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	<title>English DMXC-Wiki - User contributions [en]</title>
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	<updated>2026-05-20T15:50:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Category:Assemblys_General&amp;diff=3501</id>
		<title>Category:Assemblys General</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Category:Assemblys_General&amp;diff=3501"/>
		<updated>2014-09-12T09:42:14Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: Created page with &amp;quot;Category:General Reports&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:General Reports]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Category:General_Reports&amp;diff=3500</id>
		<title>Category:General Reports</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Category:General_Reports&amp;diff=3500"/>
		<updated>2014-09-12T09:41:15Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: Created page with &amp;quot;In this section are mainly reports about the DMXControl Projects association.  de:Kategorie:Berichte_Allgemein&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this section are mainly reports about the DMXControl Projects association.&lt;br /&gt;
&lt;br /&gt;
[[de:Kategorie:Berichte_Allgemein]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_17_Tut3&amp;diff=2364</id>
		<title>Lesson 17 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_17_Tut3&amp;diff=2364"/>
		<updated>2013-04-17T13:38:59Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_16_Tut3&lt;br /&gt;
| TextBackwards = Lesson 16&lt;br /&gt;
| LinkForwards = Lesson_18_Tut3&lt;br /&gt;
| TextForwards = Lesson 18&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Here the audio analyzer is presented as a plugin in DMXControl 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 17: Audio Analyzer ==&lt;br /&gt;
&lt;br /&gt;
The audio analyzer is implemented in DMXControl 3 as plugin and and you will have to enable it via &#039;&#039;&#039;Plugin Manager&#039;&#039;&#039;. It then appears as a menu item under &#039;&#039;&#039;Windows -&amp;gt; Audio Analyzer&#039;&#039;&#039;. The audio analyzer provides essentially the same features as the Soundanalyser([[Sound_Analyzer_DMXC2|Soundanalyser]]) of DMXControl 2.&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
| Text = This plugin is still in an experimental stage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L17 PluginAudioAnalyser.jpg|1|Audio Analyzer Window|center|450px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main purpose of audio player is the automatic generation of beats from a song in order to trigger the beats in a beat-driven cue list.(see [[Lesson 11 Tut3|Lesson 11: Trigger]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The plugin contains several tabs:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Devices&#039;&#039;&#039; is responsible for the configuration. Here you choose the particular audio input&lt;br /&gt;
* With&#039;&#039;&#039;VU meter&#039;&#039;&#039;, &#039;&#039;&#039;Spectrum&#039;&#039;&#039; and &#039;&#039;&#039;Beat Detection&#039;&#039;&#039; you can select the different analysis method&lt;br /&gt;
* &#039;&#039;&#039;Mood&#039;&#039;&#039; should analyze automatically and in real time the mood of an audio signal and the &amp;quot;Automatic Sound Controlled Light Show&amp;quot; lead (Vision!)&lt;br /&gt;
* Using &#039;&#039;&#039;Beat generator&#039;&#039;&#039;You can manually create the Beats (Tap-key) or you can specify a certain Beats-Per-Minute (BPM) value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now the question remains, how will the results of the analysis be assigned to drive the cuelist? You already have an idea? ... Of course, this is the same as the&#039;&#039; &#039;input Assignment&#039;&#039;&#039; concept introduced in Tutorial 11.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L17 PluginAudioAnalyserInputAssignment.JPG|2|Assigning sound events using the input Assignment Window|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
Activate the AudioAnalyzer. If your sound card does not feature internal redirection, and you currently have no external player available, use the microphone input as a substitute.&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*[[Sound_Analyzer_DMXC2|Soundanalyzer DMXControl 2]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_16_Tut3&lt;br /&gt;
| TextBackwards = Lesson 16&lt;br /&gt;
| LinkForwards = Lesson_18_Tut3&lt;br /&gt;
| TextForwards = Lesson 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 17]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_16_Tut3&amp;diff=2363</id>
		<title>Lesson 16 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_16_Tut3&amp;diff=2363"/>
		<updated>2013-04-17T13:38:35Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_15_Tut3&lt;br /&gt;
| TextBackwards = Lesson 15&lt;br /&gt;
| LinkForwards = Lesson_17_Tut3&lt;br /&gt;
| TextForwards = Lesson 17&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson you will learn something about the &#039;&#039;&#039;SoftDesk&#039;&#039;&#039; plugin. This tool allows you to create lighting consoles that will simulate any  physical lighting console, or a custom console using your own design ideas&lt;br /&gt;
&lt;br /&gt;
==Lecture 16: SoftDesk==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 offers the SoftDesk, which replaces the popular command box from DMXControl 2. The advantages of soft desks are as follows:&lt;br /&gt;
* Flexible layout options&lt;br /&gt;
* Wider variety of controls&lt;br /&gt;
* Potentially there will be SoftDesk variants on external clients (tablets, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In principle, you can reconstruct any physical console with the SoftDesk editor.&lt;br /&gt;
&lt;br /&gt;
The  SoftDesk tool can be enabled via the &#039;&#039;&#039;plugin manager&#039;&#039;&#039;, see  Lesson6/en. Afterwards you can find a new menu entry  &amp;quot;Softdesk&amp;quot; within the plugins menu. When you open this plugin, a set-up GUI appears at first:&lt;br /&gt;
&lt;br /&gt;
Here  you can create, delete, edit, copy, import and export your instances of SoftDesks. Simply select the check box. Then you will find a new entry &amp;quot;SoftDesk&amp;quot; under the menu item &amp;quot;Windows&amp;quot; (restarting the GUI-clients may be required).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L16 SoftDesk plugin.JPG|1|SoftDesk Plug-in Activation|center}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After opening the plug-in via the menu, a GUI appears for the first set-up of the various consoles. This panel is initially empty, but on the right side are 6 buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can create and edit individual desk surfaces, copy, import or export. By double-clicking in the blue line, you can change the name of the console to be created (if design mode is set). The new consoles will appear in the Project Explorer too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
|Text=DMXControl 3 stores all SoftDesks automatically within the project (Save Project). The export / import function is used to transfer the created panel to external clients (e.g. Android).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can create multiple console surfaces, which can then be activated simultaneously at run time (but multiple banks are not available within SoftDesk).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you select the design mode (edit mode) you can add your favorite elements from the set of sliders, buttons, rotary faders or XYpads. There are also graphical design elements such as labels, separators and group boxes available. Note the design grid mode!&lt;br /&gt;
&lt;br /&gt;
Here you can see one possible result:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L16 SoftDesk.JPG|2|SoftDesk Plug-in|center}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can customize the elements in design mode by using the property context menu. Simply double click the control or call it by right click in the &#039;&#039;&#039;DesignMode&#039;&#039;&#039;. The following figure shows the property box for a button (right mouse click in design mode). For example you can modify the button name, colors and the toggle mode property - &lt;br /&gt;
here the name was changed to &amp;quot;Flash button&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L16 CommandboxProperties.JPG|3|Settings|center}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
|Text=You can change the size of individual elements by dragging the corners with the mouse.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In the next step you have to connect your SoftDesk with your project. I.e. you have to assign functions to your SoftDesk control elements.&lt;br /&gt;
&lt;br /&gt;
This has to be performed with the input assignment panel (menu &#039;&#039;&#039;Application Settings&#039;&#039;&#039; (--&amp;gt;[[ See Lesson 22 Tut3|Lesson22]])). On left side you find the controls, and on the right side the DMXControl explorer is shown.  Simply drag and drop the control elements to certain properties, attributes or elements to make a connection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L16 SoftDeskInputAssignment.JPG|4|Input Assignment|center}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{BoxHinweis|Text=Do not forget to switch off the design mode at run time.}}&lt;br /&gt;
&lt;br /&gt;
The  SoftDesk windows are integrated into the panel system, see Lesson2/en. That means you can have attached panels or flying windows containing the SoftDesk .&lt;br /&gt;
The individual soft desks are then opened with a double click (with Design Mode off).&lt;br /&gt;
&lt;br /&gt;
Have fun trying out your own SoftDesk! We wish you a high level of artistic creativity for your own desks!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Create two SoftDesks, one consisting of buttons only, the other one should contain all types of control elements&lt;br /&gt;
* Control colors with your button SoftDesk &lt;br /&gt;
* Connect the XYpad with your moving light and test the function&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_15_Tut3&lt;br /&gt;
| TextBackwards = Lesson 15&lt;br /&gt;
| LinkForwards = Lesson_17_Tut3&lt;br /&gt;
| TextForwards = Lesson 17&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 16]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_15_Tut3&amp;diff=2362</id>
		<title>Lesson 15 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_15_Tut3&amp;diff=2362"/>
		<updated>2013-04-17T13:38:11Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_14_Tut3&lt;br /&gt;
| TextBackwards = Lesson 14&lt;br /&gt;
| LinkForwards = Lesson_16_Tut3&lt;br /&gt;
| TextForwards = Lesson 16&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In this lesson, you learn how to perform cue lists by using &#039;&#039;&#039;executors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 15: Executors and execution of show ==&lt;br /&gt;
&lt;br /&gt;
In Lesson 8 and 12. it was explained how to create scenes and scene-lists. Now, suppose we want to execute our scene lists. This works like in DMXControl 2, by opening the cue-list and using the &#039;&#039;&#039;Go&#039;&#039;&#039; and &#039;&#039;&#039;STOP&#039;&#039;&#039; buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To run cues and cue lists you can also use &#039;&#039;&#039;executors&#039;&#039;&#039;. These correspond roughly to the submasters from DMXControl 2. As in version 2, you can create various &amp;quot;banks&amp;quot; - in DMXControl 3, called &amp;quot;Pages&amp;quot;. This will allow you to increase the number of executors in groups of 8. First create a new executor page in the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L15 firstExecutorBank.JPG]]&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L15 firstExecutorBank.JPG|1|Executorbank|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, we have 8 executors in one page (the number may be adjusted in &#039;&#039;&#039;Application Settings&#039;&#039;&#039;). &lt;br /&gt;
The assignment to the executors happens as follows:&lt;br /&gt;
&lt;br /&gt;
===Assignment of cues===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When creating the cue (&amp;quot;Add cue&amp;quot; button) you have a small selection button next to the triangle. There you can assign the new cue to an executor directly. After selecting, use the &#039;&#039;&#039;add cue&#039;&#039;&#039; button again.&lt;br /&gt;
&lt;br /&gt;
===Assignment of cue-lists===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Project Explorer you can assign the cue list using &amp;quot;drag and drop&amp;quot; to the executors.&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L15 firstExecutor.JPG|2|Executor|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an item has been assigned to an executor, is evident from the small green LED in select field. Try out what happens if you click on the &amp;quot;Select field&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are other ways that you can affect the playback of a scene list:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Functionality         !!  Description    &lt;br /&gt;
|-&lt;br /&gt;
| Intensity ||    &lt;br /&gt;
|-&lt;br /&gt;
| Scene list Speed ||    The speed with which you advance to the next scene is affected. The speed of the effects will be unaffected.&lt;br /&gt;
|-&lt;br /&gt;
| Effect Speed ||   The speed of the effects used in the scene list is influenced. The speed of the scene list is not changed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can select between different execution modes the same way you use a standard audio player:&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L15 firstExecutor.JPG]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Functionality         !!  Description      &lt;br /&gt;
|-&lt;br /&gt;
| Single ||    The cue list is executed once&lt;br /&gt;
|-&lt;br /&gt;
| Repeat ||    The cue list is repeated&lt;br /&gt;
|-&lt;br /&gt;
| Bounce ||    If the scene list arrived at the end it is repeated in the reverse order&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12 SL modemenue.jpg|3|Modes|center}}&lt;br /&gt;
&lt;br /&gt;
==Work with multiple Cue lists==&lt;br /&gt;
&lt;br /&gt;
There are different strategies for the design and splitting of the  show in cue lists. You can create cue lists for the parts of the show  (verse, chorus, Act) or you can divide groups of devices in cue lists  (background LEDs, moving lights, etc.) or make a combination of both. It  depends on personal taste and the size of the show. &lt;br /&gt;
&lt;br /&gt;
You can insert a special &amp;quot;Cue list Cue&amp;quot; within a Cue list (Add --&amp;gt;  Special --&amp;gt; Cue list). This lets you easily control another cue list. Thus, as an example, you could use it for a recurring refrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Assign a new cue to to an executor directly&lt;br /&gt;
* Assign a cue list to an executor&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_14_Tut3&lt;br /&gt;
| TextBackwards = Lesson 14&lt;br /&gt;
| LinkForwards = Lesson_16_Tut3&lt;br /&gt;
| TextForwards = Lesson 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 15]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_14_Tut3&amp;diff=2361</id>
		<title>Lesson 14 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_14_Tut3&amp;diff=2361"/>
		<updated>2013-04-17T13:37:51Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_13_Tut3&lt;br /&gt;
| TextBackwards = Lesson 13&lt;br /&gt;
| LinkForwards = Lesson_15_Tut3&lt;br /&gt;
| TextForwards = Lesson 15&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This chapter provides a summary of the programming capabilities in DMXControl 3.&lt;br /&gt;
&lt;br /&gt;
==Lecture 14:Speed ​​and productivity improvement of show programming ==&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 offers you the following items for advanced use of DMXControl 3. &lt;br /&gt;
&lt;br /&gt;
* Cue list &lt;br /&gt;
* The programmer &lt;br /&gt;
* Several fading approaches&lt;br /&gt;
* The Hardware abstraction&lt;br /&gt;
* DMXControl kernel (&amp;quot;Light engine with Fanning algorithms)&lt;br /&gt;
* Effect library&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the programmer, the individual cues can be checked again and tested before they are permanently stored in a cue-list, by means of the programmer filter.&lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
|Text = This beta version of DMXControl 3 has not yet provided the popular tools such as audio players, or text book with its graphical programming interfaces. But, the control options of a cue list have grown enormously. You now have different fading and trigger options. Thus, it should, in principle, be possible to effectively create earlier scene lists again.&amp;lt;br /&amp;gt;&lt;br /&gt;
The library scene is not found in this form in the current version. But you can use presets for the same purpose. Presets also have a number of additional capabilities.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that the fanning and effects possibilities work, not only for the examples shown using dimmer value and color, but for almost all device attributes such as pan / tilt, fade-in, delay, etc. This can be extremely effective, and spectacular effects can be achieved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A further increase in productivity is obtained by being able to manipulate the cue lists by using the EXCEL spreadsheet program.&lt;br /&gt;
Since cues and presets work regardless of device type, you can quickly customize existing shows to new equipment setups.&lt;br /&gt;
Thus, it should be possible, with a little practice, to program big shows in minutes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We still remember a DMXControl meeting in 2008, when we programmed for an entire day, to create a show lasting 5 minutes. At night we proudly presented this show to a professional, and we asked him how long it would take for him to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The answer shocked us at the time: &#039;&#039;&#039;15 minutes!&#039;&#039;&#039; For us that was almost unimaginable, and sounded like a barely workable vision for a freeware DMXControl. But, we have done everything in recent years to get to that level of professionalism. We think that we&#039;ve successfully created DMXControl 3 close to this vision!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Assign a new cue directly to an executor &lt;br /&gt;
* Assign the existing Cue list to another executor&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_13_Tut3&lt;br /&gt;
| TextBackwards = Lesson 13&lt;br /&gt;
| LinkForwards = Lesson_15_Tut3&lt;br /&gt;
| TextForwards = Lesson 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 14]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_13_Tut3&amp;diff=2360</id>
		<title>Lesson 13 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_13_Tut3&amp;diff=2360"/>
		<updated>2013-04-17T13:37:23Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_12_Tut3&lt;br /&gt;
| TextBackwards = Lesson 12&lt;br /&gt;
| LinkForwards = Lesson_14_Tut3&lt;br /&gt;
| TextForwards = Lesson 14&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we explain how to apply presets. By re-using presets you are more efficiently when programming your show.&lt;br /&gt;
&lt;br /&gt;
==Lecture 13: Presets ==&lt;br /&gt;
&lt;br /&gt;
Presets  are very similar to cues. You can create them in the same way (see Lesson 8). Similar to the button &amp;quot;Create cue,&amp;quot; here you find the button &amp;quot;Create preset&amp;quot;. You can use presets to store different values for the parameters of your fixtures. You can store:&lt;br /&gt;
&lt;br /&gt;
* moving light positions&lt;br /&gt;
* colors of RGB Pars&lt;br /&gt;
* combination of gobo, shutter on and color &lt;br /&gt;
* generic chasers (where you later only replace/modify the color)&lt;br /&gt;
* or simply intensities of your conventional fixtures&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
The big advantage of using presets is, that it&#039;s referenced data. That means whenever you record a cue using presets, a link to the preset is stored, and not the actual values. So keep in mind, that if you change your preset, all cues that use this preset will use the new values. A simple example where presets can rapidly speed up programming would be: You&#039;ve recorded a color of your cyclorama wash as a preset and used this preset in five cues. If you later decide to modify the cyclorama wash a bit, you just need to update one preset, instead of five cues. However, if you just want to change the color in one cue you can do that by overwriting the reference with manual data.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L13 Preset.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Recording Presets===&lt;br /&gt;
&lt;br /&gt;
To  record a preset (i.e. record entries in programmer or parts of it) use the  &amp;quot;Store Preset&amp;quot; Button in the preset window. The programmer filter will  show. This gives you the ability to choose what to record. See Lesson 8 to learn how to use the programmer filter. After you  press OK in the programmer filter, a new preset will be recorded. You can now use F2 (or click into name field) to rename it.&lt;br /&gt;
&lt;br /&gt;
===Modifying Presets===&lt;br /&gt;
&lt;br /&gt;
If  you want to modify an existing preset, select the preset you want to  modify and click on the arrow to the right of the &amp;quot;Add Preset&amp;quot; button. A menu will pop up, where you can choose how to modify the preset.&lt;br /&gt;
&lt;br /&gt;
====Replace====&lt;br /&gt;
&lt;br /&gt;
Replace will remove all existing entries from the preset and save everything that is in the programmer to the preset.&lt;br /&gt;
&lt;br /&gt;
====Merge====&lt;br /&gt;
&lt;br /&gt;
Entries  that are not in the programmer but in the preset, are not touched.  Existing entries will be updated and missing ones will be added&lt;br /&gt;
&lt;br /&gt;
====Append====&lt;br /&gt;
&lt;br /&gt;
Entries  that are in the programmer, but not in the preset, will be appended to the preset. Entries that are in the programmer, and in the preset, will  stay untouched in the preset.&lt;br /&gt;
&lt;br /&gt;
====Subtract====&lt;br /&gt;
&lt;br /&gt;
Entries that are in the programmer, and also exist in the preset, will be removed from the preset. However keep in mind, the new value is not subtracted from the old, but rather, the whole property will be removed from the preset.&lt;br /&gt;
&lt;br /&gt;
===Deleting Presets===&lt;br /&gt;
&lt;br /&gt;
Select the preset you want to delete, then press Delete or use the context menu, -&amp;gt; Delete Preset.&lt;br /&gt;
&lt;br /&gt;
===Applying Presets===&lt;br /&gt;
&lt;br /&gt;
You can &amp;quot;drag&amp;amp;drop&amp;quot; a preset into your cue list. A new cue is created. You can set timing and triggers for this cue. The name will start with  &amp;quot;--&amp;gt; &amp;quot;. However, you can rename it to what you want. The complete preset will be played back when you use this cue.&lt;br /&gt;
&lt;br /&gt;
===Applying Presets for Selected Fixtures Only===&lt;br /&gt;
&lt;br /&gt;
Select the fixtures you want to apply your preset to. Then double-click on the preset you want to use. The entry will show up in the Programmer window. Keep in mind, if you store this to a cue, it is not the actual values that are stored, but a reference to this preset. So if you change something in your preset, the changed values will be used everywhere that you used this preset.&lt;br /&gt;
&lt;br /&gt;
===Applying Selected Properties of Presets===&lt;br /&gt;
&lt;br /&gt;
It is also possible to use only a selected property from the preset, and &#039;&#039;not&#039;&#039; the whole preset. Select all fixtures and drag&amp;amp;drop the preset to the property you want use in property grid. The values for the property will show up in the programmer &lt;br /&gt;
&lt;br /&gt;
===Applying Selected Parameters of Presets for Selected Fixtures Only===&lt;br /&gt;
&lt;br /&gt;
You  can also apply only a selected property of your preset to selected fixtures only. First select your fixtures, then drag&amp;amp;drop the preset  to the properties you want to use in the property grid. The value for the selected property of the selected fixtures will show up in the programmer window&lt;br /&gt;
&lt;br /&gt;
===Applying a Preset for Fixtures that are Not in the Preset===&lt;br /&gt;
&lt;br /&gt;
Also  you can use a Preset to set a property of a fixture that has no value stored in the preset to a value from the preset. First a short example: A preset with some RGB Par-cans are set to a color. Later you want your moving lights change to the same color as your RGB Par-cans. You might do this by remembering, or looking up this color. But, there is a third possibility. Select your fixtures, in this example you moving lights, and move your preset (drag&amp;amp;drop) to the property grid. Now hold &amp;quot;Ctrl&amp;quot; key down and drop your preset to the color property of your fixture. The color of your fixture will be set to the last found value of the used property in your preset. I.e., the filtering of devices is switched off by the &amp;quot;Ctrl&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shortcuts===&lt;br /&gt;
&lt;br /&gt;
Of  course there are shortcuts that help to increase save time working with  presets. But if you use shortcuts, the programmer filter will not be used.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Tips===&lt;br /&gt;
Tip 1: By activating the &amp;quot;highlight&amp;quot; button the selected preset is shown in the live view.&lt;br /&gt;
&lt;br /&gt;
Tip 2: By applying fanning in a preset you can use it for smaller or larger device groups with amazing effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercises==&lt;br /&gt;
* Create a preset &amp;quot;yellow&amp;quot; and use it per drag&amp;amp;drop in Stage View&lt;br /&gt;
* Use some presets in your cue list&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_12_Tut3&lt;br /&gt;
| TextBackwards = Lesson 12&lt;br /&gt;
| LinkForwards = Lesson_14_Tut3&lt;br /&gt;
| TextForwards = Lesson 14&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 13]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_12_Tut3&amp;diff=2359</id>
		<title>Lesson 12 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_12_Tut3&amp;diff=2359"/>
		<updated>2013-04-17T13:36:58Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_11_Tut3&lt;br /&gt;
| TextBackwards = Lesson 11&lt;br /&gt;
| LinkForwards = Lesson_13_Tut3&lt;br /&gt;
| TextForwards = Lesson 13&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we explain advanced edit features for scenes and scene lists, e.g. for modification of already saved scenes. &lt;br /&gt;
So you can copy and customize cues very effectively and almost EXCEL like.&lt;br /&gt;
&lt;br /&gt;
==Lecture 12: Editing scenes and scene lists ==&lt;br /&gt;
&lt;br /&gt;
In Lesson 8 we introduced the scene lists. In this lecture more advanced features are explained.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12_SL.JPG|1|Menu of the Programmer|center}}&lt;br /&gt;
By default, a new scene is added to an existing scene list by pressing the button &amp;quot;Add Cue&amp;quot;. When you open the small drop-down arrow on right hand side of this button, you see some more sophisticated capabilities with their keyboard shortcut. In most cases you will first select (i.e. highlight) a scene before modifying it.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12_SL_storemenue.jpg|2|View of the drop-down-menu of &amp;quot;Add Cue&amp;quot;|center}}&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text= The following operations are related to the values in the &#039;&#039;&#039;Programmer&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Function         !!        short code        !! Description    !!   Comment&lt;br /&gt;
|-&lt;br /&gt;
| Add ||    Ctrl+A   || add a new scene to scene list at the end  || default &lt;br /&gt;
|-&lt;br /&gt;
| Insert ||    Ctrl+I    || insert a new scene to scene-list before selected scene  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Replace ||    Ctrl+R    || replace current scene attributes by the values in the &#039;&#039;&#039;Programmer&#039;&#039;&#039;  || &lt;br /&gt;
|-&lt;br /&gt;
| Merge||    Ctrl+M    || merges selected scene with &#039;&#039;&#039;Programmer&#039;&#039;&#039; values  ||  &#039;&#039;&#039;Programmer&#039;&#039;&#039; values with higher priority&lt;br /&gt;
|-&lt;br /&gt;
| Append ||    Ctrl+P    || append new property from &#039;&#039;&#039;Programmer&#039;&#039;&#039; to the selected scene  ||  existing scene with higher priority, new values from &#039;&#039;&#039;Programmer&#039;&#039;&#039; are added&lt;br /&gt;
|-&lt;br /&gt;
| Subtract ||    Ctrl+B    ||  removes a property from selected scene  ||  hint: modify the wanted  property so that this appears in the &#039;&#039;&#039;Programmer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sum (Special) ||        || Inserts current output of devices into &#039;&#039;&#039;Cue List&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| PSum (Special) ||        || Similar to &#039;&#039;&#039;Sum&#039;&#039;&#039;, but related to currently selected devices in &#039;&#039;&#039;Stage View&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| Preset (Special) ||        || Opens a window where you have the capability to add a &#039;&#039;&#039;Preset&#039;&#039;&#039; to &#039;&#039;&#039;Cue List&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| Scenelist (Special) ||        || Inserts (similar to commands in DMXControl 2) a entry to impact another cue list || &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a similar way, there are also edit operations for the scene list itself. As known from EXCEL you can copy, cut and delete whole rows. With copy and paste you can take single values from one field or a cue to another field of other cues.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12_SL_editmenue.jpg|3|View of drop-down-menu of &amp;quot;Edit&amp;quot;|center}}&lt;br /&gt;
&lt;br /&gt;
Here is the summarizing table for explanation again:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Function         !!        short code        !! Description    !!   Comment&lt;br /&gt;
|-&lt;br /&gt;
| Edit in Programmer  ||      ||  Selected cue is loaded into &#039;&#039;&#039;Programmer&#039;&#039;&#039;. &#039;&#039;&#039;Programmer Output Mode&#039;&#039;&#039; is set to &#039;&#039;&#039;All&#039;&#039;&#039;  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Edit in Programmer Blind  ||    ||   Selected cue is loaded into &#039;&#039;&#039;Programmer&#039;&#039;&#039;. &#039;&#039;&#039;Programmer Output Mode&#039;&#039;&#039; is set to &#039;&#039;&#039;Blind&#039;&#039;&#039;   ||  &lt;br /&gt;
|-&lt;br /&gt;
| Cut ||    Ctrl+X   || cut the selected scene   ||  like EXCEL &amp;quot;cut row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Copy ||    Ctrl+C   || copy the selected scene  ||  like EXCEL &amp;quot;copy row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Paste ||    Ctrl+V    || paste the selected scene  || like EXCEL &amp;quot;paste row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Delete||    Del       || delete the selected scene  ||  like EXCEL &amp;quot;delete row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Renumber Cues ||        ||   || Renumber Cues&lt;br /&gt;
|-&lt;br /&gt;
| Cue Timing Editor ||      ||    || a separate editor is opened&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12_SL_optionmenue.jpg|4|View of drop-down-menu of &amp;quot;Options&amp;quot;|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Function         !!        Description    !!   Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracking  ||   If tracking is active a value remains active until it is overwritten by another cue (or the cue list is finished). If tracking is disabled, only the stored values ​​are active on output that are in the current cue. All others are faded out. ||     &lt;br /&gt;
|-&lt;br /&gt;
| Reset when Released  ||   &#039;&#039;&#039;Cue List&#039;&#039;&#039; jumps to first entry, after last cue was executed   ||      &lt;br /&gt;
|-&lt;br /&gt;
| Use Cue Time as Back Time  ||   After a jump back in the &#039;&#039;&#039;Cue List&#039;&#039;&#039;, the times of the cues are used for the crossfade. ||     &lt;br /&gt;
|-&lt;br /&gt;
| Use Cue Time as GoTo Time  ||   After a jump forward in the &#039;&#039;&#039;Cue List&#039;&#039;&#039;, the times of the cues are used for the crossfade.   ||      &lt;br /&gt;
|-&lt;br /&gt;
| Autoprepare  ||   DMXControl prepares headlights already automatically on the mission (color and gobo is selected in advance etc.). That way you will not need to worry about it. On active &#039;&#039;&#039;Autoprepare&#039;&#039;&#039; you can deactivate this function for single cues with the checkbox &#039;&#039;&#039;Ap&#039;&#039;&#039;.  ||      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Test the append and subtract cue functions&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_11_Tut3&lt;br /&gt;
| TextBackwards = Lesson 11&lt;br /&gt;
| LinkForwards = Lesson_13_Tut3&lt;br /&gt;
| TextForwards = Lesson 13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_12_Tut3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_11_Tut3&amp;diff=2358</id>
		<title>Lesson 11 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_11_Tut3&amp;diff=2358"/>
		<updated>2013-04-17T13:36:33Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_10_Tut3&lt;br /&gt;
| TextBackwards = Lesson 10&lt;br /&gt;
| LinkForwards = Lesson_12_Tut3&lt;br /&gt;
| TextForwards = Lesson 12&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Cue lists are the best tool to control the flow of your show. In this lesson we explain how to define the sequence and the change of scenes by triggers.&lt;br /&gt;
&lt;br /&gt;
==Lecture 11: Triggers in cue lists ==&lt;br /&gt;
In previous lessons we learned how to create cues and scene lists. Now that you are familiar with most of the attributes of the scene list, more explanation about triggers is necessary. A trigger is an event that causes a previously saved scene to start. A trigger might come from things like a button press by the user,or an internal timer. The default trigger is &amp;quot;follow&amp;quot;. This means the next cue will be started after the previous one has finished fading in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; When you change the trigger type, you need to apply the changes with the enter-key or by clicking in another field.&lt;br /&gt;
&lt;br /&gt;
There are several types of triggers. The following table describes their behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L11 trigger.jpg]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Type !!        Example format       !! Description&lt;br /&gt;
|-&lt;br /&gt;
| manual      || (optional) 3 || Use GO to fade in next cue.&lt;br /&gt;
Optional: Fade cue in after 3 GO presses. The default is 1.&lt;br /&gt;
|-&lt;br /&gt;
| follow     || 5s       || Wait until the previous cue is faded in, then wait 5 seconds before starting the next cue.&lt;br /&gt;
|-&lt;br /&gt;
| wait       || 5s       || Wait time countdown starts when the wait or follow of the previous cue is completed. In other words, the cue will wait 5 seconds after the prior cue has started, rather than waiting for it to finish.&lt;br /&gt;
|-&lt;br /&gt;
| timecode   || 00:26:05 || Waits for the DMXControl to be given an external timecode signal equal to 00:26:05.&lt;br /&gt;
|-&lt;br /&gt;
| rtc        || 13:00:00 || Real time clock. Fade in a cue at the specified time of 1 pm.&lt;br /&gt;
|-&lt;br /&gt;
| beat       || (optional) 3  || This requires more settings. See the paragraph below.&lt;br /&gt;
Optional: Fade in cue after 3 beats. The default is 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text= Type in combined time information without &amp;quot;blank&amp;quot; characters, e.g. 1m20s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you type an incorrect format into the &#039;&#039;&#039;trigger value&#039;&#039;&#039; field, you  will get some hints about the expected input syntax. See the example below for the &amp;quot;follow&amp;quot; type.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L11 triggerhelpcontextfollow.JPG]]&lt;br /&gt;
&lt;br /&gt;
Below is the example for the real time clock selection.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L11 triggerhelpcontext.JPG]]&lt;br /&gt;
&lt;br /&gt;
Currently only the time code from Digital Enlightenment Mediacenter [http://www.digital-enlightenment.de/mediacenter.htm] is supported. Support for other time codes will be created in the future.&lt;br /&gt;
&lt;br /&gt;
===Use of beat trigger===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Beat Trigger&#039;&#039;&#039; is a trigger based on the main rhythm of the music. It may be manually set, or automatically generated by DMXControl as it analyzes an audio signal and looks for peak transients.&lt;br /&gt;
&lt;br /&gt;
If you want to have your scenes beat controlled, you need to select the source for the trigger &#039;&#039;&#039;beat&#039;&#039;&#039; .&lt;br /&gt;
&lt;br /&gt;
{{BoxHint|Text=In the &#039;&#039;&#039;Trigger&#039;&#039;&#039; field you can specify after how many beat signals the next cue is called&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |Beattrigger.PNG|4|Example for beattrigger|center}}&lt;br /&gt;
&lt;br /&gt;
Now you have to inform the &#039;&#039;&#039;Cue List&#039;&#039;&#039; which source of the beat signal should be used (manual beat/audioanalyzer....)&lt;br /&gt;
Therefore you have to assign an input in the [[Lesson_22_Tut3|&#039;&#039;&#039;Input Assignment&#039;&#039;&#039;]] via drag&amp;amp;drop to the beat entry of the cue list (see linked Lesson 22 &amp;quot;Input Assignment&amp;quot; for further details!).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3_L11_InputassignmentBeat.png|5|Input Assignment|center}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
The following figure shows the dependencies and capabilities of mixing several trigger types:&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L11 SlideDMXC3Trigger.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
* Each cue has its own delay-time (before the fade-in start) - delay1 to delay3&lt;br /&gt;
* Cue2 has a follow-trigger of 1s. It starts 1 second after the fade-in of the previous cue is completed&lt;br /&gt;
* Cue3 has a wait-trigger, but 0s. Thus cue3 starts immediately after the previous scene is finished.&lt;br /&gt;
* Cue4 also has a wait-trigger (1s). So it will wait for 1s after the wait (0s) of the previous scene is finished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercises==&lt;br /&gt;
* Test a mix of &amp;quot;follow&amp;quot; and &amp;quot;wait&amp;quot; triggers in one scene list&lt;br /&gt;
* Use a tool providing time codes, such as MediaCenter, and test a scene list that is completely based on time codes&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_10_Tut3&lt;br /&gt;
| TextBackwards = Lesson 10&lt;br /&gt;
| LinkForwards = Lesson_12_Tut3&lt;br /&gt;
| TextForwards = Lesson 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_11_Tut3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_10_Tut3&amp;diff=2357</id>
		<title>Lesson 10 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_10_Tut3&amp;diff=2357"/>
		<updated>2013-04-17T13:36:02Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_9_Tut3&lt;br /&gt;
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| TextForwards = Lesson 11&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Here we explain the &amp;quot;&#039;&#039;&#039;Programmer&#039;&#039;&#039;&amp;quot; view - a tool that helps in programming and &amp;quot;debugging&amp;quot; your show.&lt;br /&gt;
&lt;br /&gt;
==Lecture 10: The programmer view ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Programmer&#039;&#039;&#039; tool logs all modifications you made and shows the current content of the &amp;quot;cue buffer&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
| Text= Remember the &amp;quot;save scene&amp;quot; dialog in DMXControl 2? There you were asked to define the channels and values before finally saving the cue. The &#039;&#039;&#039;Programmer&#039;&#039;&#039; is an extended view of this functionality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s illustrate this by an example. Perform the following steps:&lt;br /&gt;
&lt;br /&gt;
* First, open the moving lights shutters and select the color green&lt;br /&gt;
* Second, set the gobos of all devices on &amp;quot;Gobo2&amp;quot;&lt;br /&gt;
* Third, set the group of front lights to 50% brightness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L10 liveviewProgrammer.JPG|1|Stage View|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The results are now shown in the programmer. Please be aware that the cue is not saved at this point in time, because further modification might follow. &lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L10 Programmer.JPG|2|All changes of the device settings are shown in the programmer|center|800px}}&lt;br /&gt;
&lt;br /&gt;
If you change your mind on the current cue, you can press the &#039;&#039;&#039;Clear Programmer&#039;&#039;&#039; button to remove all settings and refresh the programmer.&lt;br /&gt;
&lt;br /&gt;
Now you can see in the &#039;&#039;&#039;Programmer&#039;&#039;&#039; which values would be stored in the cue. When you save the cue, you are able to select the desired items in the &#039;&#039;&#039;Programmer Filter&#039;&#039;&#039; that appeared before. In the following example, we do not save the &amp;quot;Generic Dimmer&amp;quot; (by deselecting them) because we probably want to save them in another cue list.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L10 ProgrammerFilter.JPG|3|View of the Programmer Filter|center}}&lt;br /&gt;
&lt;br /&gt;
If your cue is OK, then assign it to a cue list or an executor by pressing the &amp;quot;&#039;&#039;&#039;Add new Cue&#039;&#039;&#039;&amp;quot; button and then clear the programmer (to provide &amp;quot;space&amp;quot; for the next cue).&lt;br /&gt;
&lt;br /&gt;
In order to program quicker, there is the snapshot function. With the button &#039;&#039;&#039;Write Snapshot&#039;&#039;&#039; you can save the current selections in the programmer and reload them later by using the drop-down menu (&#039;&#039;&#039;Load Snapshots&#039;&#039;&#039;). This helps you to program many similar cues with little effort.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L10 Programmer.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
In addition to the above, you can also create a filter with &#039;&#039;&#039;Set Filter&#039;&#039;&#039; or delete filters with &#039;&#039;&#039;Clear Filter&#039;&#039;&#039;. Filters are mainly used in &#039;&#039;&#039;Output Mode&#039;&#039;&#039;. With filters you can adjust the values ​​in the programmer that are actually sent out. If &#039;&#039;&#039;All&#039;&#039;&#039; is active, all the values ​​in the programmer are sent. With &#039;&#039;&#039;Filtered&#039;&#039;&#039; only the values ​​that have been activated in the filter are sent. And with &#039;&#039;&#039;Blind&#039;&#039;&#039; no values are sent out.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L10 ProgrammerFilter.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Repeat the above scenario&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_9_Tut3&lt;br /&gt;
| TextBackwards = Lesson 9&lt;br /&gt;
| LinkForwards = Lesson_11_Tut3&lt;br /&gt;
| TextForwards = Lesson 11&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_10_Tut3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_9_Tut3&amp;diff=2356</id>
		<title>Lesson 9 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_9_Tut3&amp;diff=2356"/>
		<updated>2013-04-17T13:35:35Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_8_Tut3&lt;br /&gt;
| TextBackwards = Lesson 8&lt;br /&gt;
| LinkForwards = Lesson_10_Tut3&lt;br /&gt;
| TextForwards = Lesson 10&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The previous lession introduced simple cues. In this lesson we explain some more sophisticated features of scenes, e.g. the fanning feature. With fanning you can create impressive effects with groups of lamps, e.g. rainbow effects or waves. &lt;br /&gt;
DMXControl 3 provides an effect library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 9: Fanning, chasers and other effects==&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 extends the scope of scenes so that dynamic effects can be included, and you can apply certain algorithms for the attributes (e.g. DMX values) of included devices or groups. This allows you to create highly complex cues with a few mouse clicks. Don&#039;t believe it? Let&#039;s demonstrate how it works!&lt;br /&gt;
&lt;br /&gt;
===Fanning===&lt;br /&gt;
&lt;br /&gt;
The first mechanism is fanning. Just as you can open an ornate oriental fan, and created a colorful beautiful picture, you can create beautiful color palettes or beam spreads.&lt;br /&gt;
&lt;br /&gt;
From technical point of view fanning means to split a value to a group of devices. We distinguish between linear and alternate fanning. See the following tables explaining the syntax element.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====linear fanning====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Syntax         !!        Example        !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  &amp;gt;   ||    50 &amp;gt; 100    || Linear interpolation&lt;br /&gt;
|-&lt;br /&gt;
|   &amp;lt;&amp;gt;     || 50 &amp;lt;&amp;gt; 100 || Linear interpolation: marginal devices: 100, central devices 50 &amp;lt;br&amp;gt; (mnemonic trick: In the symbol both signs are directed outside; in these positions the first value is applied; the second value is applied in the center.) &lt;br /&gt;
|-&lt;br /&gt;
|   &amp;gt;&amp;lt;    || 50 &amp;gt;&amp;lt; 100 || Contrary: marginal devices: 50, central devices 100 &amp;lt;br&amp;gt; (mnemonic trick: In the symbol both signs are directed inside; there the first value is applied (in the center); the second value is applied at the edge.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== alternate fanning ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Syntax         !!        Example         !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  #   ||    50 # 100    || Alternate values 100/50/100/50 ...&lt;br /&gt;
|-&lt;br /&gt;
|   # #     || 100 # 50 # 0 || Alternate values 100/50/0/100/50/0 ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How does it work? &lt;br /&gt;
&lt;br /&gt;
Lets assume we want to have a cue where the 8 RGB Pars have to be faded from red in the middle to blue at the edges. &lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L09 Fanning pink.JPG]]&lt;br /&gt;
&lt;br /&gt;
How many actions are needed for programming? 8? 16? 32? &lt;br /&gt;
The answer is: &#039;&#039;&#039;Three!&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
We will apply linear fanning by &amp;quot;&amp;gt;&amp;lt;&amp;quot; where we separate the marginal devices from central devices. The actions:&lt;br /&gt;
* select the group &amp;quot;RGB pars&amp;quot;&lt;br /&gt;
* go to property grid panel and type in for red color &amp;quot;0&amp;lt;&amp;gt;255&amp;quot;&lt;br /&gt;
* type for blue color &amp;quot;255&amp;lt;&amp;gt;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is the amazing result in property grid:&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L09 Fanning pink programmer.JPG]]&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make another exercise with alternate fanning. The task is switching on each second lamp (i.e. setting dimmer to 100%). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L09 Fanning alternate.JPG]]&lt;br /&gt;
&lt;br /&gt;
There is a simple solution: Insert &amp;quot;0#100&amp;quot; into the dimmer value text field.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L09 Fanning alternate programmer.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Effects and filters  ===&lt;br /&gt;
&lt;br /&gt;
With fanning you can create static cues. The &amp;quot;effects and filters&amp;quot; panels provides some additional effects that can be used for dynamic changes within a cue (e.g. swinging, flashing, running lights, etc.). Of course that&#039;s done fast and easy with DMXControl 3, or did you expect something else? ;)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have an example: You want to have a blinking effect with all front light lamps.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;&#039;&#039;&#039;Effects and filters&#039;&#039;&#039;&amp;quot; panel (accessed via &#039;&#039;&#039;Windows-&amp;gt; Effects and Filters&#039;&#039;&#039;) some super effects are offered, which you can use to create a dynamic change within the cues such as &amp;quot;sine&amp;quot;, &amp;quot;trapezoid&amp;quot;, &amp;quot;Sawtooth&amp;quot;. Using drag&amp;amp;drop you can easily attach the sine effect to the dimmer in the &#039;&#039;&#039;Property Grid&#039;&#039;&#039;.&lt;br /&gt;
Now this attribute behaves as it is expected by the symbol or name of the effect. You can change specific effect parameters in the &#039;&#039;&#039;Property Grid&#039;&#039;&#039; for example to affect the amplitude or frequency of the effect. For examples and details see the table below.&lt;br /&gt;
&lt;br /&gt;
[[Image:DMXC3L09 Fanning with Sinus effect.JPG]] &lt;br /&gt;
&lt;br /&gt;
Try it! You&#039;ll love it! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: Use the chaser effect to implement running lights within our RGB pars:&lt;br /&gt;
*Select the RGB group&lt;br /&gt;
*Drag the chaser effect to the dimmer in &#039;&#039;&#039;Property Grid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
| Text=Effects (attachables) will be summed to the values that are manually adjusted. (If the device has a dimmer set at 30%, and you add a sinus with amplitude of 20%, the brightness minimum value will be 30%, the maximum value 50%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hint: Press the &#039;&#039;&#039;Del&#039;&#039;&#039; key (or delete symbol) in &#039;&#039;&#039;Property Grid&#039;&#039;&#039; to remove the effect from the attribute. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable FCK__ShowTableBorders&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attribute &lt;br /&gt;
! Example &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Amplitude &lt;br /&gt;
| 50 &amp;amp;gt; 100 &lt;br /&gt;
| Value interval for selected attribute; Can be set to negative value also.&lt;br /&gt;
|-&lt;br /&gt;
| Phase &lt;br /&gt;
| [0..100] &lt;br /&gt;
| Offset between group elements.&lt;br /&gt;
|-&lt;br /&gt;
| Frequency &lt;br /&gt;
| [0..1] &lt;br /&gt;
| Cycle speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text= By fanning the offset, you get interesting chasers. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In order to illustrate the power of this concept we have listed following use cases for you:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable FCK__ShowTableBorders&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Use case&lt;br /&gt;
! How-to &lt;br /&gt;
! Amplitude&lt;br /&gt;
|-&lt;br /&gt;
|Jump effect: Dimmer should slowly fade to 0, and then will jump to full value&lt;br /&gt;
|Srag &amp;quot;Sawtooth&amp;quot; to dimmer property&lt;br /&gt;
| -100 &lt;br /&gt;
|-&lt;br /&gt;
|Running light: One changing element of a group has 100% dimmer&lt;br /&gt;
|Drag &amp;quot;Chaser&amp;quot; to dimmer property&lt;br /&gt;
| 100 &lt;br /&gt;
|-&lt;br /&gt;
|Gobo change: &lt;br /&gt;
|Drag &amp;quot;ListSwitch&amp;quot; to gobo property&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|Fade-in-effect with waiting time: Dimmer fades to 70, waits, Dimmer fades to 0, waits.&lt;br /&gt;
|Drag &amp;quot;Trapezoid&amp;quot; to dimmer property&lt;br /&gt;
| 70 &lt;br /&gt;
|-&lt;br /&gt;
|Pattern of 8: Moving lights follow the &amp;quot;8&amp;quot; shape.&lt;br /&gt;
|Drag &amp;quot;Lissajous&amp;quot; to position property&lt;br /&gt;
| 270 &lt;br /&gt;
|-&lt;br /&gt;
|On/off-effect: Lamps are switched on/off&lt;br /&gt;
|Drag &amp;quot;Rectangle&amp;quot; to dimmer property&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|Harmonic fade: Lamps dim in a harmonic way to 100% and back to 0.&lt;br /&gt;
|Drag &amp;quot;Sinus&amp;quot; to dimmer property&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
|Color change: Lamps change sequentially to all possible colors.&lt;br /&gt;
|Drag &amp;quot;Sawtooth&amp;quot; to color property&lt;br /&gt;
| 100 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Try to apply fanning to pan/tilt of your moving lights. That rocks! ;)&lt;br /&gt;
* Implement a running light with chaser effect&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_8_Tut3&lt;br /&gt;
| TextBackwards = Lesson 8&lt;br /&gt;
| LinkForwards = Lesson_10_Tut3&lt;br /&gt;
| TextForwards = Lesson 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 9]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2355</id>
		<title>Lesson 8 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2355"/>
		<updated>2013-04-17T13:35:09Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_7_Tut3&lt;br /&gt;
| TextBackwards = Lesson 7&lt;br /&gt;
| LinkForwards = Lesson_9_Tut3&lt;br /&gt;
| TextForwards = Lesson 9&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Scenes (cues) are the most important elements of  your show. Here we will explain the powerful scene concept of DMXControl  3. The terms &amp;quot;cue&amp;quot; and &amp;quot;scene&amp;quot; are used as synonym words.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text =The button for the &amp;quot;Full On&amp;quot; function is labeled &amp;quot;Lumos&amp;quot;.  This is a Latin word meaning light.  It was used in the Harry Potter series as a spell to make the magic wand light up.}}&lt;br /&gt;
&lt;br /&gt;
==Lecture 8: Scenes (cues) and scene lists ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the real work begins - we will create our first cue in DMXControl 3! We will make all RGB lights shine green.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* We go to the &#039;&#039;&#039;Stage View&#039;&#039;&#039;&lt;br /&gt;
* We select the &amp;quot;Generic RGB PAR Group&amp;quot; (or choose all RGB light with one of the other methods)&lt;br /&gt;
* You can control the intensity of the light by dragging the slider or by pressing the &amp;quot;Lumos&amp;quot; button to bring the light to full brightness.&lt;br /&gt;
* In the color panel select &amp;quot;green&amp;quot;. The 8 headlights in the &#039;&#039;&#039;Stage View&#039;&#039;&#039; should now respond accordingly (see figure)&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L08 firstCue01.JPG|1|Setting the floodlights on the desired settings|center|700px}}&lt;br /&gt;
&lt;br /&gt;
* On the left click on &amp;quot;Add new cue&amp;quot;&lt;br /&gt;
* It opens a new window called &amp;quot;Programmer filter&amp;quot;, which we will explain in Chapter 10. For now press OK.&lt;br /&gt;
[[File:DMXC3L08 programmerFilter.JPG]]&lt;br /&gt;
&lt;br /&gt;
* Because we do not have any cue list yet, a new one will be created now automatically. This is displayed in a new panel.&lt;br /&gt;
* Here we rename the cue in the &#039;&#039;Name&#039;&#039; field to &amp;quot;My First Cue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L08 firstCue02.JPG|2|View of the programmer window|center}}&lt;br /&gt;
&lt;br /&gt;
Each scene (cue) needs a &amp;quot;host container&amp;quot; -  that&#039;s a scenelist (cuelist). New cuelists can be created clicking the small triangle besides the &amp;quot;Add new cue&amp;quot; button and there follow the drop. Then again press &amp;quot;Add new cue!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L08_createSceneListnew.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
You can open this new cue list with a &#039;&#039;&#039;double click&#039;&#039;&#039; on the object in the project explorer, or using the context menu item &amp;quot;open&amp;quot; (or double click). &lt;br /&gt;
In the tabular list you can adjust the individual parameters of the cue.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L08 changeLiveView.JPG]]&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text =The name of the cue should always be changed so that you can remember later quickly what the cue includes, what the reason is, and which target this cue has (e.g., &amp;quot;First scene&amp;quot;, &amp;quot;Start cue&amp;quot;, &amp;quot;ML red&amp;quot;, etc.). There is even a comment box at the far right side in the scene list.}}&lt;br /&gt;
&lt;br /&gt;
The life-cycle of a cue is as follows:&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L08 SlideDMXC3cue.jpg|3|Life-cycle of cues in DMXControl 3|center|700px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A cue waits at first for its trigger point, see [[Lesson_11_Tut3|Lesson 11]]. Then the delay-time becomes relevant if it is defined. Finally a fade-in time can be specified where the cue is faded in (increasing particular the dimmer channel).&lt;br /&gt;
&lt;br /&gt;
Alternatively to &#039;&#039;delay / fade-in&#039;&#039; you may define &#039;&#039;delay down / fade down&#039;&#039;. This is common in the theater control when the value should be reduced compared to the previous cue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that a cue by itself never &amp;quot;completes&amp;quot; but is always &amp;quot;overwritten&amp;quot; with a different cue.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L08 FirstScene.JPG]]&lt;br /&gt;
&lt;br /&gt;
{{BoxAttention&lt;br /&gt;
|Text = You have to clean the &#039;&#039;&#039;programmer&#039;&#039;&#039;! Otherwise nothing will happen, when you press the play button. More details will follow in the next chapter.&lt;br /&gt;
}}&lt;br /&gt;
{{Bild_mit_Unterschrift |Clear_programmer.jpg|4|Clearing the programmer|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In following table we explain the meaning of cue attributes (which you can see in the scene list header):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 ! Attribute&lt;br /&gt;
 ! Description&lt;br /&gt;
 ! Example&lt;br /&gt;
 |-&lt;br /&gt;
 | Progress&lt;br /&gt;
 | shows the status of the scene during execution of scene list (wait time and progress)&lt;br /&gt;
 | in percent&lt;br /&gt;
 |-&lt;br /&gt;
 | Trigger&lt;br /&gt;
 | relation to predecessor cue, use &amp;quot;follow&amp;quot; as default&lt;br /&gt;
 | see Lesson 11&lt;br /&gt;
 |-&lt;br /&gt;
 | Trigger Value&lt;br /&gt;
 | &lt;br /&gt;
 | see Lesson 11&lt;br /&gt;
 |-&lt;br /&gt;
 | Name&lt;br /&gt;
 | free name of scene&lt;br /&gt;
 | should explain the content of cue&lt;br /&gt;
 |-&lt;br /&gt;
 | Fade&lt;br /&gt;
 | fade-in value&lt;br /&gt;
 | in milli seconds [ms]&lt;br /&gt;
 |-&lt;br /&gt;
 | Delay&lt;br /&gt;
 | fanning for fades&lt;br /&gt;
 | see Lesson 9&lt;br /&gt;
 |-&lt;br /&gt;
 | Ac (active)&lt;br /&gt;
 | is this cue active or should it be ignored?&lt;br /&gt;
 | default: active&lt;br /&gt;
 |-&lt;br /&gt;
 | Ap (autoprepare)&lt;br /&gt;
 | Autoprepare - prepares certain channels for next cue (e.g. prepare correct position of color wheel for next cue)&lt;br /&gt;
 | default: active&lt;br /&gt;
 |-&lt;br /&gt;
 | Re (ReExecute)&lt;br /&gt;
 | If ReExecute is active on a cue this cue takes all probably running fades and then it fades all of them with the selected fadetime from the &#039;&#039;actual&#039;&#039; value to the destination value.&lt;br /&gt;
 | Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Cue 39 Fade 0s: 1 + 2 at full&amp;lt;br&amp;gt;&lt;br /&gt;
Cue 40 Fade 500s: 1 at 0&amp;lt;br&amp;gt;&lt;br /&gt;
Cue 41 Fade 10s: 2 at 0&amp;lt;br&amp;gt;&lt;br /&gt;
(Cue 41 should be a blackout)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Normally cue 41 follows if cue 40 is ready. Fading on black within 10 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Now someone on stage forgets his/her text and cue 41 must start faster than expected. Cue 40 is still running (60s left).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
What normally happens when you start cue 41 manually: 2 fades on 0 in 10s, 1 continues the fade to 0 in the residual 60s&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If &#039;&#039;&#039;Re&#039;&#039;&#039; is active for cue 41 the 1 immediately goes down from the &#039;&#039;actual value at this time&#039;&#039; to 0 in 10s together with device 2.&lt;br /&gt;
 |-&lt;br /&gt;
 | Comment&lt;br /&gt;
 | for free use, insert explaining words&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
In the same way you can create some more cues and store it in the scene list.&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L08 SecondScene.JPG|5|Cuelist with some cues|center}}&lt;br /&gt;
&lt;br /&gt;
===Playing back cues===&lt;br /&gt;
Go, Back, etc.&lt;br /&gt;
&lt;br /&gt;
However you can also play a cue that is not in sequence by holding down CTRL and double clicking the cue you want to play.&lt;br /&gt;
&lt;br /&gt;
===Using advanced timing (=&amp;gt; Property Based Timing)===&lt;br /&gt;
It is possible to set delay and fade times for each property individually. You can use this feature to build a cue that moves your moving lights to a different position, then change the color, and after that change the gobo.&lt;br /&gt;
&lt;br /&gt;
In the property grid, change &amp;quot;Values&amp;quot; to &amp;quot;Fade&amp;quot; or &amp;quot;Delay&amp;quot;. You can now set fade or delay for each property. DMXControl expects time in  milliseconds. Also you can use fanned values here. See Lesson 9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The  following example will immediately open the shutter and fade the intensity from 0 to 100% within 1 second (dimmer fade) after this 1 second (color delay) the color will be faded within 5 seconds (color fade). The total duration of this cue will be 6 seconds, because the longest action is the color fade: delay 1s + fade 5s.&lt;br /&gt;
&lt;br /&gt;
[[File:Dmxc3 advanced timing value.jpg]]&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
[[File:Dmxc3 advanced timing fade.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dmxc3 advanced timing delay.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Editing Property Based Timing===&lt;br /&gt;
Once you saved a cue with property based timing you can edit the values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercises==&lt;br /&gt;
* Generate your own cues&lt;br /&gt;
* Try the buttons &amp;quot;STOP&amp;quot;, &amp;quot;GO&amp;quot; and &amp;quot;Mode&amp;quot; in the cue list&lt;br /&gt;
* Work with different fade times&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_7_Tut3&lt;br /&gt;
| TextBackwards = Lesson 7&lt;br /&gt;
| LinkForwards = Lesson_9_Tut3&lt;br /&gt;
| TextForwards = Lesson 9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_8_Tut3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_7_Tut3&amp;diff=2354</id>
		<title>Lesson 7 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_7_Tut3&amp;diff=2354"/>
		<updated>2013-04-17T13:34:37Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_6_Tut3&lt;br /&gt;
| TextBackwards = Lesson 6&lt;br /&gt;
| LinkForwards = Lesson_8_Tut3&lt;br /&gt;
| TextForwards = Lesson 8&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson a final overview about the basic concepts for setting up the DMXControl 3 software is given. This completes the first part of the lectures &amp;quot;Basics, Setup and configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lecture 7: Summary and details of setup ==&lt;br /&gt;
&lt;br /&gt;
Now we will finalize our first expedition through DMXControl by investigating other generic features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 is very focused on working with groups of devices. These groups can be defined in a very effective and flexible way. Due to the strong abstraction of device properties, you can also combine different types of devices in groups (to program them later uniformly). Also adding devices to a group later is no problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The management of all elements is centralized in the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. Here you keep control over your devices, groups, views, cue lists, and so on. &lt;br /&gt;
The new panel concept requires some practice, but you&#039;ll love it if you mastered it. So you can adjust the DMXControl 3 completely according to your needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are lots of additional buttons in the main menu for operational support:&lt;br /&gt;
* File&lt;br /&gt;
** Here you can create, open and save projects&lt;br /&gt;
** With &amp;quot;project properties&amp;quot; you can assign some notices to the current project&lt;br /&gt;
* Windows&lt;br /&gt;
** Beside some tools that will be explained later on, here you find a chat tool. The chat tool is helpful if several operators and programmers work in parallel with DMXControl 3. They can exchange messages here. &lt;br /&gt;
** The &amp;quot;manual beat tool&amp;quot; can be compared to the corresponding tool in DMXControl 2. By pressing the space key you can generate manual beats.&lt;br /&gt;
* Settings&lt;br /&gt;
** &#039;&#039;&#039;Application settings&#039;&#039;&#039;: Double click the icons in order to set configuration options.&lt;br /&gt;
** Here we refer to the affinity feature: DMXControl is trying to calculate similarities of gobos. If you have two moving lights with different gobos and, for example, you select in the (mixed) property grid a &amp;quot;starry sky&amp;quot; gobo, it tries automatically to take the most similar gobo on each device. &lt;br /&gt;
With the option &#039;&#039;&#039;Affinity View&#039;&#039;&#039; you can manually adjust the &amp;quot;similarities&amp;quot; to your subjective view.&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L07 AffinityView.JPG|1|View of AffinityView-Tool|center}}&lt;br /&gt;
&lt;br /&gt;
If you choose a gobo on the left side, you will logically find the same logo in the first place on the righ side. If this does not exist on your device, it will automatically take the next one in the list and so on. With the up and down arrows you can manually change the order.&lt;br /&gt;
&lt;br /&gt;
On left hand side of your screen you have some global icons. Here we want to refer to &lt;br /&gt;
* Fog&lt;br /&gt;
** Here you have several operation modes for your DMX-controled fog device &lt;br /&gt;
* Highlight &lt;br /&gt;
** Rapid activation and deactivation of a device by simply clicking on it. Particularly suitable for setting up your stage.&lt;br /&gt;
* Blackout&lt;br /&gt;
** As the name indicates: Blackout of all devices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project explorer also contains some general buttons:&lt;br /&gt;
* Edit&lt;br /&gt;
* Create directory / create device group&lt;br /&gt;
* Up / Down&lt;br /&gt;
* Device Manager&lt;br /&gt;
* Add item list / add Live view&lt;br /&gt;
* Import / export files&lt;br /&gt;
&lt;br /&gt;
This is for administrative operations in your device configuration.&lt;br /&gt;
[[File:DMXC3L07 ProjectExplorerMenues.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 menuelist.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One helpful tool is missing for basic checks and setting up of DMX channels: the channel overview (Windows -&amp;gt; channel overview). Here you will get an overview about the current output. With the slider on left hand side you can also modify the value of the selected channel.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text =Please be aware that the &#039;&#039;&#039;Channel Overview&#039;&#039;&#039; is not finally ready and still is under construction.}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 channelOverview.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Set channel 34 to DMX value 128 with help of channel overview&lt;br /&gt;
* Try the Highlight and Blackout mode (observe results in Stage view panel)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_6_Tut3&lt;br /&gt;
| TextBackwards = Lesson 6&lt;br /&gt;
| LinkForwards = Lesson_8_Tut3&lt;br /&gt;
| TextForwards = Lesson 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_7_Tut3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_6_Tut3&amp;diff=2353</id>
		<title>Lesson 6 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_6_Tut3&amp;diff=2353"/>
		<updated>2013-04-17T12:02:38Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_5_Tut3&lt;br /&gt;
| TextBackwards = Lesson 5&lt;br /&gt;
| LinkForwards = Lesson_7_Tut3&lt;br /&gt;
| TextForwards = Lesson 7&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In order to control your lamps you need to send out &amp;quot;real&amp;quot; DMX signals to your universes. In this lesson we explain how to configure your output devices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 6: Configuring the output plugins ==&lt;br /&gt;
&lt;br /&gt;
In the menu &amp;quot;settings&amp;quot; you can find the panel &#039;&#039;&#039;DMX interfaces&#039;&#039;&#039;. There you can select your DMX transmitter/sender by choosing it in the new window that appears when pressing button &#039;&#039;&#039;Add interfaces&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L06_AddInterface.JPG|1|Adding Interfaces|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BoxHint|Text =  In the current beta version only a subset of DMX Interfaces is supported (compared to DMXControl 2). But this is no blocking point for testing the software, if you are an owner of a different interface. On one hand the software also works without DMX-Interface, on the other hand you can use the Artnet-Interface to connect to a light control software supporting your interface, e.g. DMXControl 2.12. See [[Lesson_24_Tut3|Lesson 24]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L06_DE_IF_plugin.JPG]]&lt;br /&gt;
&lt;br /&gt;
Then, the interface has to be configured on &amp;quot;Advanced Interface Settings&amp;quot;. Here you can make fine tuning and set the configuration settings that are supported by your DMX transmitter. In the shown case you can modify e.g. the break time if the DMX receiver in one of your lamps requires a higher value. In &amp;quot;Set Interface Mode&amp;quot; you can choose a mode that corresponds to your application. &lt;br /&gt;
In Figure 2, the mode is still set to &#039;&#039;&#039;0 - Standby&#039;&#039;&#039;. In order for the DE or fx5 interface to output something, you should select Mode &#039;&#039;&#039;2 - PC Out -&amp;gt; select DMX Out&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L06_DE_IF_plugin_settings.JPG|2|View of the advanced settings of the DE- or fx5-Interfaces|center}}&lt;br /&gt;
&lt;br /&gt;
Interfaces that support more than one DMX universe (such as the visualization tool 3D Easy View), have a line in the table for each DMX Universe. Therefore, 3D EasyView gets four lines.&lt;br /&gt;
&lt;br /&gt;
The field &#039;&#039;&#039;Port&#039;&#039;&#039; indicates the corresponding input or output of the interface. In the columns &#039;&#039;&#039;DMX Out Address&#039;&#039;&#039; and &#039;&#039;&#039;DMX-In Address&#039;&#039;&#039; you can assign a port to a DMX Universe with a double click.&lt;br /&gt;
&lt;br /&gt;
The entry must be constructed as shown below:&lt;br /&gt;
 Universe.DMX start channel&lt;br /&gt;
&lt;br /&gt;
The DMX512 standard only supports 512 address (also called channels). If more than 512 are needed, people will start a new set of DMX network connections and cabling. Each of these is called a &amp;quot;DMX Universe&amp;quot;.  Your DMX control device may support multiple DMX universes.&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 supports 16 DMX universes (Universe 1 to 16) with 512 channels each (channel 1 to channel 512).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, if it is intended for the DE or fx5 interface to send all channel values ​​from channel 83-512 in Universe 4, and DMXControl should use received DMX values ​​via DMX in on Universe 6, you have to enter &#039;&#039;&#039;4.83&#039;&#039;&#039; within the appropriate field &#039;&#039;&#039;DMX-out address&#039;&#039;&#039; and &#039;&#039;&#039;6.1&#039;&#039;&#039; in &#039;&#039;&#039;DMX-In Address&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On some interfaces (such as the Nicolaudie SIUDI) a port can only act either as a DMX-In or as DMX-Out. In this case, check boxes that appear in columns &#039;&#039;&#039;DMX-Out Enabled&#039;&#039;&#039; and &#039;&#039;&#039;DMX-In Enabled&#039;&#039;&#039;, to adjust the respective wanted behavior.&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text=There are DMX devices that have problems with the timing. These devices respond completely wrong or only partially to transmitted DMX values​​. A change in the values ​​&amp;quot;Break Time&amp;quot; may remedy the situation. Just try it. You can adjust these values ​​also under &amp;quot;Advanced Interface Settings&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Activate and configure your DMX transmitter&lt;br /&gt;
* Configure an ArtNet Interface (&amp;quot;Artistic License&amp;quot;)&lt;br /&gt;
* Set the Output-Universe of Port2 of ArtNet-Interfaces to channel 65 of third universe&lt;br /&gt;
* What happens by inserting &#039;&#039;&#039;2.513&#039;&#039;&#039; or &#039;&#039;&#039;17.1&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_5_Tut3&lt;br /&gt;
| TextBackwards = Lesson 5&lt;br /&gt;
| LinkForwards = Lesson_7_Tut3&lt;br /&gt;
| TextForwards = Lesson 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 6]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_5_Tut3&amp;diff=2352</id>
		<title>Lesson 5 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_5_Tut3&amp;diff=2352"/>
		<updated>2013-04-17T12:02:14Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_4_Tut3&lt;br /&gt;
| TextBackwards = Lesson 4&lt;br /&gt;
| LinkForwards = Lesson_6_Tut3&lt;br /&gt;
| TextForwards = Lesson 6&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we explain how to control the  properties of devices by several property panels. DMXControl 3 provides  an very powerful abstraction level for properties, allowing to handle  different devices in the same way.&lt;br /&gt;
&lt;br /&gt;
==Lecture 5: Setting properties of fixtures ==&lt;br /&gt;
&lt;br /&gt;
The first step is to select devices or groups in the &#039;&#039;&#039;stage view&#039;&#039;&#039;, see previous lesson [[Lesson 4]].&lt;br /&gt;
You can set properties of the selected devices by means of the &amp;quot;property panel&amp;quot;.&lt;br /&gt;
Simply click on a color or select a gobo within the beam panel. Of course, you  shouldn&#039;t forget to open the shutter or to set the brightness in the intensity panel.&lt;br /&gt;
&lt;br /&gt;
In the animation of the icons in the &#039;&#039;&#039;Stage View&#039;&#039;&#039; you can see the results of your changes, especially for the moving lights.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyPanels.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
Movements can be controlled by the X/Y (pan/tilt)panel. The movement is also shown in the live view icons. Note that only the destination position will be stored later and not the path towards it.&lt;br /&gt;
&lt;br /&gt;
Most of the property panels are self explanatory. We have&lt;br /&gt;
* color panel - pick the wanted color&lt;br /&gt;
* position panel - set the pan/tilt position&lt;br /&gt;
* intensity panel - set brightness&lt;br /&gt;
* gobo panel - select gobo&lt;br /&gt;
* beam panel - fade between two beams (e.g. in beamer tool)&lt;br /&gt;
&lt;br /&gt;
Some remarks to the intensity panel:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 ! Attribute&lt;br /&gt;
 ! Description&lt;br /&gt;
 ! Example&lt;br /&gt;
 |-&lt;br /&gt;
 | dimmer&lt;br /&gt;
 | set dimmer value by fader or by static values&lt;br /&gt;
 | in percent&lt;br /&gt;
 |-&lt;br /&gt;
 | strobe&lt;br /&gt;
 | strobe speed&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | shutter&lt;br /&gt;
 | open or close shutter&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | Lumos&lt;br /&gt;
 | Lumos stands for &amp;quot;light&amp;quot;, it is a direct function for dimmer/shutter. Lumos opens it (100%), NoX closes it (0%).&lt;br /&gt;
 | You don&#039;t need to know if the device includes a shutter and/or dimmer.&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyTS.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A more sophisticated way of property settings is provided by the &amp;quot;property panel&amp;quot;. In this panel the properties are shown with current values. Sometimes you can modify the values by typing in a percentage/beam angle/DMX value, more often you can find a dropdown menu that allows to select properties in more abstract or graphical view, see the color dropdown as example for setting the RGB value of RGB Pars.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L05 propertyRGBParColor.jpg|3|Property Grid mit geöffneter Farbauswahl|center}}&lt;br /&gt;
[[File:DMXC3L05 propertyRGBPar.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyRGBParColor.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The  following picture demonstrates a very interesting capability of the new DMXControl kernel: You can even select different device types in parallel and set a common property in one step. &lt;br /&gt;
This also works with devices that have different functions (such as scanners and LED lights).&lt;br /&gt;
The DMXControl kernel engine will assign the best matching values automatically. Of course, if required, you can modify the attributes manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyMix.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, a moving light and PAR lights were selected. Both devices can be assigned the color yellow in one step in the Property Grid.&lt;br /&gt;
&lt;br /&gt;
In addition to the simultaneous control of multiple devices, you can also control multiple groups as if they were one unit. Therefore you have to change the option in the Property Grid from &#039;&#039;&#039;value&#039;&#039;&#039; to &#039;&#039;&#039;Group handling&#039;&#039;&#039; .&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 PropertyGroupHandling.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Set the moving lights to red color, the RBG Pars to blue and open the two front light lamps (dimmer) to 100%&lt;br /&gt;
* Now set all left hand lamps to yellow and all right hand lamps to pink. You should need just 4 operations (mouse clicks) for this task.&lt;br /&gt;
* Observe the movement of TS-255 devices when using the X/Y pad (position panel).&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_4_Tut3&lt;br /&gt;
| TextBackwards = Lesson 4&lt;br /&gt;
| LinkForwards = Lesson_6_Tut3&lt;br /&gt;
| TextForwards = Lesson 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 5]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2351</id>
		<title>Lesson 4 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2351"/>
		<updated>2013-04-17T12:01:52Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_3_Tut3&lt;br /&gt;
| TextBackwards = Lesson 3&lt;br /&gt;
| LinkForwards = Lesson_5_Tut3&lt;br /&gt;
| TextForwards = Lesson 5&lt;br /&gt;
}}&lt;br /&gt;
===Overview===&lt;br /&gt;
This lesson introduces into the stage view panel - a  minimal 2D visualization tool which offers valuable support for programming your show.&lt;br /&gt;
&lt;br /&gt;
===Lecture 4: The Live View (Stage View) ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; is one of the several tools in the tool menu. When you create devices and/or groups, some (interactive) icons are automatically generated in the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. You can move these icons to any place you want by dragging them with the mouse. In this way you can model your stage in 2D representation.&lt;br /&gt;
&lt;br /&gt;
It could be helpful to load a background picture for better mapping your stage. Click on the background with right mouse button and choose &amp;quot;Edit Background&amp;quot;. Additional background pictures can be inserted in the folder &amp;quot;.../DMMXControl3.0/Kernel/Pictures&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It is possible to create several &#039;&#039;&#039;Stage View&#039;&#039;&#039; panels that are administrated with the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. In this way you can split your devices or map different locations for your show.&lt;br /&gt;
&lt;br /&gt;
To add devices or device groups in a &#039;&#039;&#039;Stage View&#039;&#039;&#039;, let&#039;s move into the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; and drag&amp;amp;drop units into the respective &#039;&#039;&#039;Stage View&#039;&#039;&#039;. In the current betaversion it is not possible to drag&amp;amp;drop a device from the devices branch directly into the &#039;&#039;&#039;Live View&#039;&#039;&#039; window. Move it within the directory tree instead.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; distinguishes between &amp;quot;single lamp&amp;quot; icons and &amp;quot;group&amp;quot; icons. If you select an group icon all following operational actions are applied to each group member item.&lt;br /&gt;
&lt;br /&gt;
You can select a set of devices by drawing a frame around them (this is a kind of temporary group - please do not confuse this with the default groups) or by single selection holding the &#039;&#039;&#039;CTRL&#039;&#039;&#039; key. Marking such a set of devices can also be helpful for positioning the icons. With the &amp;quot;create group&amp;quot; button you can define permanent groups from the selection.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView groups.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are some helpful shortcuts helping to improve the assignment of icons in the &#039;&#039;&#039;Live View&#039;&#039;&#039; (moving and alignment of symbols). At first you have to select the device icons by drawing a frame or pressing the &#039;&#039;&#039;CTRL&#039;&#039;&#039; key (windows style selection).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         key         !!        action        !! result&lt;br /&gt;
|-&lt;br /&gt;
|  M (&amp;quot;Matrix&amp;quot;)  ||    press key M and drag mouse    || a matrix is created from the selected icons&lt;br /&gt;
|-&lt;br /&gt;
|   F  (&amp;quot;Fanning&amp;quot;)   || press key F and drag mouse || icons are proportionally aligned (e.g. in a row)&lt;br /&gt;
|-&lt;br /&gt;
|   C (&amp;quot;Circle&amp;quot;)   || press key C and drag mouse || icons are aligned in shape of circle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using the &#039;&#039;&#039;Show/Hide&#039;&#039;&#039; button you can choose which attributes are displayed near the icons (device name, selection number, intensity, ...).&lt;br /&gt;
&lt;br /&gt;
===Exercise===&lt;br /&gt;
* Try to generate the same layout in the live view panel as shown above by shifting the icons&lt;br /&gt;
* Mark a subset of devices and align an operation with the property panels (First, press the &amp;quot;Lumos&amp;quot; button in the intensity panel to open shutter/dim up lamp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_3_Tut3&lt;br /&gt;
| TextBackwards = Lesson 3&lt;br /&gt;
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| TextForwards = Lesson 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_4_Tut3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2350</id>
		<title>Lesson 3 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2350"/>
		<updated>2013-04-17T12:01:20Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_2_Tut3&lt;br /&gt;
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| TextForwards = Lesson 4&lt;br /&gt;
}}&lt;br /&gt;
===Overview===&lt;br /&gt;
In this lesson we introduce the Project Explorer. This lesson helps you to understand how to create and patch your fixtures (devices) in DMXControl 3. We will also show you how groups of devices are created (automatically).&lt;br /&gt;
&lt;br /&gt;
===Lecture 3: Creating and patching fixtures===&lt;br /&gt;
&lt;br /&gt;
The starting point for adding devices is the &#039;&#039;&#039;project explorer&#039;&#039;&#039; (pic.1). Here you can find a tree of directories displaying the equipment and other items such as fixtures, devices, scene lists etc. These are controlled by context menus (right mouse click) or buttons, e.g. for adding or deleting items.&lt;br /&gt;
&lt;br /&gt;
Elements can also be moved by drag and drop or added to other elements. Whether an operation is allowed, is symbolized by the mouse icon.&lt;br /&gt;
 &lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text = The project explorer is the central project tree containing all elements of your project. It is primarily intended to create and browse your items. For usage in the show programming, you would use &amp;quot;stage view&amp;quot; and other tools.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3L03 projectExplorer.JPG|1|The project explorer|center|600px}}&lt;br /&gt;
&lt;br /&gt;
==Add Devices==&lt;br /&gt;
As an example, in  the following step we will create 4 moving lights of type &amp;quot;TS-255&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click either on the button &#039;&#039;&#039;Device Manager&#039;&#039;&#039; in the menu bar of the Project Explorer or choose in the left pane of the Project Explorer the folder &#039;&#039;&#039;Devices&#039;&#039;&#039; and do a right mouse click into the right pane and select &#039;&#039;&#039;device manager&#039;&#039;&#039; (pic.2).&lt;br /&gt;
Select your devices and fill in the requested data. Please pay attention to define the correct start addresses. Fill out the fields in the window named &amp;quot;Add new device&amp;quot; as follows;&lt;br /&gt;
* Number of Devices; 4&lt;br /&gt;
* Device Name; TS-255&lt;br /&gt;
* DMX Start Address; 200&lt;br /&gt;
* DMX Space; 4&lt;br /&gt;
* Select the check-box marked &amp;quot;Autogenerate Group&amp;quot;.&lt;br /&gt;
* Group Name; TS-255 Group 2&lt;br /&gt;
* Repeat; 1&lt;br /&gt;
 &lt;br /&gt;
{{Picture_with_subtitle|DMXC3L03 createDevice.JPG|2|The device manager, create device|center|600px}}&lt;br /&gt;
&lt;br /&gt;
==Device Groups==&lt;br /&gt;
By  setting the check mark for &amp;quot;Autogenerate Group&amp;quot; a group element is created automatically containing all devices of this definition step.&lt;br /&gt;
You can also create &amp;quot;user defined groups&amp;quot;. Therefore you have to select the devices (e.g. in &#039;&#039;&#039;project explorer&#039;&#039;&#039; or in &#039;&#039;&#039;Stage View&#039;&#039;&#039;) and press the &amp;quot;Create Device Group&amp;quot; button. Renaming of groups (and other items) also can be made within the project explorer (pic.3).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3L03 createDeviceGroup.JPG|3|Create device groups|center|600px}}&lt;br /&gt;
&lt;br /&gt;
When you do a right mouse click on an item the property menu appears. Here you can set additional properties such as &amp;quot;device id&amp;quot;, &amp;quot;enabled flag&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; you can also rename items by two single clicks on the name or choose &#039;&#039;rename&#039;&#039; in the context menu (right mouse click).&lt;br /&gt;
&lt;br /&gt;
===Exercise===&lt;br /&gt;
* Create all devices as shown in the figure above: 4 TS-255, 2 generic dimmer (as front lights) and 8 RGB-PARs&lt;br /&gt;
* Create two additional groups: all devices on left hand side and all devices on right hand side, rename these groups to &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Additional Links and References===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_2_Tut3&lt;br /&gt;
| TextBackwards = Lesson 2&lt;br /&gt;
| LinkForwards = Lesson_4_Tut3&lt;br /&gt;
| TextForwards = Lesson 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_3_Tut3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_2_Tut3&amp;diff=2349</id>
		<title>Lesson 2 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_2_Tut3&amp;diff=2349"/>
		<updated>2013-04-17T12:00:34Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle &lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_1_Tut3&lt;br /&gt;
| TextBackwards = Lesson 1&lt;br /&gt;
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| TextForwards = Lesson 3&lt;br /&gt;
}}&lt;br /&gt;
===Overview===&lt;br /&gt;
In this lessons you will learn how to  operate with the panel system of DMXControl 3.0. You can assign your  panels in a flexible way and save and restore your favorite  configurations.&lt;br /&gt;
&lt;br /&gt;
===Lecture 2: The panel concept of the DMXControl 3 client===&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 provides a lot of tools and windows. For different usage situations, different designs will be in focus. Therefore DMXControl uses a very flexible panel mechanism. You can create your own individual panel configurations.&lt;br /&gt;
The forms in the program can be unlocked to float above the main window or can be docked to the top, bottom, left or right  margins. This versatility gives you the power to build screens that are easy to use and tailored to your personal preference and to move panels to several monitors. You can drag a window by grabbing its header bar. It will turn transparent, and small icons will appear on the screen to show where you can dock the window. A panel can also be set to occupy the left-over space in the middle (pic.1).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3L02 PanelAssignment.jpg|1|Panel assignment|center|650px}}&lt;br /&gt;
&lt;br /&gt;
Some important explanations:&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;floating&amp;quot; form is simply one that isn’t docked to any side. &lt;br /&gt;
* A pane or panel is a container for several forms.&lt;br /&gt;
* The docking suggestion is a symbol indicating the options where a form can be docked. It is available both in the main window and in each &#039;&#039;&#039;pane&#039;&#039;&#039;. The potential position of the form is indicated by a blue rectangle.&lt;br /&gt;
* Forms are created via the &amp;quot;Windows&amp;quot; system and are closed with the ‘X’ in its top right corner. This will close the form but  leave other forms in a pane untouched.&lt;br /&gt;
* The (vertical) push-pin is the small pin icon that appears by default within docked forms that always show. Clicking the push-pin changes the forms status to hide-away form, i.e. the form becomes unpinned and disappears, but a tab is created within the pane. Note that this tab is created on the side that the form was originally docked.&lt;br /&gt;
* Pane splitting - a pane can be split into 2 visible panes&lt;br /&gt;
* Pane sharing - several forms share a pane, but only the top one is displayed. The other ones are in status &amp;quot;auto hide&amp;quot; and show as tabs.&lt;br /&gt;
&lt;br /&gt;
==Panes==&lt;br /&gt;
A docking pane can accommodate more than one form. A pane is automatically created by docking more than one form. All forms contained are represented by a tab strip. Moving the mouse cursor over the tab displays the form (but it doesn&#039;t get the focus). By clicking the tab the form is brought into front (with getting the focus).&lt;br /&gt;
&lt;br /&gt;
There are several ways for releasing docking and getting a floating window:&lt;br /&gt;
* After creation a form is already floating&lt;br /&gt;
* Double-click on the blue or grey header bar of a docked form&lt;br /&gt;
* Double-click on the tab of a docked form&lt;br /&gt;
* Click, hold and drag on the header bar of a form&lt;br /&gt;
* Click, hold and drag on the tab of a form&lt;br /&gt;
&lt;br /&gt;
Once a form is floating it can be dragged to be docked anywhere.&lt;br /&gt;
&lt;br /&gt;
Even within a panel you have new docking suggestion points for pane splitting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pane-splitting==&lt;br /&gt;
By dragging the floating window and positioning your mouse cursor near the pane you get an internal docking suggestion. You can get the two windows to split the space in half and see both, but with only half the space each. This can be done vertically or horizontally.&lt;br /&gt;
In the upper example (Picture 1) the floating window &amp;quot;Project Explorer&amp;quot; would share the space with the &amp;quot;Programmer&amp;quot; if you release the mouse button.&lt;br /&gt;
&lt;br /&gt;
==Pane Sharing==&lt;br /&gt;
As an alternative to pane-splitting, you can get your windows to share a space – they will share a single pane. You choose the form to be seen from the tabs displayed at the edge of the pane. Drag the floating form so that the mouse cursor is over the top of the form.&lt;br /&gt;
There are two slight variations on this, depending on the original form occupying the space. The form can be:&lt;br /&gt;
*Docked on the side&lt;br /&gt;
*Filling the spare space in the middle (a ‘Document’ form)&lt;br /&gt;
&lt;br /&gt;
If  you add more forms to the pane than there is room to display the tab,  he left and right arrows become active and can be used to show the tabs that are hidden.&lt;br /&gt;
&lt;br /&gt;
==Hideaway Forms==&lt;br /&gt;
When you click the push-pin at the top of the forms next to the close-down ‘X’, it falls over. &lt;br /&gt;
The form becomes ‘unpinned’ and appears to slide off the edge of the screen. The remaining screen re-arranges itself and the space previously taken by the hideaway form is shared with the nearby forms (pic.2.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
| Text=The push-pin applies to the PANE, not to a single window in it. When forms are sharing a pane they are hidden or revealed together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3L02 WindowsManager.JPG|2|Unpinned window|center|650px}}&lt;br /&gt;
&lt;br /&gt;
In this panel configuration the left, right and bottom panel are used. The left panel is a split one. The right panel contains one auto-hide window (see tab strip). The Project Explorer window is floating.&lt;br /&gt;
&lt;br /&gt;
==Auto-Hide==&lt;br /&gt;
DockPanel has an auto-hide feature that can be very useful.&lt;br /&gt;
If there is any auto hide window, DockPanel will display a tab strip on the out-most edge. &lt;br /&gt;
An auto hide window has 3 statuses: &lt;br /&gt;
*hide &lt;br /&gt;
*mouse-hover-display and &lt;br /&gt;
*click-display.&lt;br /&gt;
In hide status, only the tab is displayed. The window itself is completely hidden. This will preserve valuable screen space so it can display more information. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Save/Restore Layout settings==&lt;br /&gt;
You can save and restore your individual layout setting by menu &#039;&#039;Settings-&amp;gt;Layout&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===Further Information===&lt;br /&gt;
The handling of different panels is based on Dockpanel suite of Weifen Luo (also some text reused).&lt;br /&gt;
[http://www.codeproject.com/KB/miscctrl/DockManager.aspx]&lt;br /&gt;
&lt;br /&gt;
===Exercise===&lt;br /&gt;
* Create a new form (Menu &amp;quot;Windows&amp;quot;) and dock and release it at several positions&lt;br /&gt;
* Save and reload your own panel configuration&lt;br /&gt;
&lt;br /&gt;
===Additional Links and References===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 2]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_1_Tut3&lt;br /&gt;
| TextBackwards = Lesson 1&lt;br /&gt;
| LinkForwards = Lesson_3_Tut3&lt;br /&gt;
| TextForwards = Lesson 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=2348</id>
		<title>Lesson 1 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=2348"/>
		<updated>2013-04-17T12:00:06Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| upwards = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| LinkForwards = Lesson_2_Tut3&lt;br /&gt;
| TextForwards  = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
===Overview===&lt;br /&gt;
Because the operating concept changed completely compared to DMXControl 2 it is necessary to nearly start all over again for the use of DMXControl 3. These lessons will help you to become familiar with this concept and provide you the skills necessary for the basic characteristics of the new user interface. First of a small glimpse of what is waiting for you (pic.1):&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3 Overview.jpg|1|A selection of some windows of DMXControl 3|center|650px}}&lt;br /&gt;
&lt;br /&gt;
This lesson is an introduction to the distributed architecture of DMXControl 3.0. You will learn some facts about the client and server communication and how to operate the kernel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lecture: Installation and Configuration===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 is installed with the help of a setup wizard. It verifies that the required software is installed on the PC (see below) and offers to install it if necessary. Optionally, EasyView (a visualizer) can be selected.&lt;br /&gt;
&lt;br /&gt;
{{BoxAttention&lt;br /&gt;
|Text=DMXControl 3 is in the beta phase. Therefore, there may be unforeseen responses or error messages. In addition, some features are not yet fully mature and DMXControl 3 still does not offer the functionality that provides DMXControl 2. Therefore DMXControl 3 is in its current state is not intended for productive use as long the beta test is running! &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DMXControl 3.0 consists of two programs. One acts as server, the other one as client. The server (hereafter referred to as kernel) manages all information related to the project, such as the list of lighting instruments, and the cue list, etc. The kernel runs on the Windows operating system, but can also be launched on Linux (with Mono). The client acts as an interface between the server and the user. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Advanced note; One or more clients can run on several systems (PCs) in parallel. This structure enables you to work in teams for building and performing your show. DMXControl 3.0 also supports cooperation during the life cycle, i.e. you can execute scene lists during someone else is still programming the missing cues!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The separation of the server and the client has following advantages:&amp;lt;br /&amp;gt;&lt;br /&gt;
* &#039;&#039;if the client (user interface) fails, the kernel (server) continues including sending DMX output&lt;br /&gt;
* &#039;&#039;several users can share the kernel to work in a team&lt;br /&gt;
* &#039;&#039;kernel and user interface could run on different computers&lt;br /&gt;
&lt;br /&gt;
==The kernel==&lt;br /&gt;
&lt;br /&gt;
At first, lets start the kernel that is the DMXControl server. Currently this application is called &amp;quot;DMXControl 3 Kernel&amp;quot; or &amp;quot;Lumos.exe&amp;quot; (pic.2).&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
| Text=In the beta version you have to start the kernel as administrator when you used the standard installation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In future a default user don&#039;t have to be aware about the kernel process. It will be automatically started with DMXControl and is (hopefully) continuously running.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3L01 kernel.JPG|2|Kernel window with miscellaneous information|center|600px}}&lt;br /&gt;
&lt;br /&gt;
During the start-up process of the kernel you can observe what is loaded by DMXControl. The kernel is the central master of all information about devices, cues, projects etc. that can be accessed by the clients. And it provides the DMX mixer engine and output system.&lt;br /&gt;
&lt;br /&gt;
The kernel provides a command shell (pic.3). By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3L01 konsole.JPG|3|Kernel window with command shell &amp;quot;help&amp;quot; overview|center|600px}}&lt;br /&gt;
&lt;br /&gt;
Here are a few command line options to get more detailed information about the status of the kernel:&lt;br /&gt;
*shutdown: Ends the kernel &lt;br /&gt;
*status: Displays status information &lt;br /&gt;
*menu: menu-access control? &lt;br /&gt;
*clear: Clears the console &lt;br /&gt;
*notification xxx: Sends a notification to all clients &lt;br /&gt;
*width xxx: Specifies the width of the console (number of characters) &lt;br /&gt;
*load xxx: Loading a project &lt;br /&gt;
*save xxx: Saves the current project &lt;br /&gt;
*dmxout [channel, val] +: Sets DMX Out Values &lt;br /&gt;
*DMXin [channel, val] +: Sets DMX In Values &lt;br /&gt;
*help: help menu (also accessible via &#039;?&#039;)&lt;br /&gt;
&lt;br /&gt;
For further details on &#039;&#039;menu&#039;&#039; and &#039;&#039;status&#039;&#039; see Appendix 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The client / user interface==&lt;br /&gt;
&lt;br /&gt;
In the next step you should start the windows-based user interface (currently called &amp;quot;DMXControl 3 GUI&amp;quot; or LumosGUI.exe&amp;quot;), which is located in the sub-folder &amp;quot;GUI&amp;quot; in the program directory. This client is explained in more detail in the next lessons.&lt;br /&gt;
First, however, the communication between kernel and client is initiated automatically. When you start the client a connection window opens. You can also select the Menu &#039;&#039;Connection--&amp;gt;Connect&#039;&#039; in order to connect with the server. In the lower right corner of the DMXControl window there is a small blue/grey server-icon that shows a small cross in red if no connection exists. The connection window also opens if you click on that icon (pic.4).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|DMXC3L01 connect.JPG|4|Lumos GUI &amp;quot;Connect to DMXControl Server&amp;quot; window|center|450px}}&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server(pic.5).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle|700px-DMXC3 Tutorial Lektion1 Firewall.png|5|Firewall setup|center|650px}}&lt;br /&gt;
&lt;br /&gt;
After  establishing the connection you should see a small blue icon in the lower line of the DMXControl main window indicating the existing connection. A red cross indicates that the connection failed.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text=If you execute the &amp;quot;LumosGUI.exe&amp;quot; with the parameter &amp;quot;-nonetwork&amp;quot;, the kernel will automatically start up a client and connect it directly to the kernel. Thereby you do not have to connect the client manually and the system is ready to go. &#039;&#039;&#039;After installation you will find an entry in your start-menu called &amp;quot;DMXControl 3&amp;quot;. This option includes this parameter.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Project Management==&lt;br /&gt;
&lt;br /&gt;
To start a new project, choose &#039;&#039;&#039;File =&amp;gt; New  Project&#039;&#039;&#039;. If you want to save the current project, click on &#039;&#039;&#039;File =&amp;gt; Save Project&#039;&#039;&#039; or &#039;&#039;&#039;File =&amp;gt; Save Project As...&#039;&#039;&#039;. All project files are saved in a zip-file. You can load saved files with &#039;&#039;&#039;File =&amp;gt; Load Project&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The name of current project is indicated in the top line of DMXControl window.&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
===Exercise===&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menu&lt;br /&gt;
* status&lt;br /&gt;
* shutdown -&amp;gt; uups! &lt;br /&gt;
&lt;br /&gt;
2) Restart kernel and GUI and connect your client (&amp;quot;DMXControl 3 GUI&amp;quot;) with DMXControl server.&lt;br /&gt;
&lt;br /&gt;
3) Try it: exit your DMXControl GUI by task manager and start again: The kernel continues running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Congratulation! Now you have successfully installed your own DMXControl configuration!&lt;br /&gt;
&lt;br /&gt;
===Assumptions for installation===&lt;br /&gt;
&lt;br /&gt;
DMXControl 3.0 requires following software to be installed:&lt;br /&gt;
&lt;br /&gt;
* DirectX 9.0c&lt;br /&gt;
* .NET Framework 3.5 SP1 or higher&lt;br /&gt;
* XNA Framework 3.0(xnafx30_redist.msi)&lt;br /&gt;
&lt;br /&gt;
===Additional links and references===&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/DOWNLOADS/details.aspx?familyid=9226A611-62FE-4F61-ABA1-914185249413&amp;amp;displaylang=de DirectX 9.0c]&lt;br /&gt;
# [http://www.microsoft.com/downloads/de-de/details.aspx?FamilyID=333325fd-ae52-4e35-b531-508d977d32a6 .NET Framework 3.5]&lt;br /&gt;
# [http://www.microsoft.com/downloads/de-de/details.aspx?FamilyID=ab99342f-5d1a-413d-8319-81da479ab0d7 .NET Framework 3.5 Service Pack 1]&lt;br /&gt;
#  [http://www.microsoft.com/downloads/details.aspx?FamilyID=6521d889-5414-49b8-ab32-e3fff05a4c50&amp;amp;displaylang=en  XNA Framework 3.0] (Has to be installed even if a higher version of XNA  framework is already installed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| upwards = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| LinkForwards = Lesson_2_Tut3&lt;br /&gt;
| TextForwards  = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 1]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
[[Category: DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=2347</id>
		<title>Tutorials DMXControl 3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=2347"/>
		<updated>2013-04-17T11:59:25Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maintitle&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| maintitle= {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
=Tutorial for DMXControl 3.0=&lt;br /&gt;
If you are a user of DMXControl 2 and you want to test the beta version of DMXControl 3, you have to be willing to rethink some things. DMXControl 3 provides fantastic new features that did not fit into the framework of DMXControl 2. Therefore, we have prepared a tutorial as a guide to the new lighting control software DMXControl 3 for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During the transition from DMXControl2 to DMXControl 3 many new concepts have been introduced. A so-called HAL (Hardware Abstraction Layer) ensures that the program is independent from the DMX output, i.e. you work primarily with abstract properties such as color, position and beam instead of DMX values. Furthermore, there is now a separation in server and client, so that several people can work on one project at the same time. Great new opportunities in effect programming have been implemented, not inferior to professional DMX programs. &lt;br /&gt;
&lt;br /&gt;
The basic differences between the releases of DMXControl 3 and 2 are described in the german article  http://www.dmxcontrol.de/wiki/Uebergang_von_DMXControl_2_zu_3 . It should be emphasized that DMXControl 2 will be maintained for some time and is provisionally proposed for usage as your main light control program.&lt;br /&gt;
&lt;br /&gt;
Because of altered concepts the nature of the programming and operation has fundamentally changed. This requires that you start from the beginning again. We encourage you to study the following tutorial of the operating concepts of DMXControl 3 and to accept the changes. If you have understood the concepts, everything will be as common and simple as in DMXControl 2.&lt;br /&gt;
&lt;br /&gt;
This tutorial is split into three parts:&lt;br /&gt;
&lt;br /&gt;
* Lesson 1 to 7: Basic concepts, setup and configuration&lt;br /&gt;
* Lesson 8 to 14: Programming your cues and show&lt;br /&gt;
* Lesson 15 to 21: Execution of show and add-ons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BoxAttention&lt;br /&gt;
|Text=DMXControl 3 is in the beta phase. Therefore, there may be unforeseen responses or error messages. In addition, some features are not yet fully mature and DMXControl 3 still does not offer the functionality that provides DMXControl 2. Therefore DMXControl 3 is in its current state is &#039;&#039;&#039;not&#039;&#039;&#039; intended for productive use as long the beta test is running!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you find errrors anywhere or if you are not happy with some parts, please tell it to &#039;&#039;&#039;us&#039;&#039;&#039; by the bugtracker on the website, email or the betatest-thread on the homepage. &lt;br /&gt;
If you are convinced that the approach of DMXControl 3 is great, please tell it to &#039;&#039;&#039;others&#039;&#039;&#039; via facebook, feedback thread, etc.;)&lt;br /&gt;
&lt;br /&gt;
Thanks to Arne, Dennis, Franky, Mark, Matthias, Stefan (and others) for all the work they have put into DMXControl 3. At this tutorial Carlo, Frank, Jens-Peter, Uwe and some alpha testers were involved. Also, this tutorial is obviously still in beta stage. Please notify the manual team with your suggestions. A &#039;proper&#039; manual will be created in parallel to the beta phase.&lt;br /&gt;
&lt;br /&gt;
Now have fun in learning DMXControl 3!&lt;br /&gt;
&lt;br /&gt;
= Table of content =  &lt;br /&gt;
&lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=top |&lt;br /&gt;
[[Lesson_1_Tut3|Lesson 1: Installation and configuration]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_2_Tut3|Lesson 2: The Panel concept of DMXControl 3 GUI]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_3_Tut3|Lesson 3: The Project Explorer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_4_Tut3|Lesson 4: The Stage view ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_5_Tut3|Lesson 5: Device properties and its control ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_6_Tut3|Lesson 6: Configuration of output plugins ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_7_Tut3|Lesson 7: Summary and some more details of setup ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_8_Tut3|Lesson 8: Cues and cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_9_Tut3|Lesson 9: Fanning, Chasers and other effects ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_10_Tut3|Lesson 10: The Programmer view ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_11_Tut3|Lesson 11: Triggers in cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_12_Tut3|Lesson 12: Editing Cues and cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_13_Tut3|Lesson 13: Presets ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
|valign=top |&lt;br /&gt;
[[Lesson_14_Tut3|Lesson 14: Summary and details - Programming ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_15_Tut3|Lesson 15: Executors and use of cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_16_Tut3|Lesson 16: SoftDesk ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lesson_17_Tut3|Lesson 17: Audio analyzer ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_18_Tut3|Lesson 18: Beamer Tool ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_19_Tut3|Lesson 19: Other DMX Clients ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lesson_20_Tut3|Lesson 20: Create new device definitions ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_21_Tut3|Lesson 21: Summary and details for Execution  ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lesson_22_Tut3|Lesson 22: Input Assignment ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_23_Tut3|Lesson 23: Create a RGB Matrix]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_24_Tut3|Lesson 24: Transfer DMX values via ArtNet to DMXControl 2]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Appendix_1_Tut3|Appendix 1: Commands and Shortcuts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Appendix_2_Tut3|Appendix 2: Tips for testing and behavior in case of error]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Links &amp;amp; References = &lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=&amp;quot;150px&amp;quot; valign=top | &#039;&#039;&#039;Videos:&#039;&#039;&#039; &lt;br /&gt;
| [[DMXControl_3.0_-_Videos|DMXControl 3.0 - Videos]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAQs:&#039;&#039;&#039; &lt;br /&gt;
| [[DMXControl_3.0_(FAQ)|DMXControl 3.0 (FAQ)]] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;more info:&#039;&#039;&#039; &lt;br /&gt;
| [[Uebergang_von_DMXControl_2_zu_3|Uebergang von DMXControl 2 zu 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for using DMXControl and working with this tutorial.&lt;br /&gt;
&lt;br /&gt;
www.dmxcontrol.org&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, let&#039;s start with&lt;br /&gt;
[[Lesson 1 Tut3]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
[[Category: DMXControl 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Tutorials DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Main_Page&amp;diff=2346</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Main_Page&amp;diff=2346"/>
		<updated>2013-04-17T11:58:59Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:0px #ff0000 solid; padding:10px; background-color:white&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| width=&amp;quot;65%&amp;quot; style=&amp;quot;padding-right:1.5em;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Portalhead|ff0000|Welcome}}&lt;br /&gt;
DMXControl welcomes you in this Wiki warmly. In addition to the information on the [http://www.dmxcontrol.org/ project homepage] and the [http://www.dmxcontrol.org/forum/ forum] we want to give a support and complement to the free software DMXControl including all partner projects hereby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Portalhead|ff0000|Recently Updated in DMXcontrol 2}}&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = DMXControl_2&lt;br /&gt;
count = 5&lt;br /&gt;
ordermethod  = lastedit&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Portalhead|ff0000|Recently Updated in DMXcontrol 3}}&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = DMXControl_3&lt;br /&gt;
count = 5&lt;br /&gt;
ordermethod  = lastedit&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Portalhead|ff0000|Latest User Reports}}&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = User_Reports&lt;br /&gt;
count = 3&lt;br /&gt;
ordermethod  = lastedit&lt;br /&gt;
suppresserrors = true&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Reports_General&lt;br /&gt;
count = 2&lt;br /&gt;
ordermethod  = lastedit&lt;br /&gt;
suppresserrors = true&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;35%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{{Portalhead|ff0000|Newest Articles}}&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
namespace=main&lt;br /&gt;
notcategory = Internal&lt;br /&gt;
count = 5&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Portalhead|ff0000|Recently Updated Articles}}&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
namespace=main&lt;br /&gt;
notcategory = Internal&lt;br /&gt;
ordermethod  = lastedit&lt;br /&gt;
count = 5&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Jmintenbeck</name></author>
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		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=2345</id>
		<title>Tutorials DMXControl 3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=2345"/>
		<updated>2013-04-11T23:10:53Z</updated>

		<summary type="html">&lt;p&gt;Jmintenbeck: fixed wrong interwiki links -&amp;gt; end of wiki-article&lt;/p&gt;
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=Tutorial for DMXControl 3.0=&lt;br /&gt;
If you are a user of DMXControl 2 and you want to test the beta version of DMXControl 3, you have to be willing to rethink some things. DMXControl 3 provides fantastic new features that did not fit into the framework of DMXControl 2. Therefore, we have prepared a tutorial as a guide to the new lighting control software DMXControl 3 for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During the transition from DMXControl2 to DMXControl 3 many new concepts have been introduced. A so-called HAL (Hardware Abstraction Layer) ensures that the program is independent from the DMX output, i.e. you work primarily with abstract properties such as color, position and beam instead of DMX values. Furthermore, there is now a separation in server and client, so that several people can work on one project at the same time. Great new opportunities in effect programming have been implemented, not inferior to professional DMX programs. &lt;br /&gt;
&lt;br /&gt;
The basic differences between the releases of DMXControl 3 and 2 are described in the german article  http://www.dmxcontrol.de/wiki/Uebergang_von_DMXControl_2_zu_3 . It should be emphasized that DMXControl 2 will be maintained for some time and is provisionally proposed for usage as your main light control program.&lt;br /&gt;
&lt;br /&gt;
Because of altered concepts the nature of the programming and operation has fundamentally changed. This requires that you start from the beginning again. We encourage you to study the following tutorial of the operating concepts of DMXControl 3 and to accept the changes. If you have understood the concepts, everything will be as common and simple as in DMXControl 2.&lt;br /&gt;
&lt;br /&gt;
This tutorial is split into three parts:&lt;br /&gt;
&lt;br /&gt;
* Lesson 1 to 7: Basic concepts, setup and configuration&lt;br /&gt;
* Lesson 8 to 14: Programming your cues and show&lt;br /&gt;
* Lesson 15 to 21: Execution of show and add-ons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BoxAttention&lt;br /&gt;
|Text=DMXControl 3 is in the beta phase. Therefore, there may be unforeseen responses or error messages. In addition, some features are not yet fully mature and DMXControl 3 still does not offer the functionality that provides DMXControl 2. Therefore DMXControl 3 is in its current state is &#039;&#039;&#039;not&#039;&#039;&#039; intended for productive use as long the beta test is running!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you find errrors anywhere or if you are not happy with some parts, please tell it to &#039;&#039;&#039;us&#039;&#039;&#039; by the bugtracker on the website, email or the betatest-thread on the homepage. &lt;br /&gt;
If you are convinced that the approach of DMXControl 3 is great, please tell it to &#039;&#039;&#039;others&#039;&#039;&#039; via facebook, feedback thread, etc.;)&lt;br /&gt;
&lt;br /&gt;
Thanks to Arne, Dennis, Franky, Mark, Matthias, Stefan (and others) for all the work they have put into DMXControl 3. At this tutorial Carlo, Frank, Jens-Peter, Uwe and some alpha testers were involved. Also, this tutorial is obviously still in beta stage. Please notify the manual team with your suggestions. A &#039;proper&#039; manual will be created in parallel to the beta phase.&lt;br /&gt;
&lt;br /&gt;
Now have fun in learning DMXControl 3!&lt;br /&gt;
&lt;br /&gt;
= Table of content =  &lt;br /&gt;
&lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=top |&lt;br /&gt;
[[Lesson_1_Tut3|Lesson 1: Installation and configuration]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_2_Tut3|Lesson 2: The Panel concept of DMXControl 3 GUI]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_3_Tut3|Lesson 3: The Project Explorer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_4_Tut3|Lesson 4: The Stage view ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_5_Tut3|Lesson 5: Device properties and its control ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_6_Tut3|Lesson 6: Configuration of output plugins ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_7_Tut3|Lesson 7: Summary and some more details of setup ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_8_Tut3|Lesson 8: Cues and cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_9_Tut3|Lesson 9: Fanning, Chasers and other effects ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_10_Tut3|Lesson 10: The Programmer view ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_11_Tut3|Lesson 11: Triggers in cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_12_Tut3|Lesson 12: Editing Cues and cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_13_Tut3|Lesson 13: Presets ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
|valign=top |&lt;br /&gt;
[[Lesson_14_Tut3|Lesson 14: Summary and details - Programming ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_15_Tut3|Lesson 15: Executors and use of cue lists ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_16_Tut3|Lesson 16: SoftDesk ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lesson_17_Tut3|Lesson 17: Audio analyzer ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_18_Tut3|Lesson 18: Beamer Tool ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_19_Tut3|Lesson 19: Other DMX Clients ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lesson_20_Tut3|Lesson 20: Create new device definitions ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_21_Tut3|Lesson 21: Summary and details for Execution  ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lesson_22_Tut3|Lesson 22: Input Assignment ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_23_Tut3|Lesson 23: Create a RGB Matrix]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_24_Tut3|Lesson 24: Transfer DMX values via ArtNet to DMXControl 2]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Appendix_1_Tut3|Appendix 1: Commands and Shortcuts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Appendix_2_Tut3|Appendix 2: Tips for testing and behavior in case of error]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Links &amp;amp; References = &lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=&amp;quot;150px&amp;quot; valign=top | &#039;&#039;&#039;Videos:&#039;&#039;&#039; &lt;br /&gt;
| [[DMXControl_3.0_-_Videos|DMXControl 3.0 - Videos]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FAQs:&#039;&#039;&#039; &lt;br /&gt;
| [[DMXControl_3.0_(FAQ)|DMXControl 3.0 (FAQ)]] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;more info:&#039;&#039;&#039; &lt;br /&gt;
| [[Uebergang_von_DMXControl_2_zu_3|Uebergang von DMXControl 2 zu 3]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for using DMXControl and working with this tutorial.&lt;br /&gt;
&lt;br /&gt;
www.dmxcontrol.org&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, let&#039;s start with&lt;br /&gt;
[[Lesson 1 Tut3]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
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[[Category: DMXControl 3]]&lt;br /&gt;
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[[de:Tutorials DMXControl 3]]&lt;br /&gt;
[[en:Tutorials DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Jmintenbeck</name></author>
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