DMX transforms

Use DMX transforms to scale, rotate, and move selected items in the scene. Scaling and movement are independent from the object’s rotation. Scaling does not apply to lighting devices.

To transform multiple selections at once, you can group them in a layer; see Organizing the scene contents. When a layer is transformed, all items contained in that layer are transformed accordingly. A transformed lighting device's pan and tilt are relative to the transformed position.

To significantly improve performance for DMX transforms, disable shadows from the Basic: Graphics tab or Advanced: Graphics tab. If shadows are needed, set Dynamic Shadows to None from the Advanced: Graphics tab; shadows will be disabled only for transformed objects.

To scale objects by DMX input:

Select one or more objects.

Alternatively, select a layer in the Scene Graph palette that contains all of the objects to transform. Lighting devices cannot be scaled.

In the Properties palette, select DMX for the XForm Mode.

Expand the DMX XForm heading to access the parameters.

Set the XForm Universe to specify the universe.

Set the XForm Channel to specify the DMX address.

Enter the XForm Scale values to specify the scale factors. Scaling is not affected by the object’s rotation.

Scale X sets the object’s X-axis scale.

Scale Y sets the object’s Y-axis scale.

Scale Z sets the object’s Z-axis scale.

Set the DMX profile for scaling.

Channel

Coarse/Fine

Purpose

%: Function

10

Coarse

XForm Scale X

0–100

11

Fine

12

Coarse

XForm Scale Y

0–100

13

Fine

14

Coarse

XForm Scale Z

0–100

15

Fine

To rotate items by DMX input:

Select one or more lighting devices or objects.

Alternatively, select a layer in the Scene Graph palette that contains all of the items to transform.

In the Properties palette, select DMX for the XForm Mode.

Expand the DMX XForm heading to access the parameters.

Set the XForm Universe to specify the universe.

Set the XForm Channel to specify the DMX address.

Select the Rotation Axis, or select None.

Enter the Rotation Delta to set the maximum angle of index rotation.

Enter the Rotation Rpm to set the maximum speed of continuous rotation.

Set the DMX profile for the rotation.

Rotation occurs around the local origin, not the world origin.

Channel

Coarse/Fine

Purpose

%: Function

7

Coarse

XForm Rotation (Index)

0–100: Rotation

8

Fine

7

 

Coarse

XForm Rotation (Continuous)

0–0: No rotation

48–1: Clockwise rotation

49–51: No rotation

52–99: Counter-clockwise rotation

100–100: No rotation

8

Fine

9

 

XForm Rotation Control

0–20: Index rotation

21–40: Continuous rotation

41–100: Reserved

There are three “dead zones” where no rotation occurs in the Continuous Rotation channel: 0%, 49–51%, and 100%. The rotation is clockwise at 48–1% (where the effect increases as DMX value decreases) and counter-clockwise at 52–99%.

To move items by DMX input:

Select one or more lighting devices or objects.

Alternatively, select a layer in the Scene Graph palette that contains all of the items to transform.

In the Properties palette, select DMX for the XForm Mode.

Expand the DMX XForm heading to access the parameters.

Set the XForm Universe to specify the universe.

Set the XForm Channel to specify the DMX address.

Enter the XForm Delta values (in inches) to specify the direction and magnitude of movement. The movement is not affected by the item’s rotation. The direction is relative to the item’s local coordinate space.

Delta X controls the range of lateral movement.

Delta Y controls the range of upward/downward movement.

Delta Z controls the range of forward/backward movement.

The Position X/Y/Z values in the Properties palette determine the selected items’ starting position.

Set the DMX profile for the desired movement.

50% indicates the center of the range of movement.

Channel

Coarse/Fine

Purpose

%: Function

1

Coarse

XForm Delta X

0–100: X axis movement

2

Fine

3

Coarse

XForm Delta Y

0–100: Y axis movement

4

Fine

5

Coarse

XForm Delta Z

0–100: Z axis movement

6

Fine

Editing the scene

Preferences

Modifying scene objects and fixtures

 

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