c9bb7017c4e9049fd7190eff0f7e94e2-Model_Pack_v10_Installation_and_notes
c9bb7017c4e9049fd7190eff0f7e94e2-Model_Pack_v10_Installation_and_notes
All models included in this model pack are copyright and may not be given away or sold without my consent.
Introduction
As a long time MA user and fan of the GrandMA 3d software for both programming and producing client images, I was
surprised at the limited amount of fixtures and other models included. I always expected to see updates to models in
each new release but they never came.
So I set about building a few of my own fixtures and other models for my own shows and programming
As my personal model library grew, I realized that very few people would have the time and the patience to build their
own.
So I decided to expand the library and offer it for sale to other LDs, operators and other MA end users and enthusiasts
of GrandMA 3d.
All my fixtures have an arrow on the base indicating the normal front side of fixtures as I understand them or as I’ve
seen/ been told most hang them. Its a simple way to easily see if you have everything pointing the way you want. I've
also indicated cables as a secondary reference if you don't agree with my arrows.
As GrandMA3d is essentially a beautified version of the “stage view” on the MA2 console or MApc, all functionality of
the fixtures is down to the fixture libraries on the console and MA itself, the models are purely that, models.
For accurate positioning of your shows, editing of pan and tilt settings in MA2 fixture libraries on your show files is
necessary to maintain correlation between real world and viz. Read my explanation of pan and tilt further below or
view my video on it.
This is general information that applies to any fixture you use in your shows and want to visualize in MA3d, not just my
model pack
You will not get increased functionality with my models. You will not see fixture built in effects and macros etc, like on
magic panels, beyes, jarags etc. These don't show in MA3d as they are generated on the fixture itself
As of MA3d 3.1.1 Pixel mapping of extended mode/multipart headmovers is now possible. I have now made my
models work with these fixture libaries. The process to change to my models for extended mode type fixtures is a little
different to changing standard fixtures so read my Extended mode fixtures info or watch the video on my page.
Installing
Save this document and the fixture spreadsheet somewhere you can refer back to them.
Ive also done a really bad quality short video here https://www.youtube.com/watch?v=2h2KsI1-_WQ
to show how to install
Unzip all the gmamedia files to your 3d folder on your PC thats running GrandMA3d.
This can usually be found somewhere like
C:\ProgramData\MA Lighting Technologies\grandMA\gma2_V_3.2.?.?\3d
NOTE: Windows by default hides some folders so if you cannot find the ProgramData folder you may have
to change your unhide folders setting
To do this, go to windows file explorer, click view then options on menu bar.
[email protected]
This will open the folder options popup. Click the view tab and check the “show hidden files folders and
drives” checkbox. Click apply.
This will ensure you can view the C:\ProgramData Folder and its contents
As new versions of MA2 console and pc software are released you may need to re-copy these gmamedia
files to the new version 3d folder
You should now find a folder in the Media Database WIndow in MA3d called KEYLIGHT.
Click on this and you should see all the new fixture and other 3d Models.
Save all the console fixture library files to your usb drive or unzip to the library folder of ma. usually
something like C:\ProgramData\MA Lighting Technologies\grandma\gma2_V_3.7\library
If you still want to edit the parts and assign models to multi instance fixtures yourself then use the models from
the legacy models folder in GrandMA3d. And do as follows.
To change an extended mode multipart headmover model. For example to change the model of a BeyeK20 in full
mode
Open Media Database window in GrandMA3d, go into the KEYLIGHT/FIXTURES/EXTENDED folder and double click
the CP-BEye K20 extended model to add the raw model to the scene. Make sure your patch window is closed on ma2
or it won't add the model.
On the MA2 Console, open the patch window, select Fixture Types,
Go to the BEye fixture line and click Edit
Select Module Manager,
Once module manager is open
Go to the Main Module line and scroll to the right and then right click in Model Cell. A small list should pop up and the
BEye K20 model should be on the bottom of that list. Select it
If you dont see this listed, you haven't added the model to the MA3d scene as mentioned above
Exit and save changes out of the patch window, and you should now see that my Beye model has replaced all the
generic Beye models in the scene.
You can now delete the raw Beye model you added to the MA3d scene
[email protected]
Go to the Jarag line, scroll right and right click in the model cell (Select Jarag Body)
Click Edit and then select Module Manager,
once module manager is open
Go to the second line (intensity) scroll to the right and right click in Model Cell, (Select Jarag Lamp Cell)
If you dont see these listed, you haven't added the model to the scene as mentioned above
Exit out of the patch window, and you should now see the full jarag.
You can now delete the original jarag body and jarag cell models from the scene
You will see an arrow on the back of the jarag model. This indicates the top of the unit. With this up, cell 1 is the top
left
The Basics
MA3d treats all 3d model fixtures the same way and assumes all fixtures Pan & Tilt the same way unless told
otherwise in the fixture library
As of MA3d V3.1.1 they have changed the standard coordinates of a fixture to the below.
A fixture with 0 rotations on x,y & z axis, we assume is a fixture hanging with head down and with the front towards
you
With the default settings in most fixture libraries (and also ma3d default) turning the encoders results in the following
(in 3d only)
Tilt - turning the encoder clockwise (positive values) tilts the head away from you
Pan - turning the encoder clockwise (positive values) pans the yoke clockwise
This would be fine if all fixtures moved that way, but they don't. Different manufacturers use different directions and
even different models with a manufacturer can have different directions and home positions.
For example: most Martin fixtures tilt away from you and pan anticlockwise, most Robe fixtures tilt towards you and
pan clockwise, that means default pan settings are wrong for most martin fixtures and the default tilt settings are
wrong for most robe.
You could rotate the robe fixtures 180 degrees on the z axis and it should now show correctly, but instead I would
recommend you fix the fixture library as you'd still have the issue with the pan on the martins. and shows with different
fixtures it could become confusing with different rotation settings for different fixtures
Best practice is we need to fix this in the MA2 fixture library to have 3d match reality.
Inverting DMX on Pans and Tilts in the patch window or on fixture type page does not work. Nor does Invert encoders
in the patch window. More on these options later.
To do this we need to go into the "phys" pan and tilt options and change some simple settings.
[email protected]
there are 3 main sets of values
From & To (this is value we see on the encoders usually in degrees -
A fixture with 540deg of pan will usually be From -270 & To 270
From DMX & To DMX (this is the DMX values associated with the channel
From Phys & To Phys (THESE ARE THE VALUES ASSOCIATED WITH MA3D)
Default would usually be From Phys -270 & To Phys 270 ( rotates clockwise in 3d)
As we know that a mac 700 pans anti-clockwise we need to change the from phys and to phys
• Right Click the From Phys value
• type 270 and ENTER
• Right Click the To Phys value
• type -270 and ENTER
this has now reversed the way your mac 700 pans in 3d only and should hopefully match reality. It does not
affect the way anything works in reality
• Now exit this window.
We know a mac 700 tilts away from us (which is the default direction in MA 3d) so we don't need to change
anything in tilt
• Exit all windows and save changes. Note this only changes the fixture settings in your showfile. Not in the
main fixture library
I have created a spreadsheet with some value changes needed for some fixtures. I can’t guarantee these are all
correct as I don't have access to all fixtures I've listed, some are assumptions from manuals. This also has some other
fixture information I've collected too
Now that your fixtures pan and tilt the right way, what rotate settings do we use in fixture positioning?
As mentioned above we consider a fixture with 0,0,0 on xyz will be a hung fixture facing forward.
For any fixtures on floor you should rotate the y axis 180 degrees so that would be 0,180,0
If you want to face your fixtures inwards or other you may need to rotate z axis 90 degrees or other to suit your setup.
All the models available to purchase in my 3d model pack have arrows to easily identify orientation of fixtures
Also note that some fixture libraries have incorrect values for pan and tilt degrees,
For example a mac 101 fixture library phys values for pan are listed as -215 - 215 (430 degrees) where the manual
has it as (540 pan).
To get accurate positioning we need to change the values in the pan channel from Phys (270) and To Phys (-270)
Now it should have the correct pan range.
It also has a tilt range of -150 to 150 in phys values but the manual has 240 degrees on tilt so we need to change the
tilt values in tilt channel From Phys (-120) and To Phys (120) Now we should get reasonably accurate positioning
Then there are some fixtures that home at different pan angles. For example Beyes and Magic Panels home pan
position default is 90degrees and something like an Alphaspot 1200 homes at 45 degrees pan.
[email protected]
I have built my models to reflect this, so if you add a Beye, and have the arrow forward, it will tilt to the side as a beye
does in reality (unless of course, this has been altered on the fixture itself or the fixture has been hung sideways)
Avoid Inverting Pan & Tilts in Patch or fixture type window. These only affect real dmx and do not show in MA3d and
thus breaks the link between reality and 3d. Use Pan and Tilt inverts only when you get to a show and some real
fixtures have been hung the wrong way or if a real fixture has its pan inverted on the fixture itself for example
Instead of pan and tilt invert, If you want all your fixtures to pan left when you turn encoder left regardless of type or
orientation or want them all to tilt up etc use the Invert encoder options in patch window for individual or groups of
fixtures. This works for both reality and 3d and does not alter the dmx values being sent or break the link between
reality and 3d
Beam Brightness
If light beams from a fixture are too bright or dull compared to others in the scene, adjust the beam intensity for
different fixtures in console fixture library.
SETUP - PATCH & FIXTURE SCHEDULE - FIXTURE TYPE - select type - EDIT - MODULE MANAGER - adjust the
beam intensity cell
Zoom
Some beam angles and zoom values in fixture libraries are incorrect, some may need changing. Fixtures with no
zoom can be adjusted in the fixture type MODULE MANAGER (beam angle) fixtures with zoom is adjusted in the
zoom channel functions
Save
Save your fixture library files to usb for future use with your new correct settings
Rendering Settings
Hi quality render settings are great for images, but for programming can bog down your machine and give incorrect
results with speeds and refreshing particularly with large fixture counts and multi lamp fixtures. Depending on your
fixture count, showfile and PC, try lowering your rendering quality in MA3d and you will find things like dimmer
chase/fx speeds are more accurate as the PC has less prettiness to crunch through. Not as pretty but better for
programming
Fixture Positioning
I find it much easier positioning in MA3d rather than using the fixture positions window on the console. you can easily
drag them around and use the Functions/Arrangement window in MA3d makes positioning a group of fixtures much
quicker
For Fixtures that are hung - use 0,0,0 Rotate on xyz,
For Fixtures on the ground - use 0,180,0 Rotate on xyz, Rotating on the y axis like this ensures your front is still the
front when a fixture is floor based
If you have an angled/rotated truss, I suggest position all fixture on a flat truss, group them with the truss, then rotate
group together as required into position.
[email protected]
When positioning things in MA3d its a good idea to uncheck selectable on the 3d objects tab for things like your room,
stage, backline, set etc to save you accidentally moving things you didn't want to. Also turning off visible to hide
objects is also good when doing your initial setup in GrandMA3d
Environments
Build environments for things you might reuse for example, Make an environment of your room, stage set, backline etc
and save as an environment. That way if you have different designs for different tours, you just import your
environment and work on your lighting setup, rather than waste time recreating the stage set each time
Workflow
This is the way I try work through things to setup an MA3D showfile. This may or may not work for you
• Build your environment, Room, Stage, Set, Backline,etc - Save this as an environment
• Patch your show on MA2 Console or PC. Name and number all fixtures appropriately
• Connect MA3d to MA2
• Import environment
• Uncheck Selectable for all environment items to stop you moving things by accident
• Change the 3d models from Generic to something better
• Import Trussing models and roughly position (If a rotated or angled truss best leave it flat and straight until you
have placed all fixtures, then rotate or angle to position
• Start Placing fixtures, Learning to use the arrangement tool in the functions tab on MA3d will save you a great
deal of time
• Use the Assets window, its an easy way to get to groups, cameras etc
• Group items and save as logical names
• Group all fixtures with their truss
• Move the truss groups and fixtures into position
• Check the fixture pan and tilts match reality with direction and range and adjust fixture library if necessary
• Edit Pan and Tilt Phys Values in Fixture Library to get fixtures panning and tilting correct ways
• Try balance beam intensity levels across fixtures, using the beam power cell in fixture library module manager
• Adjust any Beam angles in fixture library for anything that is incorrect
• Start Programming away!!!