Patching fixtures

The Setup layout is where you build the rig. Its Patch panel lists every fixture with its type, mode, universe and DMX address. While editing is locked or in blind mode, Setup's panels stay on screen to look at but can't be used, because they work on the real lights.

Setup: the patch on the left, the rig layout and DMX map in the middle, groups, lamps and output on the right.
Setup: the patch on the left, the rig layout and DMX map in the middle, groups, lamps and output on the right.

Add fixtures

Click Add fixtures. The picker searches about 660 fixture types by manufacturer and name, and you can narrow it by category.

Badges in the list say how far to trust a type. Tested ones were tried on the real fixture. Partial ones have channels the engine doesn't drive yet, which stay at their default value. Hover over a type, or look below the list once it's chosen, to see what it was checked against, which channels aren't driven, and what its profile leaves out, such as a beam angle the 3D stage would use or pictures for its gobos.

Pick the mode your fixture is set to, and how many to add. A fixture that is missing or newer than the bundled library can be added with Import a fixture type from an OFL file or a GDTF file (.gdtf, as manufacturers publish on GDTF Share). A GDTF file brings its gobo pictures, and says below the file if a mode couldn't come across, such as one that needs two DMX universes. An imported profile replaces a library one with the same key.

Find on GDTF Share fetches GDTF files without leaving the app. Sign in with your own GDTF Share account (free at gdtf-share.com); the engine signs in for you. With Remember on this computer ticked (it is by default), the engine keeps your user name and password in the computer's password store (the Keychain on a Mac; macOS may ask once whether the app may use it) and signs in again by itself, after GDTF Share ends a session (about two hours unused) and after the engine restarts; remembered beside your name says it will. Sign out forgets them, and so does a password GDTF Share no longer accepts. Untick it to keep only the session, until GDTF Share ends it. Search by manufacturer or fixture: files the manufacturer uploaded come first, marked Manufacturer, then the newest. Get downloads one and puts it in Import a fixture type, where you check the library key and import it. Importing it also links the type to that revision on GDTF Share, mode by mode, once the engine has checked that each mode's channels line up with the file's; the message after importing says so, or which modes didn't. The engine keeps the downloaded file, so it isn't fetched again. Sign in from the computer running the engine, or over a network you trust: the password travels from the browser to the engine like the rest of the app's traffic. Signing in from a tablet keeps the password on the computer running the engine, never on the tablet, and the engine never sends it back.

A fixture type linked to its GDTF file on GDTF Share can later be exported with the manufacturer's own file, 3D model and all, for a visualizer such as BlenderDMX. Link to GDTF Share, below Find on GDTF Share, lists the types in the patch and how each is linked; tick Whole library to see every type, and type in Filter to find one.

The engine links a mode only when the file's mode has the same channels in the same order, each controlling the same thing, so the file never sends a fixture the wrong channels. It doesn't compare DMX ranges, which manuals often correct. After a check, each mode says which of the file's modes it matches, or how the nearest one differs ("Channel 7 is strobe here and gobo rotation in “Extended”"). A channel only one side drives still lines up, and is listed. Checking downloads the file the first time, so it needs you to be signed in under Find on GDTF Share; the engine keeps the file for next time. Linking changes the library, so it needs editing unlocked.

Universe and address

Each fixture has a universe and a starting channel. The DMX map (next to Layout above the stage) shows each universe's 512 channels with the fixtures on them, colored by type; channels two fixtures share are hatched.

The DMX map of universe 1.
The DMX map of universe 1.

Each move is one undo step.

Check a fixture

Even out brightness

The Bright. column is the percentage of its output a fixture gets, after the layers and the grand master. A strong discharge lamp can sit at 40 % next to LED bars. All gives every fixture of a type the same trim in one undo step, and changing the trim of a selected fixture scales the whole selection by the same ratio. A trim only turns fixtures down, so match the rig to its dimmest type. Identify still lights a fixture at full, for comparing.

Lamps

When a patched fixture has lamp commands, the Lamps panel lists it. On and Off (and All lamps on / All lamps off) send the fixture's strike or switch-off command for as long as its definition says it must be held, then give the channel back to the show. Each row shows what was sent and when, with a reminder that most lamps can't restrike while hot.

Lamp commands work while editing is locked and from blind mode. When you quit, the engine first switches off the lamps it turned on and waits for the hold. Keep the fixtures powered until they have cooled.

Export PDF makes a printable A4 patch sheet sorted by universe and channel: names, types, modes, channel ranges and groups, with overlap warnings. The desktop app saves it in Downloads; a browser uses its usual download place.

Export for a visualizer

Export MVR saves the rig as an MVR file (My Virtual Rig), which visualizers such as BlenderDMX, Capture and consoles' 3D views open: every fixture with its name, universe and address, where it hangs on the layout and at what height, and which way it faces. Point the visualizer's sACN or Art-Net input at the engine's output and it plays the show live.

Types linked to GDTF Share bring the manufacturer's GDTF file, with its 3D model, pan and tilt, colors and gobos; the engine downloads any it hasn't kept yet, which needs you signed in. For every other type the engine writes a GDTF file from its library definition: the same channels, in simple shapes (a base, yoke and head for a moving head, a box for a par, a beam per pixel for a bar or panel, at its width on the layout), with its color and gobo wheels, prisms, strobe and zoom; after exporting, the Patch panel says which fixtures got one. Exporting the same show again keeps each fixture's identity, so a visualizer that imports it again updates the fixtures it has.

A head's pan home turns its body, so it faces its front at home, counting pan from the middle of its range; its tilt home doesn't, and neither the room, the stage deck nor the trusses go into the file yet. Files made from the library have no gobo pictures.

Import a rig

Import MVR… in the Patch panel reads an MVR file, from a lighting designer's plot, Vectorworks, Capture or a visualizer such as BlenderDMX, and shows what it would patch before changing anything:

Add to the patch keeps what's patched; Replace the patch unpatches what the file doesn't have. Either way, a fixture the file already knows (one imported from it before, or one this show exported) is updated in place: it keeps its groups, brightness trim and inverted pan and tilt, and if the file hasn't moved it, where it is. So you can import a revised plot again, and export and import through a visualizer without losing anything. The whole import is one step to undo.

A head is turned so it faces the way the file has it at pan home, with pan home in the middle of its range unless it already had one of its own. Its set pieces, trusses, supports, screens and projectors come in as scenery on the 3D stage, with their 3D models (glTF or 3DS); untick them in the dialog to leave them out. The room and stage deck in the file don't become the show's room, and its trusses aren't ones fixtures hang on yet.