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GDTF Version 1.2 Draft 1

Introduction

In the lighting and entertainment industry, lighting fixtures (luminaires and other controllable devices) have become more and more complex, and the development of these devices happens faster than ever. New devices are designed with very involved structures; they have numerous complex color-mixing systems and mode dependencies. To give the user access to the enormous flexibility of existing devices, a method of providing accurate fixture type data, and controlling and pre-visualizing devices quickly and precisely as possible, is needed. The "General Device Type Format" (GDTF) is that method.

There are many different lighting consoles and software manufacturers on the market, and all of them use different file formats and methods of getting the fixture control information into their systems. The development of new high-end fixtures at an amazing rate creates a lack of available control data on the side of the console and pre-visualization software manufacturers. Also, fixture manufacturers are often approached directly by their clients with requests to support them with accurate fixture types. As there are so many different consoles and visualizers on the market, this process requires vast knowledge of many different systems. Fixture manufacturers would need to understand how every console or visualizer works, and how to provide the required data. A format description is needed that not only provides all of the required control information, but also structures it in a hierarchical way matching that of the described device.

The lighting designer who would like to use these devices has to deal with such obstacles. Designers often receive the device control data of a specific new fixture later than expected. Also, the data may be incomplete, because it was not created with the latest information from the fixture manufacturer.

These issues demonstrate that our industry needs a standardized way of defining the description of intelligent and complex devices. This document defines such a data format. After the DIN SPEC has been published, the format will continue to be developed further, but it is important to make an initial version publicly available. Topics for which no specifications can be made at this time, but which will soon become necessary, are therefore already included in this DIN SPEC, but with a note that no specifications can be made now.

Scope

Scope

This document specifies the "General Device Type Format" (GDTF), a unified way of listing and describing the hierarchical and logical structure and controls of any type of controllable device (e.g. luminaires, fog machines, etc.) in the lighting and entertainment industry. It will be used as a foundation for the exchange of device data between lighting consoles, CAD and 3D-pre-visualization applications. The purpose of an existing GDTF file is to reflect the real-world physical components of the devices and to provide control based on this information. It contains and is derived from the 3D geometry (real world or virtual) of the device. This document is only applicable for lighting systems and equipment used in the entertainment industry.

Normative references

The following documents are referred to in the text in such a way that some or all of their content constitutes requirements of this document. For dated references, only the edition cited applies. For undated references, the latest edition of the referenced document (including any amendments) applies.

  • ANSI E1.54 2015, PLASA Standard for Color Communication in Entertainment Lighting

  • ANSI/IES TM-30, IES Method for Evaluating Light Source Color Rendition

  • RFC 4122, A Universally Unique IDentifier (UUID) URN Namespace (available at https://www.ietf.org/rfc/rfc4122.txt)

  • IEC 61966-2-1:1999, Multimedia systems and equipment - Colour measurement and management - Part 2-1: Colour management - Default RGB colour space - sRGB

  • ISO 22028-2:2013, Photography and graphic technology - Extended colour encodings for digital image storage, manipulation and interchange - Part 2: Reference output medium metric RGB colour image encoding (ROMM RGB)

  • OpenSoundControl http://opensoundcontrol.org/index.html

Terms and definitions

For the purposes of this document, the following terms and definitions apply. DIN and DKE maintain terminological databases for use in standardization at the following addresses:

GDTF

Descriptive name of the specification and the acronym for General Device Type Format.

Fixture Type Attribute

Singular mutually exclusive control function. Note 1 to entry: Definitions of common attributes can be found in Annex A.

Activation Group

Attributes which need to be activated together to gain control over one logical function Note 1 to entry: As example Pan & Tilt are paired to gain control over Position.

Feature

Groups the Fixture Type Attributes into a structured way for easier access and search.

Feature Groups

Groups the Fixture Type Features into a logical way for easier access and search.

DMXBreak

Term used when a fixture needs more than one DMX start address.

glTF

The Graphics Language Transmission Format is a defined file format for three-dimensional scenes and models.

glb

The selfcontained binary file format of a glTF scene or model.

File Format Definition

To describe the device type, a zip file with the extension "*.gdtf" is used. The archive shall contain a description XML file and resource files. Some of the resource files are located in a folder structure. There are two folders defined: "./wheels" and "./models". The folder "./models" has subfolders for a better structural overview:

  • ./models/3ds
  • ./models/gltf
  • ./models/svg

The description.xml file contains the description of the device type and all DMX modes as well as all firmware revisions of the device.

./description.xml
./thumbnail.png
./thumbnail.svg
./wheels/gobo1.png
./wheels/gobo2.png
./models/3ds/base.3ds
./models/3ds/yoke.3ds
./models/gltf/base.glb
./models/gltf/yoke.glb
./models/3ds_low/base.3ds
./models/3ds_low/yoke.3ds
./models/gltf_low/base.glb
./models/gltf_low/yoke.glb
./models/gltf_high/base.glb
./models/gltf_high/yoke.glb
./models/3ds_high/base.3ds
./models/3ds_high/yoke.3ds
./models/svg/base.svg
./models/svg/yoke.svg
./models/svg_side/base.svg
./models/svg_side/yoke.svg
./models/svg_front/base.svg
./models/svg_front/yoke.svg

The ZIP archive name is specified as follows: <ManufacturerName>@<FixtureTypeName>@<OptionalComment>

Example: generic@led@comment

UTF-8 has to be used to encode the XML file. Each XML file internally consists of XML nodes. Each XML node could have XML attributes and XML children. Each XML attribute has a value. If a XML attribute is not specified, the default value of this XML attribute will be used. If the XML attribute value is specified as a string, the format of the string will depend on the XML attribute type. All XML attribute types are specified in Table 1.

Table 1 — XML Attribute Value Types
Value Type Format Description
Uint Integer Unsigned integer
Int Integer Signed integer
Hex Integer Number in hexadecimal notation; Default value: 0
Float float Floating point numeric; Separator: "."
String Literal Text
Name restricted Literal Unique object names; The allowed characters are listed in AnnexC Default value: object type with an index in parent.
Date yyyy-mm-ddThh:mm:ss Date and time corresponding to UTC +00:00 (Coordinated Universal Time): yyyy – year, mm – month, dd – day, hh – hours (24 format), mm – minutes, ss – seconds. Example: “2016-06-21T11:22:48”
Node Name.Name.Name... Link to an element: “Name” is the value of the attribute “Name” of a defined XML node. The starting point defines each attribute separately.
ColorCIE floatx, floaty,floatY CIE color representation xyY 1931
Vector3 {float,float,float} Vector with 3 float components
Matrix {float,float,float,float}
{float,float,float,float}
{float,float,float,float}
{float,float,float,float}
The transformation matrix consists 4 x 4 floats. Stored in a row-major order. For example, each row of the matrix is stored as a 4- component vector. The mathematical definition of the matrix is in a column-major order. For example, the matrix rotation is stored in the first three columns, and the translation is stored in the 4th column. The metric system consists of the Right- handed Cartesian Coordinates XYZ:
X – from left (-X) to right (+X),
Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y),
Z – from bottom (-Z) to top (+Z). 0,0,0 – center base.
Rotation {float, float, float}
{float, float, float}
{float, float, float}
Rotation matrix, consist of 3*3 floats. Stored as row-major matrix, i.e. each row of the matrix is stored as a 3-component vector. Mathematical definition of the matrix is column-major, i.e. the matrix rotation is stored in the three columns. Metric system, right-handed Cartesian coordinates XYZ:
X – from left (-X) to right (+X),
Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y),
Z – from the bottom (-Z) to the top (+Z).
Enum Literal Possible values are predefined.
DMXAddress Int, Alternative format: Universe.Address Absolute DMX address (size 4 bytes); Alternative format: Universe – integer universe number, starting with 1; Address: address within universe from 1 to 512. Format: integer
DMXValue Uint/n for ByteMirroring values
Uint/ns for ByteShifting values
Special type to define DMX value where n is the byte count. The byte count can be individually specified without depending on the resolution of the DMX Channel.
By default byte mirroring is used for the conversion. So 255/1 in a 16 bit channel will result in 65535.
You can use the byte shifting operator to use byte shifting for the conversion. So 255/1s in a 16 bit channel will result in 65280.
GUID XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX Unique ID corresponding to RFC 4122: X–1 digit in hexadecimal notation. Example: “308EA87D-7164-42DE-8106-A6D273F57A51”.
Resource String File name of the resource file without extension and without subfolder.
Pixel Pixel Integer value representing one Pixel inside a MediaFile. Pixel count starts with zero in the top left corner.

The first XML node is always the XML description node: <?xml version="1.0" encoding="UTF-8"?>

The second XML node is the GDTF node. The attribute of this node is the DataVersion: <GDTF DataVersion="1.2">

The example above shows the XML node for GDTF version 1.2.

Table 2. GDTF Node Attributes

XML Attribute Name Value Type Description
DataVersion UInt.UInt The DataVersion attribute defines the minimal version of compatibility. The Version format is “Major.Minor”, where major and minor is Uint with size 1 byte.

Fixture Type Node

The FixtureType node is the starting point of the description of the fixture type within the XML file. The defined Fixture Type Node attributes of the fixture type are specified in table 3.

Table 3. Fixture Type Node Attributes

XML Attribute Name Value Type Description
Name Name Name of the fixture type. As it is based on Name, it is safe for parsing.
ShortName String Shortened name of the fixture type. Non detailed version or an abbreviation. Can use any characters or symbols.
LongName String Detailed, complete name of the fixture type, can include any characters or extra symbols.
Manufacturer String Manufacturer of the fixture type.
Description String Description of the fixture type.
FixtureTypeID GUID Unique number of the fixture type.
Thumbnail Resource Optional. File name without extension containing description of the thumbnail. Use the following as a resource file:
- png file to provide the rasterized picture. Maximum resolution of picture: 1024x1024
- svg file to provide the vector graphic.
- These resource files are located in the root directory of the zip file.
ThumbnailOffsetX Int Horizontal offset in pixels from the top left of the viewbox to the insertion point on a label. Default value: 0
ThumbnailOffsetY Int Vertical offset in pixels from the top left of the viewbox to the insertion point on a label. Default value: 0
RefFT GUID Optional. GUID of the referenced fixture type.
CanHaveChildren Enum Describes if it is possible to mount other devices to this device. Value: “Yes”, “No”. Default value: “Yes”

Fixture type node children are specified in table 4.

Table 4. Fixture Type Node Children

Child Node Mandatory Description
AttributeDefinitions Yes Defines all Fixture Type Attributes that are used in the fixture type.
Wheels No Defines the physical or virtual color wheels, gobo wheels, media server content and others.
PhysicalDescriptions No Contains additional physical descriptions.
Models No Contains models of physically separated parts of the device.
Geometries Yes Describes physically separated parts of the device.
DMXModes Yes Contains descriptions of the DMX modes.
Revisions No Describes the history of the fixture type.
FTPresets No Is used to transfer user-defined and fixture type specific presets to other show files.
Protocols No Is used to specify supported protocols.

One or more sections could be empty or missing, but the order of sections is mandatory as specified in table 4.

Attribute Definitions

This section defines the attribute definitions for the Fixture Type Attributes.

Note 1: More information on the definitions of attributes can be found in Annex A "Attribute Definitions"".

Note 2: All currently defined Fixture Type Attributes can be found in Annex B "Attribute Listing".

Note 3: All currently defined activation groups can be found in Annex B "Attribute Listing".

Note 4: All currently defined feature groups can be found in Annex B "Attribute Listing".

The current attribute definition node does not have any XML attributes (XML node <AttributeDefinitions>). Children of the attribute definition are specified in table 5.

Table 5. Attribute Definition Children

XML node Mandatory Description
ActivationGroups No Defines which attributes are to be activated together. For example, Pan and Tilt are in the same activation group.
FeatureGroups Yes Describes the logical grouping of attributes. For example, Gobo 1 and Gobo 2 are grouped in the feature Gobo of the feature group Gobo.
Attributes Yes List of Fixture Type Attributes that are used. Predefindes fixtury type attributes can be found in Annex A.

Activation Groups

This section defines groups of Fixture Type Attributes that are intended to be used together.

Example: Usually Pan and Tilt are Fixture Type Attributes that shall be activated together to be able to store and recreate any position.

The current activation groups node does not have any XML attributes (XML node <ActivationGroups>). As children it can have a list of a activation group.

Activation Group

This section defines the activation group Attributes (XML node <ActivationGroup>). Currently defined XML attributes of the activation group are specified in table 6.

Table 6. Activation Group Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the activation group.

The activation group does not have any children.

Feature Groups

This section defines the logical grouping of Fixture Type Attributes (XML node <FeatureGroups>).

Note 1: A feature group can contain more than one logical control unit. A feature group Position shall contain PanTilt and XYZ as separate Feature.

Note 2: Usually Pan and Tilt create a logical unit to enable position control, so they must be grouped in a Feature PanTilt.

As children the feature groups has a list of a feature group.

Feature Group

This section defines the feature group (XML node <FeatureGroup>). The currently defined XML attributes of the feature group are specified in table 7.

Table 7. Feature Group Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the feature group.
Pretty String The pretty name of the feature group.

As children the feature group has a list of a feature.

Feature

This section defines the feature (XML node <Feature>). The currently defined XML attributes of the feature are specified in table 8.

Table 8. Feature Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the feature.

The feature does not have any children.

Attributes

General

This section defines the Fixture Type Attributes (XML node <Attributes>). As children the attributes node has a list of a attributes.

Attribute

This section defines the Fixture Type Attribute (XML node <Attribute>). The currently defined XML attributes of the attribute Node are specified in table 9.

Table 9. XML Attributes of the Attribute

XML Attribute Name Value Type Description
Name Name The unique name of the attribute.
Pretty String The pretty name of the attribute .
ActivationGroup Node Optional link to the activation group. The starting point is the activation groups node.
Feature Node Link to the corresponding feature. The starting point is the feature groups node.
MainAttribute Node Optional link to the main attribute. The starting point is the attribute node.
PhysicalUnit Enum The currently defined unit values are: “None”, “Percent”, “Length” (m), “Mass” (kg), “Time” (s), “Temperature” (K), “LuminousIntensity”(cd), “Angle” (degree), “Force” (N), “Frequency” (Hz), “Current” (A), “Voltage” (V), “Power” (W), “Energy” (J), “Area” (m2), “Volume” (m3), “Speed” (m/s), “Acceleration” (m/s2), “AngularSpeed” (degree/s), “AngularAccc” (degree/s2), “WaveLength” (nm), “ColorComponent”. Default: “None”.
Color ColorCIE Optional. Defines the color for the attribute.

As children the attribute node has a list of a subphysical units.

Subphysical Unit

This section defines the Attribute Subphysical Unit (XML node <SubPhysicalUnit>). The currently defined XML attributes of the subphysical unit are specified in table 10.

Table 10. XML Attributes of the Subphysical Unit

XML Attribute Name Value Type Description
Type Enum The currently defined values are: "PlacementOffset", "Amplitude", "AmplitudeMin", "AmplitudeMax", "Duration", "DutyCycle", "TimeOffset", "MinimumOpening", "Value", "RatioHorizontal", "RatioVertical".
PhysicalUnit Enum The currently defined unit values are: “None”, “Percent”, “Length” (m), “Mass” (kg), “Time” (s), “Temperature” (K), “LuminousIntensity”(cd), “Angle” (degree), “Force” (N), “Frequency” (Hz), “Current” (A), “Voltage” (V), “Power” (W), “Energy” (J), “Area” (m2), “Volume” (m3), “Speed” (m/s), “Acceleration” (m/s2), “AngularSpeed” (degree/s), “AngularAccc” (degree/s2), “WaveLength” (nm), “ColorComponent”. Default: “None”.
PhysicalFrom Float The default physical from of the subphysical unit; Unit: as defined in PhysicalUnit; Default value: 0
PhysicalTo Float The default physical to of the subphysical unit; Unit: as defined in PhysicalUnit; Default value: 1

The subphysical unit does not have any children.

Wheel Collect

This section defines all physical or virtual wheels of the device. It currently does not have any XML attributes (XML node <Wheels>). As children wheel collect can have a list of a wheels.

Note 1: Physical or virtual wheels represent the changes to the light beam within the device. Typically color, gobo, prism, animation, content and others are described by wheels.

Wheel

Each wheel describes a single physical or virtual wheel of the fixture type. If the real device has wheels you can change, then all wheel configurations have to be described. Wheel has the following XML node: <Wheel>. The currently defined XML attributes of the wheel are specified in table 11.

Table 11. Wheel Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the wheel

As children, Wheel has a list of wheel slots.

Wheel Slot

The wheel slot represents a slot on the wheel (XML node <Slot>). The currently defined XML attributes of the wheel slot are specified in table 12.

Table 12. Wheel Slot Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the wheel slot
Color ColorCIE Color of the wheel slot, Default value: {0.3127, 0.3290, 100.0 } (white) For Y give relative value compared to overall output defined in property Luminous Flux of related Beam Geometry (transmissive case).
Filter Node Optional. Link to filter in the physical description; Do not define color if filter is used; Starting point: Filter Collect
MediaFileName Resource Optional. PNG file name without extension containing image for specific gobos etc.
- Maximum resolution of picture: 1024x1024
- Recommended resolution of gobo: 256x256
- Recommended resolution of animation wheel: 256x256
These resource files are located in a folder called ./wheels in the zip archive. Default value: empty.

Note 1: More information on the definitions of images used in wheel slots to visualize gobos, animation wheels or color wheels can be found in Annex E "Wheel Slot Image Definition".

The link between a slot and a channel set is done via the wheel slot index. The wheel slot index of a slot is derived from the order of a wheel's slots. The wheel slot index is normalized to 1.

If the wheel slot has a prism, it has to have one or several children called prism facet. If the wheel slot has an AnimationWheel, it has to have one child called Animation Wheel.

Prism Facet

This section can only be defined for the prism wheel slot and has a description for the prism facet (XML node <Facet>). The currently defined XML attributes of the prism facet are specified in table 13.

Table 13. Wheel Slot Attributes

XML Attribute Name Value Type Description
Color ColorCIE Color of prism facet, Default value: {0.3127, 0.3290, 100.0 } (white)
Rotation Rotation Specify the rotation, translation and scaling for the facet.

The prism facet cannot have any children.

Animation System

This section can only be defined for the animation system disk and it describes the animation system behavior (XML node <AnimationSystem>). The currently defined XML attributes of the AnimationSystem are specified in table 14.

Table 14. AnimationSystem Attributes

XML Attribute Name Value Type Description
P1 Array of Float First Point of the Spline describing the path of animation system in the beam in relation to the middle of the Media File; Array of two floats; Separator of values is ","; First Float is X-axis and second is Y-axis.
P2 Array of Float Second Point of the Spline describing the path of animation system in the beam in relation to the middle of the Media File; Array of two floats; Separator of values is ","; First Float is X-axis and second is Y-axis.
P3 Array of Float Third Point of the Spline describing the path of animation system in the beam in relation to the middle of the Media File; Array of two floats; Separator of values is ","; First Float is X-axis and second is Y-axis.
Radius Float Radius of the circle that defines the section of the animation system which will be shown in the beam

The AnimationSystem cannot have any children.

media/animation_wheel_example.png Example of an animation system

Physical Descriptions

This section describes the physical constitution of the device. It currently does not have any XML Attributes (XML node <PhysicalDescriptions>). Children of Physical Description are specified in table 15.

Table 15. Physical Description Children

XML node Mandatory Description
Emitters No Describes device emitters
Filters No Describes device filters
ColorSpace No Describes device default color space
AdditionalColorSpaces No Describes additional device color spaces
Gamuts No Describes device gamuts
DMXProfiles No Describes nonlinear correlation between DMX input and physical output of a channel.
CRIs No Describes color rendering with IES TM-30-15 (99 color samples).
Connectors No Obsolete now. See Geometry Collect, WiringObject. Describes physical connectors of the device.
Properties No Describes physical properties of the device.

Emitter Collect

This section contains the description of the emitters. Emitter Collect defines additive mixing of light sources, such as LEDs and tungsten lamps with permanently fitted filters. It currently does not have any XML Attributes (XML node <Emitters>). As children the emitter collect has a list of a emitter.

Emitter

This section defines the description of the emitter (XML node ). The currently defined XML attributes of the emitter are specified in table 16.

Table 16. Emitter Attributes

XML Attribute Name Value Type Description
Name Name Unique Name of the emitter
Color ColorCIE Approximate absolute color point if applicable. Omit for non-visible emitters (eg., UV). For Y give relative value compared to overall output defined in property Luminous Flux of related Beam Geometry (transmissive case).
DominantWaveLength Float Required if color is omitted, otherwise it is optional. Dominant wavelength of the LED.
DiodePart String Optional. Manufacturer’s part number of the diode.

As children, the Emitter has a list of measurements.

Filter Collect

This section contains the description of the filters. The Filter Collect defines subtractive mixing of light sources by filters, such as subtractive mixing flags and media used in physical or virtual Color Wheels. It currently does not have any XML Attributes (XML node <Filters>). As children the filter collect has a list of a filters.

Filter

This section defines the description of the filter (XML node <Filter>). The currently defined XML attributes of the filter are specified in table 17.

Table 17. Filter Attributes

XML Attribute Name Value Type Description
Name Name Unique Name of the filter.
Color ColorCIE Approximate absolute color point when this filter is the only item fully inserted into the beam and the fixture is at maximum intensity. For Y give relative value compared to overall output defined in property Luminous Flux of related Beam Geometry (transmissive case).

As children the Filter has a list of measurements.

Measurement

The measurement defines the relation between the requested output by a control channel and the physically achieved intensity. XML node for measurement is <Measurement>. The currently defined XML attributes of the measurement are specified in table 18.

Table 18. Measurement Attributes

XML Attribute Name Value Type Description
Physical Float For additive color mixing: uniquely given emitter intensity DMX percentage. Value range between > 0 and <= 100. For subtractive color mixing: uniquely given flag insertion DMX percentage. Value range between 0 and 100.
LuminousIntensity Float Used for additive color mixing: overall candela value for the enclosed set of measurement.
Transmission Float Used for subtractive color mixing: total amount of lighting energy passed at this insertion percentage.
InterpolationTo Enum Interpolation scheme from the previous value. The currently defined values are: "Linear", "Step", "Log"; Default: Linear

The order of the measurements corresponds to their ascending physical values.

Additional definition for additive color mixing: It is assumed that the physical value 0 exists and has zero output.

Additional definition for subtractive color mixing: The flag is removed with physical value 0 and it does not affect the beam. Physical value 100 is maximally inserted and affects the beam.

Note 1: Some fixtures may vary in color response. These fixtures define multiple measurement points and corresponding interpolations.

As children the Measurement Collect has an optional list of a measurement point.

Measurement Point

The measurement point defines the energy of a specific wavelength of a spectrum. The XML node for measurement point is <MeasurementPoint>. The defined XML attributes of the measurement points are specified in table 19.

It is recommended, but not required, that measurement points are evenly spaced. Regions with minimal light energy can be omitted, but the decisive range of spectrum must be included. Recommended measurement spacing is 1 nm. Measurement spacing should not exceed 4 nm.

Table 19. Measurement Point Attributes

XML Attribute Name Value Type Description
WaveLength Float Center wavelength of measurement (nm).
Energy Float Lighting energy (W/m2/nm)

The measurement point does not have any children.

Color Space Collect

This section defines color spaces. Currently it does not have any XML attributes (XML node <AdditionalColorSpaces>). As children, color space collect has a list of a ColorSpace.

Color Space

This section defines the color space that is used for color mixing with indirect RGB, Hue/Sat, xyY or CMY control input. (XML node <ColorSpace>). The currently defined XML attributes of the color space are specified in table 20.

Table 20. Color Space Attributes

XML Attribute Name Value Type Description
Name Name Unique Name of the Color Space. Default Value: "Default". Note that the name need to be unique for the default colorspace and all color spaces in the AdditionalColorSpaces node.
Mode Enum Definition of the Color Space that used for the indirect color mixing. The defined values are "Custom", "sRGB", "ProPhoto" and "ANSI". Default Value: "sRGB"
Red ColorCIE Optional. CIE xyY of the Red Primary; this is used only if the ColorSpace is "Custom".
Green ColorCIE Optional. CIE xyY of the Green Primary; this is used only if the ColorSpace is "Custom".
Blue ColorCIE Optional. CIE xyY of the Blue Primary; this is used only if the ColorSpace is "Custom".
WhitePoint ColorCIE Optional. CIE xyY of the White Point; this is used only if the ColorSpace is "Custom".

The predefined modes for the color space XML Attributes are are specified in table 21.

Table 21. Predefined Modes for Color Space Attribute Mode

Mode sRGB ProPhoto ANSI
Description Adobe sRGB, HDTV IEC 61966-2-1:1999 Kodak ProPhoto ROMM RGB ISO 22028-2:2013 ANSI E1.54-2015
Red 0.6400, 0.3300, 0.2126 0.7347, 0.2653 0.7347, 0.2653
Green 0.3000, 0.6000, 0.7152 0.1596, 0.8404 0.1596, 0.8404
Blue 0.1500, 0.0600, 0.0722 0.0366, 0.0001 0.0366, 0.001
WhitePoint 0.3127, 0.3290, 1.0000 0.3457, 0.3585 0.4254, 0.4044

The color space does not have any children.

Gamut Collect

This section defines gamuts. Currently it does not have any XML attributes (XML node <Gamuts>). As children, gamut collect has a list of a Gamut.

Gamut

This section defines the color gamut of the fixture (XML node <Gamut>), which is the set of attainable colors by the fixture. The currently defined XML attributes of a gamut are specified in table 22.

Table 22. Gamut Attributes

XML Attribute Name Value Type Description
Name Name Unique Name of the Gamut.
Points Array of ColorCIE Set of points defining the vertice of the gamut's polygon.

The gamut does not have any children.

DMX Profile Collect

This section defines DMX profile descriptions. Currently it does not have any XML attributes (XML node <DMXProfiles>). As children DMX profile collect has a list of DMX profiles.

DMX Profile

This section defines the DMX profile description (XML node <DMXProfile>). The currently defined XML attributes of the DMX profile are specified in table 23.

Table 23. DMX Profile Attributes

XML Attribute Name Value Type Description
Name Name Unique name of the DMX profile

As children a DMX Profile has a list of point.

Point

This section contains points to define the DMX profile (XML node <Point>). The currently defined XML attributes of a point are specified in table 24.

Table 24. Point Attributes

XML Attribute Name Value Type Description
DMXPercentage Float DMX percentage of the point; Unit: Percentage; Default value: 0
CFC0 Float Cubic Function Coefficient for x⁰; Default value: 0
CFC1 Float Cubic Function Coefficient for x; Default value: 0
CFC2 Float Cubic Function Coefficient for x²; Default value: 0
CFC3 Float Cubic Function Coefficient for x³; Default value: 0

Find the Point with the biggest DMXPercentage below or equal x. If there is none, the output is expected to be 0.

Output(x) = CFC3 * (x - DMXPercent)³ + CFC2 * (x - DMXPercent)² + CFC1 * (x - DMXPercent) + CFC0

Here is an example where the output follows a function f for 75% of the DMX Range and another function g for the last 25%. The Point attributes are given to illustrate how they are defined.

DMXProfile example

Figure 1. DMXProfile example

A Point does not have any children.

Color Rendering Index Collect

This section contains TM-30-15 Fidelity Index (Rf) for 99 color samples. Currently it does not have any XML attributes (XML node <CRIs>). As children, CRIs has a list of CRI groups.

Color Rendering Index Group

This section contains CRIs for a single color temperature (XML node <CRIGroup>). The currently defined XML attributes of the CRI group are specified in table 25.

Table 25. CRI Group Attributes

XML Attribute Name Value Type Description
ColorTemperature Float Color temperature; Default value: 6000; Unit: Kelvin

As children, the CRIGroup has an optional list of Color Rendering Index.

Color Rendering Index

This section defines the CRI for one of the 99 color samples (XML node <CRI>). The currently defined XML attributes of the measurement point are specified in table 26.

Table 26. CRI Attributes

XML Attribute Name Value Type Description
CES Enum Color sample. The defined values are “CES01”, “CES02”, … “CES99”. Default Value “CES01"
ColorRenderingIndex UInt The color rendering index for this sample. Size: 1 byte; Default value: 100

The color rendering index does not have any children.

Connector Collect

This section defined the physical connectors and is kept for backwards compatibility. From DIN SPEC 15800:2021 or GDTF v1.2 onwards physical connectors shall be decribed as WiringObjects in the Geometry Collect. It currently does not have any XML attributes (XML node <Connectors>). As children, the Connector Collect has a list of a connectors.

Connector

See Geometry Collect WiringObject. For easier transition find below the equivalent of the WiringObject. This section defines the connector (XML node <Connector>). The currently defined XML attributes of the connector are specified in table 27.

Table 27. Connector Attributes

XML Attribute Name Value Type Description
Name Name Unique Name of the connector. Now: Geometry Type WiringObject, XML Attribute: Name
Type Name The type of the connector. Find a list of predefined types in Annex D. Now: Geometry Type WiringObject, XML Attribute: ConnectorType.
DMXBreak Uint Optional. Defines to which DMX Break this connector belongs to. Obsolete now.
Gender Int Connectors where the addition of the Gender value equal 0, can be connected; Default value: 0; Male Connectors are -1, Female are +1, Universal are 0. Obsolete now.
Length Float Defines the length of the connector's wire in meters. "0" means that there is no cable and the connector is build into the housing. Default value "0". Obsolete now.

The connector does not have any children.

Properties Collect

This section defines the general properties of the device type (XML node <Properties>). The Properties Collect currently does not have any XML attributes. The currently defined children nodes of properties collect are specified in table 28.

Table 28. Properties Collect

XML node Amount Description
OperatingTemperature 0 or 1 Temperature range in which the device can be operated.
Weight 0 or 1 Weight of the device including all accessories.
PowerConsumption Any Power information for a given connector.
LegHeight 0 or 1 Height of the legs.

OperatingTemperature

This section defines the ambient operating temperature range (XML node <OperatingTemperature>). The currently defined XML attributes of the OperatingTemperature are specified in table 29.

Table 29. Operating Temperature Attributes

XML Attribute Name Value Type Description
Low Float Lowest temperature the device can be operated. Unit: °C. Default value: 0
High Float Highest temperature the device can be operated. Unit: °C. Default value: 40

The OperatingTemperature currently does not have any children.

Weight

This section defines the overall weight of the device (XML node <Weight>). The currently defined XML attributes of the weight are specified in table 30.

Table 30. Weight Attributes

XML Attribute Name Value Type Description
Value Float Weight of the device including all accessories. Unit: kilogram. Default value: 0

The weight currently does not have any children.

LegHeight

This section defines the height of the legs (XML node <LegHeight>). The currently defined XML attributes of the LegHeight are specified in table 31.

Table 31. Leg Height Attributes

XML Attribute Name Value Type Description
Value Float Defines height of the legs - distance between the floor and the bottom base plate. Unit: meter. Default value: 0

The LegHeight currently does not have any children.

Model Collect

Each device is divided into smaller parts: body, yoke, head and so on. These are called geometries. Each geometry has a separate model description and a physical description. Model collect contains model descriptions of the fixture parts. The model collect currently does not have any XML attributes (XML node <Models>). As children, Model Collect has a list of model.

Model

This section defines the type and dimensions of the model (XML node <Model>). The currently defined XML attributes of the model are specified in table 32.

Table 32. Model Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the model
Length Float Unit: meter; Default value: 0
Width Float Unit: meter; Default value: 0
Height Float Unit: meter; Default value: 0
PrimitiveType Enum Type of 3D model; The currently defined values are: “Undefined”, “Cube”, “Cylinder”, “Sphere”, “Base”, “Yoke”, “Head”, “Scanner”, “Conventional”, “Pigtail”, "Base1_1", "Scanner1_1", "Conventional1_1"; TODO Default value: “Undefined”
File Resource Optional. File name without extension and without subfolder containing description of the model. Use the following as a resource file:
- 3DS or GLB to file to provide 3D model.
- SVG file to provide the 2D symbol.
It is possible to add several files with the same name but different formats. Preferable format for the 3D model is GLTF. The resource files are located in subfolders of a folder called ./models. The names of the subfolders correspond to the file format of the resource files (3ds, step, svg). The path for 3ds files would be ./models/3ds. For glb files, it would be ./models/gltf.

Software that is utilizing GDTF files should always be able to read both 3ds and GlTF file formats and should be able to write at least one of these formats. It is preferable that only one type of 3D model file formats is used within one GDTF file.
SVGOffsetX Float Offset in X from the 0,0 point to the desired insertion point of the top view svg. Unit based on the SVG. Default value: 0
SVGOffsetY Float Offset in Y from the 0,0 point to the desired insertion point of the top view svg. Unit based on the SVG. Default value: 0
SVGSideOffsetX Float Offset in X from the 0,0 point to the desired insertion point of the side view svg. Unit based on the SVG. Default value: 0
SVGSideOffsetY Float Offset in Y from the 0,0 point to the desired insertion point of the side view svg. Unit based on the SVG. Default value: 0
SVGFrontOffsetX Float Offset in X from the 0,0 point to the desired insertion point of the front view svg. Unit based on the SVG. Default value: 0
SVGFrontOffsetY Float Offset in Y from the 0,0 point to the desired insertion point of the front view svg. Unit based on the SVG. Default value: 0

The model currently does not have any children.

All models of a device combined should not exceed a maximum vertices count of 1200 for the default mesh level of detail.

There are three level of details that you can define:

Table 33. Mesh level of detail

LOD Description Folder 3DS / gltf
Low Optional; This is the mesh for fixtures that are far away from the camera. It should have 30% of the the vertexes from the default mesh vertex count. 3ds_low / gltf_low
Default This is the default mesh that is used for real time visualization in preprogramming tool. It should have the minimum vertex count possible, while still looking like the fixture in 3D. 3ds / gltf
High Optional; This is high quality mesh targeting non-realtime applications, where the vertex count is not that important. There is no limit for the vertex count. 3ds_high / gltf_high

Low and High meshes definitions are optional. Place the file with the same name in the defined folder.

The device shall be drawn in a hanging position displaying the front view. That results in the pan axis is Z aligned, and the tilt axis is X aligned.

The metric system consists of the Right-handed Cartesian Coordinates XYZ: X – from left (-X) to right (+X), Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y), Z – from bottom (-Z) to top (+Z). 0,0,0 – center base plate. See Figure 2.

media/Models_device_hanging_1.1.png Figure 2. Device in a hanging position – front view

The mesh of each fixture part shall be drawn around its own suspension point. The zero point of a device does not necessarily have to contain the offset related to the yoke, but it must be centered on its axis of rotation. The offset is defined by the geometry and has to be related to its parent geometry and not to the base.

Note 1: In general, the offsets are mostly negative, because the device is displayed in a hanging position.

Device Offsets Figure 3. Offsets of the parts

In Figure 3 the green arrow displays the offset of the yoke related to the base. The magenta arrow displays the offset of the head related to the yoke. The offsets are to be defined by the position matrix of the according geometry (table 35table 55). It is important that the axis of rotation of each device part is exactly positioned (see Figure 4).

media/Models_device_rotation.png Figure 4. Positions of rotation axis

The dimension XML attributes of model (see table 32) are always used, no matter the scaling and ratio of the mesh file. The mesh is explicitly scaled to this dimension. The length defines the dimension of the model on the X axis, the width on the Y axis and the height on the Z axis.

SVG use viewboxes to align their content. The viewbox is always defined ny the top left of the bounding box. With the attributes SVG_VIEW_Offset_XY you can define the insertion point in relation to the view box.

SVG can have background filling. This filling should have the color #C8C8C8. By this color, any software can replace it with another color.

Type Description Folder 3DS / gltf
Top View View from top in -Z direction. svg
Front View View from fron in Y direction svg_front
Side View View from fron in -X direction svg_side

Base

Head

Yoke

Thumbnail

Front View Base Front View Head/ Front View Yoke

Side View Base Side View Head Side View Yoke

SVG images should be drawn in a 1:1 scale to the actual device. Use mm as base unit. Scaling operation from 3D meshes will not be applied to the SVG informations

Regarding glTF Files

The used glTF files should follow these requirements:

  • Use the glb binary format
  • Only use the 2.0 version
  • Do not use extension
  • Do not use animations
  • Only use jpeg or png texture resource
  • all vertex attributes are GL_FLOAT

Regarding SVG Files

  • Use SVG 1.1 spec
  • Don't embed bitmap images.
  • Align the viewbox to the top left of the device

Geometry Collect

The physical description of the device parts is defined in the geometry collect. Geometry collect can contain a separate geometry or a tree of geometries. The geometry collect currently does not have any XML attributes (XML node <Geometries>). The currently defined children nodes of geometry collect are specified in table 34.

Table 34. Geometry Children Types

XML node Amount Description
Geometry Any General Geometry.
Axis Any Geometry with axis.
FilterBeam Any Geometry with a beam filter.
FilterColor Any Geometry with color filter.
FilterGobo Any Geometry with gobo.
FilterShaper Any Geometry with shaper.
Beam Any Geometry that describes a light output to project.
MediaServerLayer Any Geometry that describes a media representation layer of a media device.
MediaServerCamera Any Geometry that describes a camera or output layer of a media device.
MediaServerMaster Any Geometry that describes a master control layer of a media device.
Display Any Geometry that describes a surface to display visual media.
GeometryReference Any Reference to already described geometries.
Laser Any Geometry with a laser light output.
WiringObject Any Geometry that describes an internal wiring for power or data.
Inventory Any Geometry that describes an additional item that can be used for a fixture (like a rain cover).
Structure Any Geometry that describes the internal framing of an object (like members).
Support Any Geometry that describes a support like a base plate or a hoist.
Magnet Any Geometry that describes a point where other geometries should be attached.

Note 1: Position the geometry in it's "Default" position. This is defined by the Default Value from the DMX Channel that controls the position of that geometry.

General Geometry

It is a basic geometry type without specification (XML node <Geometry>). The currently defined XML attributes of the geometry are specified in table 35.

Table 35. Geometry Attributes

XML Attribute Name Value Type Description
Name Name The unique name of geometry. Recommendation for conventional is “Body”. Recommendation for a geometry that is representing the base housing of a moving head is “Base”.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The geometry has the same children types as the geometry collect (see table 34).

Geometry Type Axis

This type of geometry defines device parts with a rotation axis (XML node <Axis>). The currently defined XML attributes of the axis are specified in table 36.

Table 36. Axis Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry. Recommendation for an axis-geometry is “Yoke”. Recommendation for an axis-geometry representing the lamp housing of a moving head is “Head”. Note: The Head of a moving head is usually mounted to the Yoke.
Model Name Link to the corresponding model. Matrix
Position Matrix Relative position of geometry; Default value: Identity Matrix

The axis has the same children types as the geometry collect (see table 34).

Geometry Type Beam Filter

This type of geometry defines device parts with a beam filter (XML node <FilterBeam>). The currently defined XML attributes of the beam filter are specified in table 37.

Table 37. Beam Filter Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry. Recommendation for beam filter limiting the diffusion of light is “BarnDoor”. Recommendation for beam filter adjusting the diameter of the beam is “Iris”. Note: BarnDoor and Iris are usually mounted to conventional.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The beam filter has the same children types as the geometry collect (see table 34).

Geometry Type Color Filter

This type of geometry is used to describe device parts which have a color filter (XML node <FilterColor>). The currently defined XML attributes of the color filter are specified in table 38.

Table 38. Color Filter Attributes

XML Attribute Name Value Type Description
Name Name The unique name of geometry. Recommendation for filter of a color or mechanical color changer is “FilterColor”. Note: FilterColor is usually mounted to conventional.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The color filter has the same children types as the geometry collect (see table 34).

Geometry Type Gobo Filter

This type of geometry is used to describe device parts which have gobo wheels (XML node <FilterGobo>). The currently defined XML attributes of the gobo filter are specified in table 39.

Table 39. Gobo Filter Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry. Recommendation for filter of a gobo or mechanical gobo changer is “FilterGobo”. Note: FilterGobo is usually mounted to conventional.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The gobo filter has the same children types as the geometry collect (see table 34).

Geometry Type Shaper Filter

This type of geometry is used to describe device parts which have a shaper (XML node <FilterShaper>). The currently defined XML attributes of the shaper filter are specified in table 40.

Table 40. Shaper Filter Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry; Recommendation for filter used to form the beam to a framed, triangular, or trapezoid shape, is “Shaper”. Note: Shaper is usually mounted to conventional.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The shaper filter has the same children types as the geometry collect (see table 34).

Geometry Type Beam

This type of geometry is used to describe device parts which have a light source (XML node <Beam>). The currently defined XML attributes of the Beam are specified in table 41.

Table 41. Beam Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry. Recommendation for a light source of a conventional or moving head or a projector is “Beam”. Note 1: Beam is usually mounted to Head or Body. Recommendation for a self-emitting single light source is “Pixel”. Note 2: Pixel is usually mounted to Head or Body. Recommendation for a number of Pixel that are controlled at the same time is “Array”. Note 3: Array is usually mounted to Head or Body. Recommendation for a light source of a moving mirror is “Mirror”. Note 4: Mirror is usually mounted to Yoke.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix
LampType Enum Defines type of the light source; The currently defined types are: Discharge, Tungsten, Halogen, LED; Default value “Discharge”
PowerConsumption Float Power consumption; Default value: 1000; Unit: Watt
LuminousFlux Float Intensity of all the represented light emitters; Default value: 10000; Unit: lumen
ColorTemperature Float Color temperature; Default value: 6000; Unit: kelvin
BeamAngle Float Beam angle; Default value: 25.0; Unit: degree
FieldAngle Float Field angle; Default value: 25.0; Unit: degree
ThrowRatio Float Throw Ratio of the lens for BeamType Rectangle; Default value: 1; Unit: None
RectangleRatio Float Ratio from Width to Height of the Rectangle Type Beam; Default value: 1.7777; Unit: None
BeamRadius Float Beam radius on starting point. Default value: 0.05; Unit: meter.
BeamType Enum Beam Type; Specified values: "Wash", "Spot", "None", "Rectangle", "PC", "Fresnel", "Glow". Default value "Wash"
ColorRenderingIndex Uint The CRI according to TM-30 is a quantitative measure of the ability of the light source showing the object color naturally as it does as daylight reference. Size 1 byte. Default value 100.
EmitterSpectrum Node Optional link to emitter in the physical description; use this to define the white light source of a subtractive color mixing system. Starting point: Emitter Collect; Default spectrum is a Black-Body with the defined ColorTemperature.

The beam has the same children types as the geometry collect (see table 34).

Use the Geometry Type "Beam" to describe the position of the fixture's light output (usually the position of the lens) and not the position of the light source inside the device. The origin of the Geometry Type "Beam" is the origin of the rendered beam. The origin of the Geometry Type "Beam" should not be covered by any faces of other geometries in order to not block the rendered beam.

The <BeamType> describes how the Beam will be rendered.

"Wash", "Fresnel", "PC"- A conical beam with soft edges and softened field projection.

"Spot" - A conical beam with hard edges.

"Rectangle" - A pyramid-shaped beam with hard edges.

"None", "Glow" - No beam will be drawn, only the geometry will emit light itself.

The beam geometry emits its light into negative Z direction (and Y-up).

Geometry Type Media Server Layer

This type of geometry is used to describe the layer of a media device that is used for representation of media files (XML node <MediaServerLayer>). The currently defined XML attributes of the media server layer are specified in table 42.

Table 42. Media Server Layer Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model that will be used to display the alignment in media server space.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The media server layer has the same children types as the geometry collect (see table 34).

Geometry Type Media Server Camera

This type of geometry is used to describe the camera or output of a media device (XML node <MediaServerCamera>). The currently defined XML attributes of the media server camera are specified in table 43.

Table 43. Media Server Camera Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model that will be used to display the alignment in media server space.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The media server camera has the same children types as the geometry collect (see table 34).

The media server camera-view points into the positive Y-direction (and Z-up).

Geometry Type Media Server Master

This type of geometry is used to describe the master control of one or several media devices (XML node <MediaServerMaster>). The currently defined XML attributes of the media server master are specified in table 44.

Table 44. Media Server Master Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The media server master has the same children types as the geometry collect (see table 34).

Geometry Type Display

This type of geometry is used to describe a self-emitting surface which is used to display visual media (XML node <Display>). The currently defined XML attributes of the display are specified in table 45.

Table 45. Display Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix
Texture Resource Name of the mapped texture in Model file that will be swapped out for the media resource.

The display has the same children types as the geometry collect (see table 34).

Geometry Type Laser

This type of geometry is used to describe the position of a laser's light output (XML node <Laser>). The currently defined XML attributes of the laser are specified in table 46.

Table 46. Laser Attributes

XML Attribute Name Value Type
Name Name The unique name of the geometry.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix
ColorType Enum The currently defined unit values are: “RGB”, “SingleWaveLength”, Default: RGB.
Color Float Required if ColorType is "SingleWaveLength"; Unit:nm (nanometers)
OutputStrength Float Output Strength of the Laser; Unit: Watt
Emitter Node Optional link to the emitter group. The starting point is the Emitter Collect.
BeamDiameter Float Beam diameter where it leaves the projector; Unit: meter
BeamDivergenceMin Float Minimum beam divergence; Unit: mrad (milliradian)
BeamDivergenceMax Float Maximum beam divergence; Unit: mrad (milliradian)
ScanAnglePan Float Possible Total Scan Angle Pan of the beam. Assumes symmetrical output; Unit: Degree
ScanAngleTilt Float Possible Total Scan Angle Tilt of the beam. Assumes symmetrical output; Unit: Degree
ScanSpeed Float Speed of the beam; Unit: kilo point per second

The laser has the same children types as the geometry collect (see table 34).

In addition, it also has a list of supported protocols (XML node <Protocol>) as children.

Protocol

This XML node specifies the protocol for a Laser (XML node <Protocol>). The currently defined XML attributes of the protocol are specified in table 47.

Table 47 Protocol attributes

XML Attribute Name Value Type Description
Name String Name of the protocol

The protocol doesn't have any children.

Geometry Type Reference

The Geometry Type Reference is used to describe multiple instances of the same geometry. Example: LED panel with multiple pixels. (XML node ). The currently defined XML attributes of reference are specified in table 48.

Note 1: Geometry Reference also allows easier definition of the DMX Channels for these geometries.

Table 48. Geometry Reference Attributes

XML Attribute Name Value Type Description
Name Name The unique name of geometry.
Position Matrix Relative position of geometry; Default value: Identity Matrix
Geometry Name Name of the referenced geometry. Only top level geometries are allowed to be referenced.
Model Name Optional. Link to the corresponding model. The model only replaces the model of the parent of the referenced geometry. The models of the children of the referenced geometry are not affected. The starting point is Models Collect. If model is not set, the model is taken from the referenced geometry.

As children, the Geometry Type Reference has a list of breaks. The count of the children depends on the number of different breaks in the DMX channels of the referenced geometry. If the referenced geometry, for example, has DMX channels with DMX break 2 and 4, the geometry reference has to have 2 children. The first child with DMX offset for DMX break 2 and the second child for DMX break 4. If one or more of the DMX channels of the referenced geometry have the special value “Overwrite” as a DMX break, the DMX break for those channels and the DMX offsets need to be defined.

Break

This XML node specifies the DMX offset for the DMX channel of the referenced geometry (XML node <Break>). The currently defined XML attributes of the break are specified in table 49.

Table 49. Break Attributes

XML Attribute Name Value Type Description
DMXOffset DMXAddress DMX offset; Default value:1 (Means no offset for the corresponding DMX Channel)
DMXBreak Uint Defines the unique number of the DMX Break for which the Offset is given. Size: 1 byte; Default value 1.

Geometry Type Wiring Object

This type of geometry is used to describe an electrical device that can be wired (XML node <WiringObject>). The currently defined XML attributes of a wiring object geometry are specified in table 50.

Table 50. Wiring Object Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry. The name is also the name of the interface to the outside
Model Name Link to the corresponding model.
ConnectorType Name The type of the connector. Find a list of predefined types in Annex D. This is not applicable for Component Types Fuses. Custom type of connector can also be defined, for example "Loose End".
Position Matrix Relative position of geometry; Default value: Identity Matrix
ComponentType Enum The type of the electrical component used. Defined values are "Input", "Output", "PowerSource", "Consumer", "Fuse", "NetworkProvider", "NetworkInput", "NetworkOutput", "NetworkInOut".
SignalType String The type of the signal used. Predefinded values are "Power", "DMX512", "Protocol", "AES", "AnalogVideo", "AnalogAudio". When you have a custom protocol, you can add it here.
PinCount Int The number of available pins of the connector type to connect internal wiring to it.
ElectricalPayLoad Float The electrical consumption in Watts. Only for Consumers. Unit: Watt.
VoltageRangeMax Float The voltage range's maximum value. Only for Consumers. Unit:volt.
VoltageRangeMin Float The voltage range's minimum value. Only for Consumers. Unit: volt.
FrequencyRangeMax Float The Frequency range's maximum value. Only for Consumers. Unit: hertz.
FrequencyRangeMin Float The Frequency range's minimum value. Only for Consumers. Unit: hertz.
MaxPayLoad Float The maximum electrical payload that this power source can handle. Only for Power Sources. Unit: voltampere.
Voltage Float The voltage output that this power source can handle. Only for Power Sources. Unit: volt.
SignalLayer Integer The layer of the Signal Type. In one device, all wiring geometry that use the same Signal Layers are connected. Special value 0: Connected to all geometries.
CosPhi Float The Power Factor of the device. Only for consumers.
FuseCurrent Float The fuse value. Only for fuses. Unit: ampere.
FuseRating Enum Fuse Rating. Defined values are "B", "C", "D", "K", "Z".
Orientation Enum Where the pins are placed on the object. Defined values are "Left", "Right", "Top", "Bottom".
WireGroup String Name of the group to which this wiring object belong.

The wiring object has the same children types as the geometry collect (see table 34). In addition, it also has pin patch (XML node <PinPatch>) children.

Pin Patch

This XML node (XML node <PinPatch>) specifies how the different sockets of its parent wiring object are connected to the pins of other wiring objects. The currently defined XML attributes of a pin patch are specified in table 51.

Table 51. Pin Patch Attributes

XML Attribute Name Value Type Description
ToWiringObject Node Link to the wiring object connected through this pin patch.
FromPin Int The pin number used by the parent wiring object to connect to the targeted wiring object "ToWiringObject".
ToPin Int The pin number used by the targeted wiring object "ToWiringObject" to connect to the parent wiring object.

The pin patch doesn't have any children.

Geometry Type Inventory

This type of geometry is used to describe a geometry used for the inventory (XML node <Inventory>). The currently defined XML attributes of an inventory geometry are specified in table 52.

Table 52. Inventory Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix
Count Int The default count for new objects.

The inventory geometry has the same children types as the geometry collect (see table 34).

Geometry Type Structure

This type of geometry is used to describe a structure (XML node <Structure>). The currently defined XML attributes of a structure geometry are specified in table 53.

Table 53. Structure Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix
LinkedGeometry Name The linked geometry.
StructureType Enum The type of structure. Defined values are "CenterLineBased", "Detail".
CrossSectionType Enum The type of cross section. Defined values are "TrussFramework", "Tube".
CrossSectionHeight Float The height of the cross section. Only for Tubes. Unit: meter.
CrossSectionWallThickness Float The thickness of the wall of the cross section.Only for Tubes. Unit: meter.
TrussCrossSection String The name of the truss cross section. Only for Trusses.

The structure geometry has the same children types as the geometry collect (see table 34).

Geometry Type Support

This type of geometry is used to describe a support (XML node <Support>). The currently defined XML attributes of a support geometry are specified in table 54.

Table 54. Support Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix
SupportType Enum The type of support. Defined values are "Rope", "GroundSupport".
RopeCrossSection String The name of the rope cross section. Only for Ropes.
RopeOffset Vector3 The Offset of the rope from bottom to top. Only for Ropes. Unit: meter.
CapacityX Float The allowable force on the X-Axis applied to the object according to the Eurocode. Unit: N.
CapacityY Float The allowable force on the Y-Axis applied to the object according to the Eurocode. Unit: N.
CapacityZ Float The allowable force on the Z-Axis applied to the object according to the Eurocode. Unit: N.
CapacityXX Float The allowable moment around the X-Axis applied to the object according to the Eurocode. Unit: N/m.
CapacityYY Float The allowable moment around the Y-Axis applied to the object according to the Eurocode. Unit: N/m.
CapacityZZ Float The allowable moment around the Z-Axis applied to the object according to the Eurocode. Unit: N/m.
ResistanceX Float The compression ratio for this support along the X-Axis. Unit N/m. Only for Ground Supports.
ResistanceY Float The compression ratio for this support along the Y-Axis. Unit N/m. Only for Ground Supports.
ResistanceZ Float The compression ratio for this support along the Z-Axis. Unit N/m. Only for Ground Supports.
ResistanceXX Float The compression ratio for this support around the X-Axis. Unit N/m. Only for Ground Supports.
ResistanceYY Float The compression ratio for this support around the Y-Axis. Unit N/m. Only for Ground Supports.
ResistanceZZ Float The compression ratio for this support around the Z-Axis. Unit N/m. Only for Ground Supports.

The support geometry has the same children types as the geometry collect (see table 34).

Geometry Type Magnet

This type of geometry is used to describe a magnet, a point where other geometries should be attached (XML node <Magnet>). The currently defined XML attributes of a magnet geometry are specified in table 55.

Table 55. Magnet Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the geometry.
Model Name Link to the corresponding model.
Position Matrix Relative position of geometry; Default value: Identity Matrix

The magnet geometry has the same children types as the geometry collect (see table 34).

DMX Mode Collect

This section is describes all DMX modes of the device. If firmware revisions change a DMX footprint, then such revisions should be specified as new DMX mode. The DMX mode collect currently does not have any attributes (XML node <DMXModes>). As a child the fixture type DMX mode collect has DMX modes.

DMX Mode

Each DMX mode describes logical control part of the device in a specific mode (XML node <DMXMode>). The currently defined XML attributes of the DMX mode are specified in table 56.

Table 56. DMX Mode Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the DMX mode
Description String Description of the DMX mode
Geometry Name Name of the first geometry in the device; Only top level geometries are allowed to be linked.

DMX mode children are specified in table 57.

Table 57. DMX Mode Children

XML node Mandatory Description
DMXChannels Yes Description of all DMX channels used in the mode
Relations No Description of relations between channels
FTMacros No Is used to describe macros of the manufacturer.

DMX Channel Collect

This section defines the DMX footprint of the device. The DMX channel collect currently does not have any attributes (XML node <DMXChannels>). As children the DMX channel collect has a list of a DMX channels.

DMX Channel

This section defines the DMX channel (XML node <DMXChannel>). The name of a DMX channel cannot be user-defined and must consist of a geometry name and the attribute name of the first logical channel with separator "_". In one DMX Mode, this combination needs to be unique. Currently defined XML attributes of the DMX channel are specified in table 58.

Table 58. DMX Channel Attributes

XML Attribute Name Value Type Description
DMXBreak Int Number of the DMXBreak; Default value: 1; Special value: “Overwrite” – means that this number will be overwritten by Geometry Reference; Size: 4 bytes
Offset Array of Int Relative addresses of the current DMX channel from highest to least significant; Separator of values is ","; Special value: “None” – does not have any addresses; Default value: “None”; Size per int: 4 bytes
InitialFunction Node Link to the channel function that will be activated by default for this DMXChannel. Default value is the first channel function of the first logical function of this DMX channel.
Highlight DMXValue Highlight value for current channel; Special value: “None”. Default value: “None”.
Geometry Name Name of the geometry the current channel controls.

The Geometry should be the place in the tree of geometries where the function of the DMX Channel (as defined by ChannelFunction) is located either physically or logically. If the DMX channel doesn't have a location, put it in the top level geometry of the geometry tree. Attributes follow a trickle down principle, so they are inherited from top down.

As children the DMX channel has a list of logical channels.

Logical Channel

The Fixture Type Attribute is assigned to a LogicalChannel and defines the function of the LogicalChannel. All logical channels that are children of the same DMX channel are mutually exclusive. In a DMX mode, only one logical channel with the same attribute can reference the same geometry at a time. The name of a Logical Channel cannot be user-defined and is equal to the linked attribute name. The XML node of the logical channel is <LogicalChannel>. The currently defined XML attributes of the logical channel are specified in table 59.

Table 59. Logical Channel Attributes

XML Attribute Name Value Type Description
Attribute Node Link to the attribute; The starting point is the Attribute Collect (see Annex A).
Snap Enum If snap is enabled, the logical channel will not fade between values. Instead, it will jump directly to the new value.; Value: “Yes”, “No”, “On”, “Off”. Default value: “No”
Master Enum Defines if all the subordinate channel functions react to a Group Control defined by the control system. Values: “None”, “Grand”, “Group”; Default value: “None”.
MibFade Float Minimum fade time for moves in black action. MibFade is defined for the complete DMX range. Default value: 0; Unit: second
DMXChangeTimeLimit Float Minimum fade time for the subordinate channel functions to change DMX values by the control system. DMXChangeTimeLimit is defined for the complete DMX range. Default value: 0; Unit: second

As a child the logical channel has a list of a channel function.

Channel Function

The Fixture Type Attribute is assigned to a Channel Function and defines the function of its DMX Range. (XML node <ChannelFunction>). The currently defined XML attributes of channel function are specified in table 60.

Table 60. Channel Function Attributes

XML Attribute Name Value Type Description
Name Name Unique name; Default value: Name of attribute and number of channel function.
Attribute Node Link to attribute; Starting point is the attributes node. Default value: “NoFeature”.
OriginalAttribute String The manufacturer's original name of the attribute; Default: empty
DMXFrom DMXValue Start DMX value; The end DMX value is calculated as a DMXFrom of the next channel function – 1 or the maximum value of the DMX channel. Default value: "0/1".
Default DMXValue Default DMX value of channel function when activated by the control system.
PhysicalFrom Float Physical start value; Default value: 0
PhysicalTo Float Physical end value; Default value: 1
RealFade Float Time in seconds to move from min to max of the Channel Function; Default value: 0
RealAcceleration Float Time in seconds to accelerate from stop to maximum velocity; Default value: 0
Wheel Node Optional. Link to a wheel; Starting point: Wheel Collect
Emitter Node Optional. Link to an emitter in the physical description; Starting point: Emitter Collect
Filter Node Optional. Link to a filter in the physical description; Starting point: Filter Collect
ColorSpace Node Optional. Link to a color space in the physical description; Starting point: Physical Descriptions Collect
Gamut Node Optional. Link to a gamut in the physical description; Starting point: Gamut Collect
ModeMaster Node Optional. Link to DMX Channel or Channel Function; Starting point DMX mode.
ModeFrom DMXValue Only used together with ModeMaster; DMX start value; Default value: 0/1
ModeTo DMXValue Only used together with ModeMaster; DMX end value; Default value: 0/1
DMXProfile Node Optional link to DMX Profile; Starting point: DMX Profile Collect
Min Float Minimum Physical Value that will be used for the DMX Profile. Default: Value from PhysicalFrom
Max Float Maximum Physical Value that will be used for the DMX Profile. Default: Value from PhysicalTo
CustomName String Custom Name that can he used do adress this channel function with other command based protocols like OSC. Default: Node Name of the Channel function Example: Head_Dimmer.Dimmer.Dimmer

Note:
For command based control systems, you can control the fixture by sending it a string in the following style:
"/FIXTURE_ID/CUSTOM_NAME_CHANNELFUCTION ,f FLOAT_VALUE_PHYSICAL"
or
"/FIXTURE_ID/CUSTOM_NAME_CHANNELFUCTION/percent ,f FLOAT_VALUE_PERCENT"

Where:

  • FIXTURE_ID is the fixture ID is the value defined for the fixture instance.
  • CUSTOM_NAME_CHANNELFUCTION is the Custom Name for the ChannelFunction. Note that all "." Separators can be replaced with "/".
  • FLOAT_VALUE_PHYSICAL is the physical value that the fixture should adopt. The values will be capped by the fixture by PhysicalFrom and PhysicalTo.
  • FLOAT_VALUE_PERCENT is the percent value that the fixture should adopt. The values can be between 0 and 100.

As children the channel function has list of a channel sets and a sub channel sets.

Channel Set

This section defines the channel sets of the channel function (XML node ). The currently defined XML attributes of the channel set are specified in table 61.

Table 61. Channel Set Attributes

XML Attribute Name Value Type Description
Name Name The name of the channel set. Default: Empty
DMXFrom DMXValue Start DMX value; The end DMX value is calculated as a DMXFrom of the next channel set – 1 or the maximum value of the current channel function; Default value: 0/1
PhysicalFrom Float Physical start value. Default value is the PhysicalFrom from the parent channel function.
PhysicalTo Float Physical end value. Default value is the PhysicalTo from the parent channel function.
WheelSlotIndex Int If the channel function has a link to a wheel, a corresponding slot index shall be specified. The wheel slot index results from the order of slots of the wheel which is linked in the channel function. The wheel slot index is normalized to 1. Size: 4 bytes

The channel set does not have any children.

Sub Channel Set

This section defines the sub channel sets of the channel function (XML node ). The currently defined XML attributes of the sub channel set are specified in table 62.

Table 62. Sub Channel Set Attributes

XML Attribute Name Value Type Description
Name Name The name of the sub channel set. Default: Empty
PhysicalFrom Float Physical start value
PhysicalTo Float Physical end value
SubPhysicalUnit Node Link to the sub physical unit; Starting Point: Attribute
DMXProfile Node Optional link to the DMX Profile; Starting Point: DMX Profile Collect

The sub channel set does not have any children.

Relation Collect

This section describes the dependencies between DMX channels and channel functions, such as multiply and override. The relation collect currently does not have any XML attributes (XML node <Relations>). As children the relation collect has a list of a relation.

Relation

This section defines the relation between the master DMX channel and the following logical channel (XML node <Relation>). The currently defined XML attributes of the relations are specified in table 63.

Table 63. Relation Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the relation
Master Node Link to the master DMX channel; Starting point: DMX mode
Follower Node Link to the following channel function; Starting point: DMX mode
Type Enum Type of the relation; Values: “Multiply”, “Override”

The relation does not have any children. Listing 1 shows an example of a simple DMX mode described in XML.

Listing 1. DMX mode with relations

<DMXMode Name="Default" Geometry="Body">

   <DMXChannels>  
       <DMXChannel Highlight="255/1" Geometry="Pixel">  
           <LogicalChannel Attribute="Dimmer" Master="Grand">  
               <ChannelFunction Attribute="Dimmer" DMXFrom="0/1">  
                   <ChannelSet Name="closed" DMXFrom="0/1" PhysicalTo="0" />  
                   <ChannelSet DMXFrom="1/1" />  
                   <ChannelSet Name="open" DMXFrom="255/1" PhysicalFrom="1" />  
               </ChannelFunction>  
           </LogicalChannel>  
       </DMXChannel>  
       <DMXChannel DMXBreak="Overwrite" Offset="1" Default="255/1" Highlight="255/1" Geometry="Pixel">  
           <LogicalChannel Attribute="ColorAdd_R">  
               <ChannelFunction Attribute="ColorAdd_R" DMXFrom="0/1"/>  
           </LogicalChannel>  
       </DMXChannel>  
       <DMXChannel DMXBreak="Overwrite" Offset="2" Default="255/1" Highlight="255/1" Geometry="Pixel">  
           <LogicalChannel Attribute="ColorAdd_G">  
               <ChannelFunction Attribute="ColorAdd_G" DMXFrom="0/1"/>  
           </LogicalChannel>  
       </DMXChannel>  
       <DMXChannel DMXBreak="Overwrite" Offset="3" Default="255/1" Highlight="255/1" Geometry="Pixel">  
           <LogicalChannel Attribute="ColorAdd_B">  
               <ChannelFunction Attribute="ColorAdd_B" DMXFrom="0/1"/>  
           </LogicalChannel>  
       </DMXChannel>  
   </DMXChannels>  
   <Relations>  
       <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_R.ColorAdd_R.ColorAdd_R 1" Type="Multiply" />  
       <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_G.ColorAdd_G.ColorAdd_G 1" Type="Multiply" />  
       <Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_B.ColorAdd_B.ColorAdd_B 1" Type="Multiply" />  
   </Relations>
</DMXMode> 

Macro Collect

This section describes DMX sequences to be executed by the control system. The macro collect currently does not have any XML attributes (XML node <FTMacros>). As children the macro collect has a list of a macro.

Macro

This section defines a DMX sequence. (XML node <FTMacro>). The currently defined XML attributes of the macro are specified in table 64.

Table 64. Macro Attributes

XML Attribute Name Value Type Description
Name Name The unique name of the macro.
ChannelFunction Node Optional. Link to channel function; Starting point DMX Mode

Macro children are specified in table 65

Table 65. Macro Children

XML node Mandatory Description
MacroDMX No This section defines a DMX sequence.
Macro DMX

This section defines the sequence of DMX values which are sent by a control system. (XML node <MacroDMX>). As children the macro DMX has a list of MacroDMXStep.

Macro DMX Step

This section defines a DMX step (XML node <MacroDMXStep>). The currently defined XML attributes of the macro DMX step are specified in table 66.

Table 66. Macro DMX Step Attributes

XML Attribute Name Value Type Description
Duration Float Duration of a step; Default value: 1; Unit: seconds.

As children the macro DMX -Step has a list of a DMX Value.

DMX Value

This section defines the value for DMX channel (XML node ). The currently defined XML attributes of the DMX Value are specified in table 67.

Table 67. DMX Value Attributes

XML Attribute Name Value Type Description
Value DMXValue Value of the DMX channel
DMXChannel Node Link to a DMX channel. Starting node DMX Channel collect.

The DMX value does not have any children.

Revision Collect

This section defines the history of device type. Revision collect currently does not have any XML attributes (XML node <Revisions>). As children the revision collect has a list of a revision.

Revision

This section defines one revision of a the device type (XML node Revision>). Revisions are optional. Every time a GDTF file is uploaded to the database, a revision with the actual time and UserID is created by the database. The currently defined XML attributes of the revision are specified in table 68.

Table 68. Revision Attributes

XML Attribute Name Value Type Description
Text String User-defined text for this revision; Default value: empty
Date Date Revision date and time
UserID Uint UserID of the user that has uploaded the GDTF file to the database; Default value: 0
ModifiedBy String Name of the software that modified this revision; Default value: empty

The revision does not have any children.

Fixture Type Preset Collect

This section defines fixture type specific presets. It currently does not have any XML attributes (XML node FTPresets>). As children the Fixture Preset Collect has a list of FTPreset (fixture type preset).

Fixture Type Preset

This section has not yet been defined (XML node <FTPreset>).

Supported Protocol Collect

If the device supports one or several additional protocols, these protocol specific information have to be specified. The supported protocol collect currently does not have any XML attributes (XML node <Protocols>). Children of supported protocol collect are specified in table 69.

Table 69. Supported Protocol Collect Children

XML node Mandatory Description
RDM No Describes RDM information
Art-Net No Describes Art-Net information
sACN No Describes sACN information
PosiStageNet No Describes PosiStageNet information
OpenSoundControl No Describes OpenSoundControl information
CITP No Describes CITP information

RDM Section

If the device supports the RDM protocol, this section defines the corresponding information (XML node <FTRDM>). The currently defined XML attributes of RDM are specified in table 70.

Table 70. RDM Attributes

XML Attribute Name Value Type Description
ManufacturerID Hex Manufacturer ESTA ID
DeviceModelID Hex Unique device model ID

As children the FTRDM has a list of SoftwareVersionID.

SoftwareVersionID

For each supported software version add an XML node <SoftwareVersionID>. The currently defined XML attributes are specified in table 71.

Table 71. SoftwareVersionID

XML Attribute Name Value Type Description
Value Hex Software version ID

As children the SoftwareVersionID has a list of DMXPersonality.

DMXPersonality

To define the supported software versions add an XML node <DMXPersonality>. The currently defined XML attributes are specified in table 72.

Table 72. DMXPersonality

XML Attribute Name Value Type Description
Value Hex Hex Value of the DMXPersonality
DMXMode Name Link to the DMX Mode that can be used with this software version.

The DMXPersonality does not have any children.

Art-Net Section

If the device supports the Art-Net protocol, this section defines the corresponding information (XML node <Art-Net>).

As children the Art-Net has a list of Maps.

To define a custom mapping between Art-Net values and DMX Stream values you can add an XML node <Map> as a child. The currently defined XML attributes are specified in table 73.

By default, it is assumed that all the values are mapped 1:1, so only when you differ from that you can add a custom map.

Map

Table 73. Map Attributes

XML Attribute Name Value Type Description
Key Uint Value of the Artnet value.
Value Uint Value of the DMX value.

Streaming ACN Section

If the device supports the Streaming ACN protocol, this section defines the corresponding information (XML node <sACN>).

As children the Streaming ACN has a list of Maps.

To define a custom mapping between Streaming ACN values and DMX Stream values you can add an XML node <Map> as a child. The currently defined XML attributes are specified in table 73.

By default, it is assumed that all the values are mapped 1:1, so only when you differ from that you can add a custom map.

Posi Stage Net Section

This section has not yet been defined (XML node <PosiStageNet>).

Open Sound Control Section

This is intentionally left empty. Future settings for custom OpenSoundControl behavior can be defined in later version. (XML node <OpenSoundControl>).

CITP Section

This section has not yet been defined (XML node <CITP>).

Annex A. (normative) Attribute Definitions

To describe the fixture types attributes are used. Attributes define the function. (n) and (m) are wildcards for the enumeration of attributes like Gobo(n) - Gobo1 and Gobo2 or VideoEffect(n)Parameter(m) - VideoEffect1Parameter1 and VideoEffect1Parameter2. Fixture Type Attributes without wildcards (n) or (m) are not enumerated. The enumeration starts with 1. The currently defined Fixture Type Attributes are specified in table A1.

Note 1: The predefined Fixture Type Attributes are the preferred to use Fixture Type Attribute. At any time user defined attributes can be introduced as well.

Table A1. Structure of Attribute and Subattribute

Description Attribute
Dimmer Controls the intensity of a fixture.
Pan Controls the fixture's sideward movement (horizontal axis).
Tilt Controls the fixture's upward and the downward movement (vertical axis).
PanRotate Controls the speed of the fixture's continuous pan movement (horizontal axis).
TiltRotate Controls the speed of the fixture's continuous tilt movement (vertical axis).
PositionEffect Selects the predefined position effects that are built into the fixture.
PositionEffectRate Controls the speed of the predefined position effects that are built into the fixture.
PositionEffectFade Snaps or smooth fades with timing in running predefined position effects.
XYZ_X Defines a fixture’s x-coordinate within an XYZ coordinate system.
XYZ_Y Defines a fixture’s y-coordinate within an XYZ coordinate system.
XYZ_Z Defines a fixture‘s z-coordinate within an XYZ coordinate system.
Rot_X Defines rotation around X axis.
Rot_Y Defines rotation around Y axis.
Rot_Z Defines rotation around Z axis.
Scale_X Scaling on X axis.
Scale_Y Scaling on Y axis.
Scale_Z Scaling on Y axis.
Scale_XYZ Unified scaling on all axis.
Gobo(n) The fixture’s gobo wheel (n). This is the main attribute of gobo wheel’s (n) wheel control. Selects gobos in gobo wheel (n). A different channel function sets the angle of the indexed position in the selected gobo or the angular speed of its continuous rotation.
Gobo(n)SelectSpin Selects gobos whose rotation is continuous in gobo wheel (n) and controls the angular speed of the gobo’s spin within the same channel function.
Gobo(n)SelectShake Selects gobos which shake in gobo wheel (n) and controls the frequency of the gobo’s shake within the same channel function.
Gobo(n)SelectEffects Selects gobos which run effects in gobo wheel (n).
Gobo(n)WheelIndex Controls angle of indexed rotation of gobo wheel (n).
Gobo(n)WheelSpin Controls the speed and direction of continuous rotation of gobo wheel (n).
Gobo(n)WheelShake Controls frequency of the shake of gobo wheel (n).
Gobo(n)WheelRandom Controls speed of gobo wheel´s (n) random gobo slot selection.
Gobo(n)WheelAudio Controls audio-controlled functionality of gobo wheel (n).
Gobo(n)Pos Controls angle of indexed rotation of gobos in gobo wheel (n). This is the main attribute of gobo wheel’s (n) wheel slot control.
Gobo(n)PosRotate Controls the speed and direction of continuous rotation of gobos in gobo wheel (n).
Gobo(n)PosShake Controls frequency of the shake of gobos in gobo wheel (n).
AnimationWheel(n) This is the main attribute of the animation wheel's (n) wheel control. Selects slots in the animation wheel. A different channel function sets the angle of the indexed position in the selected slot or the angular speed of its continuous rotation. Is used for animation effects with multiple slots.
AnimationWheel(n)Audio Controls audio-controlled functionality of animation wheel (n).
AnimationWheel(n)Macro Selects predefined effects in animation wheel (n).
AnimationWheel(n)Random Controls frequency of animation wheel (n) random slot selection.
AnimationWheel(n)SelectEffects Selects slots which run effects in animation wheel (n).
AnimationWheel(n)SelectShake Selects slots which shake in animation wheel and controls the frequency of the slots shake within the same channel function.
AnimationWheel(n)SelectSpin Selects slots whose rotation is continuous in animation wheel and controls the angular speed of the slot spin within the same channel function
AnimationWheel(n)Pos Controls angle of indexed rotation of slots in animation wheel. This is the main attribute of animation wheel (n) wheel slot control.
AnimationWheel(n)PosRotate Controls the speed and direction of continuous rotation of slots in animation wheel (n).
AnimationWheel(n)PosShake Controls frequency of the shake of slots in animation wheel (n).
AnimationSystem(n) This is the main attribute of the animation system insertion control. Controls the insertion of the fixture's animation system in the light output. Is used for animation effects where a disk is inserted into the light output.
AnimationSystem(n)Ramp Sets frequency of animation system (n) insertion ramp.
AnimationSystem(n)Shake Sets frequency of animation system (n) insertion shake.
AnimationSystem(n)Audio Controls audio-controlled functionality of animation system (n) insertion.
AnimationSystem(n)Random Controls frequency of animation system (n) random insertion.
AnimationSystem(n)Pos This is the main attribute of the animation system spinning control. Controls angle of indexed rotation of animation system (n) disk.
AnimationSystem(n)PosRotate Controls the speed and direction of continuous rotation of animation system (n) disk.
AnimationSystem(n)PosShake Controls frequency of the shake of animation system (n) disk.
AnimationSystem(n)PosRandom Controls random speed of animation system (n) disk.
AnimationSystem(n)PosAudio Controls audio-controlled functionality of animation system (n) disk.
AnimationSystem(n)Macro Selects predefined effects in animation system (n).
MediaFolder(n) Selects folder that contains media content.
MediaContent(n) Selects file with media content.
ModelFolder(n) Selects folder that contains 3D model content. For example 3D meshes for mapping.
ModelContent(n) Selects file with 3D model content.
PlayMode Defines media playback mode.
PlayBegin Defines starting point of media content playback.
PlayEnd Defines end point of media content playback.
PlaySpeed Adjusts playback speed of media content.
ColorEffects(n) Selects predefined color effects built into the fixture.
Color(n) The fixture’s color wheel (n). Selects colors in color wheel (n). This is the main attribute of color wheel’s (n) wheel control.
Color(n)WheelIndex Controls angle of indexed rotation of color wheel (n)
Color(n)WheelSpin Controls the speed and direction of continuous rotation of color wheel (n).
Color(n)WheelRandom Controls frequency of color wheel´s (n) random color slot selection.
Color(n)WheelAudio Controls audio-controlled functionality of color wheel (n).
ColorAdd_R Controls the intensity of the fixture's red emitters for direct additive color mixing.
ColorAdd_G Controls the intensity of the fixture's green emitters for direct additive color mixing
ColorAdd_B Controls the intensity of the fixture's blue emitters for direct additive color mixing.
ColorAdd_C Controls the intensity of the fixture's cyan emitters for direct additive color mixing.
ColorAdd_M Controls the intensity of the fixture's magenta emitters for direct additive color mixing.
ColorAdd_Y Controls the intensity of the fixture's yellow emitters for direct additive color mixing.
ColorAdd_RY Controls the intensity of the fixture's amber emitters for direct additive color mixing.
ColorAdd_GY Controls the intensity of the fixture's lime emitters for direct additive color mixing.
ColorAdd_GC Controls the intensity of the fixture's blue-green emitters for direct additive color mixing.
ColorAdd_BC Controls the intensity of the fixture's light-blue emitters for direct additive color mixing.
ColorAdd_BM Controls the intensity of the fixture's purple emitters for direct additive color mixing.
ColorAdd_RM Controls the intensity of the fixture's pink emitters for direct additive color mixing.
ColorAdd_W Controls the intensity of the fixture's white emitters for direct additive color mixing.
ColorAdd_WW Controls the intensity of the fixture's warm white emitters for direct additive color mixing.
ColorAdd_CW Controls the intensity of the fixture's cool white emitters for direct additive color mixing.
ColorAdd_UV Controls the intensity of the fixture's UV emitters for direct additive color mixing.
ColorSub_R Controls the insertion of the fixture's red filter flag for direct subtractive color mixing.
ColorSub_G Controls the insertion of the fixture's green filter flag for direct subtractive color mixing.
ColorSub_B Controls the insertion of the fixture's blue filter flag for direct subtractive color mixing.
ColorSub_C Controls the insertion of the fixture's cyan filter flag for direct subtractive color mixing.
ColorSub_M Controls the insertion of the fixture's magenta filter flag for direct subtractive color mixing.
ColorSub_Y Controls the insertion of the fixture's yellow filter flag for direct subtractive color mixing.
ColorMacro(n) Selects predefined colors that are programed in the fixture's firmware.
ColorMacro(n)Rate Controls the time between Color Macro steps.
CTO Controls the fixture's "Correct to orange" wheel or mixing system.
CTC Controls the fixture's "Correct to color" wheel or mixing system.
CTB Controls the fixture's "Correct to blue" wheel or mixing system.
Tint Controls the fixture's "Correct green to magenta" wheel or mixing system.
HSB_Hue Controls the fixture's color attribute regarding the hue.
HSB_Saturation Controls the fixture's color attribute regarding the saturation.
HSB_Brightness Controls the fixture's color attribute regarding the brightness.
HSB_Quality Controls the fixture's color attribute regarding the quality.
CIE_X Controls the fixture's CIE 1931 color attribute regarding the chromaticity x.
CIE_Y Controls the fixture's CIE 1931 color attribute regarding the chromaticity y.
CIE_Brightness Controls the fixture's CIE 1931 color attribute regarding the brightness (Y).
ColorRGB_Red Controls the fixture's red attribute for indirect RGB color mixing.
ColorRGB_Green Controls the fixture's green attribute for indirect RGB color mixing.
ColorRGB_Blue Controls the fixture's blue attribute for indirect RGB color mixing.
ColorRGB_Cyan Controls the fixture's cyan attribute for indirect CMY color mixing.
ColorRGB_Magenta Controls the fixture's magenta attribute for indirect CMY color mixing.
ColorRGB_Yellow Controls the fixture's yellow attribute for indirect CMY color mixing.
ColorRGB_Quality Controls the fixture's quality attribute for indirect color mixing.
VideoBoost_R Adjusts color boost red of content.
VideoBoost_G Adjusts color boost green of content.
VideoBoost_B Adjusts color boost blue of content.
VideoHueShift Adjusts color hue shift of content.
VideoSaturation Adjusts saturation of content.
VideoBrightness Adjusts brightness of content.
VideoContrast Adjusts contrast of content.
VideoKeyColor_R Adjusts red color for color keying.
VideoKeyColor_G Adjusts green color for color keying.
VideoKeyColor_B Adjusts blue color for color keying.
VideoKeyIntensity Adjusts intensity of color keying.
VideoKeyTolerance Adjusts tolerance of color keying.
StrobeDuration Controls the length of a strobe flash.
StrobeRate Controls the time between strobe flashes.
StrobeFrequency Controls the frequency of strobe flashes.
StrobeModeShutter Strobe mode shutter. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeStrobe Strobe mode strobe. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModePulse Strobe mode pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModePulseOpen Strobe mode opening pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModePulseClose Strobe mode closing pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandom Strobe mode random strobe. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandomPulse Strobe mode random pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandomPulseOpen Strobe mode random opening pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeRandomPulseClose Strobe mode random closing pulse. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
StrobeModeEffect Strobe mode random shutter effect feature. Use this attribute together with StrobeFrequency to define the type of the shutter / strobe.
Shutter(n) Controls the fixture´s mechanical or electronical shutter feature.
Shutter(n)Strobe Controls the frequency of the fixture´s mechanical or electronical strobe shutter feature.
Shutter(n)StrobePulse Controls the frequency of the fixture´s mechanical or electronical pulse shutter feature.
Shutter(n)StrobePulseClose Controls the frequency of the fixture´s mechanical or electronical closing pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobePulseOpen Controls the frequency of the fixture´s mechanical or electronical opening pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobeRandom Controls the frequency of the fixture´s mechanical or electronical random strobe shutter feature.
Shutter(n)StrobeRandomPulse Controls the frequency of the fixture´s mechanical or electronical random pulse shutter feature.
Shutter(n)StrobeRandomPulseClose Controls the frequency of the fixture´s mechanical or electronical random closing pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobeRandomPulseOpen Controls the frequency of the fixture´s mechanical or electronical random opening pulse shutter feature. The pulse is described by a ramp function.
Shutter(n)StrobeEffect Controls the frequency of the fixture´s mechanical or electronical shutter effect feature.
Iris Controls the diameter of the fixture's beam.
IrisStrobe Sets frequency of the iris's strobe feature.
IrisStrobeRandom Sets frequency of the iris's random movement.
IrisPulseClose Sets frequency of iris's closing pulse.
IrisPulseOpen Sets frequency of iris's opening pulse.
IrisRandomPulseClose Sets frequency of iris's random closing pulse.
IrisRandomPulseOpen Sets frequency of iris's random opening pulse.
Frost(n) The ability to soften the fixture's spot light with a frosted lens.
Frost(n)PulseOpen Sets frequency of frost's opening pulse
Frost(n)PulseClose Sets frequency of frost's closing pulse.
Frost(n)Ramp Sets frequency of frost's ramp.
Prism(n) The fixture’s prism wheel (n). Selects prisms in prism wheel (n). A different channel function sets the angle of the indexed position in the selected prism or the angular speed of its continuous rotation. This is the main attribute of prism wheel’s (n) wheel control.
Prism(n)SelectSpin Selects prisms whose rotation is continuous in prism wheel (n) and controls the angular speed of the prism’s spin within the same channel function.
Prism(n)Macro Macro functions of prism wheel (n).
Prism(n)Pos Controls angle of indexed rotation of prisms in prism wheel (n). This is the main attribute of prism wheel’s 1 wheel slot control.
Prism(n)PosRotate Controls the speed and direction of continuous rotation of prisms in prism wheel (n).
Effects(n) Generically predefined macros and effects of a fixture.
Effects(n)Rate Frequency of running effects.
Effects(n)Fade Snapping or smooth look of running effects.
Effects(n)Adjust(m) Controls parameter (m) of effect (n)
Effects(n)Pos Controls angle of indexed rotation of slot/effect in effect wheel/macro (n). This is the main attribute of effect wheel/macro (n) slot/effect control.
Effects(n)PosRotate Controls speed and direction of slot/effect in effect wheel (n).
EffectsSync Sets offset between running effects and effects 2.
BeamShaper Activates fixture's beam shaper.
BeamShaperMacro Predefined presets for fixture's beam shaper positions.
BeamShaperPos Indexing of fixture's beam shaper.
BeamShaperPosRotate Continuous rotation of fixture's beam shaper.
Zoom Controls the spread of the fixture's beam/spot.
ZoomModeSpot Selects spot mode of zoom.
ZoomModeBeam Selects beam mode of zoom.
DigitalZoom Controls the image size within the defined projection. Used on digital projection based devices
Focus(n) Controls the sharpness of the fixture's spot light. Can blur or sharpen the edge of the spot.
Focus(n)Adjust Autofocuses functionality using presets.
Focus(n)Distance Autofocuses functionality using distance.
Control(n) Controls the channel of a fixture.
DimmerMode Selects different modes of intensity.
DimmerCurve Selects different dimmer curves of the fixture.
BlackoutMode Close the light output under certain conditions (movement correction, gobo movement, etc.).
LEDFrequency Controls LED frequency.
LEDZoneMode Changes zones of LEDs.
PixelMode Controls behavior of LED pixels.
PanMode Selects fixture's pan mode. Selects between a limited pan range (e.g. -270 to 270) or a continuous pan range.
TiltMode Selects fixture's pan mode. Selects between a limited tilt range (e.g. -130 to 130) or a continuous tilt range.
PanTiltMode Selects fixture's pan/tilt mode. Selects between a limited pan/tilt range or a continuous pan/tilt range.
PositionModes Selects the fixture's position mode.
Gobo(n)WheelMode Changes control between selecting, indexing, and rotating the gobos of gobo wheel (n).
GoboWheelShortcutMode Defines whether the gobo wheel takes the shortest distance between two positions.
AnimationWheel(n)Mode Changes control between selecting, indexing, and rotating the slots of animation wheel (n).
AnimationWheelShortcutMode Defines whether the animation wheel takes the shortest distance between two positions.
Color(n)Mode Changes control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel (n).
ColorWheelShortcutMode Defines whether the color wheel takes the shortest distance between two colors.
CyanMode Controls how Cyan is used within the fixture's cyan CMY-mixing feature.
MagentaMode Controls how Cyan is used within the fixture's magenta CMY-mixing.
YellowMode Controls how Cyan is used within the fixture's yellow CMY-mixing feature.
ColorMixMode Changes control between selecting continuous selection, half selection, random selection, color spinning, etc. in color mixing.
ChromaticMode Selects chromatic behavior of the device.
ColorCalibrationMode Sets calibration mode (for example on/off).
ColorConsistency Controls consistent behavior of color.
ColorControl Controls special color related functions.
ColorModelMode Controls color model (CMY/RGB/HSV...).
ColorSettingsReset Resets settings of color control channel.
ColorUniformity Controls behavior of color uniformity.
CRIMode Controls CRI settings of output.
CustomColor Custom color related functions (save, recall..).
UVStability Settings for UV stability color behavior.
WavelengthCorrection Settings for Wavelength correction of colors.
WhiteCount Controls if White LED is proportionally added to RGB.
StrobeMode Changes strobe style - strobe, pulse, random strobe, etc. - of the shutter attribute.
ZoomMode Changes modes of the fixture´s zoom.
FocusMode Changes modes of the fixture’s focus - manual or auto- focus.
IrisMode Changes modes of the fixture’s iris - linear, strobe, pulse.
Fan(n)Mode Controls fan (n) mode.
FollowSpotMode Selects follow spot control mode.
BeamEffectIndexRotateMode Changes mode to control either index or rotation of the beam effects.
IntensityMSpeed Movement speed of the fixture's intensity.
PositionMSpeed Movement speed of the fixture's pan/tilt.
ColorMixMSpeed Movement speed of the fixture's ColorMix presets.
ColorWheelSelectMSpeed Movement speed of the fixture's color wheel.
GoboWheel(n)MSpeed Movement speed of the fixture's gobo wheel (n).
IrisMSpeed Movement speed of the fixture's iris.
Prism(n)MSpeed Movement speed of the fixture's prism wheel (n).
FocusMSpeed Movement speed of the fixture's focus.
Frost(n)MSpeed Movement speed of the fixture's frost (n).
ZoomMSpeed Movement speed of the fixture's zoom.
FrameMSpeed Movement speed of the fixture's shapers.
GlobalMSpeed General speed of fixture's features.
ReflectorAdjust Movement speed of the fixture's frost.
FixtureGlobalReset Generally resets the entire fixture.
DimmerReset Resets the fixture's dimmer.
ShutterReset Resets the fixture's shutter.
BeamReset Resets the fixture's beam features.
ColorMixReset Resets the fixture's color mixing system.
ColorWheelReset Resets the fixture's color wheel.
FocusReset Resets the fixture's focus.
FrameReset Resets the fixture's shapers.
GoboWheelReset Resets the fixture's gobo wheel.
IntensityReset Resets the fixture's intensity.
IrisReset Resets the fixture's iris.
PositionReset Resets the fixture's pan/tilt.
PanReset Resets the fixture's pan.
TiltReset Resets the fixture's tilt.
ZoomReset Resets the fixture's zoom.
CTBReset Resets the fixture's CTB.
CTOReset Resets the fixture's CTO.
CTCReset Resets the fixture's CTC.
AnimationSystemReset Resets the fixture's animation system features.
FixtureCalibrationReset Resets the fixture's calibration.
Function Generally controls features of the fixture.
LampControl Controls the fixture's lamp on/lamp off feature.
DisplayIntensity Adjusts intensity of display
DMXInput Selects DMX Input
NoFeature Ranges without a functionality.
Blower(n) Fog or hazer‘s blower feature.
Fan(n) Fog or hazer's Fan feature.
Fog(n) Fog or hazer's Fog feature.
Haze(n) Fog or hazer's Haze feature.
LampPowerMode Controls the energy consumption of the lamp.
Fans Controls a fixture or device fan.
Blade(n)A 1 of 2 shutters that shape the top/right/bottom/left of the beam.
Blade(n)B 2 of 2 shutters that shape the top/right/bottom/left of the beam.
Blade(n)Rot Rotates position of blade(n).
ShaperRot Rotates position of blade assembly.
ShaperMacros Predefined presets for shaper positions.
ShaperMacrosSpeed Speed of predefined effects on shapers.
BladeSoft(n)A 1 of 2 soft edge blades that shape the top/right/bottom/left of the beam.
BladeSoft(n)B 2 of 2 soft edge blades that shape the top/right/bottom/left of the beam.
KeyStone(n)A 1 of 2 corners that shape the top/right/bottom/left of the beam.
KeyStone(n)B 2 of 2 corners that shape the top/right/bottom/left of the beam.
Video Controls video features.
VideoEffect(n)Type Selects dedicated effects which are used for media.
VideoEffect(n)Parameter(m) Controls parameter (m) of VideoEffect(n)Type.
VideoCamera(n) Selects the video camera(n).
VideoSoundVolume(n) Adjusts sound volume.
VideoBlendMode Defines mode of video blending.
InputSource Defines media input source e.g. a camera input.
FieldOfView Defines field of view.

Annex B (normative) Attribute Listing

(n) and (m) are wildcards for enumeration of attributes e.g., Gobo(n) - Gobo1 and Gobo2 or VideoEffect(n)Parameter(m) - VideoEffect1Parameter1 and VideoEffect1Parameter2. Attributes without the wildcards (n) or (m) are not enumerated. The enumeration starts with 1. Attributes names are considered as normalized. The upper and lower case of attribute names is not taken into account.

   <AttributeDefinitions>  
       <ActivationGroups>  
           <ActivationGroup  Name="PanTilt" />  
           <ActivationGroup  Name="XYZ" />  
           <ActivationGroup  Name="Rot_XYZ" />
           <ActivationGroup  Name="Scale_XYZ" />
           <ActivationGroup  Name="ColorRGB" />  
           <ActivationGroup  Name="ColorHSB" />  
           <ActivationGroup  Name="ColorCIE" />  
           <ActivationGroup  Name="ColorIndirect" />  
           <ActivationGroup  Name="Gobo(n)" />  
           <ActivationGroup  Name="Gobo(n)Pos" />  
           <ActivationGroup  Name="AnimationWheel(n)" />  
           <ActivationGroup  Name="AnimationWheel(n)Pos" />  
           <ActivationGroup  Name="AnimationSystem(n)" />  
           <ActivationGroup  Name="AnimationSystem(n)Pos" />  
           <ActivationGroup  Name="Prism" />  
           <ActivationGroup  Name="BeamShaper" />  
           <ActivationGroup  Name="Shaper" />  
       </ActivationGroups>  
       <FeatureGroups>  
           <FeatureGroup  Name="Dimmer">  
               <Feature  Name="Dimmer" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Position">  
               <Feature  Name="PanTilt" />  
               <Feature  Name="XYZ" />  
               <Feature  Name="Rotation"/>  
               <Feature  Name="Scale"/>  
           </FeatureGroup>  
           <FeatureGroup  Name="Gobo">  
               <Feature  Name="Gobo" />  
               <Feature  Name="Media"/>  
           </FeatureGroup>  
           <FeatureGroup  Name="Color">  
               <Feature  Name="Color" />  
               <Feature  Name="RGB" />  
               <Feature  Name="HSB" />  
               <Feature  Name="CIE" />  
               <Feature  Name="Indirect" />  
               <Feature Name="ColorCorrection"/>  
               <Feature Name="HSBC_Shift"/>  
               <Feature Name="ColorKey"/>  
           </FeatureGroup>  
           <FeatureGroup  Name="Beam">  
               <Feature  Name="Beam" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Focus">  
               <Feature  Name="Focus" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Control">  
               <Feature  Name="Control" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Shapers">  
               <Feature  Name="Shapers" />  
           </FeatureGroup>  
           <FeatureGroup  Name="Video">  
               <Feature  Name="Video" />  
           </FeatureGroup>  
       </FeatureGroups>  
       <Attributes>  
           <Attribute Name="Dimmer" Pretty="Dim" Feature="Dimmer.Dimmer" />  
           <Attribute Name="Pan" Pretty="P" ActivationGroup="PanTilt" Feature="Position.PanTilt" PhysicalUnit="Angle" />  
           <Attribute Name="Tilt" Pretty="T" ActivationGroup="PanTilt" Feature="Position.PanTilt" PhysicalUnit="Angle" />  
           <Attribute Name="PanRotate" Pretty="P Rotate" Feature="Position.PanTilt" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="TiltRotate" Pretty="T Rotate" Feature="Position.PanTilt" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="PositionEffect" Pretty="Pos FX" Feature="Position.PanTilt" />  
           <Attribute Name="PositionEffectRate" Pretty="Pos FX Rate" Feature="Position.PanTilt" />  
           <Attribute Name="PositionEffectFade" Pretty="Pos FX Fade" Feature="Position.PanTilt" />  
           <Attribute Name="XYZ_X" Pretty="X" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" />  
           <Attribute Name="XYZ_Y" Pretty="Y" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" />  
           <Attribute Name="XYZ_Z" Pretty="Z" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" /  
           <Attribute Name="Rot_X" Pretty="Rot X" ActivationGroup="Rot_XYZ" Feature="Position.Rotation" PhysicalUnit="Angle" />  
           <Attribute Name="Rot_Y" Pretty="Rot Y" ActivationGroup="Rot_XYZ" Feature="Position.Rotation" PhysicalUnit="Angle" />  
           <Attribute Name="Rot_Z" Pretty="Rot Z" ActivationGroup="Rot_XYZ" Feature="Position.Rotation" PhysicalUnit="Angle" />  
           <Attribute Name="Scale_X" Pretty="Scale X" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Scale_Y" Pretty="Scale Y" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Scale_Z" Pretty="Scale Z" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Scale_XYZ" Pretty="Scale XYZ" ActivationGroup="Scale_XYZ" Feature="Position.Scale" PhysicalUnit="Percent" />  
           <Attribute Name="Gobo(n)" Pretty="G(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)SelectSpin" Pretty="Select Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)SelectShake" Pretty="Select Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This is the amount of shake as a percentage of the image size and defines the peak amplitude of the shake
           <Attribute Name="Gobo(n)SelectEffects" Pretty="Select Effects" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />  
           <Attribute Name="Gobo(n)WheelIndex" Pretty="Wheel Index" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Angle" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)WheelShake" Pretty="Wheel Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This is the amount of shake as a percentage of the image size and defines the peak amplitude of the shake
           <Attribute Name="Gobo(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Gobo(n)Pos" Pretty="G(n) &lt;&gt;" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" />  
           <Attribute Name="Gobo(n)PosRotate" Pretty="Rotate" MainAttribute="Gobo(n)Pos" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Gobo(n)PosShake" Pretty="Shake" MainAttribute="Gobo(n)Pos" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationWheel(n)" ActivationGroup="AnimationWheel(n)" Pretty="Anim(n)" Feature="Gobo.Gobo" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)Audio" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim Audio" /> 
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)Macro" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim FX" />
           <Attribute Name="AnimationWheel(n)Random" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Random" /> 
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)SelectEffects" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim Select FX" />  
           <Attribute Name="AnimationWheel(n)SelectShake" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Select Shake" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationWheel(n)SelectSpin" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim Select Spin" />
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="AnimationWheel(n)Pos" ActivationGroup="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" Pretty="Anim Pos" />  
           <Attribute Name="AnimationWheel(n)PosRotate" ActivationGroup="AnimationWheel(n)Pos" MainAttribute="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim Rotate" />  
           <Attribute Name="AnimationWheel(n)PosShake" ActivationGroup="AnimationWheel(n)Pos" MainAttribute="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Shake" />  
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="20" PhysicalTo="20"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationSystem(n)" ActivationGroup="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="Percent" Pretty="Anim System"/>  
           <Attribute Name="AnimationSystem(n)Ramp" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" "Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim System Ramp"/>  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="50" PhysicalTo="50"/> This defines the duration of the ramp in relation to the period.
              <SubPhysicalUnit Type="AmplitudeMin" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum position in relation to the whole way of the spline
              <SubPhysicalUnit Type="AmplitudeMax" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the maximum position in relation to the whole way of the spline
           <Attribute Name="AnimationSystem(n)Shake" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim System Shake/>
              <SubPhysicalUnit Type="AmplitudeMin" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum position in relation to the whole way of the spline
              <SubPhysicalUnit Type="AmplitudeMax" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the maximum position in relation to the whole way of the spline
           <Attribute Name="AnimationSystem(n)Audio" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Audio/>  
           <Attribute Name="AnimationSystem(n)Random" ActivationGroup="AnimationSystem(n)" MainAttribute="AnimationSystem(n)" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Random/>  
           <Attribute Name="AnimationSystem(n)Pos" ActivationGroup="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" Pretty="Anim System Pos"/>  
           <Attribute Name="AnimationSystem(n)PosRotate" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim System Rotate"/>  
           <Attribute Name="AnimationSystem(n)PosShake" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim System Shake"/>  
              <SubPhysicalUnit Type="Amplitude" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the peak amplitude of the shake
           <Attribute Name="AnimationSystem(n)PosRandom" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Rot Random"/>  
           <Attribute Name="AnimationSystem(n)PosAudio" ActivationGroup="AnimationSystem(n)Pos" MainAttribute="AnimationSystem(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Rot Audio"/>  
           <Attribute Name="AnimationSystem(n)Macro" Feature="Gobo.Gobo" PhysicalUnit="None" Pretty="Anim System Macro"/>  
           <Attribute Name="MediaFolder(n)" Pretty="Media Folder(n)" Feature="Gobo.Media" />  
           <Attribute Name="MediaContent(n)" Pretty="Media Content(n)" Feature="Gobo.Media" />  
           <Attribute Name="ModelFolder(n)" Pretty="Model Folder(n)" Feature="Gobo.Media" PhysicalUnit="None" />  
           <Attribute Name="ModelContent(n)" Pretty="Model Content(n)" Feature="Gobo.Media" PhysicalUnit="None" />  
           <Attribute Name="Playmode" Pretty="Playmode" Feature="Gobo.Media" />  
           <Attribute Name="PlayBegin" Pretty="Play Begin" Feature="Gobo.Media" PhysicalUnit="Time" />  
           <Attribute Name="PlayEnd" Pretty="Play End" Feature="Gobo.Media" PhysicalUnit="Time" />  
           <Attribute Name="PlaySpeed" Pretty="Play Speed" Feature="Gobo.Media" PhysicalUnit="Percent" />  
           <Attribute Name="ColorEffects(n)" Pretty="Color FX(n)" Feature="Color.Color" />  
           <Attribute Name="Color(n)" Pretty="C(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelIndex" Pretty="Wheel Index" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Angle" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="AngularSpeed" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="Color(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />  
              <SubPhysicalUnit Type="PlacementOffset" PhysicalUnit="Degree" PhysicalFrom="270" PhysicalTo="270"/>
           <Attribute Name="ColorAdd_R" Pretty="R" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.64,0.33,21.3" />  
           <Attribute Name="ColorAdd_G" Pretty="G" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.3,0.6,71.5" />  
           <Attribute Name="ColorAdd_B" Pretty="B" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.15,0.06,7.2" />  
           <Attribute Name="ColorAdd_C" Pretty="C" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.225,0.329,78.7" />  
           <Attribute Name="ColorAdd_M" Pretty="M" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.321,0.154,28.5" />  
           <Attribute Name="ColorAdd_Y" Pretty="Y" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.419,0.505,92.8" />  
           <Attribute Name="ColorAdd_RY" Pretty="Amber" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.477,0.460,57.0" />  
           <Attribute Name="ColorAdd_GY" Pretty="Lime" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.372,0.543,82.1" />  
           <Attribute Name="ColorAdd_GC" Pretty="Blue-Green" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.250,0.419,75.1" />  
           <Attribute Name="ColorAdd_BC" Pretty="Light-Blue " ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.200,0.239,43.0" />  
           <Attribute Name="ColorAdd_BM" Pretty="Purple" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.254,0.117,17.9" />  
           <Attribute Name="ColorAdd_RM" Pretty="Pink" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.403,0.200,24.9" />  
           <Attribute Name="ColorAdd_W" Pretty="White" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.313,0.329,100.0" />  
           <Attribute Name="ColorAdd_WW" Pretty="WW" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.319,0.340,99.3" />  
           <Attribute Name="ColorAdd_CW" Pretty="CW" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.306,0.329,97.9" />  
           <Attribute Name="ColorAdd_UV" Pretty="UV" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.176,0.005,0.6"/>  
           <Attribute Name="ColorSub_R" Pretty="R" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.64,0.33,21.3" />  
           <Attribute Name="ColorSub_G" Pretty="G" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.3,0.6,71.5" />  
           <Attribute Name="ColorSub_B" Pretty="B" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.15,0.06,7.2" />  
           <Attribute Name="ColorSub_C" Pretty="C" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.225,0.329,78.7" />  
           <Attribute Name="ColorSub_M" Pretty="M" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.321,0.154,28.5" />  
           <Attribute Name="ColorSub_Y" Pretty="Y" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.419,0.505,92.8" />  
           <Attribute Name="ColorMacro(n)" Pretty="Color Macro(n)" Feature="Color.RGB" />  
           <Attribute Name="ColorMacro(n)Rate" Pretty="Color Macro(n) Rate" Feature="Color.RGB" />  
           <Attribute Name="CTO" Pretty="CTO" Feature="Color.Color" PhysicalUnit="Temperature" />  
           <Attribute Name="CTC" Pretty="CTC" Feature="Color.Color" PhysicalUnit="Temperature" />  
           <Attribute Name="CTB" Pretty="CTB" Feature="Color.Color" PhysicalUnit="Temperature" />  
           <Attribute Name="Tint" Pretty="Tint" Feature="Color.Color" />  
           <Attribute Name="HSB_Hue" Pretty="H" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Angle" />  
           <Attribute Name="HSB_Saturation" Pretty="S" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />  
           <Attribute Name="HSB_Brightness" Pretty="B" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />  
           <Attribute Name="HSB_Quality" Pretty="Q" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />  
           <Attribute Name="CIE_X" Pretty="X" ActivationGroup="ColorCIE" Feature="Color.CIE" />  
           <Attribute Name="CIE_Y" Pretty="Y" ActivationGroup="ColorCIE" Feature="Color.CIE" />  
           <Attribute Name="CIE_Brightness" Pretty="B" ActivationGroup="ColorCIE" Feature="Color.CIE" PhysicalUnit="Percent" />  
           <Attribute Name="ColorRGB_Red" Pretty="R" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Green" Pretty="G" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Blue" Pretty="B" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Cyan" Pretty="C" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Magenta" Pretty="M" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Yellow" Pretty="Y" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="ColorRGB_Quality" Pretty="Q" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />  
           <Attribute Name="VideoBoost_R" Feature="Color.ColorCorrection" PhysicalUnit="None" Pretty="Boost R" Color="0.64,0.33,21.3" />  
           <Attribute Name="VideoBoost_G" Pretty="Boost G" Feature="Color.ColorCorrection" PhysicalUnit="None" Color="0.3,0.6,71.5" />  
           <Attribute Name="VideoBoost_B" Pretty="Boost B" Feature="Color.ColorCorrection" PhysicalUnit="None" Color="0.15,0.06,7.2" />  
           <Attribute Name="VideoHueShift" Pretty="Hue Shift" Feature="Color.HSBC_Shift" PhysicalUnit="Angle" />  
           <Attribute Name="VideoSaturation" Pretty="S" Feature="Color.HSBC_Shift" PhysicalUnit="Percent" />  
           <Attribute Name="VideoBrightness" Pretty="B" Feature="Color.HSBC_Shift" PhysicalUnit="Percent" />  
           <Attribute Name="VideoContrast" Pretty="C" Feature="Color.HSBC_Shift" PhysicalUnit="Percent" />  
           <Attribute Name="VideoKeyColor_R" Pretty="R" Feature="Color.ColorKey" PhysicalUnit="None" Color="0.64,0.33,21.3" />  
           <Attribute Name="VideoKeyColor_G" Pretty="G" Feature="Color.ColorKey" PhysicalUnit="None" Color="0.3,0.6,71.5" />  
           <Attribute Name="VideoColorKey_B" Pretty="B" Feature="Color.ColorKey" PhysicalUnit="None" Color="0.15,0.06,7.2" />  
           <Attribute Name="VideoKeyIntensity" Pretty="Intensity" Feature="Color.ColorKey" PhysicalUnit="Percent" />  
           <Attribute Name="VideoKeyTolerance" Pretty="Tolerance" Feature="Color.ColorKey" PhysicalUnit="None" />  
           <Attribute Name="StrobeDuration" Pretty="Strobe Duration" Feature="Beam.Beam" PhysicalUnit="Time" />  
           <Attribute Name="StrobeRate" Pretty="Strobe Rate" Feature="Beam.Beam" />  
           <Attribute Name="StrobeFrequency" Pretty="Strobe Frequency" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="StrobeModeShutter" Pretty="StrobeM Shutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeStrobe" Pretty="StrobeM Strobe" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModePulse" Pretty="StrobeM Pulse" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModePulseOpen" Pretty="StrobeM Pulse Open" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModePulseClose" Pretty="StrobeM Pulse Close" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandom" Pretty="StrobeM Random" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandomPulse" Pretty="StrobeM Random Pulse" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandomPulseOpen" Pretty="StrobeM Random Pulse Open" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeRandomPulseClose" Pretty="StrobeM Random Pulse Close" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="StrobeModeEffect" Pretty="StrobeM Effect" MainAttribute="StrobeModeShutter" Feature="Beam.Beam" />  
           <Attribute Name="Shutter(n)" Pretty="Sh(n)" Feature="Beam.Beam" />  
           <Attribute Name="Shutter(n)Strobe" Pretty="Strobe(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.025" PhysicalTo="0.025"/> This defines the duration of the on time of the strobe.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the strobe from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobePulse" Pretty="Pulse(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobePulseClose" Pretty="Pulse Close(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the ramp is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the ramp from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobePulseOpen" Pretty="Pulse Open(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
             <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the ramp is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the ramp from the start as percentage of the total period.
           <Attribute Name="Shutter(n)StrobeRandom" Pretty="Random(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.025" PhysicalTo="0.025"/> This defines the duration of the on time of the strobe.
           <Attribute Name="Shutter(n)StrobeRandomPulse" Pretty="Random Pulse(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Shutter(n)StrobeRandomPulseClose" Pretty="Random Pulse Close(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Shutter(n)StrobeRandomPulseOpen" Pretty="Random Pulse Open(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Shutter(n)StrobeEffect" Pretty="Effect(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Iris" Pretty="Iris" Feature="Beam.Beam" />  
           <Attribute Name="IrisStrobe" Pretty="Strobe" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.3" PhysicalTo="0.3"/> This defines the duration of the on time of the iris.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the strobe from the start as percentage of the total period.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisStrobeRandom" Pretty="Random Strobe" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="Duration" PhysicalUnit="Time" PhysicalFrom="0.3" PhysicalTo="0.3"/> This defines the duration of the on time of the iris.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisPulseClose" Pretty="Pulse Close" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the iris is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisPulseOpen" Pretty="Pulse Open" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the iris is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisRandomPulseClose" Pretty="Random Pulse Close" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="IrisRandomPulseOpen" Pretty="Random Pulse Open" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="MinimumOpening" PhysicalUnit="Percent" PhysicalFrom="0" PhysicalTo="0"/> This defines the minimum percentage to which the iris closes.
           <Attribute Name="Frost(n)" Pretty="Frost(n)" Feature="Beam.Beam" />  
           <Attribute Name="Frost(n)PulseOpen" Pretty="Pulse Open (n)" MainAttribute="Frost(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the frost is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
           <Attribute Name="Frost(n)PulseClose" Pretty="Pulse Close (n)" MainAttribute="Frost(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the pulse of the frost is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the pulse from the start as percentage of the total period.
           <Attribute Name="Frost(n)Ramp" Pretty="Ramp (n)" MainAttribute="Frost(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
              <SubPhysicalUnit Type="DutyCycle" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the fraction of one period in which the ramp of the frost is on.
              <SubPhysicalUnit Type="TimeOffset" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the offset of the end of the ramp from the start as percentage of the total period.
           <Attribute Name="Prism(n)" Pretty="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" />  
           <Attribute Name="Prism(n)SelectSpin" Pretty="Select Spin(n)" MainAttribute="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Prism(n)Macro" Pretty="Prism(n) Macro" MainAttribute="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" />  
           <Attribute Name="Prism(n)Pos" Pretty="Prism(n) Pos" Feature="Beam.Beam" PhysicalUnit="AngularSpeed"/>  
           <Attribute Name="Prism(n)PosRotate" Pretty="Rotate(n)" MainAttribute="Prism(n)Pos" ActivationGroup="Prism" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Effects(n)" Pretty="FX(n)" Feature="Beam.Beam" />  
           <Attribute Name="Effects(n)Rate" Pretty="FX(n) Rate" Feature="Beam.Beam" PhysicalUnit="Frequency" />  
           <Attribute Name="Effects(n)Fade" Pretty="FX(n) Fade" Feature="Beam.Beam" />  
           <Attribute Name="Effects(n)Adjust(m)" Pretty="FX(n) Adjust(m)" Feature="Beam.Beam" />  
           <Attribute Name="Effects(n)Pos" Pretty="FX(n) Pos" Feature="Beam.Beam" PhysicalUnit="Angle" />  
           <Attribute Name="Effects(n)PosRotate" Pretty="FX(n) Rotate" MainAttribute="Effects(n)Pos" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />              
           <Attribute Name="EffectsSync" Pretty="FX Sync" Feature="Beam.Beam" />  
           <Attribute Name="BeamShaper" Pretty="Beam Shaper" ActivationGroup="BeamShaper" Feature="Beam.Beam" />  
              <SubPhysicalUnit Type="RatioHorizontal" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the size of the beam compared to the original size.
              <SubPhysicalUnit Type="RatioVertical" PhysicalUnit="Percent" PhysicalFrom="100" PhysicalTo="100"/> This defines the size of the beam compared to the original size.
           <Attribute Name="BeamShaperMacro" Pretty="Beam Shaper Macro" ActivationGroup="BeamShaper" Feature="Beam.Beam" />  
           <Attribute Name="BeamShaperPos" Pretty="Beam Shaper &lt;&gt;" ActivationGroup="BeamShaper" Feature="Beam.Beam" PhysicalUnit="Angle" />  
           <Attribute Name="BeamShaperPosRotate" Pretty="Beam Shaper Rotate" ActivationGroup="BeamShaper" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />  
           <Attribute Name="Zoom" Pretty="Zoom" Feature="Focus.Focus" PhysicalUnit="Angle" />  
           <Attribute Name="ZoomModeSpot" Pretty="Zoom Spot" Feature="Focus.Focus" PhysicalUnit="Angle" />  
           <Attribute Name="ZoomModeBeam" Pretty="Zoom Beam" Feature="Focus.Focus" PhysicalUnit="Angle" />    
           <Attribute Name="DigitalZoom" Pretty="DZoom" Feature="Focus.Focus" PhysicalUnit="Angle" />        
           <Attribute Name="Focus(n)" Pretty="Focus(n)" Feature="Focus.Focus" />  
           <Attribute Name="Focus(n)Adjust" Pretty="Focus(n) Adjust" Feature="Focus.Focus" />  
           <Attribute Name="Focus(n)Distance" Pretty="Focus(n) Distance" Feature="Focus.Focus" PhysicalUnit="Length" />  
           <Attribute Name="Control(n)" Pretty="Ctrl(n)" Feature="Control.Control" />  
           <Attribute Name="DimmerMode" Pretty="Dim Mode" Feature="Control.Control" />  
           <Attribute Name="DimmerCurve" Pretty="Dim Curve" Feature="Control.Control" />  
           <Attribute Name="BlackoutMode" Pretty="Blackout Mode" Feature="Control.Control" />  
           <Attribute Name="LEDFrequency" Pretty="LED Frequency" Feature="Control.Control" PhysicalUnit="Frequency"/>  
           <Attribute Name="LEDZoneMode" Pretty="LED Zone Mode" Feature="Control.Control" />  
           <Attribute Name="PixelMode" Pretty="Pixel Mode" Feature="Control.Control" />  
           <Attribute Name="PanMode" Pretty="Pan Mode" Feature="Control.Control" />  
           <Attribute Name="TiltMode" Pretty="Tilt Mode" Feature="Control.Control" />  
           <Attribute Name="PanTiltMode" Pretty="PanTilt Mode" Feature="Control.Control" />  
           <Attribute Name="PositionModes" Pretty="Pos Modes" Feature="Control.Control" />  
           <Attribute Name="Gobo(n)WheelMode" Pretty="G(n) Mode" Feature="Control.Control" />  
           <Attribute Name="GoboWheelShortcutMode" Pretty="Gobo Shortcut Mode" Feature="Control.Control" />  
           <Attribute Name="AnimationWheel(n)Mode" Feature="Control.Control" Pretty="Anim Mode" />  
           <Attribute Name="AnimationWheelShortcutMode" Pretty="Anim Shortcut Mode" Feature="Control.Control" />  
           <Attribute Name="Color(n)Mode" Pretty="C(n) Mode" Feature="Control.Control" />  
           <Attribute Name="ColorWheelShortcutMode" Pretty="Color Wheel Shortcut Mode" Feature="Control.Control" />  
           <Attribute Name="CyanMode" Pretty="Cyan Mode" Feature="Control.Control" />  
           <Attribute Name="MagentaMode" Pretty="Magenta Mode" Feature="Control.Control" />  
           <Attribute Name="YellowMode" Pretty="Yellow Mode" Feature="Control.Control" />  
           <Attribute Name="ColorMixMode" Pretty="Color Mix Mode" Feature="Control.Control" />  
           <Attribute Name="ChromaticMode" Pretty="Chroma Mode" Feature="Control.Control" />  
           <Attribute Name="ColorCalibrationMode" Pretty="CCalib Mode" Feature="Control.Control" />  
           <Attribute Name="ColorConsistency" Pretty="Color consistency" Feature="Control.Control" />  
           <Attribute Name="ColorControl" Pretty="Color Ctrl" Feature="Control.Control" />  
           <Attribute Name="ColorModelMode" Pretty="ColorModel" Feature="Control.Control" />  
           <Attribute Name="ColorSettingsReset" Pretty="Color Ctrl Rst" Feature="Control.Control" />  
           <Attribute Name="ColorUniformity" Pretty="ColorUniform" Feature="Control.Control" />  
           <Attribute Name="CRIMode" Pretty="CRI Mode" Feature="Control.Control" />  
           <Attribute Name="CustomColor" Pretty="Custom Color" Feature="Control.Control" />  
           <Attribute Name="UVStability" Pretty="UV Stab" Feature="Control.Control" />  
           <Attribute Name="WaveLengthCorrection" Pretty="WaveLength" Feature="Control.Control" />  
           <Attribute Name="WhiteCount" Pretty="White Count" Feature="Control.Control" />  
           <Attribute Name="StrobeMode" Pretty="Strobe Mode" Feature="Control.Control" />  
           <Attribute Name="ZoomMode" Pretty="Zoom Mode" Feature="Control.Control" />  
           <Attribute Name="FocusMode" Pretty="Focus Mode" Feature="Control.Control" />  
           <Attribute Name="IrisMode" Pretty="Iris Mode" Feature="Control.Control" />  
           <Attribute Name="FanMode" Pretty="Fan Mode" Feature="Control.Control" />  
           <Attribute Name="FollowSpotMode" Pretty="FollowSpot Mode" Feature="Control.Control" />  
           <Attribute Name="BeamEffectIndexRotateMode" Pretty="Beam Effect Index Rotate Mode" Feature="Control.Control" />  
           <Attribute Name="IntensityMSpeed" Pretty="Intensity MSpeed" Feature="Control.Control" />  
           <Attribute Name="PositionMSpeed" Pretty="Pos MSpeed" Feature="Control.Control" />  
           <Attribute Name="ColorMixMSpeed" Pretty="Color Mix MSpeed" Feature="Control.Control" />  
           <Attribute Name="ColorWheelSelectMSpeed" Pretty="Color Wheel Select MSpeed" Feature="Control.Control" />  
           <Attribute Name="GoboWheel(n)MSpeed" Pretty="Gobo Wheel(n) MSpeed" Feature="Control.Control" />  
           <Attribute Name="IrisMSpeed" Pretty="Iris MSpeed" Feature="Control.Control" />  
           <Attribute Name="Prism(n)MSpeed" Pretty="Prism(n) MSpeed" Feature="Control.Control" />  
           <Attribute Name="FocusMSpeed" Pretty="Focus MSpeed" Feature="Control.Control" />  
           <Attribute Name="Frost(n)MSpeed" Pretty="Frost(n) MSpeed" Feature="Control.Control" />  
           <Attribute Name="ZoomMSpeed" Pretty="Zoom MSpeed" Feature="Control.Control" />  
           <Attribute Name="FrameMSpeed" Pretty="Frame MSpeed" Feature="Control.Control" />  
           <Attribute Name="GlobalMSpeed" Pretty="Global MSpeed" Feature="Control.Control" />  
           <Attribute Name="ReflectorAdjust" Pretty="Reflector Adj" Feature="Control.Control" /> />  
           <Attribute Name="FixtureGlobalReset" Pretty="Fixture Global Reset" Feature="Control.Control" />  
           <Attribute Name="DimmerReset" Pretty="Dimmer Reset" Feature="Control.Control" />  
           <Attribute Name="ShutterReset" Pretty="Shutter Reset" Feature="Control.Control" />  
           <Attribute Name="BeamReset" Pretty="Beam Reset" Feature="Control.Control" />  
           <Attribute Name="ColorMixReset" Pretty="Color Mix Reset" Feature="Control.Control" />  
           <Attribute Name="ColorWheelReset" Pretty="Color Wheel Reset" Feature="Control.Control" />  
           <Attribute Name="FocusReset" Pretty="Focus Reset" Feature="Control.Control" />  
           <Attribute Name="FrameReset" Pretty="Frame Reset" Feature="Control.Control" />  
           <Attribute Name="GoboWheelReset" Pretty="G Reset" Feature="Control.Control" />  
           <Attribute Name="IntensityReset" Pretty="Intensity Reset" Feature="Control.Control" />  
           <Attribute Name="IrisReset" Pretty="Iris Reset" Feature="Control.Control" />  
           <Attribute Name="PositionReset" Pretty="Pos Reset" Feature="Control.Control" />  
           <Attribute Name="PanReset" Pretty="Pan Reset" Feature="Control.Control" />  
           <Attribute Name="TiltReset" Pretty="Tilt Reset" Feature="Control.Control" />  
           <Attribute Name="ZoomReset" Pretty="Zoom Reset" Feature="Control.Control" />  
           <Attribute Name="CTBReset" Pretty="CTB Reset" Feature="Control.Control" />  
           <Attribute Name="CTOReset" Pretty="CTO Reset" Feature="Control.Control" />  
           <Attribute Name="CTCReset" Pretty="CTC Reset" Feature="Control.Control" />  
           <Attribute Name="AnimationSystemReset" Pretty="Anim Sytem Reset" Feature="Control.Control" />  
           <Attribute Name="FixtureCalibrationReset" Pretty="Fixture Calibration Reset" Feature="Control.Control" />  
           <Attribute Name="Function" Pretty="Function" Feature="Control.Control" />  
           <Attribute Name="LampControl" Pretty="Lamp Ctrl" Feature="Control.Control" />  
           <Attribute Name="DisplayIntensity" Pretty="Display Int" Feature="Control.Control" />  
           <Attribute Name="DMXInput" Pretty="DMX Input" Feature="Control.Control" />  
           <Attribute Name="NoFeature" Pretty="NoFeature" Feature="Control.Control" />  
           <Attribute Name="Dummy" Pretty="Dummy" Feature="Control.Control" />  
           <Attribute Name="Blower(n)" Pretty="Blower(n)" Feature="Control.Control" />  
           <Attribute Name="Fan(n)" Pretty="Fan(n)" Feature="Control.Control" />  
           <Attribute Name="Fog(n)" Pretty="Fog(n)" Feature="Control.Control" />  
           <Attribute Name="Haze(n)" Pretty="Haze(n)" Feature="Control.Control" />  
           <Attribute Name="LampPowerMode" Pretty="Lamp Power Mode" Feature="Control.Control" />  
           <Attribute Name="Fans" Pretty="Fans" Feature="Control.Control" />  
           <Attribute Name="Blade(n)A" Pretty="Blade(n)A" ActivationGroup="Shaper" Feature="Shapers.Shapers" />  
           <Attribute Name="Blade(n)B" Pretty="Blade(n)B" ActivationGroup="Shaper" Feature="Shapers.Shapers" />  
           <Attribute Name="Blade(n)Rot" Pretty="Blade(n) Rot" ActivationGroup="Shaper" Feature="Shapers.Shapers" PhysicalUnit="Angle" />  
           <Attribute Name="ShaperRot" Pretty="Shaper Rot" ActivationGroup="Shaper" Feature="Shapers.Shapers" PhysicalUnit="Angle" />  
           <Attribute Name="ShaperMacros" Pretty="Shaper Macros" Feature="Shapers.Shapers" />  
           <Attribute Name="ShaperMacrosSpeed" Pretty="Shaper Macros Speed" Feature="Shapers.Shapers" />  
           <Attribute Name="BladeSoft(n)A Pretty="BladeS(n)A" "Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="BladeSoft(n)B" Pretty="BladeS(n)B" Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="KeyStone(n)A" Pretty="KS(n)A" Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="KeyStone(n)B" Pretty="KS(n)B" Feature="Shapers.Shapers" PhysicalUnit="None" />  
           <Attribute Name="Video" Pretty="Video" Feature="Video.Video" />  
           <Attribute Name="VideoEffect(n)Type" Pretty="Video Effect(n) Type" Feature="Video.Video" />  
           <Attribute Name="VideoEffect(n)Parameter(m)" Pretty="Video Effect(n) Parameter(m)" Feature="Video.Video" />  
           <Attribute Name="VideoCamera(n)" Pretty="Video Camera(n)" Feature="Video.Video" />  
           <Attribute Name="FieldOfView" Pretty="FOV" Feature="Video.Video" PhysicalUnit="Angle" />  
           <Attribute Name="InputSource" Pretty="ISrc" Feature="Video.Video" PhysicalUnit="None" />  
           <Attribute Name="VideoBlendMode" Pretty="BlendMode" Feature="Video.Video" PhysicalUnit="None" />  
           <Attribute Name="VideoSoundVolume(n)" Pretty="Volume(n)" Feature="Video.Video" PhysicalUnit="Percent" />  
       </Attributes>  
   </AttributeDefinitions>

Example for enumeration:

   <Attribute Name="Gobo1" Pretty="G1" ActivationGroup="Gobo1" Feature="Gobo.Gobo" />  
   <Attribute Name="Gobo2" Pretty="G2" ActivationGroup="Gobo2" Feature="Gobo.Gobo" />

Annex C (informative) Name character table

Names are UTF-8 literals. In the first 128 characters only use characters listed below. All characters above 127 are available.

Table C1. UTF-8 table
Unicode code point Character UTF-8 (dec.) Name
U+0020 32 SPACE
U+0022 " 34 QUOTATION MARK
U+0023 # 35 NUMBER SIGN
U+0025 % 37 PERCENT SIGN
U+0027 ' 39 APOSTROPHE
U+0028 ( 40 LEFT PARENTHESIS
U+0029 ) 41 RIGHT PARENTHESIS
U+002A * 42 ASTERISK
U+002B + 43 PLUS SIGN
U+002D - 45 HYPHEN-MINUS
U+002F / 47 SOLIDUS
U+0030 0 48 DIGIT ZERO
U+0031 1 49 DIGIT ONE
U+0032 2 50 DIGIT TWO
U+0033 3 51 DIGIT THREE
U+0034 4 52 DIGIT FOUR
U+0035 5 53 DIGIT FIVE
U+0036 6 54 DIGIT SIX
U+0037 7 55 DIGIT SEVEN
U+0038 8 56 DIGIT EIGHT
U+0039 9 57 DIGIT NINE
U+003A : 58 COLON
U+003B ; 59 SEMICOLON
U+003C < 60 LESS-THAN SIGN
U+003D = 61 EQUALS SIGN
U+003E > 62 GREATER-THAN SIGN
U+0040 @ 64 COMMERCIAL AT
U+0041 A 65 LATIN CAPITAL LETTER A
U+0042 B 66 LATIN CAPITAL LETTER B
U+0043 C 67 LATIN CAPITAL LETTER C
U+0044 D 68 LATIN CAPITAL LETTER D
U+0045 E 69 LATIN CAPITAL LETTER E
U+0046 F 70 LATIN CAPITAL LETTER F
U+0047 G 71 LATIN CAPITAL LETTER G
U+0048 H 72 LATIN CAPITAL LETTER H
U+0049 I 73 LATIN CAPITAL LETTER I
U+004A J 74 LATIN CAPITAL LETTER J
U+004B K 75 LATIN CAPITAL LETTER K
U+004C L 76 LATIN CAPITAL LETTER L
U+004D M 77 LATIN CAPITAL LETTER M
U+004E N 78 LATIN CAPITAL LETTER N
U+004F O 79 LATIN CAPITAL LETTER O
U+0050 P 80 LATIN CAPITAL LETTER P
U+0051 Q 81 LATIN CAPITAL LETTER Q
U+0052 R 82 LATIN CAPITAL LETTER R
U+0053 S 83 LATIN CAPITAL LETTER S
U+0054 T 84 LATIN CAPITAL LETTER T
U+0055 U 85 LATIN CAPITAL LETTER U
U+0056 V 86 LATIN CAPITAL LETTER V
U+0057 W 87 LATIN CAPITAL LETTER W
U+0058 X 88 LATIN CAPITAL LETTER X
U+0059 Y 89 LATIN CAPITAL LETTER Y
U+005A Z 90 LATIN CAPITAL LETTER Z
U+005F _ 95 LOW LINE
U+0060 ` 96 GRAVE ACCENT
U+0061 a 97 LATIN SMALL LETTER A
U+0062 b 98 LATIN SMALL LETTER B
U+0063 c 99 LATIN SMALL LETTER C
U+0064 d 100 LATIN SMALL LETTER D
U+0065 e 101 LATIN SMALL LETTER E
U+0066 f 102 LATIN SMALL LETTER F
U+0067 g 103 LATIN SMALL LETTER G
U+0068 h 104 LATIN SMALL LETTER H
U+0069 i 105 LATIN SMALL LETTER I
U+006A j 106 LATIN SMALL LETTER J
U+006B k 107 LATIN SMALL LETTER K
U+006C l 108 LATIN SMALL LETTER L
U+006D m 109 LATIN SMALL LETTER M
U+006E n 110 LATIN SMALL LETTER N
U+006F o 111 LATIN SMALL LETTER O
U+0070 p 112 LATIN SMALL LETTER P
U+0071 q 113 LATIN SMALL LETTER Q
U+0072 r 114 LATIN SMALL LETTER R
U+0073 s 115 LATIN SMALL LETTER S
U+0074 t 116 LATIN SMALL LETTER T
U+0075 u 117 LATIN SMALL LETTER U
U+0076 v 118 LATIN SMALL LETTER V
U+0077 w 119 LATIN SMALL LETTER W
U+0078 x 120 LATIN SMALL LETTER X
U+0079 y 121 LATIN SMALL LETTER Y
U+007A z 122 LATIN SMALL LETTER Z

Annex D (informative) Predefined Connector Types

Table D.1 table shows the predefined connector types.

Table D1. Predefined Connector Types

Type Description
BNC BNC connector
TBLK Tag block
TAG Solder tag
KRN Krone block
STJ Stereo jack
MSTJ Mini stereo jack
RCA Phono connector
SCART SCART connector
SVIDEO 4-pin mini-DIN
MDIN4 4-pin mini-DIN
MDIN5 5-pin mini-DIN
MDIN6 6-pin mini-DIN
XLR3 3-pin XLR
XLR4 4-pin XLR
XLR5 5-pin XLR
RJ45 10/100 BaseT ethernet type
RJ11 Telephone type
DB9 9-pin D-type
DB15 15-pin D-type
DB25 25-pin D-type
DB37 37-pin D-type
DB50 50-pin D-type
HD15 15-pin D-type hi-density
HD25 25-pin D-type hi-density
DIN3 3-pin DIN
DIN5 5-pin DIN
EDAC20 EDAC 20-pin
EDAC38 EDAC 38-pin
EDAC56 EDAC 56-pin
EDAC90 EDAC 90-pin
EDAC120 EDAC 120-pin
DL96 DL 96-pin
SCSI68 SCSI connector 68-pin
IEE488 IEE488 connector 36-pin
CENT50 Centronics 50-pin
CENT36 Centronics 36-pin
CENT24 Centronics 24-pin
DisplayPort DisplayPort connector
DVI DVI connector
HDMI HDMI connector
PS2 PS2 connector
TL-ST TosLink connector
LCDUP Fiber optic LC DUPLEX-type
SCDUP Fiber optic SC DUPLEX-type
SC Fiber optic SC-type
ST Fiber optic ST-type
NL4 Speakon
CACOM 8-pin LS conn
USB USB connector
N_CON N connector
F_CON F connector
IEC 60320-C7/C8 Eurostecker
CEE 7/7 Schutzkontakt
IEC 60320-C13/14 IEC 60320
Edison Edison
Wieland Wieland
16A-CEE-2P 16A-Blue
16A-CEE-2P-110 16A-Yellow
16A-CEE 16A-CEE
32A-CEE 32A-CEE
32A-CEE-2P 32A-Blue
32A-CEE-2P-110 32A-Yellow
63A-CEE 63A-CEE
125A-CEE 125A-CEE
Powerlock Powerlock
Powerlock 120A Powerlock 120A
Powerlock 400A Powerlock 400A
Powerlock 660A Powerlock 660A
Powerlock 800A Powerlock 800A
Camlock Camlock
NAC3FCA Powercon Blue
NAC3FCB Powercon Grey
PowerconTRUE1 Powercon TRUE1
powerCONTRUE1TOP powerCON TRUE1 TOP
Socapex-16 Socapex-16
Socapex-7 Socapex-7
Socapex-9 Socapex-9
HAN-16 HAN-16
HAN-4 HAN-4
L6-20 L6-20
L15-30 L15-30
Stagepin Stagepin
HUBBELL-6-4 HUBBELL 6-4
DIN 56905 Eberl

Annex E (normative) Wheel Slot Image Definition

Definition of images used in wheel slots to visualize gobos, animation wheels or color wheels.

Gobo images shall be in PNG format with an alpha channel. Indexed, Greyscale and Alpha, 8bit RGB and Alpha, or 16bit RGB and Alpha are accepted pixel formats.

Gobo Labeled

A gobo image is comprised of a transparent Background (1) and the image itself on top. The Background shall be fully transparent and should be considered to be the equivalent of a gobo holder. The Image region shall be fully opaque aside from anti-aliasing, and shall be as large as possible.

Note 1: This allows a data consumer to determine the precise pixel extents of the Image and place the provided PNG over an arbitrary GUI background without additional processing.

The Background region, the equivalent of gobo holder, is defined by full transparency (Alpha 0). In the Image region, Pure Black (RGB 0,0,0) is opaque (2), and Pure White (RGB 255,255,255) is transparent (letter A).

Colored gobos (3) shall use an RGB approximation. The RGB approximation shall be calculated on the basis of Pure White being the CCT of the fixture light source and the ICC color profile embedded within the PNG. (See ISO 15076-1:2010) The default shall be sRGB.

Annex F (normative) SubPhysicalUnit precisions

Pulse

Some attributes are named "[EFFECT]Pulse" (for example Shutter(n)StrobePulse). They should behave like a triangular function. Here is how they are defined:

  • The main PhysicalUnit is a frequency which allows to modify the duration of the period T.
  • t = 0s corresponds to the activation of the channel function.
  • The TimeOffset SubPhysicalUnit is the offset of the end of the pulse from 0, the activation of the channel function, as a percentage of the period T.
  • The DutyCycle SubPhysicalUnit corresponds to the fraction of one period in which the value is not 0.

Graph of a Pulse-like attribute and their SubPhysicalUnits

Figure 5. Pulse-like attribute and their SubPhysicalUnits

If there aren't any value given by the user, the TimeOffset and DutyCycle SubPhysicalUnits are defaulted to 100%:

Graph of a default Pulse-like attribute and their SubPhysicalUnits

Figure 6. Default Pulse-like attribute and their SubPhysicalUnits

PulseClose

Some attributes are named "[EFFECT]PulseClose" (for example IrisPulseClose). They should behave like a decreasing ramp. Here is how they are defined:

  • The main PhysicalUnit is a frequency which allows to modify the duration of the period T.
  • t = 0s corresponds to the activation of the channel function.
  • The TimeOffset SubPhysicalUnit is the offset of the end of the pulse from 0, the activation of the channel function, as a percentage of the period T.
  • The DutyCycle SubPhysicalUnit corresponds to the fraction of one period in which the value is not 0.

Graph of a PulseClose-like attribute and their SubPhysicalUnits

Figure 7. PulseClose-like attribute and their SubPhysicalUnits

If there aren't any value given by the user, the TimeOffset and DutyCycle SubPhysicalUnits are defaulted to 100%:

Graph of a default PulseClose-like attribute and their SubPhysicalUnits

Figure 8. Default PulseClose-like attribute and their SubPhysicalUnits

PulseOpen

Some attributes are named "[EFFECT]PulseOpen" (for example Frost(n)PulseOpen). They should behave like an increasing ramp. Here is how they are defined:

  • The main PhysicalUnit is a frequency which allows to modify the duration of the period T.
  • t = 0s corresponds to the activation of the channel function.
  • The TimeOffset SubPhysicalUnit is the offset of the end of the pulse from 0, the activation of the channel function, as a percentage of the period T.
  • The DutyCycle SubPhysicalUnit corresponds to the fraction of one period in which the value is not 0.

Graph of a PulseOpen-like attribute and their SubPhysicalUnits

Figure 9. PulseOpen-like attribute and their SubPhysicalUnits

If there aren't any value given by the user, the TimeOffset and DutyCycle SubPhysicalUnits are defaulted to 100%:

Graph of a default PulseOpen-like attribute and their SubPhysicalUnits

Figure 10. Default PulseOpen-like attribute and their SubPhysicalUnits

Revision History

This section lists all the changes that are made to GDTF.

Version 1.1

  • Added connectors collect to the physical description; #135
  • Added media server attributes. Edited existing media server attributes; #134
  • Added geometry types MediaServerLayer, MediaServerCamera, MediaServerMaster, Display; #133
  • Added detailed definition how a gobo image is interpreted #107
  • Added more detailed definition of Geometry Type "Beam" #132
  • Changed value type of Channel Function XML attribute "Name" #111
  • Added XML property "CanHaveChildren" to fixture type node. #144
  • Added LegHeight to the properties collect #147
  • Added description about the origin of a fixture #147
  • Added XML attribute "InitialFunction" to DMX Channel, Moved Default from DMX Channel to Channel Function #153
  • Updated XML attribute "Color" of Emitter, Filter and Wheel Slot #112
  • Updated XML attribute "LuminousFlux" of Geometry type Beam #158

Note: The default meshes for Base, Conventional and Scanner were updated. The origin of the meshes is now the mounting plate.

Version 1.0

  • Geometry Type Axis: Removed XML attributes "From", "To" and "Speed"; #2
  • Changed enumeration of attribute names; #33
  • Node Revision: added XML attribute "UserID"; #17
  • Revisions are optional now. Every time a GDTF file is uploaded to GDTF-Share.com a revision with the actual time and UserID is created by the GDTF-Share; #17
  • Geometry Type Geometry Reference: XML attribute "Model" added. #24
  • All Geometry Nodes: XML attribute "Model" now uses value type "Name". #77
  • Node Model: Changed description of XML attribute "File"; #79
  • ChannelFunction: removed XML attribute DMXInvert; #31
  • DMX Mode Children: Removed RDM Personality; #79
  • Node DMXPersonality: Changed Value type of XML attribute DMXMode; #79
  • Physical Description: Updated definition of emitters; #34
  • Physical Description: Added definition of filters; #34
  • Channel Function: Added XML attribute "Filter"; #34
  • Wheel Slot: Added XML attribute "Filter"; #34
  • Physical Description: Added definition of color space for indirect color mixing; #34
  • Updated suggested names for Geometry Type "Geometry" and "Axis"; #19
  • Updated appendix A and B due to rework and addition of attributes; #35
  • DMXChannel: Removed XML attributes "Coarse", "Fine", "Ultra" and "Uber" and added XML attribute "Offset" instead.
  • Fixture Type Node: Added XML attribute "LongName"; #78
  • Fixture Type Node: Changed description of XML attribute "ShortName"; #78
  • Fixture Type Node: Changed description of XML attribute "Manufacturer"; #78

Version 0.9

  • Geometries are now always referenced by Name and not by Node Link; #23
  • Fixed glitch in spec regarding ZIP-archive; #8
  • Updated example for Data Version; #4
  • Updated description of Model Node - Replaced wheel slot by model; #5
  • Geometry type Beam: Changed name of XML attribute "LuminousIntensity" to "LuminousFlux";
  • Changed definition of value type "Date" corresponding to UTC;
  • Maximum count of vertices is now defined per device and not per model;
  • Removed optional checksum per file; #7
  • Fixture type node: Added .svg as additional resource type for thumbnail; #25
  • Changed maximum resolution of png files for thumbnail and wheel slot to 1024x1024; #18
  • Updated format of value type "GUID" corresponding to RFC 4122; #15
  • Defined folder structure for resource files; #11 #28
  • Links to all resource files do not have a file extension any longer;
  • Added first iteration of media server attributes; #41
  • Added table for allowable UTF-8 chars for Names; #64
  • Node ChannelSet: Changed description of XML attribute "WheelSlotIndex"; #43
  • Defined more clearly how the wheel slot index is created; #43
  • Updated RDM Section; #69
  • Node DMXChannel: The XML attribute "Frequency" was removed; #31
  • Node ChannelFunction: The XML attribute "EncoderInvert" was removed; #31
  • Moved XML attributes "MibFade" and "DMXChangeTimeLimit" from the DMXChannel to the LogicalChannel; #31

Version 0.88

  • Node ChannelSet: Removed defaults in XML attributes PhysicalFrom and PhysicalTo;
  • Node ChannelSet: Changed description of XML attributes Name and DMXFrom;
  • Node DMXChannel: Changed description of XML attribute Default;
  • Node Relation: Renamed XML attribute Slave to Follower;
  • Node Relation: Removed XML attributes DMXFrom and DMXTo;
  • Node Relation: Removed relation type “Mode”;
  • Node ChannelFunction: Added XML attributes ModeMaster, ModeFrom and ModeTo;
  • Added attributes CIE_X, CIE_Y and CIE_Brightness;
  • Reworked and added further attributes for gobo wheel, color wheel, color mixing and prism.
  • Updated Appendix A and Appendix B as per changes made in attributes.

Version 0.87

  • Changing format of type Matrix and Rotation;
  • New XML attribute of DMX Channel - Uber;
  • Attribute has no more Special XML attribute;
  • Pigtail position should not be specified in 2D or 3D files anymore. Instead of it should be created a general geometry and linked to a model with primitive type “Pigtail”;
  • Measurement point does not have DMX and Color XML properties anymore;
  • Added specification to 3D mesh;
  • Added new part Color rendering index collect;
  • Added new part Supported protocol collect and moved RDM section to this part;
  • GDTF file should have extension “.gdtf”;
  • Subattributes are no more part of GDTF. Instead Attributes get a new XML attribute “MainAttribute”;
  • Macro Collect moved into DMX Mode and is defined;
  • Channel Set has no more XML attribute Real Fade;
  • Defined measurement resolution for Emitters;
  • Logical Channel and DMX Channel has an automatically generated name, which cannot be specified in XML.

Version 0.86

  • Changing XML tag for Emitter collect;
  • XML node “Master” moved from Channel Function to Logical Channel;
  • New predefined values for primitive type of model;
  • Lamp geometry type is renamed to Beam;
  • New name suggestion of General Geometry;
  • Attribute has new XML attribute – “Special”;
  • Default SubAttribute for Channel Function is NoFeature;
  • Fixture Type has new XML attribute “RefFT”;
  • RealFade XML attribute has type float;
  • Renaming of XML Attribute MibFadeFrame to MibFade, type float;
  • Changing type of XML attribute DMXChangeTimeLimit to float;
  • Beam has new XML attribute FieldAngle;
  • Wheel no longer has the XML attribute “SubAttribute”;
  • Changing XML tags of EmitterCollect to Emitters; DMXProfileCollect to DMXProfiles;
  • New Type “DMXValue”, used to specify DMX values like Default or DMXFrom;
  • Adjusted names of predefined ActivationGroups, Attributes and Subattributes;
  • Removed predefined Attributes “MasterIntensity”, REDALL, GREENALL, BLUEALL, AMBERALL, WHITEALL;
  • Removed ActivationGroup “ColorRGBALL”.

Version 0.85

  • Internal XML file has a static name “description.xml”.
  • DMX mode collect should contain all modes and all firmware revisions.