A. Hardware Requirements

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2 A. Hardware Requirements Chapter 1: Installation and Configuration Vision 2.3 is a powerful software application that requires an appropriately powered computer and video card. The installation program will first verify that the computer and video card meet the minimum system requirements. If not, the installation program will display a warning message. Minimum System Requirements P4 3.0 Ghz processor 1 GB of RAM (recommended 2GB of RAM or greater) 300 MB of hard drive space Windows XP, Server 2003, or Windows Vista Video Card: > 256 MB of Video Ram > DirectX 9.0 compliance > Pixel Shader 3.0 or greater > Vertex Shader 3.0 or greater While these are the minimum system requirements, it is important to understand that the more powerful the video card, the better Vision 2.3 will run. The amount of VRAM as well as the speed of the video card will impact the number of fixtures any given scene can support. ZZYZX, Inc. recommends a video card with 512 MB of Video Ram. While the following list is not exhaustive, ZZYZX, Inc. can recommend any of the following cards: ATI Radeon HD 4800 Series ATI Radeon HD 4600 Series ATI Radeon HD 3000 Series ATI Radeon HD 2000 Series NVIDIA 9800 Series NVIDIA 8800 Series NVIDIA 7900 Series NVIDIA 7800 Series NOTE: We do not support the NVIDIA 7950 GX2 video card with two graphics chips onboard. Vision 2.3 User Manual 2

3 B. Software Requirements Chapter 1: Installation and Configuration Vision 2.3 requires DirectX 9.0c. The setup program checks for DirectX 9.0c. The installation CD contains an installation of DirectX 9.0c which will automatically be installed, should it be needed. Vision 2.3 does come with a library of stock objects that you can manipulate for use within simple scenes. This library includes walls, stages, screens, and people among other items. These can be added to your scene using the Add Object tool discussed more thouroughly in Chapter 6. Users who choose to model their own scenes will need one of the following 3D modeling programs: VectorWorks 2008 or greater 3D Studio Max 2008 or greater Autodesk Viz 2007 or greater The installation program will detect and install the appropriate plug-ins needed to create Vision 2.3 scenes. While not a requirement, SandNet is needed if you own Sandboxes or VBoxes and wish to connect Vision 2.3 to an external console. SandNet is included on the Vision 2.3 installation CD and should be installed prior to installing Vision 2.3. To install SandNet, run the installer from the CD and follow the prompts. When asked about installing the Demo version or the Full Installation, select Full Installation. Vision 2.3 User Manual 3

4 C. Installing Vision 2.3 Note Chapter 1: Installation and Configuration Once the software and hardware prerequisites have been met, the Vision 2.3 application can be installed. Prior to installation of Vision 2.3, be sure to exit all other applications. DO NOT CONNECT THE VISION 2.3 DONGLE OR SANDNET V-BOXES UNTIL AFTER THE SOFTWARE INSTALLATION HAS SUCCESSFULLY COMPLETED. 1. After loading the CD, double click on the Vision2Install.exe file to launch the installation wizard. The Vision 2.3 installer will check your computer system and video card, and then display the welcome screen. 2. The installation wizard displays and End User License Agreement (EULA). Acceptance of the terms within the license agreement is required for installation of Vision 2.3. After reading the EULA, click on the I agree button to continue the installation. Vision 2.3 User Manual 4

5 Chapter 1: Installation and Configuration 3. Next the installation wizard displays a list of components to install with Vision 2.3. None of the components are selected by default. You must select the plugins that you need to install specifically for your computer. If the installation attempts to install components for applications not currently installed on the system, an error message will be displayed and the installation will continue. Component Description Vision 2.3 SandNet Max Plug-ins Viz Plug-ins VectorWorks DDS Thumbnail Viewer The Vision 2.3 Application The SandNet Support component allows configuration of SandNet for use with Vision 2.3 when using a VBox to input DMX. Once installed, a new desktop icon titled Sandnet for ESP will appear. After installation, launch SandNet via this icon to enable connectivity to Vision 2.3. Plug-ins for 3D Studio Max 2008 or greater. This enables the ability to create Vision 2.3 models from a 3D Studio Max drawing. Plug-ins for Autodesk Viz 2007 or greater. This enables the ability to create Vision 2.3 models from an Autodesk Viso drawing. Plug-ins for VectorWorks 2008 or greater. This enables the ability to create Vision 2.3 models from a VectorWorks drawing. The DDS Thumbnail Viewer allows viewing of.dds image files. The DDS file format is a highly compressed image format and all Vision 2.3 gobo files are created using this format.this component installs the necessary files to view gobos within the plug-ins and Vision 2.3. Vision 2.3 User Manual 5

6 Chapter 1: Installation and Configuration 4. If the Vision 2.3 component has been selected in the previous step of the installation wizard, then you will be presented with an option to select the installation location. The default or currently installed location is shown. Press the Next button to continue the installation process. 5. Next the installation process will prompt you to select a location for selected plug-in components to be installed. If an application can not be found, an error message will be displayed. Press the Next or Install button to continue the installation process. Vision 2.3 User Manual 6

7 Chapter 1: Installation and Configuration 6. Once the Install button is clicked, the Vision 2.3 installation application will perform several system checks to verify that the target computer meets the minimum requirements, including DirectX 9.0c. Once the computer and video card pass inspection, Vision 2.3 and all needed library files are installed into the target directory structure. 7. Once the installation is complete you will be prompted to connect your dongle and check for updates. Press OK to connect to the ESP Vision server. 8. Press the Close button when the installation is complete. Ensure the Vision 2.3 USB dongle is connected to the computer. The dongle must be connected to the system in order to run Vision 2.3. The installation will create a new Windows Program Group for Vision 2.3 as well as place shortcuts for Vision 2.3 and Vision 2.3 Update on the desktop. Note If an error message is displayed during installation, verify that the target computer system meets the minimum system requirements. Vision 2.3 User Manual 7

8 D. Vision 2.3 Updater TIP Chapter 1: Installation and Configuration The Vision 2.3 Updater application connects via the internet to the Vision 2.3 Patch Server, and updates the installation of Vision 2.3 with the most recent library files, gobos, plug-ins and software components. After the initial software installation (and periodically during use of the software), it is important to run the updater to ensure the latest version of Vision 2.3 is installed. If you are working on a project and everything is going smoothly, wait until the project is complete to run the Vision 2.3 Updater and get the latest version of the software. While we try to ensure all updates are backwards compatible, it is better to only update between productions. Prior to starting a new project with Vision 2.3, run the Vision 2.3 Updater first. Because Vision 2.3 is always improving, it is important to maintain the current version of software on your computer. If you encounter a problem while using Vision 2.3, there s a good possibility we have already identified and potentially fixed it. Try running the Vision 2.3 Updater to see if the latest software solves the problem. Running the Vision 2.3 Updater 1. Check that the Vision 2.3 computer is connected to the internet. 2. Exit any of the following applications: Vision 2.3, VectorWorks, Max, and/or Viz. 3. Double click on the Vision 2.3 Update desktop icon to launch the Vision 2.3 Updater. 4. As the software is downloaded and installed the main portion of the updater will present important did you know? information. Click on Next Tip to view other tips during the update process. Vision 2.3 User Manual 8

9 Chapter 1: Installation and Configuration 5. The bottom portion of the updater screen will display the progress of the update. 6. Upon completion of the update, a release notes document will open to specify the changes that have been installed. This file is also saved in the Vision 2.3 installation directory. 7. Once installation is complete, close all updater windows and run Vision 2.3. Vision 2.3 User Manual 9

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11 Chapter 2: Modeling with VectorWorks The Vision 2.3 Plug-in for VectorWorks The VectorWorks Spotlight drafting software is widely used within the lighting industry to create plots, drawings, and renderings. Vision 2.3 is proud to offer you integration within this popular lighting design tool. Detailed instructions and tutorials for VectorWorks are included with that application. Please refer to its documents for instructions regarding specific use of VectorWorks or for clarity with VectorWorks terminology used within this manual. Fundamentally, everything in Vectorworks is a symbol. Vision 2.3 provides a plug-in that does not interrupt existing work flows and plots within VectorWorks. Instead of creating our own library of symbols that correspond to our existing light library, we chose to attach Vision 2.3 specific data to any 2D, 3D, or hybrid symbol. This data is modified and tracked inside of VectorWorks, and contains information such as DMX Channel, DMX universe, custom colors, gobos, and (most importantly) the light in the Vision 2.3 library that corresponds to the VectorWorks symbol to which it is attached. When a Vision 2.3 scene is exported from VectorWorks, this information, along with the geometry in the scene, is put together to create your Vision 2.3 scene file(.esc). Vision 2.3 User Manual 11

12 Chapter 2: Modeling with VectorWorks A. Configuration of the Vision 2.3 Plug-in for VectorWorks After installation of Vision 2.3 and its plug-ins, the unique Vision 2.3 tools must be added to the VectorWorks workspace. 1. Launch VectorWorks. 2. Click on Tools, select Workspaces. Ensure that Spotlight is the selected workspace (or your own custom workspace), then click on the Workspace Editor to open the Workspace Editor Options window. Vision 2.3 User Manual 12

13 Chapter 2: Modeling with VectorWorks 3. In the Workspace Editor Options window select the Edit a copy of the current workspace option. Then in the New workspace name filed enter ESP Vision. 4. Click OK when finished to open the Workspace Editor window. 5. When the Workspace Editor window opens, check that the ESP Vision entry is in the left hand column. If it is missing, close VectorWorks and run the Vision 2.2 Updater. 6. On the left hand column click and drag the New Menu item from the Commands field to the Menu field just above the Spotlight entry. Vision 2.3 User Manual 13

14 Chapter 2: Modeling with VectorWorks 7. Double click on the ESP Vision entry in the left column to expand it. Click and drag the four items from the left column to the right column just below the ESP Vision entry. 8. Click OK when finished. 9. You will now see the ESP Vision menu on the menu bar within VectorWorks. The Vision 2.3 Plug-in for Vectorworks should now be fully configured and ready for use. Name Mapping Certain fields in the VectorWorks Spotlight Light Record are automatically transferred to the ESP Vision record. Any ESP Vision fixture needs a Unit Number, Universe and Channel. By default, Vision will read the following fields for this information: VW Universe = ESP Vision Universe VW Dimmer = ESP Vision Channel VW Channel = ESP Vision Unit Number This was determined based upon a survey of existing VW users, when this functionality was added. However, not all users wish to use this mapping methodology. You can customize your individual settings by modifying the ESPUserConfig.xml file in the Program Files/Vision 2.3 directory. Open the file using Notepad, adding the following to the end: <DataSources NameSource= Symbol Name ChannelSource="Channel" UniverseSource="Universe" UnitNumberSource="Unit Number" ColorSource= Color GoboSource= Template Vision 2.3 User Manual 14

15 Chapter 2: Modeling with VectorWorks NumChannelsSource= Num Channels /> Place the above at the end of the XML file, just above the </ESPConfig> line. Here, you can define any record name that you want to be used for mapping into ESP Vision. These record names ARE CASE SENSITIVE. They do not have to be Spotlight records, they can be any custom record that you have associated with the symbol. You can also specify if you wish Color information to be copied over from the Spotlight record. However, this should only be used with conventional fixtures. Include the line: ColorSource="Color" in your DataSources area of the ESPUserConfig.xml file. Vision will do a lookup of standard Rosco, Gam or Lee gel colors. Use syntax C# where C = color mfg (R=Rosco, G=GAM, L=Lee) and # = Gel number. Examples: R25 = Rosco 25 L705 = Lee 705 G201 = GAM 201 R1 = Rosco 1 Note that there are no spaces and no leading zeros. Additionally, you can define colors by their RGB value inside of parenthesis. Ie ( (128,55,96) ) Finally, you can define the hexadecimal value predicated by the # symbol. Ie (#665211) Vision 2.3 User Manual 15

16 Chapter 2: Modeling with VectorWorks B. Using the Vision 2.3 Plug-in for VectorWorks TIP Preparing a VectorWorks drawing for export as an Vision 2.3 scene file is a relatively easy procedure. Fixtures within the drawing can be patched and configured for Vision 2.3 individually or as a group. Both standard VectorWorks Spotlight fixture symbols and custom symbols may be used with Vision 2.3. A complete set of ESP Vision fixtures for VectorWorks is provided with ESP Vision software. Wihtin the VectorWorks Resources window, click the arrow next to Files and Folders. Select Add New Favorite Files..., then browse to the Vision/Stock directory and select ESPSymbols_2008.mcd or ESPSymbols_2009.mcd depending on your Vectorworks version. After adding this resource, you can use the istrument insertion tool, then double click on the fixture in the resource browser that you would like use in your scene. If you add the 3d symbols with out using the insertion tool, you can convert you symbols to instruments. To do this go into modify, convert, convert to instrument. 1. Configuring Standard VectorWorks Spotlight Symbols Each fixture in the VectorWorks drawing must be configured for Vision 2.3 by assigning a DMX Universe and DMX Start Address. Adding the DMX addresses can be done bi-directionally within Vectorworks. There is also third way to assing the DMX addresses through Number fields. Advanced configuration of colors, gobos, and lens options is also possible. The following three ways describes how to assign a fixture s DMX Universe and DMX Start Address for use within Vision 2.3. Section 2: Customizing Fixture Parameters details other configuration utilities within the Vision 2.3 Plug-in. Vision 2.3 User Manual 16

17 Chapter 2: Modeling with VectorWorks 2. Customizing Standard VectorWorks Spotlight Symbols 1 The first way to assign the DMX address.select a fixture within your VectorWorks drawing and click on Edit Vision Datain the ESP Vision menu. After a slight delay the Vision 2.3 Dialog will open. 2 The dialog box will show you the fixture along with how many DMX channels are needed.as well as, the editable Universe and Channel.Notes for the fixtures are also visible in this field.if no fixture name is available in this field then there is no current ESP fixture binding associated to this fixture symbol. Ensure your Vision 2.3 software is updated or contact Vision 2.3 support. Vision 2.3 User Manual 17

18 Chapter 2: Modeling with VectorWorks 3 The second way to assign the DMX address,the Object info box can be used to change the DMX addresses for you fixtures. Select the fixture and change the channel and universe inside of the object info box. Vision 2.3 User Manual 18

19 Chapter 2: Modeling with VectorWorks 4 The third way to assign the DMX address. Clicking on the Esp Vision tab, and then select number fields. When the box appears, Change the increments to however many channels you fixture has. Also change the starting number to the channel you would like to start from. After you click ok,you select the fixtures that you would like to assign the DMX addresses to. One after another, as long as the fixture have the same amount of channels. 5 Repeat this process with each fixture within your VectorWorks drawing. In addition to assigning DMX Universe and DMX Addresses for fixtures in the VectorWorks drawing, you can also customize fixtures with custom colors, gobos, and lens options. The following instructions can be applied to individual fixtures or multiple fixtures simultaneously. When selecting multiple fixtures for editing within the Vision 2.3 Plug-in, you must select a group of the same fixture type to modify multiple fixtures at the same time. When multiple fixtures are selected, the fields in the General section of the ESP Dialog window will be non-modifiable. Custom Gobos Often fixtures require custom gobos in place of stock gobos. You can select unique gobo image files to represent each gobo of a fixture. See Appendix A for instructions about creating custom Vision 2.3 User Manual 19

20 Chapter 2: Modeling with VectorWorks gobo image files. To assign gobo image files to particular slots of fixtures, follow the directions below: 1 Select fixture(s) within your VectorWorks drawing and click on Edit Vision Datain the ESP Vision menu. After a slight delay the Vision 2.3 Dialog will open. 2 The Gobos section of this window is used to assign the Gobo images for the selected fixture. Click in the Wheel field to display a list of available gobo wheels for the selected fixture. Click on a wheel to select for editing. 3 Click in the Slot field to display a list of available gobo slots for the selected gobo wheel. Click on a slot to select for editing. Vision 2.3 User Manual 20

21 Chapter 2: Modeling with VectorWorks 4 Select the gobo slot that you wish to change. Then, Click on the change gobo box to open a browse window. Click on a gobo image file to assign to the selected gobo wheel and slot. Click Open to finalize your selection and close the browse window. The Filename field will now display the location and name of the custom gobo image file. See Appendix A for details about creating gobo image files. TIP: sort the browse window by Thumbnails to view the gobo images. Note: Clicking the Remove This Gobo button will set the Filename field to <none> and no gobo image file will be used. 5 After repeating the above for all custom gobos, click OK at the bottom of the Dialog window to save your custom gobo image selections. Custom Colors Often fixtures require custom colors in place of stock colors. You can select unique colors to represent each color available in a fixture. To assign colors to particular slots of fixtures, follow the directions below: 1 Select fixture(s) within your VectorWorks drawing and click on Edit Vision Data in the ESP Vision menu. After a slight delay the Vision 2.3 Dialog will open. Vision 2.3 User Manual 21

22 Chapter 2: Modeling with VectorWorks 2 The Colors section of this window is used to assign the colors for the selected fixture. Click in the Wheel field to display a list of available color wheels for the selected fixture. Click on a wheel to select for editing. 3 Click in the Slot field to display a list of available color slots for the selected color wheel. Click on a slot to select for editing. 4 Click on the change color box to open the ESP Color Picker window. 5 The ESP Color Picker window has two methods for selecting a color. The left hand side allows you to custom create a color using the gradient, HSV, or RGB methods. The right hand portion allows you to select premade colors from a list of manufacturers. Vision 2.3 User Manual 22

23 Chapter 2: Modeling with VectorWorks 6 To create a custom color, click on the desired color using the gradient portion or directly enter values for HSV or RGB. Then click OK to assign this color to the select color slot. Alternately you can click Add Custom to save this color in the custom list. A prompt for a name of this new color will appear. Type in a name and press OK. 7 To select a color from the manufacturer s list, click on the drop down dialog on the right side of the Color Picker window. Click on the desired manufacture to display a list of available colors. 8 Click on the desired color, then click the OK button in the Color Picker to assign this color to the selected slot. Vision 2.3 User Manual 23

24 Chapter 2: Modeling with VectorWorks 9 The Color field will now display the newly assigned color for the selected wheel and slot. 10 After repeating the above for all custom colors, click OK at the bottom of the Dialog window to save your custom color selections. Custom Continuous Wheels The Continuos Wheels section of the ESP Plug-in is used for fixtures containing an animation wheel. If custom animation wheels are used in place of stock animations, then custom image files can be selected. The process for selecting custom animation images files is very similar to that of selecting custom gobo image files. Refer to Appendix A for details on selecting custom image files. Custom Attachments The Attachments section of the Dialog window is used to define a custom lens, lamp, or other attachment for fixtures. Depending upon the fixture type currently selected, different attachments may be available. Multiple attachments of different types may be added to each fixture. 1 Select fixture(s) within your VectorWorks drawing and click on Edit Vision Data in the ESP Vision menu. After a slight delay the Vision 2.3 Dialog will open. Vision 2.3 User Manual 24

25 Chapter 2: Modeling with VectorWorks 2 The Attachment section of this window is used to select an attachment to add to the selected fixture. Click in the Type field to display a list of available attachment types. Click on a type to select for editing. 3 Click in the Name field to display a list of available attachments for the selected type. Click on an attachment to select for editing. 4 Click on the Add button to add the attachment to the fixture. Repeat the above steps to add other attachment types (if available) to the fixture. If you need to remove an attachment, select it within the list and click on the Remove Attachment button. 5 Click OK at the bottom of the Dialog window to save your custom attachment selections. 3. Creating Custom VectorWorks Symbols The Vision 2.3 VectorWorks Plug-in comes with standard bindings for many of the standard VectorWorks Spotlight fixture symbols. However you may wish to use your own symbols from libraries you have compiled or downloaded. Vision 2.3 allows you to do this by applying custom bindings to any VectorWorks symbol. In order to avoid confusion, it's important to note in this section, we deal only with VectorWorks symbols, not Spotlight symbols. A 'binding' is a description of which Vision 2.3 fixture maps to which VectorWorks symbol, and describes the orientation of the fixture. The orientation is important if you have several symbols for the same light in different orientations. For example, you may have multiple symbols of the same fixture type on it's side, hanging, and placed on the ground. These bindings are stored in a custom user configuration file on the Vision 2.3 computer. Vision 2.3 User Manual 25

26 Chapter 2: Modeling with VectorWorks Custom 2D and 3D CAD drawings can be attained from the lighting manufacturer for most fixtures, usually in the form of DXF or DWG files. These drawings can then be imported into VectorWorks and converted into VectorWorks symbols. Refer to the VectorWorks user manual for details on importing and creating VectorWorks symbols. This section describes the process of creating and using custom VectorWorks symbol bindings. 1 Select a fixture symbol within your VectorWorks drawing and click on Edit Vision Data in the ESP Vision menu. After a slight delay the Vision 2.3 Dialog will open. 2 Because there are no current bindings for this fixture symbol, the Fixture Name field will be blank and no further selections will be available. Click on theselect Different Fixture button to open the Select a Light dialog. Vision 2.3 User Manual 26

27 Chapter 2: Modeling with VectorWorks 3 Click in the Light field to display a list of available fixture bindings. Click on a fixture type to bind to the current fixture symbol. Note: If the desired fixture type is not available in the Light field then there is no current ESP fixture binding associated for the fixture type. Ensure your Vision 2.3 software is updated or contact Vision 2.3 support for further details. 4 Once a fixture is selected in the Light field, the fixture will appear in the Fixture name. 5 Click OK at the bottom of the Select a Light window to save your binding settings and return to the Dialog window. Vision 2.3 User Manual 27

28 Chapter 2: Modeling with VectorWorks C. Exporting a VectorWorks Model to Vision 2.3 Once a VectorWorks drawing has been created, and fixture symbols converted and configured using the Vision 2.3 plug-in, the model is ready to export as a Vision 2.3 scene file. Every Vision 2.3 scene requires at least one piece of non-light geometry to correctly load. In order to properly load into Vision 2.3, your VectorWorks drawing must contain additional information than just fixture symbols. Truss, set pieces, curtains, etc. all qualify as non-light geometry. 1 When ready to export, click on Export ESP Vision Scene in the ESP Vision menu. After a slight delay a browser window will open. 2 Select a location and type in a name for the Vision 2.3 scene file. Press Save to export the scene file. Vision 2.3 User Manual 28

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30 Chapter 3: Modeling With 3D Studio Max and Viz The Vision 2.3 Plug-in for 3D Studio Max and Viz The 3D Studio Max and Viz software applications are widely used within the lighting industry to model and render plots and drawings. Vision 2.3 is proud to offer you integration within these popular lighting design tools. Detailed instructions and tutorials for 3D Studio Max and Viz are included with each application. Please refer to their documents for instructions regarding specific use of 3D Studio Max or Viz and for clarity with terminology used within this manual. Currently 3D Studio Max 2008, 3D Studio Max 2009, Autodesk Viz 2007, Autodesk Viz 2008 are all compatible with the Vision 2.3 Plug-ins. Although the screenshots included in this manual are from 3D Studio Max 2009, all supported versions of 3D Studio Max and Viz are identical in appearance and functionality. Vision 2.3 provides a Plug-in that does not interrupt existing work flows and plots within 3D Studio Max and Viz. Vision 2.3 data is modified and tracked inside of 3D Studio Max and Viz, and contains information such as DMX Channel, DMX universe, custom colors, gobos, and (most importantly) the light in the Vision 2.3 library. When a Vision 2.3 scene is exported from 3D Studio Max or Viz, this information, along with the geometry in the scene, is put together to create your Vision 2.3 scene file (.ESC). Vision 2.3 User Manual 30

31 Chapter 3: Modeling With 3D Studio Max and Viz A. Configuration of the Vision 2.3 Plug-in for 3D Studio Max or Viz As long as the proper 3D Studio Max or Viz plug-ins were selected during installation of Vision 2.3, no further configuration of the plug in for 3D Studio Max or Viz is required. See Chapter 1 for installation details. Patch Utility Configuration Although not required, configuration of the ESP Patch Utility will greatly assist when assigning DMX patch information to ESP fixtures within 3D Studio Max or Viz. 1 Launch 3D Studio Max or Viz 2 Select the Utilities tab in the Command Panel. 3 Click on the button to open the Configure Button Sets window. 4 Drag the ESP Patch Utility entry from the left side of the Configure Button Sets window to the right side. 5 Press OK to save the new button set. Repeat these steps for mass modify and the replace utilities The configuration of the ESP Patch Utility is now complete. Vision 2.3 User Manual 31

32 Chapter 3: Modeling With 3D Studio Max and Viz B. Using the Vision 2.3 Plug-in for 3D Studio Max or Viz TIP Preparing a 3D Studio Max or Viz drawing for export as an Vision 2.3 scene file is a relatively easy procedure. Fixtures in the drawing can be patched and configured for Vision 2.3 individually or as a group. Both standard fixture symbols and custom symbols may be used with Vision 2.3. Appendix B of this manual is a tutorial to guide you through creating a drawing within 3D Studio Max or Viz and exporting it to Vision Inserting and Configuring Standard Fixtures Each fixture in the 3D Studio Max or Viz drawing must be inserted from the ESP Primitives Geometry type. Each fixture can then be further configured for Vision 2.3 by assigning a DMX Universe and DMX Start Address. Advanced configuration of colors, gobos, and lens options is also possible. The following describes how to insert a fixture and assign its DMX Universe and DMX Start Address within 3D Studio Max or Viz. Section 2: Customizing Standard Fixtures details other configuration utilities within the Vision 2.3 Plug-in. Vision 2.3 User Manual 32

33 Chapter 3: Modeling With 3D Studio Max and Viz 1 Launch 3D Studio Max or Viz 2 Select the ESP Primitives in the Geometry Primitives drop down dialog of the Command Panel. 3 Click on the ESP Light button to open the Parameters section of the Vision 2.3 Plugin. Note: there will be a slight delay after clicking ESP Light before the Parameters section opens. Vision 2.3 User Manual 33

34 Chapter 3: Modeling With 3D Studio Max and Viz 4 The Parameters section is the fixture selection area, which shows a standard Windows folder structure with fixture files organized by Type or Manufacturer. To expand any folder, simply click on the name, folder or + sign. Continue to navigate the hierarchy until the sought fixture is located, and click on the desired fixture type. 5 Press the Apply button to select this fixture as the active type. Note: If the desired fixture type is not available in this field then ensure your Vision 2.3 software is updated or contact Vision 2.3 support. Vision 2.3 User Manual 34

35 Chapter 3: Modeling With 3D Studio Max and Viz 6 The Parameters section of this window is used to assign the DMX Universe and DMX Start Channel for the selected fixture. Click in a field and enter the desired value. In addition the total number of DMX channels used are displayed. 7 Press the Apply button to save your settings. 8 Clicking on the View Notes button in the Parameters section will display important information about this fixture type as it relates to Vision 2.3. Press OK to close the Comments window. Vision 2.3 User Manual 35

36 Chapter 3: Modeling With 3D Studio Max and Viz 9 Once a fixture is selected within the Parameters section the default factory details for that fixture are pre-loaded into your model, including default lensing, lamp, colors, gobos, etc. To place the fixture into the scene, simply click into the scene. This will add the fixture with its factory defaults into the scene, where placed. 10 Repeat this process with each fixture within your drawing. 2. Customizing Standard Fixtures In addition to assigning DMX Universe and DMX Addresses for fixtures in the 3D Studio Max or Viz drawing, you can also customize fixtures with custom colors, gobos, and lens options. The following instructions can be applied to individual fixtures or multiple fixtures simultaneously. When selecting multiple fixtures for editing within the Vision 2.3 plug-in, you must select a group of the same fixture type to modify multiple fixtures at the same time and use the mass modify (see section 6). When multiple fixtures are selected, the fields in the General section of the ESP Dialog window will be non-modifiable. Custom Gobos Often fixtures require custom gobos in place of stock gobos. You can select unique gobo image files to represent each gobo of a fixture. See Appendix A for instructions about creating custom gobo image files. To assign gobo image files to particular slots of fixtures, follow the directions below: Vision 2.3 User Manual 36

37 Chapter 3: Modeling With 3D Studio Max and Viz 1 Select fixture(s) within your drawing and click on the ESP Primitives in the Geometry Primitives drop down dialog of the Command Panel. After a slight delay the Vision 2.3 Parameters will open. 2 The Gobos section of this window is used to assign the Gobo images for the selected fixture. Click in the Wheel field to display a list of available gobo wheels for the selected fixture. Click on a wheel to select for editing. 3 Click in the Slot field to display a list of available gobo slots for the selected gobo wheel. Click on a slot to select for editing. Vision 2.3 User Manual 37

38 Chapter 3: Modeling With 3D Studio Max and Viz 4 Click on the box of the Filename field to open a browse window. Click on a gobo image file to assign to the selected gobo wheel and slot. Click Open to finalize your selection and close the browse window. The Filename field will now display the location and name of the custom gobo image file. See Appendix A for details about creating gobo image files. TIP: sort the browse window by Thumbnails to view the gobo images. Note: Clicking the Remove This Gobo button will set the Filename field to <none> and no gobo image file will be used. 5 After repeating the above for all custom gobos, click Apply to save your custom gobo image selections. Vision 2.3 User Manual 38

39 Chapter 3: Modeling With 3D Studio Max and Viz Custom Colors Often fixtures require custom colors in place of stock colors. You can select unique colors to represent each color available in a fixture. To assign colors to particular slots of fixtures, follow the directions below: 1 Select fixture(s) within your drawing and click on the ESP Primitives in the Geometry Primitives drop down dialog of the Command Panel. After a slight delay the Vision 2.3 Parameters will open. 2 The Colors section of this window is used to assign the colors for the selected fixture. Click in the Wheel field to display a list of available color wheels for the selected fixture. Click on a wheel to select for editing. 3 Click in the Slot field to display a list of available color slots for the selected color wheel. Click on a slot to select for editing. Vision 2.3 User Manual 39

40 Chapter 3: Modeling With 3D Studio Max and Viz 4 Click on the box of the Color field to open the ESP Color Picker window. 5 The ESP Color Picker window has two methods for selecting a color. The left hand side allows you to custom create a color using the gradient, HSV, or RGB methods. The right hand portion allows you to select premade colors from a list of manufacturers. 6 To create a custom color, click on the desired color using the gradient portion or directly enter values for HSV or RGB. Then click OK to assign this color to the select color slot. Alternately you can click Add Custom to save this color in the custom list. A prompt for a name of this new color will appear. Type in a name and press OK. Vision 2.3 User Manual 40

41 Chapter 3: Modeling With 3D Studio Max and Viz 7 To select a color from the manufacturer s list, click on the drop down dialog on the right side of the Color Picker window. Click on the desired manufacture to display a list of available colors. 8 Click on the desired color, then click the OK button in the Color Picker to assign this color to the selected slot. 9 The Color field will now display the newly assigned color for the selected wheel and slot. 10 After repeating the above for all custom colors, click Apply to save your custom color selections. Vision 2.3 User Manual 41

42 Chapter 3: Modeling With 3D Studio Max and Viz Custom Continuous Wheels The Continuos Wheels section of the ESP Plug-in is used for fixtures containing an animation wheel. If custom animation wheels are used in place of stock animations, then custom image files can be selected. The process for selecting custom animation images files is very similar to that of selecting custom gobo image files. Refer to ## for details on selecting custom image files. Custom Attachments The Attachments section of the ESP Plug-in is used to define a custom lens, lamp, or other attachment for fixtures. Depending upon the fixture type currently selected, different attachments may be available. Multiple attachments of different types may be added to each fixture. 1 Select fixture(s) within your drawing and click on the ESP Primitives in the Geometry Primitives drop down dialog of the Command Panel. After a slight delay the Vision 2.3 Parameters will open. Vision 2.3 User Manual 42

43 Chapter 3: Modeling With 3D Studio Max and Viz 2 The Attachments section of this window is used to select each attachment by type to add to the selected fixture. Click in the Lens, Lamp, Color Scroller, or Other field to display a list of available attachment types. Select an attachment (if available) from the drop down list. 3 After configuring attachments, click Apply to save your custom attachment selections. 3. Inserting and Configuring Particle Effects The Vision 2.3 3D Studio Max and Viz Plug-in allows for the insertion of particle effects such as fire, water, confetti, and fog. Each particle effect in the 3D Studio Max or Viz drawing must be inserted from the ESP Primitives Geometry. The effect can then be further configured for Vision 2.3 by assigning a DMX Universe and DMX Start Address. The following describes how to insert a particle effect and assign its DMX Universe and DMX Start Address within 3D Studio Max or Viz. Vision 2.3 User Manual 43

44 Chapter 3: Modeling With 3D Studio Max and Viz 1 Select the ESP Primitives in the Geometry Primitives drop down dialog of the Command Panel. 2 Click on the ESP Light button to open the Parameters section of the Vision 2.3 Plugin. Note: there will be a slight delay after clicking ESP Light before the Parameters section opens. Vision 2.3 User Manual 44

45 Chapter 3: Modeling With 3D Studio Max and Viz 3 The Parameters section is the effect selection area, which shows a standard Windows folder structure with effect files organized by Type or Manufacturer. To expand any folder, simply click on the name, folder or + sign. Continue to navigate the hierarchy until the sought effect is located, and click on the desired effect type.find particles in manufacture or in the type folder. 4 Press the Apply button to select this effect as the active type. Note: If the desired effect type is not available in this field then ensure your Vision 2.3 software is updated or contact Vision 2.3 support. 5 The Parameters section of this window is used to assign the DMX Universe and DMX Start Channel for the selected effect. Click in a field and enter the desired value. In addition the total number of DMX channels used are displayed. 6 Press the Apply button to save your settings. 7 Clicking on the View Notes button in the Parameters section will display important information about this effect type as it relates to Vision 2.3. Press OK to close the Comments window. Vision 2.3 User Manual 45

46 Chapter 3: Modeling With 3D Studio Max and Viz 8 To place the effect into the scene, simply click into the scene. This will add the effect into the scene, where placed. Note: When you add an effect to the scene, it will appear as a 3 dimensional diamond. This image will not show up in the Vision 2.3 scene, but the effect will function as expected. 9 Repeat this process for each effect instance within your drawing. Note: Particle effects are included for visual reference only and are not intended to trigger actual particle effects. To activate the virtual particle effect within Vision 2.3, adjust the DMX value for the assigned DMX address above 1%. To stop the particle effect, adjust the DMX value to 0%. 3. Inserting and Configuring Video Screens The Vision 2.3 3D Studio Max and Viz Plug-in allows for the insertion of video screens. A particular AVI movie file can be assigned to a video screen. Each screen in the 3D Studio Max or Viz drawing can also be configured for triggering from Vision 2.3 by assigning a DMX Universe and DMX Start Address. The following describes how to insert a video screen with associated AVI file and assign its DMX Universe and DMX Start Address within 3D Studio Max or Viz. 1 To add a video screen that is controllable by Vision 2.3, create a box the size of the screen in the drawing. 2 Assign a texture to the box that is the.avi file to play. 3 To assign the DMX patching information, right-click on the box, and select Properties... to open the Object Properties window. Vision 2.3 User Manual 46

47 Chapter 3: Modeling With 3D Studio Max and Viz 4 In the User Defined tab, type in the following and assign the appropriate DMX values: Universe= Channel= 5 Click on OK to save your configuration. 6 Repeat this process for each video screen instance within your drawing. Note: Video screens are included for visual reference only and are not intended to trigger actual video signals. To activate the AVI file playback within Vision 2.3, adjust the DMX value for the assigned DMX address above 50%. To pause the AVI file playback, adjust the DMX value between 2-49%. Assigning the DMX channel to 0% will stop the AVI playback and the screen will appear dark. Vision 2.3 User Manual 47

48 Chapter 3: Modeling With 3D Studio Max and Viz 5. Using the ESP Patch Utility The Vision 2.3 3D Studio Max and Viz Plug-in provides an additional method for assigning DMX patch information to fixtures. The Patch Utility was designed to allow quick and easy DMX patching of fixtures. It can be used anytime after the lights are added to the scene, or if the patch data changes and needs to be updated. This utility allows you to define a starting DMX address and universe for a fixture and then click on other fixtures in the order in which they are to be patched. With each subsequent click, the values within the utility are automatically adjusted to display the next available DMX address and universe. The value being displayed represents the DMX address and universe applied to the next selected fixture. For quick access to this utility, follow the instructions on page ### to configure the ESP Patch Utility. 1 Select the Utilities tab in the Command Panel. 2 Click on the ESP Patch Utility button to open the Parameters section of the utility. 3 Enter appropriate values into the Starting Universe and Starting Channel fields.these values represent the DMX start address and universe of the first fixture you plan to click on. 4 Click on each fixture in your model in the order in which they are to be patched. The Starting Channel field will automatically increment with each selection to display the next available start address. Note: If there isn t enough space to patch the selected fixture in the current universe, the Patch Utility will automatically increment the universe and start the next fixture at Starting Channel 1 of the new universe. Vision 2.3 User Manual 48

49 Chapter 3: Modeling With 3D Studio Max and Viz 5 Once finished with the Patch Utility, it must be deactivated by clicking on the ESP Patch Utility button in the Utilities tab of the Command Panel. Otherwise, anytime a fixture is clicked in the scene, its DMX Starting Channel value will be re-assigned new DMX values. Vision 2.3 User Manual 49

50 Chapter 3: Modeling With 3D Studio Max and Viz 6. Using the ESP Mass Modify Utility The Vision 2.3 3D Studio Max and Viz Plug-ins provides a method to modify fixture defaults en masse. The Mass Modify Utility was designed to allow a user to change the gobos, colors, continuous wheels, lenses, lamps, or other attachments for a group of similar fixtures. When any fixture is added to a scene, it assumes certain default characteristics. It includes the standard lensing, lamping, color and gobo loads, which are delivered by the manufacturer. However, there are times when the default information is modified either before or after the fixture is added into the 3D Studio Max or Viz model. The Mass Modify Utility allows changes to be made to multiple fixtures at the same time. When you open the Mass Modify utility, you will notice that the parameters information looks very similar to the information that is included in the standard Modify tab displayed when the fixture was initially added to the model. All of the parameters function in a similar manner. NOTE: In order to avoid issues, Mass Modify will only work on a single type of fixture at a time (e.g. all Mac 2K Profiles) 1. Select the Utilities tab in the Command Panel. 2. Click on the ESP Mass Modify Utility button to open the Parameters section of the utility. 3. Select the fixture or fixtures in the model that you wish change. 4. Select the Gobo Wheel, Color Wheel or Continuous Wheel that you wish to modify. Vision 2.3 User Manual 50

51 Chapter 3: Modeling With 3D Studio Max and Viz 5. Select the Slot that you wish to change. 6. Make the appropriate change to the individual gobo, color or continuous wheel. 7. Make any changes to Lenses, Lamps, scrollers or other attachments. As soon as the change is made in the parameters window, it takes effect immediately. There is no need to apply your changes. Once finished with one fixture type, you can either select a new group of fixtures, or deactivate the utility. Vision 2.3 User Manual 51

52 Chapter 3: Modeling With 3D Studio Max and Viz 7. Using the ESP Replace Utility The Vision 2.3 3D Studio Max and Viz Plug-ins provides a method for replacing existing fixtures in a model with a different model. The Replace Utility was designed to allow a user to make mass changes to the fixture type that has been previously added to a model. This utility is useful when plans change and the user needs to swap out all of a certain fixture type for another fixture. Depending upon the user s needs, the old fixtures can be completely removed from the model, or simply hidden for later recall. The ESP Replace Utility respects the current position and orientation of the replaced light with the new fixture.. 1. Select the Utilities tab in the Command Panel. 2. Click on the ESP Replace Utility button to open the Parameters section of the utility. 3. Select the fixtures in the model that you need to replace. 4. Using the Tree View, find the new fixture that you wish to replace into the scene. 5. If you want to keep, but hide the old fixtures, check the box 6. Click the Replace button. As soon as the button is clicked, the replace has occurred. Once finished with one fixture type, you can either select a new group of fixtures, or deactivate the utility. Vision 2.3 User Manual 52

53 Chapter 3: Modeling With 3D Studio Max and Viz C. Exporting a 3D Studio Max or Viz Model to Vision 2.3 Once a drawing has been created, and fixtures configured using the Vision 2.3 plug-in, the model is ready to export as a Vision 2.3 scene file. Every Vision 2.3 scene requires at least one piece of non-light geometry to correctly load. In order to properly load into Vision 2.3, your drawing must contain additional information than just fixture symbols. Truss, set pieces, curtains, etc. all qualify as non-light geometry. If exporting an.esc file for use on a different computer, do so over a network. This will ensure that all textures get properly copied to the appropriate folder on the destination computer. 1 When ready to export, click on Export in the File menu. A Windows browser window will open. Vision 2.3 User Manual 53

54 Chapter 3: Modeling With 3D Studio Max and Viz 2 Select ESP Vision Scene (*.ESC) in the Save as Type field. 3 Select a location (C:\Vision 2.3) and type in a name for the Vision 2.3 scene file. Press Save to export the scene file. Note: This action will create the scene file for Vision 2.3, as well as copy the textures used by 3D Studio Max or Viz within the scene to a common area that Vision 2.3 can access. 4 If you wish to export only a portion of your scene, perform the following: a. Select only the objects that you wish to export; b. Go under the file menu, down to Export Selected c. Continue with export as usual. Vision 2.3 User Manual 54

55 Chapter 3: Modeling With 3D Studio Max and Viz D. General Modeling Techniques for 3D Studio Max or Viz Vision 2.3 relies on properly created models. While nearly any model will run, efficiently created models will run faster, and with much better results. The following guidelines will assist in creating an efficient model. As a general rule, it is important to remember that a low-polygon modeling technique should be used under nearly every situation. Vision 2.3 prefers models that are less than 300,000 polygons. This allows Vision 2.3 to quickly render all aspects of the scene smoothly. It is important to understand that a high-polygon item, such as a set piece, that only represents a small part of the scene as a whole, is an inefficient use of polygons. If an item is only representing an inch or two or screen real estate, it is better to prepare the model as a low-polygon item. In order to create a model that is low polygon, but also looks great, utilize textures. Using the material manager in 3D Studio Max or Viz, you can apply detailed textures to low polygon pieces, giving them a detailed appearance that will rival high polygon scenes. For detailed information on how to use textures, see the documentation for your modeling product, or request training from an approved training facility. Many low-polygon modeling classes are available. Contact Vision 2.2 for referrals. Adding Stock Components To add realistic characters to a model, build them in 3D Studio Max, Viz or any other modeling program, and merge them into the scene. Included with the Vision 2.3 installation are several stock characters and some truss. In order to add them to the selected scene, merge them into the scene from the Vision 2.3\Stock directory. This directory includes a drummer, guitarist, singer, bassist, as well as several others and some truss. Associated textures are also included. If you create any interesting characters or set pieces that you would like to share, please feel free to them to support@espvision.com to be added to the stock components. Vision 2.3 User Manual 55

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57 Chapter 4: Configuration of DMX Providers Configuration of DMX Providers Vision 2.3 requires an input of DMX to control the virtual lighting fixtures, particle effects, geometry movements, etc. This DMX input can be from the DMX output of a lighting console, direct connectivity via Ethernet with a console, Art-Net, MA-Net, ACDI or via Hog 3PC or Hog 2PC on the Vision 2.3 computer. Each DMX provider must be configured accordingly to enable DMX communication between a lighting controller and Vision 2.3. In addition, a special Multi Input mode allows a multiple DMX source configuration to provide the ability to connect to different types of DMX sources at the same time. Vision 2.3 User Manual 57

58 A. Configuration of Art-Net Chapter 4: Configuration of DMX Providers Art-Net is an Ethernet communication protocol developed by Artistic Licence. Its purpose is to allow transfer of large amounts of DMX512 data over a wide area using standard networking technology. The protocol has been placed in the public domain on a royalty free basis and many lighting console manufactures support the Art-Net protocol. Be sure to follow the Art-Net configuration instructions provided with your lighting console to ensure proper communications with Vision Prior to booting the Vision 2.3 computer, connect an Ethernet cable between the console and the Vision 2.3 computer. 2 Use the Windows Control Panel to configure the computer s IP address and Subnet Mask according to your lighting controller s specifications. 3 Launch Vision 2.3, and the prior MX provider will automatically be loaded. 4 To change DMX provider, select the DMX tab. Scroll down to DMX providers and select from the options Vision 2.3 User Manual 58

59 Chapter 4: Configuration of DMX Providers 5 As Vision 2.3 launches, the Select Network Interface Card window will open. Select the proper configuration for your Art-Net network and press OK 6 Once Vision 2.3 begins, the Art-Net input should control the fixtures in the scene. NOTE: Right click on the Artistic License icon on the Windows task bar for further Art-Net configuration tools. Vision 2.3 User Manual 59

60 Chapter 4: Configuration of DMX Providers B. Configuration of Wholehog 3 Direct Connectivity The Wholehog 3 system is capable of connecting to Vision 2.3 directly via an Ethernet connection. The Wholehog 3 Connectivity application must be installed on the Vision 2.3 computer for this connectivity to function. This utility is available as a free download from and allows for connectivity with a Wholehog 3 console or Hog 3PC software. 1 Prior to booting the Vision 2.3 computer, connect an Ethernet cable between the Wholehog 3 system and the Vision 2.3 computer. 2 Install the Wholehog 3 Connectivity application by following the instructions provided by Flying Pig Systems. 3 Launch Vision 2.3, and the prior MX provider will automatically be loaded. (Note:It is important that the wholehog 3 console or Hog 3 pc is running prior to launching vision.) 4 To change DMX provider, select the DMX tab. Scroll down to DMX providers and select from the options Vision 2.3 User Manual 60

61 Chapter 4: Configuration of DMX Providers 5 As Vision 2.3 launches, the Wholehog III DP window will open and a Wholehog 3 icon will be placed on the Windows task bar. 6. When a Wholehog 3 server is detected on the network, the Status field will change to Connecting, Idle, and finally Running. The Session and Info fields will contain additional network information. 7. The Wholehog III DP application can be configured similar to an actual Wholehog 3 DP. You can assign Wholehog 3 network port and the Net number for this application. The Port field must be assigned to the same port as your Wholehog 3 console on the network. The User Number field represents the Net number and is similar to the number in the upper right hand corner on a DP. Assign the User Number to a unique device Net number that is not used by any other devices on the Wholehog 3 network. Vision 2.3 User Manual 61

62 Chapter 4: Configuration of DMX Providers 8. In the Wholehog III DP window on your Vision 2.3 computer press the Patch button to open the Patch window. Using this window you can connect any of the 16 DMX universes within Vision 220 to any DP and Universe from your Wholehog 3 show. For example, to assign Vision 2.3 universe #3 to respond to the DMX from universe 3 of DP# 2, simply select DP# 2, Universe 3 in the ESP #3 column. 9. Press OK after completing the patching. 10 Once the above configuration is complete, the connectivity between the Wholehog 3 system and Vision 2.3 should begin working. You can close the Wholehog III DP window and the connectivity will continue as long as the Wholehog 3 logo remains in the Windows task bar. NOTE: Double click on the Wholehog 3 icon on the Windows task bar to re-open the Wholehog III DP configuration window. 11 When changing either Hog 3 or Vision shows, you must click the reconnect button on the Hog 3 connectivity screento re-establish the communication. Vision 2.3 User Manual 62

63 Chapter 4: Configuration of DMX Providers C. Configuration of grandma Direct Connectivity The grandma system is capable of connecting to Vision 2.3 directly via an Ethernet connection. The grandma-esp Vision Driver must be installed on the Vision 2.3 computer for this connectivity to function. This utility is available as a free download from and allows for connectivity with a any grandma console or grandma onpc software. 1 Prior to booting the Vision 2.3computer, connect an Ethernet cable between the grandma system and the Vision 2.3 computer. 2 Install the grandma - ESP Vision Drivers by following the instructions provided by with the application. 3 Within the grandma console, or grandma onpc software, click the Tools button. The Tools Menu window will appear. Click the MA Network button. a. Enter the interface for the MA Net. b.enter a number between 1 and 31 in the MA Session ID field. c.the session style must be Full Tracking or Multiuser. d. Press Start New Session to start a MA Session. Vision 2.3 User Manual 63

64 Chapter 4: Configuration of DMX Providers 4. If you are running grandma onpc and Vision 2.3 on the same computer, you should change to program priority in the grandma Options Dialog to the High setting. 5. In the Windows Control Panel of the Vision 2.3 computer, double click on the grandma - ESP Vision Driver icon. 6 Select a Station IP Address to match the subnet of the connected grandma console or grandma onpc computer. When running Vision 2.3 on the same computer as grandma on PC, use the loopback address Select an MA Session ID number to match the value defined in step 3 above. 8 Press OK to close the grandma - ESP VIsion Connection Settings dialog. 9 Launch Vision 2.3, and the prior MX provider will automatically be loaded. 10 To change DMX provider, select the DMX tab. Scroll down to DMX providers and select from the options 11 Once the above configuration is complete, the connectivity between the grandma system and Vision 2.3 should begin working. Vision 2.3 User Manual 64

65 Chapter 4: Configuration of DMX Providers D. Configuration of Hog 2PC Connectivity Hog 2PC software has been designed to interface directly with Vision 2.3 on the same computer to allow real-time on-screen visualization of the output from Hog 2PC software. You do not need to have a Hog 2PC USB DMX widget connected to use this feature, as the data is sent directly from the Hog 2PC application to the Vision 2.3 application without requiring a physical DMX link. However, you must have installed Vision 2.3 prior to installing the Hog 2PC software. If this is not the case, install Vision 2.3 first, then re-run the Hog 2PC setup program to enable the visualization support. Hog 2PC is available as a free download from 1 Prior to launching Vision 2.3 start the Hog 2PC application and load a show file. 2 Launch Vision 2.3, and the prior MX provider will automatically be loaded. 3 To change DMX provider, select the DMX tab. Scroll down to DMX providers and select from the options 4 Once Vision 2.3 begins, Hog 2PC should control the fixtures in the scene. Vision 2.3 User Manual 65

66 Chapter 4: Configuration of DMX Providers Hog 2 PC Overdrives When using the Hog 2 PC Overdrive, the B-side of each universe will start at universe 5. For example, universe 1A is universe 1 and universe 1B is universe 5, universe 2A is universe 2 and universe 2B is universe 6, etc. Vision 2.3 User Manual 66

67 Chapter 4: Configuration of DMX Providers E. Configuration of SandNet for Connectivity with VBoxes The Vision 2.3 VBox provides direct DMX input for Vision 2.3 from any DMX lighting controller. Each VBox receives 2 DMX-512 XLR inputs and connects to the Vision 2.3 computer via a standard USB connection. Multiple VBoxes can be connected to the same Vision 2.3 computer through the use of USB computer slots or USB Hubs. Once connected to the computer, the SandNet for ESP utility is used to interface between the DMX inputs and Vision Prior to booting the Vision 2.3 computer, connect VBoxes to Vision 2.3 computer via USB. 2 If the Sandnet for ESP shortcut is not on the Vision 2.3 computer desktop, launch the Vision 2.3 installation and select the SandNet component during installation. See Chapter 1 for more information. 3 Double click on the Sandnet for ESP shortcut on the Vision 2.3 computer desktop to launch SandNet. An icon will be placed on the Windows Task bar. Vision 2.3 User Manual 67

68 Chapter 4: Configuration of DMX Providers Tip: Copy the Sandnet for ESP shortcut into the Windows Startup directory to ensure that SandNet for ESP launches each time the computer boots. 4 If the SandNet utility has already been configured, skip to #20 to launch Vision 2.3, otherwise continue to configure SandNet. 5 Double click on the SandNet icon in the Windows task bar to open the SandNet window. 6 Click About on the menu bar to open the About window. If not already checked, click on the check box for Run as Local Link. This must be selected for SandNet to connect to Vision 2.3. Click OK to close this window and restart SandNet if required. Vision 2.3 User Manual 68

69 Chapter 4: Configuration of DMX Providers 7 Click on the + to expand the Local Node section and display the attached and installed components. 8 Click on the + to expand the DMX Adapters section. A list of attached VBoxes should be displayed. Each VBox has a unique serial number inscribed on the bottom. When SandNet is launched, and the VBox is attached to the computer, the serial number is used as the identifier for the box. Each VBox allows for 2 ports of DMX to be transmitted to the computer via USB. Port 1 and Port 2 are also clearly marked on the top of the VBox. In order for the VBox to properly work with Vision 2.3, it is necessary to configure each VBox for DMX input. Vision 2.3 User Manual 69

70 Chapter 4: Configuration of DMX Providers 9 Double click on a SandNet box in the list to open the Properties window for the device. 10 Click on the Input (to SandNet) tab to display the inputs configuration. 11 Click the Enable check box for each DMX In port. The dot to the right of each check box should turn from black to green. 12 Close the Properties window by clicking on the X in the upper right hand corner of the window. Now that the DMX Adapter has been configured a green indicator should also appear next to each configured DMX adapter. 13 Click on the + to expand the Simulators section to display the installed components. 14 Double click on the ESP entry to open the ESP Properties window. 15 The left column displays the 16 DMX universes available within the Vision 2.3 scene. Check the Enable box of each universe you wish to visualize. Vision 2.3 User Manual 70

71 Chapter 4: Configuration of DMX Providers 16 To configure the DMX input for each universe, click on the button to open the Edit Sources window. 17 Click on the DMX.Console line and press Remove Source. 18 Press Add Source to add the input from a VBox. Vision 2.3 User Manual 71

72 Chapter 4: Configuration of DMX Providers 19 The Select DMX Block window will open. Expand the selections and click on a DMX block from an attached VBox under the DMX adapters section. 20 Press Select to close the window and save your configuration. 21 The ESP Properties dialog should now display the new assignment for the configured input. 22 Repeat these steps for each port of the connected VBoxes. 23 Once all the Vision 2.3 universes have been mapped, the ESP Properties window will show the source of DMX for each universe. If the mapping has been successful, the black dot for each universe will turn green. After all necessary universes have been properly mapped, the ESP Properties window should be closed, as well as the SandNet window. SandNet will remain running in the background, as evidenced by the SandNet icon in the Windows task bar. The VBoxes and SandNet are now configured to transmit DMX to Vision 2.3. Vision 2.3 User Manual 72

73 Chapter 4: Configuration of DMX Providers 24 Launch Vision 2.3, and the prior MX provider will automatically be loaded. 25 To change DMX provider, select the DMX tab. Scroll down to DMX providers and select from the options 26 Once Vision 2.3 begins, the DMX input to the VBoxes should control the fixtures in the scene. Vision 2.3 User Manual 73

74 Chapter 4: Configuration of DMX Providers F. Configuration of Multiple Input Devices The Vision 2.3 software allows for multiple DMX input devices to be configured and used at the same time. This functionality provides the ability to visualize several different types of DMX input simulateously. 1 Launch Vision 2.3 and select Multi Input as the DMX provider in the DMX Source window. 2 Click OK to start Vision As Vision 2.3 launches, the DMX Source Selection window will open. Using this window you can connect any of the 16 DMX universes within Vision 2.3 to any DMX source. Use the drop down box to select a source type, then the subssequent drop down to select a universe from that source. For example, to assign Vision 2.3 universe #1 to respond to the DMX from universe 3 of Art-Net, simply select Art- Net.dll from the provider column, then the number 3 in the universe column. 4 Press OK after completing the configuration. 5 Once the above configuration is complete, the connectivity between the multiple DMX inputs and Vision 2.3 should begin working. Vision 2.3 User Manual 74

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76 A. Starting Vision 2.3 Software Chapter 5: Visualizing with Vision 2.3 When Vision 2.3 is launched, it assumes the previous DMX Source.. 1 Double click on the Vision 2.3 icon on the desktop to launch Vision The Vision 2.3 window, Scene Graph, and Properties windows will open on the desktop as Vision 2.3 launches. 3 To change the DMX Provider. Click on the DMX tab at the top of the screen to get the correct DMX provider and drag down to Change DMX Provider. 4 The DMX Source window will appear, click on the drop down arrow to display a list of DMX sources for Vision 2.3 to use. Click on a DMX Source to select. Vision 2.3 User Manual 71

77 Chapter 5: Visualizing with Vision 2.3 Use ArtNet when Artnet is input into the Vision 2.3 computer. Use grandma 57xx when Vision 2.3 computer is connected via Ethernet to a grandma system. Use Hog 2 PC when Hog 2PC is used on the Vision 2.3 computer. Use Hog 3 when Vision 2.3 computer is connected via Ethernet to a Wholehog 3 system. Use Multi Input when Vision 2.3 computer is connected via various different DMX providers. Use SandNet when SandNet or ESP VBoxes are connected to the Vision 2.3 computer. Use Avolite when Vision 2.3 computer is connected via Ethernet to the Avolite console. Use USB PRO when Vision 2.3 computer is connected to the Entec USB Pro Box. See chapter 4 for configuration details of DMX providers. 5 Once you have selected the DMX provider, click accept to Change the DMX. Vision 2.3 User Manual 72

78 B. Using Vision 2.3 Software Chapter 5: Visualizing with Vision 2.3 Once Vision 2.3 launches, you need to open a scene file or create a new one from scratch. For information on creating a scene file within Vision 2.3, please refer to chapter 6 Modeling with Vision 2.3. Vision 2.3 consists of five main windows: Vision 2.3 Scene, Tools, Scene Graph, Properties, and Patch Tool. To quit Vision 2.3, simply click on the in the upper right corner of the Vision 2.3 Scene window or select Exit from the File drop down menu. The following sections describe how to use specific functionality within each window of the Vision 2.3 application. C. The Vision 2.3 Scene Window The Vision 2.3 Scene window is the primary workspace of Vision 2.3. The scene file will be displayed in this window and all visualization will occur here as well. 1. Adjusting the Resolution of the Scene Window The Vision 2.3 Scene window can be resized in the same manner as any standard windows system screen. Simply place the mouse cursor along the outer frame of the window until it displays a resize icon. Then click and drag the window to the desired size. Additionally use the F key on the keyboard to toggle on and off full screen mode for the Vision 2.3 Scene window. Vision 2.3 User Manual 73

79 2. Opening a Scene File Chapter 5: Visualizing with Vision 2.3 When Vision 2.3 launches, a scene file must be created or opened. To open an existing scene file, follow the directions below. 1 Select Open from the File drop down menu to display the Open window. 2 In the Open window, click on a scene file to open, then click Open to finalize your selection and close the Open window. 3 After the scene loads, the title bar of the Vision 2.3 Scene window will display the name of the selected scene file. Vision 2.3 User Manual 74

80 3. Merging a Scene File Chapter 5: Visualizing with Vision 2.3 Vision 2.3 supports merging of scene files. This feature provides a method to update scene files, without destroying modification made within Vision Select Merge from the File drop down menu to display the Open window. 2 In the Open window, click on a scene file to merge, then click Open to finalize your selection and close the Open window. 3 After the scene merges, the title bar of the Vision 2.3 Scene window will display the name of the selected scene file. Vision 2.3 User Manual 75

81 4. Saving a Scene File Chapter 5: Visualizing with Vision 2.3 Although Vision 2.3 is continuously saving changes made to the open scene file, a Vision 2.3 scene file can be saved as a new file name. 1 Select Save from the File drop down menu to display the Save As window. 2 In the Save As window, browse to a save location. Then enter a file name in the Filename field. Click Save to finalize your selection and close the Open window. 3 After the scene saves, the title bar of the Vision 2.3 Scene Window will display the new name of the scene file. Vision 2.3 User Manual 76

82 5. Viewing the Scene Chapter 5: Visualizing with Vision 2.3 Vision 2.3 provides ten preset views of the current scene. When using a keyboard with a numeric keypad you can quickly recall any of the ten preset views. While the numeric keypad views can not be altered, custom views can be stored using the numeric keys on the main portion of the keyboard. See Section 7 for further details. The preset views on the numeric keyboard are as follows: 1 - Front Left Isometric 2 - Front 3 - Front Right Isometric 4 - Left 5 - Top 6 - Right 7 - Rear Left Isometric 8 - Rear 9 - Rear Right Isometric 0 - Bottom The Z key can be used to Zoom Extents of any view. This action will adjust the existing view to include all the objects within the scene. 6. Adjusting the View of the Scene Vision 2.3 provides simple navigation tools to modify your view of the scene file. Once adjusted these views can be saved and instantly recalled via user-defined keyboard shortcuts. When the middle button on a three-button mouse is held down, the mouse movements modify the viewing location within the scene. Additional keyboard modifiers expand the viewing capabilities, while keeping the process simple. Alternately the navigation tools within the Tools window provide additional methods of adjusting the view within the scene. See Section D for further details. Vision 2.3 User Manual 77

83 Chapter 5: Visualizing with Vision 2.3 Pan Hold the center mouse button and move the mouse in any direction and the scene view will adjust accordingly: Vision 2.3 User Manual 78

84 Chapter 5: Visualizing with Vision 2.3 Rotate Hold the ALT key and the center mouse button then move the mouse in any direction and the scene view will rotate around a point in the middle of the view: Note that the rotation point depends upon the camera type selected. A free camera will rotate around itself, but an orbital camera will rotate around a point in the scene. Vision 2.3 User Manual 79

85 Chapter 5: Visualizing with Vision 2.3 Zoom Hold the ALT key, CTRL key, and the center mouse button then move the mouse forwards or backwards to zoom in and out of the center of the current view: The Z key can be used to Zoom Extents of any view. This action will adjust the existing view to include all the objects within the scene. Fly Through Hold the center mouse button while also holding down any of the following keyboard keys to fly through the scene: Vision 2.3 User Manual 80

86 Chapter 5: Visualizing with Vision 2.3 Q --> Move camera down W -> Move camera inward E --> Move camera up A --> Move camera left S --> Move camera outward D --> Move camera right Focus Point Right click in the scene to display popup dialog. Select Focus Camera Here to determine the center of the camera s view. 7. Saving Views Once you have adjusted the view of the scene as desired, you can save this view for easy recall later. Vision 2.3 supports up to 10 unique views (sometimes referred to as camera views ) within each Vision 2.3 scene. When exiting Vision 2.3 the views are automatically saved with the scene. Saving To save a view, simply press CTRL and any number key (0-9) on the keyboard. The current view settings will be saved to this keyboard shortcut. Be sure that the main Vision window has focus. Recalling To recall a view, press the desired keyboard number key (0-9) and the view will be instantly recalled. Vision 2.3 User Manual 81

87 8. Adjusting Ambient Light Chapter 5: Visualizing with Vision 2.3 Vision 2.3 utilizes a sophisticated luminance adaptation process to realistically replicate the behavior of the human eye. Luminance adaptation refers to how the human eye recovers its sensitivity in the dark following an exposure to bright lighting. After being exposed to a bright lighting scene, it will take the eye a period of time to adapt before it can adequately see objects in the new lower light level. This adaptation rate is simulated within Vision 2.3. For example, when a blackout occurs the ambient lighting level will automatically adjust after a period of time to realistically replicate the reaction of a human eye viewing the scene. Conversely, the ambient level will appear to dim when a bright lighting look is enabled within the scene. By accurately representing the reaction of the human eye, Vision 2.3 provides a realistic visualization and depiction of real world lighting conditions. The ambient light level and exposure can be further adjusted manually using keyboard shortcuts or by modifying the Globals portion of the Properties window. Keyboard Shortcut Purpose L Increase the ambient light level 10%. K Decrease the ambient light level 10%. M N Increase the scene exposure level 10%. (Median Luminance) Decrease the scene exposure level 10%. (Median Luminance) 9. Focusing Conventional Fixtures Any non-moving type fixture in the scene is considered a conventional fixture. Typically these lights need to be manually focused (adjusted) so their output is pointing in the desired location. Vision 2.3 provides a simple method to focus conventional fixtures within the scene, regardless of the orientation in the original VectorWorks or 3D Studio Max drawing. Conventional fixtures can be selected within the scene via the Select Object tool, or from the Scene Graph window. Vision 2.3 User Manual 82

88 Chapter 5: Visualizing with Vision Select a conventional fixture using a method described above. It will automatically output light when selected. 2 Use the mouse to right click on the desired focus point within the scene. Select Focus Selected Lights Here from the pop-up list. Vision 2.3 User Manual 83

89 Chapter 5: Visualizing with Vision The selected fixture will focus to the desired location within the scene. NOTE: If multiple fixtures are selected they will all move simultaneously to the same focus point. Alternately when starting with a selection of multiple conventional fixtures, the highlight function can be used for quick sub-selections of individual fixtures. 4 To use the highlight function, first select multiple conventional fixtures. Vision 2.3 User Manual 84

90 Chapter 5: Visualizing with Vision Press the Page Up or Page Down key to select an individual fixture. This fixture s output will appear white, while the others in the selection appear in a color. 6 The selected fixture can now be focused using the keyboard arrow keys. 7 When finished, press the Page Up or Page Down key to advance to the next fixture within the selection. TIP: After cycling through the individual fixtures using Page Up and Page Down, all fixtures will again be selected. 8 Once all fixtures within the selection are focused, deselect the lights to exit the Highlight mode, or click on a non-fixture portion of the scene. Vision 2.3 will remember the conventional focus positions until you change them. This information is also saved with the scene, and will be recalled each time you load the scene. Additional properties of conventional fixtures can be adjusted via the Software Console window. Gobo, Iris, Focus, and Shutters can be manipulated within this window. 1 Select a conventional fixture from the Scene Graph window. It will automatically output light when selected. Vision 2.3 User Manual 85

91 Chapter 5: Visualizing with Vision Press C on the keyboard to toggle open the Software Console window. Note: Different controls will be displayed within the window based upon the fixture type selected. Vision 2.3 User Manual 86

92 Chapter 5: Visualizing with Vision Using the mouse, adjust the slider levels to alter the various parameters of the selected fixture. Vision 2.3 User Manual 87

93 D. The Vision 2.3 Tools Window Chapter 5: Visualizing with Vision 2.3 The Vision 2.3 Tools window provides quick access to common functions within Vision 2.3 Graphical icons and pop-up tooltips help to define the purpose of each tool. The Tools window can be toggled on and off using the T key on the keyboard. Tool Icon Tool Name Tool Purpose Notes Select Objects Visualize Pause Simulation Add Instrument Add Object Move Tool Rotate Tool Scale Tool Zoom Pan Allows the cursor to select objects within the scene. Enables real time visualization based on the DMX source. Stops the DMX source from affecting the scene. Allows addition of fixtures to the scene. Allows addition of objects to the scene. Allows moving of objects within the scene by clicking and dragging with the left mouse button. Allows rotating of objects within the scene by clicking and dragging with the left mouse button. Allows scaling of objects within the scene by clicking and dragging with the left mouse button. Allows zooming of the scene by clicking and dragging with the left mouse button. Allows panning of the scene by clicking and dragging with the left mouse button. This must be enabled for visualization to occur. See Chapter 6 for further details. See Chapter 6 for further details. Same function as clicking and dragging with the 3rd mouse button while holding CTRL+ALT. Same function as clicking and dragging with the 3rd mouse button. Vision 2.3 User Manual 88

94 Chapter 5: Visualizing with Vision 2.3 Tool Icon Tool Name Tool Purpose Notes Rotate Free Camera Orbital Camera Create a Still Render Render an AVI Render a Quicktime Movie Toggle Scene Graph Window Toggle Properties Window Toggle Patch Window Allows rotating of the scene by clicking and dragging with the left mouse button. Enables the Free Camera point of view. Enables the Orbital Camera point of view. Opens the Render Settings window. Opens the Render Movie Settings window. Opens the Render Movie Settings window. Toggles the Scene Graph window. Toggles the Properties window. Toggles the Patch Tool window. Same function as clicking and dragging with the 3rd mouse button while holding ALT. The camera view rotates around the camera s position. The camera view rotates around the a position in the scene. See Chapter 7 for further details. SeeChapter 7 for further details. See Chapter 7 for further details. See Chapter 6 for further details. See Section E for further details. See Section F for further details. 1. Selecting Objects Objects within a scene including fixtures, truss, and other geometrics can be selected individually or using the Select Object tool in the Tools window. Vision 2.3 User Manual 89

95 Chapter 5: Visualizing with Vision 2.3 E. The Vision 2.3 Properties Window The Vision 2.3 Properties window provides the ability to view and modify attributes for selected fixtures and objects within the scene. This window can be toggled on and off using the appropriate icon in the Tools window or the Y key on the keyboard. The properties for the currently selected object(s) will be displayed in the properties window. Individual cells may be edited by double clicking on a cell title in the left hand column. Depending upon the cell type selected, a field may become editable, a value toggled, or a browse window opened. Vision 2.3 User Manual 90

96 Chapter 5: Visualizing with Vision Globals When no objects are currently selected, the global settings for the scene file are displayed in the Properties window. Ambient Property CameraFOV CameraVelocity Contrast Double Sided Enable Gobo Focus Enable Light Sources FarClipPlane FullScreen Haze Amount Haze Direction X Haze Direction Y Purpose Assign the level for the ambient lighting within the scene. Adjusts the camera Field Of View, or how much of the scene is visable. Adjusts the speed of camera moves. Adjusts the contrast of scene. Used when VectorWorks uses inconsistent normals. Toggle the ability to focus gobo images on or off. Toggles the Light Sources on or off. Adjusts the size of the viewable space for objects. Toggle the full screen on or off for the Vision 2.3 Scene window. Moiving smoke in the scene. Toggles the haze more or less in the X direction. Toggles the haze more or less in the Ydirection. Vision 2.3 User Manual 91

97 Chapter 5: Visualizing with Vision 2.3 Haze Direction Z Light Moving Meshes Light Moving Meshes LuminanceAdaption MedianLuminance NearClipPlane Overbrightening Render Light Geometry Render Light Geometry RenderGrid Toggles the haze more or less in the Z direction. Determines the shadowing of moving objects. To increase performance, this is off by default. Note: this option is automaically turned ON when producing an AVI or MOV file. Determines the shadowing of moving objects. To increase performance, this is off by default. Note: this option is automaically turned ON when producing an AVI or MOV file. Toggle the automatic ambient light adaptation feature on or off. Assign the level for the exposure within the scene. Adjusts where the camera begins seeing objects. Toggles the glare you see around very bight lights on or off. Toggles the geometry of fixtures and truss on or off. Toggles the geometry of fixtures and truss on or off. Toggles the Render Grid on or off. Shadow Bias Volumetric Amount Adjusts the number of inches light passes into a solid object. If this value is increased when lighting an object at an angle, a morié effect is created. Decrease the value when backlighting objects. The density of the atmospherics (haze). Volumetric Quality Wireframe Toggles the quality of the lights beams. Making them more or less realistic Toggles the Wireframe Mode on or off. 2. Node Properties All fixtures and objects consist of unique node properties used for identification and visibility. Select fixtures or objects to view and modify their node properties. Name Property Purpose Assign a name for the object so it can be easily identified. For example, the unit number for lighting fixtures, or the description of an object such as a truss location or set piece (ds truss, podium). Vision 2.3 User Manual 92

98 Chapter 5: Visualizing with Vision 2.3 Visible Property Purpose Toggle the visibility of a fixture or object on or off. Vision 2.3 User Manual 93

99 Chapter 5: Visualizing with Vision DMX Object DMX controlled fixtures and objects require unique addressing and other information. Select fixtures or objects to view and modify their DMX properties. Property Channel Color Temperature InvertPan InvertTilt Manufacturer Model UnitNumber Universe Purpose Assign the DMX start address for the fixture. Change the color temperature of the fixture. Invert the pan at the fixture. Invert the tilt at the fixture. Displays the fixture manufacturer name. Displays the fixture model name. Assign the Unit Number for the fixture. Assign the DMX Universe for the fixture to be patched into. 3. Gobo Wheels Some fixtures are capable of projecting gobo patterns. Use these fields to define the graphics used for each gobo slot. Select fixtures or objects to view and modify their gobo wheel properties. Gobo Wheel 0,1,2,... Slot 0, 1, 2,... Displays the gobo wheels within a fixture. Selecting a cell opens a browse window to define a.dds file to use as the gobo image. Vision 2.3 User Manual 94

100 Chapter 5: Visualizing with Vision Continuous Wheels Some fixtures contain internal fixed color wheels or external color scrollers. Use these fields to define the graphics used for each color wheel or scroller. Select fixtures or objects to view and modify their continuous wheel properties. Property Continuous Wheels Continuous Wheel 0, 1, 2,... Purpose Displays the continuous wheels within a fixture. Selecting a cell opens a browse window to define a.dds file to use as the color or continuous wheel image. 5. Material Properties Effect files can be used to assign light absorption and reflective properties to objects. In addition, objects can display images as textures on the object. Select fixtures or objects to view and modify their material properties. Effect Texture Property Purpose Opens a browse window to define an effect file to use as the with the object. Supports.fx and.fxo file types. Opens a browse window to define an image file to use as the texture of the object. Supports.dds,.tga,.bmp,.jpg, and.png file types. Vision 2.3 User Manual 95

101 Chapter 5: Visualizing with Vision Mesh Properties Object mesh properties can be loaded from different ESC files and adjusted within the current Vision 2.3 scene. Select objects to view and modify their mesh properties. Candela Property Color Changer DMX Channel Blue DMX Channel Green DMX Channel Red DMX Universe Filename Light Reactive ZWrite Note Purpose Allows you to change the brightness of the material selected. Allows you to change the color of the material selected. Allows you to assign the DMX channel for the color blue for the material selected Allows you to assign the DMX channel for the color green for the material selected. Allows you to assign the DMX channel for the color red for the material selected. Allows you to assign the Universe for the material selected. Opens a browse window to define the source ESC file of the object Determines if the material will be impacted by light. Determines if the material is transparent or not. See Chapter 8 Section C on how the Color Changing DMX operates. Vision 2.3 User Manual 96

102 Chapter 5: Visualizing with Vision Effect Parameters Effect parameters of the base light materials for a fixture can be adjusted within the current Vision 2.3 scene. Select the light material portion of a fixture to view and modify its effect parameters. Property Color.x Color.y Color.z Color.w Purpose Assign the Color X value for the object. Assign the Color Y value for the object. Assign the Color Z value for the object. Assign the Color W value for the object. 8. Transform Properties Transform properties of fixtures and objects define the rotation and location of objects within the scene. Select fixtures or objects to view and modify their transform properties. Property Rot X Rot Y Rot Z Scale X Scale Y Scale Z Purpose Assign the X-axis rotation value for the object. Assign the Y-axis rotation value for the object. Assign the Z-axis rotation value for the object. Scale the object on the X-axis Scale the object on the Y-axis Scale the object on the Z-axis Vision 2.3 User Manual 97

103 Chapter 5: Visualizing with Vision 2.3 X Y Z Assign the X-axis position value for the object. Assign the X-axis position value for the object. Assign the X-axis position value for the object. Vision 2.3 User Manual 98

104 Chapter 5: Visualizing with Vision 2.3 F. The Vision 2.3 Patch Tool Window The Vision 2.3 Patch Tool window is the displays the DMX patch information for the currently loaded scene file. In addition to DMX patching, fixture selection, filtering, exporting, importing, and printing of data is all possible from within this window. This window can be toggled on and off using the appropriate icon in the Tools window or the P key on the keyboard. Vision 2.3 User Manual 99

105 Chapter 5: Visualizing with Vision Assigning DMX Patch Information In order for fixtures to respond to a DMX lighting console, their DMX start addresses must be properly configured. Vision 2.3 allows these to be assigned in the Properties window or using the Patch tool. The Patch tool provides a spreadsheet displaying all fixtures that can be sorted and filtered as desired. In addition, a graph of each DMX universe illustrates DMX channel usage and errors. The number of universes displayed depends upon the model of the attached Vision dongle. 1 Right click on a fixture in the Patch Tool spreadsheet to display its patch tool options. 2 Click on Set Universe to enable editing of the Universe field. Enter a DMX universe number for the fixture. 3 Double click on the channel to enable editing of the Channel field. Enter a DMX start channel for the fixture. 4 Multiple fixtures can be selected by clicking and dragging or holding the CTRL key while clicking. When multiple fixtures are selected, the right click menu options includes Patch Sequentially. 5 After clicking on Patch Sequentially, assign the first fixture s DMX Start address. Then Vision automatically patches the subsequent fixtures accordingly. Vision 2.3 User Manual 100

106 Chapter 5: Visualizing with Vision Any patching conflicts (duplicate or overlapping DMX addresses) will be displayed with red text. 7 Right click on a red fixture in the Patch Tool spreadsheet to display its patch tool options and click on Resolve Conflicts. 8 If space is available on the DMX universe, Vision will select an appropriate DMX start address for the selected fixture(s). Channel Graph: To the right of the spreadsheet is a graph that displays channel usage per universe. Green areas represent channels in use, red are in conflict, and white are unused. The number of universes displayed depends upon the Vision dongle attached. Vision 2.3 User Manual 101

107 Chapter 5: Visualizing with Vision Sorting and Filtering DMX Patch Information The Patch Tool window spreadsheet data can be sorted and/or filtered to provided a variety of data viewing methods. Sorting: Click on a cell header in the spreadsheet to sort the data by the associated field. Filtering: 1 Click on the down arrow portion of the Filter field to display a drop down list of data filters. 2 The spreadsheet will only display the data that matches the selected filter. Vision 2.3 User Manual 102

108 Chapter 5: Visualizing with Vision 2.3 Note: The available filters are based on the current filter selection. Select Show All to return to the full patch. 3. Importing and Exporting DMX Patch Information Vision 2.3 supports importing and exporting of patch information using Comma Separated Value (CSV) files. Export: Click on the Export button in the Patch Tool window to open a browser window. Select a location, enter a file name, and press Save to export the patch data. Vision 2.3 User Manual 103

109 Chapter 5: Visualizing with Vision 2.3 Import: Click on the Import button in the Patch Tool window to open a browser window. Select a location and file. Press Open to import the patch data. 4. Printing DMX Patch Information The Patch Tool spreadsheet can be printed to any installed Windows printer. 1 Click on the Print button in the Patch Tool window to open a standard windows print dialog. Select a printer and options then press Print to print the patch data. Vision 2.3 User Manual 104

110 G. Vision 2.3 Keyboard Shortcuts Chapter 5: Visualizing with Vision 2.3 When the Scene window of Vision 2.3 has focus (the title bar is highlighted) the following keyboard shortcuts are available. Key Purpose P T R Y C F Q W E A S D Z Toggle Patch window open/closed. Toggle Tool window open/closed. Toggle Scene Graph window open/closed. Toggle Property window open/closed. Toggle Software Console window open/closed. Toggle Scene window full screen mode on.off. Move camera down. Move camera inward. Move camera up. Move camera left. Move camera outward. Move camera right. Zoom Extents L Increase ambient light level 10%. K Decrease ambient light level 10%. M Increase exposure level 10%. N Increase exposure level 10%. CTRL Save view. ALT + middle Rotate view with mouse. mouse button ALT + CTRL + middle mouse Zoom view with mouse. button Numeric Keypad Preset Views. See Section 5. Vision 2.3 User Manual 105

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112 A. Modifying Existing Geometry Chapter 6: Modeling within Vision 2.3 When Vision 2.3 is launched, you must load a Vision 2.3 scene file. This file contains geometry that represents fixtures, trusses, pipes, set pieces, venue walls, etc. Vision 2.3 allows you to modify the geometry within the scene file by altering the placement, rotation, texture, effect, and other properties. This modification information is stored within a unique file type (.v2s) which references the original.esc file. 1. Moving Existing Geometry 1. After selecting an object or fixture in the Scene Graph window, Select the Move Tool in the Tools window to move the position of the object within the scene. 2. A set of movement arrows will appear in the center of your scene. 3. Click and drag on the head of an arrow to move the selected object(s) in a particular direction. 4. You can also type in your movements in the Transform Properties, which is in the Properties of the the Geometry selected. Vision 2.3 User Manual 105

113 Chapter 6: Modeling within Vision Rotating Existing Geometry 1. After selecting an object or fixture, use the Rotate Tool in the Tools window to rotate the orientation of the object within the scene. 2. A set of movement circles will appear in the center of your scene. 3. Click and drag on one of the movement circles to move the selected object(s) on a particular axis. 4. You can also type in the rotation in the Transform Properties, which is located in the Properties of the geometry selected. 3. Resizing Existing Geometry 1. After selecting an object or fixture, use the Resize Tool in the Tools window to alter the scale of the object. 2. A set of scale arrows will appear on the center of the object. 3. Click and drag on the head of an arrow to move the selected object(s) in a particular direction. 4. You can also type in the Scale in the Transform Properties, which is located in the Properties of the geometry selected. Vision 2.3 User Manual 106

114 B. Adding New Geometry Chapter 6: Modeling within Vision 2.3 When Vision 2.3 is launched, you must load a Vision 2.3 scene file. This file contains geometry that represents fixtures, trusses, pipes, set pieces, venue walls, etc. Vision 2.3 allows you to add new geometry (fixtures and objects) to the scene file. This modification information is stored within a unique file type (.v2s) which references the original.esc file. Vision 2.3 User Manual 107

115 1. Adding New Fixtures 5. Click on the Add Instrument tool in the Tools window to open the Insert Instrument window. Chapter 6: Modeling within Vision Expand the sections to select to the desired fixture type. 2 Enter a DMX Universe number, DMX Start Channel and Trim Height for the fixture. 3 Press OK to insert the fixture into the scene. 2. Adding New Objects 1 Click on the Add Instrument tool in the Tools window to open the Insert Instrument window. This feature is not currently implemented. Vision 2.3 User Manual 108

116 C. The Scene Graph Window Chapter 6: Modeling within Vision 2.3 The Vision 2.3 Scene Graph window displays a text graph representing the components of the file that make up the objects and fixtures contained within the current scene file. This window can be used for selection and modification of objects and fixtures. The Scene Graph window can be toggled opened and closed with the R key or using the icon in the Tools window. The Scene Graph window displays objects within the scene first, followed by fixtures. The fixtures are grouped by fixture type and the assigned Unit Numbers are displayed. To view more data within the Scene Graph window, click on a to expand the tree section. 1. Selecting Objects and Fixtures The Scene Graph window can be used to select objects and fixtures to be edited within the Properties window or for focusing and identification. 1 Click on an object within the scene or expand the fixture section and a fixture type subsection. Then click on a single fixture to select it within the scene. The selected fixture (or object) will take on a green color and its properties will be displayed in the Properties window. Vision 2.3 User Manual 109

117 Chapter 6: Modeling within Vision Multiple objects or fixtures can be selected by holding the CTRL key while clicking on fixtures or objects. 3 If an entire fixture type subsection is selected, all fixtures within the type will be selected. Vision 2.3 User Manual 110

118 Chapter 6: Modeling within Vision Modifying Objects and Fixtures The Scene Graph window can be used to select components of objects and fixtures to be edited within the Properties window. Click on the icon to expand an object or fixture and display its components. The type of component selected will display different parameter types within the Properties window. See Chapter 5 for parameter property editing details. 3. Adding Objects and Fixtures The Scene Graph window can be used to add components of objects and fixtures to be edited within the Properties window. Right click within the Scene Graph window to display pop-up menu. Add Node Add Transform Node Add DMX Transform Node Add Material Node Add Mesh Node Used to Add Node. Used to group objecsts based on location. Used to create a DMX-based moving node Used to Add Material Node. Used to Add Mesh Node. Vision 2.3 User Manual 111

119 Chapter 6: Modeling within Vision Deleting Objects and Fixtures The Scene Graph window can be used to delete components of objects and fixtures from the scene file. Select an item to delete and right click within the Scene Graph window to display pop-up menu. Delete Node and Reparent Children Delete Entire Subtree Deletes the selected node and adjusts sub components. Deletes the selected node and sub components. Vision 2.3 User Manual 112

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122 A. Rendering Still Images Chapter 7: Rendering From Vision 2.3 Vision 2.3 provides a simple method of creating still images of the scene including the current lighting state. Still images are of the Scene window without any border or menu. All still images are saved as.bmp files. 1 Properly configure the scene and create a lighting look. Be sure to adjust the scene view as desired. 2 Select Render Still from the Render drop down menu or click on the icon in the Tools window. The Render Settings window will open. 3 Use the Width and Height fields of the Render Settings window to define the size in pixels of the rendering. Vision 2.3 User Manual 113

123 Chapter 7: Rendering From Vision Enter a filename and location in the Filename field or click on to open a browse dialog. 5 To create a still image render using the current settings, click on Render. The.bmp file will be saved in the defined location. Vision 2.3 User Manual 114

124 B. Recording and Playing DMX Chapter 7: Rendering From Vision 2.3 Vision 2.3 allows real-time recording of the incoming DMX stream. This recorded DMX stream can be used to playback lighting looks and sequences when no controller is connected, and is also used when rendering movies from Vision 2.3. DMX files are saved as.dmx files and can be played at any time with any scene file. 1. Recording DMX 1 To begin recording the DMX stream, select Record from the DMX drop down menu. 2 Use the browse dialog to select a location and filename for the DMX file. 3 Click Save to begin recording the incoming DMX stream. All DMX values will be recorded as they are received so any subsequent cues or effects played on the lighting console will be recorded. 4 To stop the DMX recording, select Stop from the DMX drop down menu. The DMX stream will be saved in the selected file. Vision 2.3 User Manual 115

125 2. Playing DMX Files Chapter 7: Rendering From Vision To playback a DMX file, select Play from the DMX drop down menu. 2 Use the browse dialog to select the location and filename of a DMX file. 3 Click Open to begin playback of the DMX stream. All fixtures will respond to the recorded DMX values and ignore incoming DMX from the lighting console. The recorded DMX file will automatically loop when it reaches the end of the file. 4 To stop the DMX playback, select Stop from the DMX drop down menu. The fixtures will respond to any incoming DMX values from the lighting console. Vision 2.3 User Manual 116

126 Chapter 7: Rendering From Vision 2.3 C. Rendering AVI and MOV Movies Vision 2.3 provides a simple method of creating.avi or.mov animations of the scene using pre-recorded DMX files. Real-time animation renderings of incoming DMX are not possible; all animation renderings require a.dmx file of the desired playback. 1 Follow the above instructions to record the DMX stream for the desired animation sequence to render. 2 Select Render AVI or Render MOV from the Render drop down menu or click on the appropriate icon in the Tools window. The Render Movie Settings window will open. 3 The Render Movie Settings window is used to define the DMX File and movie filename and location. 4 Enter a filename and location in the DMX Source File field or click on dialog. to open a browse Vision 2.3 User Manual 117

127 Chapter 7: Rendering From Vision Enter a filename and location in the Output Filename field or click on dialog. to open a browse 6 To create an animation rendering using the current settings, click on Render. The.AVI or.mov file will be saved in the defined location. Vision 2.3 User Manual 118

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129 Chapter 8: Advanced Visualization Tools A. Creating Custom DMX Controlled Elements Objects within a Vision 2.3 file can be configured to change position in the scene by responding to a particular DMX channel. This feature provides a method to visualize truss and scenic movements and allows accurate lighting programming. When constructing a scene file in VectorWorks or 3D Studio Max, it is important to consider that Vision groups together geometry with the same material properties (texture and/or color). To ensure a specific object can be defined as a unique movable object, you must assign it a unique color or texture. For example, if the color value for all truss in the drawing is set to 128,128,128 you would assign the moving truss to a unique color value (132,132,132). 1 When exported to Vision 2.3, each uniquely identified object will appear as a separate Material Node in the Scene Graph window. 2 Identify the desired material by clicking on each Material Node in the Scene Graph window. Each object within the scene will display a white bounding box when selected. Verify that only the desired geometry is part of the Material Node when selected. If not, then the original VectorWorks or 3D Studio Max file will need to be updated. Vision 2.3 User Manual 120

130 Chapter 8: Advanced Visualization Tools 3 To add a DMX Transform Node to the scene, right click on ROOT in the Scene Graph window. 4 Select Add DMX Transform Node from the menu. 5. Once added, a New DMX Transform Node will appear in the Scene Graph window. Rename the node by double clicking in the Name filed of the Properties window. 6. In the Scene Graph window, drag the desired Material Node to the DMX Transform Node. Note: You must first click on the Material Node to select it, then click and drag to the DMX Transform Node. 7. To ensure all associated components move with the object (lights on a truss), drag any desired Fixtures or additional Materials to the DMX Transform Node. Note: You must first click on the Fixture or Material Node to select it, then click and drag to the DMX Transform Node Vision 2.3 User Manual 121

131 Chapter 8: Advanced Visualization Tools 8. Select the DMX Transform Node in the Scene Graph window. 9. In the Properties window assign the DMX Channel and DMX Universe to control the movement of the DMX Transform Node. Double click in each field to enter the desired value. 10. Double click in the Enabled field to toggle the DMX functionality of the DMX Transform Node. 11. Use the dx, dy, and dz fields to define the limit and direction of movement when the associated DMX value is at 255 (100%). 12. Double click in each field and enter a value in feet and inches. 13. If desired a pivot point can also be entered in feet and inches using the Pivot X, Pivot Y, and Pivot Z fields. 14. Once configured, use the assigned DMX Channel to control the movement of the Materials and Fixtures associated with the DMX Transform Node. Vision 2.3 User Manual 122

132 B. Video Input to Vision 2.3 Chapter 8: Advanced Visualization Tools Vision 2.3 allows streaming video captured from an input device to be displayed as a texture of an object within the scene. Using this functionality, the scene is capable of displaying live video input while also visualizing lighting. Furthermore, the video capture can be mapped to the output of digital lighting fixtures such as the High End Systems DL-1 to provide real-time visualization. Vision 2.3 supports an unlimited number of video capture sources. The only limitation is the number of video sources that your computer hardware can handle. Video capture devices come in a number of varieties. Some connect via a USB or Firewire interface, while others are PCI cards that require installation into the computer. Any Directx 9 / DirectShow compliant capture device should be compatible with Vision 2.3. Contact Vision 2.3 support for a list of tested devices. 1. Configuring a Scene File for Video Input with 3D Studio Max A custom named texture must be assigned to an object within 3D Studio Max to behave as a video input device in Vision 2.3. The texture name should be appended with _capture, and each subsequent capture source as _capture1, _capture2, etc. A sample texture is provided in the textures/app folder of Vision 2.3 titled MapGrid_capture.jpg. See section 4 below for further configuration instructions within the Vision 2.3 Scene file. 2. Configuring a Scene File for Video Input with VectorWorks An ESP Screen must be configured to an object within VectorWorks to behave as a video input device in Vision 2.3. See section 4 below for further configuration instructions within the Vision 2.3 Scene file. 1 Add the ESP Screen tool to the ESP Workspace within VectorWorks. This is similar to the process to add the other ESP Tools as described in Chapter 2. 2 Select an object within the drawing (a screen for example) and apply a texture. 3 With the screen selected, choose the ESP Screen tool. Enter a DMX channel and DMX universe, then click on the Select File button. Choose the mapgrid_capture for video capture. 3. Configuring a Scene File for Video Input with Digital Lighting When a Scene file contains a digital lighting fixture such as a DL-1, it will automatically request a video capture device upon opening the Scene file. 4. Configuring Video Inputs in a Scene File When a Scene file with video capture textures and/or digital lighting fixtures is opened, a dialog box will appear to allow configuration of the various video inputs. Vision 2.3 User Manual 123

133 Chapter 8: Advanced Visualization Tools 1 As a Scene file with capture textures opens, a Properites window will be displayed. 2 The tab in the top left corner identifies which texture the input will apply to. 3 Select an Input source from the Input drop down menu.. Note: The Output field does not need to be adjusted. 4 Press OK when finsihed. The Properites window will display the next capture texture in the Scene file, or close if there are no others. 5 If no video capture devices are installed when a Scene file with capture textures opens, an error dialog will be displayed. 6 Press OK to close the dialog and open the Scene file. 7 After the Scene file is configured for video input, the live video feed(s)s will be active as the file opens. Vision 2.3 User Manual 124

134 Chapter 8: Advanced Visualization Tools C. Emissive and RGB DMX Control Vision 2.3 allows emissive and rgb control of materials in the scene. After a few steps are taken, any of the materials in the scene are capable of being controlled bydmx. 1 Select the material inside the scene graph window that you want to control. 2 Change the DMX Universe to the desired Universe inside of the properties window 3 Change the DMX Channel to the desired Channels inside the properties window. (Note: By assigning different channels to each RGB value, you have full color control. By assigning them to the same channel, the object will brighten up the white.) 4. Click the true box inside of the properties window Vision 2.3 User Manual 125

135 Chapter 8: Advanced Visualization Tools 5. Change the value of the Candela inside of the properties window After all of these steps have been taken, you can control the the material using your console or your pc console. Below are the before and after photos. Vision 2.3 User Manual 126

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