ALBION and Lighting Console Workflow Integration

This guide will show you how to :

  • Link a pre-programmed light console project to ALBION;

  • Extract lighting fixtures IDs and Attributes;

  • Merge predefined fixtures groups to optical markers;

  • Assign lighting fixtures groups to optical markers;

  • Automate lighting fixture movements with tracking data.

Description

Completing the steps listed above will allow the lighting designer to fully use PHOTON and ALBION’s optical tracking features and show previsualisation tool.

Since this product’s integration is built on lighting console project XML exports, the lighting designer will not have to reprogram lighting fixtures in the PHOTON’s interface.

Besides providing a WYSIWYG-like previsualisation feature and interactive control over moving lights in 3D, the initial lighting fixture calibration process will also be greatly eased by this products integration.

Even once the console is connected to PHOTON, the lighting designer will still be able to work directly from the board and ride the pots to modify lighting patterns and change lighting fixtures assignations on the fly without having to deal with the media server interface.

This step-by-step document has been strictly developed for MA Lighting’s grandMA consoles product series.

PHOTON and the lighting console will communicate through the Art-Net protocol. Please make sure that both the server and the console are on the same network and that Art-Net is enabled in the grandMA network settings.

The Art-Net protocol is built on class A address scheme. They range from 2.1.1.1 to 2.255.255.255 for the primary address or 10.1.1.1 to 10.255.255.255 for the secondary address.

Lexicon

  • Fixture layer: A complete layer of fixtures used in the current grandMA project.

  • Fixture type: The definition of a specific DMX fixture.

0. PHOTON grandMA Project Link

This section covers the preliminary steps in a PHOTON - grandMA project integration. This initial phase will then allow you to build interactive lighting fixture control or integrated project previsualization.

It is mandatory to complete the 4 following steps before undergoing any other actions. Also, before starting out this step-by-step, you need to have a fully working and calibrated network of cameras tied to the Albion server as well as active Copernics on your stage space.

1. Art-Net Universes Merge

The first step is to merge the Artnet Universes you plan to use between ALBION and the grandMA. Doing so will allow back and forth communication and seamless control for both systems.

Before attempting anything on the console or in the software, make sure you already planned ahead how the Fixtures you want to control (moving head lamps, etc) are distributed along the grandMA Universes.

We recommend to use one Universe per Fixture Type you want to control. If this was not done before, VYV suggests that you try to regroup Fixtures of a same Type on the same Universes otherwise the merge will be difficult to execute. The best practice is to dedicate a Universe to a single fixture type. Otherwise, you can use sequential Universes for a . You should absolutely avoid having a Fixture Type spread

1.1 Access the Art-Net page on the grandMA

  1. Click (or Press) the [Setup] button.

  2. Click on the [Network Protocols] button.

  3. Click on the [Art-Net] tab.

1.2 Merge the Universes

You will need to add 3 Configuration Lines in the Art-Net table for each Universe groups of Fixture Types you want to control.

For example, you would need 3 Configuration Lines have 2 sequential Universes each used for a different fixture type. However, if you isolated the Universes (there would be a gap in their addressing), you might need more than 3 Configuration Lines. If you have done your pre-production and planning phase correctly you will never need more than 3 Configuration Lines.

The Configuration Lines are respectively used to define how to:

  • output the data linked to the default Attributes of the Fixture (residing on patch break 1) from the grandMA to ALBION;

  • input the data sent by ALBION (relating the Fixture) to the grandMA;

  • output the data linked to the ALBION Attributes of the Fixture (residing on patch break 2) from the grandMA to ALBION.

Create Configuration Line A

  1. Create a new Configuration Line by right-clicking on the [New] button located at the bottom of the table.

  2. Right-click on the Mode cell of the new Configuration Line to open a contextual menu where you will select the OutputBroadcast option.

  3. Right-click on the LocalStart cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the first Universe the Fixture is linked to.

  4. Right-click on the Amount cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the number of Universes which are dedicated to the Fixture Type (this is why the Universes dedicated to the Fixture Type should be sequential).

  5. Right-click on the Universe cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the address of the Universe ALBION will listen plus one.This Universe will be used to stream the data from the Universes set earlier on in step 3 and 4. This Universe should not be used for any other purposes.

Create Configuration Line B

  1. Create a new Configuration Line by right-clicking on the [New] button located at the bottom of the table.

  2. Right-click on the Mode cell of the new Configuration Line to open a contextual menu where you will select the Input option.

  3. Right-click on the LocalStart cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the value that was previously input in the LocalStart cell of Configuration Line A.

  4. Right-click on the Amount cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the number of Universes which are dedicated to the Fixture Type (this is why the Universes dedicated to the Fixture Type should be sequential).

  5. Right-click on the Universe cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the address of the Universe which ALBION is using to pass on data to the Fixture plus one.

Create Configuration Line C

This Configuration Line deals with the Universes dedicated to ALBION’s patch breaks. Refer to section 2. for further explanations. This Configuration Line is identical to Line A with the exception that it concerns the patch break Universes used for the ALBION Attributes.

  1. Create a new Configuration Line by right-clicking on the [New] button located at the bottom of the table.

  2. Right-click on the Mode cell of the new Configuration Line to open a contextual menu where you will select the OutputBroadcast option.

  3. Right-click on the LocalStart cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the first patch break Universe the Fixture is linked to.

  4. Right-click on the Amount cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the number of Universes which are dedicated to the Fixture Type (this is why the Universes dedicated to the Fixture Type should be sequential).

  5. Right-click on the Universe cell to edit its value. An Edit window will open where you will be able to enter the new value. The value number has to correspond to the address of the Universe ALBION will listen plus one.This Universe will be used to stream the data from the Universes set earlier on in step 3 and 4. This Universe should not be used for any other purposes

The grandMA counts the Art-Net Universes starting from 1 instead of 0. ALBION respects the Art-Net addressing convention and counts from zero. This is why you will need to add 1 when addressing Art-Net Universe to maintain coherence with ALBION.

1.3 Enable LoTP on the grandMA

You will need to set the grandMA’s Art-Net communications on LoTP in order to merge correctly with ALBION.

  • Open the grandMA’s Universe Pool

  • Right-click on each of the programmed Universes to access their page and set their DMX in Merge parameter to LoTP.

1.4 Network Validation

Since Art-Net is broadcasted from the grandMA, there is no need to specify a destination IP address to receive the messages. However, in order for the messages to get through ALBION and the grandMA need to be connected to the same network. You must verify if the first block of the IP addresses of the grandMA and of ALBION are the same.

Network addresses need to start either by 2.X.X.X or 10.X.X.X since they are residing on an Art-Net network.

1.5 Enable Art-Net in ALBION

  1. Open the I/O Manager module by pressing [Alt-I] or select System > I/O Manager.

  2. Click on the Art-Net tab

  3. Activate the [Enable Art-Net Server] toggle

  4. Use the “Select network interface dropdown menu” to choose the interface that will be dedicated to Art-Net Communication. (Its first 3 blocks must match the ones of the grandMA IP address.)

  5. Make sure the Default value is set at 255. This enables the LoTP feature for ALBION.

Art-Net is now enabled. However, there is no fixtures yet in ALBION. Follow the next step to generate fixtures in the grandMA and import them in ALBION.

2. Create and Define the ALBION Preset Type and its Attributes in the grandMA

The second step in this project is to create a Preset that contains all of the Attributes ALBION will affect or listen to. Once created, these Attributes can easily be added to each of the Fixture Types used in the grandMA project.

2.1 Access the Attribute & Encoder Grouping page of the grandMA

  1. Click (or Press) the [Setup] button.

  2. Click on the [Patch & Fixture Schedule] button.

  3. Click on a Layer to select it. You could also create a new Layer by right-clicking on the “New” entry of the Layers list. Enter the new Layer name in the text field and press [Enter]. Exit the Fixture Wizard by clicking on the [X] button.

  4. Click on the [Fixture Types] button.

  5. Click on the [Attribute & Encoding] button.

2.2 Create the ALBION Preset Type

  • Click on the [Add P. Type] button or right-click on the [New] button located at the bottom of the Preset list. An Add Item window will open.

  • Enter “ALBION” in the text field then press [Enter].

2.3 Add a Feature for the ALBION Preset Type

  • Create a new Feature for the ALBION Preset Type by clicking on the [Add Feature] button or by right-clicking on the [New] button located at the bottom of the Preset list. An Add Item window will open.

  • Enter “TRACKING” in the text field, then press [Enter].

2.4 Add Attributes for the TRACKING Feature

  1. Select the TRACKING feature by clicking on its entry in the Features list.

  2. Click on the [Add Attribute] button or right-click on the [New] button located at the bottom of the Attributes list. An Add Item window will open.

  3. Add the new Attribute in the text field then press enter.

  4. Add the following new Attributes (by repeating the previous step for each of them):

  • COPID

  • ZOOM TARGET DIAMETER

  • VERTICAL DAMPENING

  • MIN MOVEMENT

  • FLIP FADEOUT

  • FLIP SPIN DURATION

  • FLIP FADEIN

  • BLOCKER FADEOUT

  • BLOCKER FADEIN

  • TARGET OFFSET X

  • TARGET OFFSET Y

  • TARGET OFFSET Z

  • INTENSITY

A short description for each of these Attributes can be found at the end of the document.

It is possible to add the ENABLETRACKING Attribute to ALBION. However, we chose not to include in the list since this Attribute is used to turn on or off tracking and might be cause problems if triggered by chance. Unless you desire to include a kill switch mechanism to turn off tracking, we recommend to avoid adding this Attribute.

2.5 Add Subattributes for Each of the Newly Created Attributes

  1. Each Attribute needs a Subattribute bearing the same name. For example, the “COPID” Attribute will have the “COPID” Subattribute.

  2. Select the Attribute you want to create a Subattribute for by clicking on its entry in the Attributes list.

  3. Click on the [Add Subattribute] button or right-click on the [New] button located at the bottom of the Subattributes list. An Add Item window will open.

  4. Enter the Subattribute’s name in the text field then press [Enter].

  5. Repeat this operation for each newly created Attribute.

It is possible to write other screen names for better comprehension in ALBION’s UI later on.

2.6 Exit to the Main Menu and Save Changes

  • Click on the [Setup] button to return to the grandMA main menu. A Warning window will open.

  • Click on the [Yes] button of the Warning window to save the changes.

2.7 Add the ALBION Attributes to Fixture Types

  1. Identify the Fixtures you want to link to the ALBION system. You will need to edit their related Fixture Type to add the ALBION Attributes you want to link to them.

  2. Click on the [Patch and Fixture and Schedule] button.

  3. Click on the [Fixture Type] button.

  4. Select the the Fixture Type you want to edit by clicking on its entry in the Fixtures Types list.

  5. Click on the [Edit] button.

  6. Click on the [Add] button or right-click on the [New] button located at the bottom of the Attributes list.

  7. Select the Attribute you want to add by clicking on its entry in the Select Attribute window.

  8. Once the Attribute has been added to the Fixture Type, you will need to assign a coarse and a fine value to the Fixture Type. This is done to obtain 16 bits of resolution for the values passed to the Attribute.

  9. Assign a patch break to the newly added Attribute. The ALBION Attributes must reside on the same patch break but they cannot reside on the patch break used by the Fixture Type’s default Attributes. The standard practice is to set the patch break at 2 for ALBION Attributes while leaving the default Attributes at patch break 1.

2.8 Exit to the Main Menu and Save Changes

  • Click on the [Setup] button to return to the grandMA main menu. A Warning window will open.

  • Click on the [Yes] button of the Warning window to save the changes.

3.0 Export Fixture Types and GrandMA Patch

The third step consists in exporting your lighting fixture show data in XML format from the light console.

3.1 Export Fixture Types

  1. Select the project fixture types in the menu {Setup > Patch and Fixtures > Fixture Types}.

  2. Select the first item in the Fixture Types list and then click on the [Export] button using the “Only XML” option from the Choose Style menu.

  3. Repeat the previous step with all the fixtures types contained in the list.

By default, the grandMA will have exported each fixture type in a separate .xml file on the USB stick.

3.2 Export Fixture Layer

  1. Load your project on the grandMA console.

  2. Insert a USB stick (FAT32 format) in the grandMA console.

  3. Select the project fixture layer in the menu {Setup > Patch and Fixtures}.

  4. Press on [Export Layer] using the “Only XML” option from the Choose Style menu.

By default, the grandMA will have exported the fixture layer .xml file on the USB stick.

4.0 Import Fixture Type and grandMA Patch into PHOTON

This fourth step covers import of the .xml files tied to your show ligzzhting fixtures.

  1. Remove the USB stick from the grandMA console and insert it in your ALBION Controller server.

  2. Launch PHOTON and open your current show project.

  3. Open the I/O Manager module by pressing [Alt+I] or by selecting {System > I/O Manager}.

  4. Click on the Art-Net tab.

  5. In the “Fixtures” sub-window, click on the [Edit Fixture...] button to open the Custom Fixtures window.

  6. Click on the import button (the arrow pointing in the right direction).

  7. Using the Windows file browser, navigate to the USB stick and select the (*.xml)’ filter to see the various grandMA files.

  8. Do a group selection with all your lighting project fixture type .xml files and click on the [Open] button. Your files will now be accessible from PHOTON. (see img 1, img 2)

  9. Make the following verifications in order to avoid potential errors which could create malfunctions in your project:

    • Make sure the channels’ names, DMX footprint and Depth are correct for all imported fixtures by comparing to the data stored in the grand MA.

    • Set the correct type for each Attribute. Pan should be set as "Pan", tilt as "Tilt", dimmer as "Intensity", zoom as "Zoom" and the rest as combos or sliders.

    • Make sure the grandMA’s default Attributes and the Attributes created for ALBION do not reside on the same patch break. VYV recommends to leave the default Attributes on patch break 1 and assign the ALBION Attributes to patch break 2.

    • We recommend deleting channels you don't need to control in Photon in order to simplify the display of the Art-Net Attributes (Gobos, shutter, colors, etc...). The default universe value will be sent for all not patched channels. You can also Hide ('H' tickbox) them if you want to keep control on them.

    • Check if there is any inversion on pan, tilt, zoom and dimmer Attributes for specific fixtures in the grandMA. Make sure inverted Attributes kept that way when they were imported in PHOTON. Manually check the 'I' tickbox for inverted Attributes that were not interpreted correctly during import.

    • Make sure the min and max values of pan and tilt are the same than in the grandMA (usually -540, 540 and -270, 270).

    • Make sure the min and max zoom values correspond to the values in degrees defined in the fixture’s technical documentation (ex : 5° to 40°).

  10. Open the 3D Scene module by pressing [Alt+C] or by selecting {System > 3D Scene}.

  11. Select the “Import Fixtures” option in the Primitive drop-down menu.

  12. Using the Windows file browser, select the fixture layer file and click on the [Open]

  13. button. You should now see all of your lighting fixtures sorted by layer in the Scene

  14. Primitives List.

Some of the fixtures might not have been named correctly during the export process from the grandMA. We have encountered cases where a single fixture generated different names in the fixture layer and its fixture type XML output files. The names contained in the fixture layer file and the fixture type files have to be the same for Photon to instantiate the fixture. If such problem arises, a generic moving light primitive will be created but won’t be linked to the appropriate fixture in the I/O Manager. If you encounter this type of situation please contact us at support@vyv.ca. The issue can be resolved by modifying the content of the XML files using a text editor.

This is how a project is structured in the file generated by the grandMA. ● 1st layer = Your grandMA project ○ 2nd Layer = Fixture layer ■ 3rd layer = Fixture ● 4th layer = Sub-Fixture (the actual moving light)

5.0 Light Fixture Calibration

This is the last remaining step you have to go through in order to establish a bond between PHOTON and the lighting console. So far copies of your lighting show files have been loaded into PHOTON and both devices are communicating through Art-Net.

You will now need to establish geometric correspondences between PHOTON and the grandMA so both devices will share a matching virtual space. This will allow you to transparently control moving lights through PHOTON and use the tracking data generated by Albion to build interactive fixture behavior.

5.1 Calibration Process

  1. In PHOTON, open the 3D Scene module by pressing [Alt+C] or by selecting {System > 3D Scene} if it is not already open.

  2. Select a moving light by clicking on the fixture in the Scene Primitives list (if you successfully completed the previous steps, all of you moving light should be listed).

  3. Select {Window > Device Control} or press [Q] to open the Device Control window. The moving light control stream mode should currently be set to “Output”. Select the control dropdown menu (third menu from the top of the Device Control window) and change the control stream mode to “Input”.

The previous step should be recorded as a cue in PHOTON in order to speed up the calibration process. (Cue X: group-select the lighting fixtures in the Scene Primitives list, press Q, set the menu to input.)

Make sure PHOTON is listening to the correct universe through its input. If the moving light’s address in the grandMA is different than the one in PHOTON, apply a Uni IN offset value to match both universe (can be negative). For example, if PHOTON listens to fixture channels on universe 14 and the grandMa is talking to the moving lights on universe 4, you will need to set a Uni IN offset of -10 to listen to fixture data sent by the grandMA.

  1. Repeat the previous step with all of your moving head lighting fixtures. By selecting the “Input” control stream mode, PHOTON will transmit Art-Net commands sent by the lighting console to the lighting fixtures, giving a full control over all of their Attributes to the grandMA.

You can change the I/O Control mode on many fixtures at the same time by using the multiple selection. You can delete a fixture from the 3D scene and the I/O manager by clicking on Remove link fixture (multiple selection is supported).

  1. Before moving on to the next step you will need a minimum of 4 active and identified Copernics in the stage space. Make sure you take note of the unique ID attributed to each of the Copernics you will use (the IDs are shown in the 3D Scene window) VYV recommends 5 or more Copernics to achieve better results.

  2. Leave the media server and go back to the lighting console. Using its control interface, point all of the moving head lighting fixtures so that their beams converge on the position of the first Copernic you will use in the calibration process.To improve calibration results, make sure to use the narrowest beam the fixture can offer (you can use gobos or blades in addition to zoom and focus to get better results). Also, use the shadow created by the tracker when lights are pointing at it to help with alignment.

The lighting console operator should save position presets for his moving head lighting fixture group corresponding to each the Copernics position used during the calibration process. Having pre-programmed positions from the lighting console will greatly speed up the calibration since they will be easily recalled.

The lighting console operator has to flip some of the fixtures in order to improve the overall calibration. The fixtures for at least 2 of the 5 Copernics should be flipped. Refer to the Fixture Flipping entry in Section 4.2 Improving the Calibration for details.

  1. Once the beams of all the moving head fixtures point to the Copernic go back to PHOTON’s 3D Scene and pay attention to the Calibration tool window (lower right corner of the window).

  2. Make sure the moving head lighting fixtures you need to calibrate are selected (they should be highlighted in the list at the leftmost part of the Calibration tool window).

  3. Before resetting the calibration, create a new Calibration Preset (on all moving lights using + or 9 dots button and rename your new preset).

  4. Select the ALBION object in the Primitive List by clicking on it and click on the [compute reconstruction] button.

  5. Go back to the Calibration Tools Window and in your new preset, delete ALBION from the Reference Object list and add it one more time to update the reconstructed trackers position. Then select all the moving lights you want to calibrate in the primitive list, open properties and enable Lens shift.

  6. Click on the [Reset] button in the Art-Net section of the Calibration tool window to start a brand new calibration for the selected fixtures. Make sure that ALBION is used as the Reference Object and that target tracking is disabled.

The previous step should recorded in a PHOTON cue. (Cue X: group-select the lighting fixtures in the Calibration Tools Window list > click on [Reset]).

  1. Still in the Art-Net section Set the Copernic ID with the slider. The number should match the one displayed near its representation in the 3D Scene. Click on the [Add Point] button.

The previous step will have to be repeated for each Copernic you will use in the Calibration process. You should record each of these action sequences in a PHOTON cue. (cue #1: group-select the lighting fixtures in the Calibration Tools Window list > set the Copernic #1 ID > click on [Add Point], cue #2: : group-select the lighting fixtures in the Calibration Tools Window list > set the Copernic #2 ID > click on [Add Point], etc.).

  1. Once you added the last Calibration Point, qu will have to update the calibration. To do so, select a different Calibration Point using the mousewheel or press [Page Up / Down] on the keyboard.

  2. To enable tracking, turn your moving lights into output mode and enable target tracking in the device control menu (Q) of the fixture from the Primitives list.

5.2 Improving The Calibration

Quantity and Dispersion

If you followed the previous instructions, your system should be calibrated. You might however notice a lack of precision while positioning the moving head lighting fixtures. You can improve your results by:

  • Selecting Copernics with a good distribution in the 3D physical space. Copernics should be scattered to cover the whole stage area where light beams will be projected.

  • Copernics should also be evenly distributed from the point of view of all your fixtures. You can verify this by selecting one by one each of your fixtures in the Calibration Tool window list (leftmost part of the window). Whenever you select a fixture, you will be able to “see” the distribution of the Copernics from its point of view. You avoid situations where Copernics are concentrated in a single area of the POV.

  • Adding additional Copernics will improve the final results. While 4 Copernics represent the minimal amount of markers needed for the calibration process, you should consider using between 5 and 7 to achieve better results.

Fixture Flipping

Fixture Flipping consists in applying a 180 degrees rotation to the Pan value and inverting (*-1) the Tilt value of the fixtures while maintaining their light beam position. You should calibrate the lighting fixtures with the first half of the Copernics normally and flip the fixtures to calibrate remaining ones.

How to perform a “fixture flipped” calibration:

  1. Before starting the calibration, go to PHOTON’s 3D Scene and select the first moving lighting fixture in the list.

  2. Press [P] or select {Window > Properties} to open the fixture’s Properties window.

  3. Activate the “Lens Shift Option” in the Properties window.

  4. Calibrate your system with the first half of your Copernics normally.

  5. The fixtures will now be ready to be flipped from the light console (ideally, the light board programmer should have created a ‘’flipped’’ position preset).

  6. Calibrate the system using the remaining half of the Copernics.

6.0 Interactive Lighting Fixture Control

In order to use Copernics fitted on mobile props or performers to control moving lights pan and tilt you need to:

  • Have completed successfully the steps contained in the “PHOTON grandMA Project Link”;

  • Have established through the console a DMX merge so PHOTON and the grandMA can access the fixtures (VYV recommends using a LoTP type of merge since a blocker in the 3D Scene or a pan/tilt limit might trigger an automatic fade-out for the fixture).

  • Have applied the output option to the control stream mode of your lighting fixtures in PHOTON. In order to do so, go back to PHOTON, open the 3D Scene module by pressing [Alt+C] or by selecting {System > 3D Scene}. Group-select all the lighting fixtures in the Scene Primitives list, press [Q] or select {Window > Device Control} to open the Device Control Panel and select the output option from the control stream mode dropdown menu. (A cue could be created in PHOTON to record this previous action sequence.)

Once these conditions are met, you will have to match a moving light fixture with the ID of a mobile Copernic tied to a performer or a prop. Once this is done, the moving light fixture group will automatically follow the performer or the prop.

You will first need to configure Art-Net fixture inputs so they will be able to receive IDs sent from console over 2 paired DMX channels (this is done to obtain 16 bits of resolution). You will then configure the grandMA so it will send to PHOTON the DMX addresses tied to each lighting fixture control data (pan, tilt, zoom and intensity). From that point on, PHOTON could directly drive the lighting fixtures or you could merge the control data through the lighting console (which is the preferred option since it allows the board operator to drive the show on top of PHOTON’s control stream).

7.0 Albion Attributes Descriptions

COPID

This Attribute refers to Copernic IDs. 2 channels (16 bits) are needed to provide addresses for the Copernic emitters for both ALBION and the grandMA.

ZOOM TARGET DIAMETER

This Attribute is used to define and dynamically maintain the width of the projected light’s cone emitted by a moving head lamp.

VERTICAL DAMPENING

This Attribute is used to dampen lamp movements created by position change on the Y axis which might otherwise jitter.

MIN MOVEMENT

This Attribute defines a threshold used to filter out position change which might be created by noisy tracking data.

FLIP FADEOUT

This Attribute is used to specify the duration of moving head lamp’s fade out before its position is flipped.

FLIP SPIN DURATION

This Attribute is used to specify the duration moving head lamp’s movement while flipping.

FLIP FADEIN

This Attribute is used to specify the duration of moving head lamp’s fade in after its position is flipped.

BLOCKERFADEOUT

This Attribute is used to fade out a moving head lamp if its beam intersects with a tracked object defined as a blocker in ALBION.

BLOCKERFADEIN

This Attribute is used to fade in a moving head lamp if its beam stops to intersect with a tracked object defined as a blocker in ALBION.

TARGETOFFSETX

This Attribute is used to apply an offset to a tracked object on the X axis.

TARGETOFFSETY

This Attribute is used to apply an offset to a tracked object on the Y axis.

TARGETOFFSETZ

This Attribute is used to apply an offset to a tracked object on the Z axis.

INTENSITY

This Attribute is used to dim a fixture.