Model Setup:
Define most of the parameters the way you would for the existing moving head 3D model
Use the "Orient to Zero" parameters to get the pan/tilt positions in layout to make the head look like it does when its commanded to 0 which is usually the bootup position.
We want to define a Common starting position with the head point Up and facing Forward. All commands will be relative to that starting position I call the "Home" position. So we have a Zero position and a Home position.
You define the Zero position by viewing the layout and you define the Home position by creating a blank sequence and dropping a Moving Head Effect on the head. Click the center of the position grid so that it will latch a Pan=0 Tilt=0 command into the heads settings. If the head is not pointing Up and Forward then you need to adjust the degrees in the Orient Forward and Orient Up parameters for the pan/tilt motors. Just change the settings and come back and click on the effect to see it change. If you use an old school effect to position the head you should see how it points to the Zero position when commanded to Zero whereas the Moving Head Effect should apply the Home position offset.
Parameters:
Fixture: You need to set the fixture position for each head MH1 through MH8. This teaches xLights where each head is positioned so that when you tell it to do a Fan it know how to space out the heads. You can assign more than one head to a position if desired.
PanMotor: Channel (Coarse): Required.....define the main pan channel Channel (Fine): For 16 bit heads. The Fine channel is optional and can be set to 0 to disable. Min Limit (deg): Limit how many degrees the head will pan to the left starting from facing forward Max Limit (deg): Limit how many degrees the head will pan to the right starting from facing forward Range of Motion: How many total degrees does the head pan when commanded from 0 to 255 Orient to Zero: Number of degrees to spin the head so it matches the position when commanded to 0 Orient Forward: Number of degrees to spin the head from its Zero position so it faces forward Slew Limit (deg/sec): Number of degrees your head can move per second to try to make the screen match reality Reverse: Check this box if your head moves counter-clockwise when commanded from 0 to 255 Upside Down: Check this box if you head is mounted inverted
TiltMotor: Channel (Coarse): Required.....define the main tilt channel Channel (Fine): For 16 bit heads. The Fine channel is optional and can be set to 0 to disable. Min Limit (deg): Limit how many degrees the head will tilt backwards from facing up Max Limit (deg): Limit how many degrees the head will tilt forwards from facing up Range of Motion: How many total degrees does the head tilt when commanded from 0 to 255 Orient to Zero: Number of degrees to spin the head so it matches the position when commanded to 0 Orient Up: Number of degrees to spin the head from its Zero position so it faces up Slew Limit (deg/sec): Number of degrees your head can move per second to try to make the screen match reality Reverse: Check this box if your head moves counter-clockwise when commanded from 0 to 255 Upside Down: Check this box if you head is mounted inverted
Most other properties are similar to the previous moving heads
BaseMesh, YokeMesh, HeadMesh: These can be used to change the OBJ objects used to draw the head.
The DMX model has a number of different styles and each has a different model representation.
After selecting the DMX Mode, a list of Sub Types will display.
Used to define any generic DMX Fixture. Can be used for 3/4 Channel RGBW lights or devices like Fog or smoke machines.
Used for multichannel Flood lights. The Single Line Model can all be used for DMX Floodlights.
For DMX Moving Heads. Supports Shutter control, RGBW channels, Color Wheel, etc.
Induvial Servo Control, Supports 16 bit servos.
For Skulls with servos embedded in them. Skulltronix Skulls are also supported.
DMX Style
Moving Head Display Style: Moving Head Top, Moving Head Side, Moving Head Bars, Moving Head Top Bars, Moving Head Side Bars, Moving Head 3D
# of Channels
Defines how many channels the model uses
Number of Preset
Set the Number of Preset DMX Presets. These define presets are values that are assigned to a Channel when rendering non DMX effects.
Pan Attributes
Set the Pan Channel, Orientation, Rotation
Tilt Attributes
Set the Tilt Channel, Orientation, Rotation
Color Type
RGBW is 4 individual color channels. Color Wheel uses one channel for the color wheel and one for brightness.
Shutter Attributes
Set the Shutter Channel, Open Threshold, and On Value. 'Open Threshold' is the DMX value when the shutter will open and the light will be visible. 'On Value' is a fixed value the shutter channel will be once enabled, '0' will disable it.
Due to the Custom Render Styles of DMX model it is recommended to use Per Model Default render style when added effects to a group of DMX Models