A. Hardware Requirements
Vision 2.3 is a powerful software application that requires an appropriately powered
computer and video card. The installation program will first verify that the
computer and video card meet the minimum system requirements. If not, the
installation program will display a warning message.
Minimum System Requirements
•P4 3.0 Ghz processor
•1 GB of RAM (recommended 2GB of RAM or greater)
•300 MB of hard drive space
•Windows XP, Server 2003, or Windows Vista
•Video Card:
> 256 MB of Video Ram
> DirectX 9.0 compliance
> Pixel Shader 3.0 or greater
> Vertex Shader 3.0 or greater
While these are the minimum system requirements, it is important to understand
that the more powerful the video card, the better Vision 2.3 will run. The amount of
VRAM as well as the speed of the video card will impact the number of fixtures any
given scene can support.
ZZYZX, Inc. recommends a video card with 512 MB of Video Ram. While the
following list is not exhaustive, ZZYZX, Inc. can recommend any of the following
cards:
ATI Radeon HD 4800
Series
NVIDIA 9800 Series
B. Software Requirements
Vision 2.3 requires DirectX 9.0c. The setup program checks for DirectX 9.0c. The
installation CD contains an installation of DirectX 9.0c which will automatically be
installed, should it be needed.
Vision 2.3 does come with a library of stock objects that you can manipulate for use
within simple scenes. This library includes walls, stages, screens, and people among
other items. These can be added to your scene using the Add Object tool discussed
more thouroughly in Chapter 6.
Users who choose to model their own scenes will need one of the following 3D
modeling programs:
•VectorWorks 2008 or greater
•3D Studio Max 2008 or greater
•Autodesk Viz 2007 or greater
The installation program will detect and install the appropriate plug-ins needed to
create Vision 2.3 scenes.
While not a requirement, SandNet is needed if you own Sandboxes or VBoxes and
wish to connect Vision 2.3 to an external console. SandNet is included on the Vision
2.3 installation CD and should be installed prior to installing Vision 2.3. To install
SandNet, run the installer from the CD and follow the prompts.
When asked about installing the Demo version or the Full Installation, select Full
Installation.
C. Installing Vision 2.3
Once the software and hardware prerequisites have been met, the Vision 2.3
application can be installed. Prior to installation of Vision 2.3, be sure to exit all
other applications.
Note
DO NOT CONNECT THE VISION 2.3 DONGLE OR SANDNET V-BOXES
UNTIL AFTER THE SOFTWARE INSTALLATION HAS SUCCESSFULLY
COMPLETED.
1. After loading the CD, double click on the Vision2Install.exe file to launch the installation wizard.
The Vision 2.3 installer will check your computer system and video card, and then display the welcome screen.
2. The installation wizard displays and End User License Agreement (EULA). Acceptance of the terms within the license agreement is required for installation of Vision 2.3. After reading the EULA, click on the I agree button to continue the installation.
3. Next the installation wizard displays a list of components to install with Vision 2.3. None of the components are selected by default. You must select the plugins that you need to install specifically for your computer. If the installation attempts to install components for applications not currently installed on the system, an error message will be displayed and the
installation will continue.
Component Description
Vision 2.3 The Vision 2.3 Application
SandNet
The SandNet Support component allows configuration of SandNet for use with Vision 2.3 when using a VBox to input DMX. Once installed, a new desktop icon titled “Sandnet for ESP” will appear. After installation, launch SandNet via this icon to enable connectivity to Vision 2.3.
Max Plug-ins
Plug-ins for 3D Studio Max 2008 or greater. This enables the ability to create Vision 2.3 models from a 3D Studio Max drawing.
Viz Plug-ins
Plug-ins for Autodesk Viz 2007 or greater. This enables the ability to create Vision 2.3 models from an Autodesk Viso drawing.
VectorWorks
Plug-ins for VectorWorks 2008 or greater. This enables the ability to create Vision 2.3 models from a VectorWorks drawing.
4. If the Vision 2.3 component has been selected in the previous step of the installation wizard, then you will be presented with an option to select the installation location. The default or currently installed location is shown. Press the Next button to continue the installation process.
5. Next the installation pro-cess will prompt you to select a location for selected plug-in compo-nents to be installed. If an application can not be found, an error message will be displayed. Press the Next or Install button to continue the installa-tion process.
6. Once the Install button is clicked, the Vision 2.3 installation application will perform several sys-tem checks to verify that the target computer meets the minimum requirements, including DirectX 9.0c. Once the computer and video card pass inspection, Vision 2.3 and all needed library files are installed into the target directory structure.
7. Once the installation is complete you will be prompted to connect your dongle and check for updates. Press OK to connect to the ESP Vision server.
8. Press the Close button when the installation is complete. Ensure the Vision 2.3 USB dongle is connected to the
computer. The dongle must be connected to the system in order to run Vision 2.3.
The installation will create a new Windows Program Group for Vision 2.3 as well as place shortcuts for Vision 2.3 and Vision 2.3 Update on the
D. Vision 2.3 Updater
The Vision 2.3 Updater application connects via the internet to the Vision 2.3 Patch
Server, and updates the installation of Vision 2.3 with the most recent library files,
gobos, plug-ins and software components. After the initial software installation
(and periodically during use of the software), it is important to run the updater to
ensure the latest version of Vision 2.3 is installed.
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If you are working on a project and everything is going smoothly, wait until the project iscomplete to run the Vision 2.3 Updater and get the latest version of the software. While we try to ensure all updates are backwards compatible, it is better to only update between productions.
Prior to starting a new project with Vision 2.3, run the Vision 2.3 Updater first.
Because Vision 2.3 is always improving, it is important to maintain the current
version of software on your computer. If you encounter a problem while using
Vision 2.3, there’s a good possibility we have already identified and potentially
fixed it. Try running the Vision 2.3 Updater to see if the latest software solves the
problem.
Running the Vision 2.3 Updater
1. Check that the Vision 2.3 computer is connected to the internet.
2. Exit any of the following applications: Vision 2.3, VectorWorks, Max, and/or Viz. 3. Double click on the Vision 2.3 Update desktop icon to launch the Vision 2.3 Updater.
4. As the software is downloaded and installed the main portion of the updater will present important did you know?
5. The bottom portion of the updater screen will display the progress of the update.
6. Upon completion of the update, a release notes document will open to specify the changes that have been installed. This file is also saved in the Vision 2.3 installation directory.
The Vision 2.3 Plug-in for VectorWorks
The VectorWorks Spotlight drafting software is widely used within the lighting industry to create plots, drawings, and renderings. Vision 2.3 is proud to offer you integration within this popular lighting design tool.
Detailed instructions and tutorials for VectorWorks are included with that application. Please refer to its documents for instructions regarding specific use of VectorWorks or for clarity with
VectorWorks terminology used within this manual.
Fundamentally, everything in Vectorworks is a symbol. Vision 2.3 provides a plug-in that does not interrupt existing work flows and plots within VectorWorks. Instead of creating our own library of symbols that correspond to our existing light library, we chose to attach Vision 2.3 specific data to any 2D, 3D, or hybrid symbol. This data is modified and tracked inside of VectorWorks, and contains information such as DMX Channel, DMX universe, custom colors, gobos, and (most importantly) the light in the Vision 2.3 library that corresponds to the VectorWorks symbol to which it is attached. When a Vision 2.3 scene is exported from VectorWorks, this information, along with the geometry in the scene, is put together to create your Vision 2.3 scene file(.ESC).
A. Configuration of the Vision 2.3 Plug-in for VectorWorks
After installation of Vision 2.3 and its plug-ins, the unique Vision 2.3 tools must be added to the VectorWorks workspace.
1. Launch VectorWorks.
2. Click on Tools, select
Workspaces. Ensure that Spotlight is the selected workspace (or your own custom workspace), then click on the Workspace Editor to open the
Workspace Editor Options window.
3. In the Workspace Editor Options
window select the “Edit a copy of the current workspace” option. Then in the New workspace name filed enter “ESP Vision”.
4. Click OK when finished to open the
Workspace Editor
window.
5. When the Workspace Editor window opens, check that the ESP Vision entry is in the left hand column. If it is missing, close VectorWorks and run the Vision 2.2 Updater.
6. On the left hand column click and drag the New Menu item from the Commands
field to the Menu field just above the
The Vision 2.3 Plug-in for Vectorworks should now be fully configured and ready for use.
Name Mapping
Certain fields in the VectorWorks Spotlight Light Record are automatically transferred to the ESP Vision record. Any ESP Vision fixture needs a Unit Number, Universe and Channel. By default, Vision will read the following fields for this information:
VW Universe = ESP Vision Universe VW Dimmer = ESP Vision Channel VW Channel = ESP Vision Unit Number
7. Double click on the
ESP Vision entry in the left column to expand it. Click and drag the four items from the left column to the right column just below the ESPVision
entry.
8. Click OK when finished.
9. You will now see the
ESP Vision menu on the menu bar within VectorWorks.
NumChannelsSource=”Num Channels” />
Place the above at the end of the XML file, just above the </ESPConfig> line.
Here, you can define any record name that you want to be used for mapping into ESP Vision. These record names ARE CASE SENSITIVE. They do not have to be Spotlight records, they can be any custom record that you have associated with the symbol.
You can also specify if you wish Color information to be copied over from the Spotlight record. However, this should only be used with conventional fixtures. Include the line:
ColorSource="Color"
in your DataSources area of the ESPUserConfig.xml file. Vision will do a lookup of standard Rosco, Gam or Lee gel colors. Use syntax C# where C = color mfg (R=Rosco, G=GAM, L=Lee) and # = Gel number.
Examples: R25 = Rosco 25 L705 = Lee 705 G201 = GAM 201 R1 = Rosco 1
Note that there are no spaces and no leading zeros.
Additionally, you can define colors by their RGB value inside of parenthesis. Ie ( (128,55,96) ) Finally, you can define the hexadecimal value predicated by the “#” symbol. Ie (#665211)
B. Using the Vision 2.3 Plug-in for VectorWorks
Preparing a VectorWorks drawing for export as an Vision 2.3 scene file is a relatively easy procedure. Fixtures within the drawing can be patched and configured for Vision 2.3 individually or as a group. Both standard VectorWorks Spotlight fixture symbols and custom symbols may be used with Vision 2.3.
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A complete set of ESP Vision fixtures for VectorWorks is provided with ESP Vision software. Wihtin the VectorWorks Resources window, click the arrow next to “Files and Folders”. Select “Add New Favorite Files...”, then browse to the Vision/Stock directory and selectESPSymbols_2008.mcd or ESPSymbols_2009.mcd depending on your Vectorworks version. After adding this resource, you can use the istrument insertion tool, then double click on the fixture in the resource browser that you would like use in your scene. If you add the 3d symbols with out using the insertion tool, you can convert you symbols to instruments. To do this go into modify, convert, convert to instrument.
1. Configuring Standard VectorWorks Spotlight Symbols
Each fixture in the VectorWorks drawing must be configured for Vision 2.3 by assigning a DMX Universe and DMX Start Address. Adding the DMX addresses can be done bi-directionally within Vectorworks. There is also third way to assing the DMX addresses through Number fields. Advanced configuration of colors, gobos, and lens options is also possible.
2. Customizing Standard VectorWorks Spotlight Symbols
1 The first way to assign the DMX address.Select a fixture within your VectorWorks drawing and click on Edit Vision Datain the
ESP Vision menu. After a slight delay the Vision 2.3 Dialog
will open.
2 The dialog box will show you the fixture along with how many DMX channels are needed.As well as, the editable Universe and Channel.Notes for the fixtures are also visible in this field.If no fixture name is available in this field then there is no current ESP fixture binding associated to this fixture symbol. Ensure your Vision 2.3 software is updated or contact Vision 2.3 support.
3 The second way to assign the DMX address,The Object info box can be used to change the DMX addresses for you fixtures. Select the fixture and change the channel and universe inside of the object info box.
In addition to assigning DMX Universe and DMX Addresses for fixtures in the VectorWorks drawing, you can also customize fixtures with custom colors, gobos, and lens options.
The following instructions can be applied to individual fixtures or multiple fixtures
simultaneously. When selecting multiple fixtures for editing within the Vision 2.3 Plug-in, you must select a group of the same fixture type to modify multiple fixtures at the same time.
When multiple fixtures are selected, the fields in the General section of the ESP Dialog window will be non-modifiable.
Custom Gobos
Often fixtures require custom gobos in place of stock gobos. You can select unique gobo image files to represent each gobo of a fixture. See Appendix A for instructions about creating custom
4 The third way to assign the DMX address. Clicking on the Esp Vision tab, and then select number fields. When the box appears, Change the increments to however many channels you fixture has. Also change the starting number to the channel you would like to start from. After you click ok,you select the fixtures that you would like to assign the DMX addresses to. One after another, as long as the fixture have the same amount of channels.
gobo image files. To assign gobo image files to particular slots of fixtures, follow the directions below:
1 Select fixture(s) within your VectorWorks drawing and click on
Edit Vision Datain the ESP Vision
menu. After a slight delay the Vision 2.3 Dialog will open.
2 The Gobos section of this window is used to assign the Gobo images for the selected fixture. Click in the
Wheel field to display a list of
available gobo wheels for the selected fixture. Click on a wheel to select for editing.
3 Click in the Slot field to display a list of available gobo slots for the selected gobo wheel. Click on a slot to select for editing.
Custom Colors
Often fixtures require custom colors in place of stock colors. You can select unique colors to represent each color available in a fixture. To assign colors to particular slots of fixtures, follow the directions below:
4 Select the gobo slot that you wish to change. Then, Click on the change gobo box to open a browse window. Click on a gobo image file to assign to the selected gobo wheel and slot. Click Open to finalize your selection and close the browse window. The Filename field will now display the location and name of the custom gobo image file.
See Appendix A for details about creating gobo image files.
TIP: sort the browse window by Thumbnails to view the gobo images. Note: Clicking the Remove This Gobo button will set the Filename field to “<none>” and no gobo image file will be used.
5 After repeating the above for all custom gobos, click OK at the bottom of the Dialog window to save your custom gobo imageselections.
1 Select fixture(s) within your VectorWorks drawing and click on
Edit Vision Data in the ESP Vision
2 The Colors section of this window is used to assign the colors for the selected fixture. Click in the Wheel
field to display a list of available color wheels for the selected fixture. Click on a wheel to select for editing.
3 Click in the Slot field to display a list of available color slots for the selected color wheel. Click on a slot to select for editing.
4 Click on the change color box to open the ESPColor Picker window.
5 The ESP Color Picker window has two methods for selecting a color. The left hand side allows you to custom create a color using the gradient, HSV, or RGB methods. The right hand portion allows you to select premade colors from a list of
6 To create a custom color, click on the desired color using the gradient portion or directly enter values for HSV or RGB. Then click OK to assign this color to the select color slot. Alternately you can click Add Custom
to save this color in the custom list. A prompt for a name of this new color will appear. Type in a name and press
OK.
7 To select a color from the
manufacturer’s list, click on the drop down dialog on the right side of the
Color Picker window. Click on the desired manufacture to display a list of available colors.
8 Click on the desired color, then click the OK button in the Color Picker to assign this color to the selected slot.
Custom Continuous Wheels
The Continuos Wheels section of the ESP Plug-in is used for fixtures containing an animation wheel. If custom animation wheels are used in place of stock animations, then custom image files can be selected. The process for selecting custom animation images files is very similar to that of selecting custom gobo image files. Refer to Appendix A for details on selecting custom image files.
Custom Attachments
The Attachments section of the Dialog window is used to define a custom lens, lamp, or other attachment for fixtures. Depending upon the fixture type currently selected, different attachments may be available. Multiple attachments of different types may be added to each fixture.
9 The Color field will now display the newly assigned color for the selected wheel and slot.
10 After repeating the above for all custom colors, click OK at the bottom of the Dialog window to save your custom colorselections.
3. Creating Custom VectorWorks Symbols
The Vision 2.3 VectorWorks Plug-in comes with standard bindings for many of the standard VectorWorks Spotlight fixture symbols. However you may wish to use your own symbols from libraries you have compiled or downloaded. Vision 2.3 allows you to do this by applying custom bindings to any VectorWorks symbol. In order to avoid confusion, it's important to note in this
2 The Attachment section of this window is used to select an attachment to add to the selected fixture. Click in the Type field to display a list of available attachment types. Click on a type to select for editing.
3 Click in the Name field to display a list of available attachments for the selected type. Click on an attachment to select for editing.
4 Click on the Add button to add the attachment to the fixture.
Repeat the above steps to add other attachment types (if available) to the fixture.
If you need to remove an attachment, select it within the list and click on the
Remove Attachment button.
5 Click OK at the bottom of the Dialog
window to save your custom attachmentselections.
Custom 2D and 3D CAD drawings can be attained from the lighting manufacturer for most fixtures, usually in the form of DXF or DWG files. These drawings can then be imported into VectorWorks and converted into VectorWorks symbols. Refer to the VectorWorks user manual for details on importing and creating VectorWorks symbols. This section describes the process of creating and using custom VectorWorks symbol bindings.
1 Select a fixture symbol within your VectorWorks drawing and click on
Edit Vision Data in the
ESP Vision menu. After a slight delay the Vision 2.3 Dialog will open. 2 Because there are no
current bindings for this fixture symbol, the
Fixture Name field will be blank and no further selections will be available.
Click on theSelect Different Fixture
button to open the
3 Click in the Light field to display a list of available fixture bindings. Click on a fixture type to bind to the current fixture symbol.
Note: If the desired fixture type is not available in the Light field then there is no current ESP fixture binding associated for the fixture type. Ensure your Vision 2.3 software is updated or contact Vision 2.3 support for further details.
4 Once a fixture is selected in the Light field, the fixture will appear in the Fixture name.
C. Exporting a VectorWorks Model to Vision 2.3
Once a VectorWorks drawing has been created, and fixture symbols converted and configured using the Vision 2.3 plug-in, the model is ready to export as a Vision 2.3 scene file. Every Vision 2.3 scene requires at least one piece of non-light geometry to correctly load. In order to properly load into Vision 2.3, your VectorWorks drawing must contain additional information than just fixture symbols. Truss, set pieces, curtains, etc. all qualify as non-light geometry.
1 When ready to export, click on
Export ESP Vision Scene in the
ESP Vision menu. After a slight delay a browser window will open.
2 Select a location and type in a name for the Vision 2.3 scene file. Press Save to export the scene file.
The Vision 2.3 Plug-in for 3D Studio Max and Viz
The 3D Studio Max and Viz software applications are widely used within the lighting industry to model and render plots and drawings. Vision 2.3 is proud to offer you integration within these popular lighting design tools.
Detailed instructions and tutorials for 3D Studio Max and Viz are included with each application. Please refer to their documents for instructions regarding specific use of 3D Studio Max or Viz and for clarity with terminology used within this manual. Currently 3D Studio Max 2008, 3D Studio Max 2009, Autodesk Viz 2007, Autodesk Viz 2008 are all compatible with the Vision 2.3 Plug-ins. Although the screenshots included in this manual are from 3D Studio Max 2009, all supported versions of 3D Studio Max and Viz are identical in appearance and functionality. Vision 2.3 provides a Plug-in that does not interrupt existing work flows and plots within 3D Studio Max and Viz. Vision 2.3 data is modified and tracked inside of 3D Studio Max and Viz, and contains information such as DMX Channel, DMX universe, custom colors, gobos, and (most importantly) the light in the Vision 2.3 library. When a Vision 2.3 scene is exported from 3D Studio Max or Viz, this information, along with the geometry in the scene, is put together to create your Vision 2.3 scene file (.ESC).
A. Configuration of the Vision 2.3 Plug-in for 3D Studio Max or Viz
As long as the proper 3D Studio Max or Viz plug-ins were selected during installation of Vision 2.3, no further configuration of the plug in for 3D Studio Max or Viz is required. See Chapter 1 for installation details.
Patch Utility Configuration
Although not required, configuration of the ESP Patch Utility will greatly assist when assigning DMX patch information to ESP fixtures within 3D Studio Max or Viz.
1 Launch 3D Studio Max or Viz
2 Select the Utilities tabin the Command Panel.
3 Click on the button to open the
Configure Button Sets window.
4 Drag the ESP Patch Utility entry from the left side of the Configure Button Sets window to the right side.
5 Press OK to save the new button set. Repeat these steps for mass modify and
B. Using the Vision 2.3 Plug-in for 3D Studio Max or Viz
Preparing a 3D Studio Max or Viz drawing for export as an Vision 2.3 scene file is a relatively easy procedure. Fixtures in the drawing can be patched and configured for Vision 2.3 individually or as a group. Both standard fixture symbols and custom symbols may be used with Vision 2.3.
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Appendix B of this manual is a tutorial to guide you through creating a drawing within 3D Studio Max or Viz and exporting it to Vision 2.3.1. Inserting and Configuring Standard Fixtures
Each fixture in the 3D Studio Max or Viz drawing must be inserted from the ESP Primitives Geometry type. Each fixture can then be further configured for Vision 2.3 by assigning a DMX Universe and DMX Start Address. Advanced configuration of colors, gobos, and lens options is also possible.
The following describes how to insert a fixture and assign its DMX Universe and DMX Start Address within 3D Studio Max or Viz. Section 2: Customizing Standard Fixtures detailsother configuration utilities within the Vision 2.3 Plug-in.
1 Launch 3D Studio Max or Viz
2 Select the ESP Primitives in the Geometry Primitives
drop down dialog of the
Command Panel.
3 Click on the ESP Light button to open the Parameters
section of the Vision 2.3 Plug-in.
Note: there will be a slight delay after clicking ESP Light
before the Parameters
4 The Parameters section is the fixture selection area, which shows a standard Windows folder structure with fixture files organized by Type or Manufacturer.
To expand any folder, simply click on the name, folder or + sign. Continue to navigate the hierarchy until the sought fixture is located, and click on the desired fixture type. 5 Press the Apply button to
select this fixture as the active type.
Note: If the desired fixture type is not available in this field then ensure your Vision 2.3 software is updated or contact Vision 2.3 support.
6 The Parameters section of this window is used to assign the DMX Universe and DMX Start Channel for the
selected fixture. Click in a field and enter the desired value. In addition the total number of DMX channels used are displayed.
7 Press the Apply button to save your settings.
8 Clicking on the View Notes
button in the Parameters
section will display important information about this fixture type as it relates to Vision 2.3. Press OK to close the
2. Customizing Standard Fixtures
In addition to assigning DMX Universe and DMX Addresses for fixtures in the 3D Studio Max or Viz drawing, you can also customize fixtures with custom colors, gobos, and lens options.
The following instructions can be applied to individual fixtures or multiple fixtures
simultaneously. When selecting multiple fixtures for editing within the Vision 2.3 plug-in, you must select a group of the same fixture type to modify multiple fixtures at the same time and use the mass modify (see section 6).
When multiple fixtures are selected, the fields in the General section of the ESP Dialog window will be non-modifiable.
Custom Gobos
Often fixtures require custom gobos in place of stock gobos. You can select unique gobo image files to represent each gobo of a fixture. See Appendix A for instructions about creating custom gobo image files. To assign gobo image files to particular slots of fixtures, follow the directions below:
9 Once a fixture is selected within the Parameters section the default factory details for that fixture are pre-loaded into your model, including default lensing, lamp, colors, gobos, etc.
To place the fixture into the scene, simply click into the scene. This will add the fixture with its factory defaults into the scene, where placed.
1 Select fixture(s) within your drawing and click on the ESP Primitives in the
Geometry Primitives drop down dialog of the Command Panel. After a slight delay the Vision 2.3
Parameters will open.
2 The Gobos section of this window is used to assign the Gobo images for the selected fixture. Click in the
Wheel field to display a list of
available gobo wheels for the selected fixture. Click on a wheel to select for editing.
3 Click in the Slot field to display a list of available gobo slots for the selected gobo wheel. Click on a slot to select for editing.
4 Click on the box of the Filename
field to open a browse window. Click on a gobo image file to assign to the selected gobo wheel and slot. Click
Open to finalize your selection and close the browse window.
The Filename field will now display the location and name of the custom gobo image file.
See Appendix A for details about creating gobo image files.
TIP: sort the browse window by Thumbnails to view the gobo images.
Note: Clicking the Remove This Gobo button will set the Filename
field to “<none>” and no gobo image file will be used.
5 After repeating the above for all custom gobos, click Apply to save your custom gobo imageselections.
Custom Colors
Often fixtures require custom colors in place of stock colors. You can select unique colors to represent each color available in a fixture. To assign colors to particular slots of fixtures, follow the directions below:
1 Select fixture(s) within your drawing and click on the ESP Primitives in the
Geometry Primitives drop down dialog of the Command Panel. After a slight delay the Vision 2.3
Parameters will open.
2 The Colors section of this window is used to assign the colors for the selected fixture. Click in the Wheel
field to display a list of available color wheels for the selected fixture. Click on a wheel to select for editing.
3 Click in the Slot field to display a list of available color slots for the selected
4 Click on the box of the Color
field to open the ESPColor Picker
window.
5 The ESP Color Picker window has two methods for selecting a color. The left hand side allows you to custom create a color using the gradient, HSV, or RGB methods. The right hand portion allows you to select premade colors from a list of
manufacturers.
6 To create a custom color, click on the desired color using the gradient portion or directly enter values for HSV or RGB. Then click OK to assign this color to the select color slot. Alternately you can click Add Custom
to save this color in the custom list. A prompt for a name of this new color will appear. Type in a name and press
7 To select a color from the
manufacturer’s list, click on the drop down dialog on the right side of the
Color Picker window. Click on the desired manufacture to display a list of available colors.
8 Click on the desired color, then click the OK button in the Color Picker to assign this color to the selected slot.
9 The Color field will now display the newly assigned color for the selected wheel and slot.
10 After repeating the above for all custom colors, click Apply to save
Custom Continuous Wheels
The Continuos Wheels section of the ESP Plug-inis used for fixtures containing an animation wheel. If custom animation wheels are used in place of stock animations, then custom image files can be selected. The process for selecting custom animation images files is very similar to that of selecting custom gobo image files. Refer to ## for details on selecting custom image files.
Custom Attachments
The Attachments section of the ESP Plug-inis used to define a custom lens, lamp, or other attachment for fixtures. Depending upon the fixture type currently selected, different attachments may be available. Multiple attachments of different types may be added to each fixture.
1 Select fixture(s) within your drawing and click on the ESP Primitives in the
Geometry Primitives drop down dialog of the Command Panel. After a slight delay the Vision 2.3
3. Inserting and Configuring Particle Effects
The Vision 2.3 3D Studio Max and Viz Plug-in allows for the insertion of particle effects such as fire, water, confetti, and fog. Each particle effect in the 3D Studio Max or Viz drawing must be inserted from the ESP Primitives Geometry. The effect can then be further configured for Vision 2.3 by assigning a DMX Universe and DMX Start Address.
The following describes how to insert a particle effect and assign its DMX Universe and DMX Start Address within 3D Studio Max or Viz.
2 The Attachments section of this window is used to select each attachment by type to add to the selected fixture. Click in the Lens, Lamp, Color Scroller, or Other field to display a list of available
attachment types.
Select an attachment (if available) from the drop down list.
3 After configuring attachments, click
Apply to save your custom attachmentselections.
1 Select the ESP Primitives in the Geometry Primitives
drop down dialog of the
Command Panel.
2 Click on the ESP Light button to open the Parameters
section of the Vision 2.3 Plug-in.
Note: there will be a slight delay after clicking ESP Light
before the Parameters
3 The Parameters section is the effect selection area, which shows a standard Windows folder structure with effect files organized by Type or Manufacturer.
To expand any folder, simply click on the name, folder or + sign. Continue to navigate the hierarchy until the sought effect is located, and click on the desired effect type.Find particles in manufacture or in the type folder.
4 Press the Apply button to select this effect as the active type.
Note: If the desired effect type is not available in this field then ensure your Vision 2.3 software is updated or contact Vision 2.3 support.
5 The Parameters section of this window is used to assign the DMX Universe and DMX Start Channel for the selected effect. Click in a field and enter the desired value. In addition the total number of DMX channels used are displayed.
6 Press the Apply button to save your settings.
7 Clicking on the View Notes
button in the Parameters
section will display important information about this effect type as it relates to Vision 2.3. Press OK to close the
3. Inserting and Configuring Video Screens
The Vision 2.3 3D Studio Max and Viz Plug-in allows for the insertion of video screens. A particular AVI movie file can be assigned to a video screen. Each screen in the 3D Studio Max or Viz drawing can also be configured for triggering from Vision 2.3 by assigning a DMX Universe and DMX Start Address.
The following describes how to insert a video screen with associated AVI file and assign its DMX Universe and DMX Start Address within 3D Studio Max or Viz.
8 To place the effect into the scene, simply click into the scene. This will add the effect into the scene, where placed.
Note: When you add an effect to the scene, it will appear as a 3 dimensional diamond. This image will not show up in the Vision 2.3 scene, but the effect will function as expected.
9 Repeat this process for each effect instance within your drawing.
Note: Particle effects are included for visual reference only and are not intended to trigger actual particle effects. To activate the virtual particle effect within Vision 2.3, adjust the DMX value for the assigned DMX address above 1%. To stop the particle effect, adjust the DMX value to 0%.
controlla-4 In the User Defined tab, type in the fol-lowing and assign the appropriate DMX values:
Universe= Channel=
5 Click on OK to save your configuration.
6 Repeat this process for each video screen instance within your drawing.
Note: Video screens are included for visual reference only and are not intended to trigger actual video signals. To activate the AVI file playback within Vision 2.3, adjust the DMX value for the assigned DMX address above 50%. To pause the AVI file playback, adjust the DMX value between 2 -49%. Assigning the DMX channel to 0% will stop the AVI playback and the screen will appear dark.
5. Using the ESP Patch Utility
The Vision 2.3 3D Studio Max and Viz Plug-in provides an additional method for assigning DMX patch information to fixtures. The Patch Utility was designed to allow quick and easy DMX patching of fixtures. It can be used anytime after the lights are added to the scene, or if the patch data changes and needs to be updated.
This utility allows you to define a starting DMX address and universe for a fixture and then click on other fixtures in the order in which they are to be patched. With each subsequent click, the val-ues within the utility are automatically adjusted to display the next available DMX address and universe. The value being displayed represents the DMX address and universe applied to the next selected fixture.
For quick access to this utility, follow the instructions on page ### to configure the ESP Patch Utility.
1 Select the Utilities tabin the Command Panel.
2 Click on the ESP Patch Utility button to open the Parameters section of the utility. 3 Enter appropriate values into the Starting
Universe and Starting Channel
fields.These values represent the DMX start address and universe of the first fixture you plan to click on.
4 Click on each fixture in your model in the order in which they are to be patched. The
Starting Channel field will automatically increment with each selection to display the next available start address.
Note: If there isn’t enough space to patch the selected fixture in the current universe,
5 Once finished with the Patch Utility, it must be deactivated by clicking on the ESP Patch Utility button in the Utilities tabof the Com-mand Panel.
Otherwise, anytime a fixture is clicked in the scene, its DMX Starting Channel value will be re-assigned new DMX values.
6. Using the ESP Mass Modify Utility
The Vision 2.3 3D Studio Max and Viz Plug-ins provides a method to modify fixture defaults en masse. The Mass Modify Utility was designed to allow a user to change the gobos, colors, contin-uous wheels, lenses, lamps, or other attachments for a group of similar fixtures. When any fixture is added to a scene, it assumes certain default characteristics. It includes the standard lensing, lamping, color and gobo loads, which are delivered by the manufacturer. However, there are times when the default information is modified either before or after the fixture is added into the 3D Studio Max or Viz model. The Mass Modify Utility allows changes to be made to multiple fix-tures at the same time.
When you open the Mass Modify utility, you will notice that the parameters information looks very similar to the information that is included in the standard Modify tab displayed when the fix-ture was initially added to the model. All of the parameters function in a similar manner.
NOTE: In order to avoid issues, Mass Modify will only work on a single type of fixture at a time (e.g. all Mac 2K Profiles)
1. Select the Utilities tab in the Command Panel.
2. Click on the ESP Mass Modify Utility button to open the Parameters section of the utility.
3. Select the fixture or fixtures in the model that you wish change.
As soon as the change is made in the parameters window, it takes effect immediately. There is no need to apply your changes. Once finished with one fixture type, you can either select a new group of fixtures, or deactivate the utility.
5. Select the Slot that you wish to change.
6. Make the appropriate change to the individual gobo, color or continuous wheel.
7. Make any changes to Lenses, Lamps, scrollers or other attachments.
7. Using the ESP Replace Utility
The Vision 2.3 3D Studio Max and Viz Plug-ins provides a method for replacing existing fixtures in a model with a different model. The Replace Utility was designed to allow a user to make mass changes to the fixture type that has been previously added to a model. This utility is useful when plans change and the user needs to swap out all of a certain fixture type for another fixture. Depending upon the user’s needs, the old fixtures can be completely removed from the model, or simply hidden for later recall. The ESP Replace Utility respects the current position and orienta-tion of the replaced light with the new fixture.
.
As soon as the button is clicked, the replace has occurred. Once finished with one fixture type, you can either select a new group of fixtures, or deactivate the utility.
1. Select the Utilities tab in the Command Panel.
2. Click on the ESP Replace Utility button to open the Parameters section of the utility. 3. Select the fixtures in the model that you need
to replace.
4. Using the Tree View, find the new fixture that you wish to replace into the scene.
5. If you want to keep, but hide the old fixtures, check the box
C. Exporting a 3D Studio Max or Viz Model to Vision 2.3
Once a drawing has been created, and fixtures configured using the Vision 2.3 plug-in, the model is ready to export as a Vision 2.3 scene file. Every Vision 2.3 scene requires at least one piece of non-light geometry to correctly load. In order to properly load into Vision 2.3, your drawing must contain additional information than just fixture symbols. Truss, set pieces, curtains, etc. all qualify as non-light geometry.
If exporting an .ESC file for use on a different computer, do so over a network. This will ensure that all textures get properly copied to the appropriate folder on the destination computer.
1 When ready to export, click on
Export in the File menu. A Windows browser window will open.
2 Select ESP Vision Scene (*.ESC) in the Save as Type
field.
3 Select a location (C:\Vision 2.3) and type in a name for the Vision 2.3 scene file. Press Save to export the scene file.
Note: This action will create the scene file for Vision 2.3, as well as copy the textures used by 3D Studio Max or Viz within the scene to a common area that Vision 2.3 can access.
4 If you wish to export only a portion of your scene, perform the following:
a. Select only the objects that you wish to export;
b. Go under the file menu, down to Export Selected
D. General Modeling Techniques for 3D Studio Max or Viz
Vision 2.3 relies on properly created models. While nearly any model will run, efficiently created models will run faster, and with much better results. The following guidelines will assist in creat-ing an efficient model.
As a general rule, it is important to remember that a low-polygon modeling technique should be used under nearly every situation. Vision 2.3 prefers models that are less than 300,000 polygons. This allows Vision 2.3 to quickly render all aspects of the scene smoothly.
It is important to understand that a high-polygon item, such as a set piece, that only represents a small part of the scene as a whole, is an inefficient use of polygons. If an item is only representing an inch or two or screen real estate, it is better to prepare the model as a low-polygon item. In order to create a model that is low polygon, but also looks great, utilize textures. Using the material manager in 3D Studio Max or Viz, you can apply detailed textures to low polygon pieces, giving them a detailed appearance that will rival high polygon scenes. For detailed information on how to use textures, see the documentation for your modeling product, or request training from an approved training facility. Many low-polygon modeling classes are available. Contact Vision 2.2 for referrals.
Adding Stock Components
To add realistic characters to a model, build them in 3D Studio Max, Viz or any other modeling program, and merge them into the scene. Included with the Vision 2.3 installation are several stock characters and some truss. In order to add them to the selected scene, merge them into the scene from the Vision 2.3\Stock directory. This directory includes a drummer, guitarist, singer, bassist, as well as several others and some truss. Associated textures are also included.
If you create any interesting characters or set pieces that you would like to share, please feel free to email them to [email protected] to be added to the stock components.
Configuration of DMX Providers
Vision 2.3 requires an input of DMX to control the virtual lighting fixtures, particle effects, geometry movements, etc. This DMX input can be from the DMX output of a lighting console, direct connectivity via Ethernet with a console, Art-Net, MA-Net, ACDI or via Hog 3PC or Hog 2PC on the Vision 2.3 computer. Each DMX provider must be configured accordingly to enable DMX communication between a lighting controller and Vision 2.3.
In addition, a special Multi Input mode allows a multiple DMX source configuration to provide the ability to connect to different types of DMX sources at the same time.
A. Configuration of Art-Net
Art-Net is an Ethernet communication protocol developed by Artistic Licence. Its
purpose is to allow transfer of large amounts of DMX512 data over a wide area
using standard networking technology. The protocol has been placed in the public
domain on a royalty free basis and many lighting console manufactures support the
Art-Net protocol. Be sure to follow the Art-Net configuration instructions provided
with your lighting console to ensure proper communications with Vision 2.3.
1 Prior to booting the Vision 2.3 computer, connect an Ethernet cable between the console and the Vision 2.3 computer.
2 Use the Windows Control Panel to configure the com-puter’s IP address and Sub-net Mask according to your lighting controller’s specifica-tions.
5 As Vision 2.3 launches, the
Select Network Interface Card window will open. Select the proper configura-tion for your Art-Net network and press OK
6 Once Vision 2.3 begins, the Art-Net input should control the fixtures in the scene.
NOTE: Right click on the Artistic License icon on the Windows task bar for further Art-Net configuration tools.
B. Configuration of Wholehog 3 Direct Connectivity
The Wholehog 3 system is capable of connecting to Vision 2.3 directly via an
Ethernet connection. The Wholehog 3 Connectivity application must be installed on
the Vision 2.3 computer for this connectivity to function. This utility is available as
a free download from www.flyingpig.com and allows for connectivity with a
Wholehog 3 console or Hog 3PC software.
1 Prior to booting the Vision 2.3 computer, connect an Ethernet cable between the Whole-hog 3 system and the Vision 2.3 computer.
2 Install the Wholehog 3 Connectivity application by following the instructions provided by Flying Pig Systems.
3 Launch Vision 2.3, and the prior MX provider will auto-matically be loaded. (Note:It is important that the whole-hog 3 console or Hog 3 pc is running prior to launching
5 As Vision 2.3 launches, the
Wholehog III DP window will open and a Wholehog 3 icon will be placed on the Win-dows task bar.
6. When a Wholehog 3 server is detected on the network, the
Status field will change to “Connecting”, “Idle”, and finally “Running”. The Ses-sion and Info fields will con-tain additional network information.
7. The Wholehog III DP appli-cation can be configured sim-ilar to an actual Wholehog 3 DP. You can assign Whole-hog 3 network port and the Net number for this applica-tion.
8. In the Wholehog III DP win-dow on your Vision 2.3 com-puter press the Patch button to open the Patch window. Using this window you can connect any of the 16 DMX universes within Vision 220 to any DP and Universe from your Wholehog 3 show. For example, to assign Vision 2.3 universe #3 to respond to the DMX from universe 3 of DP# 2, simply select DP# 2,
Universe 3 in the ESP #3
column.
9. Press OK after completing the patching.
10 Once the above configuration is complete, the connectivity between the Wholehog 3 sys-tem and Vision 2.3 should begin working. You can close the Wholehog III DP window and the connectivity will continue as long as the Wholehog 3 logo remains in the Win-dows task bar.
NOTE: Double click on the Wholehog 3 icon on the Windows task bar to re-open the
Wholehog III DP configuration window.
11 When changing either Hog 3 or Vision shows, you must click the reconnect button on the Hog 3 connectivity screento re-establish the communication.
C. Configuration of grandMA Direct Connectivity
The grandMA system is capable of connecting to Vision 2.3 directly via an Ethernet
connection. The grandMA-ESP Vision Driver must be installed on the Vision 2.3
computer for this connectivity to function. This utility is available as a free
download from www.malighting.com and allows for connectivity with a any
grandMA console or grandMA onPC software.
1 Prior to booting the Vision 2.3computer, connect an Ethernet cable between the grandMA system and the Vision 2.3 computer.
2 Install the grandMA - ESP Vision Drivers by following the instructions provided by with the application.
3 Within the grandMA console, or grandMA onPC software, click the Tools button. The
Tools Menu window will appear.
Click the MA Network but-ton.
a. Enter the interface for the
MA Net.
b.Enter a number between 1 and 31 in the MA Session ID
field.
4. If you are running grandMA onPC and Vision 2.3 on the same computer, you should change to program priority in the grandMA Options Dialog to the High setting.
5. In the Windows Control Panel of the Vision 2.3 com-puter, double click on the
grandMA - ESP Vision Driver icon.
6 Select a Station IP Address
to match the subnet of the connected grandMA console or grandMA onPC computer. When running Vision 2.3 on the same computer as grandMA on PC, use the loopback address 127.0.0.1
7 Select an MA Session ID
number to match the value defined in step 3 above. 8 Press OK to close the
grandMA - ESP VIsion Con-nection Settings dialog.
9 Launch Vision 2.3, and the prior MX provider will auto-matically be loaded. 10 To change DMX provider,
select the DMX tab. Scroll down to DMX providers and
D. Configuration of Hog 2PC Connectivity
Hog 2PC software has been designed to interface directly with Vision 2.3 on the
same computer to allow real-time on-screen visualization of the output from Hog
2PC software. You do not need to have a Hog 2PC USB DMX widget connected to
use this feature, as the data is sent directly from the Hog 2PC application to the
Vision 2.3 application without requiring a physical DMX link. However, you must
have installed Vision 2.3 prior to installing the Hog 2PC software. If this is not the
case, install Vision 2.3 first, then re-run the Hog 2PC setup program to enable the
visualization support.
Hog 2PC is available as a free download from www.flyingpig.com.
1 Prior to launching Vision 2.3 start the Hog 2PC application and load a show file.
2 Launch Vision 2.3, and the prior MX provider will auto-matically be loaded. 3 To change DMX provider,
select the DMX tab. Scroll down to DMX providers and select from the options
Hog 2 PC Overdrives
When using the Hog 2 PC Overdrive, the B-side of each universe will start at
universe 5. For example, universe 1A is universe 1 and universe 1B is universe
5, universe 2A is universe 2 and universe 2B is universe 6, etc.
E. Configuration of SandNet for Connectivity with VBoxes
The Vision 2.3 VBox provides direct DMX input for Vision 2.3 from any DMX
lighting controller. Each VBox receives 2 DMX-512 XLR inputs and connects to
the Vision 2.3 computer via a standard USB connection. Multiple VBoxes can be
connected to the same Vision 2.3 computer through the use of USB computer slots
or USB Hubs. Once connected to the computer, the SandNet for ESP utility is used
to interface between the DMX inputs and Vision 2.3.
1 Prior to booting the Vision 2.3 computer, connect VBoxes to Vision 2.3 computer via USB.
2 If the Sandnet for ESP
shortcut is not on the Vision 2.3 computer desktop, launch the Vision 2.3 installation and select the SandNet
component during installation.
See Chapter 1 for more information.
Tip: Copy the Sandnet for ESP shortcut into the Windows Startup directory to ensure that SandNet for ESP launches each time the computer boots.
4 If the SandNet utility has already been configured, skip to #20 to launch Vision 2.3, other-wise continue to configure SandNet.
5 Double click on the SandNet
icon in the Windows task bar to open the SandNet win-dow.
6 Click About on the menu bar to open the About window. If not already checked, click on the check box for Run as
7 Click on the + to expand the
Local Node section and display the attached and installed components. 8 Click on the + to expand the
DMX Adapters section. A list of attached VBoxes should be displayed.
Each VBox has a unique serial number inscribed on the bottom. When SandNet is launched, and the VBox is attached to the computer, the serial number is used as the identifier for the box. Each VBox allows for 2 ports of DMX to be transmitted to the computer via USB. Port 1 and Port 2 are also clearly marked on the top of the VBox. In order for the VBox to properly work with Vision 2.3, it is necessary to configure each VBox for DMX input.
9 Double click on a SandNet box in the list to open the
Properties window for the device.
10 Click on the Input (to SandNet) tab to display the inputs configuration.
11 Click the Enable check box for each DMX In port. The dot to the right of each check box should turn from black to green.
12 Close the Properties window by clicking on the X in the upper right hand corner of the window.
Now that the DMX Adapter has been configured a green
indicator should also appear next to each configured DMX adapter. 13 Click on the + to expand the
Simulators section to display the installed components. 14 Double click on the ESP
entry to open the ESP Properties window.
16 To configure the DMX input for each universe, click on the button to open the
Edit Sources window. 17 Click on the DMX.Console
line and press Remove Source.
18 Press Add Source to add the input from a VBox.
19 The Select DMX Block win-dow will open. Expand the selections and click on a DMX block from an attached VBox under the DMX adapt-ers section.
20 Press Select to close the window and save your con-figuration.
21 The ESP Properties dialog should now display the new assignment for the config-ured input.
22 Repeat these steps for each port of the connected
VBoxes.
23 Once all the Vision 2.3 uni-verses have been mapped, the ESP Properties window will show the source of DMX for each universe. If the map-ping has been successful,
24 Launch Vision 2.3, and the prior MX provider will auto-matically be loaded. 25 To change DMX provider,
select the DMX tab. Scroll down to DMX providers and select from the options
26 Once Vision 2.3 begins, the DMX input to the VBoxes should control the fixtures in the scene.
F. Configuration of Multiple Input Devices
The Vision 2.3 software allows for multiple DMX input devices to be configured
and used at the same time. This functionality provides the ability to visualize
several different types of DMX input simulateously.
1 Launch Vision 2.3 and select
Multi Input as the DMX pro-vider in the DMX Source win-dow.
2 Click OK to start Vision 2.3.
3 As Vision 2.3 launches, the
DMX Source Selection dow will open. Using this win-dow you can connect any of the 16 DMX universes within Vision 2.3 to any DMX source. Use the drop down box to select a source type, then the subssequent drop down to select a universe from that source.
For example, to assign Vision 2.3 universe #1 to respond to the DMX from universe 3 of Art-Net, simply select Art-Net.dll from the provider col-umn, then the number 3 in the universe column. 4 Press OK after completing
the configuration.
5 Once the above configuration is complete, the connectivity between the multiple DMX inputs and Vision 2.3 should begin working.
A. Starting Vision 2.3 Software
When Vision 2.3 is launched, it assumes the previous DMX Source. .
1 Double click on the Vision 2.3
icon on the desktop to launch Vision 2.3.
2 The Vision 2.3 window, Scene
Graph, and Properties windows will open on the desktop as Vision 2.3 launches.
3 To change the DMX Provider. Click on the DMX tab at the top of the screen to get the correct DMX provider and drag down to Change DMX Provider.
Use ArtNet when Artnet is input into the Vision 2.3 computer.
Use grandMA 57xx when Vision 2.3 computer is connected via Ethernet to a grandMA system.
Use Hog 2 PC when Hog 2PC is used on the Vision 2.3 computer.
Use Hog 3 when Vision 2.3 computer is connected via Ethernet to a Wholehog 3 system. Use Multi Input when Vision 2.3 computer is connected via various different DMX providers. Use SandNet when SandNet or ESP VBoxes are connected to the Vision 2.3 computer.
Use Avolite when Vision 2.3 computer is connected via Ethernet to the Avolite console. Use USB PRO when Vision 2.3 computer is connected to the Entec USB Pro Box. See chapter 4 for configuration details of DMX providers.
5 Once you have selected the DMX provider, click accept to Change the DMX.
B. Using Vision 2.3 Software
Once Vision 2.3 launches, you need to open a scene file or create a new one from scratch. For information on creating a scene file within Vision 2.3, please refer to chapter 6 Modeling with Vision 2.3. Vision 2.3 consists of five main windows: Vision 2.3 Scene, Tools, Scene Graph, Properties, and Patch Tool.
To quit Vision 2.3, simply click on the in the upper right corner of the Vision 2.3 Scene
window or select Exit from the File drop down menu.
The following sections describe how to use specific functionality within each window of the Vision 2.3 application.
C. The Vision 2.3 Scene Window
1. Adjusting the Resolution of the Scene Window
The Vision 2.3Scene window is the primary workspace of Vision 2.3. The scene file will be displayed in this window and all visualization will occur here as well.
2. Opening a Scene File
When Vision 2.3 launches, a scene file must be created or opened. To open an existing scene file, follow the directions below.
1 Select Open from the File
drop down menu to
display the Open window.
2 In the Open window, click
on a scene file to open,
then click Open to finalize
your selection and close
the Open window.
3 After the scene loads, the
title barof the Vision 2.3
Scene window will display the name of the selected scene file.
3. Merging a Scene File
Vision 2.3 supports merging of scene files. This feature provides a method to update scene files, without destroying modification made within Vision 2.3.
1 Select Merge from the
File drop down menu to
display the Open window.
2 In the Open window, click
on a scene file to merge,
then click Open to finalize
your selection and close
the Open window.
4. Saving a Scene File
Although Vision 2.3 is continuously saving changes made to the open scene file, a Vision 2.3 scene file can be saved as a new file name.
1 Select Save from the File
drop down menu to
display the Save As
window.
2 In the Save As window,
browse to a save location. Then enter a file name in the Filename field. Click
Save to finalize your
selection and close the
Open window.
3 After the scene saves, the
title barof the Vision 2.3
Scene Window will display the new name of the scene file.
5. Viewing the Scene
Vision 2.3 provides ten preset views of the current scene. When using a keyboard with a numeric keypad you can quickly recall any of the ten preset views. While the numeric keypad views can not be altered, custom views can be stored using the numeric keys on the main portion of the keyboard. See Section 7 for further details.
The preset views on the numeric keyboard are as follows:
6. Adjusting the View of the Scene
Vision 2.3 provides simple navigation tools to modify your view of the scene file. Once adjusted these views can be saved and instantly recalled via user-defined keyboard shortcuts. When the middle button on a three-button mouse is held down, the mouse movements modify the viewing location within the scene. Additional keyboard modifiers expand the viewing capabilities, while keeping the process simple.
Alternately the navigation tools within the Tools window provide additional methods of adjusting the view within the scene. See Section D for further details.
1 - Front Left Isometric 2 - Front
3 - Front Right Isometric 4 - Left
5 - Top 6 - Right
7 - Rear Left Isometric 8 - Rear
9 - Rear Right Isometric 0 - Bottom
The Z key can be used to Zoom Extents of any view. This action will adjust the existing view to include all the objects within the scene.
Pan
Hold the center mouse button and move the mouse in any direction and the scene view will adjust accordingly:
Rotate
Hold the ALT key and the center mousebutton then move the mouse in any direction and the scene view will rotate around a point in the middle of the view:
Note that the rotation point depends upon the camera type selected. A free camera will rotate around itself, but an orbital camera will rotate around a point in the scene.
Zoom
Hold the ALT key, CTRL key, and the center mousebutton then move the mouse forwards or backwards to zoom in and out of the center of the current view:
The Z key can be used to Zoom Extents of any view. This action will adjust the existing view to include all the objects within the scene.
7. Saving Views
Once you have adjusted the view of the scene as desired, you can save this view for easy recall
Q --> Move camera down
W -> Move camera inward
E --> Move camera up
A --> Move camera left
S --> Move camera outward
D --> Move camera right
Focus Point
Right click in the scene to display popup dialog. Select Focus Camera Here to determine the center of the camera’s view.
8. Adjusting Ambient Light
Vision 2.3 utilizes a sophisticated luminance adaptation process to realistically replicate the behavior of the human eye. Luminance adaptation refers to how the human eye recovers its sensitivity in the dark following an exposure to bright lighting. After being exposed to a bright lighting scene, it will take the eye a period of time to adapt before it can adequately see objects in the new lower light level.
This adaptation rate is simulated within Vision 2.3. For example, when a blackout occurs the ambient lighting level will automatically adjust after a period of time to realistically replicate the reaction of a human eye viewing the scene. Conversely, the ambient level will appear to dim when a bright lighting look is enabled within the scene.
By accurately representing the reaction of the human eye, Vision 2.3 provides a realistic visualization and depiction of real world lighting conditions.
The ambient light level and exposure can be further adjusted manually using key