're meaning the outline of the dispersion/coverage area, right?

     

    If so...in 2D the weight of that line is controlled by the overall object line weight (set through the Attribute palette) -or- by Class Attributes if the object is set to use them or you are Classing parts and the Class for the given Dispersion Range is set to apply attributes By-Class.  The Line Type (what you perceive to be "dots") is hard-coded as "Pattern Type 3" (the 3rd Pattern Type in the Pattern Pop-Up).

     

    So...yes, you can change the weight but the Pattern is fixed.

     

     

    • Like 2
  2. Once you get a feel for things adjusting these basic settings isn't all that bad.  For me, the real trick was figuring out when VW is expecting drawing units and when VW is expecting MM.  Below are some code snippets that might help.  As you look @ them, reference the Image Picker for any of the video tools (Landru Design's or VW's) to see what the code is doing.

     

    kTexturePartID = 3;  {overall object}
    kTextureLayerID = 0;

    SetTexMapBoolN (ObjHan,kTexturePartID,kTextureLayerID,1,TRUE);    {initialize}

    SetTexMapBoolN (ObjHan,kTexturePartID,kTextureLayerID,3,TRUE);    {tile horizontally}
    SetTexMapBoolN (ObjHan,kTexturePartID,kTextureLayerID,4,TRUE);    {tile vertically}

    SetTexMapRealN (ObjHan,kTexturePartID,kTextureLayerID,3,(SCALE/100)*WIDTH/GetObjectVariableReal(TEXTUREHANDLE,511));    {set scale w. 100% matching object width} 
    SetTexMapRealN (ObjHan,kTexturePartID,kTextureLayerID,1,(WIDTH*(SHIFTHORIZ/100)*(25.4/GetPrefReal(152))));    {set amount of horizontal shift IN MM relative to percentage of object width} 
    SetTexMapRealN (ObjHan,kTexturePartID,kTextureLayerID,2,(HEIGHT*(SHIFTVERT/100)*(25.4/GetPrefReal(152))));    {set amount of vertical shift IN MM relative to percentage of object height}

    {
    'SCALE' is texture scale in terms of percentage.
    'WIDTH' is object width in terms of document units.
    'HEIGHT' is object height in terms of document units.
    'SHIFTHORIZ' is horizontal shift in terms of percentage.
    'SHIFTVERT' is vertical shift in terms of percentage.

    'GetObjectVariableReal(TEXTUREHANDLE,511)' returns the Texture's width.
    '*(25.4/GetPrefReal(152))' translates a dimension in document units to MM.
    }

     

     

  3. Sam -

     

    The Symbols the Spotlight Lighting Device PIO uses do not contain Light sources - and, yours shouldn't, either.  The PIO code is looking for the 3D Locus that is top-most in the stacking order - more than likely at the fixture body pivot-point - to use as a reference as to where to place the Light source.  (I have multiple Loci in my fixture Symbols - all assigned to the NonPlot-Loci Class - Insertion Point, convenience snaps, pivot point(s), etc. - and all works just fine because of where they each are in the stacking order.)

     

    There really isn't a way around the large lens/small source issue.  Making the lens glow will fix SOME of that but projected beams will still show the difference.

  4. I do have the Criteria box but it doesn't (that I can tell) allow me to do a series of ANDs and ORs like I'm wanting.  I do see a space in the dialog that shows the "long-hand" result of the dialog but I can't edit that the way I could w. Reports.  I was really hoping someone had figured out a way to do that...

  5. Is there any way to use Boolean operations in the Data Visualization system?  I'm wanting something like this (copied from a Report):

    =((('RigPoint'.'Type'='1-Ton') & (VALUE('RigPoint'.'LoadWeightLB')>2000)) | (('RigPoint'.'Type'='1/2-Ton') & (VALUE('RigPoint'.'LoadWeightLB')>1000))).

     

    Thanks for any help...

  6. 2 things:

    1)  A Speaker instance's Insertion Point is the bottom-center of the speaker cabinet so you'll have to move the Speaker into position once-placed.

    2)  There is a known bug with where the Braceworks Load Point is placed so that yoked speakers that look like they're properly hanging on truss may not connect correctly.

     

    • Like 1
  7. 1 hour ago, trashcan said:

    @C. Andrew Dunning - VS4 / VS4 plus looks great. I took a quick look through your tutorial for creating projector models. Is creating custom models the same for both using just VW and placing the resource in the right directory vs. using the VS4 tool? Dug into that little UST demo you made as well. Super helpful, thanks for sending along. I imagine all the prefs are locked because I need VS4? Can you do projector arrays with your tool (I.e., a 4x2 on a curved screen)? 

     

    1)  The Landru Design tools and the stock Spotlight tools both use the same body of resources - in the folder(s) I cited and in the "local" VW file.  So, in-general, the approach and process are the same for both.  (This applies to projectors, TVs, stands, and screen content).

     

    2)  One thing that the Landru Design tools handle that the stock tools do not is an alternate reference difference.  Some manufacturers base calculations on the front of the lens and others base them on the front feet of the projector.  The stock tools only recognize the former.

     

    3)  Yes, to "unlock" the VS4 instance in the file I shared you'd need to have a license for the Landru Design tools.

     

    4)  Presently, both VS4-Blended Screen and Blended Screen only do horizontal blends.

     

    I hope that helps!

     

  8. 39 minutes ago, trashcan said:
    1. The screen tool is cool, but doesn't allow you to choose a "Custom" projector, does it? Seems like you'd have to manually manage those resources rather than just choosing a resource you already have in the library (there are many). Seems obvious to me that there should be a "Custom" option that allows you to open up the resource manager and select from VW's library (or your own). (ProjectionViz solves this)
    2. Is there a library out there somewhere of custom built projectors (I.e., Ultra-Short-Throw lenses, Hammerhead lenses) and just more projectors in general? The Epson projector library is extensive - but would love to see a similar library for Panasonic, Christie, Barco - and even the little guys like Optoma and BenQ would be good to have. Anyone know of a good resource? Pun intended. 
    3. Similarly, is there a solution out there for projectors where the beam comes from the body of the projector along the top or bottom (UST)? Seems like you can hack this a bit if you have a Projector Model with an UST lens and adjust the origin point in the 3D editor. 

     

    Answering some of your "content" questions...:

     

    1)  You can create/use custom projectors.  The tools will "see" projectors in your current file and in any VW files found in "\Libraries\Defaults\Video Screen\Projector Models."

     

    2)  You can find more detailed info on creating models in the manual found @ http://www.landrudesign.com/VWPlugIns.htm.  You might also find this video to be helpful:  https://youtu.be/ceP2MOpkGMI. It is several years old but the information is still quite relevant.

     

    3)  While I don't know of any extensive commercially-available projector libraries, I do know of several users who have developed some pretty impressive models.  You might try inquiring here or in the Facebook Spotlight group.  With the current state of our industry, I wouldn't be surprised if some of those users started baking their libraries available.

     

    4)  Creating unconventionally-configured projectors is definitely possible - no hacking necessary.  It is simply a matter of how Symbols are created.  I've attached a quick sample of what might be possible.

     

    I hope that this helps to answer at least some of your questions.

     

    UST Demo.vwx

    • Like 1
  9. You pose some good questions.  As the developer of two of the tools you cite (and, a vocal critic of things that bug me, too...), I'd like to offer up a little food-for-thought:

     

    For the most part, Video Screen (or, VS4-Projection) lends itself well to being an "OIP-driven"/"one-wrapper" tool.  For each object instance, individual parts are relatively few and dealing with the "whole" is fairly simple.

     

    Speaker Array (or, Audio Array 2) is another animal, entirely.  An array can contain a bumper and 3 different speaker types - which, together, can comprise 40+ array elements, each inserted at different angles and tracking different data.  This would be INCREDIBLY difficult to configure through the OIP alone - and, would be a huge time-hog as you'd need to wait for each and every adjustment as the OIP makes changes real-time - not to mention not being able to see the whole assembly until you had done that waiting over-and-over.  Also, because a populated array is a "parent/child" or "master/slave" assembly, you can do such things as display dispersion for individual cabinets or easily create reports like hang sheets or circuiting charts - with each speaker being entries in the reports.

     

    Granted, not necessarily ideal, but I hope that sheds at least a little light on some of the "whys" behind those 2 tools.

     

    As to the stock audio tools not inserting actual Symbol geometry, you are quite right.  In their current form, the tools don't do that.  If inserting Symbols is important to you, you might want to take a look at the Landru Design version of the tools (links in my sig). 

     

    • Like 3
  10. The "Convert to Group" Command (Ctrl-K) is different from Grouping objects.  That command "disconnects" the object geometry from the code that created it.  If you evoke that command while in a 3D view, you'll end up with rotatable 3D geometry.  That caveat is that you'll also be eliminating all of the Plug-In Object functionality.

     

    Make sense??

    • Like 2
  11. 17 hours ago, scottmoore said:

    Imagine the actual cost in labor and time if someone moved the origin, didn’t remember or even know they needed to refresh all the hoists, printed a coordinate sheet and hung an 80 point show completely wrong. Certainly within the realm of possibility. 

     

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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