Mantis Help V3.8.6 2020 Jan
Mantis Help V3.8.6 2020 Jan
6 Jan 2020
You can change between tabs at any time. Before running with the control unit attached,
explore the tabs and become familiar with their functions. You can hover the mouse over most
buttons and text labels to reveal pop-up messages which help describe their function. Don't be
afraid to click on anything you don't understand, so long as live motors are not attached to the
control unit. You can't break the software but you can break mechanics!
Please refer to the Install PDF for how to get the control unit running. Drivers are required.
In the meantime you can play with Mantis, create and edit curves plus save and load files. Some
functions will not respond if they require the control unit.
Once you have installed drivers and have a control unit attached, then the USB port allocation will
be indicated at the bottom of the first 2 tabs. For example...
If reporting any problems always include this information with your report.
If you don't see these messages then you will see this...
This means you don't have a control unit attached, or else it or the USB cable has a problem... In
some cases it could simply be a conflict with another USB device running on the same computer.
Mice, joysticks and keyboards will not cause any issues but some USB to serial devices can.
Start here to prepare axis calibrations, jog speeds, limits and to configure joystick and encoders.
BASE FPS.
Before programming you should set the intended projection rate of your shots. If you don’t set
this, the times indicated by the program will not relate accurately to the final result. For TV you
typically set to 25 or 29.97 / 30 or for cinema 24.
GLOBAL OPTIONS
"Smooth Multiplier" increases the smoothing applied to curves in conjunction with the individual
slider controls on each axis.
"Reload Quit State" is good to check. Moves will be saved on shutdown and reloaded at start up.
This can save you some embarrassment if you forget to save!
System Timer should not normally be changed from default 150. On faster computers it can be
reduced to increase update rate of motor position feedback.
Alerts can be unchecked to avoid nag screens which occasionally warn you when taking non-
reversable actions.
When setting up a new drive you may need to adjust this setting. It enables a longer step pulse -
this is for stepper drives which do not work with very short step pulses. Normally start with the
highest value and work down until the drive stops responding, then increase to next higher value..
Be aware that a longer pulse width will limit the max frequency of pulses you can send to the
drive. If you find the micro-step ratio of the motor requires step rates higher than permitted, then
you may need to reduce the micro-stepping ratio of the drive.
An Inverted pulse mode is also supported which may resolve problems with some economy
drives when maximum pulse width does not quite work. Normally you should leave this at the
default setting. (Not inverted)
AXIS CALIBRATION
JOG / GOTO RATES
The Vel, Accel, Jerk values determine how the motors will respond during jog, move to position
and goto commands. They do not affect speeds during playback of a programmed move!
Velocity is the most straight forward as it simply sets the maximum velocity intended when jogging
the axis. Acceleration describes the rate at which it will reach that speed. For instance if the max
speed is 30 and the acceleration is 30, then it will take 1 second to reach 30 units/sec.
The Jerk parameter is more difficult to understand at first and interacts with the acceleration value
in ways that are not always immediately obvious. Think of Jerk as adding a damping factor so
responses are gentler. It is mainly useful for heavy axes such the dolly or a boom arm which may
otherwise shake when starting or stopping.
To set up these three settings, it is best to start with jerk at a high value so its effect is minimal.
Then set the max speed and then the acceleration. Finally reduce jerk if you have any shake you
want to prevent. Be aware though that too little jerk and response may slow down so much, that
the axis will take too long to stop when you release the jog.
*PPU value is a multiplier which converts the raw motor pulses to real units. These are intended
to represent real world units such as cm, inches or degrees.
You can set them theoretically, for instance if you know the motor resolution and the gear ratio
you can calculate with some math. However it is often simpler to determine the value empirically.
The basic procedure is to mark an initial physical position and zero the axis. Then jog the axis a
measured distance. Then adjust the PPU value for that axis until the motor position reflects the
actual measured distance.
As of Mantis 3.8.0 there is an auto calibration function. Use the previously described process,
zeroing the axis, then moving a measured distance. . Then right click on the PPU value input to
open the auto-calibration dialog. The current motor position will be shown. In the dialog enter
the desired (measured) value and click "Calculate PPU".
A new PPU value will be created which you can then apply.
On any screen with the blue axis name list you can left or right click to jog positive and negative
direction. Keyboard Function Keys F1 F2 F3 etc can also be used. F1 / F2 are for the first axis,
F3 / F4 for the second etc...
Software Jog Limits in Setup Tab will apply when jogging an axis with Fkeys. First move each
axis to the desired negative and positive limits and click "set". Then click "enable" to activate the
limits. To remove the limit deselect "enable". You can also enter values manually.
These settings take effect when pressing the S or F key while jogging. For example S can be
used when you need to jog in smaller increments to set an exact camera framing... You can set
them to any percentage value.
ENCODERS
Encoder inputs can be used to directly control axes and to record live moves. Any 5v TTL
quadrature type encoder can be used. Typically they are used for remote focus control and pan
tilt using wheels.
To assign encoder inputs use PATCH. There are up to 8 encoders which can be used
simultaneously. You can even apply one encoder to more than one channel for parallel
operation.
Click on ENABLE to start the encoder. Then adjust GEAR value to scale the encoder motor
response higher or lower. Direction toggles the direction of the motor. Limits are set by
moving the motor to the max and minimum safe extents then click on the max or min SET button.
To clear the setting - just click again.
Finally you can change the way the encoder works when it hits a limit. Absolute means you will
have to turn the encoder back the same number of turns that you overshot after hitting the limit,
before it engages again. Relative will allow the encoder to engage immediately after changing
direction. Abs should be used when you have distinct positions on your focus controller that you
want to retain, otherwise these marks will change each time you exceed limits.
RECORDING
You can record as many axes as you want, even while running a previously programmed move
on tother channels. You can use encoders or a USB gamepad/joystick for recording.
Select the ENC or Joy button on the channels you want to record. Check that they are live. Now
click on the RECORD button so it lights up. You can now run the move and operate the
encoders while programmed axes play their moves.
Once the move reaches the end or you press STOP, it will make some calculations, then a
window will pop up so you can check the data and save the move. The recorded data is then
updated to the graph.
In the EDIT tab you can see it more clearly - there will be lots of keyframes! To run the new move
deselect the ENC or JOY buttons. To record another take, optionally save the move , then
repeat... it will over-write the previous data.
In Setup you can set the key spread of recorded frames. For very long recordings you can
increase the spread to reduce the total number of keys frames. This will also have the effect of
smoothing the response a little when you playback the move. - Experiment to find the optimum
setting for your application.
CREATING AND EDITING MOVES
There are two ways to create moves. Either by using the Set Keys button, or by making keys
directly on the graph using "Ctrl Left Click".
You can interactively move existing keys using CTRL Left Click.
CTRL middle Click to add a key on the existing line. CTRL Right click to delete.
To start programming make it a practice to first check the "Move Length" input left of screen. It
sets the total length in seconds or frames for the intended move. If you click on Frames label it
will change to Seconds and vice versa. You can add keys outside this value but the move will not
play past this. (The vertical black line on the graph shows this limit.) You can change this value
at any time after creating your move.
To record keys with the Set Keys Button, first move the axes to the intended position and select
the axes to key, using the check boxes. (Move axes with mouse jog or F-keys) Next select the
time / frame position where you want to record the key. You can left click drag on the graph and
move the green vertical cursor to the desired frame position, or use the numeric input
immediately below the Set Keys button.
When you click "set key" it will create a new key on each of the checked axes. (If a key exists
within 3 frames of this position it will overwrite the existing key.) To create another key frame
position, move your axes to the new position. Then change the key frame number and set key
again. You will see a curve drawn on the graph.
NEW - curve interpolation option. Below Edit graph check "Curve Fit" to toggle to "Easy Fit". This
will create a slightly less smooth curve which prevents overshoots automatically.
To view graphs for other axes click on the axis selection buttons above the graph panel. (Or type
1, 2, 3.. etc to select)
To reveal all axes simultaneously below main graph - Toggle "S" button lower RHS of graph. Grid
overlay - toggle # on / off at lower RHS of graph.
Capture Keyframe shortcut - type R or K to Record a new Key at the present motor position.
To move existing keys use Ctrl Left Mouse and drag. To do it more precisely, select the key you
want to change, either by left click on the key on the graph, or by clicking in the key frame list.
The frame and position values can then be changed by direct entry in the text boxes under the
graph. The velocity value can also be changed but will not become active unless the the key is
locked.
To Lock a key tick the Lock box. This will initially force the key to zero velocity which is useful for
preventing overshoots. If required you can now change the velocity value to force the curve to a
different angle through the key. If you are familiar with bezier handles then this performs a
similar function.
The graphs can be resized and reset by using the fit controls below the graph. Otherwise use the
mouse scroll wheel while the mouse cursor is in the graph area. Default scroll zooms horizontal
axis, ALT scroll zooms the vertical axis. Press the center button to move the whole graph
interactivelty. A 3 button scroll mouse is highly recommended!
Note also the black curve which represents the velocity values for the move. This can be helpful
for fine tuning the curves. You can also enable an Acceleration graph for finer control.
Edit graph navigation : L/R Arrow moves cursor 1 frame (with repeat if held down)
Ctrl L/R jumps 1 second. Alt L/R Arrow jumps to previous or next keyframe and selects it.
DELETING KEYS
To delete keys individually you use CTRL - right click on the keys. Alternately select them and
then press the DEL key.
You can multiselect using either the Key Frame List box on upper left, or on the graph : Alt - Left
Mouse Button - click, drag to select range of keys. The selected keys will turn red. Note - Undo
is not available for this.
If you prefer Undo then use the right-click "Delete Keys" option - or use File \ New Move for a
clean slate...
Creates linear velocity segments between adjacent keyframes. Select the first key of the pair
and check the Linear checkbox. A section of constant velocity will be created. Note - If you
start with only two keys in the move, you must add additional keys to ramp the start and end of
the move. To remove the linear section, simply uncheck the first keyframe of the segment.
Once you have created a curve can jog the motors to any currently programmed position by
sliding the graph cursor to the target frame - then press SPACE BAR. Note : Mouse must
remain in the panel for this to work…
"Slide Keys" can insert holds within the move as well as sliding the complete move. Similar to
"Add Holds" in Kuper.
"Offset Keys" - Position : Offsets the move to start from a new position. Shifts the graph up or
down in position.
"Scale Time" : Scales the timing of the keys - stretches or compresses evenly over time. Avoid
use with keys which are closely spaced - some unexpected results may occur!
"Delete Keys" : Allows you to delete single or selected groups of keys. (Alt Right Mouse Button to
swipe region.)
"Key Frequency" function - will create an even spread of keys at specified intervals, replacing
previous keys. (Useful for reducing keys if you want to edit a recorded move.)
"Copy / Paste Keyframes". This can be used to replicate / repeat a section of the move.
"Copy / Paste Axes". This allows moving or copying one axis to another.
"<Flip>" : Swaps the keys end for end - reverses the direction of the move.
RUN TAB
Once you have programmed a move you can select the "Run Move" panel and there you will see
graphs of all the keyed axes. Use the VCR controls to run the move. You will normally need
to go to start before you can play the move.
While in motion you can pause the move using the stop button and resume with the play. Note
that while paused, if you then jog any axes individually, you will not be able toresume playing the
move. To start play again you must return to start or end.
For sending individual axes to specific positions or for resetting axes you can right click on the
motor position windows. You can also initialise all motors to a specific frame of the move.
Handy for quick resets after a shutdown.
Like in the Edit screen you can move the vertical graph cursor to any position and then by
pressing Space Bar, the axes will jog to that position. Alternately right click on graph. These
allow sending axes to start or end etc in order of selection. This is useful to avoid obstacles with
multi-axis rigs.
New - Loop playback - On run screen click "<>" button to loop playback. If you toggle the button
off at any time during playback it will stop at either end.
MOVING AXES
If you want to move all axes to a particular frame position, just move the vertical frame indicator
by dragging the cursor with left mouse button pressed (in an active graph) to the desired frame,
then press space bar. You can also move in half frame increments using the left and right arrow
keys. You can also right click the graph to move axes one at a time. This may help avoid
obstacles in some cases.
MOVE BROWSING
A basic move browsing feature can be accessed from the EDIT and RUN tabs.. This enables
moving at reduced speed forward or backward while staying on the path of the move. This
function is controlled by the slider at lower left. It is not intended for final playback of a move but
is useful for moving slowly through the move in order to check lighting and focus.
For firmware V4.33 the browse function also has a multiplier setting in the "settings" tab
The setting will default back to 100 if you close Mantis and reopen.
You can now set an alternative start for the move. Set a frame number in the "Start Frame"
entry. A new entry option "Ramp" will appear. This can be used to set the number of seconds
over which the new start will ramp up to speed. Even if the start position is set to a frame where
an axis moving - this will enable a smooth start. The ramp period is indicated on the graph by a
graded colour segment. When the graph changes to blue background this indicates 100%
playback speed. You can also play the move in reverse and it will stop at the new start point..
To save your key framed move use the Save button - this will save an MKY file which records just
the keys and some other information such as motor calibration and axis names. For CGI export
use Ascii export. (Ascii files can also be loaded into Hothead but cannot currently be reloaded
back to Mantis II.) The load button will only load files saved as MKY files. You should always
save moves first as MKY.
For stop frame animation select the animation Button. A new frame indicator will appear and you
can use the step fwd or reverse buttons (or use left arrow / right arrow) to move frame by frame
through the move. Note that the frame positions will always fall on half frame positions since
this is where the frame would be recorded in a real time recording.
TIMELAPSE SMS
When you check "Intervalometer" on the Run Tab a new window will appear for time lapse
settings. Set the intended camera shutter speed and the pause or dwell time. The time to
complete each frame will be calculated according to the max time required to register the next
frame added to the pause interval and the time to fire the camera. This will give you the total
interval time. Estimated time to shoot the complete move is also calculated. You can test fire
the camera to check your connections are working. Once you are ready, move to start and
press RUN FWD.
You can also uncheck the camera to see how the move is working without shooting any frames.
If during the faster parts of the move the registration changes are too sudden then you will need
to change vel, accel and jerk settings in the setup tab. Refer to SETUP for more details.
Mantis can also slave to a camera via flash sync. Connect camera flash output to User input 1.
1. On the Run screen - Click RealTime button to toggle to Stop Mode, then select "SMS External".
2. Run your camera from any intervalometer, external program or it's internal timer.
3. Each time your camera completes an exposure, Mantis will move one frame forward.
You may also trigger the GPI from other sources such as DragonFrame DDMX-S2 controller
DSLR RUN
A simpler way to shoot timelapse of still frame sequences is to use continuous run. This is really
just the same as running realtime but the DSLR camera is now triggered once for each frame of
the move. Normally with a DSLR the fastest you can shoot is 1 fps - this is determined by how
fast the camera can process each shot and be ready to shoot the next. To run the camera
just check "DSLR RUN". You can estimate the amount of motion blur at various shutter speeds
by changing the "Blur" input. This is expressed as shutter angle where 180 degrees is normal
film style motion blur. This will expose for exactly half of the frame cycle if you set your camera
shutter to the suggested speed.
While the trigger pulse will be changed by this setting - and if your camera is set to BULB then it
will set the shutter speed for you - a more accurate exposure may be achieved by manually
setting the camera. Tests with a Canon 5D give good consistency at speeds slower than 1/4
second, but faster speeds are best set on the camera.
There is also the ability to finely offset the timing of the trigger pulse. This may be useful if you
are matching a still sequence to a faster real time pass.
JOYSTICK CONTROL
Joystick / Game Pad input is supported with limits. You can use the joystick simply as an
alternative to jog keys for finding your camera positions, or for recording live moves. You can
also use a combination of encoders and joystick inputs.
To configure your controller first calibrate it under Windows Control Panel game controller
section. (Under Win7 Devices and Printers) Note you do not need to install any special drivers
for the joy device. Windows will detect and use generic drivers which will work fine.
Once calibrated open Mantis and Settings / Joystick first press the "Connect" button. Now the
test sliders will respond to the joystick movements. You can now assign any joy channel to any
motor axis using the Patch inputs and selecting the check boxes to enable the motor.
Gear and direction can be adjusted to suit. When gear is set to the default value of 100 it will
scale the joystick so maximum throttle achieves the velocity set under Goto rates. Changing this
value will rescale by percentage. The response setting can be used to adjust the acceleration -
low value will make the response more sluggish which may be necessary in some cases to avoid
stalling motors.
Deadband should also be adjusted to prevent drift when the joystick is centered.
You can select joystick limits for each motor channel. Move to the desired position and click the
"Set' button. Make sure you set the positive limit at the RHS button and negative to the LHS. If
you reverse these no motion may occur!
Please note that limits are controlled by the PC and system timing delays can allow the axes to
overshoot the limit slightly. The software tries to predict the required stopping time but the
response can be delayed by up to1/10th of a second - so the overshoot will vary according to the
speed the axis is travelling at the time.
Please note that the joystick polling uses increased system resources so recording at higher than
standard live FPS rates may cause the playback of keyframed axes to fail if they cannot be fed
fast enough. If this happens a warning will occur and the playback axes will just stop suddenly,
while the recording will however still complete. To reduce the effect of system stress it is best to
disable any axes which are not playing back or being recorded. This will also improve the
responsiveness of the joystick polling.
The JoyDevice supports programmable buttons. These are activated by the first 10 buttons on
any generic Gamepad or Joystick device connected to the USB port. The options include : Run,
stop, rewind, Ffwd, Step Back, Step Forward. Fkeys can also be selected.
Video / film sync playback is supported. When a standard definition, Pal or NTSC video signal or
film pulse is connected to the controller, the sync label will turn red. Pressing play will then start
the move in phase with the sync signal. If no sync is present it will just wait forever - unless you
cancel…
You can run moves without phase sync but there may be offsets of up to 0.5 frames between
subsequent passes. This is not always a problem except with faster moving shots when parts of
the image require critical lineup.
There is also an automatic bloop function which fires an LED at the start and end of the move.
Check Pinouts document for how to wire a simple bloop light.
MEDIA PLAYER
You can load and play wav and mp3 audio files in sync with the motion control move. Just click
the audio player and you will be offered to load a file. Once loaded it will play from the start
each time you play the move... This function is quite unique - no other commercial motion
control program has it.
SMOOTH FUNCTION
Each channel has a small slider with 10 positions. The default on the left is no smoothing.
Moving the slider to the right will progressively increase the amount of smoothing. This is useful
for axes like dolly if the inertia is high and a sudden change of velocity causes a shake.
Smoothing adjustment is also available in the Edit Tab. In fact here you can see the results more
easily by observing the velocity and acceleration curves.
Once smoothing is added to the axis, you can edit the move and the same level of smoothing will
be re-applied automatically.
Smooth settings are saved with the move file and respected when exporting 3D files.
NEW STUFF - Notes...
Maya MOV format import with option of automatic axes conversion for Boom Lift rigs. Maya Ascii
.ma files import and export...
Save Load DMX files are discreet files, the DMX data is not saved with Mantis move files.
To delete DMX keys left click select in graph or keyframe list and press delete key.
Live buttons allow sliders to follow and sync to move when playing timeline.
Note - DMX is only reliable at sound speed or lower. It will sync with stop mode.
Alt F-keys will move axes in preset increments. You can set the increment in Settings/F-keys
Speed warnings are integrated into the edit graph. User can set preferred maximum velocity and
acceleration values. The graphs will display a colour change if these values are exceeded.
Timelapse mode can also run in reverse. It will also respect an offset start frame. Set the starting
point, then <<Start and Run. Hence you can pickup a shot mid move if you stopped it
prematurely. In reverse it will also stop shooting at this point.
Expanded EditBits (GPO) programming spreadsheet - Extra 4 GPOs added using DSLR opto
outputs for total of 7 trigger outputs, with unlimited number of events.
Revised Browse when used with v433 Kflop firmware. Made playback smoother...
Hard limits switches added to first 4 axes. Wire up a switch to each end of travel, closing to
Mantis ground. Refer to SETUP / Jog Limits Tab
If any of first 4 axes selected Encoder channels will be re-assigned as switch inputs.
For each encoder input pair, A will limit negative direction, and B will limit positive direction..
For axes 1, 2, 3, 4 use encoder 5, 6, 7, 8 inputs respectively
Do not use these inputs for encoders if hard limits are enabled...
"Extend Linear" function for increasing or reducing length of a Linear section, while maintaining
set velocity.
Right click on the first or last keyframe of any linear section to access.
SMS trigger in stop motion mode enables GPO3 for use as external keyboard trigger for
DragonfFrame.
Bug fix to prevent unwanted extreme axis excursions when disabling joystick during Browse
mode.
Go To End >> button now sends axes to temporary stop point, not the actual end of the move.
If you need to move to actual move end while stop point is set, you must mouse scroll the cursor
and press space bar.
Improved accuracy and shutter phase during live recording and playback...
Target Tracking for a single linear axis and pan/tilt. Found in Edit graph right click context menu.
Undo also available for last keyframe change including delete and change of values.
Additions to Dragon Frame interface allow move/shoot as well as shoot/move. Live toggle and
other options also included.
One level of Undo is available for delete keys by using Ctrl Z or Undo in the file menu.
Note any subsequent moving or creating of keys will disable undo
hence it should only to be used immediately after an accidental delete operation...
When multiple keys are selected (by Alt swipe) you can move the group freely by Ctrl selecting
any key within the group.
Warnings and Alerts are enabled by default - but can be deselected in Setup if preferred..
Includes warnings when moving axes beyond limits and when selecting move to start or end -
checks if the move will exceed limits.
All delete operations will request confirmation.
When closing the program there is a reminder to save the move.
On the "Run Move" Graph - right click context menu includes selectively moving axes to home.
3.6.9 Changes
Adds Maya Version 4.0 compatibility for .ma files.
Timelapse mode allows auto stopping before end of move and resume when in forward mode.
Enhanced process for selection and moving of keys. Selected keys can be interactively moved in
time and position using the KeyFrame inputs below the graph.
3.6.7 Changes
Joystick Limits issue when PPU values are negative - fixed. Note Joy Limits can still overshoot
on fast moves.
In Setup - "Setup Manager" . : Named Setup Files can be saved and retrieved for specific rig
setups.
Master Slave feature - Setup\Patch Motors. Any axis can be selected to follow a master axis. It
can also be scaled and reversed....
"Setup - Patch Motors" - Converts step direction output to quadrature for driving Talon pan tilt
head or other drives which have this option.
Simple Playlist for running sections of a move on demand - In the main run screen press the
secret code "PL" and a dialogue will appear. This allows you to create a PlayList of cues which
will pause the move at preset intervals. Enter a series of temporary stop points in frames,
then initialise the move to start. Each time you run the move from the dialog it will pause at the
next cue and wait for another trigger.
You can also assign Joystick or Gampad buttons to operate in this mode.
Another change is the ability to concatenate several pre-saved .mky moves into one long move.
Simply load your moves one at a time, using the "Append" option when you load the file.
When you add each move, a 1 second buffer will be added between sections.
Select the Realtime button to change to Stop Mode and a new button appears - with Dragon
Logo. Click this and you can use a USB null modem cable to synchronise with DF. You can
use either a pair of USB to TTL (Arduino style) serial converters with a hand wired cross-over in
between - or purchase an FTDI "Null Modem USB to USB" cable - available from Digikey and
Mouser. In Dragon Frame choose the "Simple Serial Interface" ...
Other tweaks : Two decimal points enabled for encoder resolution. Joy Button Fkey limits
enabled. DMX patching available.