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	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_12_Tut3&amp;diff=2251</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=2251"/>
		<updated>2013-01-28T19:38:17Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: corr&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 scenelists ==&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;
&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 dropdown arrow on right hand  side of this button you see some more sophisticated capabilities with their short code. In most cases you have to mark a scene at first before applying this modification.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12_SL_storemenue.jpg|2|View of the dropdownmenu 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 ||    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 &#039;&#039;&#039;Programmer&#039;&#039;&#039;  || &lt;br /&gt;
|-&lt;br /&gt;
| Merge||    Strg+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 ||    Strg+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 ||    Strg+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 dropdownmenu 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 ||    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;
{{Picture_with_subtitle |DMXC3L12_SL_optionmenue.jpg|4|View of dropdownmenu 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;
==Excercise==&lt;br /&gt;
* Test the append and subtract cue functions&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 13&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=ToC_Manual_DMXC3&amp;diff=2244</id>
		<title>ToC Manual DMXC3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=ToC_Manual_DMXC3&amp;diff=2244"/>
		<updated>2013-01-23T07:43:24Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Proposal for further discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Proposal for further discussion=&lt;br /&gt;
&lt;br /&gt;
       &lt;br /&gt;
Chapter 1: Preamble/Vorwort&lt;br /&gt;
&lt;br /&gt;
Chapter 2: Introduction/Einleitung &lt;br /&gt;
&lt;br /&gt;
Chapter 3: Installation&lt;br /&gt;
&lt;br /&gt;
Chapter 4: Project Explorer&lt;br /&gt;
&lt;br /&gt;
Chapter 5: Stage View&lt;br /&gt;
&lt;br /&gt;
Chapter 7: DMX Interfaces&lt;br /&gt;
&lt;br /&gt;
Chapter 8: Property Panels&lt;br /&gt;
&lt;br /&gt;
Chapter 9: Property Grid&lt;br /&gt;
&lt;br /&gt;
Chapter 10: Channel overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chapter 11: Cues&lt;br /&gt;
&lt;br /&gt;
Chapter 12: Cue lists&lt;br /&gt;
&lt;br /&gt;
Chapter 13: Executor&lt;br /&gt;
&lt;br /&gt;
Chapter 14: Master&lt;br /&gt;
&lt;br /&gt;
Chapter 15: Sound Analyzer&lt;br /&gt;
&lt;br /&gt;
Chapter 16: Softdesk&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chapter 17: Program configuration&lt;br /&gt;
&lt;br /&gt;
Chapter 18: Plugin administration&lt;br /&gt;
&lt;br /&gt;
Chapter 19: DDF Basics&lt;br /&gt;
&lt;br /&gt;
Chapter 20: DDFCreator&lt;br /&gt;
&lt;br /&gt;
Chapter 21: Plugin: Beamertool&lt;br /&gt;
&lt;br /&gt;
Chapter 22: Plugin: Matrixeffects&lt;br /&gt;
&lt;br /&gt;
Chapter 23: Plugin: OSC Receiver Modul&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chapter 24: Addon: Magic EasyView Visualizer&lt;br /&gt;
&lt;br /&gt;
Appendix1: Glossar&lt;br /&gt;
&lt;br /&gt;
Appendix2: Shortcuts&lt;br /&gt;
&lt;br /&gt;
Appendix3: System requirements &lt;br /&gt;
&lt;br /&gt;
Appendix4: Panel system&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_11_Tut3&amp;diff=2198</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=2198"/>
		<updated>2013-01-22T11:17:27Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Use of beat trigger */  minor fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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;
&lt;br /&gt;
In previous lessons we learnt how to create cues and scene lists. Now we are familar with most of the attributes of the scene list but some more explanation about the trigger is nessecary. The default trigger is &amp;quot;follow&amp;quot;. That means the next cue will be started after the previous one is faded 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;
Besides of &#039;&#039;&#039;follow&#039;&#039;&#039; there are some other types of triggers. The following table informs you about their behaviours.&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 in cue after 3 GO presses, default is 1&lt;br /&gt;
|-&lt;br /&gt;
| follow     || 5s       || wait until the previous cue is faded in, then the countdown is started&lt;br /&gt;
|-&lt;br /&gt;
| wait       || 5s       || wait time countdown starts when wait or follow of previous cue is completed&lt;br /&gt;
|-&lt;br /&gt;
| timecode   || 00:26:05 || expects external timecode information&lt;br /&gt;
|-&lt;br /&gt;
| rtc        || 13:00:00 || real time clock, fade in a cue at a specified time&lt;br /&gt;
|-&lt;br /&gt;
| beat       || (optional) 3  || you have to do some more settings, see next paragraph below!&lt;br /&gt;
optional: fade in cue after 3 beats, default is 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you type a wrong 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 realtimecode 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;
If you want to have your scenes beat controled, you need to select 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 dependencys and capabilitys 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;
==Excercise==&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 timecodes&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 12&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_10_Tut3&amp;diff=2197</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=2197"/>
		<updated>2013-01-22T11:13:29Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: minor fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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;debuging&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; is a helpful tool during programming your show. It 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. On that step you have been 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;
* at first we 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, we 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 result is exactly shown in the programmer. Please be aware that the cue is not saved at this point of time, because further modification could 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;
In case you change your mind on the current cue, you can press the &#039;&#039;&#039;Clear Programmer&#039;&#039;&#039; button in order to remove all settings und 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 we save the cue you are able to select the desired items in the &#039;&#039;&#039;Programmer Filter&#039;&#039;&#039; that appears 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 cuelist.&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 cache the current selctions 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 lowest effort.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L10 Programmer.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
In addition to that 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;. This function is mainly used in &#039;&#039;&#039;Output Mode&#039;&#039;&#039;. With this tool you can adjust the values ​​of 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 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;
==Excercise==&lt;br /&gt;
* Repeat the above scenario&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 11&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2196</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=2196"/>
		<updated>2013-01-22T11:11:53Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: minor fixes part2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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! All RGB lights will 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 wich 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 following:&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L08 SlideDMXC3cue.jpg|3|Lifecycle 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 reduceded 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 clor 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 immedately 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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
&lt;br /&gt;
==Excercise==&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
Lesson 9&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2195</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=2195"/>
		<updated>2013-01-22T11:10:32Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: minor fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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! All RGB lights will 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 wich 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 following:&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L08 SlideDMXC3cue.jpg|3|Lifecycle 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 reduceded 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;
[[File:Clear_programmer.jpg]]&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 clor 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 immedately 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;
[[File:DMXC3L08 SecondScene.JPG]]&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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
&lt;br /&gt;
==Excercise==&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
Lesson 9&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_7_Tut3&amp;diff=2194</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=2194"/>
		<updated>2013-01-22T11:06:39Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: minor fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_6_Tut3&lt;br /&gt;
| TextBackwards = Lesson 6&lt;br /&gt;
| LinkForwards = Lesson_8_Tut3&lt;br /&gt;
| TextForwards = Lesson 8&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson a final overview about the basic concepts for setting up the DMXControl 3 software is given. This completes the first part of the lectures &amp;quot;Basics, Setup and configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lecture 7: Summary and details of setup ==&lt;br /&gt;
&lt;br /&gt;
Now we will finalise our first expedition through DMXControl by investigating other generic features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 is very focused on working with groups of devices. These groups can be defined in a very effective and flexible way. Due to the strong abstraction of device properties you can also combine different types of devices in groups (to programm them later uniformly). Also adding devices to a group later is no problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The management of all elements is centralized in the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. Here you keep control over your devices, groups, views, cue lists, and so on. &lt;br /&gt;
The new panel concept requires some practice, but you&#039;ll love it if you mastered it. So you can adjust the DMXControl 3 completely according to your needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are lots of additional buttons in the main menu for operational support:&lt;br /&gt;
* File&lt;br /&gt;
** Here you can create, open and save projects&lt;br /&gt;
** With &amp;quot;project properties&amp;quot; you can assign some notices to the current project&lt;br /&gt;
* Windows&lt;br /&gt;
** Beside some tools that will be explained later on, here you find a chat tool. It is helpful if several operators and programmers work in parallel with DMXControl 3. They can exchange some messages here. &lt;br /&gt;
** The &amp;quot;manual beat tool&amp;quot; can be compared to the corresponding tool in DMXControl 2. By pressing the space key you can generate manual beats&lt;br /&gt;
* Settings&lt;br /&gt;
** &#039;&#039;&#039;Application settings&#039;&#039;&#039;: Double click the icons in order to set configuration options.&lt;br /&gt;
** Here we refer to the affinity feature: DMXControl is trying to calculate similarities of gobos. If you have two moving lights with different gobos and for example you select in the (mixed) property grid a &amp;quot;starry sky&amp;quot; gobo, it tries automatically to take the most similar gobo on each device. &lt;br /&gt;
With the option &#039;&#039;&#039;Affinity View&#039;&#039;&#039; you can manually adjust the &amp;quot;similarities&amp;quot; to your subjective view.&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L07 AffinityView.JPG|1|View of AffinityView-Tool|center}}&lt;br /&gt;
&lt;br /&gt;
If you choose a gobo on the left side, you will logically find the same logo in the first place on the righ side. If this does not exist on your device, it will automatically take the next one in the list and so on. With the up and down arrows you can manually change the order.&lt;br /&gt;
&lt;br /&gt;
On left hand side of your screen you have some global icons. Here we want to refer to &lt;br /&gt;
* Fog&lt;br /&gt;
** Here you have several operation modes for your DMX-controled fog device &lt;br /&gt;
* Highlight &lt;br /&gt;
** Rapid activation and deactivation of a device by simply clicking on it. Particularly suitable for setting up your stage.&lt;br /&gt;
* Blackout&lt;br /&gt;
** As the name indicates: Blackout of all devices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project explorer also contains some general buttons:&lt;br /&gt;
* Edit&lt;br /&gt;
* Create directory / create device group&lt;br /&gt;
* Up / Down&lt;br /&gt;
* Device Manager&lt;br /&gt;
* Add item list / add Live view&lt;br /&gt;
* Import / export files&lt;br /&gt;
This is for administative operations in your device configuration.&lt;br /&gt;
[[File:DMXC3L07 ProjectExplorerMenues.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 menuelist.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One helpful tool is missing for basic checks and setting up of DMX channels: the channel overview (Windows -&amp;gt; channel overview). Here you get an overview about the current output. With the slider on left hand side you can also modify the value of the selected channel.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 channelOverview.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text =Please be aware that the &#039;&#039;&#039;Channel Overview&#039;&#039;&#039; is not finally ready and still is under construction.}}&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Set channel 34 to DMX value 128 with help of channel overview&lt;br /&gt;
* Try the Highlight and Blackout mode (observe results in Stage view panel)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
Great! You have now completed the first part of the DMXControl lecture! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
Lesson 8&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_7_Tut3]]&lt;br /&gt;
[[en:Lesson_7_Tut3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| LinkBackwards = Lesson_6_Tut3&lt;br /&gt;
| TextBackwards = Lesson 6&lt;br /&gt;
| LinkForwards = Lesson_8_Tut3&lt;br /&gt;
| TextForwards = Lesson 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_6_Tut3&amp;diff=2193</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=2193"/>
		<updated>2013-01-22T11:04:30Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 6: Configuring the output plugins */  fixed images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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 menue &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 of 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 that the DE or fx5 interface outputs something, you can 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), obtain a line in the table for each DMX Universe. Therefore e.g. 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 a port to a DMX Universe by a double click.&lt;br /&gt;
&lt;br /&gt;
The entry must be constructed in accordance with the scheme:&lt;br /&gt;
 Universe.DMX start channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 supports 16 DMX universes (Universe Universe 1 to 16) with each 512 channels (channel 1 to channel 512).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If it is intended that the DE or fx5 interface for example has 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;
==Excercise==&lt;br /&gt;
* Activate and configure your DMX transmitter&lt;br /&gt;
* Configure an ArtNet Interface (&amp;quot;Artistic Licence&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
Lesson 7&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Template:Bild_mit_Unterschrift_zu_loeschen&amp;diff=2192</id>
		<title>Template:Bild mit Unterschrift zu loeschen</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Template:Bild_mit_Unterschrift_zu_loeschen&amp;diff=2192"/>
		<updated>2013-01-22T10:55:39Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: Fixed error from &amp;quot;Datei:&amp;quot; to &amp;quot;File:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch: {{{4}}}&lt;br /&gt;
| center = &amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{(!}}&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}[[File:{{{1}}}{{!}}{{{5}}}{{!}}Bild {{#expr:{{{2}}}}}: {{{3}}}]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} &lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}align=&amp;quot;left&amp;quot; style=&amp;quot;font-size:85%;&amp;quot;{{!}}&#039;&#039;&#039;Bild {{#expr:{{{2}}}}}: {{{3}}}&#039;&#039;&#039;&lt;br /&gt;
{{!)}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| left&lt;br /&gt;
| right = {{(!}} style=&amp;quot;float:{{{4}}}&amp;quot;&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}[[File:{{{1}}}{{!}}{{{5}}}{{!}}Bild {{#expr:{{{2}}}}}: {{{3}}}]]&lt;br /&gt;
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{{!}} &lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}style=&amp;quot;font-size:85%; align:left;&amp;quot;{{!}}&#039;&#039;&#039;Bild {{#expr:{{{2}}}}}: {{{3}}}&#039;&#039;&#039;&lt;br /&gt;
{{!)}}&lt;br /&gt;
| #default = {{(!}}&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}[[File:{{{1}}}{{!}}{{{4}}}{{!}}Bild {{#expr:{{{2}}}}}: {{{3}}}]]&lt;br /&gt;
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{{!}}style=&amp;quot;font-size:85%; align:left;&amp;quot;{{!}}&#039;&#039;&#039;Bild {{#expr:{{{2}}}}}: {{{3}}}&#039;&#039;&#039;&lt;br /&gt;
{{!)}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Diese Vorlage erzeugt die Bildunterschrift. Die Syntax lautet wie folgt:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Bild_mit_Unterschrift | &amp;lt;Dateiname&amp;gt; | &amp;lt;Bildnummer&amp;gt; | &amp;lt;Bildunterschrift&amp;gt; | &amp;lt;Position (optional)&amp;gt; | &amp;lt;Bildgröße (optional)&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Zum Beispiel:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Bild_mit_Unterschrift | DMXC2_Manual_Kanaluebersicht_Fenster.png | 2 | Die Kanalübersicht | center | 400px}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_12_Tut3&amp;diff=2179</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=2179"/>
		<updated>2013-01-21T18:27:39Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: quick correction of all pictures with subtitle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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 scenelists ==&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;
&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 dropdown arrow on right hand  side of this button you see some more sophisticated capabilities with their short code. In most cases you have to mark a scene at first before applying this modification.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12_SL_storemenue.jpg|2|View of the dropdownmenu of &amp;quot;Add Cue&amp;quot;|center}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The following operations are related to the values in the programmer.&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;
| 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;
| 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;
&lt;br /&gt;
&lt;br /&gt;
In 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 the copy/paste content operations you can take over the value from single fields to other cues.&lt;br /&gt;
&lt;br /&gt;
{{Picture_with_subtitle |DMXC3L12_SL_editmenue.jpg|3|View of dropdownmenu of &amp;quot;Edit&amp;quot;|center}}&lt;br /&gt;
&lt;br /&gt;
Again, here is the summarizing table for explanation:&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  ||    ||   Selekted 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;
{{Picture_with_subtitle |DMXC3L12_SL_optionmenue.jpg|4|View of dropdownmenu 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;
!         Funktion         !!        Beschreibung    !!   Kommentar&lt;br /&gt;
|-&lt;br /&gt;
| Tracking  ||   If Tracking is active a value remains  until it is overwritten by another cue (or the cue list is finished). If tracking is disabled, only the values ​​are output that is stored in the current cue. All others are faded out. ||     &lt;br /&gt;
|-&lt;br /&gt;
| Reset when Released  ||   Cue List jumps to first entry, after last cue was executed   ||      &lt;br /&gt;
|-&lt;br /&gt;
| Use Cue Time as Back Time  ||   With a jump back in the Cue List, the times of the cues are used for the crossfade. ||     &lt;br /&gt;
|-&lt;br /&gt;
| Use Cue Time as GoTo Time  ||   With a jump forward in the Cue List, 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.   ||      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Test the append and subtract cue functions&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 13&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_12_Tut3&amp;diff=2178</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=2178"/>
		<updated>2013-01-21T18:21:38Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: first corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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 scenelists ==&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;
&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 dropdown arrow on right hand  side of this button you see some more sophisticated capabilities with their short code. In most cases you have to mark a scene at first before applying this modification.&lt;br /&gt;
&lt;br /&gt;
[[Datei:DMXC3L12 SL storemenue.jpg]]&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L12 SL storemenue.jpg|2|Anzeige der Menüeinträge des Dropdownmenüs von Add Cue|center}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; The following operations are related to the values in the programmer.&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;
| 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;
| 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;
&lt;br /&gt;
&lt;br /&gt;
In 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 the copy/paste content operations you can take over the value from single fields to other cues.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L12 SL editmenue.jpg|3|Anzeige der Menüeinträge des Dropdownmenüs von Edit|center}}&lt;br /&gt;
[[Datei:DMXC3L12 SL editmenue.jpg]]&lt;br /&gt;
&lt;br /&gt;
Again, here is the summarizing table for explanation:&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  ||    ||   Selekted 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;
{{Bild_mit_Unterschrift |DMXC3L12 SL optionmenue.jpg|4|Anzeige der Menüeinträge des Dropdownmenüs von Options|center}}&lt;br /&gt;
[[Datei:DMXC3L12 SL optionmenue.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         Funktion         !!        Beschreibung    !!   Kommentar&lt;br /&gt;
|-&lt;br /&gt;
| Tracking  ||   If Tracking is active a value remains  until it is overwritten by another cue (or the cue list is finished). If tracking is disabled, only the values ​​are output that is stored in the current cue. All others are faded out. ||     &lt;br /&gt;
|-&lt;br /&gt;
| Reset when Released  ||   Cue List jumps to first entry, after last cue was executed   ||      &lt;br /&gt;
|-&lt;br /&gt;
| Use Cue Time as Back Time  ||   With a jump back in the Cue List, the times of the cues are used for the crossfade. ||     &lt;br /&gt;
|-&lt;br /&gt;
| Use Cue Time as GoTo Time  ||   With a jump forward in the Cue List, 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.   ||      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Test the append and subtract cue functions&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 13&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 12]]&lt;br /&gt;
[[en:Lesson 12]]&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Template:Picture_with_subtitle&amp;diff=2177</id>
		<title>Template:Picture with subtitle</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Template:Picture_with_subtitle&amp;diff=2177"/>
		<updated>2013-01-21T18:17:11Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: Tried to generate an fix template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch: {{{4}}}&lt;br /&gt;
| center = &amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{(!}}&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}[[File:{{{1}}}{{!}}{{{5}}}{{!}}Picture {{#expr:{{{2}}}}}: {{{3}}}]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} &lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}align=&amp;quot;left&amp;quot; style=&amp;quot;font-size:85%;&amp;quot;{{!}}&#039;&#039;&#039;Picture {{#expr:{{{2}}}}}: {{{3}}}&#039;&#039;&#039;&lt;br /&gt;
{{!)}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| left&lt;br /&gt;
| right = {{(!}} style=&amp;quot;float:{{{4}}}&amp;quot;&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}[[File:{{{1}}}{{!}}{{{5}}}{{!}}Picture {{#expr:{{{2}}}}}: {{{3}}}]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} &lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}style=&amp;quot;font-size:85%; align:left;&amp;quot;{{!}}&#039;&#039;&#039;Picture {{#expr:{{{2}}}}}: {{{3}}}&#039;&#039;&#039;&lt;br /&gt;
{{!)}}&lt;br /&gt;
| #default = {{(!}}&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}[[File:{{{1}}}{{!}}{{{4}}}{{!}}Picture {{#expr:{{{2}}}}}: {{{3}}}]]&lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}} &lt;br /&gt;
{{!-}}&lt;br /&gt;
{{!}}style=&amp;quot;font-size:85%; align:left;&amp;quot;{{!}}&#039;&#039;&#039;Picture {{#expr:{{{2}}}}}: {{{3}}}&#039;&#039;&#039;&lt;br /&gt;
{{!)}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Template generates the Pictur subtitle. The syntax is as followed:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{picture_with_subtitle  | &amp;lt;Filename&amp;gt; | &amp;lt;Number of picture&amp;gt; | &amp;lt;Subtitle&amp;gt; |  &amp;lt;Position (optional)&amp;gt; | &amp;lt;Picturesize  (optional)&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Picture_with_subtitle  | DMXC2_Manual_Kanaluebersicht_Fenster.png | 2 | The channel overview |  center | 400px}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_11_Tut3&amp;diff=2176</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=2176"/>
		<updated>2013-01-21T17:54:56Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Use of beat trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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;
&lt;br /&gt;
In previous lessons we learnt how to create cues and scene lists. Now we are familar with most of the attributes of the scene list but some more explanation about the trigger is nessecary. The default trigger is &amp;quot;follow&amp;quot;. That means the next cue will be started after the previous one is faded 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;
Besides of &#039;&#039;&#039;follow&#039;&#039;&#039; there are some other types of triggers. The following table informs you about their behaviours.&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 in cue after 3 GO presses, default is 1&lt;br /&gt;
|-&lt;br /&gt;
| follow     || 5s       || wait until the previous cue is faded in, then the countdown is started&lt;br /&gt;
|-&lt;br /&gt;
| wait       || 5s       || wait time countdown starts when wait or follow of previous cue is completed&lt;br /&gt;
|-&lt;br /&gt;
| timecode   || 00:26:05 || expects external timecode information&lt;br /&gt;
|-&lt;br /&gt;
| rtc        || 13:00:00 || real time clock, fade in a cue at a specified time&lt;br /&gt;
|-&lt;br /&gt;
| beat       || (optional) 3  || you have to do some more settings, see next paragraph below!&lt;br /&gt;
optional: fade in cue after 3 beats, default is 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you type a wrong 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 realtimecode 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;
If you want to have your scenes beat controled, you need to select 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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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 dependencys and capabilitys 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;
==Excercise==&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 timecodes&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 12&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_11_Tut3&amp;diff=2175</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=2175"/>
		<updated>2013-01-21T17:51:19Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: corr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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;
&lt;br /&gt;
In previous lessons we learnt how to create cues and scene lists. Now we are familar with most of the attributes of the scene list but some more explanation about the trigger is nessecary. The default trigger is &amp;quot;follow&amp;quot;. That means the next cue will be started after the previous one is faded 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;
Besides of &#039;&#039;&#039;follow&#039;&#039;&#039; there are some other types of triggers. The following table informs you about their behaviours.&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 in cue after 3 GO presses, default is 1&lt;br /&gt;
|-&lt;br /&gt;
| follow     || 5s       || wait until the previous cue is faded in, then the countdown is started&lt;br /&gt;
|-&lt;br /&gt;
| wait       || 5s       || wait time countdown starts when wait or follow of previous cue is completed&lt;br /&gt;
|-&lt;br /&gt;
| timecode   || 00:26:05 || expects external timecode information&lt;br /&gt;
|-&lt;br /&gt;
| rtc        || 13:00:00 || real time clock, fade in a cue at a specified time&lt;br /&gt;
|-&lt;br /&gt;
| beat       || (optional) 3  || you have to do some more settings, see next paragraph below!&lt;br /&gt;
optional: fade in cue after 3 beats, default is 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you type a wrong 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 realtimecode 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;
If you want to have your scenes beat controled, you need to select the trigger &#039;&#039;&#039;beat&#039;&#039;&#039; .&lt;br /&gt;
{{BoxHint|Text&lt;br /&gt;
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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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 dependencys and capabilitys 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;
==Excercise==&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 timecodes&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 12&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_10_Tut3&amp;diff=2174</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=2174"/>
		<updated>2013-01-21T17:08:28Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: corr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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;debuging&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; is a helpful tool during programming your show. It 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. On that step you have been 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;
* at first we 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, we set the group of front lights to 50% brightness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L10 liveviewProgrammer.JPG|center]]&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L10 liveviewProgrammer.JPG|1|Stage View|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The result is exactly shown in the programmer. Please be aware that the cue is not saved at this point of time, because further modification could follow. &lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L10 Programmer.JPG|center|600px]]&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;
In case you change your mind on the current cue, you can press the &#039;&#039;&#039;Clear Programmer&#039;&#039;&#039; button in order to remove all settings und 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 we save the cue you are able to select the desired items in the &#039;&#039;&#039;Programmer Filter&#039;&#039;&#039; that appears 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 cuelist.&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 cache the current selctions 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 lowest effort.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L10 Programmer.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
In addition to that 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;. This function is mainly used in &#039;&#039;&#039;Output Mode&#039;&#039;&#039;. With this tool you can adjust the values ​​of 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 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;
==Excercise==&lt;br /&gt;
* Repeat the above scenario&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 11&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_9_Tut3&amp;diff=2168</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=2168"/>
		<updated>2013-01-13T16:38:15Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Effects and filters */  corr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = 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 in that way that dynamic effects can be included and that 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 pull up a fan and created a colorful beautiful picture, you can create beautiful color palettes or beam radiation.&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 excercise 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 of 30% adjusted 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 too&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 will jump to full value&lt;br /&gt;
|drag &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: Changing of Gobos&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 dimm 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 sequently 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;
==Excercise==&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
Lesson 10&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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_9_Tut3&amp;diff=2044</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=2044"/>
		<updated>2013-01-12T17:46:30Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: corrections up to ---Effects and filters--- (not corrected yet)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lesson_8_Tut3&lt;br /&gt;
| zurückText = Lesson 8&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_10_Tut3&lt;br /&gt;
| vorText = Lesson 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&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 in that way that dynamic effects can be included and that 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 pull up a fan and created a colorful beautiful picture, you can create beautiful color palettes or beam radiation.&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 excercise 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 goes with DMXControl 3 also completely fixed, or did you expect something else? ;)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have an example: You want to have a blinking effects with all front light lamps.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Effects and filters&amp;quot; panel (accessed via Windows&amp;gt; Effects and Filters) some super effects are offered, by which a dynamic change within the cues can be produced, such as &amp;quot;sine&amp;quot;, &amp;quot;trapezoid&amp;quot;, &amp;quot;Sawtooth&amp;quot;. Using drag and drop you can easily e.g. the sine effect put to the dimmer in the Property Grid. &lt;br /&gt;
Already, this attribute behaves as it is expected by the symbol or name of the effect. You can then change specific effect parameters in the property grid for example, to affect the amplitude or frequency of the effect.&lt;br /&gt;
&lt;br /&gt;
Following settings are nessecary (the amplitude will vary between 30 and 100&amp;amp;nbsp;%): &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 lightswithin our RGB pars:     &lt;br /&gt;
*select the RGB  group     &lt;br /&gt;
*drag the chaser effect to the dimmer in Property Grid&lt;br /&gt;
&lt;br /&gt;
{{BoxHinweis&lt;br /&gt;
| Text= &#039;&#039;&#039;Effects (attachables) will be summed to the  values that are manually adjusted.  (If the&amp;amp;nbsp;device has a  dimmer of&amp;amp;nbsp;30% adjusted und you  add a sinus with amplitude of  20%, the brightness minimum value will  be&amp;amp;nbsp;30%, the maximum  value 50%)&amp;amp;nbsp; &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hint: Press the &#039;&#039;&#039;Del&#039;&#039;&#039; key (ot delete symbol) in Property Grid 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;
! Attribut &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..100] &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;
&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;
! Anwendungsfall&lt;br /&gt;
! Veranschaulichung &lt;br /&gt;
! Amplitude&lt;br /&gt;
|-&lt;br /&gt;
|Jump Effect: Dimmer should slowly fade to 0 and will jump to full value&lt;br /&gt;
|drag &amp;quot;Sawtooth&amp;quot; to dimmer property&lt;br /&gt;
| -100 &lt;br /&gt;
|-&lt;br /&gt;
|running light: one changing element of groups 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: Changing of Gobos&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;
|8-ter Figur: Moving Lights follow the 8 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 dimm in 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 changes sequently 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;
&lt;br /&gt;
==Excercise==&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 10]]&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;
| zurückLink = Lektion_8_Tut3&lt;br /&gt;
| zurückText = Lektion 8&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_10_Tut3&lt;br /&gt;
| vorText = Lektion 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2043</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=2043"/>
		<updated>2013-01-12T17:19:57Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_7_Tut3&lt;br /&gt;
| zurückText = Lektion 7&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_9_Tut3&lt;br /&gt;
| vorText = Lektion 9&lt;br /&gt;
}}&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&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! All RGB lights will 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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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;
&lt;br /&gt;
[[File:DMXC3L08 secondScene.JPG]]&lt;br /&gt;
[[File:DMXC3L08 SlideDMXC3cue.jpg]]&lt;br /&gt;
[[File:DMXC3L08 firstCue02.JPG]]&lt;br /&gt;
[[File:DMXC3L08 firstCue01.JPG]]&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 wich 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 following:&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L08 SlideDMXC3cue.jpg|3|Lifecycle 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 reduceded 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;
[[File:Clear_programmer.jpg]]&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 clor 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 immedately 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;
[[File:DMXC3L08 SecondScene.JPG]]&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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
&lt;br /&gt;
==Excercise==&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 9]]&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;
| zurückLink = Lektion_7_Tut3&lt;br /&gt;
| zurückText = Lektion 7&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_9_Tut3&lt;br /&gt;
| vorText = Lektion 9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_8_Tut3&amp;diff=2042</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=2042"/>
		<updated>2013-01-12T17:16:23Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 8: Scenes (cues) and scene lists */  corr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_7_Tut3&lt;br /&gt;
| zurückText = Lektion 7&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_9_Tut3&lt;br /&gt;
| vorText = Lektion 9&lt;br /&gt;
}}&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&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! All RGB lights will 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;
{{Bild_mit_Unterschrift |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;
{{Bild_mit_Unterschrift |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;
&lt;br /&gt;
[[File:DMXC3L08 secondScene.JPG]]&lt;br /&gt;
[[File:DMXC3L08 SlideDMXC3cue.jpg]]&lt;br /&gt;
[[File:DMXC3L08 firstCue02.JPG]]&lt;br /&gt;
[[File:DMXC3L08 firstCue01.JPG]]&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 wich 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 following:&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L08 SlideDMXC3cue.jpg|3|Lifecycle 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 reduceded 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;
[[File:Clear_programmer.jpg]]&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 clor 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;&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 forgetts 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 60s&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If Re is active for cue 41 the 1 immedately goes down from the &#039;&#039;actual value&#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;
[[File:DMXC3L08 SecondScene.JPG]]&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: ... i guess should work but i don&#039;t know how.&lt;br /&gt;
&lt;br /&gt;
==Excercise==&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 9]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 8]]&lt;br /&gt;
[[en:Lesson 8]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_7_Tut3&lt;br /&gt;
| zurückText = Lektion 7&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_9_Tut3&lt;br /&gt;
| vorText = Lektion 9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_7_Tut3&amp;diff=2041</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=2041"/>
		<updated>2013-01-12T15:01:43Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 7: Summary and details of setup */  Added BoxHint below&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_6_Tut3&lt;br /&gt;
| zurückText = Lektion 6&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_8_Tut3&lt;br /&gt;
| vorText = Lektion 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson a final overview about the basic concepts for setting up the DMXControl 3 software is given. This completes the first part of the lectures &amp;quot;Basics, Setup and configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lecture 7: Summary and details of setup ==&lt;br /&gt;
&lt;br /&gt;
Now we will finalise our first expedition through DMXControl by investigating other generic features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 is very focused on working with groups of devices. These groups can be defined in a very effective and flexible way. Due to the strong abstraction of device properties you can also combine different types of devices in groups (to programm them later uniformly). Also adding devices to a group later is no problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The management of all elements is centralized in the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. Here you keep control over your devices, groups, views, cue lists, and so on. &lt;br /&gt;
The new panel concept requires some practice, but you&#039;ll love it if you mastered it. So you can adjust the DMXControl 3 completely according to your needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are lots of additional buttons in the main menu for operational support:&lt;br /&gt;
* File&lt;br /&gt;
** Here you can create, open and save projects&lt;br /&gt;
** With &amp;quot;project properties&amp;quot; you can assign some notices to the current project&lt;br /&gt;
* Windows&lt;br /&gt;
** Beside some tools that will be explained later on, here you find a chat tool. It is helpful if several operators and programmers work in parallel with DMXControl 3. They can exchange some 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;
[[File:DMXC3L07 AffinityView.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you choose a gobo on the left side, you will logically find the same logo in the first place on the righ side. If this does not exist on your device, it will automatically take the next one in the list and so on. With the up and down arrows you can manually change the order.&lt;br /&gt;
&lt;br /&gt;
On left hand side of your screen you have some global icons. Here we want to refer to &lt;br /&gt;
* Fog&lt;br /&gt;
** Here you have several operation modes for your DMX-controled fog device &lt;br /&gt;
* Highlight &lt;br /&gt;
** Rapid activation and deactivation of a device by simply clicking on it. Particularly suitable for setting up your stage.&lt;br /&gt;
* Blackout&lt;br /&gt;
** As the name indicates: Blackout of all devices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project explorer also contains some general buttons:&lt;br /&gt;
* Edit&lt;br /&gt;
* Create directory / create device group&lt;br /&gt;
* Up / Down&lt;br /&gt;
* Device Manager&lt;br /&gt;
* Add item list / add Live view&lt;br /&gt;
* Import / export files&lt;br /&gt;
This is for administative operations in your device configuration.&lt;br /&gt;
[[File:DMXC3L07 ProjectExplorerMenues.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 menuelist.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One helpful tool is missing for basic checks and setting up of DMX channels: the channel overview (Windows -&amp;gt; channel overview). Here you get an overview about the current output. With the slider on left hand side you can also modify the value of the selected channel.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 ChannelOverview.JPG]]&lt;br /&gt;
[[File:DMXC3L07 channelOverview.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text =Please be aware that the &#039;&#039;&#039;Channel Overview&#039;&#039;&#039; is not finally ready and still is under construction.}}&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Set channel 34 to DMX value 128 with help of channel overview&lt;br /&gt;
* Try the Highlight and Blackout mode (observe results in Stage view panel)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
Great! You have now completed the first part of the DMXControl lecture! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 8]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 7]]&lt;br /&gt;
[[en:Lesson 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_6_Tut3&lt;br /&gt;
| zurückText = Lektion 6&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_8_Tut3&lt;br /&gt;
| vorText = Lektion 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_7_Tut3&amp;diff=2040</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=2040"/>
		<updated>2013-01-12T14:51:53Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 7: Summary and Details of Setup */  corr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_6_Tut3&lt;br /&gt;
| zurückText = Lektion 6&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_8_Tut3&lt;br /&gt;
| vorText = Lektion 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson a final overview about the basic concepts for setting up the DMXControl 3 software is given. This completes the first part of the lectures &amp;quot;Basics, Setup and configuration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lecture 7: Summary and details of setup ==&lt;br /&gt;
&lt;br /&gt;
Now we will finalise our first expedition through DMXControl by investigating other generic features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 is very focused on working with groups of devices. These groups can be defined in a very effective and flexible way. Due to the strong abstraction of device properties you can also combine different types of devices in groups (to programm them later uniformly). Also adding devices to a group later is no problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The management of all elements is centralized in the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. Here you keep control over your devices, groups, views, cue lists, and so on. &lt;br /&gt;
The new panel concept requires some practice, but you&#039;ll love it if you mastered it. So you can adjust the DMXControl 3 completely according to your needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are lots of additional buttons in the main menu for operational support:&lt;br /&gt;
* File&lt;br /&gt;
** Here you can create, open and save projects&lt;br /&gt;
** With &amp;quot;project properties&amp;quot; you can assign some notices to the current project&lt;br /&gt;
* Windows&lt;br /&gt;
** Beside some tools that will be explained later on, here you find a chat tool. It is helpful if several operators and programmers work in parallel with DMXControl 3. They can exchange some 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;
[[File:DMXC3L07 AffinityView.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you choose a gobo on the left side, you will logically find the same logo in the first place on the righ side. If this does not exist on your device, it will automatically take the next one in the list and so on. With the up and down arrows you can manually change the order.&lt;br /&gt;
&lt;br /&gt;
On left hand side of your screen you have some global icons. Here we want to refer to &lt;br /&gt;
* Fog&lt;br /&gt;
** Here you have several operation modes for your DMX-controled fog device &lt;br /&gt;
* Highlight &lt;br /&gt;
** Rapid activation and deactivation of a device by simply clicking on it. Particularly suitable for setting up your stage.&lt;br /&gt;
* Blackout&lt;br /&gt;
** As the name indicates: Blackout of all devices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The project explorer also contains some general buttons:&lt;br /&gt;
* Edit&lt;br /&gt;
* Create directory / create device group&lt;br /&gt;
* Up / Down&lt;br /&gt;
* Device Manager&lt;br /&gt;
* Add item list / add Live view&lt;br /&gt;
* Import / export files&lt;br /&gt;
This is for administative operations in your device configuration.&lt;br /&gt;
[[File:DMXC3L07 ProjectExplorerMenues.JPG]]&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 menuelist.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One helpful tool is missing for basic checks and setting up of DMX channels: the channel overview (Windows -&amp;gt; channel overview). Here you get an overview about the current output. With the slider on left hand side you can also modify the value of the selected channel.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L07 ChannelOverview.JPG]]&lt;br /&gt;
[[File:DMXC3L07 channelOverview.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;topics to be added (by beta testers)&#039;&#039;&#039;&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Set channel 34 to DMX value 128 with help of channel overview&lt;br /&gt;
* Try the Highlight and Blackout mode (observe results in Stage view panel)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
Great! You have now completed the first part of the DMXControl lecture! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 8]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 7]]&lt;br /&gt;
[[en:Lesson 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_6_Tut3&lt;br /&gt;
| zurückText = Lektion 6&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_8_Tut3&lt;br /&gt;
| vorText = Lektion 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_6_Tut3&amp;diff=2035</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=2035"/>
		<updated>2013-01-10T19:08:19Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 6: Configuring the output plugins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3| zurückLink = Lektion_5_Tut3| zurückText = Lektion 5| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]| vorLink = Lektion_7_Tut3| vorText = Lektion 7}}&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&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 menue &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;
{{Bild_mit_Unterschrift |DMXC3L06 AddInterface.JPG|1|Hinzufügen eines 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 that the DE or fx5 interface outputs something, you can select Mode &#039;&#039;&#039;2 - PC Out -&amp;gt; select DMX Out&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L06 DE IF plugin settings.JPG|2|Ansicht der Erweiterten Einstellungen des DE- bzw. fx5-Interfaces|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L06 DE IF plugin settings.JPG]]&lt;br /&gt;
&lt;br /&gt;
Interfaces that support more than one DMX universe (such as the visualization tool 3D Easy View), obtain a line in the table for each DMX Universe. Therefore e.g. 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 a port to a DMX Universe by a double click.&lt;br /&gt;
&lt;br /&gt;
The entry must be constructed in accordance with the scheme:&lt;br /&gt;
 Universe.DMX start channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 supports 16 DMX universes (Universe Universe 1 to 16) with each 512 channels (channel 1 to channel 512).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If it is intended that the DE or fx5 interface for example has 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;
==Excercise==&lt;br /&gt;
* Activate and configure your DMX transmitter&lt;br /&gt;
* Configure an ArtNet Interface (&amp;quot;Artistic Licence&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 7]]&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;
| zurückLink = Lektion_5_Tut3&lt;br /&gt;
| zurückText = Lektion 5&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_7_Tut3&lt;br /&gt;
| vorText = Lektion 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_6_Tut3&amp;diff=2034</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=2034"/>
		<updated>2013-01-10T18:57:15Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 6: Configuring the output plugins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3| zurückLink = Lektion_5_Tut3| zurückText = Lektion 5| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]| vorLink = Lektion_7_Tut3| vorText = Lektion 7}}&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&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 menue &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;
{{Bild_mit_Unterschrift |DMXC3L06 AddInterface.JPG|1|Hinzufügen eines 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 [[Lesson_24_Tut3]].&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 that the DE or fx5 interface outputs something, you can select Mode &#039;&#039;&#039;2 - PC Out -&amp;gt; select DMX Out&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L06 DE IF plugin settings.JPG|2|Ansicht der Erweiterten Einstellungen des DE- bzw. fx5-Interfaces|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L06 DE IF plugin settings.JPG]]&lt;br /&gt;
&lt;br /&gt;
Interfaces that support more than one DMX universe (such as the visualization tool 3D Easy View), obtain a line in the table for each DMX Universe. Therefore e.g. 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 a port to a DMX Universe by a double click.&lt;br /&gt;
&lt;br /&gt;
The entry must be constructed in accordance with the scheme:&lt;br /&gt;
 Universe.DMX start channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 supports 16 DMX universes (Universe Universe 1 to 16) with each 512 channels (channel 1 to channel 512).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If it is intended that the DE or fx5 interface for example has 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;
==Excercise==&lt;br /&gt;
* Activate and configure your DMX transmitter&lt;br /&gt;
* Configure an ArtNet Interface (&amp;quot;Artistic Licence&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 7]]&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;
| zurückLink = Lektion_5_Tut3&lt;br /&gt;
| zurückText = Lektion 5&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_7_Tut3&lt;br /&gt;
| vorText = Lektion 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_6_Tut3&amp;diff=2033</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=2033"/>
		<updated>2013-01-10T18:56:03Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 6: Configuring the output plugins */  corr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3| zurückLink = Lektion_5_Tut3| zurückText = Lektion 5| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]| vorLink = Lektion_7_Tut3| vorText = Lektion 7}}&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&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 menue &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;
{{Bild_mit_Unterschrift |DMXC3L06 AddInterface.JPG|1|Hinzufügen eines 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 [[Lesson_24_Tut3]].&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 that the DE or fx5 interface outputs something, you can select Mode &#039;&#039;&#039;2 - PC Out -&amp;gt; select DMX Out&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L06 DE IF plugin settings.JPG|2|Ansicht der Erweiterten Einstellungen des DE- bzw. fx5-Interfaces|center}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L06 DE IF plugin settings.JPG]]&lt;br /&gt;
&lt;br /&gt;
Interfaces that support more than one DMX universe (such as the visualization tool 3D Easy View), obtain a line in the table for each DMX Universe. Therefore e.g. 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 a port to a DMX Universe by a double click.&lt;br /&gt;
&lt;br /&gt;
The entry must be constructed in accordance with the scheme:&lt;br /&gt;
 Universe.DMX DMX start channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 supports 16 DMX universes (Universe Universe 1 to 16) with each 512 channels (channel 1 to channel 512).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If it is intended that the DE or fx5 interface for example has 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;
==Excercise==&lt;br /&gt;
* Activate and configure your DMX transmitter&lt;br /&gt;
* Configure an ArtNet Interface (&amp;quot;Artistic Licence&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 7]]&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;
| zurückLink = Lektion_5_Tut3&lt;br /&gt;
| zurückText = Lektion 5&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_7_Tut3&lt;br /&gt;
| vorText = Lektion 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_5_Tut3&amp;diff=2032</id>
		<title>Lesson 5 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_5_Tut3&amp;diff=2032"/>
		<updated>2013-01-10T18:36:21Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 5: Setting properties of fixtures */  corr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_4_Tut3&lt;br /&gt;
| zurückText = Lektion 4&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_6_Tut3&lt;br /&gt;
| vorText = Lektion 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In this lesson we explain how to control the  properties of devices by several property panels. DMXControl 3 provides  an very powerful abstraction level for properties, allowing to handle  different devices in the same way.&lt;br /&gt;
&lt;br /&gt;
==Lecture 5: Setting properties of fixtures ==&lt;br /&gt;
&lt;br /&gt;
First step is to select devices or groups in the &#039;&#039;&#039;stage view&#039;&#039;&#039;, see previous lesson [[Lesson 4]].&lt;br /&gt;
You can set properties of the selected devices by means of the &amp;quot;property panels&amp;quot;.&lt;br /&gt;
Simply click on a color or select a gobo within the beam panel. Of course, you  shouldn&#039;t forget to open the shutter or to set the brightness in the intensity panel.&lt;br /&gt;
&lt;br /&gt;
In the animation of the icons in the &#039;&#039;&#039;Stage View&#039;&#039;&#039; you can see the impact very well, especially for the moving lights.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyPanels.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
Movements can be controlled by the X/Y (pan/tilt)panel. The movement is also shown in the live view icons. But please consider that only the destination position will be stored later and not the path towards it.&lt;br /&gt;
&lt;br /&gt;
Most of the property panels are self explaining. We have&lt;br /&gt;
* color panel - pick the wanted color&lt;br /&gt;
* position panel - set the pan/tilt position&lt;br /&gt;
* intensity panel - set brightness&lt;br /&gt;
* gobo panel - select gobo&lt;br /&gt;
* beam panel - fade between two beams (e.g. in beamer tool)&lt;br /&gt;
&lt;br /&gt;
Some remarks to the intensity panel:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 ! Attribute&lt;br /&gt;
 ! Description&lt;br /&gt;
 ! Example&lt;br /&gt;
 |-&lt;br /&gt;
 | dimmer&lt;br /&gt;
 | set dimmer value by fader or by static values&lt;br /&gt;
 | in percent&lt;br /&gt;
 |-&lt;br /&gt;
 | strobe&lt;br /&gt;
 | strobe speed&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | shutter&lt;br /&gt;
 | open or close shutter&lt;br /&gt;
 | &lt;br /&gt;
 |-&lt;br /&gt;
 | Lumos&lt;br /&gt;
 | Lumos stands for &amp;quot;light&amp;quot;, it is a direct function for dimmer/shutter. Lumos opens it (100%), NoX closes it (0%).&lt;br /&gt;
 | You don&#039;t need to know if the device includes a shutter and/or dimmer.&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyTS.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A more sophisticated way of property settings is provided by the &amp;quot;property panel&amp;quot;. In this panel the properties are shown with current values. Sometimes you can modify the values by typing in a percentage/beam angle/DMX value, more often you can find a dropdown menu that allows to select properties in more abstract or graphical view, see the color dropdown as example for setting the RGB value of RGB Pars.&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3L05 propertyRGBParColor.jpg|3|Property Grid mit geöffneter Farbauswahl|center}}&lt;br /&gt;
[[File:DMXC3L05 propertyRGBPar.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyRGBParColor.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The  following picture demonstrates a very interesting capability of the new DMXControl kernel: You can even select different device types in parallel and set a common property in one step. &lt;br /&gt;
This also works with devices that have different functions (such as scanners and LED lights).&lt;br /&gt;
The DMXControl kernel engine will assign the best matching values automatically. Of course, if required, you can modify the attributes manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 propertyMix.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, a moving light and PAR lights were selected. Both devices can be assigned the color yellow in one step in the Property Grid.&lt;br /&gt;
&lt;br /&gt;
In addition to the simultaneous control of multiple devices, you can also control multiple groups as if they were one unit. Therefore you have to change the option in the Property Grid from &#039;&#039;&#039;value&#039;&#039;&#039; to &#039;&#039;&#039;Group handling&#039;&#039;&#039; .&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L05 PropertyGroupHandling.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Set the moving lights to red color, the RBG Pars to blue and open the two front light lamps (dimmer) to 100%&lt;br /&gt;
* Now set all left hand lamps to yellow and all right hand lamps to pink. You should need just 4 operations (mouse clicks) for this task.&lt;br /&gt;
* Observe the movement of TS-255 devices when using the X/Y pad (position panel).&lt;br /&gt;
&lt;br /&gt;
&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 6]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 5]]&lt;br /&gt;
[[en:Lesson 5]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_4_Tut3&lt;br /&gt;
| zurückText = Lektion 4&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_6_Tut3&lt;br /&gt;
| vorText = Lektion 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2030</id>
		<title>Lesson 4 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2030"/>
		<updated>2013-01-06T19:33:50Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Certificate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_3_Tut3&lt;br /&gt;
| zurückText = Lektion 3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_5_Tut3&lt;br /&gt;
| vorText = Lektion 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This lesson introduces into the stage view panel - a  minimal 2D visualisation tool which offers valueable support for programming your show.&lt;br /&gt;
&lt;br /&gt;
==Lecture 4: The Live View (Stage View) ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; is one of the several tools in the tool menue. When you create devices and/or groups, some (interactive) icons are automatically generated in the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. You can move these icons to any place you want by dragging them with the mouse. In this way you can model your stage in 2D representation.&lt;br /&gt;
&lt;br /&gt;
It could be helpful to load a background picture for better mapping your stage. Click on the background with right mouse button and choose &amp;quot;Edit Background&amp;quot;. Additional background pictures can be inserted in the folder &amp;quot;.../DMMXControl3.0/Kernel/Pictures&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It is possible to create several &#039;&#039;&#039;Stage View&#039;&#039;&#039; panels that are administrated with the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. In this way you can split your devices or map different locations for your show.&lt;br /&gt;
&lt;br /&gt;
To add devices or device groups in a &#039;&#039;&#039;Stage View&#039;&#039;&#039;, let&#039;s move into the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; and drag&amp;amp;drop units into the respective &#039;&#039;&#039;Stage View&#039;&#039;&#039;. In the current betaversion it is not possible to drag&amp;amp;drop a device from the devices branch directly into the &#039;&#039;&#039;Live View&#039;&#039;&#039; window. Move it within the directory tree instead.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; distinguishes in &amp;quot;single lamp&amp;quot; icons and &amp;quot;group&amp;quot; icons. If you select an group icon all following operational actions are applied to each group member item.&lt;br /&gt;
&lt;br /&gt;
You can select a set of devices by drawing a frame around them (this is a kind of temporary group - please do not confuse this with the default groups) or by single selection holding the &amp;quot;CTRL&amp;quot; key. Marking such a set of devices can also be helpful for positioning the icons. With the &amp;quot;create group&amp;quot; button you can define permanent groups from the selection.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView groups.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are some helpful shortcuts helping to improve the assignment of icons in the &#039;&#039;&#039;Live View&#039;&#039;&#039; (moving and alignment of symbols). At first you have to select the device icons by drawing a frame or pressing the &amp;quot;STRG/CTRL&amp;quot; key (windows style selection).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         key         !!        action        !! result&lt;br /&gt;
|-&lt;br /&gt;
|  M (&amp;quot;Matrix&amp;quot;)  ||    press key M and drag mouse    || a matrix is created from the selected icons&lt;br /&gt;
|-&lt;br /&gt;
|   F  (&amp;quot;Fanning&amp;quot;)   || press key F and drag mouse || icons are proportionally aligned (e.g. in a row)&lt;br /&gt;
|-&lt;br /&gt;
|   C (&amp;quot;Circle&amp;quot;)   || press key C and drag mouse || icons are aligned in shape of circle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using the &#039;&#039;&#039;Show/Hide&#039;&#039;&#039; button you can choose which attributes are displayed near the icons (device name, selection number, intensity, ...).&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Try to generate the same layout in the live view panel as shown above by shifting the icons&lt;br /&gt;
* Mark a subset of devices and align an operation with the property panels (press &amp;quot;Lumos&amp;quot; button at first in intensity panel to open shutter/dim up lamp)&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 5]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion_4_Tut3]]&lt;br /&gt;
[[en:Lesson_4_Tut3]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lesson_3_Tut3&lt;br /&gt;
| zurückText = Lesson 3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Table of content]]&lt;br /&gt;
| vorLink = Lesson_5_Tut3&lt;br /&gt;
| vorText = Lesson 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2029</id>
		<title>Lesson 4 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2029"/>
		<updated>2013-01-06T19:32:19Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Excercise */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_3_Tut3&lt;br /&gt;
| zurückText = Lektion 3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_5_Tut3&lt;br /&gt;
| vorText = Lektion 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This lesson introduces into the stage view panel - a  minimal 2D visualisation tool which offers valueable support for programming your show.&lt;br /&gt;
&lt;br /&gt;
==Lecture 4: The Live View (Stage View) ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; is one of the several tools in the tool menue. When you create devices and/or groups, some (interactive) icons are automatically generated in the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. You can move these icons to any place you want by dragging them with the mouse. In this way you can model your stage in 2D representation.&lt;br /&gt;
&lt;br /&gt;
It could be helpful to load a background picture for better mapping your stage. Click on the background with right mouse button and choose &amp;quot;Edit Background&amp;quot;. Additional background pictures can be inserted in the folder &amp;quot;.../DMMXControl3.0/Kernel/Pictures&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It is possible to create several &#039;&#039;&#039;Stage View&#039;&#039;&#039; panels that are administrated with the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. In this way you can split your devices or map different locations for your show.&lt;br /&gt;
&lt;br /&gt;
To add devices or device groups in a &#039;&#039;&#039;Stage View&#039;&#039;&#039;, let&#039;s move into the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; and drag&amp;amp;drop units into the respective &#039;&#039;&#039;Stage View&#039;&#039;&#039;. In the current betaversion it is not possible to drag&amp;amp;drop a device from the devices branch directly into the &#039;&#039;&#039;Live View&#039;&#039;&#039; window. Move it within the directory tree instead.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; distinguishes in &amp;quot;single lamp&amp;quot; icons and &amp;quot;group&amp;quot; icons. If you select an group icon all following operational actions are applied to each group member item.&lt;br /&gt;
&lt;br /&gt;
You can select a set of devices by drawing a frame around them (this is a kind of temporary group - please do not confuse this with the default groups) or by single selection holding the &amp;quot;CTRL&amp;quot; key. Marking such a set of devices can also be helpful for positioning the icons. With the &amp;quot;create group&amp;quot; button you can define permanent groups from the selection.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView groups.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are some helpful shortcuts helping to improve the assignment of icons in the &#039;&#039;&#039;Live View&#039;&#039;&#039; (moving and alignment of symbols). At first you have to select the device icons by drawing a frame or pressing the &amp;quot;STRG/CTRL&amp;quot; key (windows style selection).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         key         !!        action        !! result&lt;br /&gt;
|-&lt;br /&gt;
|  M (&amp;quot;Matrix&amp;quot;)  ||    press key M and drag mouse    || a matrix is created from the selected icons&lt;br /&gt;
|-&lt;br /&gt;
|   F  (&amp;quot;Fanning&amp;quot;)   || press key F and drag mouse || icons are proportionally aligned (e.g. in a row)&lt;br /&gt;
|-&lt;br /&gt;
|   C (&amp;quot;Circle&amp;quot;)   || press key C and drag mouse || icons are aligned in shape of circle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using the &#039;&#039;&#039;Show/Hide&#039;&#039;&#039; button you can choose which attributes are displayed near the icons (device name, selection number, intensity, ...).&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Try to generate the same layout in the live view panel as shown above by shifting the icons&lt;br /&gt;
* Mark a subset of devices and align an operation with the property panels (press &amp;quot;Lumos&amp;quot; button at first in intensity panel to open shutter/dim up lamp)&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 5]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion4]]&lt;br /&gt;
[[en:Lesson 4]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_3_Tut3&lt;br /&gt;
| zurückText = Lektion 3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_5_Tut3&lt;br /&gt;
| vorText = Lektion 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2028</id>
		<title>Lesson 4 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_4_Tut3&amp;diff=2028"/>
		<updated>2013-01-06T19:29:47Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 4: The live view (stage view) */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_3_Tut3&lt;br /&gt;
| zurückText = Lektion 3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_5_Tut3&lt;br /&gt;
| vorText = Lektion 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This lesson introduces into the stage view panel - a  minimal 2D visualisation tool which offers valueable support for programming your show.&lt;br /&gt;
&lt;br /&gt;
==Lecture 4: The Live View (Stage View) ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; is one of the several tools in the tool menue. When you create devices and/or groups, some (interactive) icons are automatically generated in the &#039;&#039;&#039;Stage View&#039;&#039;&#039;. You can move these icons to any place you want by dragging them with the mouse. In this way you can model your stage in 2D representation.&lt;br /&gt;
&lt;br /&gt;
It could be helpful to load a background picture for better mapping your stage. Click on the background with right mouse button and choose &amp;quot;Edit Background&amp;quot;. Additional background pictures can be inserted in the folder &amp;quot;.../DMMXControl3.0/Kernel/Pictures&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It is possible to create several &#039;&#039;&#039;Stage View&#039;&#039;&#039; panels that are administrated with the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039;. In this way you can split your devices or map different locations for your show.&lt;br /&gt;
&lt;br /&gt;
To add devices or device groups in a &#039;&#039;&#039;Stage View&#039;&#039;&#039;, let&#039;s move into the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; and drag&amp;amp;drop units into the respective &#039;&#039;&#039;Stage View&#039;&#039;&#039;. In the current betaversion it is not possible to drag&amp;amp;drop a device from the devices branch directly into the &#039;&#039;&#039;Live View&#039;&#039;&#039; window. Move it within the directory tree instead.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stage View&#039;&#039;&#039; distinguishes in &amp;quot;single lamp&amp;quot; icons and &amp;quot;group&amp;quot; icons. If you select an group icon all following operational actions are applied to each group member item.&lt;br /&gt;
&lt;br /&gt;
You can select a set of devices by drawing a frame around them (this is a kind of temporary group - please do not confuse this with the default groups) or by single selection holding the &amp;quot;CTRL&amp;quot; key. Marking such a set of devices can also be helpful for positioning the icons. With the &amp;quot;create group&amp;quot; button you can define permanent groups from the selection.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L04 liveView groups.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are some helpful shortcuts helping to improve the assignment of icons in the &#039;&#039;&#039;Live View&#039;&#039;&#039; (moving and alignment of symbols). At first you have to select the device icons by drawing a frame or pressing the &amp;quot;STRG/CTRL&amp;quot; key (windows style selection).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!         key         !!        action        !! result&lt;br /&gt;
|-&lt;br /&gt;
|  M (&amp;quot;Matrix&amp;quot;)  ||    press key M and drag mouse    || a matrix is created from the selected icons&lt;br /&gt;
|-&lt;br /&gt;
|   F  (&amp;quot;Fanning&amp;quot;)   || press key F and drag mouse || icons are proportionally aligned (e.g. in a row)&lt;br /&gt;
|-&lt;br /&gt;
|   C (&amp;quot;Circle&amp;quot;)   || press key C and drag mouse || icons are aligned in shape of circle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By using the &#039;&#039;&#039;Show/Hide&#039;&#039;&#039; button you can choose which attributes are displayed near the icons (device name, selection number, intensity, ...).&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Try to generate the same layout in the live view panel as shown above by shifting the icons&lt;br /&gt;
* Mark a subset of devices and take place an operation with property panels (below, press at first &amp;quot;Lumos&amp;quot; button in intensity panel)&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 5]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion4]]&lt;br /&gt;
[[en:Lesson 4]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_3_Tut3&lt;br /&gt;
| zurückText = Lektion 3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_5_Tut3&lt;br /&gt;
| vorText = Lektion 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2027</id>
		<title>Lesson 3 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2027"/>
		<updated>2013-01-06T18:31:36Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Device Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this lesson we introduce the Project Explorer. This lesson helps you to understand how to create and patch your fixtures (devices) in DMXControl 3. We will also show you how groups of devices are created (automatically).&lt;br /&gt;
&lt;br /&gt;
==Lecture 3: Creating and patching fixtures==&lt;br /&gt;
&lt;br /&gt;
The starting point for adding devices is the &#039;&#039;&#039;project explorer&#039;&#039;&#039;. Here  you can find a tree of directories displaying the equipment and other items such as fixtures, devices, scene lists etc. The administration is intuitive by context menus (right mouse click) or buttons, e.g. for adding or deleting items.&lt;br /&gt;
&lt;br /&gt;
Elements can also be moved by drag and drop or added to other elements. Whether an operation is allowed, is symbolized by the mouse icon.&lt;br /&gt;
 &lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text = The project explorer is the central project tree containing all elements of your project. It is primary intended to create and browse your items. For usage in the show programming we refer to &amp;quot;stage view&amp;quot; and other tools.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 projectExplorer.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
==Add devices==&lt;br /&gt;
In  the following step we will create 4 moving lights of type &amp;quot;TS-255&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click either on the button &#039;&#039;&#039;Device Manager&#039;&#039;&#039; in the menu bar of the Project Explorer or choose in the left pane of the Project Explorer the folder &#039;&#039;&#039;Devices&#039;&#039;&#039; and do a right mouse click into the right pane and select &#039;&#039;&#039;device manager&#039;&#039;&#039;.&lt;br /&gt;
Select your devices and fill in the requested data. Please pay attention to define the correct start addresses.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDevice.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
===Device Groups===&lt;br /&gt;
By  setting the hook for &amp;quot;autogenerate group&amp;quot; a group element is created automatically containing all devices of this definition step.&lt;br /&gt;
You can also create &amp;quot;user defined groups&amp;quot;. Therefore you have to select the devices (e.g. in &#039;&#039;&#039;project explorer&#039;&#039;&#039; or in &#039;&#039;&#039;Stage View&#039;&#039;&#039;) and press the &amp;quot;Create Device Group&amp;quot; button. Renaming of groups (and other items) also can be made within the project explorer.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDeviceGroup.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
When you do a right mouse click on an item the property menu appears. Here you can set additional properties such as &amp;quot;device id&amp;quot;, &amp;quot;enabled flag&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; you can also rename items by two single clicks on the name or choose &#039;&#039;rename&#039;&#039; in the context menu (right mouse click).&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* create all devices as shown in the figure above: 4 TS-255, 2 generic dimmer (as front lights) and 8 RGB-PARs&lt;br /&gt;
* create two additional groups: all devices on left hand side and all devices on right hand side, rename these groups to &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 4]]&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_3_Tut3]]&lt;br /&gt;
[[en:Lesson 3]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2026</id>
		<title>Lesson 3 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2026"/>
		<updated>2013-01-06T18:27:38Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Certificate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this lesson we introduce the Project Explorer. This lesson helps you to understand how to create and patch your fixtures (devices) in DMXControl 3. We will also show you how groups of devices are created (automatically).&lt;br /&gt;
&lt;br /&gt;
==Lecture 3: Creating and patching fixtures==&lt;br /&gt;
&lt;br /&gt;
The starting point for adding devices is the &#039;&#039;&#039;project explorer&#039;&#039;&#039;. Here  you can find a tree of directories displaying the equipment and other items such as fixtures, devices, scene lists etc. The administration is intuitive by context menus (right mouse click) or buttons, e.g. for adding or deleting items.&lt;br /&gt;
&lt;br /&gt;
Elements can also be moved by drag and drop or added to other elements. Whether an operation is allowed, is symbolized by the mouse icon.&lt;br /&gt;
 &lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text = The project explorer is the central project tree containing all elements of your project. It is primary intended to create and browse your items. For usage in the show programming we refer to &amp;quot;stage view&amp;quot; and other tools.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 projectExplorer.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
==Add devices==&lt;br /&gt;
In  the following step we will create 4 moving lights of type &amp;quot;TS-255&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click either on the button &#039;&#039;&#039;Device Manager&#039;&#039;&#039; in the menu bar of the Project Explorer or choose in the left pane of the Project Explorer the folder &#039;&#039;&#039;Devices&#039;&#039;&#039; and do a right mouse click into the right pane and select &#039;&#039;&#039;device manager&#039;&#039;&#039;.&lt;br /&gt;
Select your devices and fill in the requested data. Please pay attention to define the correct start addresses.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDevice.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
===Device Groups===&lt;br /&gt;
By  setting the hook for &amp;quot;autogenerate group&amp;quot; a group element is created automatically containing all devices of this definition step.&lt;br /&gt;
You can also create &amp;quot;user defined groups&amp;quot;. Therefore you have to select the devices (e.g. in &#039;&#039;&#039;project explorer&#039;&#039;&#039; or in &#039;&#039;&#039;Stage View&#039;&#039;&#039;) and press the &amp;quot;Create Device Group&amp;quot; button. Renaming of groups (and other items) also can be made within the project explorer.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDeviceGroup.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
When you do a right mouse click on an item the property menu appears. Here you can set additional properties such as &amp;quot;device id&amp;quot;, &amp;quot;enabled flag&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; you can also rename items by two single clicks on the name or the context menu.&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* create all devices as shown in the figure above: 4 TS-255, 2 generic dimmer (as front lights) and 8 RGB-PARs&lt;br /&gt;
* create two additional groups: all devices on left hand side and all devices on right hand side, rename these groups to &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 4]]&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_3_Tut3]]&lt;br /&gt;
[[en:Lesson 3]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2025</id>
		<title>Lesson 3 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2025"/>
		<updated>2013-01-06T18:26:00Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Certificate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this lesson we introduce the Project Explorer. This lesson helps you to understand how to create and patch your fixtures (devices) in DMXControl 3. We will also show you how groups of devices are created (automatically).&lt;br /&gt;
&lt;br /&gt;
==Lecture 3: Creating and patching fixtures==&lt;br /&gt;
&lt;br /&gt;
The starting point for adding devices is the &#039;&#039;&#039;project explorer&#039;&#039;&#039;. Here  you can find a tree of directories displaying the equipment and other items such as fixtures, devices, scene lists etc. The administration is intuitive by context menus (right mouse click) or buttons, e.g. for adding or deleting items.&lt;br /&gt;
&lt;br /&gt;
Elements can also be moved by drag and drop or added to other elements. Whether an operation is allowed, is symbolized by the mouse icon.&lt;br /&gt;
 &lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text = The project explorer is the central project tree containing all elements of your project. It is primary intended to create and browse your items. For usage in the show programming we refer to &amp;quot;stage view&amp;quot; and other tools.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 projectExplorer.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
==Add devices==&lt;br /&gt;
In  the following step we will create 4 moving lights of type &amp;quot;TS-255&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click either on the button &#039;&#039;&#039;Device Manager&#039;&#039;&#039; in the menu bar of the Project Explorer or choose in the left pane of the Project Explorer the folder &#039;&#039;&#039;Devices&#039;&#039;&#039; and do a right mouse click into the right pane and select &#039;&#039;&#039;device manager&#039;&#039;&#039;.&lt;br /&gt;
Select your devices and fill in the requested data. Please pay attention to define the correct start addresses.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDevice.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
===Device Groups===&lt;br /&gt;
By  setting the hook for &amp;quot;autogenerate group&amp;quot; a group element is created automatically containing all devices of this definition step.&lt;br /&gt;
You can also create &amp;quot;user defined groups&amp;quot;. Therefore you have to select the devices (e.g. in &#039;&#039;&#039;project explorer&#039;&#039;&#039; or in &#039;&#039;&#039;Stage View&#039;&#039;&#039;) and press the &amp;quot;Create Device Group&amp;quot; button. Renaming of groups (and other items) also can be made within the project explorer.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDeviceGroup.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
When you do a right mouse click on an item the property menu appears. Here you can set additional properties such as &amp;quot;device id&amp;quot;, &amp;quot;enabled flag&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; you can also rename items by two single clicks on the name or the context menu.&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* create all devices as shown in the figure above: 4 TS-255, 2 generic dimmer (as front lights) and 8 RGB-PARs&lt;br /&gt;
* create two additional groups: all devices on left hand side and all devices on right hand side, rename these groups to &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 4]]&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 3]]&lt;br /&gt;
[[en:Lesson 3]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2024</id>
		<title>Lesson 3 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2024"/>
		<updated>2013-01-06T18:24:58Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Add devices */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this lesson we introduce the Project Explorer. This lesson helps you to understand how to create and patch your fixtures (devices) in DMXControl 3. We will also show you how groups of devices are created (automatically).&lt;br /&gt;
&lt;br /&gt;
==Lecture 3: Creating and patching fixtures==&lt;br /&gt;
&lt;br /&gt;
The starting point for adding devices is the &#039;&#039;&#039;project explorer&#039;&#039;&#039;. Here  you can find a tree of directories displaying the equipment and other items such as fixtures, devices, scene lists etc. The administration is intuitive by context menus (right mouse click) or buttons, e.g. for adding or deleting items.&lt;br /&gt;
&lt;br /&gt;
Elements can also be moved by drag and drop or added to other elements. Whether an operation is allowed, is symbolized by the mouse icon.&lt;br /&gt;
 &lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text = The project explorer is the central project tree containing all elements of your project. It is primary intended to create and browse your items. For usage in the show programming we refer to &amp;quot;stage view&amp;quot; and other tools.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 projectExplorer.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
==Add devices==&lt;br /&gt;
In  the following step we will create 4 moving lights of type &amp;quot;TS-255&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click either on the button &#039;&#039;&#039;Device Manager&#039;&#039;&#039; in the menu bar of the Project Explorer or choose in the left pane of the Project Explorer the folder &#039;&#039;&#039;Devices&#039;&#039;&#039; and do a right mouse click into the right pane and select &#039;&#039;&#039;device manager&#039;&#039;&#039;.&lt;br /&gt;
Select your devices and fill in the requested data. Please pay attention to define the correct start addresses.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDevice.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
===Device Groups===&lt;br /&gt;
By  setting the hook for &amp;quot;autogenerate group&amp;quot; a group element is created automatically containing all devices of this definition step.&lt;br /&gt;
You can also create &amp;quot;user defined groups&amp;quot;. Therefore you have to select the devices (e.g. in &#039;&#039;&#039;project explorer&#039;&#039;&#039; or in &#039;&#039;&#039;Stage View&#039;&#039;&#039;) and press the &amp;quot;Create Device Group&amp;quot; button. Renaming of groups (and other items) also can be made within the project explorer.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDeviceGroup.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
When you do a right mouse click on an item the property menu appears. Here you can set additional properties such as &amp;quot;device id&amp;quot;, &amp;quot;enabled flag&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; you can also rename items by two single clicks on the name or the context menu.&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* create all devices as shown in the figure above: 4 TS-255, 2 generic dimmer (as front lights) and 8 RGB-PARs&lt;br /&gt;
* create two additional groups: all devices on left hand side and all devices on right hand side, rename these groups to &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and wnt to continue with next course:&lt;br /&gt;
[[Lesson 4]]&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 3]]&lt;br /&gt;
[[en:Lesson 3]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2023</id>
		<title>Lesson 3 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2023"/>
		<updated>2013-01-06T18:15:00Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 3: Creating and Patching fixtures */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this lesson we introduce the Project Explorer. This lesson helps you to understand how to create and patch your fixtures (devices) in DMXControl 3. We will also show you how groups of devices are created (automatically).&lt;br /&gt;
&lt;br /&gt;
==Lecture 3: Creating and patching fixtures==&lt;br /&gt;
&lt;br /&gt;
The starting point for adding devices is the &#039;&#039;&#039;project explorer&#039;&#039;&#039;. Here  you can find a tree of directories displaying the equipment and other items such as fixtures, devices, scene lists etc. The administration is intuitive by context menus (right mouse click) or buttons, e.g. for adding or deleting items.&lt;br /&gt;
&lt;br /&gt;
Elements can also be moved by drag and drop or added to other elements. Whether an operation is allowed, is symbolized by the mouse icon.&lt;br /&gt;
 &lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text = The project explorer is the central project tree containing all elements of your project. It is primary intended to create and browse your items. For usage in the show programming we refer to &amp;quot;stage view&amp;quot; and other tools.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 projectExplorer.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
==Add devices==&lt;br /&gt;
In  following step we will create 4 moving lights of type &amp;quot;TS-255&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click either on the button &#039;&#039; &#039;Device Manager&#039;&#039;&#039; in the menu bar of the Project Explorer or &lt;br /&gt;
you choose in the left pane of the Project Explorer the folder &#039;&#039;&#039;Devices&#039;&#039;&#039; and make a right mouse click into the right pane and select &#039;&#039;&#039;device manager&#039;&#039;&#039;.&lt;br /&gt;
Select your devices and fill in the requested data. Please pay attention to define the correct start addresses.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDevice.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
===Device Groups===&lt;br /&gt;
By  setting the hook for &amp;quot;autogenerate group&amp;quot; a group element is created automatically containing all devices of this definition step.&lt;br /&gt;
You can also create &amp;quot;user defined groups&amp;quot;. Therefore you have to select the devices (e.g. in &#039;&#039;&#039;project explorer&#039;&#039;&#039; or in &#039;&#039;&#039;Stage View&#039;&#039;&#039;) and to press the &amp;quot;Create Device Group&amp;quot; button. Renaming of groups (and other items) also can be made within the project explorer.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDeviceGroup.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
By right mouse click the property menu for each item appears. Here you can set additional properties such as &amp;quot;device id&amp;quot;, &amp;quot;enabled flag&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; you can also rename items by two single clicks on the name or the context menu.&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* create all devices as shown in the figure above: 4 TS-255, 2 generic dimmer (as front lights) and 8 RGB-PARs&lt;br /&gt;
* create two additional groups: all devices on left hand side and all devices on right hand side, rename these groups to &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and wnt to continue with next course:&lt;br /&gt;
[[Lesson 4]]&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 3]]&lt;br /&gt;
[[en:Lesson 3]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2021</id>
		<title>Lesson 3 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_3_Tut3&amp;diff=2021"/>
		<updated>2013-01-06T18:05:46Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Overview */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this lesson we introduce the Project Explorer. This lesson helps you to understand how to create and patch your fixtures (devices) in DMXControl 3. We will also show you how groups of devices are created (automatically).&lt;br /&gt;
&lt;br /&gt;
==Lecture 3: Creating and Patching fixtures==&lt;br /&gt;
&lt;br /&gt;
The  starting point for creation of devices is the &#039;&#039;&#039;project explorer&#039;&#039;&#039;. Here  you can find a tree of directories displaying the equipment and other items such as fixtures, devices, scene lists etc. The administration is intuitive by context menus (right mouse click) or buttons, e.g. for adding or deleting items.&lt;br /&gt;
&lt;br /&gt;
Elements can also be moved by drag and drop or added to other elements. Whether an operation is allowed, is symbolized by the mouse icon.&lt;br /&gt;
 &lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text = The project explorer is the central project tree containing all elements of your project. It is primary intended to create and browse your items. For usage in the show programming we refer to &amp;quot;stage view&amp;quot; and other tools.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 projectExplorer.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
==Add devices==&lt;br /&gt;
In  following step we will create 4 moving lights of type &amp;quot;TS-255&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Click either on the button &#039;&#039; &#039;Device Manager&#039;&#039;&#039; in the menu bar of the Project Explorer or &lt;br /&gt;
you choose in the left pane of the Project Explorer the folder &#039;&#039;&#039;Devices&#039;&#039;&#039; and make a right mouse click into the right pane and select &#039;&#039;&#039;device manager&#039;&#039;&#039;.&lt;br /&gt;
Select your devices and fill in the requested data. Please pay attention to define the correct start addresses.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDevice.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
===Device Groups===&lt;br /&gt;
By  setting the hook for &amp;quot;autogenerate group&amp;quot; a group element is created automatically containing all devices of this definition step.&lt;br /&gt;
You can also create &amp;quot;user defined groups&amp;quot;. Therefore you have to select the devices (e.g. in &#039;&#039;&#039;project explorer&#039;&#039;&#039; or in &#039;&#039;&#039;Stage View&#039;&#039;&#039;) and to press the &amp;quot;Create Device Group&amp;quot; button. Renaming of groups (and other items) also can be made within the project explorer.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L03 createDeviceGroup.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
By right mouse click the property menu for each item appears. Here you can set additional properties such as &amp;quot;device id&amp;quot;, &amp;quot;enabled flag&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Project Explorer&#039;&#039;&#039; you can also rename items by two single clicks on the name or the context menu.&lt;br /&gt;
&lt;br /&gt;
==Exercise==&lt;br /&gt;
* create all devices as shown in the figure above: 4 TS-255, 2 generic dimmer (as front lights) and 8 RGB-PARs&lt;br /&gt;
* create two additional groups: all devices on left hand side and all devices on right hand side, rename these groups to &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and wnt to continue with next course:&lt;br /&gt;
[[Lesson 4]]&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 3]]&lt;br /&gt;
[[en:Lesson 3]]&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_2_Tut3&lt;br /&gt;
| zurückText = Lektion 2&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_4_Tut3&lt;br /&gt;
| vorText = Lektion 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_2_Tut3&amp;diff=1984</id>
		<title>Lesson 2 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_2_Tut3&amp;diff=1984"/>
		<updated>2013-01-04T16:25:27Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Additional links and references */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_1_Tut3&lt;br /&gt;
| zurückText = Lektion 1&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_3_Tut3&lt;br /&gt;
| vorText = Lektion 3&lt;br /&gt;
}}&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In this lessons you will learn how to  operate with the panel system of DMXControl 3.0. You can assign your  panels in a flexible way and save and restore your favorite  configurations.&lt;br /&gt;
&lt;br /&gt;
==Lecture 2: The panel concept of the DMXControl 3 client==&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 provides a lot of tools and windows. For different use cases different designs will be in focus. Therefore DMXControl uses a very flexiblel panel mechanism. You can create your own individual panel configurations.&lt;br /&gt;
The forms in the program can be unlocked to float above the main window or can be docked to the top, bottom, left or right  margins. This versatility gives you the power to build screens that are easy to use and tailored to your personal preference and to move panels to several monitors. Catch a form with the mouse pointer and move the pointer over one transparent arrow to dock the form at wanted places. A panel can also be set to occupy the left-over space in the middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L02 PanelAssignment.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some important explanations:&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;floating&amp;quot; form is simply one that isn’t docked to any side. &lt;br /&gt;
* A pane or panel is a container for several forms.&lt;br /&gt;
* The docking suggestion is a symbol indicating the options where a form can be docked. It is available both in the main window and in each &#039;&#039;&#039;pane&#039;&#039;&#039;. The potential position of the form is indicated by a blue rectangle.&lt;br /&gt;
* Forms are created via the &amp;quot;Windows&amp;quot; system and are closed with the ‘X’ in its top right corner. This will close the form but  leave other forms in a pane untouched.&lt;br /&gt;
* The (vertical) push-pin is the small pin icon that appears by default within docked forms that are shown permanently. Clicking the push-pin changes the forms status to hide-away form, i.e. the form becomes unpinned and disappeares, but a tab is created within the pane.&lt;br /&gt;
* pane splitting - a pane can be splitted into 2 visible panes&lt;br /&gt;
* pane sharing - several forms share a pane, but only the top one is displayed, the other ones are in status &amp;quot;auto hide&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Panes===&lt;br /&gt;
A docking pane can accommodate more than one form. A pane is automatically created by docking more than one form. All forms contained are represented by a tab strip. Moving the mouse curser over the tab displays the form (but it doesn&#039;t get the focus). By clicking the tab the form is brought into front (with getting the focus).&lt;br /&gt;
&lt;br /&gt;
There are several ways for releasing docking and getting a floating window:&lt;br /&gt;
* After creation a form is already floating&lt;br /&gt;
* Double-click on the blue or grey header bar of a docked form&lt;br /&gt;
* Double-click on the tab of a docked form&lt;br /&gt;
* Click, hold and drag on the header bar of a form&lt;br /&gt;
* Click, hold and drag on the tab of a form&lt;br /&gt;
&lt;br /&gt;
Once a form is floating it can be dragged to be docked anywhere.&lt;br /&gt;
&lt;br /&gt;
Even within a panel you have new docking suggestion points for pane splitting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pane-splitting===&lt;br /&gt;
By dragging the floating window and positioning your mouse cursor near the pane you get an internal docking suggestion. You can get the two windows to split the space in half and see both, but with only half the space each. This can be done vertically or horizontally.&lt;br /&gt;
In the upper example (Picture 1) the floating window &amp;quot;Project Explorer&amp;quot; would share the space with the &amp;quot;Programmer&amp;quot; if you release the mousebutton.&lt;br /&gt;
&lt;br /&gt;
===Pane Sharing===&lt;br /&gt;
As an alternative to pane-splitting, you can get your windows to share a space – they will share a single pane. You choose the form to be seen from the tabs displayed at the edge of the pane. Drag the floating form so that the mouse cursor is over the top of the form.&lt;br /&gt;
There are two slight variations on this, depending on the original form occupying the space. The form can be:&lt;br /&gt;
*Docked on the side&lt;br /&gt;
*Filling the spare space in the middle (a ‘Document’ form)&lt;br /&gt;
&lt;br /&gt;
If  you add more forms to the pane than there is room to display the tab,  he left and right arrows become active and can be used to show the tabs that are hidden.&lt;br /&gt;
&lt;br /&gt;
===Hideaway Forms===&lt;br /&gt;
When you click the push-pin at the top of the forms next to the close-down ‘X’, it falls over. &lt;br /&gt;
The form becomes ‘unpinned’ and appears to slide off the edge of the screen. The remaining screen re-arranges itself and the space previously taken by the hideaway form is shared out amongst the nearby forms.&lt;br /&gt;
(CHECK:::The push-pin applies to the PANE, not to a single window in it. When forms are sharing a pane they are hidden or revealed together./CHECK)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L02 WindowsManager.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
In this panel configuration the left, right and bottom panel are used. The left panel is a splitted one. The right panel containes one auto-hide window (see tab strip). The Project Explorer window is floating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Auto-Hide===&lt;br /&gt;
&lt;br /&gt;
DockPanel has an auto-hide feature that can be very useful.&lt;br /&gt;
If there is any auto hide window, DockPanel will display a tab strip on the out-most edge. &lt;br /&gt;
An auto hide window has 3 statuses: &lt;br /&gt;
*hide &lt;br /&gt;
*mouse-hover-display and &lt;br /&gt;
*click-display.&lt;br /&gt;
In hide status, only the tab is displayed. The window itself is completely hidden. That can preserve the valuable screen to display more information. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save/Restore Layout settings===&lt;br /&gt;
&lt;br /&gt;
You can save and restore your individual layout setting by menu &#039;&#039;Settings-&amp;gt;Layout&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===Further information===&lt;br /&gt;
The handling of different panels is based on Dockpanel suite of Weifen Luo (also some text reused).&lt;br /&gt;
[http://www.codeproject.com/KB/miscctrl/DockManager.aspx]&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Create a new form (Menu &amp;quot;Windows&amp;quot;) and dock and relaese it at several positions&lt;br /&gt;
* Save and reload your own panel configuration&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 3]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 2]]&lt;br /&gt;
[[en:Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_1_Tut3&lt;br /&gt;
| zurückText = Lektion 1&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_3_Tut3&lt;br /&gt;
| vorText = Lektion 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_2_Tut3&amp;diff=1983</id>
		<title>Lesson 2 Tut3</title>
		<link rel="alternate" type="text/html" href="https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_2_Tut3&amp;diff=1983"/>
		<updated>2013-01-04T16:23:55Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture 2: The Panel concepts of DMXControl 3 client */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = First Steps: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_1_Tut3&lt;br /&gt;
| zurückText = Lektion 1&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_3_Tut3&lt;br /&gt;
| vorText = Lektion 3&lt;br /&gt;
}}&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In this lessons you will learn how to  operate with the panel system of DMXControl 3.0. You can assign your  panels in a flexible way and save and restore your favorite  configurations.&lt;br /&gt;
&lt;br /&gt;
==Lecture 2: The panel concept of the DMXControl 3 client==&lt;br /&gt;
&lt;br /&gt;
DMXControl 3 provides a lot of tools and windows. For different use cases different designs will be in focus. Therefore DMXControl uses a very flexiblel panel mechanism. You can create your own individual panel configurations.&lt;br /&gt;
The forms in the program can be unlocked to float above the main window or can be docked to the top, bottom, left or right  margins. This versatility gives you the power to build screens that are easy to use and tailored to your personal preference and to move panels to several monitors. Catch a form with the mouse pointer and move the pointer over one transparent arrow to dock the form at wanted places. A panel can also be set to occupy the left-over space in the middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L02 PanelAssignment.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some important explanations:&lt;br /&gt;
&lt;br /&gt;
* A &amp;quot;floating&amp;quot; form is simply one that isn’t docked to any side. &lt;br /&gt;
* A pane or panel is a container for several forms.&lt;br /&gt;
* The docking suggestion is a symbol indicating the options where a form can be docked. It is available both in the main window and in each &#039;&#039;&#039;pane&#039;&#039;&#039;. The potential position of the form is indicated by a blue rectangle.&lt;br /&gt;
* Forms are created via the &amp;quot;Windows&amp;quot; system and are closed with the ‘X’ in its top right corner. This will close the form but  leave other forms in a pane untouched.&lt;br /&gt;
* The (vertical) push-pin is the small pin icon that appears by default within docked forms that are shown permanently. Clicking the push-pin changes the forms status to hide-away form, i.e. the form becomes unpinned and disappeares, but a tab is created within the pane.&lt;br /&gt;
* pane splitting - a pane can be splitted into 2 visible panes&lt;br /&gt;
* pane sharing - several forms share a pane, but only the top one is displayed, the other ones are in status &amp;quot;auto hide&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Panes===&lt;br /&gt;
A docking pane can accommodate more than one form. A pane is automatically created by docking more than one form. All forms contained are represented by a tab strip. Moving the mouse curser over the tab displays the form (but it doesn&#039;t get the focus). By clicking the tab the form is brought into front (with getting the focus).&lt;br /&gt;
&lt;br /&gt;
There are several ways for releasing docking and getting a floating window:&lt;br /&gt;
* After creation a form is already floating&lt;br /&gt;
* Double-click on the blue or grey header bar of a docked form&lt;br /&gt;
* Double-click on the tab of a docked form&lt;br /&gt;
* Click, hold and drag on the header bar of a form&lt;br /&gt;
* Click, hold and drag on the tab of a form&lt;br /&gt;
&lt;br /&gt;
Once a form is floating it can be dragged to be docked anywhere.&lt;br /&gt;
&lt;br /&gt;
Even within a panel you have new docking suggestion points for pane splitting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pane-splitting===&lt;br /&gt;
By dragging the floating window and positioning your mouse cursor near the pane you get an internal docking suggestion. You can get the two windows to split the space in half and see both, but with only half the space each. This can be done vertically or horizontally.&lt;br /&gt;
In the upper example (Picture 1) the floating window &amp;quot;Project Explorer&amp;quot; would share the space with the &amp;quot;Programmer&amp;quot; if you release the mousebutton.&lt;br /&gt;
&lt;br /&gt;
===Pane Sharing===&lt;br /&gt;
As an alternative to pane-splitting, you can get your windows to share a space – they will share a single pane. You choose the form to be seen from the tabs displayed at the edge of the pane. Drag the floating form so that the mouse cursor is over the top of the form.&lt;br /&gt;
There are two slight variations on this, depending on the original form occupying the space. The form can be:&lt;br /&gt;
*Docked on the side&lt;br /&gt;
*Filling the spare space in the middle (a ‘Document’ form)&lt;br /&gt;
&lt;br /&gt;
If  you add more forms to the pane than there is room to display the tab,  he left and right arrows become active and can be used to show the tabs that are hidden.&lt;br /&gt;
&lt;br /&gt;
===Hideaway Forms===&lt;br /&gt;
When you click the push-pin at the top of the forms next to the close-down ‘X’, it falls over. &lt;br /&gt;
The form becomes ‘unpinned’ and appears to slide off the edge of the screen. The remaining screen re-arranges itself and the space previously taken by the hideaway form is shared out amongst the nearby forms.&lt;br /&gt;
(CHECK:::The push-pin applies to the PANE, not to a single window in it. When forms are sharing a pane they are hidden or revealed together./CHECK)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L02 WindowsManager.JPG|center]]&lt;br /&gt;
&lt;br /&gt;
In this panel configuration the left, right and bottom panel are used. The left panel is a splitted one. The right panel containes one auto-hide window (see tab strip). The Project Explorer window is floating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Auto-Hide===&lt;br /&gt;
&lt;br /&gt;
DockPanel has an auto-hide feature that can be very useful.&lt;br /&gt;
If there is any auto hide window, DockPanel will display a tab strip on the out-most edge. &lt;br /&gt;
An auto hide window has 3 statuses: &lt;br /&gt;
*hide &lt;br /&gt;
*mouse-hover-display and &lt;br /&gt;
*click-display.&lt;br /&gt;
In hide status, only the tab is displayed. The window itself is completely hidden. That can preserve the valuable screen to display more information. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save/Restore Layout settings===&lt;br /&gt;
&lt;br /&gt;
You can save and restore your individual layout setting by menu &#039;&#039;Settings-&amp;gt;Layout&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===Further information===&lt;br /&gt;
The handling of different panels is based on Dockpanel suite of Weifen Luo (also some text reused).&lt;br /&gt;
[http://www.codeproject.com/KB/miscctrl/DockManager.aspx]&lt;br /&gt;
&lt;br /&gt;
==Excercise==&lt;br /&gt;
* Create a new form (Menu &amp;quot;Windows&amp;quot;) and dock and relaese it at several positions&lt;br /&gt;
* Save and reload your own panel configuration&lt;br /&gt;
&lt;br /&gt;
==Additional links and references==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 3]]&lt;br /&gt;
&lt;br /&gt;
[[de:Lektion 2]]&lt;br /&gt;
[[en:Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| zurückLink = Lektion_1_Tut3&lt;br /&gt;
| zurückText = Lektion 1&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lektion_3_Tut3&lt;br /&gt;
| vorText = Lektion 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie:DMXControl 3]]&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=1982</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=1982"/>
		<updated>2013-01-04T10:07:28Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Excercise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = Erste Schritte: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&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:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3 Overview.jpg|1|A selection of some windows of DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3 Overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
This lecture introduces into 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, as known in the installation of DMXControl 2, 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 out of two softwares. One acts as server, the other one as client. The server (hereinafter referred to as kernel) manages all information related to the project. The kernel runs basically on 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;
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;
The separation of the server and the client has following advantages:&lt;br /&gt;
&lt;br /&gt;
* if the client (user interface) fails, the kernel (server) continues including sending DMX output&lt;br /&gt;
* several users can share the kernel to work in a team&lt;br /&gt;
* kernel and user interface could run on different computers&lt;br /&gt;
&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; (hint: in the beta version you have to start the kernel as administrator when you used the standard installation).&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;
[[File:DMXC3L01 kernel.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
During the startup 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. By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 konsole.JPG|center|600px]]&lt;br /&gt;
&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 subfolder &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.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 connect.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server.&lt;br /&gt;
&lt;br /&gt;
[[File:700px-DMXC3 Tutorial Lektion1 Firewall.png|600px]]&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 startmenue 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;
==Excercise==&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menue&lt;br /&gt;
* status&lt;br /&gt;
* shutdown&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;
==Certificate==&lt;br /&gt;
I understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie: DMXControl 3]]&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;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=1981</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=1981"/>
		<updated>2013-01-04T10:05:50Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Project Management */  corrections and adaption to german description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = Erste Schritte: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&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:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3 Overview.jpg|1|A selection of some windows of DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3 Overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
This lecture introduces into 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, as known in the installation of DMXControl 2, 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 out of two softwares. One acts as server, the other one as client. The server (hereinafter referred to as kernel) manages all information related to the project. The kernel runs basically on 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;
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;
The separation of the server and the client has following advantages:&lt;br /&gt;
&lt;br /&gt;
* if the client (user interface) fails, the kernel (server) continues including sending DMX output&lt;br /&gt;
* several users can share the kernel to work in a team&lt;br /&gt;
* kernel and user interface could run on different computers&lt;br /&gt;
&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; (hint: in the beta version you have to start the kernel as administrator when you used the standard installation).&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;
[[File:DMXC3L01 kernel.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
During the startup 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. By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 konsole.JPG|center|600px]]&lt;br /&gt;
&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 subfolder &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.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 connect.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server.&lt;br /&gt;
&lt;br /&gt;
[[File:700px-DMXC3 Tutorial Lektion1 Firewall.png|600px]]&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 startmenue 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;
==Excercise==&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menue&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;
==Certificate==&lt;br /&gt;
I understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie: DMXControl 3]]&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;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=1980</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=1980"/>
		<updated>2013-01-04T10:00:53Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* The client */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = Erste Schritte: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&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:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3 Overview.jpg|1|A selection of some windows of DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3 Overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
This lecture introduces into 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, as known in the installation of DMXControl 2, 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 out of two softwares. One acts as server, the other one as client. The server (hereinafter referred to as kernel) manages all information related to the project. The kernel runs basically on 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;
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;
The separation of the server and the client has following advantages:&lt;br /&gt;
&lt;br /&gt;
* if the client (user interface) fails, the kernel (server) continues including sending DMX output&lt;br /&gt;
* several users can share the kernel to work in a team&lt;br /&gt;
* kernel and user interface could run on different computers&lt;br /&gt;
&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; (hint: in the beta version you have to start the kernel as administrator when you used the standard installation).&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;
[[File:DMXC3L01 kernel.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
During the startup 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. By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 konsole.JPG|center|600px]]&lt;br /&gt;
&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 subfolder &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.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 connect.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server.&lt;br /&gt;
&lt;br /&gt;
[[File:700px-DMXC3 Tutorial Lektion1 Firewall.png|600px]]&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 startmenue 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;
You can save a project as a default project. If you use &#039;&#039;&#039;File -&amp;gt; New  Project&#039;&#039;&#039;, DMXControl will load your default project, which can be a  project you already patched your fixtures. To save a project as a  default project, goto &#039;&#039;&#039;File -&amp;gt; Save Project&#039;&#039;&#039; as, type the name  &amp;quot;DefaultProject&amp;quot; and save it to the ressources folder of the kernel  &amp;quot;\path\to\your\DMXControl 3.0\Kernel\Ressources\&amp;quot;. All project files are archived in a zip-file.&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;
==Excercise==&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menue&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;
==Certificate==&lt;br /&gt;
I understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie: DMXControl 3]]&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;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=1979</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=1979"/>
		<updated>2013-01-04T09:19:30Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Lecture: Installation and Configuration */  corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = Erste Schritte: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&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:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3 Overview.jpg|1|A selection of some windows of DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3 Overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
This lecture introduces into 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, as known in the installation of DMXControl 2, 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 out of two softwares. One acts as server, the other one as client. The server (hereinafter referred to as kernel) manages all information related to the project. The kernel runs basically on 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;
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;
The separation of the server and the client has following advantages:&lt;br /&gt;
&lt;br /&gt;
* if the client (user interface) fails, the kernel (server) continues including sending DMX output&lt;br /&gt;
* several users can share the kernel to work in a team&lt;br /&gt;
* kernel and user interface could run on different computers&lt;br /&gt;
&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; (hint: in the beta version you have to start the kernel as administrator when you used the standard installation).&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;
[[File:DMXC3L01 kernel.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
During the startup 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. By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 konsole.JPG|center|600px]]&lt;br /&gt;
&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===&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 subfolder &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. You can also select the Menu &#039;&#039;&#039;Connection--&amp;gt;Connect&#039;&#039;&#039; in order to  connect with the server. When you start the client a connection window opens. &lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 connect.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:700px-DMXC3 Tutorial Lektion1 Firewall.png|600px]]&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. A click on the icon will open the Connection window.&lt;br /&gt;
&lt;br /&gt;
Now  you are able to load your project. DMXControl will provide a default demo project. You can open it with menue point &#039;&#039;&#039;File -&amp;gt;Open Project&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text=If you program the &amp;quot;Lumos.exe&amp;quot; when running the parameter &amp;quot;-nonetwork&amp;quot; are relaying, the kernel will boot automatically mitgestartet a client and connected directly to the kernel. This is you and you avoid the manual and connect the system to the start ready to go. From the Start menu when you install a link is generated that passes these parameters at startup. The link is called &amp;quot;DMXControl 3&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Project Management===&lt;br /&gt;
&lt;br /&gt;
You can save a project as a default project. If you use &#039;&#039;&#039;File -&amp;gt; New  Project&#039;&#039;&#039;, DMXControl will load your default project, which can be a  project you already patched your fixtures. To save a project as a  default project, goto &#039;&#039;&#039;File -&amp;gt; Save Project&#039;&#039;&#039; as, type the name  &amp;quot;DefaultProject&amp;quot; and save it to the ressources folder of the kernel  &amp;quot;\path\to\your\DMXControl 3.0\Kernel\Ressources\&amp;quot;. All project files are archived in a zip-file.&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;
==Excercise==&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menue&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;
==Certificate==&lt;br /&gt;
I understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie: DMXControl 3]]&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;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=1978</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=1978"/>
		<updated>2013-01-04T08:44:12Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = Erste Schritte: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&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:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3 Overview.jpg|1|A selection of some windows of DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3 Overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
This lecture introduces into 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;
You can install DMXControl 3 by 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, as with the installation of  DMXControl 2 EasyView can be selected.&lt;br /&gt;
&lt;br /&gt;
DMXControl 3.0 provides a distributed architecture, i.e. there is a server that can communicate with several clients. The server (hereinafter referred to as kernel) manages all information related to the project. The kernel runs basically on Windows operating system, but can also be launched on Linux (with Mono). &lt;br /&gt;
&lt;br /&gt;
The client is a Windows program. The client provides the interface between the server and the user. One or more clients can run on several systems (PCs) in parallel. &lt;br /&gt;
Thus, you can work in teams for implementing and performing your show. DMXControl 3.0 supports also  cooperation during the life cycle, i.e. you can execute scene lists during your mate is still programming the missing cues! &lt;br /&gt;
&lt;br /&gt;
The separation of the server and the client brings the following benefits:&lt;br /&gt;
&lt;br /&gt;
* the kernel continues in case of malfunction in the user interface and continues DMX output&lt;br /&gt;
* several users can share the kernel to work in a team&lt;br /&gt;
* kernel and user interface could run on different computers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The kernel===&lt;br /&gt;
&lt;br /&gt;
At first, lets start the kernel, i.e. the DMXControl server. Currently this application is called &amp;quot;DMXControl 3 Kernel&amp;quot; or &amp;quot;Lumos.exe&amp;quot; (hint: in the beta version you have to start the kernel as administrator when you have used the standard installation).&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;
[[File:DMXC3L01 kernel.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
During  launching 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. By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 konsole.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are a few command line options to get more detailed information about the status of the kernel:     *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;
*xxx notification: Sends a notification to all clients &lt;br /&gt;
*xxx width: Specifies the width of the console fixed (number of characters) &lt;br /&gt;
*xxx load: Loading a project &lt;br /&gt;
*xxx save: 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 see Appendix 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The client===&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 subfolder &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. You can also select the Menu &#039;&#039;&#039;Connection--&amp;gt;Connect&#039;&#039;&#039; in order to  connect with the server. When you start the client a connection window opens. &lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 connect.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:700px-DMXC3 Tutorial Lektion1 Firewall.png|600px]]&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. A click on the icon will open the Connection window.&lt;br /&gt;
&lt;br /&gt;
Now  you are able to load your project. DMXControl will provide a default demo project. You can open it with menue point &#039;&#039;&#039;File -&amp;gt;Open Project&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text=If you program the &amp;quot;Lumos.exe&amp;quot; when running the parameter &amp;quot;-nonetwork&amp;quot; are relaying, the kernel will boot automatically mitgestartet a client and connected directly to the kernel. This is you and you avoid the manual and connect the system to the start ready to go. From the Start menu when you install a link is generated that passes these parameters at startup. The link is called &amp;quot;DMXControl 3&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Project Management===&lt;br /&gt;
&lt;br /&gt;
You can save a project as a default project. If you use &#039;&#039;&#039;File -&amp;gt; New  Project&#039;&#039;&#039;, DMXControl will load your default project, which can be a  project you already patched your fixtures. To save a project as a  default project, goto &#039;&#039;&#039;File -&amp;gt; Save Project&#039;&#039;&#039; as, type the name  &amp;quot;DefaultProject&amp;quot; and save it to the ressources folder of the kernel  &amp;quot;\path\to\your\DMXControl 3.0\Kernel\Ressources\&amp;quot;. All project files are archived in a zip-file.&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;
==Excercise==&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menue&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;
==Certificate==&lt;br /&gt;
I understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie: DMXControl 3]]&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;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Tutorials_DMXControl_3&amp;diff=1977</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=1977"/>
		<updated>2013-01-03T13:05:28Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Tutorial for DMXControl 3.0 */  Some corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
=Tutorial for DMXControl 3.0=&lt;br /&gt;
&lt;br /&gt;
&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;
[[Lssson_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;
[[Lession_18_Tut3|Lesson 18: Beamer Tool ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lession_19_Tut3|Lesson 19: Other DMX Clients ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lession_20_Tut3|Lesson 20: Create new device definitions ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lession_21_Tut3|Lesson 21: Summary and details for Execution  ]]&amp;lt;br /&amp;gt; &lt;br /&gt;
[[Lession_22_Tut3|Lesson 22: Input Assignment ]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lession_23_Tut3|Lesson 23: Create a RGB Matrix]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lession_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 infos:&#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>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=1959</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=1959"/>
		<updated>2013-01-03T12:13:42Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Certificate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = Erste Schritte: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because of changed operating concept compared to DMXControl 2 a fundamental rethink in the use of DMXControl 3 is necessary. These lessons will help you to become familiar with this concept and provide the skills necessary on the basic characteristics of the new user interface. Here at the beginning a preview as a taste of what awaits you:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3 Overview.jpg|1|Auswahl von Fenstern von DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3 Overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
This lecture introduces into 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;
You can install DMXControl 3 by 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, as with the installation of  DMXControl 2 EasyView can be selected.&lt;br /&gt;
&lt;br /&gt;
DMXControl 3.0 provides a distributed architecture, i.e. there is a server that can communicate with several clients. The server (hereinafter referred to as kernel) manages all information related to the project. The kernel runs basically on Windows operating system, but can also be launched on Linux (with Mono). &lt;br /&gt;
&lt;br /&gt;
The client is a Windows program. The client provides the interface between the server and the user. One or more clients can run on several systems (PCs) in parallel. &lt;br /&gt;
Thus, you can work in teams for implementing and performing your show. DMXControl 3.0 supports also  cooperation during the life cycle, i.e. you can execute scene lists during your mate is still programming the missing cues! &lt;br /&gt;
&lt;br /&gt;
The separation of the server and the client brings the following benefits:&lt;br /&gt;
&lt;br /&gt;
* the kernel continues in case of malfunction in the user interface and continues DMX output&lt;br /&gt;
* several users can share the kernel to work in a team&lt;br /&gt;
* kernel and user interface could run on different computers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The kernel===&lt;br /&gt;
&lt;br /&gt;
At first, lets start the kernel, i.e. the DMXControl server. Currently this application is called &amp;quot;DMXControl 3 Kernel&amp;quot; or &amp;quot;Lumos.exe&amp;quot; (hint: in the beta version you have to start the kernel as administrator when you have used the standard installation).&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;
[[File:DMXC3L01 kernel.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
During  launching 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. By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 konsole.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are a few command line options to get more detailed information about the status of the kernel:     *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;
*xxx notification: Sends a notification to all clients &lt;br /&gt;
*xxx width: Specifies the width of the console fixed (number of characters) &lt;br /&gt;
*xxx load: Loading a project &lt;br /&gt;
*xxx save: 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 see Appendix 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The client===&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 subfolder &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. You can also select the Menu &#039;&#039;&#039;Connection--&amp;gt;Connect&#039;&#039;&#039; in order to  connect with the server. When you start the client a connection window opens. &lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 connect.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:700px-DMXC3 Tutorial Lektion1 Firewall.png|600px]]&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. A click on the icon will open the Connection window.&lt;br /&gt;
&lt;br /&gt;
Now  you are able to load your project. DMXControl will provide a default demo project. You can open it with menue point &#039;&#039;&#039;File -&amp;gt;Open Project&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text=If you program the &amp;quot;Lumos.exe&amp;quot; when running the parameter &amp;quot;-nonetwork&amp;quot; are relaying, the kernel will boot automatically mitgestartet a client and connected directly to the kernel. This is you and you avoid the manual and connect the system to the start ready to go. From the Start menu when you install a link is generated that passes these parameters at startup. The link is called &amp;quot;DMXControl 3&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Project Management===&lt;br /&gt;
&lt;br /&gt;
You can save a project as a default project. If you use &#039;&#039;&#039;File -&amp;gt; New  Project&#039;&#039;&#039;, DMXControl will load your default project, which can be a  project you already patched your fixtures. To save a project as a  default project, goto &#039;&#039;&#039;File -&amp;gt; Save Project&#039;&#039;&#039; as, type the name  &amp;quot;DefaultProject&amp;quot; and save it to the ressources folder of the kernel  &amp;quot;\path\to\your\DMXControl 3.0\Kernel\Ressources\&amp;quot;. All project files are archived in a zip-file.&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;
==Excercise==&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menue&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;
==Certificate==&lt;br /&gt;
I understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Kategorie: DMXControl 3]]&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;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
	<entry>
		<id>https://wiki-en.dmxcontrol-projects.org/index.php?title=Lesson_1_Tut3&amp;diff=1958</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=1958"/>
		<updated>2013-01-03T12:13:14Z</updated>

		<summary type="html">&lt;p&gt;Vrystyle: /* Excercise */  Replaces &amp;quot;Shut up&amp;quot; with &amp;quot;exit&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Hauptüberschrift&lt;br /&gt;
| logo = Im-aim.png&lt;br /&gt;
| ueberschrift = Erste Schritte: {{PAGENAME}}&lt;br /&gt;
}}&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DMXC3_lesson/en}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because of changed operating concept compared to DMXControl 2 a fundamental rethink in the use of DMXControl 3 is necessary. These lessons will help you to become familiar with this concept and provide the skills necessary on the basic characteristics of the new user interface. Here at the beginning a preview as a taste of what awaits you:&lt;br /&gt;
&lt;br /&gt;
{{Bild_mit_Unterschrift |DMXC3 Overview.jpg|1|Auswahl von Fenstern von DMXControl 3|center|600px}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3 Overview.jpg]]&lt;br /&gt;
&lt;br /&gt;
This lecture introduces into 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;
You can install DMXControl 3 by 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, as with the installation of  DMXControl 2 EasyView can be selected.&lt;br /&gt;
&lt;br /&gt;
DMXControl 3.0 provides a distributed architecture, i.e. there is a server that can communicate with several clients. The server (hereinafter referred to as kernel) manages all information related to the project. The kernel runs basically on Windows operating system, but can also be launched on Linux (with Mono). &lt;br /&gt;
&lt;br /&gt;
The client is a Windows program. The client provides the interface between the server and the user. One or more clients can run on several systems (PCs) in parallel. &lt;br /&gt;
Thus, you can work in teams for implementing and performing your show. DMXControl 3.0 supports also  cooperation during the life cycle, i.e. you can execute scene lists during your mate is still programming the missing cues! &lt;br /&gt;
&lt;br /&gt;
The separation of the server and the client brings the following benefits:&lt;br /&gt;
&lt;br /&gt;
* the kernel continues in case of malfunction in the user interface and continues DMX output&lt;br /&gt;
* several users can share the kernel to work in a team&lt;br /&gt;
* kernel and user interface could run on different computers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The kernel===&lt;br /&gt;
&lt;br /&gt;
At first, lets start the kernel, i.e. the DMXControl server. Currently this application is called &amp;quot;DMXControl 3 Kernel&amp;quot; or &amp;quot;Lumos.exe&amp;quot; (hint: in the beta version you have to start the kernel as administrator when you have used the standard installation).&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;
[[File:DMXC3L01 kernel.JPG|600px]]&lt;br /&gt;
&lt;br /&gt;
During  launching 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. By typing &amp;quot;help&amp;quot; you get an overview about all supported commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 konsole.JPG|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are a few command line options to get more detailed information about the status of the kernel:     *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;
*xxx notification: Sends a notification to all clients &lt;br /&gt;
*xxx width: Specifies the width of the console fixed (number of characters) &lt;br /&gt;
*xxx load: Loading a project &lt;br /&gt;
*xxx save: 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 see Appendix 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The client===&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 subfolder &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. You can also select the Menu &#039;&#039;&#039;Connection--&amp;gt;Connect&#039;&#039;&#039; in order to  connect with the server. When you start the client a connection window opens. &lt;br /&gt;
&lt;br /&gt;
[[File:DMXC3L01 connect.JPG]]&lt;br /&gt;
&lt;br /&gt;
If you have installed a firewall you have to grant the communication between client and server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:700px-DMXC3 Tutorial Lektion1 Firewall.png|600px]]&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. A click on the icon will open the Connection window.&lt;br /&gt;
&lt;br /&gt;
Now  you are able to load your project. DMXControl will provide a default demo project. You can open it with menue point &#039;&#039;&#039;File -&amp;gt;Open Project&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{BoxHint&lt;br /&gt;
|Text=If you program the &amp;quot;Lumos.exe&amp;quot; when running the parameter &amp;quot;-nonetwork&amp;quot; are relaying, the kernel will boot automatically mitgestartet a client and connected directly to the kernel. This is you and you avoid the manual and connect the system to the start ready to go. From the Start menu when you install a link is generated that passes these parameters at startup. The link is called &amp;quot;DMXControl 3&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Project Management===&lt;br /&gt;
&lt;br /&gt;
You can save a project as a default project. If you use &#039;&#039;&#039;File -&amp;gt; New  Project&#039;&#039;&#039;, DMXControl will load your default project, which can be a  project you already patched your fixtures. To save a project as a  default project, goto &#039;&#039;&#039;File -&amp;gt; Save Project&#039;&#039;&#039; as, type the name  &amp;quot;DefaultProject&amp;quot; and save it to the ressources folder of the kernel  &amp;quot;\path\to\your\DMXControl 3.0\Kernel\Ressources\&amp;quot;. All project files are archived in a zip-file.&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;
==Excercise==&lt;br /&gt;
&lt;br /&gt;
1) Please try following commands in command shell:&lt;br /&gt;
* menue&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;
==Certificate==&lt;br /&gt;
I have understood the topics of this lecture and want to continue with next course:&lt;br /&gt;
[[Lesson 2]]&lt;br /&gt;
&lt;br /&gt;
{{NavigationTop-Tut3&lt;br /&gt;
| hoch = [[Tutorials DMXControl 3|Inhaltsverzeichnis]]&lt;br /&gt;
| vorLink = Lesson_2_Tut3&lt;br /&gt;
| vorText = Lesson 2&lt;br /&gt;
}}&lt;br /&gt;
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[[Kategorie: DMXControl 3]]&lt;br /&gt;
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[[de:Lektion 1]]&lt;br /&gt;
[[en:Lesson 1]]&lt;br /&gt;
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__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Vrystyle</name></author>
	</entry>
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