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using_magic_3d_easy_view [2010/04/03 10:28] Ongemagic_3d_easy_view:using_magic_3d_easy_view_management [2013/03/11 03:46] (current) – external edit 127.0.0.1
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 If you have not installed Magic 3D Easy View then you can either download it from the Sunlite website and install it into the same folder that FreeStyler was installed in or you can re-install FreeStyler and ensure you have ticked the option to install Magic 3D Easy View. If you have not installed Magic 3D Easy View then you can either download it from the Sunlite website and install it into the same folder that FreeStyler was installed in or you can re-install FreeStyler and ensure you have ticked the option to install Magic 3D Easy View.
  
-I am going to use the 9 PAR Cans that I added to FreeStyler in the [[adding_and_removing_fixtures|Add/Remove Fixtures]] tutorial I did, but the principals are the same regardless of what fixtures you are using.+I am going to use the 9 PAR Cans that I added to FreeStyler in the [[fixtures:adding_and_removing_fixtures|Add/Remove Fixtures]] tutorial I did, but the principals are the same regardless of what fixtures you are using.
  
 Magic 3D Easy View when used with FreeStyler does not allow automatic patching of the fixtures you have in FreeStyler into Magic 3D Easy View, you have to patch fixtures in Magic 3D Easy View as well. The FreeStyler fixtures are also not compatible with Magic 3D Easy View, so you either can use existing fixtures that Magic 3D Easy View has in its fixture library or create them using the Scanlibrary program. I am not going to show you how to create your fixtures in the Scanlibrary program in this tutorial, that is for another tutorial. Magic 3D Easy View when used with FreeStyler does not allow automatic patching of the fixtures you have in FreeStyler into Magic 3D Easy View, you have to patch fixtures in Magic 3D Easy View as well. The FreeStyler fixtures are also not compatible with Magic 3D Easy View, so you either can use existing fixtures that Magic 3D Easy View has in its fixture library or create them using the Scanlibrary program. I am not going to show you how to create your fixtures in the Scanlibrary program in this tutorial, that is for another tutorial.
  
 Remember this is a tutorial to get you going with Magic 3D Easy View, it does not cover feature of the program. For example it does not cover the options for recording a movie.\\   Remember this is a tutorial to get you going with Magic 3D Easy View, it does not cover feature of the program. For example it does not cover the options for recording a movie.\\  
-I also do not go into layers as with the connection to FreeStyler only gives us the "ECO MODE" and not "FULL MODE" we can only have two layers and these are already defined as "Objects" and "Fixtures". PM Onge on the forum for a tip about this.\\  +I also do not go into layers as with the connection to FreeStyler only gives us the "ECO MODE" and not "FULL MODE" we can only have two layers and these are already defined as "Objects" and "Fixtures".\\  
 If you get stuck with something then ask a question in the FreeStyler Support Forum.  If you get stuck with something then ask a question in the FreeStyler Support Forum. 
  
-===== Starting Magic 3D Easy View ======+====== Starting Magic 3D Easy View ======
  
 Magic 3D Easy View must be started from the FreeStyler toolbar, if you start it any other way then it will not communicate with FreeStyler, unless you use your interface that sends the data to a Sunlite interface that can be used as in IN. Which is what I do with other lighting software or hardware that does not have a visualiser. Magic 3D Easy View must be started from the FreeStyler toolbar, if you start it any other way then it will not communicate with FreeStyler, unless you use your interface that sends the data to a Sunlite interface that can be used as in IN. Which is what I do with other lighting software or hardware that does not have a visualiser.
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 Now you can either carry on reading the information about the menus and toolbars or scroll down to the Adding objects. Now you can either carry on reading the information about the menus and toolbars or scroll down to the Adding objects.
  
-==== Menus ====+===== Menus =====
  
 OK, I suppose the first thing I should go through is the menus and toolbars. OK, I suppose the first thing I should go through is the menus and toolbars.
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-==== Toolbars ====+===== Toolbars =====
  
 ---- ----
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   * Default   * Default
  
-==== Adding objects to your stage ====+===== Adding objects to your stage =====
 Firstly the stage in MEV is the whole area of where your lightshow will be, it is not the box/plinth or "stage" that a band or other will perform on. Firstly the stage in MEV is the whole area of where your lightshow will be, it is not the box/plinth or "stage" that a band or other will perform on.
  
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 Personally, as I do lighting for a band and because of the limitations of the graphical disply within this program I only use a "stage" and maybe a person or two on the stage. My main use is to ensure I have got my movements and positions near to what I want to achieve at a venue. I am not worried about colours or gobos or producing "photo-realistic" displays. For that you would need to invest in something like WYSIWYG or Capture Polar, they cost money people, money. Personally, as I do lighting for a band and because of the limitations of the graphical disply within this program I only use a "stage" and maybe a person or two on the stage. My main use is to ensure I have got my movements and positions near to what I want to achieve at a venue. I am not worried about colours or gobos or producing "photo-realistic" displays. For that you would need to invest in something like WYSIWYG or Capture Polar, they cost money people, money.
  
 +==== Stage Settings ====
 Back to the plot - let us set the size of our venue, click the **Stage settings...** button, which is the 10th button on the **Standard Toolbar** or select it from the **Stage** menu. You will be presented with the following dialogue. Back to the plot - let us set the size of our venue, click the **Stage settings...** button, which is the 10th button on the **Standard Toolbar** or select it from the **Stage** menu. You will be presented with the following dialogue.
  
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 As can be seen in the above image. Click the "Red Cross" to close the **Stage settings...** dialogue. As can be seen in the above image. Click the "Red Cross" to close the **Stage settings...** dialogue.
  
 +==== Simple Objects Editor ====
 Now let us put a "Stage" in the stage. I do wish they had called stage, venue, instead. Oh well.\\   Now let us put a "Stage" in the stage. I do wish they had called stage, venue, instead. Oh well.\\  
 The button on the **Standard Toolbar** that looks like a wireframe cube with a set square in front of it is the **Simple objects editor**, click it or select it from the **Stage** menu.\\   The button on the **Standard Toolbar** that looks like a wireframe cube with a set square in front of it is the **Simple objects editor**, click it or select it from the **Stage** menu.\\  
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 The above **Save As** dialogue appears and it is going to save in the **EasyViewLibrary** folder which is inside the **FreeStyler** folder. Realistcally you should either place you "simple" objects inside one of the existing folders or create a folder to put them in. I am not going to bother for this object and I am going to save it right here. Naughty of me I know, but it is my tutorial.\\   The above **Save As** dialogue appears and it is going to save in the **EasyViewLibrary** folder which is inside the **FreeStyler** folder. Realistcally you should either place you "simple" objects inside one of the existing folders or create a folder to put them in. I am not going to bother for this object and I am going to save it right here. Naughty of me I know, but it is my tutorial.\\  
 Change the **Filename:** to **stage_8x1x6.x** and press the **Save** button. Once saved press the "Red X" in the top right to close the dialogue. Change the **Filename:** to **stage_8x1x6.x** and press the **Save** button. Once saved press the "Red X" in the top right to close the dialogue.
 +
 +==== Placing a Stage on Screen ====
  
 Now we have our "stage" we need to put it in the venue, sorry stage, grrr ... lol.\\   Now we have our "stage" we need to put it in the venue, sorry stage, grrr ... lol.\\  
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 {{:images:easyview:add_objects_00015.png?nolink|}} {{:images:easyview:add_objects_00015.png?nolink|}}
 +
 +==== Adding Truss To Your Stage ====
  
 Click the **Add objects** button as shown above and then in the **Objects library** dialogue open up the **Truss** folder. As this is a "theatre" I am going to use the **Truss flat with sling.x** file, so select that object and the press the **Select** button. It may not look like the truss has loaded in but it has, now you can either click into the 3D view, remember not on an object and then press the view buttons above to see the object or if you have a mouse with a wheel, does anyone use a mouse without a wheel now a days ?, click in the 3D view and then use the mouse wheel to zoom in. You will eventually see the object as shown in the below image.\\   Click the **Add objects** button as shown above and then in the **Objects library** dialogue open up the **Truss** folder. As this is a "theatre" I am going to use the **Truss flat with sling.x** file, so select that object and the press the **Select** button. It may not look like the truss has loaded in but it has, now you can either click into the 3D view, remember not on an object and then press the view buttons above to see the object or if you have a mouse with a wheel, does anyone use a mouse without a wheel now a days ?, click in the 3D view and then use the mouse wheel to zoom in. You will eventually see the object as shown in the below image.\\  
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 As you can see the object has been rotated around the X and Y axis by 90 degrees in each axis and it is now in the right orientation.\\ As you can see the object has been rotated around the X and Y axis by 90 degrees in each axis and it is now in the right orientation.\\
  
 +==== Duplicating An Object ====
 We could now move this towards the ceiling, but one truss bar is not enough, I want at least three of these above the stage. Now you can either add 2 more of these trusses as described above or you can duplicate the object. I am going to duplicate the object as you have not been shown that yet. Right click the object in the **Objects** tab of the **Listing...** panel and select **Duplicate** from the context menu that appears as can be seen in the image below. We could now move this towards the ceiling, but one truss bar is not enough, I want at least three of these above the stage. Now you can either add 2 more of these trusses as described above or you can duplicate the object. I am going to duplicate the object as you have not been shown that yet. Right click the object in the **Objects** tab of the **Listing...** panel and select **Duplicate** from the context menu that appears as can be seen in the image below.
  
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 Some of you may have noticed that in the **Objects** tab of the **Listing...** panel the duplicated object. It has the same name but with a **.1** added to the end. If we duplicate our original piece of truss again, which we are going to do then the name will be the same but with **.2** on the end. Duplicating the same object even duplicates of that object will increment the number at the end of the name.\\   Some of you may have noticed that in the **Objects** tab of the **Listing...** panel the duplicated object. It has the same name but with a **.1** added to the end. If we duplicate our original piece of truss again, which we are going to do then the name will be the same but with **.2** on the end. Duplicating the same object even duplicates of that object will increment the number at the end of the name.\\  
 Let add the next bit of truss. Right click our original piece of truss as described above and select teh **Duplicate** option from the menu. In the **Duplicate** dialogue, put **-2.00** in the **X** input box and press the **OK** button. This will duplicate the piece of truss 2 metres to the left as we are looking at it. This should tell you that X position gets lower going to the left and higher going to the right. Actually X at the left hand wall is 0 (zero) and is 10.00 at the right hand wall, as that is the width of our venue. Let add the next bit of truss. Right click our original piece of truss as described above and select teh **Duplicate** option from the menu. In the **Duplicate** dialogue, put **-2.00** in the **X** input box and press the **OK** button. This will duplicate the piece of truss 2 metres to the left as we are looking at it. This should tell you that X position gets lower going to the left and higher going to the right. Actually X at the left hand wall is 0 (zero) and is 10.00 at the right hand wall, as that is the width of our venue.
 +
 +==== Positioning the Truss ====
  
 {{:images:easyview:add_objects_00025.png?nolink|}} {{:images:easyview:add_objects_00025.png?nolink|}}
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 The above image shows the three pieces of truss "hanging" from the ceiling.\\   The above image shows the three pieces of truss "hanging" from the ceiling.\\  
 +
 +==== Adding a Person to the Stage ====
  
 Now we want to place an onject on the stage that gives us something more to aim our lights at. I am going to use a person for this task. Using what you have learnt above, click the **add object** button, open the **People** folder, select the **Man01.x** file and then press the **Select** button. Position the man on the front centre of the stage.\\   Now we want to place an onject on the stage that gives us something more to aim our lights at. I am going to use a person for this task. Using what you have learnt above, click the **add object** button, open the **People** folder, select the **Man01.x** file and then press the **Select** button. Position the man on the front centre of the stage.\\  
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 Above image showing man on stage and the positions use to get him there. Above image showing man on stage and the positions use to get him there.
 +
 +==== Save Your Work ====
  
 Now click on the **User mode** button or select it from the **Stage** menu.\\   Now click on the **User mode** button or select it from the **Stage** menu.\\  
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 We will learn more about moving and rotating objects when we get into adding fixtures. We will learn more about moving and rotating objects when we get into adding fixtures.
  
-==== Adding fixtures to your stage ====+===== Adding fixtures to your stage =====
 If you have been following along with the rest of this tutorial, you will know that we have create a venue (stage), have placed a stage in that venue, put up some truss and added a person on to the stage. If you have then load up that stage file, if not then you can either go through the tutorial or just start a new stage file and do not worry you have nothing in it. I might make my **mev_tutorial.evs** available for you to download, so check the bottom of this tutorial to see if I have. If you have been following along with the rest of this tutorial, you will know that we have create a venue (stage), have placed a stage in that venue, put up some truss and added a person on to the stage. If you have then load up that stage file, if not then you can either go through the tutorial or just start a new stage file and do not worry you have nothing in it. I might make my **mev_tutorial.evs** available for you to download, so check the bottom of this tutorial to see if I have.
  
-As mentioned at the top of this tutorial I will be using the 9 Par Cans that I patched during the [[adding_and_removing_fixtures|Adding and Removing Fixtures]] tutorial I did.+As mentioned at the top of this tutorial I will be using the 9 Par Cans that I patched during the [[fixtures:adding_and_removing_fixtures|Adding and Removing Fixtures]] tutorial I did.
  
 {{:images:easyview:add_objects_00031.png?nolink|}} {{:images:easyview:add_objects_00031.png?nolink|}}
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 {{:images:easyview:add_objects_00033.png?nolink|}} {{:images:easyview:add_objects_00033.png?nolink|}}
  
 +==== Patch Manager ====
 The **Patch manager** will appear. The left hand panel are the folders that contain the fixture files and the panel on the right shows what and where any fixtures are patched. FreeStyler only has 1 universe so we will always be working on the **DMX universe 1** tab. The fixtures in these folders are created by the ScanLibrary program and are not the same as FreeStyler fixture files, neither can interchanged.\\   The **Patch manager** will appear. The left hand panel are the folders that contain the fixture files and the panel on the right shows what and where any fixtures are patched. FreeStyler only has 1 universe so we will always be working on the **DMX universe 1** tab. The fixtures in these folders are created by the ScanLibrary program and are not the same as FreeStyler fixture files, neither can interchanged.\\  
 If you scroll down the list of fixture folders you will see that they seem to be manufacturers names and most of them are, you will also notice that there is not a folder call **PARCAN** as there was in FreeStyler. The Par Cans along with some other fixtures are located in the **_generic** folder which is right at the top of the list. If you scroll down the list of fixture folders you will see that they seem to be manufacturers names and most of them are, you will also notice that there is not a folder call **PARCAN** as there was in FreeStyler. The Par Cans along with some other fixtures are located in the **_generic** folder which is right at the top of the list.
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 You can now see the 8 Par Cans we have just patched, selected across the screen and highlighted red. You can now see the 8 Par Cans we have just patched, selected across the screen and highlighted red.
  
 +==== Confirming connection to FreeStyler ====
 {{:images:easyview:add_objects_00038.png?nolink|}} {{:images:easyview:add_objects_00038.png?nolink|}}
  
 In the above image you can see the beams from the Par Cans, what I have done is returned to FreeStyler and selected the first 8 Par Cans and then using the slider on the right of the screen set the slider to 255 (dimmer 100%) just to ensure we have a working connection between the two programs and to make the next section easier. In the above image you can see the beams from the Par Cans, what I have done is returned to FreeStyler and selected the first 8 Par Cans and then using the slider on the right of the screen set the slider to 255 (dimmer 100%) just to ensure we have a working connection between the two programs and to make the next section easier.
  
 +==== Adding colour to beams ====
 First I want to add a "Gel" colour to each of these Par Cans so it makes it easy to identify each Par Can.\\   First I want to add a "Gel" colour to each of these Par Cans so it makes it easy to identify each Par Can.\\  
 In the **Listing...** select the **Fixtures** tab and expand the **PAR 64** folder by clicking the **+** sign next to it, now click the first PAR 64 in that list, it should highlight the fixture on the left. On the **Fixtures** tab with the fixture we have selected to the right you will see 3 tick boxes and before that a white square, In the **Listing...** select the **Fixtures** tab and expand the **PAR 64** folder by clicking the **+** sign next to it, now click the first PAR 64 in that list, it should highlight the fixture on the left. On the **Fixtures** tab with the fixture we have selected to the right you will see 3 tick boxes and before that a white square,
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 {{:images:easyview:add_objects_00041.png?nolink|}} {{:images:easyview:add_objects_00041.png?nolink|}}
  
-You can now see that the beam from the Par Can has a blue colour to it. Now need to do the rest of the Par Cans to match the colours in FreeStyler, I am sure you can do that without any extra help from myself.+You can now see that the beam from the Par Can has a blue colour to it. Now we need to do the rest of the Par Cans to match the colours in FreeStyler, I am sure you can do that without any extra help from myself.
  
 {{:images:easyview:add_objects_00042.png?nolink|}} {{:images:easyview:add_objects_00042.png?nolink|}}
  
 Now you can see I have put colours on each of the Par Cans and that matches the colours of the Par Cans in FreeStyler. Now you can see I have put colours on each of the Par Cans and that matches the colours of the Par Cans in FreeStyler.
 +
 +==== Positioning the fixtures ====
  
 These Par Cans are no good floating in space lets move them up and onto the truss.\\ These Par Cans are no good floating in space lets move them up and onto the truss.\\
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 Image above shows the Par Cans positioned just below the Truss. Image above shows the Par Cans positioned just below the Truss.
  
 +==== Duplicating fixtures ====
 +
 +I am not going to actually duplicate any fixtures in this tutorial but I am letting you know it can be done and what it is used for is to create another fixture that has the same DMX address as the original fixture. This is quite a normal practice with PAR Cans and other lighting fixtures that are normally used within a thearte environment.\\  
 +To duplicate a fixture use the tutorial above describing how to duplicate the truss, but use the **Fixtures** tab instead. Once you have you fixtures duplicated you can manipulate them as any other fixture/object.
 +
 +==== Rotating fixtures ====
 {{:images:easyview:add_objects_00046.png?nolink|}} {{:images:easyview:add_objects_00046.png?nolink|}}
  
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 The above image shows the **Mouse** toolbar with "Camera rotation" selected. In this mode the left mouse button is used to rotate you view and the right mouse button is used to move you view. Seems to be the same as "Default". ????? The above image shows the **Mouse** toolbar with "Camera rotation" selected. In this mode the left mouse button is used to rotate you view and the right mouse button is used to move you view. Seems to be the same as "Default". ?????
 +
 +==== Zooming your View ====
 +Use the mouse wheel to zoom in and out of your view.
  
 ==== Saving a view ==== ==== Saving a view ====
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 ==== View Lock ==== ==== View Lock ====
 It is possible to lock your view so you cannot accidentally move it with the mouse and mouse buttons, but you can still select views using the number keys. To lock/unlock the movement of the view you use the ***** key. Can also be found in the **Camera** menu. It is possible to lock your view so you cannot accidentally move it with the mouse and mouse buttons, but you can still select views using the number keys. To lock/unlock the movement of the view you use the ***** key. Can also be found in the **Camera** menu.
 +
 +==== Ambient Lighting & Light Beam ====
 +Ambient lighting is how much light there is in the room/venue whithout your lighting. It will affect the look of your lighting. All the images above have been taken with the ambient lighting set at 60% which is a bright room. Now on one of the toolbars the **Options** toobar are couple of controls that I cannot find in any menu.
 +
 +{{:images:easyview:add_objects_00058.png?nolink|}}
 +
 +There are actually four control here in two section that I want to talk about.\\  
 +The first section is the **Ambient Light** section and the first part of that is the "lightbulb" icon, clicking this will set the ambient lighting level to 30% and is much better I think for viewing your lights.
 +
 +{{:images:easyview:add_objects_00059.png?nolink|}}
 +
 +Next to that is a box which displays the current ambient lighting level is the second part of this section, the drop down arrow when clicked will put this flyout slider control into play, you can now adjust the ambient lighting level with the slider.
 +
 +{{:images:easyview:add_objects_00060.png?nolink|}}
 +
 +The above image shows that I have used the **Ambient lighting** slider and have adjusted the level to 30% and the result can be clearly seen.\\  
 +Play around with this slider to get the level you would like.
 +
 +The second section is the **Light Beam** section and the first part of that is the "slider" icon, clicking this will always return the light beam back to 100%.\\  
 +The second part of this section is another flyout slider that allows you to adjust the light beam.
 +
 +{{:images:easyview:add_objects_00061.png?nolink|}} 
 +
 +In the above image you can see that I have set the **Light Beam** to 10% and how it affects the display, this can make it easier to see how something is actually lit and by what colour. Take a look at the two images below and you will see what I mean.
 +
 +{{:images:easyview:add_objects_00062.png?nolink|}}
 +
 +With the light beam set at 10% and with only the Blue and Green Par Cans lit you can see the man is washed in a Cyan colour.
 +
 +{{:images:easyview:add_objects_00063.png?nolink|}}
 +
 +With the light beam set at 100% and with only the Blue and Green Par Cans lit you can see it is not so easy to see what colour the man is washed with.
 +
 +Regardless of what you set the light beam to it will always display what the light hits at the intensity set by the lighting controller, in this case FreeStyler, in this case you see the circles from the Par Cans on the stage floor.\\  
 +
 +**Ambient Lighting** and/or **Light Beam** only affect what is seen in the visualiser and not the actual light beams on the real fixtures.
 +
  
 ===== Tips & Tricks ===== ===== Tips & Tricks =====
magic_3d_easy_view/using_magic_3d_easy_view_management.1270290505.txt.gz · Last modified: 2013/03/11 02:59 (external edit)

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