Frequently asked Questions

Why are no macros, chases or other effects visualised?


Not all features can be visualised in MA3D. Macros and chases, as the name says, are internal programs in the fixture itself with no information feedback to the console. The desk can not know what the fixture does in this moment.




What can be visualised?


Here is a list of attributes, that are visualisable in MA3D:

  1. Pan, Tilt & Roll are axis of rotation, wich defines the motion of the fixture depending on the class of the fixture module. Pan is different for headmovers or mirror fixtures. Tilt reacts the same in both classes and Roll is like a secondary Pan axis. Measurement in degrees.
  2. Translate XYZ is for moving Truss and defined with the MP_TR attribute. Measurement in meters.
  3. Scale XYZ can make things bigger or smaller, can be used for roll screens or teleskope stands. It is defined with the MP_SC attribute.
  4. Rotate XYZ are additional rotation axis. They are defined with the MP_ROT attribute and measured in degree.
  5. Spin XYZ is used for endless rotation. Unfortunatly there is no position homing, the fixture stops on its current position during the rotation. The attribute is MP_SPIN and measurement is rounds per minute (rpm). If you don't want to use endless rotation in my models, change the subattribute to something else, like the standard PAN or TILTMODEROTATE attribute.
  6. Barndoor & Clamp rotation axis are for manual adjust in MA3D, but can be controlled from the desk with the BARNDOOR and SHAPER attributes.
  7. Shutters & Strobes - there are different strobe modes available from normal to pulse and random. You can also set the ratio. They are defined with the SHUTTER and STROBE attributes and measured in ratio from 0 to 1 for shutter and frequency (Hz) for strobes.
  8. Dimmer is not more to say for the intensity, defined with the DIM attribute.
  9. Colors are visualised in different ways, you can set a color wheel or mix it in RGB or CMY, Scroller colors and so on. The attributes are all Color Wheels, RGB/CMY CM1, 2 & 3, Colortemperature, Scroller, and lot of other colors for the colormix.
  10. Zoom changes the spotsize and with more focus to the beam it will get brighter. The attribute is ZOOM and will be measured in degree.
  11. Iris is also for the spotsize without the focus effect and measured with a ratio from 0 to 1. It is defined with the IRIS attribute.
  12. Prism multiplies the beams with a offset measured in degrees. You can define the beam count by the number of facets. Only circular prisms are visualized. The attribute is PRISMA.
  13. Prism Rotation and Prism Spin will rotate the multiplied beams around the center axis measured in degrees and rounds per minute (rpm). The attribute is PRISMA_ROT and PRISMA_POS.
  14. Frost will blurr the spot like a wash effect. The attribute is FROST.
  15. Gobos are organisised in three wheels and can be assigned to gobo bitmaps in your library. They can be squared pictures and will be projected by the beam and the spot. The attribute is GOBO.
  16. Gobo Spin, Index & Rotation are the attributes, wich will visualise the gobo wheel spin and the gobo rotation.
  17. Blades & Shapers can be visualised if they are good implemented in the model. The attribute are BLADE and BLADE_ROT.
-> For further information a refer to the MA help pages <-




Why is there no global Dim & Strobe visualised on the pixel instances?


Most attributes, wich are located in the main module of the fixture, can not somehow be connected to other modules. An exeption is zoom, wich can be controlled global in the newer software versions. Some of my models will work with global zoom and others not. It depends on the beam alignment. For a global strobe effect, the solution in my models is, to mix the beams of the main module with the beams of the instances, to make the strobe visualisation possible.




I get blinded by the beams of multi pixel fixtures, what can I do?


Multiple beams are causing a addition of brightness, if they were overlayed. Thats why the multi-instance fixtures are extremly bright. To get a good result, you can set the beam intensity down in the rendering options. I recommend a value between 40 and 50. If you set it to low, the beams of other single instance fixtures will get invisible. Another solution is, to set down the intensity in the module manager of the fixture profile, but this will dim the brightness of the LED surfaces, too. Most of my models have costumed lenses. For these fixtures I have a workaround to get optimal results, it is also a solution to get more performance:

  1. Set the intensity of all LED to 1000 in the module manager.
  2. Unlock all instances in the instance manager.
  3. Open all fixtures in the MA3D object tree and mark all instances.
  4. Open the material window and mark all white materials called "Light".
  5. Set the emissive inking of all three colors to 10.
  6. Now close and lock everything and all is looking good.




I want to invert the movement of my fixture in the visualisation, how can I do that?


The fixture profiles I made are all aligned with the same movement directions, exept the B-Eyes, because they have a 90° Offset, wich also must be adjusted in the patch & fixture shedule. If you want to invert the Pan or Tilt movement, then you have to edit the physical values of the attribute in the fixture profile by changing the plus- and minus-signs. If you only want to invert certain fixtures of the same profile, create an inverted linear DMX Profile and call it "Invert" - Then go to live patch and in DMX list search for the pan/tilt attributes of the fixtures, you want to invert, and set the inverted DMX Profile for the desired attribute in the "Profile" cell.




The lenses of my headmover are floating around my fixture, how can this happen?


In rare cases it can happen, that the lenses of a multi-instance fixture are floating in a offset position around the fixture after import. This can happen especially in the software version 3.2 series. My fixtures have been constructed in version 3.1.2.5 and tested in version 3.3+ with no problems, for some reason it can come up anyway. The reason for the phenomenon is the difference between the LED and the conventional fixture class in combination with the headmover class. LEDs, wich are attached to a moving head, have to be in a specific range on the z-axis. If not, they appear in a offset position. If you encounter this issue, delete the fixture from the patch list and change the LED class to conventional. After that patch it as a new fixture. This should usually fix the problem. If they are still in a offset position, you can now move it in the right position in the instance manager, were the z-axis is now unlocked. If you don't manage to solve it, feel free to contact me.




My showfile has grown so big after importing fixture profiles, how to get rid of that?


Everytime you import a fixture, user or any other profile, your showfile grows up. Even if you delete the profiles, some data remains in the showfile. 3D models were saved in a specific folder on your desk, and will stay there until you delete them. I have a command line, to get rid of these data, you can also create a macro from it. Type the following: cd editsetup; cd objects3d; cd models; delete 1 thru; cd root This will only delete the unused data, because as long there is a model assigned to a fixture profile, you can not delete the model data.




My fixture does not home its position after using endless rotation, what can I do?


As written above, the feature of endless rotation has the disadvantage, that it will not home its position in the visualisation, after using it. The position offset is only in the visualisation and will not affect the real fixture and will not be saved to the showfile. If you restart MA3D or kick it out of the session temporaly, then it will be at the right position again. A good workaround to achieve it quickly, is to use this commandline: Assign root NetConfig.4.1 /SessionMember="No" Assign root NetConfig.4.1 /SessionMember="Yes" The last number defines the line, in which your visualizer is. You can write a macro from it with a little wait time between the lines.




I downloaded some fixture profiles, how do I import them to MA3D?


My fixture profiles are encoded in xml format and they are containing all information, that is needed to generate a 3D model with all materials and textures. The best way to import it, is to unzip the files to an USB flash drive to the folder: "gma2/library" and import it to your desk or MAonPC from there. Another location, to unzip the files is a hidden folder on your PC wich is called for example: "C:\ProgramData\MA Lighting Technologies\grandma\gma2_V_3.1.2\library"
After unzipping the files, you can import the fixture like a usual profile and the model will appear in 3D if you patch it.




The movement of my fixtures is very slow in my visualisation, how can I change that?


The 3D movement for the visualisation is defined in the subattributes of your fixture profile. It is setted to a default value. If you want to make the movements faster, add a value around 1 in the 3D time cell. I recommend a value of 2 for Pan and 1 for tilt. It fits to the most headmovers. Scanners can move faster, thats why I already added a 3D time in the scanner and laser profiles.




The performance of my visualisation gets slow, after patching over hundred multi instance fixtures. What can I do?


Performance can get very poor with many multi instance fixtures, because most modules are emitting beams and the GPU must work a lot to calculate shadows, illiminated surfaces and so on. To get more performance, you can set the beam quality to one star in the rendering options. Also lower beam intensity will rise performance, I would recommend a value between 50 and 60. Avoid pointing the beams directly into the camera, especially strobes can pull down your performance, so never use a 90 degree angle, I would recommend 60 degree. Wash beams are costing more performance, than spot beams, you can change the spot type in the module manager of your fixture profile. Here you can also lower the beam intensity of each module. It will also dim the lens surface, to compensate that, I have a workaround:

  1. Set the intensity of all LED to 100 in the module manager.
  2. Unlock all instances in the instance manager.
  3. Open all fixtures in the MA3D object tree and mark all instances.
  4. Open the material window and mark all white materials.
  5. Set the emissive inking of all three colors to 100.
  6. Now close and lock everything again.




Can I get model packs?


You can get a modelpack with environments, stages and equipment here: NRGSille Modelpack All fixtures are available individually on purpose, so you can create your individual fixture pack. For bigger orders, there are discount codes, wich you can enter on the cart site. For orders over 20€ the code is "givemeten" to get 10% off. If you are over 50€ you can get 20% off with the code "givemetwenty" and over 100€ you can get 30% with the code "givemethirty". There is even a 50% discount, if you want to order for more than 250€. You will get the discount immediately after entry, so just enter it, before pushing the pay button.




How to render multi pixel fixtures without a beam?


Most of the multipixel fixtures are rendering beams for each pixel to light up a cyclorama or if the fixture has zoom on the pixels. If you want no beam on pixel instances, the easiest way is to set the beam angle to zero for the RGB cluster in module manager, you will get a warning for too low beam angle, but this can be ignored, there will be no beams rendered. However, this will not work if the fixture has zoom. For those fixtures you can unlock the instances in instance manager to edit them, then set the intensity to 100 in module manager. In MA3D select all fixtures and open the material window and sort list by name. All emitting materials are found under "Light". Rise the emissive inking factor to 100 for all three color channels to get a brighter surface emission.





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