PSN transforms

PosiStageNet (PSN) is an open source protocol that allows both pre-programming and active control of object (or layer) movement and rotation. PSN data originates from the PSN server; a unique identifier, called a PSN Tracker ID, must be identical in Vision and on the PSN server. When Vision sees PSN server data on the network that matches the PSN Tracker ID for an object or layer, the PSN data is applied in Vision and the object or layer rotates and/or moves. 

PSN must be enabled on the Session tab of the Vision Preferences dialog box for PSN server data to be detected.

Use PSN transforms to rotate and move selected items in the scene. PSN can perform rotations simultaneously on the X, Y, and Z axes. Movement is independent from the object’s rotation. To account for occasional inaccuracies in the PSN data, there are several PSN position parameters. For example, you may need to add an offset along one axis to position the object correctly in Vision after it receives the data from the PSN server.

To transform objects in PSN mode:

Select one or more lighting devices or objects.

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 PSN 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.

In the Properties palette, select PSN for the Xform Mode

Obtain a unique PSN Tracker ID for the object or layer from the PSN server. (When PSN is enabled in the Session preferences, the server is configured to send out an identifier to associate the object/layer with PSN data.)

When the PSN Tracker ID in Vision matches the one on the PSN server, the server sends positional and rotational data to the object, which moves and/or rotates the object in Vision. No further configuration of the parameters is necessary, unless there is an issue with the data that requires correction in Vision for the proper rotation. If so, adjust the values as needed.

If you have entered default data in the document preferences, select Use Document Setting to use the default for any of the applicable PSN parameters.

Click to show/hide the parameters.Click to show/hide the parameters.

Parameter

Description

XForm Mode

Select PSN to enable PSN transforms

PSN XForm

Expand the PSN XForm heading to access the parameters

PSN Tracker ID

Enter the unique PSN Tracker ID for the object or layer from the PSN server

PSN Coordinates

Select whether to use world or local (relative) coordinates. World coordinates ignore all object position and rotation fields for the object and all of its parents, using only the PSN data sent from the server. Local coordinates apply the object and all of its parent's position and rotation values, in addition to the PSN data.

PSN Axis Order

If the default is not correct in Vision, select the PSN Axis Order. This determines which axes indicate right, up, and depth. PSN standards specify that X is right, Y is up, and Z is depth.

PSN Rotation Order

If the default is not correct in Vision, select the PSN Rotation Order, which determines the multiplication order of the angles. PSN standards do not specify an axis rotation order, but in Vision, the default order is set to YXZ.

PSN Offset

 

PSN Position Offset

Enter the PSN Position Offset values for each axis; this is useful when the origin of the Vision file does not align with the origin on the the PSN server.

PSN Rotation Offset

Enter the PSN Rotation Offset values for each axis; this is useful when the PSN server is sending a bad rotational value which requires correction

PSN Unit Scale Factor

PSN specifications use meters. Some PSN data may be in inches or millimeters or any other arbitrary unit of data. If needed, enter a value in PSN Unit Scale Factor to act as a multiplier for PSN data values, so that the data work properly in Vision.

Enable PSN Position

Select the axes that will participate in the object's movement, and deselect an axis that should ignore positional data. The movement is not affected by the item’s rotation. The direction is relative to the selected coordinate space.

Enable PSN Rotation

Select the axes that will participate in the object's rotation, and deselect an axis that should ignore rotational data. The rotation is relative to the selected coordinate space.

The Scene Graph palette

Preferences

Setting document preferences

Modifying scene objects and fixtures

DMX transforms

 

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