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	<updated>2026-04-26T16:06:07Z</updated>
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	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_2_Tut3&amp;diff=2344</id>
		<title>Appendix 2 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_2_Tut3&amp;diff=2344"/>
		<updated>2013-04-11T11:56:06Z</updated>

		<summary type="html">&lt;p&gt;Mminini: /* An error occurs */&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 = Appendix_1_Tut3&lt;br /&gt;
| TextBackwards = Appendix_1&lt;br /&gt;
}}&lt;br /&gt;
===Hints for testing and error handling===&lt;br /&gt;
In this article you will find out what you should do in case of a fault in order to support developers with debugging. You will receive information on how you can check for errors and how and where you can report a bug. But first, you learn something about the targeted search for errors.&lt;br /&gt;
&lt;br /&gt;
==An error occurs==&lt;br /&gt;
&lt;br /&gt;
You are doing something in DMXControl 3. Then suddenly:&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_Fehlermeldung.png|1|Fehlermeldung in DMXControl 3 Beta|center|700px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The error occurs in the beta. It is not serious and can happen. But, it would be bad if this error is undocumented, because it can not be resolved. Therefore, you should proceed as follows:&lt;br /&gt;
&lt;br /&gt;
Have a look into the &#039;&#039;&#039;Logs panel&#039;&#039;&#039; (&#039;&#039;&#039;Help&#039;&#039;&#039; =&amp;gt; &#039;&#039;&#039;Logs&#039;&#039;&#039;). &lt;br /&gt;
There DMXControl writes information about the latest events. At the bottom now one or more entries, as can be seen in Figure 2, are probably present.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_Logs.png|2|Logs-Panel von DMXControl 3|center|700px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, these log messages are stored in files. This you should definitely export (&#039;&#039;&#039;Help =&amp;gt;&#039;&#039;&#039;Export log files&#039;&#039;&#039;), because they are needed later.&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_ExportLogs.png|3|Exportfunktion für die Log-Dateien|center}}&lt;br /&gt;
&lt;br /&gt;
If you can reproduce this fault, please report it via &#039;&#039;&#039;bug tracker&#039;&#039;&#039; on DMXControl home page. &lt;br /&gt;
The &#039;&#039;&#039;bugtracker&#039;&#039;&#039; for DMXControl 3 you can also find directly under www.dmxcontrol.de/flyspray/index.php?project=3&amp;amp;do=index&amp;amp;switch=1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There all errors are collected so that the developers can easily see the error and fix it. You can report a fault completely anonymously, but it&#039;s better to register if there are any further questions. There is no further obligation.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Before you report a bug, please, first search if this bug is already listed in the bug tracker. If the fault a new one, you can report it via &#039;&#039;&#039;Create new task&#039;&#039;&#039;.&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_Bugtracker.png|4|Ansicht des Bugtrackers|center|700px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please describe as accurately as possible how you came to this error. Please also attach your project and the exported log files to the new task in the bugtracker. Then, hopefully, the developers can fix this soon.&lt;br /&gt;
Thanks for your support!&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
===Issue: GUI Elements display glitches===&lt;br /&gt;
Symptoms:&lt;br /&gt;
* This could look like shown below:&lt;br /&gt;
* Also if you move windows it happens that thay are not displayed correct.&lt;br /&gt;
Dmxc_3_menu_errors.jpg&lt;br /&gt;
* This can occur if you have a NVidia graphics card and use an old driver version.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Prerequisites:&lt;br /&gt;
* I experienced this issue with a GeForce G 103M Driver Version 258.96 + PhysX 09.10.0513 on Windows XP x86_64.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Cause:&lt;br /&gt;
* Don&#039;t ask me.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Resolution:&lt;br /&gt;
* Consider updating the driver to the latest version. Version 266.58 + PhysX 09.10.0514 is known to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Issue: Kernel not starting===&lt;br /&gt;
Symptoms:&lt;br /&gt;
* Kernel does not start. &lt;br /&gt;
sourcecode&lt;br /&gt;
 1 2013-01-07 12:50:38,692 [Main] ERROR org.dmxc.lumos.Kernel.Resource.Xml2ManagedTreeConverter - Error in Reading KeyValue Pair: Attribute&lt;br /&gt;
 2 System.InvalidOperationException: Temporäre Klasse kann nicht generiert werden (result=1).&lt;br /&gt;
 3 error CS0016: In die Ausgabedatei c:\Users\Jens\AppData\Local\Temp\tugsyzgs.dll konnte nicht geschrieben werden -- Zugriff verweigert.&lt;br /&gt;
&lt;br /&gt;
Prerequisites:&lt;br /&gt;
* Comodo Personal Firewall / Internet security installed&lt;br /&gt;
&lt;br /&gt;
Cause:&lt;br /&gt;
* Comodo runs Lumos in a sandbox. This sandbox prohibits access to some files or locations.&lt;br /&gt;
* Lumos uses XmlSerializer to (de)serialize objects that it doesn&#039;t know.  To instantiate a XmlSerializer object the CLR creates temporary  assemblies and loads them afterwards. These assemblies are stored in  AppData\Local\Temp\ however the sandbox doesn&#039;t allow (write) access to  this directory (wtf?)&lt;br /&gt;
&lt;br /&gt;
Resolution:&lt;br /&gt;
* Don&#039;t use this crap (i mean comodo not lumos)&lt;br /&gt;
* Put Lumos.exe on the list of trusted applications&lt;br /&gt;
&lt;br /&gt;
* Should we contact Comodo and try to get on their shipped whitelist?&lt;br /&gt;
&lt;br /&gt;
* There is the possibility to generate this XmlSerializer assemblies at  compile time and then ship them, but plugin authors would need to do the  same. Then we get a huge chaos because there are different versions for  the same types out. Also this stuff needs to be in the Kernel root  dir... Suff from third parties belongs in the plugin dir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Issue: Grouping of icons ins stage view does not work.=== &lt;br /&gt;
Symptoms:&lt;br /&gt;
* If you hold down a button (e.g. m for matrix grouping) and move the mouse, the icons are not getting moved. Btw. this is not an issue in regards to Lumos, this symptom also occurs if you try this on your desktop&lt;br /&gt;
&lt;br /&gt;
Prerequisites:&lt;br /&gt;
* Synaptics Touchpad&lt;br /&gt;
&lt;br /&gt;
Cause:&lt;br /&gt;
* Synaptics implemented an option called PalmCheck which should reduce  cursormovement while typing. Whenever a button is pressed the mouse  input gets disabled...&lt;br /&gt;
&lt;br /&gt;
Resolution:&lt;br /&gt;
* This option can be disabled unter Control Panel-&amp;gt;Mice-&amp;gt;Device  Settings-&amp;gt;Settings-&amp;gt;(Point)-&amp;gt;Sensitivity-&amp;gt;PalmCheck&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Anhang 2]]&lt;br /&gt;
[[en:Appendix 2]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Appendix_1_Tut3&lt;br /&gt;
| TextBackwards = Appendix_1&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_2_Tut3&amp;diff=2343</id>
		<title>Appendix 2 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_2_Tut3&amp;diff=2343"/>
		<updated>2013-04-11T11:50:59Z</updated>

		<summary type="html">&lt;p&gt;Mminini: /* Hints for testing and error handling */&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 = Appendix_1_Tut3&lt;br /&gt;
| TextBackwards = Appendix_1&lt;br /&gt;
}}&lt;br /&gt;
===Hints for testing and error handling===&lt;br /&gt;
In this article you will find out what you should do in case of a fault in order to support developers with debugging. You will receive information on how you can check for errors and how and where you can report a bug. But first, you learn something about the targeted search for errors.&lt;br /&gt;
&lt;br /&gt;
==An error occurs==&lt;br /&gt;
&lt;br /&gt;
You are doing something in DMXControl 3. Then suddenly:&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_Fehlermeldung.png|1|Fehlermeldung in DMXControl 3 Beta|center|700px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The error occurs in the beta is not serious and can happen. Bad it would be if this error is undocumented, because it can not be resolved. Therefore, you should proceed as follows:&lt;br /&gt;
&lt;br /&gt;
Have a look into the &#039;&#039;&#039;Logs panel&#039;&#039;&#039; (&#039;&#039;&#039;Help&#039;&#039;&#039; =&amp;gt; &#039;&#039;&#039;Logs&#039;&#039;&#039;). &lt;br /&gt;
There DMXControl writes information about the latest events. At the bottom now one or more entries as the be seen in Figure 2 are probably present.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_Logs.png|2|Logs-Panel von DMXControl 3|center|700px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, these log messages are stored in files. This you should definitely export (&#039;&#039;&#039;Help =&amp;gt;&#039;&#039;&#039;Export log files&#039;&#039;&#039;), because they are needed laterly.&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_ExportLogs.png|3|Exportfunktion für die Log-Dateien|center}}&lt;br /&gt;
&lt;br /&gt;
If you can reproduce this fault, please report it via &#039;&#039;&#039;bug tracker&#039;&#039;&#039; on DMXControl home page. &lt;br /&gt;
The &#039;&#039;&#039;bugtracker&#039;&#039;&#039; for DMXControl 3 you can also find directly under www.dmxcontrol.de/flyspray/index.php?project=3&amp;amp;do=index&amp;amp;switch=1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There all errors are collected so that the developers quite easy can see the error and fix it. You can report a fault completely anonymous, but it&#039;s better if there are any further questions, to register without any further obligation.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Before you report a bug, please search at first  if this bug is already listed in the bug tracker. Is your fault a new one, you can report it via &#039;&#039;&#039;Create new task&#039;&#039;&#039;.&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3_Tutorial_Anhang_Bugtracker.png|4|Ansicht des Bugtrackers|center|700px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please describe as accurately as possible, as it has come to this error. Please also attach your project and the exported log files to the new task in the bugtracker. Then the developers can fix this soon hopefully.&lt;br /&gt;
Thanks for your support!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
===Issue: GUI Elements display glitches===&lt;br /&gt;
Symptoms:&lt;br /&gt;
* This could look like shown below:&lt;br /&gt;
* Also if you move windows it happens that thay are not displayed correct.&lt;br /&gt;
Dmxc_3_menu_errors.jpg&lt;br /&gt;
* This can occur if you have a NVidia graphics card and use an old driver version.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Prerequisites:&lt;br /&gt;
* I experienced this issue with a GeForce G 103M Driver Version 258.96 + PhysX 09.10.0513 on Windows XP x86_64.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Cause:&lt;br /&gt;
* Don&#039;t ask me.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Resolution:&lt;br /&gt;
* Consider updating the driver to the latest version. Version 266.58 + PhysX 09.10.0514 is known to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Issue: Kernel not starting===&lt;br /&gt;
Symptoms:&lt;br /&gt;
* Kernel does not start. &lt;br /&gt;
sourcecode&lt;br /&gt;
 1 2013-01-07 12:50:38,692 [Main] ERROR org.dmxc.lumos.Kernel.Resource.Xml2ManagedTreeConverter - Error in Reading KeyValue Pair: Attribute&lt;br /&gt;
 2 System.InvalidOperationException: Temporäre Klasse kann nicht generiert werden (result=1).&lt;br /&gt;
 3 error CS0016: In die Ausgabedatei c:\Users\Jens\AppData\Local\Temp\tugsyzgs.dll konnte nicht geschrieben werden -- Zugriff verweigert.&lt;br /&gt;
&lt;br /&gt;
Prerequisites:&lt;br /&gt;
* Comodo Personal Firewall / Internet security installed&lt;br /&gt;
&lt;br /&gt;
Cause:&lt;br /&gt;
* Comodo runs Lumos in a sandbox. This sandbox prohibits access to some files or locations.&lt;br /&gt;
* Lumos uses XmlSerializer to (de)serialize objects that it doesn&#039;t know.  To instantiate a XmlSerializer object the CLR creates temporary  assemblies and loads them afterwards. These assemblies are stored in  AppData\Local\Temp\ however the sandbox doesn&#039;t allow (write) access to  this directory (wtf?)&lt;br /&gt;
&lt;br /&gt;
Resolution:&lt;br /&gt;
* Don&#039;t use this crap (i mean comodo not lumos)&lt;br /&gt;
* Put Lumos.exe on the list of trusted applications&lt;br /&gt;
&lt;br /&gt;
* Should we contact Comodo and try to get on their shipped whitelist?&lt;br /&gt;
&lt;br /&gt;
* There is the possibility to generate this XmlSerializer assemblies at  compile time and then ship them, but plugin authors would need to do the  same. Then we get a huge chaos because there are different versions for  the same types out. Also this stuff needs to be in the Kernel root  dir... Suff from third parties belongs in the plugin dir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Issue: Grouping of icons ins stage view does not work.=== &lt;br /&gt;
Symptoms:&lt;br /&gt;
* If you hold down a button (e.g. m for matrix grouping) and move the mouse, the icons are not getting moved. Btw. this is not an issue in regards to Lumos, this symptom also occurs if you try this on your desktop&lt;br /&gt;
&lt;br /&gt;
Prerequisites:&lt;br /&gt;
* Synaptics Touchpad&lt;br /&gt;
&lt;br /&gt;
Cause:&lt;br /&gt;
* Synaptics implemented an option called PalmCheck which should reduce  cursormovement while typing. Whenever a button is pressed the mouse  input gets disabled...&lt;br /&gt;
&lt;br /&gt;
Resolution:&lt;br /&gt;
* This option can be disabled unter Control Panel-&amp;gt;Mice-&amp;gt;Device  Settings-&amp;gt;Settings-&amp;gt;(Point)-&amp;gt;Sensitivity-&amp;gt;PalmCheck&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Anhang 2]]&lt;br /&gt;
[[en:Appendix 2]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Appendix_1_Tut3&lt;br /&gt;
| TextBackwards = Appendix_1&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=2342</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=2342"/>
		<updated>2013-04-11T11:49:41Z</updated>

		<summary type="html">&lt;p&gt;Mminini: /* Table of content */&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;
&lt;br /&gt;
[[de:Tutorials DMXControl 3]]&lt;br /&gt;
[[en:Tutorials DMXControl 3]]&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>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=2341</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=2341"/>
		<updated>2013-04-11T11:48:26Z</updated>

		<summary type="html">&lt;p&gt;Mminini: /* Table of content */&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: Edit of 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 error case]]&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;
&lt;br /&gt;
[[de:Tutorials DMXControl 3]]&lt;br /&gt;
[[en:Tutorials DMXControl 3]]&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>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_1_Tut3&amp;diff=2340</id>
		<title>Appendix 1 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_1_Tut3&amp;diff=2340"/>
		<updated>2013-04-11T11:47:03Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_24_Tut3&lt;br /&gt;
| TextBackwards = Lesson 24&lt;br /&gt;
| LinkForwards = Appendix_2_Tut3&lt;br /&gt;
| TextForwards = Appendix 2&lt;br /&gt;
}}&lt;br /&gt;
==Summary of commands and shortcuts==&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: 50, central devices 100 &amp;lt;br&amp;gt; (mnemonic trick: In the symbol both signs are directed outside; there 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: 100, central devices 50 &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;
=== Fanning in property grid with mouse wheel===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Key         !!        Value         !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  no key pressed   ||    +1 / -1  || dedicated color changes value&lt;br /&gt;
|-&lt;br /&gt;
|  Shift   ||    +10 / -10  || dedicated color changes value&lt;br /&gt;
|-&lt;br /&gt;
|   STRG     ||  +1 &amp;amp; -1 || Fanning / values are changed, z.B.118 &amp;gt; 154&lt;br /&gt;
|-&lt;br /&gt;
|   ALT || +1 / -1  || values are changed&lt;br /&gt;
|-&lt;br /&gt;
|   Shift+STRG || +10 / -10  || values are changed&lt;br /&gt;
|-&lt;br /&gt;
|   Shift+ALT || +10 &amp;amp; -10  || values are changed in block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Property Panels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Key        !!        Reaction         !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  Double click   ||    zero position    || e.g. Color panel, Position panel&lt;br /&gt;
|-&lt;br /&gt;
|   Simple click to fader     || stepwise increase/decrease value || depending on whether one clicks above or below the current position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Programmer ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Key         !!        Reaction         !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  ENTF   ||    Deletes current line    || select line, value is deleted from programmer&lt;br /&gt;
|-&lt;br /&gt;
|       ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== effect parameters ===&lt;br /&gt;
&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 too&lt;br /&gt;
|-&lt;br /&gt;
| Phase &lt;br /&gt;
| [0..1] &lt;br /&gt;
| offset between group elements&lt;br /&gt;
|-&lt;br /&gt;
| Frequency &lt;br /&gt;
| [0..1] &lt;br /&gt;
| &amp;amp;nbsp;cycle speed&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage View===&lt;br /&gt;
&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;
&lt;br /&gt;
===Cue list===&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 ||    Strg+A   || Add a new scene to scene list at the end  || default &lt;br /&gt;
|-&lt;br /&gt;
| Insert ||    Strg+I    || Insert a new scene to scenelist before selected scene  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Replace ||    Strg+R    || Replace current scene attributes by the values in the programmer  || &lt;br /&gt;
|-&lt;br /&gt;
| Merge||    Strg+M    || Merges selected scene with programmer values  ||  programmer values with higher priority&lt;br /&gt;
|-&lt;br /&gt;
| Append ||    Strg+P    || Append new property from programmer to the selected scene  ||  existing scene with higher priority, new values from programmer are added&lt;br /&gt;
|-&lt;br /&gt;
| Subtract ||    Strg+B    ||   Removes a property from selected scene  ||  hint: modify the wanted property so that this appears in the programmer&lt;br /&gt;
|-&lt;br /&gt;
| Sum (Special) ||        || Inserts current output of devices into Cue List || &lt;br /&gt;
|-&lt;br /&gt;
| PSum (Special) ||        || Similar to Sum, but related to currently selected devices in Stage View || &lt;br /&gt;
|-&lt;br /&gt;
| Preset (Special) ||        || Opens a window, where you have the capability to add a Preset to Cue List || &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;
{| 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 Programmer. Programmer Output Mode 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 Programmer. Programmer Output Mode is set to &#039;&#039;&#039;Blind&#039;&#039;&#039;   ||  &lt;br /&gt;
|-&lt;br /&gt;
| Cut ||    Strg+X   || cut the selected scene   ||  like EXCEL &amp;quot;cut row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Copy ||    Strg+C   || copy the selected scene  ||  like EXCEL &amp;quot;copy row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Paste ||    Strg+V    || paste the selected scene  || like EXCEL &amp;quot;paste row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Delete||    Del(Entf)    || 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;
===Kernel===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some command options in the command line mode for getting detailed information on the status of the kernel:&lt;br /&gt;
&lt;br /&gt;
* shutdown: Shut down the kernel.&lt;br /&gt;
* status: Displays information about the status&lt;br /&gt;
* menu: Access to control menu&lt;br /&gt;
* clear: Clears the console&lt;br /&gt;
* notification: Send a notification to all clients&lt;br /&gt;
* width: Defines width of console (number of characters)&lt;br /&gt;
* help: Help menu (also accessible via &amp;quot;?&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
Additional second level menu commands exists for &amp;quot;menu&amp;quot; and &amp;quot;status&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go to Appendix 2&lt;br /&gt;
&lt;br /&gt;
[[de:Anhang 1]]&lt;br /&gt;
[[en:Appendix 1]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_24_Tut3&lt;br /&gt;
| TextBackwards = Lesson 24&lt;br /&gt;
| LinkForwards = Appendix_2_Tut3&lt;br /&gt;
| TextForwards = Appendix 2&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_1_Tut3&amp;diff=2339</id>
		<title>Appendix 1 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Appendix_1_Tut3&amp;diff=2339"/>
		<updated>2013-04-11T11:43:43Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_24_Tut3&lt;br /&gt;
| TextBackwards = Lesson 24&lt;br /&gt;
| LinkForwards = Appendix_2_Tut3&lt;br /&gt;
| TextForwards = Appendix 2&lt;br /&gt;
}}&lt;br /&gt;
==Summary of commands and shortcuts==&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: 50, central devices 100 &amp;lt;br&amp;gt; (mnemonic trick: In the symbol both signs are directed outside; there 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: 100, central devices 50 &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;
=== Fanning in property grid with mouse wheel===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Key         !!        Value         !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  no key pressed   ||    +1 / -1  || dedicated color changes value&lt;br /&gt;
|-&lt;br /&gt;
|  Shift   ||    +10 / -10  || dedicated color changes value&lt;br /&gt;
|-&lt;br /&gt;
|   STRG     ||  +1 &amp;amp; -1 || Fanning / values are changed, z.B.118 &amp;gt; 154&lt;br /&gt;
|-&lt;br /&gt;
|   ALT || +1 / -1  || values are changed&lt;br /&gt;
|-&lt;br /&gt;
|   Shift+STRG || +10 / -10  || values are changed&lt;br /&gt;
|-&lt;br /&gt;
|   Shift+ALT || +10 &amp;amp; -10  || values are changed in block&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Property Panels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Key        !!        Reaction         !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  Double click   ||    zero position    || e.g. Color panel, Position panel&lt;br /&gt;
|-&lt;br /&gt;
|   Simple click to fader     || stepwise increase/decrease value || depending on whether one clicks above or below the current position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Programmer ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Key         !!        Reaktion         !! Description&lt;br /&gt;
|-&lt;br /&gt;
|  ENTF   ||    Deletes current line    || select line, value is deleted from programmer&lt;br /&gt;
|-&lt;br /&gt;
|       ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== effect parameters ===&lt;br /&gt;
&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 too&lt;br /&gt;
|-&lt;br /&gt;
| Phase &lt;br /&gt;
| [0..1] &lt;br /&gt;
| offset between group elements&lt;br /&gt;
|-&lt;br /&gt;
| Frequency &lt;br /&gt;
| [0..1] &lt;br /&gt;
| &amp;amp;nbsp;cycle speed&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stage View===&lt;br /&gt;
&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;
&lt;br /&gt;
===Cue list===&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 ||    Strg+A   || Add a new scene to scene list at the end  || default &lt;br /&gt;
|-&lt;br /&gt;
| Insert ||    Strg+I    || Insert a new scene to scenelist before selected scene  ||  &lt;br /&gt;
|-&lt;br /&gt;
| Replace ||    Strg+R    || Replace current scene attributes by the values in the programmer  || &lt;br /&gt;
|-&lt;br /&gt;
| Merge||    Strg+M    || Merges selected scene with programmer values  ||  programmer values with higher priority&lt;br /&gt;
|-&lt;br /&gt;
| Append ||    Strg+P    || Append new property from programmer to the selected scene  ||  existing scene with higher priority, new values from programmer are added&lt;br /&gt;
|-&lt;br /&gt;
| Subtract ||    Strg+B    ||   Removes a property from selected scene  ||  hint: modify the wanted property so that this appears in the programmer&lt;br /&gt;
|-&lt;br /&gt;
| Sum (Special) ||        || Inserts current output of devices into Cue List || &lt;br /&gt;
|-&lt;br /&gt;
| PSum (Special) ||        || Similar to Sum, but related to currently selected devices in Stage View || &lt;br /&gt;
|-&lt;br /&gt;
| Preset (Special) ||        || Opens a window, where you have the capability to add a Preset to Cue List || &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;
{| 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 Programmer. Programmer Output Mode 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 Programmer. Programmer Output Mode is set to &#039;&#039;&#039;Blind&#039;&#039;&#039;   ||  &lt;br /&gt;
|-&lt;br /&gt;
| Cut ||    Strg+X   || cut the selected scene   ||  like EXCEL &amp;quot;cut row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Copy ||    Strg+C   || copy the selected scene  ||  like EXCEL &amp;quot;copy row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Paste ||    Strg+V    || paste the selected scene  || like EXCEL &amp;quot;paste row&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Delete||    Del(Entf)    || 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;
===Kernel===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some command options in the command line mode for getting detailed information on the status of the kernel:&lt;br /&gt;
&lt;br /&gt;
* shutdown: Shut down the kernel.&lt;br /&gt;
* status: Displays information about the status&lt;br /&gt;
* menu: Access to control menu&lt;br /&gt;
* clear: Clears the console&lt;br /&gt;
* notification: Send a notification to all clients&lt;br /&gt;
* width: Defines width of console (number of characters)&lt;br /&gt;
* help: Help menu (also accessible via &amp;quot;?&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
Additional second level menu commands exists for &amp;quot;menu&amp;quot; and &amp;quot;status&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go to Appendix 2&lt;br /&gt;
&lt;br /&gt;
[[de:Anhang 1]]&lt;br /&gt;
[[en:Appendix 1]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_24_Tut3&lt;br /&gt;
| TextBackwards = Lesson 24&lt;br /&gt;
| LinkForwards = Appendix_2_Tut3&lt;br /&gt;
| TextForwards = Appendix 2&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_24_Tut3&amp;diff=2338</id>
		<title>Lesson 24 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_24_Tut3&amp;diff=2338"/>
		<updated>2013-04-11T11:40:36Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_23_Tut3&lt;br /&gt;
| TextBackwards = Lesson 23&lt;br /&gt;
| LinkForwards = Appendix_1_Tut3&lt;br /&gt;
| TextForwards = Appendix 1&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we look at how we can combine the advantages of DMXControl release 3, with those of release 2, by connecting the tools via ArtNet.&lt;br /&gt;
&lt;br /&gt;
= Lesson24: Transferring DMX values ​​over Artnet to DMXControl 2 =&lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
|Text = This lesson works in if you are using Win XP or Win 7. Win 8 has more problems, but it is possible to make it work.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since DMXControl 3 still is in an early stage, some functions of the series 2 do not yet exist. This will be improved in the future, but it will take some time before all the functions of the series 2 are present. Nevertheless, we do not want to miss the advantages when using release 3. This section shows how a connection can be made from DMXControl 3 ​​to DMXControl 2 via ArtNet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We start with the configuration of DMXControl 2 for receiving ArtNet data. For this, we choose in the taskbar of DMXControl 2 &#039;&#039;&#039;Configuration -&amp;gt; Output Plugins  ...&#039;&#039;&#039;.  We go to the output plugin dialog in which we configure the &amp;quot;ArtNet Plugin&amp;quot; by clicking &amp;quot;Configure Selected Plugin&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |2.12_Ausgabeplugin_Konfiguration.PNG|1|Konfiguration ArtNet-Ausgabeplugin DMXControl 2|center|400px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important here are the settings &#039;&#039;&#039;SubNet&#039;&#039;&#039; and for &#039;&#039;&#039;input node&#039;&#039;&#039; the &#039;&#039;&#039;Universe&#039;&#039;&#039;. We will configure DMXControl 3 in this way, so that it transmits our desired values in the subnet 0 in the universe 0.&lt;br /&gt;
&lt;br /&gt;
The setting&#039;&#039; &#039;Universe&#039;&#039;&#039; in &#039;&#039;&#039;output node&#039;&#039;&#039; does not matter, and can (if required) be freely selected. But it must differ from the&#039;&#039; &#039;Universe&#039;&#039;&#039; of the input node, otherwise we get (in this configuration), a feedback loop, and DMXControl is no longer operable. In our configuration, the universe 8 is the next free universe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Close the window by clicking OK and activate the output plugin by checking the box in front of the name of the interface:&lt;br /&gt;
{{Bild_mit_Unterschrift |2.12_Ausgabeplugin.PNG|2|Ausgabepluginverwaltung DMXControl 2|center|400px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 2 is now ready to receive ArtNet data. In the next step we need to configure DMXControl 3 to send its DMX output via Artnet. At &#039;&#039;&#039;Settings--&amp;gt; DMX Interfaces&#039;&#039;&#039; we find the output plugins of DMXControl 3:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |3.0_Ausgabeplugin.PNG‎|3|Ausgabepluginverwaltung DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Add Interface ...&#039;&#039;&#039;we now select the ArtNet plugin:&lt;br /&gt;
{{Bild_mit_Unterschrift |Art-Net_auswählen.PNG‎|4|ArtNet Interface hinzufügen DMXControl 3|center|350px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In simple configurations the ArtNet transmitter is now running. But to be sure, configure the ArtNet plugin still on the correct network interface. By clicking on &#039;&#039;&#039;Advanced Interface Settings ...&#039;&#039;&#039; we come to the configuration dialog. We are interested in the &#039;&#039;&#039;binding to&#039;&#039;&#039; entry.&lt;br /&gt;
&lt;br /&gt;
Here we need to select the IP address of our computer, which is typically located in the same network as the computer with our DMXControl 2 installation:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |Adresse_auswählen.png‎|5|ArtNet Interface konfigurieren DMXControl 3|center|400px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you start in DMXControl 2 and go to the DMX remote control (Window -&amp;gt; DMXin remote control) then change a value in &#039;&#039;&#039;Channel Overview&#039;&#039;&#039; of DMXControl 3, it should be displayed on the DMXin remote control:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |ErsterArtNetTest.PNG‎|6|Verbindung überprüfen DMXControl3 -&amp;gt; DMXControl 2|center|450px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This window must remain open to continue operating!&lt;br /&gt;
Now we just need to patch the DMXin remote control of DMXControl 2 properly. If you go to &#039;&#039;&#039;Configuration -&amp;gt; DMXin Remote control ...&#039;&#039;&#039; we get the configuration screen:&lt;br /&gt;
{{Bild_mit_Unterschrift |2_12DMXIn-Konfig.png‎|7|Aufrufen der DMXIn Konfiguration in DMXControl 2|center|300px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can now control commands in DMXControl 2. First of all, we would like to patch all channels from ArtNet input in DMXControl 2 to DMX output. For this, we click at the right, in the still empty soft patch list &#039;&#039;&#039;1:1&#039;&#039;&#039;:&lt;br /&gt;
{{Bild_mit_Unterschrift |Softpatch212.PNG‎|8|Konfiguration DMXIn Fernbedienung mit Softpatch DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the following dialogues, we select the desired range of values​​. I decided to patch the entire DMX universe:&lt;br /&gt;
{{Bild_mit_Unterschrift |1zu1Patch212.PNG‎|9|Softpatch von Start-DMX-Adresse bis End-DMX-Adresse DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |Softpatch212fertig.PNG‎|10|DMXIn-Fenster nach Softpatch DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By clicking on&#039;&#039; &#039;OK&#039;&#039;&#039; now we have to activate the DMXin remote control:&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXIn_Aktivieren212.png‎|11|Aktivieren der DMXIn Fernbedienung DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now all values ​​of DMXin are directly sent to the DMXOut interface.&lt;br /&gt;
&lt;br /&gt;
You can test the connection by sending color gradient from DMXControl 3 to DMXControl 2. With this workaround, we extend the functionality of DMXControl 2 with features from DMXControl 3.&lt;br /&gt;
&lt;br /&gt;
===Error handling===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If  no DMXin values ​​from the remote control are shown, there is still a fault with the network configuration. Please check the following points:&lt;br /&gt;
* Are the computers in the same network? Can the computers ping each other?&lt;br /&gt;
* Switch off firewalls (for test only), because the often block UDP data (ArtNet is based on UDP)&lt;br /&gt;
* Are both DMXControl plug-ins configured on the same subnet?&lt;br /&gt;
* Is DMXControl 2 configured for the same universe as a receiver, on which DMXControl 3 sends data?&lt;br /&gt;
* No other sender configured in this universe?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Configure the connection between DMXControl 3 and DMXControl 2&lt;br /&gt;
* Test the color gradient example mentioned above&lt;br /&gt;
&lt;br /&gt;
Next Lesson: [[Lesson 23|RGB Matrix]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 24]]&lt;br /&gt;
[[en:Lesson 24]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_23_Tut3&lt;br /&gt;
| TextBackwards = Lesson 23&lt;br /&gt;
| LinkForwards = Appendix_1_Tut3&lt;br /&gt;
| TextForwards = Appendix 1&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_24_Tut3&amp;diff=2337</id>
		<title>Lesson 24 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_24_Tut3&amp;diff=2337"/>
		<updated>2013-04-11T03:44:37Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_23_Tut3&lt;br /&gt;
| TextBackwards = Lesson 23&lt;br /&gt;
| LinkForwards = Appendix_1_Tut3&lt;br /&gt;
| TextForwards = Appendix 1&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we look at how we can combine the advantages of DMXControl, release 3 with those of release 2 by connecting the tools via ArtNet.&lt;br /&gt;
&lt;br /&gt;
= Lesson24: Transferring DMX values ​​over Artnet to DMXControl 2 =&lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
|Text = This lesson works in if you are using Win XP or Win 7. Win 8 has more problems, but it is possible to make it work.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since DMXControl 3 still is in an early stage, some functions of the series 2 does not yet exist. This will be improved in the future, but it will still take some time before all the functions of the series 2 are present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nevertheless, we do not want to miss the advantages when using release 3. This section shows how a connection can be made from DMXControl 3 ​​to DMXControl 2 via ArtNet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We start with the configuration of DMXControl 2 for receiving ArtNet data. For this, we choose in the taskbar of DMXControl 2 &#039;&#039;&#039;Configuration -&amp;gt; Output Plugins  ...&#039;&#039;&#039;.  We go to the output plugin dialog in which we configure the &amp;quot;ArtNet Plugin&amp;quot; by clicking &amp;quot;Configure Selected Plugin&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |2.12_Ausgabeplugin_Konfiguration.PNG|1|Konfiguration ArtNet-Ausgabeplugin DMXControl 2|center|400px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important here are the settings &#039;&#039;&#039;SubNet&#039;&#039;&#039; and for &#039;&#039;&#039;input node&#039;&#039;&#039; the &#039;&#039;&#039;Universe&#039;&#039;&#039;. We will configure DMXControl 3  in this way, that it transmits our desired values in the subnet 0 in the universe 0.&lt;br /&gt;
&lt;br /&gt;
The setting&#039;&#039; &#039;Universe&#039;&#039;&#039; in &#039;&#039;&#039;output node&#039;&#039;&#039; does not matter and can (if required) be freely selected. &lt;br /&gt;
But it must differ from the&#039;&#039; &#039;Universe&#039;&#039;&#039; of the input node, otherwise we get (in this configuration), a feedback loop, and DMXControl is no longer operable. In our configuration, the universe 8 is the next free universe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We close the window by clicking OK and activate the output plugin by setting the hook before the name of the interface:&lt;br /&gt;
{{Bild_mit_Unterschrift |2.12_Ausgabeplugin.PNG|2|Ausgabepluginverwaltung DMXControl 2|center|400px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 2 is now ready to receive ArtNet data. In the next step we need to bring DMXControl 3 for sending its DMX output via Artnet. At &#039;&#039;&#039;Settings--&amp;gt; DMX Interfaces&#039;&#039;&#039; we find  the output plugins of DMXControl 3:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |3.0_Ausgabeplugin.PNG‎|3|Ausgabepluginverwaltung DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Add Interface ...&#039;&#039;&#039;we now select the ArtNet plugin:&lt;br /&gt;
{{Bild_mit_Unterschrift |Art-Net_auswählen.PNG‎|4|ArtNet Interface hinzufügen DMXControl 3|center|350px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In simple configurations the ArtNet transmitter is running now. But to be sure we configure the ArtNet plugin still on the correct network interface. By clicking on &#039;&#039;&#039;Advanced Interface Settings ...&#039;&#039;&#039; we come to the configuration dialog. We are interested in the &#039;&#039;&#039;binding to&#039;&#039;&#039; entry.&lt;br /&gt;
&lt;br /&gt;
Here we need to select the IP address of our computer, which is typically located in the same network as the computer with our DMXControl 2 installation:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |Adresse_auswählen.png‎|5|ArtNet Interface konfigurieren DMXControl 3|center|400px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you start in DMXControl 2 now the DMX remote control (Window -&amp;gt; DMXin remote control) and change in &#039;&#039;&#039;Channel Overview&#039;&#039;&#039; of DMXControl 3 a value, it should be displayed on the DMXin remote control:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |ErsterArtNetTest.PNG‎|6|Verbindung überprüfen DMXControl3 -&amp;gt; DMXControl 2|center|450px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This window must remain open for further operating!&lt;br /&gt;
Now we just need to patch the DMXin remote control of DMXControl 2 properly. About &#039;&#039;&#039;Configuration -&amp;gt; DMXin Remote control ...&#039;&#039;&#039; we get the configuration screen:&lt;br /&gt;
{{Bild_mit_Unterschrift |2_12DMXIn-Konfig.png‎|7|Aufrufen der DMXIn Konfiguration in DMXControl 2|center|300px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you could now control commands of DMXControl 2. We would like first of all patch all channels from ArtNet input of DMXControl 2 to DMX output. For this, we click at the right, still empty soft patch list &#039;&#039;&#039;1:1&#039;&#039;&#039;:&lt;br /&gt;
{{Bild_mit_Unterschrift |Softpatch212.PNG‎|8|Konfiguration DMXIn Fernbedienung mit Softpatch DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the following dialogues we select the desired range of values​​. I decided to patch the entire DMX universe:&lt;br /&gt;
{{Bild_mit_Unterschrift |1zu1Patch212.PNG‎|9|Softpatch von Start-DMX-Adresse bis End-DMX-Adresse DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |Softpatch212fertig.PNG‎|10|DMXIn-Fenster nach Softpatch DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By clicking on&#039;&#039; &#039;OK&#039;&#039;&#039; now we have to activate the DMXin remote control:&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXIn_Aktivieren212.png‎|11|Aktivieren der DMXIn Fernbedienung DMXControl 2|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now all values ​​of DMXin are directly sent to the DMXOut interface.&lt;br /&gt;
&lt;br /&gt;
You can test the connection e.g. by sending color gradient from DMXControl 3 to DMXControl 2. With this workaround we extend the  functionality of DMXContro 2 with features from DMXControl 3.&lt;br /&gt;
&lt;br /&gt;
===Error handling===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If  no DMXin values ​​of the remote control are shown, there is still a fault with the network configuration, so please check the following points:&lt;br /&gt;
* Are the computers in the same network, can the computers ping each other?&lt;br /&gt;
* switch off firewalls (for test only), because the often block UDP data (ArtNet is based on UDP)&lt;br /&gt;
* Are both DMXControl plug-ins configured on the same subnet?&lt;br /&gt;
* Is DMXControl 2 configured for the same universe as a receiver, on which DMXControl 3 sends data?&lt;br /&gt;
* No other sender configured in this universe?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Configure the connection between DMXControl 3 and DMXControl 2&lt;br /&gt;
* Test the color gradient example mentioned above&lt;br /&gt;
&lt;br /&gt;
Next Lesson: [[Lesson 23|RGB Matrix]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 24]]&lt;br /&gt;
[[en:Lesson 24]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_23_Tut3&lt;br /&gt;
| TextBackwards = Lesson 23&lt;br /&gt;
| LinkForwards = Appendix_1_Tut3&lt;br /&gt;
| TextForwards = Appendix 1&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_23_Tut3&amp;diff=2336</id>
		<title>Lesson 23 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_23_Tut3&amp;diff=2336"/>
		<updated>2013-04-11T03:36:03Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_22_Tut3&lt;br /&gt;
| TextBackwards = Lesson 22&lt;br /&gt;
| LinkForwards = Lesson_24_Tut3&lt;br /&gt;
| TextForwards = Lesson 24&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we will look at the function to create an RGB matrix. Therefore DMXControl 3 offers already ​​effects for matrix control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lesson 23: RGB Matrix  =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 has the popular &amp;quot;MadMaxOne Plugin&amp;quot; already integrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To set up a matrix we must first set the necessary DDF&#039;s in &#039;&#039;&#039;Device Manager&#039;&#039;&#039;. For this purpose, you add, (as you have already learned in Lesson 3;-), the matrix DDF to the project. &lt;br /&gt;
You will find this DDF in the folder &#039;&#039;&#039;Generic&#039;&#039;&#039;. The matrix uses compared to other DDF&#039;s no DMX addresses. In a further step we will later assign the individual matrix-points an address. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point we need to think about what is the size of our matrix. Let&#039;s start with a 4x4 matrix, so we have a total of 16 RGB pixels. &lt;br /&gt;
For these pixels, we must now add more devices that we then assign to our matrix. Currently only RGB devices are supported as pixels. So now please add another 16 &#039;&#039;&#039;Generic RGB PAR&#039;&#039;&#039; to our project. Now your &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; should look as follows (see Figure 1).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Project_Explorer.png|1|Project Explorer Configuration 4x4 Matrix|center|550px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the next step we need to configure our matrix DDF. By right-clicking on the matrix entry in the device list you open the &#039;&#039;&#039;Properties&#039;&#039;&#039; of matrix DDF&#039;s. Here, the following window opens (see Figure 2).&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Properties.png|2|Properties of Matrix-DDF&#039;s|center|330px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039; &#039;GUI Properties&#039;&#039;&#039; and &#039;&#039;&#039;kernel Properties&#039;&#039;&#039; are not relevant. What interests us is  the &#039;&#039;&#039;Device Properties&#039;&#039;&#039; in the bottom (see Figure 3).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Device_Properties.png|3|Device Properties of Matrix-DDF&#039;s|center|330px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Rows&#039;&#039;&#039; and &#039;&#039;&#039;Columns&#039;&#039;&#039; you can change the row and column number of the matrix. Since we want to create a 4x4 Matrtix, we have to change nothing.&lt;br /&gt;
&lt;br /&gt;
The point &#039;&#039;&#039;patching&#039;&#039;&#039; is interesting for us. When you click on this item, a button appears on the right with 3 points. By clicking on this button, you open the window &#039;&#039;&#039;matrix patch&#039;&#039;&#039;. Here we can make the assignment of our &#039;&#039;&#039;Generic RGB PAR&#039;s&#039;&#039;&#039; (see Figure 4).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_MatrixPatch.png|4|Matrix Patch Window|center|360px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right-clicking on the upper left gray pixels (button) opens the context menu. In this you have to select the menu item &#039;&#039;&#039;Configure Devices&#039;&#039;&#039;. This opens the selection dialog &#039;&#039;&#039;Device Selection&#039;&#039;&#039; (see Figure 5).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_DeviceSelection.png|5|Device Selection Dialog|center|300px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can now assign a device to the pixels (button) by highlighting the appropriate device with a hook. &lt;br /&gt;
&lt;br /&gt;
After clicking on &#039;&#039;&#039;OK&#039;&#039;&#039; the device for the pixel is taken. The window closes and the associated pixel button changes color from gray to blue. If you now clicks in the &#039;&#039;&#039;matrix patch&#039;&#039;&#039; window on the button &#039;&#039;&#039;Clear Patch&#039;&#039;&#039;  the assignment of all buttons is released.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since this assignment in large matrices is somewhat cumbersome, there is also the possibility to automate it. So once annul assignment with &#039;&#039;&#039;Clear Patch&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Again, right click on the upper left pixel gray button. Now you mark all the devices by clicking on the first device and clicking with the Shift key on the last device. For subsequent selecting individual devices, you can also hold down the Ctrl key and select the appropriate device. Now all devices should be selected. Now, when you set the hook on a device, all devices are highlighted.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select in the lower drop down &#039;&#039;&#039;Add to Row&#039;&#039;&#039;. Thus, the devices from left to right line by line are assigned to the pixels.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Add in Columns&#039;&#039;&#039; the devices are assigned from the top to down by column. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After clicking on &#039;&#039;&#039;OK&#039;&#039;&#039; all devices are assigned, causing the pixels button in &#039;&#039;&#039;matrix patch&#039;&#039;&#039; now should all have blue color.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After clicking on &#039;&#039;&#039;OK&#039;&#039;&#039; in &#039;&#039;&#039;matrix patch&#039;&#039;&#039; window and click on &#039;&#039;&#039;OK&#039;&#039;&#039; in the &amp;quot;Properties&amp;quot; window of Matrix DDF&#039;s our configuration is complete. Now we can see everything in &#039;&#039;&#039;Stage View&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We sort the devices as in Figure 6:&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Stage_View.png|6|Stage View view of assorted devices|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can try one more time, the sorting function for matrix (press Shift-M)from  [[Lesson 4]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, highlight all Generic RGB PAR&#039;s and set in &#039;&#039;&#039;PropertyGrid&#039;&#039;&#039; the dimmer to 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we will first of all look at the static color assignment. Therefore, you open the &#039;&#039;&#039;Matrix Control&#039;&#039;&#039; window if it already exists on the register tab, otherwise the menu &#039;&#039;&#039;controls -&amp;gt; matrix&#039;&#039;&#039;. The window should look something like this after opening (see Figure 7):&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Control.png|7|The Matrix Control Window|center|340px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to alter something, you first must have to select the DDF matrix in the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. Then the matrix window is as follows (see Figure 8).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Control2.png|8|View of the matrix in the matrix Control Window |center|340px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can now select different colors by the two color buttons to create color gradients. With the middle drop down you can determine the nature of the course. So check it out and test how they&#039;re looking at the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. There, you&#039;ll see the changes in the RGB PAR&#039;s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That about the assignment of the static color matrix. You could now save individual gradients as cues and bring movement into the matrix. But there is also a more efficient solution:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this we turn to the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. At the bottom of the window you should find &#039;&#039;&#039;Effects and Filters&#039;&#039;&#039; (see Figure 9), if you have not closed it.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Effect-Fenster.png|9|The effects window|center|280px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you select the tab&#039;&#039; &#039;Matrix Effect&#039;&#039;&#039;, you can see there are four existing matrix effects. Mark in the &#039;&#039;&#039;Stage View&#039;&#039;&#039; the matrix DDF and pull one of the effects by dragging and dropping at the word &amp;quot;matrix&amp;quot; in &#039;&#039;&#039;PropertyGrid&#039;&#039;&#039;. The effect will be started immediately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the tree structure of the &#039;&#039;&#039;Porperty Grid&#039;&#039;&#039; you can change the selected effect with respect to color, speed change, etc..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the matrix effect &#039;&#039;&#039;Color Scroll&#039;&#039;&#039; you can select the colors from a list. In order to create a color list, you have to return to the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. There you will find in the directory tree the item &#039;&#039;&#039;Item selection&#039;&#039;&#039;, by clicking the right mouse button the context menu opens. Here you use the first entry &#039;&#039;&#039;Add Item List&#039;&#039;&#039;, then a window opens in which you can choose between a &#039;&#039;&#039;Color List&#039;&#039;&#039; or &#039;&#039;&#039;Gobolist&#039;&#039;&#039;. Since we need a &#039;&#039;&#039;Color List&#039;&#039;&#039;, you simply click on &#039;&#039;&#039;OK&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the window you can now see the container &#039;&#039;&#039;New Color List (1)&#039;&#039;&#039;, which you can give a more meaningful name. By double clicking on the container, a window opens to add the colors. Here you can select and add a color with &#039;&#039;&#039;Add&#039;&#039;&#039; from the color dialog. With the &#039;&#039;&#039;Arrow&#039;&#039;&#039; buttons you can change the order of your colors as usual. When you have added all colors to the window &#039;&#039;&#039;Color List&#039;&#039;&#039;, click on &#039;&#039;&#039;OK&#039;&#039;&#039;to finish.&lt;br /&gt;
&lt;br /&gt;
{{BoxAttention&lt;br /&gt;
|Text=In order to make the Color dropdown list in the &#039;&#039;&#039;PropertyGrid&#039;&#039;&#039; visible, the matrix DDF in &#039;&#039;&#039;Stage View&#039;&#039;&#039; must be deselected and selected again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Try the different options described above and have fun with it.&lt;br /&gt;
&lt;br /&gt;
Next Lesson: [[Lesson 24|ArtNet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 23]]&lt;br /&gt;
[[en:Lesson 23]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_22_Tut3&lt;br /&gt;
| TextBackwards = Lesson 22&lt;br /&gt;
| LinkForwards = Lesson_24_Tut3&lt;br /&gt;
| TextForwards = Lesson 24&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_23_Tut3&amp;diff=2335</id>
		<title>Lesson 23 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_23_Tut3&amp;diff=2335"/>
		<updated>2013-04-11T03:26:20Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_22_Tut3&lt;br /&gt;
| TextBackwards = Lesson 22&lt;br /&gt;
| LinkForwards = Lesson_24_Tut3&lt;br /&gt;
| TextForwards = Lesson 24&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we will look at the function to create an RGB matrix. Therefore DMXControl 3 offers already ​​effects for matrix control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lesson 23: RGB Matrix  =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 has the popular &amp;quot;MadMaxOne Plugin&amp;quot; already integrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To set up a matrix we must first set the necessary DDF&#039;s in &#039;&#039;&#039;Device Manager&#039;&#039;&#039;. For this purpose, you add, (as you have already learned in Lesson 3;-), the matrix DDF to the project. &lt;br /&gt;
You will find this DDF in the folder &#039;&#039;&#039;Generic&#039;&#039;&#039;. The matrix uses compared to other DDF&#039;s no DMX addresses. In a further step we will later assign the individual matrix-points an address. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point we need to think about what is the size of our matrix. Let&#039;s start with a 4x4 matrix, so we have a total of 16 RGB pixels. &lt;br /&gt;
For these pixels, we must now add more devices that we then assign to our matrix. Currently only RGB devices are supported as pixels. So now please add another 16 &#039;&#039;&#039;Generic RGB PAR&#039;&#039;&#039; to our project. Now your &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; should look as follows (see Figure 1).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Project_Explorer.png|1|Project Explorer Konfiguration 4x4 Matrix|center|550px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the next step we need to configure our matrix DDF. By right-clicking on the matrix entry in the device list you open the &#039;&#039;&#039;Properties&#039;&#039;&#039; of matrix DDF&#039;s. Here, the following window opens (see Figure 2).&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Properties.png|2|Properties des Matrix-DDF&#039;s|center|330px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039; &#039;GUI Properties&#039;&#039;&#039; and &#039;&#039;&#039;kernel Properties&#039;&#039;&#039; are not relevant. What interests us is  the &#039;&#039;&#039;Device Properties&#039;&#039;&#039; in the bottom (see Figure 3).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Device_Properties.png|3|Device Properties des Matrix-DDF&#039;s|center|330px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Rows&#039;&#039;&#039; and &#039;&#039;&#039;Columns&#039;&#039;&#039; you can change the row and column number of the matrix. Since we want to create a 4x4 Matrtix, we have to change nothing.&lt;br /&gt;
&lt;br /&gt;
The point &#039;&#039;&#039;patching&#039;&#039;&#039; is interesting for us. When you click on this item, a button appears on the right with 3 points. By clicking on this button, you open the window &#039;&#039;&#039;matrix patch&#039;&#039;&#039;. Here we can make the assignment of our &#039;&#039;&#039;Generic RGB PAR&#039;s&#039;&#039;&#039; (see Figure 4).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_MatrixPatch.png|4|Ansicht des Fensters MatrixPatch|center|360px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right-clicking on the upper left gray pixels (button) opens the context menu. In this you have to select the menu item &#039;&#039;&#039;Configure Devices&#039;&#039;&#039;. This opens the selection dialog &#039;&#039;&#039;Device Selection&#039;&#039;&#039; (see Figure 5).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_DeviceSelection.png|5|Ansicht des Auswahldialogs DeviceSelection|center|300px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can now assign a device to the pixels (button) by highlighting the appropriate device with a hook. &lt;br /&gt;
&lt;br /&gt;
After clicking on &#039;&#039;&#039;OK&#039;&#039;&#039; the device for the pixel is taken. The window closes and the associated pixel button changes color from gray to blue. If you now clicks in the &#039;&#039;&#039;matrix patch&#039;&#039;&#039; window on the button &#039;&#039;&#039;Clear Patch&#039;&#039;&#039;  the assignment of all buttons is released.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since this assignment in large matrices is somewhat cumbersome, there is also the possibility to automate it. So once annul assignment with &#039;&#039;&#039;Clear Patch&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Again, right click on the upper left pixel gray button. Now you mark all the devices by clicking on the first device and clicking with the Shift key on the last device. For subsequent selecting individual devices, you can also hold down the Ctrl key and select the appropriate device. Now all devices should be selected. Now, when you set the hook on a device, all devices are highlighted.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select in the lower drop down &#039;&#039;&#039;Add to Row&#039;&#039;&#039;. Thus, the devices from left to right line by line are assigned to the pixels.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Add in Columns&#039;&#039;&#039; the devices are assigned from the top to down by column. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After clicking o n&#039;&#039;&#039;OK&#039;&#039;&#039; all devices are assigned, causing the pixels button in &#039;&#039;&#039;matrix patch&#039;&#039;&#039; now should all have blue color.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After clicking on &#039;&#039;&#039;OK&#039;&#039;&#039; in &#039;&#039;&#039;matrix patch&#039;&#039;&#039; window and click on &#039;&#039;&#039;OK&#039;&#039;&#039; in the &amp;quot;Properties&amp;quot; window of Matrix DDF&#039;s our configuration is complete. Now we can see everything in &#039;&#039;&#039;Stage View&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We sort the devices as in Figure 6:&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Stage_View.png|6|Stage View Ansicht der sortierten Devices|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can try one more time, the sorting function for matrix (press Shift-M)from  [[Lesson 4]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, highlight all Generic RGB PAR&#039;s and set in &#039;&#039;&#039;PropertyGrid&#039;&#039;&#039; the dimmer to 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we will first of all look at the static color assignment. Therefore, you open the &#039;&#039;&#039;Matrix Control&#039;&#039;&#039; window if it already exists on the register tab, otherwise the menu &#039;&#039;&#039;controls -&amp;gt; matrix&#039;&#039;&#039;. The window should look something like this after opening (see Figure 7):&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Control.png|7|Ansicht des Fensters Matrix Control|center|340px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to alter something, you first must have to select the DDF matrix in the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. Then the matrix window is as follows (see Figure 8).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Control2.png|8|Ansicht der Matrix im Fenster Matrix Control|center|340px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can now select different colors by the two color buttons to create color gradients. With the middle drop down you can determine the nature of the course. So check it out and test how they&#039;re looking at the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. There, you&#039;ll see the changes in the RGB PAR&#039;s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That about the assignment of the static color matrix. You could now save individual gradients as cues and bring movement into the matrix. But there is also a more efficient solution:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this we turn to the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. At the bottom of the window you should find &#039;&#039;&#039;Effects and Filters&#039;&#039;&#039; (see Figure 9), if you have not closed it.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L23_Matrix_Effect-Fenster.png|9|Ansicht des Effekt-Fensters|center|280px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you select the tab&#039;&#039; &#039;Matrix Effect&#039;&#039;&#039;, you can see there are four existing matrix effects. Mark in the &#039;&#039;&#039;Stage View&#039;&#039;&#039; the matrix DDF and pull one of the effects by dragging and dropping at the word &amp;quot;matrix&amp;quot; in &#039;&#039;&#039;PropertyGrid&#039;&#039;&#039;. The effect will be started immediately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the tree structure of the &#039;&#039;&#039;Porperty Grid&#039;&#039;&#039; you can change the selected effect with respect to color, speed change, etc..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the matrix effect &#039;&#039;&#039;Color Scroll&#039;&#039;&#039; you can select the colors from a list. In order to create a color list, you have to return to the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. There you will find in the directory tree the item &#039;&#039;&#039;Item selection&#039;&#039;&#039;, by clicking the right mouse button the context menu opens. Here you use the first entry &#039;&#039;&#039;Add Item List&#039;&#039;&#039;, then a window opens in which you can choose between a &#039;&#039;&#039;Color List&#039;&#039;&#039; or &#039;&#039;&#039;Gobolist&#039;&#039;&#039;. Since we need a &#039;&#039;&#039;Color List&#039;&#039;&#039;, you simply click on &#039;&#039;&#039;OK&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the window you can now see the container &#039;&#039;&#039;New Color List (1)&#039;&#039;&#039;, which you can give a more meaningful name. By double clicking on the container, a window opens to add the colors. Here you can select and add a color with &#039;&#039;&#039;Add&#039;&#039;&#039; from the color dialog. With the &#039;&#039;&#039;Arrow&#039;&#039;&#039; buttons you can change the order of your colors as usual. When you have added all colors to the window &#039;&#039;&#039;Color List&#039;&#039;&#039;, click on &#039;&#039;&#039;OK&#039;&#039;&#039;to finish.&lt;br /&gt;
&lt;br /&gt;
{{BoxAttention&lt;br /&gt;
|Text=In order to make the Color dropdown list in the &#039;&#039;&#039;PropertyGrid&#039;&#039;&#039; visible, the matrix DDF in &#039;&#039;&#039;Stage View&#039;&#039;&#039; must be deselected and selected again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Try the different options described above and have fun with it.&lt;br /&gt;
&lt;br /&gt;
Next Lesson: [[Lesson 24|ArtNet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 23]]&lt;br /&gt;
[[en:Lesson 23]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_22_Tut3&lt;br /&gt;
| TextBackwards = Lesson 22&lt;br /&gt;
| LinkForwards = Lesson_24_Tut3&lt;br /&gt;
| TextForwards = Lesson 24&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_22_Tut3&amp;diff=2334</id>
		<title>Lesson 22 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_22_Tut3&amp;diff=2334"/>
		<updated>2013-04-11T03:19:22Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_21_Tut3&lt;br /&gt;
| TextBackwards = Lesson 21&lt;br /&gt;
| LinkForwards = Lesson_23_Tut3&lt;br /&gt;
| TextForwards = Lesson 23&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson, we explain the so-called input assignment. This allows external signals such as DMX-in for control of DMXControl 3.&lt;br /&gt;
&lt;br /&gt;
= Lesson 22: Input Assignment  =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By means of &#039;&#039;&#039;Input Assignment&#039;&#039;&#039; external signals such as DMX-in can be used for control of DMXControl 3. This function is similar to the DMX In / MIDI remote control of DMXControl 2.&lt;br /&gt;
&lt;br /&gt;
You find this tool here:&lt;br /&gt;
&lt;br /&gt;
Settings -&amp;gt; Application Settings -&amp;gt; Input Assignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can simply drag and drop the available inputs on the left side to the logical channels and control structures on the right side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L21_InputAssignment.JPG|1|Input Assignment Window|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the above example, the two front lights (white lights - generic dimmer) were associated with DMX-IN channel 1 and 2, so you can use an external board to control this dimmer channels. For another example shown above, the manual beat was associated with the first cuelist.&lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
|Text = In the beta version, there is no MIDI support. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Perform the above example with your own project (assignment of the first two channels of DMX-In)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next Lesson: [[Lesson 23|RGB Matrix]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 22]]&lt;br /&gt;
[[en:Lesson 22]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_21_Tut3&lt;br /&gt;
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| TextForwards = Lesson 23&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_22_Tut3&amp;diff=2333</id>
		<title>Lesson 22 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_22_Tut3&amp;diff=2333"/>
		<updated>2013-04-11T03:18:05Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_21_Tut3&lt;br /&gt;
| TextBackwards = Lesson 21&lt;br /&gt;
| LinkForwards = Lesson_23_Tut3&lt;br /&gt;
| TextForwards = Lesson 23&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson, we explain the so-called input assignment. This allows external signals such as DMX-in for control of DMXControl 3.&lt;br /&gt;
&lt;br /&gt;
= Lesson 22: Input Assignment  =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By means of &#039;&#039;&#039;Input Assignment&#039;&#039;&#039; external signals such as DMX-in can be used for control of DMXControl 3. This function is similar to the DMX In / MIDI remote control of DMXControl 2.&lt;br /&gt;
&lt;br /&gt;
You find this tool here:&lt;br /&gt;
&lt;br /&gt;
Settings -&amp;gt; Application Settings -&amp;gt; Input Assignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can simply drag and drop the available inputs on the left side to the logical channels and control structures on the right side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L21_InputAssignment.JPG|1|Input Assignment Window|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the above example, the two front lights (white lights - generic dimmer) were associated with DMX-IN channel 1 and 2, so you can use an external board to control this dimmer channels. For another example shown above, the manual beat was associated with the first cuelist.&lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
|Text = In the beta version, there is no MIDI support. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Perform the above example with your own project (assignment of the first two channels of DMX-In)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next Lesson: [[Lesson 23|RGB Matrix]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 22]]&lt;br /&gt;
[[en:Lesson 22]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_21_Tut3&lt;br /&gt;
| TextBackwards = Lesson 21&lt;br /&gt;
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| TextForwards = Lesson 23&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_21_Tut3&amp;diff=2332</id>
		<title>Lesson 21 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_21_Tut3&amp;diff=2332"/>
		<updated>2013-04-11T03:13:26Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_20_Tut3&lt;br /&gt;
| TextBackwards = Lesson 20&lt;br /&gt;
| LinkForwards = Lesson_22_Tut3&lt;br /&gt;
| TextForwards = Lesson 22&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Here you&#039;ll receive a summary of the possible executions of the show with DMXControl 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 17: Summary Execution of show==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The two most important means of DMXControl 3 for controlling a show are&lt;br /&gt;
* Executors Lesson 15 Tut3 and&lt;br /&gt;
* SoftDesks Lesson 16 Tut3&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, one can directly use the cuelist and external clients (eg OSC clients). With the soft-desk concept you can practically rebuild any manual lighting console. &lt;br /&gt;
Particularly ingenious is that multiple people can control a show in parallel, e.g.:&lt;br /&gt;
&lt;br /&gt;
* One person controls the front light.&lt;br /&gt;
* A second person is responsible for stage lighting.&lt;br /&gt;
* A third person controls certain pieces of music (via timecode triggered cuelists).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is yet another control agent in the execution:&lt;br /&gt;
&lt;br /&gt;
In comparison to DMXControl 2, we have only 1 Grandmaster, but it does its job: All dimmer channels are impacted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L17 GrandMaster.JPG|1|Grandmaster|center}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You get the Grandmaster via &#039;&#039;&#039;Controls -&amp;gt; Master&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Set the Grandmaster to 50% and 100%.&lt;br /&gt;
* Use two clients simultaneously in a network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 21]]&lt;br /&gt;
[[en:Lesson 21]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_20_Tut3&lt;br /&gt;
| TextBackwards = Lesson 20&lt;br /&gt;
| LinkForwards = Lesson_22_Tut3&lt;br /&gt;
| TextForwards = Lesson 22&lt;br /&gt;
}}&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_19_Tut3&amp;diff=2331</id>
		<title>Lesson 19 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_19_Tut3&amp;diff=2331"/>
		<updated>2013-04-11T03:09:23Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_18_Tut3&lt;br /&gt;
| TextBackwards = Lesson 18&lt;br /&gt;
| LinkForwards = Lesson_20_Tut3&lt;br /&gt;
| TextForwards = Lesson 20&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson some additional clients are in  focus. The client/server concept of DMXControl allows the connection to  other clients (Smartphones, Tabs, etc.) in simple way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 19: Further DMXControl clients ==&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text= Currently the OSC plugin if not offered. We expect it in next release.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
in development:&lt;br /&gt;
&lt;br /&gt;
* [http://www.dmxcontrol.de/wiki/Projekte/DMXControl-for-Android-Projekt DMXControl-for-Android-Projekt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The smartphone apps (clients) communicate via OSC with DMXControl 3. &lt;br /&gt;
Therefore you have to enable the OSC plugin via &amp;quot;plugin manager&amp;quot;, see following figure:&lt;br /&gt;
&lt;br /&gt;
[[Datei:DMXC3L19_OSC1.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now, you should define the IP connection in the panel &amp;quot;connection form&amp;quot;. Press the &amp;quot;+&amp;quot; button to create a new connection.&lt;br /&gt;
In  the first approach we use unicast with UDP. Please let the IP address  on 0.0.0.0, but set the correct port where your client sends the OSC  messages. Now you can start (activate) this connection by a click to  start button:&lt;br /&gt;
&lt;br /&gt;
[[Datei:DMXC3L19_OSC2.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
* [http://www.hexler.net TouchOSC]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 19]]&lt;br /&gt;
[[en:Lesson 19]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_18_Tut3&lt;br /&gt;
| TextBackwards = Lesson 18&lt;br /&gt;
| LinkForwards = Lesson_20_Tut3&lt;br /&gt;
| TextForwards = Lesson 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_18_Tut3&amp;diff=2330</id>
		<title>Lesson 18 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_18_Tut3&amp;diff=2330"/>
		<updated>2013-04-11T03:08:41Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_17_Tut3&lt;br /&gt;
| TextBackwards = Lesson 17&lt;br /&gt;
| LinkForwards = Lesson_19_Tut3&lt;br /&gt;
| TextForwards = Lesson 19&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we explain how to connect  DMXControl with the beamer tool. The beamer tool is a multimedia  software that allows playing videos and other multimedia effects.&lt;br /&gt;
&lt;br /&gt;
==Lecture 18: Multimedia Support ==&lt;br /&gt;
&lt;br /&gt;
There is already an existing inter-link between DMXControl 3 and the beamer tool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfortunately, the current version is not available for this beta release. Please have a little patience ...&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* &lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 18]]&lt;br /&gt;
[[en:Lesson 18]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_17_Tut3&lt;br /&gt;
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| TextForwards = Lesson 19&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_20_Tut3&amp;diff=2329</id>
		<title>Lesson 20 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_20_Tut3&amp;diff=2329"/>
		<updated>2013-04-11T03:07:48Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_19_Tut3&lt;br /&gt;
| TextBackwards = Lesson 19&lt;br /&gt;
| LinkForwards = Lesson_21_Tut3&lt;br /&gt;
| TextForwards = Lesson 21&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we will learn how to create and add new device definitions. You need to do this activity only, if your device is not yet defined in the default set of DMXControl 3 device definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 20: Create new device definitions ==&lt;br /&gt;
&lt;br /&gt;
A device definition file (short: DDF) is used to inform DMXControl about the properties of a device. A DDF is written in XML language and stored in the path &lt;br /&gt;
 &amp;lt;DMXControl program path&amp;gt;\kernel\devices&lt;br /&gt;
&lt;br /&gt;
If you are familiar with DDFs of DMXControl 2.0 you will see some important differences:&lt;br /&gt;
&lt;br /&gt;
* There is no GUI description part, because DMXControl 3 doesn&#039;t provide the device context menus.&lt;br /&gt;
* Some syntax elements are very similar (esp. in information part). I.e. you can reuse the existing DDFs&lt;br /&gt;
* The function part is much more abstract. You make the definition mainly by properties and not by DMX channels&lt;br /&gt;
&lt;br /&gt;
Currently  there is no &amp;quot;DDF creator&amp;quot; available for DMXControl 3. We recommend using a text editor or XML editor tool. (Hint: We need support for adaption of an existing DMXControl 2 php tool towards DMXControl 3)&lt;br /&gt;
&lt;br /&gt;
At first lets look at a very simple DDF (&amp;quot;Generic RGB Par&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;200&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;01 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; ?&amp;gt;&lt;br /&gt;
 02 &amp;lt;device image=&amp;quot;bild&amp;quot; type=&amp;quot;DMXDevice&amp;quot;&amp;gt;&lt;br /&gt;
 03  &amp;lt;information&amp;gt;&lt;br /&gt;
 04    &amp;lt;modell&amp;gt;Generic RGB PAR&amp;lt;/modell&amp;gt;&lt;br /&gt;
 05    &amp;lt;vendor&amp;gt;Generic&amp;lt;/vendor&amp;gt;&lt;br /&gt;
 06    &amp;lt;author&amp;gt;Arne Luedtke&amp;lt;/author&amp;gt;&lt;br /&gt;
       &amp;lt;comment&amp;gt;KLEINER TEXT&amp;lt;/comment&amp;gt;&lt;br /&gt;
 07  &amp;lt;/information&amp;gt;&lt;br /&gt;
 08  &amp;lt;functions&amp;gt;&lt;br /&gt;
 09    &amp;lt;rgb&amp;gt;&lt;br /&gt;
 10      &amp;lt;red dmxchannel=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
 11      &amp;lt;green dmxchannel=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
 12      &amp;lt;blue dmxchannel=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
 13    &amp;lt;/rgb&amp;gt;&lt;br /&gt;
 14  &amp;lt;/functions&amp;gt;&lt;br /&gt;
 15 &amp;lt;/device&amp;gt;&amp;lt;/source&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
&amp;lt;br&amp;gt; [[Image:DeviceManegerInfoBox.jpg|DeviceManegerInfoBox.jpg]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=  =&lt;br /&gt;
&lt;br /&gt;
Line 01 is a mandatory default line for describing the XML version.&lt;br /&gt;
Lines 02 and 15 provide the frame for the device definition that contains two parts:&lt;br /&gt;
* Information part (lines 03 to 07). No need for further explanation.&lt;br /&gt;
* Function(property) specification part (lines 08 to 14)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;image&amp;quot; can be replaced by another .gif or .png file.&lt;br /&gt;
&lt;br /&gt;
The example device possesses one property: RGB color mode. The mapping to DMX channels is described in lines 10 to 12.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all!&lt;br /&gt;
&lt;br /&gt;
Following table shows the supported properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Property &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; | Description &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; scope=&amp;quot;col&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| switch &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   fixture has a switch channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;switch dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| dimmer &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   fixture has a dimmer channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;dimmer dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| fog &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fod property &amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;fog dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| shutter &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a shutter &amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;shutter dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| strobe &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a strobe channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;strobe dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| iris&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a iris channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;iris dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| focus&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a focus channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;focus dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| zoom&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a zoom channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;zoom dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rgb &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has RGB function &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;rgb&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;red dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;green dmxchannel=&amp;quot;1&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;blue dmxchannel=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/rgb&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| cmy&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has CMY function&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;cmy&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;cyan dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;magenta dmxchannel=&amp;quot;1&amp;quot;/&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;yellow dmxchannel=&amp;quot;2&amp;quot;/&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/cmy&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| position &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has Pan and/ or Tilt &lt;br /&gt;
| nowrap=&amp;quot;nowrap&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;position&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;pan dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range range=&amp;quot;540&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/pan&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;tilt dmxchannel=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range range=&amp;quot;246&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/tilt&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/position&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| color wheel &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixtures contains color wheel &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;colorwheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#ffffff&amp;quot; caption=&amp;quot;white&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#00bd52&amp;quot; caption=&amp;quot;green 203&amp;quot; mindmx=&amp;quot;32&amp;quot; maxdmx=&amp;quot;32&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#080094&amp;quot; caption=&amp;quot;blue 108&amp;quot; mindmx=&amp;quot;64&amp;quot; maxdmx=&amp;quot;64&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#8e10bc&amp;quot; caption=&amp;quot;UV&amp;quot; mindmx=&amp;quot;96&amp;quot; maxdmx=&amp;quot;96&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#eedefe&amp;quot; caption=&amp;quot;1/2 Minus Green&amp;quot; mindmx=&amp;quot;128&amp;quot; maxdmx=&amp;quot;128&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#ffffff&amp;quot; caption=&amp;quot;white&amp;quot; mindmx=&amp;quot;160&amp;quot; maxdmx=&amp;quot;160&amp;quot; /&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/colorwheel&amp;amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | gobo wheel &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | fixture with Gobo wheel &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; nowrap=&amp;quot;nowrap&amp;quot; | &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Gobo rotation &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; nowrap=&amp;quot;nowrap&amp;quot; rowspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;gobowheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;goborotation dmxchannel=&amp;quot;12&amp;quot; finedmxchannel=&amp;quot;13&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;stop&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;stop&amp;quot; mindmx=&amp;quot;253&amp;quot; maxdmx=&amp;quot;255&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;cw&amp;quot; mindmx=&amp;quot;3&amp;quot; maxdmx=&amp;quot;127&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;8&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;ccw&amp;quot; mindmx=&amp;quot;252&amp;quot; maxdmx=&amp;quot;128&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;8&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/goborotation&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;goboindex dmxchannel=&amp;quot;8&amp;quot; finedmxchannel=&amp;quot;9&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;255&amp;quot; range=&amp;quot;395&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/goboindex&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;open&amp;quot; caption=&amp;quot;Open&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;11&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;gobo&amp;quot; caption=&amp;quot;Gobo 1&amp;quot; mindmx=&amp;quot;12&amp;quot; maxdmx=&amp;quot;15&amp;quot; val=&amp;quot;gobo1.png&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step for=&amp;quot;goborotation&amp;quot; mindmx=&amp;quot;36&amp;quot; maxdmx=&amp;quot;39&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step handler=&amp;quot;shake&amp;quot; mindmx=&amp;quot;60&amp;quot; maxdmx=&amp;quot;71&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;3&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/step&amp;amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;amp;lt;/gobowheel&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
Goboposition &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Rotation Gobo 1 &lt;br /&gt;
&lt;br /&gt;
Shake Gobo 1&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the fixture has a color / gobo wheel that can rotate continuously, then write it as follows:&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;lt;gobowheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;open&amp;quot; caption=&amp;quot;Open&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;gobo&amp;quot; caption=&amp;quot;Gobo 1&amp;quot; mindmx=&amp;quot;11&amp;quot; maxdmx=&amp;quot;11&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  &amp;amp;lt;wheelrotation&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;cw&amp;quot; mindmx=&amp;quot;221&amp;quot; maxdmx=&amp;quot;203&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;ccw&amp;quot; mindmx=&amp;quot;222&amp;quot; maxdmx=&amp;quot;240&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/wheelrotation&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/gobowheel&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the fixture has a color / gobo wheel, which can rotate at random positions, then write it as follows:&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;lt;gobowheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;open&amp;quot; caption=&amp;quot;Open&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  &amp;amp;lt;random&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;fast&amp;quot; mindmx=&amp;quot;241&amp;quot; maxdmx=&amp;quot;245&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;medium&amp;quot; mindmx=&amp;quot;246&amp;quot; maxdmx=&amp;quot;250&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;slow&amp;quot; mindmx=&amp;quot;251&amp;quot; maxdmx=&amp;quot;255&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/random&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/gobowheel&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a device has fine channels for eg zoom, then write it as follows:&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;lt;zoom dmxchannel=&amp;quot;0&amp;quot; finedmxchannel=&amp;quot;1&amp;quot;/&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That works for any property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The different intervals in a DMX channel are defined by the &amp;quot;step&amp;quot; tag:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;step val=&amp;quot;0&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;127&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;step val=&amp;quot;100&amp;quot; mindmx=&amp;quot;128&amp;quot; maxdmx=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#FFFFFF&amp;quot; caption=&amp;quot;Weiß&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;31&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#FF0000&amp;quot; caption=&amp;quot;Rot&amp;quot; mindmx=&amp;quot;32&amp;quot; maxdmx=&amp;quot;63&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis|Text=A DDF Creator for DMXControl 3 is already in the works. Until then, please create your own DDFs with an XML editor of your choice, or simply a text editor. Sometimes it helps to copy an existing DDF and to adapt it. Please send us your new DDFs, so we can add them to the library.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Have a look into several device definitions before creating your own DDF.&lt;br /&gt;
* Open the DDF for TS255. Separate the different properties by blank lines to get a better understanding.&lt;br /&gt;
* Create the DDF for your own device.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 20]]&lt;br /&gt;
[[en:Lesson 20]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_19_Tut3&lt;br /&gt;
| TextBackwards = Lesson 19&lt;br /&gt;
| LinkForwards = Lesson_21_Tut3&lt;br /&gt;
| TextForwards = Lesson 21&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_20_Tut3&amp;diff=2328</id>
		<title>Lesson 20 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_20_Tut3&amp;diff=2328"/>
		<updated>2013-04-11T03:06:09Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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_19_Tut3&lt;br /&gt;
| TextBackwards = Lesson 19&lt;br /&gt;
| LinkForwards = Lesson_21_Tut3&lt;br /&gt;
| TextForwards = Lesson 21&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we will learn how to create and add new device definitions. You need to do this activity only, if your device is not yet defined in the default set of DMXControl 3 device definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lecture 20: Create new device definitions ==&lt;br /&gt;
&lt;br /&gt;
A device definition file (short: DDF) is used to inform DMXControl about the properties of a device. A DDF is written in XML language and stored in the path &lt;br /&gt;
 &amp;lt;DMXControl program path&amp;gt;\kernel\devices&lt;br /&gt;
&lt;br /&gt;
If you are familiar with DDFs of DMXControl 2.0 you will see some important differences:&lt;br /&gt;
&lt;br /&gt;
* There is no GUI description part, because DMXControl 3 doesn&#039;t provide the device context menus.&lt;br /&gt;
* Some syntax elements are very similar (esp. in information part). I.e. you can reuse the existing DDFs&lt;br /&gt;
* The function part is much more abstract. You make the definition mainly by properties and not by DMX channels&lt;br /&gt;
&lt;br /&gt;
Currently  there is no &amp;quot;DDF creator&amp;quot; available for DMXControl 3. We recommend using a text editor or XML editor tool. (Hint: We need support for adaption of an existing DMXControl 2 php tool towards DMXControl 3)&lt;br /&gt;
&lt;br /&gt;
At first lets look at a very simple DDF (&amp;quot;Generic RGB Par&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;01 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; ?&amp;gt;&lt;br /&gt;
 02 &amp;lt;device image=&amp;quot;bild&amp;quot; type=&amp;quot;DMXDevice&amp;quot;&amp;gt;&lt;br /&gt;
 03  &amp;lt;information&amp;gt;&lt;br /&gt;
 04    &amp;lt;modell&amp;gt;Generic RGB PAR&amp;lt;/modell&amp;gt;&lt;br /&gt;
 05    &amp;lt;vendor&amp;gt;Generic&amp;lt;/vendor&amp;gt;&lt;br /&gt;
 06    &amp;lt;author&amp;gt;Arne Luedtke&amp;lt;/author&amp;gt;&lt;br /&gt;
       &amp;lt;comment&amp;gt;KLEINER TEXT&amp;lt;/comment&amp;gt;&lt;br /&gt;
 07  &amp;lt;/information&amp;gt;&lt;br /&gt;
 08  &amp;lt;functions&amp;gt;&lt;br /&gt;
 09    &amp;lt;rgb&amp;gt;&lt;br /&gt;
 10      &amp;lt;red dmxchannel=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
 11      &amp;lt;green dmxchannel=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
 12      &amp;lt;blue dmxchannel=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
 13    &amp;lt;/rgb&amp;gt;&lt;br /&gt;
 14  &amp;lt;/functions&amp;gt;&lt;br /&gt;
 15 &amp;lt;/device&amp;gt;&amp;lt;/source&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
&amp;lt;br&amp;gt; [[Image:DeviceManegerInfoBox.jpg|DeviceManegerInfoBox.jpg]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=  =&lt;br /&gt;
&lt;br /&gt;
Line 01 is a mandatory default line for describing the XML version.&lt;br /&gt;
Lines 02 and 15 provide the frame for the device definition that contains two parts:&lt;br /&gt;
* Information part (lines 03 to 07). No need for further explanation.&lt;br /&gt;
* Function(property) specification part (lines 08 to 14)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;image&amp;quot; can be replaced by another .gif or .png file.&lt;br /&gt;
&lt;br /&gt;
The example device possesses one property: RGB color mode. The mapping to DMX channels is described in lines 10 to 12.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all!&lt;br /&gt;
&lt;br /&gt;
Following table shows the supported properties:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Property &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; | Description &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; scope=&amp;quot;col&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| switch &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   fixture has a switch channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;switch dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| dimmer &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   fixture has a dimmer channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;dimmer dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| fog &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fod property &amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;fog dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| shutter &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a shutter &amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;shutter dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| strobe &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a strobe channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;strobe dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| iris&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a iris channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;iris dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| focus&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a focus channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;focus dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| zoom&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has a zoom channel&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;zoom dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rgb &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has RGB function &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;rgb&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;red dmxchannel=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;green dmxchannel=&amp;quot;1&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;blue dmxchannel=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/rgb&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| cmy&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has CMY function&amp;lt;br&amp;gt; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;cmy&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;cyan dmxchannel=&amp;quot;0&amp;quot;/&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;magenta dmxchannel=&amp;quot;1&amp;quot;/&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;yellow dmxchannel=&amp;quot;2&amp;quot;/&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/cmy&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| position &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixture has Pan and/ or Tilt &lt;br /&gt;
| nowrap=&amp;quot;nowrap&amp;quot; colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;position&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;pan dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range range=&amp;quot;540&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/pan&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;tilt dmxchannel=&amp;quot;1&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range range=&amp;quot;246&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/tilt&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/position&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| color wheel &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | fixtures contains color wheel &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;colorwheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#ffffff&amp;quot; caption=&amp;quot;white&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#00bd52&amp;quot; caption=&amp;quot;green 203&amp;quot; mindmx=&amp;quot;32&amp;quot; maxdmx=&amp;quot;32&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#080094&amp;quot; caption=&amp;quot;blue 108&amp;quot; mindmx=&amp;quot;64&amp;quot; maxdmx=&amp;quot;64&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#8e10bc&amp;quot; caption=&amp;quot;UV&amp;quot; mindmx=&amp;quot;96&amp;quot; maxdmx=&amp;quot;96&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#eedefe&amp;quot; caption=&amp;quot;1/2 Minus Green&amp;quot; mindmx=&amp;quot;128&amp;quot; maxdmx=&amp;quot;128&amp;quot; /&amp;amp;gt;&lt;br /&gt;
   &amp;amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#ffffff&amp;quot; caption=&amp;quot;white&amp;quot; mindmx=&amp;quot;160&amp;quot; maxdmx=&amp;quot;160&amp;quot; /&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/colorwheel&amp;amp;gt; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | gobo wheel &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | fixture with Gobo wheel &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; nowrap=&amp;quot;nowrap&amp;quot; | &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Gobo rotation &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; nowrap=&amp;quot;nowrap&amp;quot; rowspan=&amp;quot;3&amp;quot; | &amp;lt;pre&amp;gt;&amp;amp;lt;gobowheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;goborotation dmxchannel=&amp;quot;12&amp;quot; finedmxchannel=&amp;quot;13&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;stop&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;stop&amp;quot; mindmx=&amp;quot;253&amp;quot; maxdmx=&amp;quot;255&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;cw&amp;quot; mindmx=&amp;quot;3&amp;quot; maxdmx=&amp;quot;127&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;8&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;ccw&amp;quot; mindmx=&amp;quot;252&amp;quot; maxdmx=&amp;quot;128&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;8&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/goborotation&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;goboindex dmxchannel=&amp;quot;8&amp;quot; finedmxchannel=&amp;quot;9&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;255&amp;quot; range=&amp;quot;395&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/goboindex&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;open&amp;quot; caption=&amp;quot;Open&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;11&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;gobo&amp;quot; caption=&amp;quot;Gobo 1&amp;quot; mindmx=&amp;quot;12&amp;quot; maxdmx=&amp;quot;15&amp;quot; val=&amp;quot;gobo1.png&amp;quot;&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step for=&amp;quot;goborotation&amp;quot; mindmx=&amp;quot;36&amp;quot; maxdmx=&amp;quot;39&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step handler=&amp;quot;shake&amp;quot; mindmx=&amp;quot;60&amp;quot; maxdmx=&amp;quot;71&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;3&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/step&amp;amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;amp;lt;/gobowheel&amp;amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
Goboposition &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Rotation Gobo 1 &lt;br /&gt;
&lt;br /&gt;
Shake Gobo 1&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the fixture has a color / gobo wheel that can rotate continuously, then write it as follows:&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;lt;gobowheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;open&amp;quot; caption=&amp;quot;Open&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;gobo&amp;quot; caption=&amp;quot;Gobo 1&amp;quot; mindmx=&amp;quot;11&amp;quot; maxdmx=&amp;quot;11&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  &amp;amp;lt;wheelrotation&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;cw&amp;quot; mindmx=&amp;quot;221&amp;quot; maxdmx=&amp;quot;203&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;range type=&amp;quot;ccw&amp;quot; mindmx=&amp;quot;222&amp;quot; maxdmx=&amp;quot;240&amp;quot; minval=&amp;quot;0,1&amp;quot; maxval=&amp;quot;2&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/wheelrotation&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/gobowheel&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the fixture has a color / gobo wheel, which can rotate at random positions, then write it as follows:&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;lt;gobowheel dmxchannel=&amp;quot;0&amp;quot;&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;step type=&amp;quot;open&amp;quot; caption=&amp;quot;Open&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;0&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  ...&lt;br /&gt;
  &amp;amp;lt;random&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;fast&amp;quot; mindmx=&amp;quot;241&amp;quot; maxdmx=&amp;quot;245&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;medium&amp;quot; mindmx=&amp;quot;246&amp;quot; maxdmx=&amp;quot;250&amp;quot; /&amp;amp;gt;&lt;br /&gt;
    &amp;amp;lt;step type=&amp;quot;slow&amp;quot; mindmx=&amp;quot;251&amp;quot; maxdmx=&amp;quot;255&amp;quot; /&amp;amp;gt;&lt;br /&gt;
  &amp;amp;lt;/random&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/gobowheel&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a device has fine channels for eg zoom, then write it as follows:&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;lt;zoom dmxchannel=&amp;quot;0&amp;quot; finedmxchannel=&amp;quot;1&amp;quot;/&amp;amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
That works for any property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The different intervals in a DMX channel are defined by the &amp;quot;step&amp;quot; tag:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;step val=&amp;quot;0&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;127&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;step val=&amp;quot;100&amp;quot; mindmx=&amp;quot;128&amp;quot; maxdmx=&amp;quot;255&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#FFFFFF&amp;quot; caption=&amp;quot;Weiß&amp;quot; mindmx=&amp;quot;0&amp;quot; maxdmx=&amp;quot;31&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;step type=&amp;quot;color&amp;quot; val=&amp;quot;#FF0000&amp;quot; caption=&amp;quot;Rot&amp;quot; mindmx=&amp;quot;32&amp;quot; maxdmx=&amp;quot;63&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis|Text=A DDF Creator for DMXControl 3 is already in the works. Until then, please create your own DDFs with an XML editor of your choice, or simply a text editor. Sometimes it helps to copy an existing DDF and to adapt it. Please send us your new DDFs, so we can add them to the library.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* Have a look into several device definitions before creating your own DDF.&lt;br /&gt;
* Open the DDF for TS255. Separate the different properties by blank lines to get a better understanding.&lt;br /&gt;
* Create the DDF for your own device.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 20]]&lt;br /&gt;
[[en:Lesson 20]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_19_Tut3&lt;br /&gt;
| TextBackwards = Lesson 19&lt;br /&gt;
| LinkForwards = Lesson_21_Tut3&lt;br /&gt;
| TextForwards = Lesson 21&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_17_Tut3&amp;diff=2327</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=2327"/>
		<updated>2013-04-11T02:59:21Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
[[de:Lektion 17]]&lt;br /&gt;
[[en:Lesson 17]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_17_Tut3&amp;diff=2326</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=2326"/>
		<updated>2013-04-11T02:52:18Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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 Analyser&#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|Ansicht des Audioanalyser Fensters|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 a special clock (BPM) pretend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now the question remains, how it will be allocated between the results of the analysis to beat the device properties and cuelist. You already have an idea? ... Of course, this is also consistent in the&#039;&#039; &#039;input Assignment&#039;&#039;&#039; concept introduced in(Lektion_22_Tut3).&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L17 PluginAudioAnalyserInputAssignment.JPG|2|Zuordnung der Soundevents im Input Assigment|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exercise==* Activate the AudioAnalyzer. If your sound card does not have an 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;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
Lesson 18&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 17]]&lt;br /&gt;
[[en:Lesson 17]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_16_Tut3&amp;diff=2325</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=2325"/>
		<updated>2013-04-11T00:04:29Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 16]]&lt;br /&gt;
[[en:Lesson 16]]&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;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_16_Tut3&amp;diff=2324</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=2324"/>
		<updated>2013-04-11T00:02:13Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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|Softdeskplugin|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;
[[File:DMXC3L16 CommandboxProperties.JPG]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L16 CommandboxProperties.JPG|3|Einstellungen|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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 16]]&lt;br /&gt;
[[en:Lesson 16]]&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;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_16_Tut3&amp;diff=2323</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=2323"/>
		<updated>2013-04-11T00:00:51Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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|Softdeskplugin|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;
[[File:DMXC3L16 CommandboxProperties.JPG]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L16 CommandboxProperties.JPG|3|Einstellungen|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;
[[File:DMXC3L16 SoftDeskInputAssignment.JPG]]&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 switching 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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 16]]&lt;br /&gt;
[[en:Lesson 16]]&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;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_15_Tut3&amp;diff=2322</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=2322"/>
		<updated>2013-04-09T02:00:45Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
[[de:Lektion 15]]&lt;br /&gt;
[[en:Lesson 15]]&lt;br /&gt;
&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;
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| TextForwards = Lesson 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=2321</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=2321"/>
		<updated>2013-04-09T01:47:50Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
[[en:Lesson 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>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_14_Tut3&amp;diff=2320</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=2320"/>
		<updated>2013-04-09T01:30:17Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
[[de:Lektion 14]]&lt;br /&gt;
[[en:Lesson 14]]&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_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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_14_Tut3&amp;diff=2319</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=2319"/>
		<updated>2013-04-09T01:28:10Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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.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;
==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;
&lt;br /&gt;
[[de:Lektion 14]]&lt;br /&gt;
[[en:Lesson 14]]&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_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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_13_Tut3&amp;diff=2318</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=2318"/>
		<updated>2013-03-25T02:35:08Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 13]]&lt;br /&gt;
[[en:Lesson 14]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_12_Tut3&amp;diff=2317</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=2317"/>
		<updated>2013-03-18T01:16:38Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
[[de:Lektion_12_Tut3]]&lt;br /&gt;
[[en:Lesson_12_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_11_Tut3&amp;diff=2316</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=2316"/>
		<updated>2013-03-15T23:03:45Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
[[de:Lektion_11_Tut3]]&lt;br /&gt;
[[en:Lesson_11_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2315</id>
		<title>Talk:Lesson 11 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2315"/>
		<updated>2013-03-15T22:54:50Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Beat trigger section, you have not described what a beat trigger is.  I am vague about what this is myself, so my description may not be accurate.  Someone else will need to check that description.  Also, the image in that section does not load.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
---------------------------------&lt;br /&gt;
Picture #4 is missing.&lt;br /&gt;
-Joe Dunfee&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2314</id>
		<title>Talk:Lesson 11 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2314"/>
		<updated>2013-03-15T22:54:21Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Beat trigger section, you have not described what a beat trigger is.  I am vague about what this is myself, so my description may not be accurate.  Someone else will need to check that description.  Also, the image in that section does not load.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
Picture #4 is missing.&lt;br /&gt;
-Joe Dunfee&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_11_Tut3&amp;diff=2313</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=2313"/>
		<updated>2013-03-15T22:53:51Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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: Trigger 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;
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 for the &amp;quot;follow&amp;quot; type.&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;
[[File:DMXC3L11 triggerhelpcontextfollow.JPG]]&lt;br /&gt;
&lt;br /&gt;
Here 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 of other time codes will follow.&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;
{{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 delay-time (before the fade-in start) - delay1 to delay3&lt;br /&gt;
* Cue2 has a follow-trigger of 1s. It starts 1s 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 follow of the previous scene has expired&lt;br /&gt;
* Cue4 also has a wait-trigger (1s). So it will wait for 1s after the wait (0s) of the previous scene has expired.&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 timecodes (DE MediaCenter) and test a scenelist that is completely based on time codes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_11_Tut3]]&lt;br /&gt;
[[en:Lesson_11_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2312</id>
		<title>Talk:Lesson 11 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2312"/>
		<updated>2013-03-15T22:23:50Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Beat trigger section, you have not described what a beat trigger is.  I am vague about what this is myself, so my description may not be accurate.  Someone else will need to check that description.  Also, the image in that section does not load.&lt;br /&gt;
-Joe Dunfee&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2311</id>
		<title>Talk:Lesson 11 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_11_Tut3&amp;diff=2311"/>
		<updated>2013-03-15T22:16:31Z</updated>

		<summary type="html">&lt;p&gt;Mminini: Created page with &amp;quot;In the Beat trigger section, you have not described what a beat trigger is.  I am vague about what this is myself, so someone else will need to add that description.  Also, th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Beat trigger section, you have not described what a beat trigger is.  I am vague about what this is myself, so someone else will need to add that description.  Also, the image in that section does not load.&lt;br /&gt;
-Joe Dunfee&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_10_Tut3&amp;diff=2310</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=2310"/>
		<updated>2013-03-15T22:04:00Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
| TextBackwards = Lesson 9&lt;br /&gt;
| LinkForwards = Lesson_11_Tut3&lt;br /&gt;
| 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;
[[de:Lektion_10_Tut3]]&lt;br /&gt;
[[en:Lesson_10_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_6_Tut3&amp;diff=2309</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=2309"/>
		<updated>2013-03-15T22:00:18Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
[[de:Lektion 6]]&lt;br /&gt;
[[en:Lesson 6]]&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_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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_10_Tut3&amp;diff=2308</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=2308"/>
		<updated>2013-03-15T21:58:47Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
| TextBackwards = Lesson 9&lt;br /&gt;
| LinkForwards = Lesson_11_Tut3&lt;br /&gt;
| 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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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;
[[de:Lektion_10_Tut3]]&lt;br /&gt;
[[en:Lesson_10_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_10_Tut3&amp;diff=2307</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=2307"/>
		<updated>2013-03-15T21:58:03Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
| TextBackwards = Lesson 9&lt;br /&gt;
| LinkForwards = Lesson_11_Tut3&lt;br /&gt;
| 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 a more 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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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;
[[de:Lektion_10_Tut3]]&lt;br /&gt;
[[en:Lesson_10_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_9_Tut3&amp;diff=2306</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=2306"/>
		<updated>2013-03-12T04:36:50Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 9]]&lt;br /&gt;
[[en:Lesson 9]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2305</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=2305"/>
		<updated>2013-03-11T16:38:37Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_8_Tut3]]&lt;br /&gt;
[[en:Lesson_8_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2304</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=2304"/>
		<updated>2013-03-11T16:31:24Z</updated>

		<summary type="html">&lt;p&gt;Mminini: /* Overview */&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;
==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;
* The intensity of the dimmer panel is pulled or press the &amp;quot;Lumos&amp;quot; button&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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_8_Tut3]]&lt;br /&gt;
[[en:Lesson_8_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=2303</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=2303"/>
		<updated>2013-03-11T16:30:31Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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 conzept of DMXControl 3 GUI]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lesson_3_Tut3|Lesson 3: TheProject 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: Edit of 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 analyser ]]&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: Tipps for Testing and behaviot in error case]]&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;
&lt;br /&gt;
[[de:Tutorials DMXControl 3]]&lt;br /&gt;
[[en:Tutorials DMXControl 3]]&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>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2302</id>
		<title>Talk:Lesson 8 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2302"/>
		<updated>2013-03-11T03:20:10Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, I should note that the English used in these [[Tutorials]] is actually quite good. And probably better than I could write in a technical document like this.  I have some across a few things I consider errors in typing, and only one consistently misspelled word &amp;quot;Excercise&amp;quot; (should be Exercise). This sort of thing would be caught by adding the English language dictionary to your Windows set-up.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
I suggest that you provide tutorial files to start lesson 8. Otherwise, someone who has not done lessons 1 to 7 will not be able to do this lesson.  Also, if they did create the stage view and other settings from lessons 1 to 7, but made errors, this lesson may not work properly. The files should be provided in a special folder at the time of the initial installation.  Also, the files should be available at the bottom of the Wiki [[Tutorials]], under the &amp;quot;Additional Links and References&amp;quot; section.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
At the end of the tutorial, there is a section where the original author indicates they were unsure of a particular function. I imagine this sort of discussion is better put into the discussion, or perhaps as an alert, like some of the other non-working features.&lt;br /&gt;
&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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I removed the portion that says, &amp;quot;: ... i guess should work but i don&#039;t know how.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
------------------------------&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2301</id>
		<title>Talk:Lesson 8 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2301"/>
		<updated>2013-03-11T03:19:36Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, I should note that the English used in these [[Tutorials]] is actually quite good. And probably better than I could write in a technical document like this.  I have some across a few things I consider errors in typing, and only one consistently misspelled word &amp;quot;Excercise&amp;quot; (should be Exercise). This sort of thing would be caught by adding the English language dictionary to your Windows set-up.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
I suggest that you provide tutorial files to start lesson 8. Otherwise, someone who has not done lessons 1 to 7 will not be able to do this lesson.  Also, if they did create the stage view and other settings from lessons 1 to 7, but made errors, this lesson may not work properly. The files should be provided in a special folder at the time of the initial installation.  Also, the files should be available at the bottom of the Wiki [[Tutorials]], under the &amp;quot;Additional Links and References&amp;quot; section.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
At the end of the tutorial, there is a section where the original author indicates they were unsure of a particular function. I imagine this sort of discussion is better put into the discussion, or perhaps as an alert, like some of the other non-working features.&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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
--&lt;br /&gt;
I removed the portion that says, &amp;quot;: ... i guess should work but i don&#039;t know how.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
------------------------------&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2300</id>
		<title>Talk:Lesson 8 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2300"/>
		<updated>2013-03-11T03:19:13Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, I should note that the English used in these [[Tutorials]] is actually quite good. And probably better than I could write in a technical document like this.  I have some across a few things I consider errors in typing, and only one consistently misspelled word &amp;quot;Excercise&amp;quot; (should be Exercise). This sort of thing would be caught by adding the English language dictionary to your Windows set-up.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
I suggest that you provide tutorial files to start lesson 8. Otherwise, someone who has not done lessons 1 to 7 will not be able to do this lesson.  Also, if they did create the stage view and other settings from lessons 1 to 7, but made errors, this lesson may not work properly. The files should be provided in a special folder at the time of the initial installation.  Also, the files should be available at the bottom of the Wiki [[Tutorials]], under the &amp;quot;Additional Links and References&amp;quot; section.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
At the end of the tutorial, there is a section where the original author indicates they were unsure of a particular function. I imagine this sort of discussion is better put into the discussion, or perhaps as an alert, like some of the other non-working features.&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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
&lt;br /&gt;
I removed the portion that says, &amp;quot;: ... i guess should work but i don&#039;t know how.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
------------------------------&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2299</id>
		<title>Talk:Lesson 8 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2299"/>
		<updated>2013-03-11T03:17:42Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, I should note that the English used in these tutorials is actually quite good. And probably better than I could write a technical document like this.  I have some across a few things I consider errors in typing, and only one consistently misspelled word &amp;quot;Excercise&amp;quot; (should be Exercise). This sort of thing would be caught by adding the English language dictionary to your Windows set-up.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
I suggest that you provide tutorial files to start lesson 8. Otherwise, someone who has not done lessons 1 to 7 will not be able to do this lesson.  Also, if they did create the stage view and other settings from lessons 1 to 7, but made errors, this lesson may not work properly. The files should be provided in a special folder at the time of the initial installation.  Also, the files should be available at the bottom of the Wiki [[Tutorials]], under the &amp;quot;Additional Links and References&amp;quot; section.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
-----------------------------&lt;br /&gt;
&lt;br /&gt;
At the end of the tutorial, there is a section where the original author indicates they were unsure of a particular function. I imagine this sort of discussion is better put into the discussion, or perhaps as an alert, like some of the other non-working features.&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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
&lt;br /&gt;
I removed the portion that says, &amp;quot;: ... i guess should work but i don&#039;t know how.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
------------------------------&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2298</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=2298"/>
		<updated>2013-03-11T03:10:37Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &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;
&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;
* The intensity of the dimmer panel is pulled or press the &amp;quot;Lumos&amp;quot; button&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;
&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_8_Tut3]]&lt;br /&gt;
[[en:Lesson_8_Tut3]]&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;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2297</id>
		<title>Talk:Lesson 8 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2297"/>
		<updated>2013-03-11T02:35:05Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest that you provide tutorial files to start lesson 8. Otherwise, someone who has not done lessons 1 to 7 will not be able to do this lesson.  Also, if they did create the stage view and other settings from lessons 1 to 7, but made errors, this lesson may not work properly. The files should be provided in a special folder at the time of the initial installation.  Also, the files should be available at the bottom of the Wiki tutorials, under the &amp;quot;Additional Links and References&amp;quot; section.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
--------------------------&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2296</id>
		<title>Talk:Lesson 8 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Talk:Lesson_8_Tut3&amp;diff=2296"/>
		<updated>2013-03-11T02:30:08Z</updated>

		<summary type="html">&lt;p&gt;Mminini: Created page with &amp;quot;I suggest that you provide tutorial files to start lesson 8. Otherwise, someone who has not done lessons 1 to 7 will not be able to do this lesson.  Also, if they did create t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest that you provide tutorial files to start lesson 8. Otherwise, someone who has not done lessons 1 to 7 will not be able to do this lesson.  Also, if they did create the stage view and other settings from lessons 1 to 7, but made errors, this lesson may not work properly.&lt;br /&gt;
-Joe Dunfee&lt;br /&gt;
--------------------------&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_7_Tut3&amp;diff=2295</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=2295"/>
		<updated>2013-03-11T02:25:14Z</updated>

		<summary type="html">&lt;p&gt;Mminini: &lt;/p&gt;
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==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;
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==Lecture 7: Summary and details of setup ==&lt;br /&gt;
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Now we will finalize our first expedition through DMXControl by investigating other generic features.&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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;
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This is for administrative operations in your device configuration.&lt;br /&gt;
[[File:DMXC3L07 ProjectExplorerMenues.JPG]]&lt;br /&gt;
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[[File:DMXC3L07 menuelist.JPG|600px]]&lt;br /&gt;
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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;
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|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;
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[[File:DMXC3L07 channelOverview.JPG|600px]]&lt;br /&gt;
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==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;
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| TextForwards = Lesson 8&lt;br /&gt;
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[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Mminini</name></author>
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