Compiled @ February 27 2017 14:08:11.

Topic: Introduction MA 3D

MA Lighting’s visualiser and preprogramming studio - the PC software MA 3D - is an extremely powerful tool to visualise and design three-dimensional stage layouts. In conjunction with any grandMA2 console or the grandMA2 onPC program conventional and moving light fixtures can be displayed.

MA 3D allows a straight forward design and set up of any custom stage or scenery layout with its 2D drawing facilities and a library of basic graphical elements. Multiple windows both in 2D or 3D view with any camera angle can be opened at the same time and will be updated in real-time. All the stage elements can be positioned in x/y/z directions and can also be rotated around the various axes. Textures to design these elements’ surfaces can be chosen from the huge built-in library, or you may import your own graphic files and even video clips and use them as textures.

Position and rotation parameters of objects and cameras on the virtual stage can be controlled via DMX. The equipment can be moved freely in the 3D space via the connected grandMA2 console.

Another big advantage is that the 3D environment is stored in the same showfile in the grandMA2 system. No matter where you are and which type of grandMA2 console and other MA equipment is being used - you always have the complete showfile with you!

The MA 3D application runs on powerful Windows® PCs and communicates with the grandMA2 console via network.Another big advantage is that the 3D environment is stored in the same showfile in the grandMA2 system. No matter where you are and which type of grandMA2 console and other MA equipment is being used - you always have the complete showfile with you!

The MA 3D application runs on powerful Windows® PCs and communicates with the grandMA2 console via network.

Go to the next chapter:

Topic: Install and Uninstall

Topic: System -Anforderungen

Zum nächsten Kapitel:

Topic: Installation

Die aktuelle Version der Applikation von unserer Homepage downloaden:

http://www.malighting.de

Das downgeloadede File in einem temporären Folder auspacken und 'Setup’ (gMA3D_xxx.exe) Programm starten.

Note: Sie müssen Administrator -Rechte besitzen um das Programm zu installieren.

Siehe auch .............:

Zum nächsten Kapitel:

Topic: Uninstall MA 3D

The following topic describes how to uninstall MA 3D.

With the uninstall.exe you remove the MA 3D from your computer.

All created directories and program data in the start menu will be removed.

All files stored by you and which are not part of the installation file, especially the show files, we will keep in the folder program data. This folder is hidden by default from Windows®.

1. Click the Start button, click All Programs, click MA Lighting, click MA 3D v.x.x.x.x, and click Uninstall MA 3D v.x.x.x.x .

If you are prompted for an administrator password or confirmation, type the password or provide confirmation.

A pop-op asks, if you really want to uninstall MA 3D.

2. Click Yes.

A pop-op confirms that MA 3D v.x.x.x.x is uninstalled.

3. Click OK.

Save older install datas in case you need it one time.

You can open show files stored in an older version always with the latest version.

Topic: First Steps

This chapter describes how you prepare the MA 3D for the usage.

Topic: Hardware connection

This topic describes how to connect a computer and a grandMA2 console. If you want to create a session between the MA 3D and the grandMA2 console, you need a hardware connection.

Requirement: Network cable or switch. We recommend for a direct connection a crossover cable.

Connect the console and the computer with a network cable or switch, refer to Console Backpanel.

grandMA2 Console Network Cable or Switch Computer

The grandMA2 console and the computer are connected.

Topic: Start MA 3D

After installation start the MA 3D.

The installation process creates a desktop link called MA 3D v.x.x.x.x .

To start the MA 3D, double click on the desktop link.

Additional it creates a folder in the start menu (Start - Programs - MA Lighting).

To start the MA 3D from the start menu, click on MA 3D v.x.x.x.x .

Open an existing showfile in MA 3D

Note: If you are in a session with a grandMA2 console/onPC there is no need to open showfiles via the MA 3D. Open the showfile directly in the Backup Menu of the grandMA2 console/onPC.

1. Open the Load Show Window "File - Load Show".

Note: Showfiles saved in an older version of MA 3D can always be opened in a newer version.

Showfiles saved in a newer version of MA 3D cannot opened in an older version.

2. Select a showfile and click OK.

You opened an existing showfile.

Topic: Create a Session

Creating, joining a MA session, or inviting session members is an exclusive grandMA2 console or grandMA2 onPC feature.

Requirement: Hardware connection between a grandMA2 console and a computer, or a grandMA2 onPC and a MA 3D.

Sessions can be created from grandMA2 console/onPC only, refer to MA Network Configuration - 3D.

Note: The software version of the MA 3D and the console/onPC needs to be the same.

MA 3D v.3.0.0.5 fits to grandMA2 console or onPC version 3.0.0.

Important are the first 3 numbers. If you have different version numbers, there is no connection possible. Download the latest software version at www.malighting.com.

Note: The IP addresses of the MA 3D and of the grandMA2 console/onPC have to fit. The first three sets of numbers have to be the same. The last number is different.

The default IP address of the MA 3D is 127.0.0.1. The default IP address from the MA 3D fits with the default address of the grandMA onPC.

If the IP address of the MA 3D and of the grandMA2 console/onPC is not the same, there is no network connection.

To double check the IP address of the grandMA2 console/onPC, refer to Set up the IP address.

Topic: Daten - Management

Dieses Kapitel beschreibt das Daten -Management zwischen der Konsole und dem 3D Visualizer. Konsole und Visualizer Software können unabhängig von einander arbeiten. Jedes Element kann "standalone" arbeiten. Wenn sie über eine MA network Session verbunden sind, dann wird die Konsole zum Master und 3D wird zum Slave in dieser Session. Änderung der daten im 3D werden zur Konsole übertragen und vice versa. 3D und die Konsole nutzen das gleiche File -Format für Show Files (.gz files) im grandMA 2 Mode.

.

Note: Im grandMA 1 Mode (series 1 Konsole und .3d1 Showfile) wird die Umgebung (Stage Equipment wie Trusses, Personen usw.) nur im 3D gespeichert.

Siehe auch ..............:

Zum nächsten Kapitel:

Topic: Master/Slave

Creating, joining an MA session, or inviting session members is an exclusive grandMA2 console or onPC feature. If the grandMA2 console is connected and a session is started within the console the show file will be transferred to the 3D. So the synchronization of the grandMA2 console and the MA 3D data is guaranteed. The 2 possible states of the connection are indicated by the heart in the status bar. The blinking of the heart indicates the communication between the grandMA2 console and the MA 3D.

Heart is broken and red: No connection to a session established
. .
Heart is blinking green: MA 3D has joined a session as slave
. .

Note:With the start of a new session (Create) the session founder(grandMA2 console or onPC) overwrites all data of the other members. Inviting can be disabled with the button in the Sessions window.

Go back to chapter:

Go to following chapter:

Topic: Coordinate system

MA 3D geometric system lets you define and manipulate objects in 3D space. It features a geometric system architecture that defines the X-Y plane as the ground area with the height as Z -axis. All objects can be moved or rotated along the world- or their own object axis (if the object has been rotated) as described in chapter Stage View. You can switch between the world or object axis via a toolbar button or the keyboard as shown in the following list:

Operating Elements Symbols in 3D View Description
World axis or Ctrl + W Objects can be moved along the world axis.
. Objects can be rotated along the world axis.
. . . .
Object axis or Ctrl +O Objects can be moved along the object axis.
. Objects can be rotated along the object axis.

Go back to chapter:

Topic: Program Surface

The program surface is structured in five areas.

Topic: Menu Bar

With the menu bar, you get access to the most features of the program.

Many features you can also reach with the toolbar, shortcuts or the context menu.

If you press Alt, some letters in the menu bar will be underlined. If you press Alt + the underlined letter, the menu opens.

Topic: Menu Bar - File Menu

The file menu in detail.

New Show Creates a new show.
. .
Load Show... Opens the Load Show window.
. .
Recent Files Displays the recent opened show files.
. .
Save Show Saves the current show with the given filename.
. .
Save Show As… Opens the windows explorer to save the current show with a new filename.
. .
Import The following options are available:
. - Import Environment. Opens the window explorer to import an environment from a show file.
. - Import 3D Model. Opens the MA 3D - Import Window. Refer to, 3D Modeling and Import.
. .
Export Opens the windows explorer to export an environment to a show file.
. .
Settings… Opens the MA 3D Settings. Refer to, .
.
Folders The following options are available:
. - Open show folder in explorer
. - Open gobo folder in explorer
. .
Exit Quits MA 3D.

Topic: File - Settings

In the menu "File - Settings" you adjust the basic settings for the look and the behavior of the MA 3D.

The settings are independent from the showfile and they will stay after leaving the program.

After the first installation you should deal with the settings, to get an overview about it.

Category Settings Program function
Rendering . Slow down rendering if application has no focus
. . Vary Logo Position (prevent burn-in effect)
. . .
Full Screen Screen Alignment Screen layout is part of a bigger screen layout
. . Identify screens
. . .
Folder . Select Media folder
. . .
Power Settings Windows Mode Disable Screensaver for windows
. . Disable Standby for windows
. Fullscreen Mode Disable Screensaver only in fullscreen mode
. . Disable Standby only in fullscreen mode
. All Modes Shutdown all machines via "shutdown" command
. . .
3D Navigation Mouse Select Reverse Orbit
. . Select Reverse Zoom
. . Choose Mouse Speed
. 3D Input Devices Choose Move Speed
. . Choose Rotate Speed
. . .
Network . Select IP Address for a MA Network
. . .
Plugins . Enable Plugins

Topic: Menu Bar - Edit

The edit menu in detail.

Oops: last action . Undo the last actions.
. . .
Cut . Cuts text in the Properties View.
. . .
Copy . Copies the selected 3D object in the clipboard. Only 3D Objects view.
. . .
Paste . Pastes a 3D object from the clipboard. Only 3D Objects view.
. . .
Delete: selected elements . Deletes the selected 3D object.
. . .
Reset selected Objects . Sets the selected elements to the origin, 0,0,0.
. . .
Select All . Selects all objects.
. . .
Select Parent . Selects the parent object of a selected object.
. . .
Select Children . Selects the children object of a selected object.
. . .
Select Next Object . Selects the next object.
. . .
Select Previous Object . Selects the previous object.
. . .
Simple Duplicate . Creates a simple duplicate of the selected object. Only for 3D objects without output.
. . .
Add Group Object . Creates a group folder.
. . .
Group Selected Objects . Creates a group folder for selected objects.
. . .
Rename . Rename a 3D object or a camera in the Assets window.
. . .
Move . Turns on the move function.
. . .
Rotate . Turns on the rotation function.
. . .
Follow . Turns on the follow function.
. . .
Object Axis . Move or rotate along the axis of the object.
. . .
World Axis . Move or rotate along the world axis.
. . .
Previous . Selects the previous selected object.
. . .
Next . Selects the next object, if previous was clicked before.

Topic: Menu Bar - Functions

The functions menu in detail.

Arrangement . Opens the Arrangement window. Refer to, Arrangement of Objects.
. . .
Duplicate . Opens the Duplicate window. Refer to, Duplicate 3D Objects.
. . .
Change Model… . Opens the Media Database. Refer to, Media Database.

Topic: Menu Bar - Tools

The tools menu in detail.

Change User... . Opens the login pop-up.
. . .
Change World... . Opens the select word pop-up.
.
Invite Enabled . Toggle between enabled and disabled. If invite is disable, the MA 3D could not be invited from another grandMA2 console/onPC.
. . .
Sync Selection . Synchronize the selected fixtures in MA 3D and grandMA2 console/on PC. You have always the same fixtures selected.
. . .
Follow Into Blind . MA 3D follows the grandMA2 console/onPC into blind.
. . .
Follow Into Preview . MA 3D follows the grandMA2 console/onPC into preview.
. . .
Flip . Pans the selected fixture 180 degrees, inverts the tilt-angle, and points the fixture in the same direction.
. . .
Take Simple Screenshot… . Takes a simple screenshot and opens the windows explorer to save it.

Topic: Menu Bar - View

The view menu in detail.

Fullscreen Opens the stage view in full screen.
. .
Open New Stage View Opens a new Stage view. Refer to, Stage View.
. .
Assets Window Opens the Assets window. Refer to, Assets Window.
. .
3D Objects Window Opens the 3D Objects view. Refer to, 3D Objects View.
. .
Materials Window Opens the Materials window. Refer to, Materials Window.
. .
Video Player Opens the Video Player view. The video player is used for video textures and CITP video streams.
. .
Media Database Window Opens the Media Database window. Refer to, Media Database Window.
. .
Cameras The following options are available.
. The cameras/views are added in the stage view and gives you a view on the stage from the added camera/view position.
- Add Front Camera
- Add Front/Left Camera
- Add Left Camera
- Add Back/Left Camera
. - Add Back Camera
. - Add Back/Right Camera
. - Add Right Camera
. - Add Front/Right Camera
. - Add Top Camera
. - Add Front View (2D)
. - Add Side View (2D)
. - Add Top View (2D)
. - Add at Current Position. Adds a further camera at the current positon. Double check in the Assets Window.
. - Use Selected. Uses the selected camera from the Assets Window.
- Cameras Visible. Displays the cameras in the stage view as direction arrows.
. - Camera Spanning. Spans the cameras in stage view. This makes sense if you use more than one screen in the fullscreen mode.
- Cameras Window. Opens the Cameras Window.
. .
Properties Window Opens the Properties windows. Refer to, Properties Window.
. .
Sessions Window Opens the Sessions window. Refer to, Session Window. Refer to, Create a Session.
. .
Diagnostics Window Opens the Diagnostics window.
. .
Screenshots Opens the Screenshots window.
. .
grandMA2 Commandline Window Opens the grandMA2 Commandline Window.
. .
Debug Window Opens the GMA2 Debug 3D Window (grandMA2 system monitor).
. .
Render Info Turns the render information in the stage view on or off.
. .
Help Elements Visible Turns the X,Y,Z axis in the stage view on or off.
. .
Window Layout The following options are available: Refer to, Window Layout Arrangement.
- Load Window Layout. Opens the windows explorer to load a saved window layout.
- Save Window Layout. Opens the windows explorer to save the current window layout.
- Reset Window Layout. Resets the window layout to default.
. .
Optimize Columns Sets the columns in the 3D Objects grid to optimal size.
. .
Units The following options are available: This affects the Properties Window.
- Size as Dimension. Sizes are displayed in physical units, e.g. meter and inch.
- Size as Scaling Factor. Sizes in the are scaled in % of the original size.
. .
Lock Locks the Properties Window.
. .
Go To The following options are available:
- Previous Selection. Selects the previous selection.
- Next Selection. Selects the next selection.

Topic: Menu Bar - Help

The help menu in detail.

Documentation . Opens the pdf help file. A pdf reader is required.
Release Notes . Opens the release notes window.
Info . Opens the information window.
. . .

Topic: Tool Bar

The tool bar is located below the menu bar.

Icon Name Function Shortcut
. Previous Selection . Selects previous selection. . Alt + Left
. . . . . . .
. Next Selection . Selects next selection. . Alt + Right
. . . . . . .
. Load Show . Opens the load show window. . None
. . . . . . .
. Save Show . Saves the show with the given filename. . Ctrl + S
. . . . . . .
. Oops . Undo the previous action. . Ctrl + Z
. . . . . . .
. Move . Turns on the move function. . Ctrl + M
. . . . . . .
. Rotate . Turns on the rotate function. . Ctrl + R
. . . . . . .
. Follow . Turns on the follow function. . Ctrl + F
. . . . . . .
. Object-Axis . Turns on the object axis function. . Ctrl + O
. . . . . . .
. World-Axis . Turns on the world axis function. . Ctrl + W
. . . . . .
. Fullscreen . Opens the stage view on full screen. . Alt + Enter
. . . . . . .
. New Stage View . Opens a new stage view. . None
. . . . . . .
. Select default Camera . Selects the defined default camera . Ctrl + M
. . . . . . .
. Cameras Visible . Displays the camera in the stage view as direction arrows. . F7
. . . . . . .
. Camera Spanning . Spans the cameras in several stage views, in the full screen mode. . F8
. . . . Example: . .
. . . . .
. . . . . . .
. Rendering . Opens the Rendering drop down. . None

Topic: Main Windows (Stage View, 3D Objects View)

Main windows are represented as tabbed windows:

Go back to chapter:

View subchapter:

Go to following chapter:

Topic: Stage View

The Stage View Window offers a photorealistic view from any camera perspective or a 2D draft view:

Stage View 3D Stage View2D
. .

If the menu entry 'View - Render Info’ is selected information about the frame rate (in Frames Per Second), the window size (in pixels) and the selected camera are shown.
. .
. .

Go to following subchapter:

Back to the mainchapter:

Topic: Mouse + Keyboard Actions

Generally:
+ left mouse button actions for objects,
right mouse button actions for camera
. .

Left Mouse Button: Moving and Rotating of Objects
. .
. .

World axis Ctrl + W . Object Axis Ctrl + O . Objects can be moved or rotated along the world-or their own axis. Hold the left mouse button down to change between Move and Rotate and vice versa.
. . - Select the object
. . . . - Move ore rotate it along the selected axis

Left mouse button down to move object along world or object axis
Left mouse button down to rotate object around world or object axis

Right Mouse Button: Context Menu + Camera Actions

Short right mouse click Menu for selecting, renaming deleting duplicating or grouping selected object
Right mouse button down Select action with scroll wheel or 'Shift + Ctrl’

Middle Mouse Button: Select Camera or Zoom

Mouse wheel click After that Set camera for this view via the mouse wheel turn or keyboard space or 1…9..0 button
. Mouse wheel turnZoom in or out
. .
. .

Back to subchapter:

Go to subchapter:

Back to the mainchapter:

Topic: Arrangement of Objects (Align Objects)

MA 3D allows automatic arrangement of 3D objects. Therefore select the objects to arrange via 'Ctrl + mouse click’ or multiple selections in the assets tree. Via the menu entry 'Functions - Arrangement’ the Arrangement Window opens:

Objects can be arranged in several ways like:- Moved along the X,Y,Z axis- Moved along a circle line in X,Y,Z space- Arrange in a 2D matrix Corresponding to the grandMA2 console alignment function objects can be arranged in relation to the origin object like:- <, >, ><, and <>If the 'Relative’ flag is set every push of the 'Apply’ button increments the arrangement by the given value. Note: The origin is 0,0,0 if the 'Relative’ flag is off. Otherwise it is the own position.
Example: Several objects inserted into the Stage View at the origin (0,0,0).
Objects aligned via 'Move’ and 'Align <’ function along the X-axis.
Objects aligned as a matrix via 'Matrix (2D)’ function.
. .
. .

Back to subchapter:

go to following subchapter:

Back to the mainchapter:

Topic: Duplicate (copy 3D Objects)

You can duplicate objects via a mechanism in a comfortably way. Therefore do a multi selection in any view via left mouse button + 'Ctrl or Shift’ and select the menu entry 'Functions - Duplicate’. The Duplicate window appears:

You can set the number of desired copies. If the objects contain sub-objects select if these are copied too. Note: It is not possible to create new fixtures within MA 3D! If fixtures are selected to duplicate it is possible to select 'Use other Fixtures’. Select the 'First Destination Fixture’ inside the list box. After pressing the 'Duplicate’ button the 'First Destination Fixture’ will be moved to the X,Y,Z position of the source fixture and so on. This mechanism is useful to create symmetrical stage sets. For example you have to setup the number of all used fixtures inside the set. Do the setup for the left side of trusses and lanterns. After that you can duplicate the left side and mirror it to the right side.

Back to subchapter:

Go to following subchapter:

Go back to the mainchapter:

Topic: 3D Objects

This view offers information about all used objects in a grid view. All used 3D objects and fixtures are listed in this grid. Single or multiple objects can be selected for manipulation or duplicating. The objects can be sorted by a left mouse click into the headline of a column.

The symbols inside the grid have the following meanings:

Name Meaning
. 3D object
. Fixture object
. Grouping object

Property Meaning
. Object is visible or hidden in Stage View
. Sunshade is on or off
. Followspot is active or inactive on object surface
. . .
. . .

Back to subchapter:

Go back to the mainchapter:

Go to the following mainchapter:

Topic: Assets Window

To get the Assets Window, click on View in the menu bar and click Assets Window.

The default window layout gives you the assets window and the properties window at the right screen border.

It is useful to have them both visible together.

If you click on an element in the assets window, the properties window gives you the properties to the selected element.

The assets window is a tree structure view including

In the assets window you can

Titlebar Icon Description
. Adds a new group folder in the tree structure of the 3D Objects.
. Creates a new group of the selected 3D Objects.
. Selects the children of a group.
. Deletes selected objects in the tree

The icons next to the cameras or the 3D objects displays the status. Click on the icon to change the status.

Camera Icon Description
. You can step via keyboard (space button) to the next camera. Not selected cameras are ignored.

3D Object Icon Description
. Follow function of the 3D object surface is on / off.
. 3D object is selectable or not in the stage view.
. 3D object is visible / invisible in the stage view.

Console properties like MA Net settings, Follow spot from console, Units (change units from meter to inch etc.)
Note: If you want to change the unit e.g. from meters to feet open the grandMA2 tree in the assets window, select 'Units' and switch the unit to 'feet'.

Topic: Properties

The Property window informs about the properties of the actual selected object like fixtures or 3D objects. If several objects are selected e.g. via 'Ctrl + mouse’ only the fields with equal information are filled, other fields are cross striped. You can change the settings of one or all selected objects here.
Numerical values can be in- or decremented via the mouse wheel (+Ctrl or +Shift) if the field is selected. Units can be changed in the Assets tree at 'Ma Net’ see above. Also the sizes can be changed absolute or as scaling factor. This can be done via the menu entry 'View - Units’
.
Note: If you want to change the unit e.g. from meters to feet open the grandMA2 tree in the assets window, select 'Units' and switch the unit to 'feet'

Go back to chapter:

Go to following chapter:

Topic: Media Database

To open the media database, click on View in the menu bar and then Media Database. Import 3D objects from the media database into the stage view.

The media database provides 3D objects for the stage. There are 12 different folders available.

On the top is a filter field. Type the search word in the filter to search a specific object in the media database.

There are two views available. The icon view and the grid view.

The icon view displays an icon of the 3D object along with the name.

To import a 3D object from icons view into the stage view, select the object and move it via drag and drop into the stage view or double click on the icon.

The grid view displays additional in columns the

To import a 3D object from the grid view into the stage view, double click on the object row.

Go back to chapter:

Go to following chapter:

Topic: Materials

If an object is selected the Materials window shows all used materials (texture images) of the object. Select the material in the Material window and you can change its properties (diffuse color, emissive color, specular power, texture) in the property window. The results can be viewed directly in the Stage View window.
. . .
. . .
. . .

Go back to chapter:

Go to following chapter:

Topic: Video Player

You can cover surfaces of 3D Objects not only with textures but also with videos. These video files can be controlled by the Video Player

The local video can be looped or run once. The video file is handled by the Material Data base. If the video type is CITP the Frame Rate can be selected via the shown slider. If you want to load a new video file open the Materials window and select the texture field...

Here you can browse to the video file location.

Note:

The following file formats for videos located local disc are supported: Video(*.drc, *.mkv, *.ogg, *.ogv, *.webm, *.wmv)

If CITP is enabled in the Network Configuration of the grandMA2 or onPC you can select the video source in the CITP stream. Select the Mediaserver and the source:

Topic: Moving Paths

Moving Paths allow the movement of objects like trusses with their attached sub objects like fixtures, trusses etc..

Moving Paths are managed like fixture types in the desk. To setup a Moving Path, create a new fixture in the desk from the library. Choose the Manufacturer 'MA Lighting’ and the type 'Moving Path…’. There are several types of Moving Paths. The type (Rotate, Scale…) specifies the parameters controlled by the desk:

The object rotates once around the axes of the Moving Path.
The object is scaled in X,Y and Z dimensions.
The object rotates continuously around the axes of the Moving Path. The rotation speed can be set in rotations per minute at the desk.
The object can be moved in X, Y and Z direction.
Combined Moving Path of Translation, Rotation and Scale. This type is more easy to use instead of concatenating the single types.

Controlling of the position is always done relative to the origin coordinates. I.e. if an object with moving paths is moved manually, the tracks of the Moving Paths are always moved parallel to the new object coordinates.

You can attach an object to a Moving Path via dragging the object in the tree. Drop it onto the desired Moving Path.The pictured example shows a truss with 4 moving head fixtures (1000A 1…4) mounted on a truss (FS34-400 1…2).
. .
The example shows a 'Translation’ Moving Path controlled in Z-direction.The truss moves up and down controlled by the desk.
. .
. .

Go back to chapter:

Go to following chapter:

Topic: Sessions

The Session window gives an overview about all running sessions in MA net. Name, ID and the state of the sessions are displayed. The streaming version is important for the compatibility.

Sessions can be created from grandMA2 console/onPC only, refer to MA Network Configuration - 3D.

To suppress the automatic inviting to a session press the 'Invite Enabled' button. Then the inviting will be disabled.

See also:

Topic: Status Bar

The status bar is at the bottom border of the program window.

The status bar includes the following elements:

Topic: Window Layout Arrangement

For a better overview, you can arrange your window layout.

If you have a small screen, it could be better to fade out additional views.

To fade out views, click on the little x. If you want to have the view later, got it in the menu bar.

Another option is to pin views on the screen border. Pined views creates view tabs on the right or bottom screen border. If you move the mouse over the tabs, the view appears.

To pin views, click on the pin needle. To deactivate the pin function, click on the pin needle again.

Another option is to move views on a different area. You can move and dock views on the left-, right-, upper-, and lower screen border.

To move a view, click and hold the title bar of a view, move it to an arrow and release the mouse button.

Another option is to undock views and open them in an own window.

To undock views, click and hold the title bar of a view, and move them out of the main screen. The view opens in an own window.

You can save the arranged window layout and load it.

Window Layouts will be saved in "C:\Users\xxx\AppData\Roaming\MA Lighting Technologies\ma3d\3.0.0\WindowLayouts".

You will find all actions and commands regarding the window layout in the menu bar "View - Window Layout".

Save a window layout via "View - Window Layout - Save Window Layout".

To load a previous saved window layout, open "View - Window Layout - Load Window Layout".

Choose the window layout. If there is no window layout available, you did not saved one.

If you cannot find your window layout, use the search function from the windows explorer and search for the end of the file name ".gma3dwindow".

Reset the window layout via "View - Window Layout - Reset Window Layout".

You get the default window layout back.

To delete a window layout there is no function in the menu bar. Use the windows explorer or go to "View - Window Layout - Load Window Layout", click on the window layout, right mouse button and delete.

Topic: Fixture Types

The following table gives an overview about the visualization effects in MA 3D.

Note: Unlike other effects all of these axes must be included in the basing 3d-model. This a prerequisite for fixtures and moving paths. If the model has no axis nothing will move.

Effect in MA 3D Description Preset Type Feature Attribute Subattribute Unit of Measurement Example
Axis (axis of fixtures or moving paths) . . . . . . . . . . . .
. . . . . . . . . . . . . . .
Pan . Pan-axis of fixtures . POSITION . POSITION . PAN . PAN . Angle in degrees . -180 thru 180
. . . . . . . . . . . . . . .
Tilt . Tilt-axis of fixtures . POSITION . POSITION . TILT . TILT . Angle in degrees . -80 thru 80
. . . . . . . . . . . . . .
Roll . Roll-axis of fixtures . POSITION . POSITION . ROLL . ROLL . Angle in degrees . -80 thru 80
. . . . . . . . . . . . . . .
Translation X, Translation Y, Translation Z, . Translation in x-, y- or z-direction, e.g. for moving paths . POSITION . MP_TR (MP Trans) . MP_TR_X (X), MP_TR_Y (Y), MP_TR_Z (Z) . MP_TR_X (X), MP_TR_Y (Y), MP_TR_Z (Z) . Translation range in meter . -5 thru 5
. . . . . . . . . . . . . . .
Scaling X, Scaling Y, Scaling Z . Scaling of objects in x-, y- or z-direction, e.g. for moving paths . POSITION . MP_SC (MP Scale) . MP_SC_X (X), MP_SC_Y (Y), MP_SC_Z (Z) . MP_SC_X (X), MP_SC_Y (Y), MP_SC_Z (Z) . Scaling factor (must be >0!) . -0.1 thru 2
. . . . . . . . . . . . . . .
Rotation X, Rotation Y, Rotation Z . Rotation around x-, y- or z-axis, e.g. for moving paths . POSITION . MP_ROT (MP Rot) . MP_ROT_X (X), MP_ROT_Y (Y), MP_ROT_Z (Z) . MP_ROT_X (X), MP_ROT_Y (Y), MP_ROT_Z (Z) . Angle in degrees . -180 thru 180
. . . . . . . . . . . . . . .
Spin X, Spin Y, Spin Z . Continuous rotation around x-, y- or z-axis . POSITION . MP_SPIN (MP Spin) . MP_SPIN_X (X), MP_SPIN_Y (Y), MP_SPIN_Z (Z) . MP_SPIN_X (X), MP_SPIN_Y_ (Y), MP_SPIN (Z) . Rotation speed in rotations per minute (rpm) . -15 thru 15
. . . . . . . . . . . . . . .
Clamp . Pitch of the clamp . POSITION . MP_ROT (MP Rot) . CLAMP . CLAMP . Angle in degrees . -90 thru 90
. . . . . . . . . . . . . . .
Barndoor 1, Barndoor 2, Barndoor 3, Barndoor 4 . Pitch of barndoors in front of the lens . SHAPERS . BARNDOORS . BARNDOORS 1 (Bd1), BARNDOORS 2 (Bd2), BARNDOORS 3 (Bd3), BARNDOORS 4 (Bd4) . BARNDOORS 1 (Bd1), BARNDOORS 2 (Bd2), BARNDOORS 3 (Bd3), BARNDOORS 4 (Bd4) . Angle range in degrees; 0° = barndoor is in same position like in model> 0° = close barndoor . 0 thru 90
. . . . . . . . . . . . . . .
Effect in MA 3D . Description . Preset Type . Feature . Attribute . Subattribute . Unit of Measurement Example
Light Output . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
Shutter . . BEAM . SHUTTER . SHUTTER . SHUTTER . 0 = shutter closed, 1 = shutter open . .
. . . . . . . . . . . . . . .
Strobe/Strobe Frequency . Strobe effects with random and soft opening/closing option . BEAM . SHUTTER . SHUTTER . STROBE, STROBE_PULSE (Pulse), STROBE_PULSE_CLOSE (Pulse Close), STROBE_PULSE_OPEN (Pulse open), STROBE_RANDOM (Rnd), STROBE_RANDOM_PULSE (Rnd Pulse), STROBE_RANDOM_PULSE_CLOSE (Rnd Pulse Close), STROBE_RANDOM_PULSE_OPEN (Rnd Pulse Open) . Strobe frequency in Hz (bigger than 0) 0.5 thru 10
. . . . . . . . . . . . . . .
Strobe Ratio . . . BEAM . SHUTTER . STROBE_RATIO . STROBE_RATIO (Duty Cycle) . Slice of 1.0.5 means that the shutter is open half the strobe interval. . 0.2 thru 0.8
. . . . . . . . . . . . . . .
Dimmer . Intensity of light source . DIMMER . DIMMER . DIM . DIM, DIM 2, DIM 3 . Factor on the fixture type intensity 0.0 = off 1.0 = maximum .
. . . . . . . . . . . . . . .
Effect in MA 3D . Description . Preset Type . Feature . Attribute . Subattribute . Unit of Measurement Example
Light Effects . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
Color . Color of beam or led surfaces . COLOR . COLOR 1, COLOR 2, COLOR 3, COLOR 4 . COLOR 1, COLOR 2, COLOR 3, COLOR 4 . COLOR 1 (Select), COLOR 2 (Select 2), COLOR 3 (Select 3), COLOR 4 (Select 4) . Color -
. . . . . . . . . . . . . . .
Scroller . Color of a beam . COLOR . COLORALL (Color) . SCROLLER . SCROLLERSELECT (Scroller) . Color -
. . . . . . . . . . . . . . .
Zoom . . . FOCUS . FOCUS . ZOOM . ZOOM . Angle in degrees
. . . . . . . . . . . . . . .
Iris . . . BEAM . BEAM1 . IRIS . IRIS . Factor 0.0 = iris completely closed, 1.0 = iris open . 0.2 thru 1.0
. . . . . . . . . . . . . . .
Prism . . . BEAM . BEAM1 . PRISMA1 (Prism1) . PRISMA1 (Prism1) . Prism angle in degrees (angle between center of beam without prism and with prism). Additional physical amount of beams. . 30 degrees, 3 beams
. . . . . . . . . . . . . . .
Prism Position . Rotation of the prism . BEAM . BEAM1 . PRISMA1_POS (Pos1) . PRISMA1_POS (Pos) . Angle in degrees . -180 thru 180
. . . . . . . . . . . . . . .
Prism Rotation . Continuous rotation of the prism . BEAM . BEAM1 . PRISMA1_POS (Pos1) . PRISMA1_ROT (Rot) . Rotation speed in rpm . -15 thru 15
. . . . . . . . . . . . . . .
Frost . . . BEAM . BEAM1 . FROST . FROST . 0.0 = no frost, 1.0 = maximum . 0.0 thru 1.0
. . . . . . . . . . . . . . .
Effect in MA 3D . Description . Preset Type . Feature . Attribute . Subattribute . Unit of Measurement . Example
Gobo (3 wheels maximum) . . . . . . . . . . . . . .
. . . . . . . . . . . . . . .
Gobo X (Wheel Position) Selects gobo from values inside functional block . GOBO . GOBO 1, GOBO 2, GOBO 3 . GOBO1 (G1), GOBO2 (G2), GOBO3 (G3) . GOBO 1 (Select), GOBO 2 (Select2), GOBO 3 (Select3), GOBO1_SPIN (Spin), GOBO2_SPIN (Spin2), GOBO3_SPIN (Spin) . - . -
. . . . . . . . . . . . . . . .
Gobo X - Position . Rotation of current gobo . GOBO . GOBO 1, GOBO 2, GOBO 3 . GOBO1_POS (G1 <>), GOBO2_POS (G2 <>), GOBO3_POS (G3 <>) . GOBO1_POS (Index), GOBO2_POS (Index2), GOBO3_POS (Index3) . Angle in degrees . -180 thru 180 .
. . . . . . . . . . . . . . . .
Gobo X - Rotation . Continuous rotation of the current gobo . GOBO . GOBO 1, GOBO 2, GOBO 3 . GOBO1_POS (G1 <>), GOBO2_POS (G2 <>), GOBO3_POS (G3 <>) . GOBO1_ROT (Rotate), GOBO2_ROT (Rotate2), GOBO3_ROT (Rotate3) . Rotation in rpm . -15 thru 15 .
. . . . . . . . . . . . . . . .
Effect in MA 3D . Description . Preset Type . Feature . Attribute . Subattribute . Unit of Measurement . Example .
Blades (4 blades maximum) . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
Blade X - Insertion (A) . Insertion of the blade into the beam. This attribute has to be present to visualize any blade. . SHAPERS . SHAPER (Frames) . BLADE1A (1A), BLADE2A (2A), BLADE3A (3A), BLADE4A (4A) . BLADE1A (1A), BLADE2A (2A), BLADE3A (3A), BLADE4A (4A) . 0.0 = no insertion, 1.0 = full covering . 0.0 thru 0.5 .
. . . . . . . . . . . . . . . .
Blade X - Insertion (B) . Second insertion range for every blade for rotatin. If this option is used, you must no use the "Blade X - Rotation" - option. . SHAPERS . SHAPER (Frames) . BLADE1B (1B), BLADE2B (2B), BLADE3B (3B), BLADE4B (4B) . BLADE1B (1B), BLADE2B (2B), BLADE3B (3B), BLADE4B (4B) . 0.0 = no insertion, 1.0 = full covering . 0.0 thru 0.5 .
. . . . . . . . . . . . . . . .
Blade X - Rotation . Rotation of the blade. If this option is used, you must not use the "Blade X - Insertion (B)" option. . SHAPERS . SHAPER (Frames) . BLADE1ROT (1Rot), BLADE2ROT (2Rot), BLADE3ROT (3Rot), BLADE4ROT (4Rot) . BLADE1ROT (1Rot), BLADE2ROT (2Rot), BLADE3ROT (3Rot), BLADE4ROT (4Rot) . Angle in degrees . -45 thru 45 .
. . . . . . . . . . . . . . . .
Rotation of all blades . . . SHAPERS . SHAPER (Frames) . SHAPER ROT (FrameAssembly) . SHAPER ROT (Index) . Angle in degrees . -180 thru 180 .

Go to the next chapter:

Topic: 3D Modeling and Import

3D models created with 3D design programs like 'Cinema 4D’ can be imported via the import tool. The import tool can be found via the menu entry: 'File - Import - Import 3D Model…’. Single files as well as complete directories can be imported.

The imported model can be viewed in the 'Model Test Area’ window that can be operated similar to the 3D 'Stage View’. Properties like 'Name’; 'Category’ etc. can be edited. After that the model can be stored in the media database and is ready to be used in MA 3D.

See chapter:

Topic: 3D Models Principles

The import tool offers no functionality to edit the 3D-Model afterwards. So the imported 3D model must contain all information.

To avoid the determination on a specific modeling tool we choose the '3DS’ file format that can be exported by most applications.

All parameters can be referred to by the names of the simple objects.

Important restrictions for 3D objects:

These limitations must be abided even in future when other file formats are allowed. Furthermore 3D objects should consist of as few triangles as possible. Curves can be pictured realistic with little triangles if the normal simulate this (Cinema 4D: 'Phong Tag’).

Note: The max. angle for curves is set to 89.5° in Cinema 4D (in 3ds)

Go back to chapter:

Go to following chapter:

Topic: Parameters

Parameters can be added to the names of objects to set further properties of the object.

Example: The object name ‚Test_XAP' is a pan-axis.

A parameter block must start with '_X’ followed by the (sub) parameters without separators as shown in the following table:

Parameter Sub-Parameter Description
V . - . Available for user The Object can be manipulated by the user. Per default the top object in the tree structure can always be manipulated by the user, sub objects not.
. . . . .
N . - . Not available for the user. Object cannot be manipulated by the user. (Can only be used for sub objects.)
. . . . .
D . - . Delete Object will not be imported.
. . . . .
A . - . Axis (also see: Axes) Object will be transformed to a movement axis. The parameter is only valid in association with one of the following sub parameters. The sub parameter specifies the type of axis.
. . . . .
. . P . Pan axis
. . . . .
. . T . Tilt axis
. . . . .
. . R . Roll
. . . . .
. . X . Shift (X axis)
. . . . .
. . Y . Shift (Y axis)
. . . . .
. . Z . Shift (Z axis)
. . . . .
. . U . Scale (X axis)
. . . . .
. . V . Scale (Y axis)
. . . . .
. . W . Scale (Z axis)
. . . . .
. . J . Rotation (round X axis)
. . . . .
. . K . Rotation (round Y axis)
. . . . .
. . L . Rotation (round Z axis)
. . . . .
. . 1 . Axis of 1. barndoor
. . . . .
. . 2 . Axis of 2. barndoor
. . . . .
. . 3 . Axis of 3. barndoor
. . . . .
. . 4 . Axis of 4. barndoor
. . . . .
. . B . Barndoor Assembly
. . . . .
. . G . Continuous rotation round (X axis)
. . . . .
. . H . Continuous rotation round (Y axis)
. . . . .
. . I . Continuous rotation round (Z axis)
. . . . .
. . C . Clamp Rotation axis of the clamp
. . . . .
. . A . Shaper blade 1 position
. . . . .
. . 5 . Shaper blade 1 angle
. . . . .
. . D . Shaper blade 1 rotation
. . . . .
. . E . Shaper blade 2 position
. . . . .
. . 6 . Shaper blade 2 angle
. . . . .
. . F . Shaper blade 2 rotation
. . . . .
. . M . Shaper blade 3 position
. . . . .
. . 7 . Shaper blade 3 angle
. . . . .
. . N . Shaper blade 3 rotation
. . . . .
. . O . Shaper blade 4 position
. . . . .
. . 8 . Shaper blade 4 angle
. . . . .
. . S . Shaper blade 4 rotation
. . . . .
. . 9 . Shaper blade assembly rotation
. . . . .
. . Q . Beam angle (Zoom)
. . . . .
S . . . Sunshade type Specifies how the object casts a shadow or how gobos are shown on the object.
. . . . .
. . N . None Has no influence on the object. Neither the beam is affected nor gobos are projected on the object. For example the object is a lens of a fixture. The lens does not balk the beam, and no gobos are projected on the lens. The lens is fixed in the case so it doesn’t cast a shadow if it is hit by an external beam.
. . . . .
. . R . Regular The object casts a shadow and gobos are projected on the object. Default setting if nothing else is parameterized
. . . . .
. . X . Exclude own beam Compared to other fixtures the object behaves like option ‚R' and compared to the own source of light like option 'N’. This parameter should be set for example for the body of moving heads and the clamp, meaning the parts that are never lighted by the own beam. This simplifies the rendering and avoids the casting of a shadow by the own beam.
. . . . .
. . G . Ghost (Currently not implemented) The object casts a shadow and gobos are projected on the object. The object itself is not visible, only if it is hit by a beam. For example an LED panel consisting of several LEDs with one body. The LEDs can be excluded from the shadow via parameter 'N’. The body for the LEDs has the parameter 'G’ for the common shadow. Note that color mixing will only work correctly if the diffuse color of the ghost object and of the covered objects is the same.
. . . . .
B . . . Beam Marks the origin of the beam. (See: Beam of Light)
. . . . .
I . . . Diffuse Inking * Extension parameter for other materials. The color specifies the ratio of the diffuse color to the fixture color. White means: the diffuse color gets brighter by 100% of the fixture color.
. . . . .
E . . . Emissive Color * Extension parameter for other materials. Specifies the color/texture of the object’s self shine.
. . . . .
J . . . Emissive Inking* Extension parameter for other materials. The color specifies the ratio of the emissive color to the fixture color. White means that the emissive color gets 100% brighter with the fixture color.
. . . . .
C . . . Children Sub controls, to be placed in MA 3D below the object of a model. Other sub objects in MA 3D will be inserted below this item. Used for moving paths to create sub objects below an axis.
. . . . .
MD . . . Modify Model / Double Faces This can be used to make both sides of a plane visible without doubling the faces inside the 3d modeling application. Also it can be used to import a bad model with incorrect normals. (But this will let to performance penalties because there will be created unnecessary faces/vertices. Anymore it can result in visible edges at rounded surfaces if the direction of the normals flips inside.) Example: Plane_XMD - This plane is visible from both sides

* This parameter can be used only for materials. The material with the parameter extends the other material.

For example 'Lens_XJ’ describes the emissive inking color for the material (without parameter) with the same name 'Lens’. The extended material must not be assigned to an object. This detour is necessary because the modeling software does support this functionality.

Go back to chapter:

Topic: Axes

Objects can be configured with movement axes. The position of the axis is marked with an auxiliary object.

Objects ordered below the auxiliary object in the tree structure can be moved in the appropriate manner:

The image shows an object tree of a moving head fixture. The object 'VL1000’ is the root of the fixture.'_XAP’ is the pan axis of the model. All objects below are rotated around this axis.
. .
. .

Go to the following subchapter:

Back to the mainchapter:

Topic: Rotation Axes

Rotation axes are marked with a square (consisting of two triangles). The name of this object must contain the appropriate parameter for the desired axis see Parameter. Furthermore all normals of this object should point in the same direction.

When importing the object it is converted into an axis. It is aligned along the direction of the normals (vertical on the square) positioned in the center of the square.

In case of movement the right-hand rule is applicable: Thumb shows into direction of normals, objects will rotate into the direction of the fingers (with positive values).

The image shows the tilt axis of a moving head fixture.The normals of the square show to the left direction.The lens will move away from the viewer if the tilt axis is driven with values bigger than 0°.
. .
. .

Go back to subchapter:

Go to following subchapter:

Back to the mainchapter:

Topic: Linear Axes

Linear axes are marked in the same manner as rotation axes.

The normal of the square shows the direction of movement.

Go back to subchapter:

Go to follwowing subchpater:

Back to the mainchapter:

Topic: Beam of Light (cone)

_XB . Cone for conventional spots or washes:
. . Similar to the rotation axes the position of the beam (cone) is marked with a square. The center of the square marks the origin of the cone (e.g. _XB). The normals mark the direction. The position inside the fixture body can be determined with an auxiliary cone that is placed temporarily into the body. The radius (r) of the cone can be calculated with the following formula: r = tan([max. open radius / 2]) * [height of the cone]Normally the cone uses the complete lens hole of the fixture. The square is placed at the top of the cone:
. . . .

. . . .
. .
. . . .
Placement of the cone 2D . . Placement of the cone in 3D
. . . .
. _XLD . .
. . Cone frustum for LED spots or washes:
. _XLC . .
. . . .
. . At LED spots with flat housings the light beam is a cone frustum. This needs 2 parameters (squares) for the beam, LD and LC:- LD marks the diameter of the beam output.- LC marks the clipping plane of the beam where the beam is cut. The direction of the beam is marked via the normals.
. . . Placement of the cone frustum in 2D
. . The upper square shows the _XLD square and the lower square shows the _XLC square where the beam is cut.
. .
. .

Go back to subchapter:

Go to follwowing subchpater:

Back to the mainchapter:

Topic: Automated Import

Meta data of a 3D model can be left appropriately for the import. Later editing with the import tool is not required.

The placeholder [file] stands for the filename (without extension) that has to be imported. For example if the file 'test.3ds’ has to be imported, '[file] stands for 'test’:

File Description
. . . . .
_global.import.xml . . . Global import setting valid for the complete directory. Structure like [file].import.xml.
. . . . .
[file].import.xml . . . XML file with meta data for the model. If this file does not exist, it will be created automatically to store the model key.
. . . . .
[file].import.png . . . Preview image of the model. Size is 32x32 pixel (32 Bit RGBA).Will be created if not exists.
. . . . .
[file].png [file].tif [file].bmp [file].jpg . . . If no preview image exists the import tool tries to create it. It searches in the given order on the side. The image should be exempted via alpha channel. Boarders are cut automatically when the thumbnails are created.
. . . . .

Example for an '*.import.xml’ file:
<?xml version="1.0"?>
<GrandMA3DImportSettings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns="http://schemas.malighting.de/GrandMA3D/GrandMA3DImportSettings/1.0">
<Name>Generic - Head Mover</Name>
<Category>Fixtures/Head Mover</Category>
<ModelKey>cc6464b5-c992-4b9e-8a96-31691d9cdd90</ModelKey>
<DeviceManufacturer>*</DeviceManufacturer>
<DeviceName>*</DeviceName>
<DeviceClass>Headmover</DeviceClass>
<ModelPriority>-100000</ModelPriority>
<ModelManufacturer>MA Lighting</ModelManufacturer>
<Description>Default Head Mover Model</Description>
<Scale>0.01</Scale>
<Move>MoveBottomToZ0</Move>
<AmbientFlare>0.02</AmbientFlare>
</GrandMA3DImportSettings>

Field Description
. . . . . .
Name . . . . Name of the model'/filename' will be replaced with the filename of the import file (without extension)
. . . . . .
Category . . . . Category in the 'Media Database’Sub categories can be separated with a '/’.e.g. 'Fixtures/Head Mover’
. . . . . .
ModelKey . . . . [see: 7.4 Assigning of Models to Fixture Types]
. . . . . .
DeviceManufacturer . . . . [see: 7.4 Assigning of Models to Fixture Types]
. . . . . .
DeviceName . . . . [see: 7.4 Assigning of Models to Fixture Types]
. . . . . .
DeviceClass . . . . [see: 7.4 Assigning of Models to Fixture Types]Possible values:None, Mirror, Headmover, Conventional, LED, MovingPath
. . . . . .
ModelPriority . [see: 7.4 Assigning of Models to Fixture Types]
. . . . . .
ModelManufacturer . . . . Designer of the model.
. . . . . .
Description . . . . Short description.
. . . . . .
Scale . . . . Object will be scaled by this factor.
. . . . . .
Move . . . . Moves the object after the import.None: No movementMoveBottomToZ0: Model is placed on XY plane Z = 0MoveCenterToZ0: Center of the object is placed to Z = 0
. . . . . .
AmbientFlare . . . . Clarification grade of the fixture environment.
. . . . . .

Go back to subchapter:

Go to following subchapter:

Back to the mainchapter:

Topic: Assigning of Models to Fixture Types

Field Description
. . . . .
ModelKey . . . Unique key of the model. This key is created with the first importing of the model and saved in the XML file (*.ImportSettings.xml). The key identifies exactly the model. If the model is imported again the same key will be used from the XML file.
. . . . .
DeviceManufacturer . . . Manufacturer of the fixture that is represented by the model.
. . . . .
DeviceName . . . Name of the fixture that is represented by the model.
. . . . .
DeviceClass . . . Type of the model if it represents a fixture. E.g. 'Headmover’
. . . . .
ModelPriority . . . Priority for selecting this model. High numbers are more probable. The standard value '0’ should only be used if the meaning is clear, see description below.
. . . . .

At best the fixture type of a device is left in the data base. If the very same type is found by MA 3D (ModelKey == Model.ModelKey) it will be used without any validation. In this case a fixture type always will be assigned to the same model.

If no model key is found the application searches for a more suitable model, like same 'DeviceManufacturer’ , 'DeviceName’ etc..

Note: The fields 'DeviceManufacturer’ and 'DeviceName’ can be placeholders to find the right model for variant spellings. For example: 'Vari*Lite' is often spelled as ‚Vari-Lite', or a ‚VL1000 AS’ should use the same model as 'VL1000 AI’. In this case both fields should contain a ‚Vari?Lite’ and 'VL1000*’.

Possible placeholders:

* 0-n any characters
. . . . .
+ . . . 1-n any characters
. . . . .
? . . . 0-1 any characters
. . . . .
# . . . 1 arbitrary character
. . . .

Often there are several variants of fixture types in a model range. So the attachment of a '*’ is recommended - for example: 'VL1000*’. The spelling is not case sensitive.

If a special 3D object shall be used for a model even though a model with the notation exists the 'ModelPriority’ can be increased (in steps of 100). For example a 'VL1000AS’ with the priority of 100 would be preferred instead of 'VL1000*’ with a standard priority of 0.

MA 3D is delivered with standard models for every 'DeviceClass’ type. The standard model has the following setting: DeviceManufacturer = ’*’, DeviceName = '*’ and ModelPriority = -100000. These models have a low priority and are used only if no other model with higher priority is found.

Go back to subchapter:

Go to following subchapter:

Back to the mainchapter:

Topic: Checklist for 3D Modeling

Go back to subchapter:

Go to following subchapter:

Back to the mainchapter:

Topic: Creation of a 3D Model

3D objects can be created with 3D CAD programs. The amount of polygons affects the performance because for each polygon the projection has to be calculated. The lower the number of polygons the better is the frame rate.

MA 3D supports the following formats for 3D objects:

• .3ds - Format for drawing 3 dimensional objects

Note the following regulations:

• The orientation of the object should fit
• Normals have to be organized correctly
• UV coordinates for the textures have to be setup correctly

The following example shows the creation of a halved cylinder, created with'Cinema 4D’:

. .
Insert an object of type 'Cylinder’
. .
Set the orientation to 'Y+’. For a correct visualization in MA 3D is the depth, Y the vertical and X the horizontal axis
. .
Make the object editable
. .
Select not used polygons…
. .
and delete them.
. .
Set the visibility of normal on.
. .
The next copy steps are only necessary if the object should be visible from both sides. Therefore it is duplicated and the normals are set in both directions. Copy the object…
. .
And reverse the normals of the copy.
. .
Select both cylinder objects and connect them to one new cylinder.
. .
The old cylinder objects can be deleted.
. .
Now you can see two objects with normals in both directions
. .
Check the orientation of the resulting object.
. .
Insert a new material for the texturing.
. .
Assign an image to the texture and the material to the object (Mind the restriction of max. 8 characters + extension for the image name!).
. .
Adjust the texture mapping parameter.
. .
Assign the UV coordinates for the texture mapping.
. .
Export the object to 3D Studio format (.3ds).Objects created in this way can be added via the import tool.
. .
The resulting 3D Object looks like this.
. .
. .
. .

Go back to subchapter:

Back to the mainchapter:

Topic: Keyboard Shortcuts

Many functions that can be reached via the menu entry are listed directly in the menu. Underlined characters in the menu mark the shortcuts that can be reached by pressing the 'Alt’ + 'underlined character’ simultaneously.

Depending on the window the keyboard shortcuts have different effects:

Shortcut Window Effect
. . . Stage View . . .
Shift + Ctrl + right mouse . . . :: . . . Several combinations of camera movements while mouse button is pressed
. . . . . . . . .
Ctrl+ left mouse . . . :: . . . Move or rotate object with left mouse button
. . . . . . . . .
Esc . . . :: . . . Deselect objects
. . . . . . . . .
Arrows or Page up-down . . . :: . . . Move camera or + 'Ctrl’ turn camera + 'Shift’ faster
. . . . . . . . .
Middle mouse button- Mouse wheel . . . :: . . . Wheel menu on/offIf menu is on: - select entry via mouse wheel - 1…9…0 select menu entry - 'Space’ next menu entry- 'Shift + Space’ one menu entry back
. . . . . . . . .
Ctrl + 1…9…0 . . . All views . . . Change to camera 1…9…0If focus is in Stage View no 'Ctrl’ necessary
. . . . . . . . .
Ctrl + Space . . . :: . . . Next camera. If focus is in Stage View no 'Ctrl’ necessary
. . . . . . . . .
Ctrl + change camera with mouse . . . :: . . . No soft camera changing
. . . . . . . . .
Shift + camera change . . . :: . . . Spanning windows will not change their camera
. . . . . . . . .
Ctrl + Return . . . :: . . . Switch to fullscreen or leave fullscreen view
. . . . . . . .
. . . . . . . . .
. . . . . . . . .

Go to the next chapter:

Topic: MA 3D FAQ

Here you find frequently asked questions from users regarding the MA 3D.

Question/Problem Solution
How can I change the model of a fixture? Select the model, right click on it, select change model. The Change Model window opens.
. .
How can I use grandMA series 1 with MA 3D. Since version MA 3D v3.0.0.5, the MA 3D is not compatible with the grandMA series 1 anymore.
. Download MA 3D version 2.9.1.1 on www.malighting.com.
. .
Can I open show files saved in an older version of MA 3D, in a newer version? Yes, you can always open show files saved in older versions in the latest version.
. .
Can I open show files saved in a newer version of MA 3D, in an older version? No, download the latest version on www.malighting.com.
. .
Can I run the MA 3D and the MA VPU on the same computer? No, the MA 3D and the MA VPU at one computer need too many resources.
. .
How can I disable screens in the full screen mode? Go to File in the menu bar, select Settings, select the category Full Screen. Right mouse click on the screen you like to disable for the full screen mode. Click on Enabled.
. .
Can I run the MA 3D and the grandMA2 onPC on the same computer? Yes, use the default IP address. Refer to, Create a Session.
. .
How can I use MA 3D on an Apple MacBook? Boot your MacBook in windows, using Bootcamp.
. .
Can I import .dxf or .dwg files in MA 3D? No, MA 3D supports only .3ds files. Convert the .dxf or .dwg files in .3ds.
. .
How can I import a .3ds environment into MA 3D? Go to File in the menu bar, select Import, select Import 3D Model. The MA 3D Import window opens. This is used to import .3ds files.
. .
How can I change meters into feet? Go to View in the menu bar, select the Assets window and the Properties window. Select in the Assets window, grandMA2 and Units. Change the unit in the Properties window.
. .
Are there any information about updates and news? Yes, get registered for the newsMAIL and techMAIL on www.malighting.com.

Topic: Index

.

3

A

B

C

D

F

H

I

K

M

P

R

S

U

W

X

Table Of Contents

Introduction
Install and Uninstall
System Requirements
Installation
Uninstall
First Steps
Hardware Connection
Start
Create a Session
Data Management
Master/Slave
Coordinate system
Program Surface
Menu Bar
File
Settings
Edit
Functions
Tools
View
Help
Tool Bar
Main Windows
Stage View
Mouse + Keyboard Actions
Arrangemant of Objects (Align Objects)
Duplicate (copy 3D Objects)
3D Objects
Assets (Information Window)
Properties
Media Database
Materials
Video Player
Moving Paths
Sessions
Status Bar
Window Layout
Fixture Types
3D Modeling and Import
3D Models Principles
Parameters
Axes
Rotation Axes
Linear Axes
Beam of Light
Automated Import
Assigning of Models to Fixture Types
Checklist for 3D Modeling
Creation of a 3D Model
Keyboard Shortcuts
MA 3D FAQ
Index