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gdtf_attributes_with_description.json
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gdtf_attributes_with_description.json
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{
"Attribute": [
{
"_name": "Dimmer",
"_prettyName": "Dim",
"_feature": "Dimmer.Dimmer",
"definition": "Controls the intensity of a fixture.",
"explanation": "Gradual (fading) change of intensity or brightness or in some cases even opacity shall be controlled with this attribute. Physical values go from 0 = no output, to 1 = full output. If a software makes use of an overall intensity control such as a grandmaster, it is important for the application to understand which attribute to change. In that scenario the dimmer attribute shall be the main intensity, brightness or opacity change.",
"visual": "",
"_label": "Dimmer"
},
{
"_name": "Pan",
"_prettyName": "P",
"_feature": "Position.PanTilt",
"_physicalUnit": "Angle",
"_ActivationGroup": "PanTilt",
"definition": "Controls the fixture's sideward movement (horizontal axis).",
"explanation": "PAN is one part of the movement that usually controls the horizontal movement. In regards to the fixture the Attribute of PAN will control the overall rotation around the basement of the fixture. If the fixture is mounted hanging it usually moves around the Z-axis. But PAN can also be used for virtual control of media server layers or other objects in virtual 3D environments. Usually PAN is used in relation with TILT.",
"visual": "",
"_label": "Pan"
},
{
"_name": "Tilt",
"_prettyName": "T",
"_feature": "Position.PanTilt",
"_physicalUnit": "Angle",
"_ActivationGroup": "PanTilt",
"definition": "Controls the fixture's upward and the downward movement (vertical axis).",
"explanation": "TILT is one part of the movement that usually controls the vertical movement .In regards to the fixture the Attribute of TILT will control the overall rotation around the yoke-axis of the fixture. If the fixture is mounted hanging it usually moves around the x-axis or y-axis, depending on the PAN. TILT can also be used for virtual control of media server layers or other objects in virtual 3D environments. Usually TILT is used in relation with PAN.",
"visual": "",
"_label": "Tilt"
},
{
"_name": "PanRotate",
"_prettyName": "P Rotate",
"_feature": "Position.PanTilt",
"_physicalUnit": "AngularSpeed",
"definition": "Controls the speed of the fixture's continuous pan movement (horizontal axis).",
"explanation": "For fixtures with the ability to have a continuous pan rotation, the “Pan Rotate” control defines how fast (speed) a fixture can rotate about the pan axis. Usually, the horizontal axis.",
"visual": "",
"_label": "Pan Rotate"
},
{
"_name": "TiltRotate",
"_prettyName": "T Rotate",
"_feature": "Position.PanTilt",
"_physicalUnit": "AngularSpeed",
"definition": "Controls the speed of the fixture's continuous tilt movement (vertical axis).",
"explanation": "For fixtures with the ability to have a continuous tilt rotation, the “Tilt Rotate” control defines how fast (speed) a fixture can rotate about the tilt axis. Usually, the vertical axis.",
"visual": "",
"_label": "Tilt Rotate"
},
{
"_name": "PositionEffect",
"_prettyName": "Pos FX",
"_feature": "Position.PanTilt",
"definition": "Selects the predefined position effects that are built into the fixture.",
"explanation": "Effects which are built into the fixture, are based on movement and are of manufacturer specific nature so they cannot really be visualized are described with this attribute.",
"visual": "",
"_label": "Position Effect"
},
{
"_name": "PositionEffectRate",
"_prettyName": "Pos FX Rate",
"_feature": "Position.PanTilt",
"definition": "Controls the speed of the predefined position effects that are built into the fixture.",
"explanation": "Adjusting speed of some predefined movement effects is described with this attribute.",
"visual": "",
"_label": "Position Effect Rate"
},
{
"_name": "PositionEffectFade",
"_prettyName": "Pos FX Fade",
"_feature": "Position.PanTilt",
"definition": "Snaps or smooth fades with timing in running predefined position effects.",
"explanation": "Use this attribute to describe functions that are adjusting fading or snapping behavior of some movement effects.",
"visual": "",
"_label": "Position Effect Fade"
},
{
"_name": "XYZ_X",
"_prettyName": "X",
"_feature": "Position.XYZ",
"_physicalUnit": "Length",
"_ActivationGroup": "XYZ",
"definition": "Defines a fixture’s x-coordinate within an XYZ coordinate system.",
"explanation": "Devices that can move straight in X-direction in space (opposite to pan or tilt circular movement) describe the movement with this attribute. A typical usage is left/right movement of a video-layer in space.",
"visual": "",
"_label": "XYZ X"
},
{
"_name": "XYZ_Y",
"_prettyName": "Y",
"_feature": "Position.XYZ",
"_physicalUnit": "Length",
"_ActivationGroup": "XYZ",
"definition": "Defines a fixture’s y-coordinate within an XYZ coordinate system.",
"explanation": "Devices that can move straight in Y-direction in space (opposite to pan or tilt circular movement) describe the movement with this attribute. A typical usage is forward/backward movement of a video-layer in space.",
"visual": "",
"_label": "XYZ Y"
},
{
"_name": "XYZ_Z",
"_prettyName": "Z",
"_feature": "Position.XYZ",
"_physicalUnit": "Length",
"_ActivationGroup": "XYZ",
"definition": "Defines a fixture‘s z-coordinate within an XYZ coordinate system.",
"explanation": "Devices that can move straight in Z-direction in space (opposite to distance of a pan/tilt device) describe the movement with this attribute. A typical usage is up/down movement of a video-layer in space.",
"visual": "",
"_label": "XYZ Z"
},
{
"_name": "Rot_X",
"_prettyName": "Rot X",
"_feature": "Position.Rotation",
"_physicalUnit": "Angle",
"_ActivationGroup": "Rot_XYZ",
"definition": "Defines rotation around X axis.",
"explanation": "Devices that can be rotated around the X-axis in space use this attribute. A typical usage is horizontal rotation of a video-layer in space (pitch axis).",
"visual": "",
"_label": "Rot X"
},
{
"_name": "Rot_Y",
"_prettyName": "Rot Y",
"_feature": "Position.Rotation",
"_physicalUnit": "Angle",
"_ActivationGroup": "Rot_XYZ",
"definition": "Defines rotation around Y axis.",
"explanation": "Devices that can be rotated around the Y-axis in space use this attribute. A typical usage is rolling of a video-layer in space (roll axis).",
"visual": "",
"_label": "Rot Y"
},
{
"_name": "Rot_Z",
"_prettyName": "Rot Z",
"_feature": "Position.Rotation",
"_physicalUnit": "Angle",
"_ActivationGroup": "Rot_XYZ",
"definition": "Defines rotation around Z axis.",
"explanation": "Devices that can be rotated around the Z-axis in space use this attribute. A typical usage is vertical rotation of a video-layer in space (yaw axis).",
"visual": "",
"_label": "Rot Z"
},
{
"_name": "Scale_X",
"_prettyName": "Scale X",
"_feature": "Position.Scale",
"_physicalUnit": "Percent",
"_ActivationGroup": "Scale_XYZ",
"definition": "Scaling on X axis.",
"explanation": "Use this attribute to describe a function that scales the percentage of movement on an X axis.",
"visual": "",
"_label": "Scale X"
},
{
"_name": "Scale_Y",
"_prettyName": "Scale Y",
"_feature": "Position.Scale",
"_physicalUnit": "Percent",
"_ActivationGroup": "Scale_XYZ",
"definition": "Scaling on Y axis.",
"explanation": "Use this attribute to describe a function that scales the percentage of movement on an Y axis.",
"visual": "",
"_label": "Scale Y"
},
{
"_name": "Scale_Z",
"_prettyName": "Scale Z",
"_feature": "Position.Scale",
"_physicalUnit": "Percent",
"_ActivationGroup": "Scale_XYZ",
"definition": "Scaling on Y axis.",
"explanation": "Use this attribute to describe a function that scales the percentage of movement on an Z axis.",
"visual": "",
"_label": "Scale Z"
},
{
"_name": "Scale_XYZ",
"_prettyName": "Scale XYZ",
"_feature": "Position.Scale",
"_physicalUnit": "Percent",
"_ActivationGroup": "Scale_XYZ",
"definition": "Unified scaling on all axis.",
"explanation": "Use this attribute to describe a function that scales the percentage of movement on all X, Y and Z axes.",
"visual": "",
"_label": "Scale XYZ"
},
{
"_name": "Gobo(n)",
"_prettyName": "G(n)",
"_feature": "Gobo.Gobo",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "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.",
"explanation": "Use this attribute to select gobo in a gobo wheel for fixtures that provide gobo selection on one channel and gobo rotation/indexing on another channel(s). The actual gobo selection way - continuous or steps (when continuous, you can freely index the gobo wheel) is defined via physical properties of channel sets of this attribute. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Gobo"
},
{
"_name": "Gobo(n)SelectSpin",
"_prettyName": "Select Spin",
"_feature": "Gobo.Gobo",
"_physicalUnit": "AngularSpeed",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "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. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"explanation": "Use this attribute to control selection and spin speed of gobos, with continuous rotation in gobo wheel, within the same channel function. When there is more than one gobo wheel a wild card (numerical identifier (n)) will be automatically added to indicate which wheel is being controlled. When using this Gobo(n)SelectSpin as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)SelectSpin as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Select Spin"
},
{
"_name": "Gobo(n)SelectShake",
"_prettyName": "Select Shake",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
},
{
"_default": true,
"_type": "Amplitude",
"_physicalUnit": "Percent",
"_physicalFrom": 0.2,
"_physicalTo": 0.2
}
],
"definition": "Selects gobos which shake in gobo wheel (n) and controls the frequency of the gobo’s shake within the same channel function.",
"explanation": "Use this attribute to control selection and shake speed of gobos, with gobo shake effect in gobo wheel, within the same channel function When using this Gobo(n)SelectShake as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)SelectShake as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Select Shake"
},
{
"_name": "Gobo(n)SelectEffects",
"_prettyName": "Select Effects",
"_feature": "Gobo.Gobo",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"definition": "Selects gobos which run effects in gobo wheel (n).",
"explanation": "Use this attribute for manufacturer defined fixture specific effects on a gobo wheel. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Gobo(n)SelectEffects as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)SelectEffects as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Select Effects"
},
{
"_name": "Gobo(n)WheelIndex",
"_prettyName": "Wheel Index",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Angle",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls angle of indexed rotation of gobo wheel (n).",
"explanation": "Use this attribute to define indexed rotation angle of the gobo wheel for the gobos on the wheel When using this Gobo(n)WheelIndex as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)WheelIndex as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Wheel Index"
},
{
"_name": "Gobo(n)WheelSpin",
"_prettyName": "Wheel Spin",
"_feature": "Gobo.Gobo",
"_physicalUnit": "AngularSpeed",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls the speed and direction of continuous rotation of gobo wheel (n).",
"explanation": "Speed and direction of a continuous rotation of a gobo wheel ('gobo rainbow effect') is control with this attribute. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Gobo(n)WheelSpin as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)WheelSpin as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Wheel Spin"
},
{
"_name": "Gobo(n)WheelShake",
"_prettyName": "Wheel Shake",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
},
{
"_default": true,
"_type": "Amplitude",
"_physicalUnit": "Percent",
"_physicalFrom": 0.2,
"_physicalTo": 0.2
}
],
"definition": "Controls frequency of the shake of gobo wheel (n).",
"explanation": "For gobo wheel that provides wheel shaking function, this attribute allows to set the frequency of the shake. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Gobo(n)WheelShake as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)WheelShake as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Wheel Shake"
},
{
"_name": "Gobo(n)WheelRandom",
"_prettyName": "Wheel Random",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls speed of gobo wheel´s (n) random gobo slot selection.",
"explanation": "Use this attribute to set the frequency of a random gobo selection. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Gobo(n)WheelRandom as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)WheelRandom as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Wheel Random"
},
{
"_name": "Gobo(n)WheelAudio",
"_prettyName": "Wheel Audio",
"_feature": "Gobo.Gobo",
"_MainAttribute": "Gobo(n)",
"_ActivationGroup": "Gobo(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls audio-controlled functionality of gobo wheel (n).",
"explanation": "Use this attribute to turn on audio based gobo functions, like random gobo selection in the beat of the music. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Gobo(n)WheelAudio as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n). In case that Gobo(n) already exists in the same geometry, you can use the Gobo(n)WheelAudio as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Wheel Audio"
},
{
"_name": "Gobo(n)Pos",
"_prettyName": "G(n) <>",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Angle",
"_ActivationGroup": "Gobo(n)Pos",
"definition": "Controls angle of indexed rotation of gobos in gobo wheel (n). This is the main attribute of gobo wheel’s (n) wheel slot control.",
"explanation": "This attribute allows to set indexed position (angle) of a gobo in a gobo wheel and is typically used together with Gobo(n) attribute which selects the gobo. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Gobo Pos"
},
{
"_name": "Gobo(n)PosRotate",
"_prettyName": "Rotate",
"_feature": "Gobo.Gobo",
"_physicalUnit": "AngularSpeed",
"_MainAttribute": "Gobo(n)Pos",
"_ActivationGroup": "Gobo(n)Pos",
"definition": "Controls the speed and direction of continuous rotation of gobos in gobo wheel (n).",
"explanation": "This attribute allows to set speed and direction of continuous rotation of a gobo in a gobo wheel and is typically used together with Gobo(n) attribute which selects the gobo. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Gobo(n)PosRotate as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n)Pos. In case that Gobo(n)Pos already exists in the same geometry, you can use the Gobo(n)PosRotate as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Pos Rotate"
},
{
"_name": "Gobo(n)PosShake",
"_prettyName": "Shake",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "Gobo(n)Pos",
"_ActivationGroup": "Gobo(n)Pos",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "Amplitude",
"_physicalUnit": "Percent",
"_physicalFrom": 0.2,
"_physicalTo": 0.2
}
],
"definition": "Controls frequency of the shake of gobos in gobo wheel (n).",
"explanation": "This attribute allows to set frequency of shaking of a gobo in a gobo wheel and is typically used together with Gobo(n) attribute which selects the gobo. If there is more than one gobo wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Gobo(n)PosShake as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Gobo(n)Pos. In case that Gobo(n)Pos already exists in the same geometry, you can use the Gobo(n)PosShake as the Logical Channel attribute.",
"visual": "",
"_label": "Gobo Pos Shake"
},
{
"_name": "AnimationWheel(n)",
"_prettyName": "Anim(n)",
"_feature": "Gobo.Gobo",
"_ActivationGroup": "AnimationWheel(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "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. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"explanation": "Use this attribute to select one of the possible animators on an animation wheel for fixtures that provide animation selection on one channel and animation rotation/indexing on another channel(s). The actual animator selection way - continuous or steps (when continuous, you can freely index the animation wheel) is defined via physical properties of channel sets of this attribute. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Animation Wheel"
},
{
"_name": "AnimationWheel(n)Audio",
"_prettyName": "Anim Audio",
"_feature": "Gobo.Gobo",
"_MainAttribute": "AnimationWheel(n)",
"_ActivationGroup": "AnimationWheel(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls audio-controlled functionality of animation wheel (n).",
"explanation": "This attribute controls how the animation wheel will behave when responding to an audio source for use with the AnimationWheel(n). When using this AnimationWheel(n)Audio as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n). In case that AnimationWheel(n) already exists in the same geometry, you can use the AnimationWheel(n)Audio as the Logical Channel attribute.",
"visual": "This attribute controls how the animation wheel will behave when responding to an audio source for use with the AnimationWheel(n).",
"_label": "Animation Wheel Audio"
},
{
"_name": "AnimationWheel(n)Macro",
"_prettyName": "Anim FX",
"_feature": "Gobo.Gobo",
"_MainAttribute": "AnimationWheel(n)",
"_ActivationGroup": "AnimationWheel(n)",
"definition": "Selects predefined effects in animation wheel (n).",
"explanation": "This attribute allows for selecting a fixture's predefined macro functions for the AnimationWheel(n). When using this AnimationWheel(n)Macro as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n). In case that AnimationWheel(n) already exists in the same geometry, you can use the AnimationWheel(n)Macro as the Logical Channel attribute.",
"visual": "",
"_label": "Animation Wheel Macro"
},
{
"_name": "AnimationWheel(n)Random",
"_prettyName": "Anim Random",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "AnimationWheel(n)",
"_ActivationGroup": "AnimationWheel(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls frequency of animation wheel (n) random slot selection.",
"explanation": "Use this attribute to describe random effects of the Animation wheel prepared by the manufacturer of the fixture. When using this AnimationWheel(n)Random as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n). In case that AnimationWheel(n) already exists in the same geometry, you can use the AnimationWheel(n)Random as the Logical Channel attribute.",
"visual": "",
"_label": "Animation Wheel Random"
},
{
"_name": "AnimationWheel(n)SelectEffects",
"_prettyName": "Anim Select FX",
"_feature": "Gobo.Gobo",
"_MainAttribute": "AnimationWheel(n)",
"_ActivationGroup": "AnimationWheel(n)",
"definition": "Selects slots which run effects in animation wheel (n).",
"explanation": "Use this attribute to describe some effects of the AnimationWheel(n) prepared by the manufacturer of the fixture. When using this AnimationWheel(n)SelectEffects as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n). In case that AnimationWheel(n) already exists in the same geometry, you can use the AnimationWheel(n)SelectEffects as the Logical Channel attribute.",
"visual": "",
"_label": "Animation Wheel Select Effects"
},
{
"_name": "AnimationWheel(n)SelectShake",
"_prettyName": "Anim Select Shake",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "AnimationWheel(n)",
"_ActivationGroup": "AnimationWheel(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
},
{
"_default": true,
"_type": "Amplitude",
"_physicalUnit": "Percent",
"_physicalFrom": 0.2,
"_physicalTo": 0.2
}
],
"definition": "Selects slots which shake in animation wheel and controls the frequency of the slots shake within the same channel function.",
"explanation": "When selecting a shake of an animation wheel slot and defining the frequency of the shake withing the same channel function, choose this attribute to describe the behavior. When using this AnimationWheel(n)SelectShake as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n). In case that AnimationWheel(n) already exists in the same geometry, you can use the AnimationWheel(n)SelectShake as the Logical Channel attribute.",
"visual": "",
"_label": "Animation Wheel Select Shake"
},
{
"_name": "AnimationWheel(n)SelectSpin",
"_prettyName": "Anim Select Spin",
"_feature": "Gobo.Gobo",
"_physicalUnit": "AngularSpeed",
"_MainAttribute": "AnimationWheel(n)",
"_ActivationGroup": "AnimationWheel(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Selects slots whose rotation is continuous in animation wheel and controls the angular speed of the slot spin within the same channel function",
"explanation": "When selecting a rotation of an animation wheel slot and defining the angular speed of the rotation withing the same channel function, choose this attribute to describe the behavior. When using this AnimationWheel(n)SelectSpin as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n). In case that AnimationWheel(n) already exists in the same geometry, you can use the AnimationWheel(n)SelectSpin as the Logical Channel attribute.",
"visual": "",
"_label": "Animation Wheel Select Spin"
},
{
"_name": "AnimationWheel(n)Pos",
"_prettyName": "Anim Pos",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Angle",
"_ActivationGroup": "AnimationWheel(n)Pos",
"definition": "Controls angle of indexed rotation of slots in animation wheel. This is the main attribute of animation wheel (n) wheel slot control.",
"explanation": "This attribute allows to set indexed position (angle) of a animation wheel and is typically used together with AnimationWheel(n) attribute which selects the animation. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Animation Wheel Pos"
},
{
"_name": "AnimationWheel(n)PosRotate",
"_prettyName": "Anim Rotate",
"_feature": "Gobo.Gobo",
"_physicalUnit": "AngularSpeed",
"_MainAttribute": "AnimationWheel(n)Pos",
"_ActivationGroup": "AnimationWheel(n)Pos",
"definition": "Controls the speed and direction of continuous rotation of slots in animation wheel (n).",
"explanation": "This attribute allows to set speed and direction of continuous rotation of an animation wheel and is typically used together with AnimationWheel(n) attribute which selects the animation. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this AnimationWheel(n)PosRotate as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n)Pos. In case that AnimationWheel(n)Pos already exists in the same geometry, you can use the AnimationWheel(n)PosRotate as the Logical Channel attribute.",
"visual": "",
"_label": "Animation Wheel Pos Rotate"
},
{
"_name": "AnimationWheel(n)PosShake",
"_prettyName": "Anim Shake",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "AnimationWheel(n)Pos",
"_ActivationGroup": "AnimationWheel(n)Pos",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "Amplitude",
"_physicalUnit": "Percent",
"_physicalFrom": 0.2,
"_physicalTo": 0.2
}
],
"definition": "Controls frequency of the shake of slots in animation wheel (n).",
"explanation": "This attribute allows to set frequency of shaking of an animation wheel and is typically used together with AnimationWheel(n) attribute which selects the animation. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this AnimationWheel(n)PosShake as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationWheel(n)Pos. In case that AnimationWheel(n)Pos already exists in the same geometry, you can use the AnimationWheel(n)PosShake as the Logical Channel attribute.",
"visual": "",
"_label": "Animation Wheel Pos Shake"
},
{
"_name": "AnimationSystem(n)",
"_prettyName": "Anim System",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Percent",
"_ActivationGroup": "AnimationSystem(n)",
"definition": "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.",
"explanation": "Use this attribute to select or engage an animation wheel for fixtures that provide animation selection on one channel and animation rotation/indexing on another channel(s). The actual animator selection way - continuous or steps (when continuous, you can freely index the animation wheel) is defined via physical properties of channel sets of this attribute. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Animation System"
},
{
"_name": "AnimationSystem(n)Ramp",
"_prettyName": "Anim System Ramp",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "AnimationSystem(n)",
"_ActivationGroup": "AnimationSystem(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "DutyCycle",
"_physicalUnit": "Percent",
"_physicalFrom": 0.5,
"_physicalTo": 0.5
},
{
"_default": true,
"_type": "AmplitudeMin",
"_physicalUnit": "Percent",
"_physicalFrom": 0,
"_physicalTo": 0
},
{
"_default": true,
"_type": "AmplitudeMax",
"_physicalUnit": "Percent",
"_physicalFrom": 1,
"_physicalTo": 1
}
],
"definition": "Sets frequency of animation system (n) insertion ramp.",
"explanation": "When using this AnimationSystem(n)Ramp as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n). In case that AnimationSystem(n) already exists in the same geometry, you can use the AnimationSystem(n)Ramp as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Ramp"
},
{
"_name": "AnimationSystem(n)Shake",
"_prettyName": "Anim System Shake",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "AnimationSystem(n)",
"_ActivationGroup": "AnimationSystem(n)",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "AmplitudeMin",
"_physicalUnit": "Percent",
"_physicalFrom": 0,
"_physicalTo": 0
},
{
"_default": true,
"_type": "AmplitudeMax",
"_physicalUnit": "Percent",
"_physicalFrom": 1,
"_physicalTo": 1
}
],
"definition": "Sets frequency of animation system (n) insertion shake.",
"explanation": "When using this AnimationSystem(n)Shake as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n). In case that AnimationSystem(n) already exists in the same geometry, you can use the AnimationSystem(n)Shake as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Shake"
},
{
"_name": "AnimationSystem(n)Audio",
"_prettyName": "Anim System Audio",
"_feature": "Gobo.Gobo",
"_physicalUnit": "None",
"_MainAttribute": "AnimationSystem(n)",
"_ActivationGroup": "AnimationSystem(n)",
"definition": "Controls audio-controlled functionality of animation system (n) insertion.",
"explanation": "When using this AnimationSystem(n)Audio as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n). In case that AnimationSystem(n) already exists in the same geometry, you can use the AnimationSystem(n)Audio as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Audio"
},
{
"_name": "AnimationSystem(n)Random",
"_prettyName": "Anim System Random",
"_feature": "Gobo.Gobo",
"_physicalUnit": "None",
"_MainAttribute": "AnimationSystem(n)",
"_ActivationGroup": "AnimationSystem(n)",
"definition": "Controls frequency of animation system (n) random insertion.",
"explanation": "When using this AnimationSystem(n)Random as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n). In case that AnimationSystem(n) already exists in the same geometry, you can use the AnimationSystem(n)Random as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Random"
},
{
"_name": "AnimationSystem(n)Pos",
"_prettyName": "Anim System Pos",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Angle",
"_ActivationGroup": "AnimationSystem(n)Pos",
"definition": "This is the main attribute of the animation system spinning control. Controls angle of indexed rotation of animation system (n) disk.",
"explanation": "This attribute allows to set indexed position (angle) of a animation wheel and is typically used together with AnimationSystem(n) attribute which selects/engages the animation. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Animation System Pos"
},
{
"_name": "AnimationSystem(n)PosRotate",
"_prettyName": "Anim System Rotate",
"_feature": "Gobo.Gobo",
"_physicalUnit": "AngularSpeed",
"_MainAttribute": "AnimationSystem(n)Pos",
"_ActivationGroup": "AnimationSystem(n)Pos",
"definition": "Controls the speed and direction of continuous rotation of animation system (n) disk.",
"explanation": "This attribute allows to set speed and direction of continuous rotation of an animation wheel and is typically used together with AnimationSystem(n) attribute which selects/engages the animation. If there is more than one animation wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this AnimationSystem(n)PosRotate as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n)Pos. In case that AnimationSystem(n)Pos already exists in the same geometry, you can use the AnimationSystem(n)PosRotate as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Pos Rotate"
},
{
"_name": "AnimationSystem(n)PosShake",
"_prettyName": "Anim System Shake",
"_feature": "Gobo.Gobo",
"_physicalUnit": "Frequency",
"_MainAttribute": "AnimationSystem(n)Pos",
"_ActivationGroup": "AnimationSystem(n)Pos",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "Amplitude",
"_physicalUnit": "Percent",
"_physicalFrom": 1,
"_physicalTo": 1
}
],
"definition": "Controls frequency of the shake of animation system (n) disk.",
"explanation": "When using this AnimationSystem(n)PosShake as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n)Pos. In case that AnimationSystem(n)Pos already exists in the same geometry, you can use the AnimationSystem(n)PosShake as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Pos Shake"
},
{
"_name": "AnimationSystem(n)PosRandom",
"_prettyName": "Anim System Rot Random",
"_feature": "Gobo.Gobo",
"_physicalUnit": "None",
"_MainAttribute": "AnimationSystem(n)Pos",
"_ActivationGroup": "AnimationSystem(n)Pos",
"definition": "Controls random speed of animation system (n) disk.",
"explanation": "When using this AnimationSystem(n)PosRandom as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n)Pos. In case that AnimationSystem(n)Pos already exists in the same geometry, you can use the AnimationSystem(n)PosRandom as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Pos Random"
},
{
"_name": "AnimationSystem(n)PosAudio",
"_prettyName": "Anim System Rot Audio",
"_feature": "Gobo.Gobo",
"_physicalUnit": "None",
"_MainAttribute": "AnimationSystem(n)Pos",
"_ActivationGroup": "AnimationSystem(n)Pos",
"definition": "Controls audio-controlled functionality of animation system (n) disk.",
"explanation": "When using this AnimationSystem(n)PosAudio as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to AnimationSystem(n)Pos. In case that AnimationSystem(n)Pos already exists in the same geometry, you can use the AnimationSystem(n)PosAudio as the Logical Channel attribute.",
"visual": "",
"_label": "Animation System Pos Audio"
},
{
"_name": "AnimationSystem(n)Macro",
"_prettyName": "Anim System Macro",
"_feature": "Gobo.Gobo",
"_physicalUnit": "None",
"definition": "Selects predefined effects in animation system (n).",
"explanation": "This attribute allows for selecting a fixture's predefined macro functions for the AnimationSystem(n)",
"visual": "",
"_label": "Animation System Macro"
},
{
"_name": "MediaFolder(n)",
"_prettyName": "Media Folder(n)",
"_feature": "Gobo.Media",
"definition": "Selects folder that contains media content.",
"explanation": "This attribute selects one of multiple folders that (usually) contain media. Any folder selection process is possible with this attribute.",
"visual": "",
"_label": "Media Folder"
},
{
"_name": "MediaContent(n)",
"_prettyName": "Media Content(n)",
"_feature": "Gobo.Media",
"definition": "Selects file with media content.",
"explanation": "This attribute selects content that usually is located in one of the folders selected. Any content selection process is possible with this attribute.",
"visual": "",
"_label": "Media Content"
},
{
"_name": "ModelFolder(n)",
"_prettyName": "Model Folder(n)",
"_feature": "Gobo.Media",
"_physicalUnit": "None",
"definition": "Selects folder that contains 3D model content. For example 3D meshes for mapping.",
"explanation": "This attribute is selects specifically one of multiple folders for 3D content. Any folder selection process is possible with this attribute. If there is more than one folder the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Model Folder"
},
{
"_name": "ModelContent(n)",
"_prettyName": "Model Content(n)",
"_feature": "Gobo.Media",
"_physicalUnit": "None",
"definition": "Selects file with 3D model content.",
"explanation": "This attribute selects a 3D model that usually is located in one of the 3D folders selected. Any content selection process is possible with this attribute. If there is more than one content folder the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Model Content"
},
{
"_name": "Playmode",
"_prettyName": "Playmode",
"_feature": "Gobo.Media",
"definition": "",
"explanation": "For devices that allow to set a mode of media playback, for example play and loop, play and stop..., use this attribute to describe this behavior.",
"visual": "",
"_label": "Media Playmode"
},
{
"_name": "PlayBegin",
"_prettyName": "Play Begin",
"_feature": "Gobo.Media",
"_physicalUnit": "Time",
"definition": "Defines starting point of media content playback.",
"explanation": "Use this attribute to describe a function that allows to set the starting time of media content playback.",
"visual": "",
"_label": "Media Play Begin"
},
{
"_name": "PlayEnd",
"_prettyName": "Play End",
"_feature": "Gobo.Media",
"_physicalUnit": "Time",
"definition": "Defines end point of media content playback.",
"explanation": "Use this attribute to describe a function that allows to set the end time of media content playback.",
"visual": "",
"_label": "Media Play End"
},
{
"_name": "PlaySpeed",
"_prettyName": "Play Speed",
"_feature": "Gobo.Media",
"_physicalUnit": "Percent",
"definition": "Adjusts playback speed of media content.",
"explanation": "Use this attribute to control the speed of media content playback",
"visual": "",
"_label": "Media Play Speed"
},
{
"_name": "ColorEffects(n)",
"_prettyName": "Color FX(n)",
"_feature": "Color.Color",
"definition": "Selects predefined color effects built into the fixture.",
"explanation": "Use this attribute to control selecting predefined color effects built into the fixture",
"visual": "",
"_label": "Color Effects"
},
{
"_name": "Color(n)",
"_prettyName": "C(n)",
"_feature": "Color.Color",
"_ActivationGroup": "ColorRGB",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "The fixture’s color wheel (n). Selects colors in color wheel (n). This is the main attribute of color wheel’s (n) wheel control.",
"explanation": "Any device that can create colors by changing a mechanical color wheel inside the device uses this attribute to describe the different colors possible. If there is more than one color wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled.",
"visual": "",
"_label": "Color"
},
{
"_name": "Color(n)WheelIndex",
"_prettyName": "Wheel Index",
"_feature": "Color.Color",
"_physicalUnit": "Angle",
"_MainAttribute": "Color(n)",
"_ActivationGroup": "ColorRGB",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls angle of indexed rotation of color wheel (n)",
"explanation": "The color wheel index describes an agle of rotation of the color wheel to exactly reproduce any mixture/position of the color wheel itself. The wild card will identify which color wheel will be indexed. When using this Color(n)WheelIndex as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Color(n). In case that Color(n) already exists in the same geometry, you can use the Color(n)WheelIndex as the Logical Channel attribute.",
"visual": "",
"_label": "Color Wheel Index"
},
{
"_name": "Color(n)WheelSpin",
"_prettyName": "Wheel Spin",
"_feature": "Color.Color",
"_physicalUnit": "AngularSpeed",
"_MainAttribute": "Color(n)",
"_ActivationGroup": "ColorRGB",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls the speed and direction of continuous rotation of color wheel (n).",
"explanation": "For special effects of a continuous rotating color wheel this attribute controls the direction of ration and the speed of rotation. If there is more than one color wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Color(n)WheelSpin as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Color(n). In case that Color(n) already exists in the same geometry, you can use the Color(n)WheelSpin as the Logical Channel attribute.",
"visual": "",
"_label": "Color Wheel Spin"
},
{
"_name": "Color(n)WheelRandom",
"_prettyName": "Wheel Random",
"_feature": "Color.Color",
"_physicalUnit": "Frequency",
"_MainAttribute": "Color(n)",
"_ActivationGroup": "ColorRGB",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls frequency of color wheel´s (n) random color slot selection.",
"explanation": "The device internal random color wheel selection frequency will be controlled by this attribute. If there is more than one color wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Color(n)WheelRandom as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Color(n). In case that Color(n) already exists in the same geometry, you can use the Color(n)WheelRandom as the Logical Channel attribute.",
"visual": "",
"_label": "Color Wheel Random"
},
{
"_name": "Color(n)WheelAudio",
"_prettyName": "Wheel Audio",
"_feature": "Color.Color",
"_MainAttribute": "Color(n)",
"_ActivationGroup": "ColorRGB",
"_subPhysicalUnits": [
{
"_default": true,
"_type": "PlacementOffset",
"_physicalUnit": "Degree",
"_physicalFrom": 270,
"_physicalTo": 270
}
],
"definition": "Controls audio-controlled functionality of color wheel (n).",
"explanation": "The device internal audio-based color wheel selection frequency will be controlled by this attribute. If there is more than one color wheel the wild-card (n) will be incremented and the number then indicates which wheel will be controlled. When using this Color(n)WheelAudio as a Channel Function attribute, make sure that the attribute for the Logical Channel is set to Color(n). In case that Color(n) already exists in the same geometry, you can use the Color(n)WheelAudio as the Logical Channel attribute.",
"visual": "",
"_label": "Color Wheel Audio"
},
{
"_name": "ColorAdd_R",
"_prettyName": "R",
"_feature": "Color.RGB",
"_physicalUnit": "ColorComponent",
"_ActivationGroup": "ColorRGB",
"_Color": "0.64,0.33,21.3",
"definition": "Controls the intensity of the fixture's red emitters for direct additive color mixing.",
"explanation": "Gradual (fading) change of intensity or saturation of an additive Red color/emitter/flag with direct access to the color. Physical values go from 0 = no output, to 1 = full output/saturation.",
"visual": "",
"_label": "Red Additive Direct"
},
{
"_name": "ColorAdd_G",
"_prettyName": "G",
"_feature": "Color.RGB",
"_physicalUnit": "ColorComponent",
"_ActivationGroup": "ColorRGB",
"_Color": "0.3,0.6,71.5",
"definition": "Controls the intensity of the fixture's green emitters for direct additive color mixing",
"explanation": "Gradual (fading) change of intensity or saturation of an additive Green color/emitter/flag with direct access to the color. Physical values go from 0 = no output, to 1 = full output/saturation.",
"visual": "",
"_label": "Green Additive Direct"
},
{
"_name": "ColorAdd_B",
"_prettyName": "B",
"_feature": "Color.RGB",
"_physicalUnit": "ColorComponent",
"_ActivationGroup": "ColorRGB",
"_Color": "0.15,0.06,7.2",
"definition": "Controls the intensity of the fixture's blue emitters for direct additive color mixing.",
"explanation": "Gradual (fading) change of intensity or saturation of an additive Blue color/emitter/flag with direct access to the color. Physical values go from 0 = no output, to 1 = full output/saturation.",
"visual": "",
"_label": "Blue Additive Direct"
},
{