The test tab enables you to test anything from a single channel; all channels for a model, group, or universe; or all channels by sending test patterns to the physical lights.
The controllers and lights must be connected to the computer running xLights in order for the test feature to work. The connection may be wireless or wired, but a means of communication is required.
Testing from xLights, especially when using multicast may flood your network with data, and result in slower network connections. This is especially noticeable when using the Zoom Room for live assistance.
Ensure that output is enabled by selecting the "Output To Lights" button (it should be selected by default).
When you first access the Test Dialog, you will be presented with three tabs. The first tab is a view of all the channels configured against each ‘Controllers’, with output (Universe/Channel range) defined in the Controller Definition shown under the controller name. You can click against the Controller or Output to select or deselect all channels beneath.
Once you have selected a set of channels, you can save this individual set up as a test configuration for future repeat testing by clicking on the Save button and specifying a name for that group of channels. You can load a previously saved test configuration by clicking on the Load button.
If you click on the second tab labeled 'Model Groups', the view with display all the Model Groups. You can then select one or more Model group to test.
You can also click against a Model Group which will then display all the models under the group. This is quite useful to test a model or group of models at a time.
The third Tab, will display a list of all 'Models'. You can test individual models or expand the model, by clicking the down arrow, and test the individual nodes.
Different test functions are available for RGB, non RGB lights. You can also select the options to execute different test cycles. You can also select and change background as well as highlight colors and control the speed of the function using the controls provided.
The 'Standard' Tab will test the individual channels. This is intended for AC lights. The 'Highlight Intensity' is the "High" channel value, while the 'Background Intensity' is the "Low" intensity. At value off 255 is 100% ON while 0 is OFF. By default, the Highlight Intensity is 255 and the Background Intensity is 0. 'Case' will set one channel at a time to the 'Highlight Intensity' and proceed thought all the enabled channels. 'Alternate' will set every-other channel to the 'Highlight' and 'Background' Intensity. 'Background Only' with set all the channels to the 'Background Intensity'.
The 'RGB' Tab will test the individual Pixel or Dumb RGB strands. Similarly to above, the 'Highlight Intensity' is the "High" channel value, while the 'Background Intensity' is the "Low" intensity. At value off 255 is 100% ON while 0 is OFF. By default, the Highlight Intensity is 255 and the Background Intensity is 0. The three sliders will set the Output Color. For Model with RGB color order, the first sliders would be Red, 2nd is Green and the third is Blue. For all color orders the the first sliders controls the first color, the second sliders the second color, and third sliders the third color. 'Case' will set one Pixel or group of three channels, at a time to the 'Highlight Intensity' and proceed thought all the enabled channels. 'Alternate' will set every-other Pixel or group of three channels to the 'Highlight' and 'Background' Intensity. 'Background Only' with set all the Pixel to the 'Background Intensity'.
The 'RGB Cycle' Tab will test the individual colors in a Smart(Pixel) or Dumb RGB strands. The 'A-B-C' option will turn on each individual colors of the selected output. For Model with RGB color order, this would be Red, then Green and then Blue. For all color orders 'A' the first color, 'B's the second color, and 'C' is the third color. The 'A-B-C-All' will cycle the color and add an all colors on state. 'A-B-C-All-None' additionally adds an all colors off state. 'R-G-B-W' with cycle four channel RGBW lights.
Output from the test tab is, in most cases, always in RGB sequence. It actually turns on every 3rd channel, i.e. 1,4,7,10 etc for red and 2,5,6,11, etc for green, etc and then all channels for white. A quick way to test your lights to ensure the correct RGB, BRG, GRB etc. is set properly, is to turn on channel 1. That should turn on RED. Next would be to turn on channel 2, that should be Green and finally Channel 3 should turn on Blue. Go to the first light of the string . Select the first 3 channels in the setup i.e 97,98, 99. Check that Model is defined as RGB. Use background color and move the first (Red) bar only up. Green turned on for first light. Move first bar down and move the second (Green) bar only up. Blue turned on for first light. Move second bar down and move the third (Blue) bar only up. Red turned on for first light. So the controller should be set to GBR.
If you wish that the ‘RGB definition’ of your model be used instead, then select the R-G-B-W option instead.
This will use the model definition and turn on the color that corresponds to the channel as defined in the model. So if the model definition is GBR, then the colors turned on will be Green, Blue, and Red respectively.
The Test Dialog enables you to test anything from a single channel, all channels for a model or all channels by sending different test patterns to your physical lights.
The Check Sequence option runs a series of verification routines against the currently loaded setup, layout and sequence. This process will generate a text file containing information on the controller outputs, channel mappings and model information as well as identify any potential issues which could cause problems within xLights. Selecting the option will open up a text file using the default text file editor on your computer.
ERRORS in a check sequence file indicate there is something wrong with your setup, layout, or sequence and the show will not run correctly. Errors should be fixed before trying to run the sequence from your controllers.
WARNINGS are indications that something is not typical, but the show will still run. Verifying that the warnings are intended, or correcting their cause is recommended before running the sequence from your controllers.
Cleanup File Locations will move all the files currently used by xLights (audio, videos, pictures, etc) into the Show directory. This is useful when backing up or packaging your sequence for sharing, so that all of the needed files and paths are retained.
This option will take the currently open sequence and packages it up neatly into a zip file with all the images, audio and other files necessary to open and re-render this sequence on another computer. If you plan on sharing a sequence with another person then this is the best way to ensure you grab everything the recipient will need to open and use your sequence.
The Download Sequences/Lyrics Dialog provides a list of free sequences available on the Google Drive. You can select a Sequence to download and xLights will open the download link in your default web browser.
This Dialog also contains links to the Singing Faces Project Lyric tracks. You must be a member of the singing faces project to access these files.
Batch Render allows the user to re-render multiple sequence files. This is useful if a Layout change was made and all the FSEQ files need to be updated. The "Filter" drop-down allows the user to select which folders to search for the sequence XSQ/XML files in.
Recursive Search - No Backups
Search the show folders and sub-folder not including backup folders.
Recursive Search
Search the show folder and sub-folder including backups folders.
Only Show Directory
Search Only the root show folder.
If "Recursive Search" or "Recursive Search - No Backups" is selected the "Folder" drop-down allows the user to select a sub-folder to limit the search too.
Place a check-mark next to the sequence XSQ/XML file name you plan to batch render. There is a right click menu to Select All or Select None.
Click OK to render all the Sequence XML file.
If a Error is found during batch rendering, xLights will display a popup and will stop rendering. Monitor batch rendering to verify all the FSEQ files are created correctly.
FPP Connect is used to upload to a Falcon Pi Player that is playing the role as a show player the channel and model configurations and one or more sequences (including associated audio).
Bulk Controller Upload allows the user to upload the E1.31 Universe Inputs, and Controller String port Settings. Check the controllers you would like to upload and click upload.
Right Click to enable options to Select Controllers based on Active, Auto Config or FPP Proxy
HinksPix Export dialog is used to generate the required SD card files to use the HinksPix controllers in standalone mode. The selected sequences files will be generated for the selected controllers.
This dialog allows the user to run Lua scripts to automate xLights functions.
The Export Models functionality creates a Spreadsheet (.xlsx) file with the details of all your models. Click on the Export Models menu item. You will be prompted for a filename and location to create the file in. Specify the filename and click OK.
The Spreadsheet file will be created with a row for each model defined listing all the key attributes. Additional sheets are added with group attributes and global Channel/pixel counts. Spreadsheet programs such as Microsoft Excel or LibreOffice are used to view the .xlsx files.
The Export Effects functionality creates a CSV file with the details of all the effects in the open sequence. Click on the Export Effects menu item. You will be prompted for a filename and location to create the file in. Specify the filename and click OK.
A CSV file will be created with a row for each effect defined listing all the key attributes. In addition summary rows are created showing the number of times each sequence is used as well as the total duration of each effect.
The Export Controller Connections option creates a Spreadsheet with all the controller to model wiring information. This is meant to be used as a prop "hookup" list.
The View Log option, enables a user to view the information / debug log that xLights maintains, if required to troubleshoot any problems and provide information when posting questions. Selecting the option will open up a text file using the default text file editor on your computer. Scroll to the bottom to view the latest messages that have been written to the log.
The Package Log Files option, provides functionality to package the required xLights XML/XSQ and log files into a ZIP file which can then be provided for analysis. It is similar in content to the ZIP file created when a system crash occurs.
From the Tools menu, with the sequence that needs to be investigated open, select the Package Log Files option. The required files will be zipped into a file ‘xLightsProblem.zip’ and you will be prompted to save it in the show directory.
You can change either the ZIP file name and/or the location before saving the file.
The zip file will contain the xLights network, rgbeffects, the sequence XSQ (if open is open) and a log file. The zip file can then be provided to the xLights team for analysis.
To speed up loading, xLights caches(saves) the download items(Vender Model List, Free Sequence List) for up to 5 days. Purge Download Cache deletes the cached files and forces xLights to downloaded the newest version. This is needed when there are updated to the files available for download, but xLights is not seeing the newest list.
The Render Cache is used to save rendered effects data to speed up render times. This option deletes the cache and forces xLights to re-render all the effects.
This 2D Path Generate Tool allows you to create X and Y value curve "paths" that can then be used by effects like the shape effect.
Click and Drag the endpoint Dots, to move them. Double Click to add a new Line Segment. The Browse button allows the user to load a image to trace if needed. The slider will adjust the image brightness. Load will allow you to edit previously generated files. The Generate Button will save the path to two value curves files (X & Y Direction) to be loaded by an effect.
The Generate Custom Model function enables you to generate an xLights custom model using a picture or video of the physical item. You should have defined your controller and need to know which channel the model will start on and how many channels.
This tool is used to take a model with valid/useful face definitions, state definitions and submodels and remap them onto a model with a reordered wiring layout. The two models must be identically dimensioned custom model with pixels in all the same positions.
The Generate Lyrics From Data allows xLights to generate Lyric Timing Tracks with Phonemes from channel data. This data can be a LOR LMS or LAS file, that has been imported as a data layer first. Select the start channel of the channel data and the offset for each mouth movement channel. xLights will then generate the Phonemes Track from this data.
The Convert function is commonly used to convert a sequence file from one sequencer format to the format of another sequencer or to the format (.fseq) required to run via Falcon Player on a Raspberry Pi or BeagleBone Black controller.
This is not to be used to convert files into an xLights sequence – use the Data Layer or Import, Import Effects options to achieve that.
Prepare Audio allows xLights to load an audio "Cut List" file and edit an audio file to remove sections of a song or combine multiple songs. Reaper project files(.rpp) and xAudio Files (.xAudio) Files are supported.
The User Lyric Dictionary Dialog allows the user to manually add word phonemes breakdowns to the user dictionary file in the current show folder. This list will be used in addition to the standard and extended library, to breakdown works when creating lyric tracks. Enter your new work into the first text box. The second text box will auto search the current word list and find similar words and display their phonemes. The second box supports multiple words separated by a space. Once you are happy with the phonemes breakdown you can add it to the library.
Windows and Linux - This menu option will launch the xLights scheduler/player xSchedule.
Windows and Linux - This menu option will launch the xCapture E131 Recording Tool.
Windows and Linux - This menu option will launch the xScanner, which can be used to discover controllers located on the network.
MacOS - This menu option will launch the second instance of xLights that can be used for mapping sequences.
The Generate Custom Model function enables you to generate an xLights custom model using a picture or video of the physical item. You should have defined your controller and need to know which channel the model will start on and how many channels.
Select the Generate Custom Model option from the Tools menu.
There are three type of models for which custom models can be generated:
A static model - such as a wireframe silhouette (reindeer or similar) where a row of lights can be turned off or on. You can use the video process described here or even use a photograph of the image.
Pixel based effects where each node is three channels.
Single Channel such as Singing faces where several LED nodes turn on and off for a single channel.
The video or photograph should be done with the model in front of a plain dark background with the lights on. There should not be too much of bright light (otherwise the bulbs as they light up cannot be clearly distinguished), neither should it be completed dark, else this will cause a scattered flash effect.
Click on the Prepare tab to generate the lights that you need to record a video for.
If the model is a pixel based model, select Type-Nodes. If the model is a single channel, select Type-Single Channels.
The Node/Channels counts refers to the number of Pixel nodes (Type =Nodes) or Channels (Type = channels). A face with 7 channels would have 7 specified as the Channel count. A star with 100 nodes - would have 100 specified as the count.
Set Type = Nodes. The start channel corresponds to the start channel of the model definition.
Leave the intensity bar setting in the position that it has defaulted to.
Click on the Run Capture Program. The following prompt will be displayed.
When your camera is ready, steady and in position, click on OK. The software will flash the lights twice, then run through the model definition, lighting each bulb in turn. When complete the following message will be displayed to stop the video recording. The recording has now been completed.
Upload/Copy the video from the camera onto your PC directory.
Click on the Process tab. Select the Type of lights and press Next.
When prompted for the location of the video file, browse to and select the video file that was recorded in the earlier Prepare step. Then click on Next.
The red dots are the lights that have been found and retained. The blue dots are the lights that have been found , but have been discarded because they are too close to a red dot. If the dots are too close, then the model generated becomes too big.
There are three areas in the image where the lights have not been detected (the yellow boxes have been added for illustration in the manual only ). Increase the sensitivity (move slider to the right). The window at the bottom of the screen indicates how many nodes have been detected, the number of bulbs detected, how many nodes are missing, which nodes have more than one bulb and the size of the model.
Click Next and the model that is generated is displayed.
Use the ‘-’ and ‘+’ keys to zoom out and zoom in to see the model.
Click on Save to name and save the custom model.
Then use the Import Custom model function on the Layout screen to import the model that has just been created.
Select Type = Nodes and repeat the same process as described under the Static Lights example (Prepare).
Similarly, when your camera is ready, steady and in position, click on OK. The software will flash the lights twice, then run through the model definition, lighting each bulb in turn. When complete a message will be displayed to stop the video recording.
Then using the Process screen, browse to and select the video that has been generated and uploaded to your PC.
Click on Next.
The software will examine the first fifteen seconds on the video to identify the start point (ie when the first of two flashes occurred and will then check that it can determine the pathway of the lights). A ‘Looks ok’ message will be displayed along with the start position on the video (2.95 secs in the example) if this is detected. If it does not work ( a ‘Looks wrong’ message will be displayed) , or the start position does does not look right , you can use the four frame buttons to move the video back or forward.
Click on Next to proceed to the next step. You can adjust the controls if required. The blur can be used (increased) to remove any dead spots, the sensitivity adjusted (right if some bulbs are not detected and left if too many are detected).
If the ‘Video is steady’ is selected, then the software will attempt to filter out some of the background to get a better image. Otherwise it will retain much of the background and try and compensate of an unsteady video camera , but this may generate additional pixels.
If Manual update is selected, then moving the sliders won’t do anything unless the Update button in then pressed. The Restore Default button is used to restore the sliders and options to the default option.
The image shows the pixels generated (red dots). The two yellow boxes (that have been added in the manual only) illustrates spurious pixels.
The window displays the number of nodes, how many bulbs were detected, missing nodes and a list of nodes where more than one bulb has been detected. You want the number of bulbs to match the number of nodes or be as close to it as possible.
Use the Trim bars (i.e. drag them towards the image) to eliminate the pixels around the image. The number of bulbs should decrease as this occurs. Increasing the sensitivity can also be used to try and filter out others nodes.
Click Next and the model that is generated is displayed.
Use the ‘-’ and ‘+’ keys to zoom out and zoom in to see the model.
Click on Save to name and save the custom model.
Then use the Import Custom model function on the Layout screen to import the model that has just been created.
The Convert function is commonly used to convert a sequence file from one sequencer format to the format of another sequencer or to the format (.fseq) required to run via Falcon Player on a Raspberry Pi or BeagleBone Black controller.
It is not to be used to convert into an xLights sequence – use the Data Layer or Import, Import Effects options to achieve that.
Supported input/output formats are:
Click on Choose Files, and on the subsequent window, change the file type to the type of file that you wish to convert and navigate to where your input file (i.e. LOR LMS file etc) is located. Select the file and Click Open or Double click to select the file.
Select the output Format to convert to. Supported output formats are:
Specify whether all channels should be turned off at the end of the sequence. (Tick if unsure)
Select the Show Verbose Channel Map. This option will display messages pertaining to the input sequencer channel mapping for some inputs and is useful to identify missing or misaligned channel information.
Select the options specific to LOR conversion.
Specify the time resolution i.e. (25ms, 50ms, 100ms). These correspond to (40 fps, 20 fps, and 10 fps respectively). Select 50ms if not sure.
Click on Start Conversion.
Conversion messages are displayed. If successfully converted, a file of the same name but with a different extension (i.e. as specified for the Output Format) will be created in your show directory.
With the ‘Show Verbose Channel Map’ selected, the conversion messages display which channels have been converted to equivalent xLights channels. This information can then be used to amend the channel mapping and/or define additional LOR controllers as required.
The FPP Connect Dialog is used to upload files to a Falcon Player(FPP) that is being used as a show player, remote player, or in bridge mode. The channel inputs, channel outputs, model configurations and one or more sequences (including associated audio) can be uploaded to one or more FPP instances. FPP Connect only supports FPP 2.0 and newer.
On startup, xLights will attempt to auto-discover all the FPP instances on your network. If none are found, Click the Add FPP button to manually add a device by its IP Address.
The Upload Checkbox Column will "Enable" the FPP instances for xLights to upload data to it. If unchecked xLights will not upload any data to that device.
The Location Column will display the DNS host name and IP address. The Description Column DNS Host description value. The Version Column is the FPP software version installed on the device.
The FSEQ Type Column allows the user to select which FSEQ file version to upload to each FPP device. V1 FSEQ files are required for FPP 2.5 and lower. The V2 FSEQ file format is a compressed files format that only works with FPP 2.6 and newer. The V2 FSEQ Sparse file format is the same a V2 but limits the channel range to what is required for that FPP instances output devices. If using FPP 2.6 or newer, it is recommended to use the V2 file format on the Standalone/Master FPP devices and the V2 Sparse file format on FPP remote devices. For FPP 2.5 and lower, V1 file format must be used. xLights will select a default FSEQ version based on the FPP version and if a Pixel Hat/Cap is attached or if a LED matrix is set up. This can be changed by the user if needed.
If the Media checkbox is selected, xLights will upload the Media Files.
If the Model checkbox is selected, xLights will upload the Model Data for the display testing page.
The UDP Out dropdown will enable xLights to upload The E1.31 and DDP Channel Output definitions from the Setup Tab in xLights. 'All' should be selected on Player FPP Devices that will send E1.31, DDP, or Artnet data to another controller and 'Proxied' should be used for any FPP Devices that act as a proxy tunnel to other controllers like a F16v3.
The Playlist drop allows the user to select a predefined Playlist in FPP to add the uploaded Sequences too.
The Pixel Hat/Cap Column will display if a Output device is attached and configured. Devices like PiCaps, Matrix PiHat, F8-B, etc will appear if they are configured in FPP. If the Checkbox is selected the input channels will be configure. For Matrix PiHat the panel start channel will also be configured.
You can then select one or more sequences to upload. The sequence FSEQ files are listed here. If the sequence is an audio sequence then the media file will also be uploaded if the media checkbox is selected.
There is a Right Click Menu to Select All Sequences, Clear Selections, Select Highlighted, or Deselect Highlighted.
When the upload button is clicked all selected items will be uploaded to the FPP instances with the Upload Option checked and the dialog will close. Cancel will close the dialog without uploading any changes.