- dot2
- dot2 Quick Start Guide
- dot2 3D
- Install and Uninstall
- System Requirements
- Installation
- Uninstall dot2 3D
- First Steps
- Hardware Connection
- Eine Session erstellen und mit dem 3D verbinden
- Data Management
- Master/Slave
- Coordinate system
- Program Surface
- Menu Bar
- File Menü
- File - Settings
- Edit
- Functions
- Tools
- View
- Help
- File Menü
- Tool Bar
- Main Windows
- Stage View
- Mouse + Keyboard Actions
- Arrangement of Objects (Align Objects)
- Duplicate (copy 3D Objects)
- 3D Objects
- Assets (Information Window)
- Properties
- Media Database
- Materials
- Video Player
- Moving Paths
- Sessions
- Status Bar
- Window Layout
- Menu Bar
- Fixture Types
- 3D Modeling and Import
- 3D Models Principles
- Parameters
- Axes
- Rotation Axes
- Linear Axes
- Beam of Light
- Automated Import
- Assigning of Models to Fixture Types
- Checklist for 3D Modeling
- Creation of a 3D Model
- Tastatur Kombinationen
- dot2 3D FAQ
- Install and Uninstall
- dot2 Release Notes
There's no German translation of this page yet, so the English version is shown.
Version 1.9
Fixture Types
This table gives an overview about the visualization effects in dot2 3D.
Unlike other effects all of these axes must be included in the basing 3d-model. This a prerequisite for fixtures and moving paths. If the model has no axis nothing will move.
Effect in dot2 3D |
Description | Preset Type |
Feature | Attribute | Subattribute | Unit of Measurement |
Example |
---|---|---|---|---|---|---|---|
Axis (axis of fixtures or moving paths) |
|||||||
Pan | Pan-axis of fixtures |
POSITION | POSITION | PAN | PAN | Angle in degrees |
-180 thru 180 |
Tilt | Tilt-axis of fixtures |
POSITION | POSITION | TILT | TILT | Angle in degrees |
-80 thru 80 |
Roll | Roll-axis of fixtures |
POSITION | POSITION | ROLL | ROLL | Angle in degrees |
-80 thru 80 |
Translation |
Translation in x-, y- or z-direction, e.g. for moving paths |
POSITION | MP_TR (MP Trans) |
MP_TR_X (X), MP_TR_Y (Y), MP_TR_Z (Z) |
MP_TR_X (X), MP_TR_Y (Y), MP_TR_Z (Z) |
Translation range in meter |
-5 thru 5 |
Scaling X, Scaling Y, Scaling Z |
Scaling of objects in x-, y- or z-direction, e.g. for moving paths |
POSITION | MP_SC (MP Scale) |
MP_SC_X (X), MP_SC_Y (Y), MP_SC_Z (Z) |
MP_SC_X (X), MP_SC_Y (Y), MP_SC_Z (Z) |
Scaling factor (must be >0!) |
-0.1 thru 2 |
Rotation X, Rotation Y, Rotation Z |
Rotation around x-, y- or z-axis, e.g. for moving paths |
POSITION | MP_ROT (MP Rot) |
MP_ROT_X (X), MP_ROT_Y (Y), MP_ROT_Z (Z) |
MP_ROT_X (X), MP_ROT_Y (Y), MP_ROT_Z (Z) |
Angle in degrees |
-180 thru 180 |
Spin X, Spin Y, Spin Z |
Continuous rotation around x-, y- or z-axis |
POSITION | MP_SPIN (MP Spin) |
MP_SPIN_X (X), MP_SPIN_Y (Y), MP_SPIN_Z (Z) |
MP_SPIN_X (X), MP_SPIN_Y_ (Y), MP_SPIN (Z) |
Rotation speed in rotations per minute (rpm) |
-15 thru 15 |
Clamp | Pitch of the clamp |
POSITION | MP_ROT (MP Rot) |
CLAMP | CLAMP | Angle in degrees |
-90 thru 90 |
Barndoor 1, Barndoor 2, Barndoor 3, Barndoor 4 |
Pitch of barndoors in front of the lens |
SHAPERS | BARNDOORS | BARNDOORS 1 (Bd1), BARNDOORS 2 (Bd2), BARNDOORS 3 (Bd3), BARNDOORS 4 (Bd4) |
BARNDOORS 1 (Bd1), BARNDOORS 2 (Bd2), BARNDOORS 3 (Bd3), BARNDOORS 4 (Bd4) |
Angle range in degrees; 0° = barndoor is in same position like in model > 0° = close barndoor |
0 thru 90 |
Light Output | |||||||
Shutter | BEAM | SHUTTER | SHUTTER | SHUTTER | 0 = shutter closed, 1 = shutter open |
||
Strobe/ Strobe Frequency |
Strobe effects with random and soft opening/ closing option |
BEAM | SHUTTER | SHUTTER | STROBE, STROBE_PULSE (Pulse), STROBE_PULSE_CLOSE (Pulse Close), STROBE_PULSE_OPEN (Pulse open), STROBE_RANDOM (Rnd), STROBE_RANDOM_ PULSE (Rnd Pulse), STROBE_RANDOM_ PULSE_CLOSE (Rnd Pulse Close), STROBE_RANDOM_ PULSE_OPEN (Rnd Pulse Open) |
Strobe frequency in Hz (bigger than 0) |
0.5 thru 10 |
Strobe Ratio |
BEAM | SHUTTER | STROBE_RATIO | STROBE_RATIO (Duty Cycle) |
Slice of 1.0.5 means that the shutter is open half the strobe interval. |
0.2 thru 0.8 | |
Dimmer | Intensity of light source |
DIMMER | DIMMER | DIM | DIM, DIM 2, DIM 3 | Factor on the fixture type intensity 0.0 = off 1.0 = maximum |
|
Light Effects |
|||||||
Color | Color of beam or led surfaces |
COLOR | COLOR 1, COLOR 2, COLOR 3, COLOR 4 |
COLOR 1, COLOR 2, COLOR 3, COLOR 4 |
COLOR 1 (Select), COLOR 2 (Select 2), COLOR 3 (Select 3), COLOR 4 (Select 4) |
Color | - |
Scroller | Color of a beam |
COLOR | COLORALL (Color) | SCROLLER | SCROLLERSELECT (Scroller) |
Color | - |
Zoom | FOCUS | FOCUS | ZOOM | ZOOM | Angle in degrees |
||
Iris | BEAM | BEAM1 | IRIS | IRIS | Factor 0.0 = iris completely closed, 1.0 = iris open |
0.2 thru 1.0 | |
Prism | BEAM | BEAM1 | PRISMA1 (Prism1) |
PRISMA1 (Prism1) |
Prism angle in degrees (angle between center of beam without prism and with prism). Additional physical amount of beams. |
30 degrees, 3 beams | |
Prism Position |
Rotation of the prism |
BEAM | BEAM1 | PRISMA1_POS (Pos1) |
PRISMA1_POS (Pos) |
Angle in degrees |
-180 thru 180 |
Prism Rotation |
Continuous rotation of the prism |
BEAM | BEAM1 | PRISMA1_POS (Pos1) |
PRISMA1_ROT (Rot) |
Rotation speed in rpm |
-15 thru 15 |
Frost | BEAM | BEAM1 | FROST | FROST | 0.0 = no frost, 1.0 = maximum |
0.0 thru 1.0 | |
Gobo (3 wheels maximum) |
|||||||
Gobo X (Wheel Position) |
Selects gobo from values inside functional block |
GOBO | GOBO 1, GOBO 2, GOBO 3 |
GOBO1 (G1), GOBO2 (G2), GOBO3 (G3) |
GOBO 1 (Select), GOBO 2 (Select2), GOBO 3 (Select3), GOBO1_SPIN (Spin), GOBO2_SPIN (Spin2), GOBO3_SPIN (Spin) |
||
Gobo X - Position |
Rotation of current gobo |
GOBO | GOBO 1, GOBO 2, GOBO 3 |
GOBO1_POS (G1 <>), GOBO2_POS (G2 <>), GOBO3_POS (G3 <>) |
GOBO1_POS (Index), GOBO2_POS (Index2), GOBO3_POS (Index3) |
Angle in degrees |
-180 thru 180 |
Gobo X - Rotation |
Continuous rotation of the current gobo |
GOBO | GOBO 1, GOBO 2, GOBO 3 |
GOBO1_POS (G1 <>), GOBO2_POS (G2 <>), GOBO3_POS (G3 <>) |
GOBO1_ROT (Rotate), GOBO2_ROT (Rotate2), GOBO3_ROT (Rotate3) |
Rotation in rpm |
-15 thru 15 |
Blades (4 blades maximum) |
|||||||
Blade X - Insertion (A) |
Insertion of the blade into the beam. This attribute has to be present to visualize any blade. |
SHAPERS | SHAPER (Frames) |
BLADE1A (1A), BLADE2A (2A), BLADE3A (3A), BLADE4A (4A) |
BLADE1A (1A), BLADE2A (2A), BLADE3A (3A), BLADE4A (4A) |
0.0 = no insertion, 1.0 = full covering |
0.0 thru 0.5 |
Blade X - Insertion (B) |
Second insertion range for every blade for rotating. If this option is used, you must not use the "Blade X - Rotation" - option. |
SHAPERS | SHAPER (Frames) | BLADE1B (1B), BLADE2B (2B), BLADE3B (3B), BLADE4B (4B) |
BLADE1B (1B), BLADE2B (2B), BLADE3B (3B), BLADE4B (4B) |
0.0 = no insertion, 1.0 = full covering |
0.0 thru 0.5 |
Blade X - Rotation |
Rotation of the blade. If this option is used, you must not use the "Blade X - Insertion (B)" option. |
SHAPERS | SHAPER (Frames) | BLADE1ROT (1Rot), BLADE2ROT (2Rot), BLADE3ROT (3Rot), BLADE4ROT (4Rot) |
BLADE1ROT (1Rot), BLADE2ROT (2Rot), BLADE3ROT (3Rot), BLADE4ROT (4Rot) |
Angle in degrees | -45 thru 45 |
Rotation of all blades |
SHAPERS | SHAPER (Frames) |
SHAPER ROT (FrameAssembly) | SHAPER ROT (Index) |
Angle in degrees | -180 thru 180 |