ADJ Products, LLC and all affiliated companies hereby disclaim any and all liabilities for property,
equipment, building, and electrical damages, injuries to any persons, and direct or indirect economic
loss associated with the use or reliance of any information contained within this document, and/or as
a result of the improper, unsafe, insufficient and negligent assembly, installation, rigging, and
operation of this product.
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Energy Saving Matters (EuP 2009/125/EC)
Saving electric energy is a key to help protecting the environment. Please turn off all electrical
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DOCUMENT VERSION
Due to additional product features and/or enhancements, an updated version of
this document may be available online. Please check www.adj.com for the latest
revision/update of this manual before beginning installation and/or programming.
2
TABLE OF CONTENTS
General Information
4
1. Quick Start
5
1.1 Installing the Software
5
1.2 Adding Lighting Fixtures
6
1.3 Controlling your Lights
9
1.4 Creating Scenes
10
1.5 Live Control
12
1.6 Creating a Graphical Interface
15
2. Introduction
18
2.1 What is DMX?
18
2.2 What is MyDMX5 and What Hardware Do I Need?
19
2.3 What’s New in MyDMX5
20
3. Setup
22
3.1 Fixture Profiles
22
3.2 Patching Fixtures
22
3.3 Fixture Properties
25
3.4 Arranging Fixtures
27
4. Control (Programming)
31
4.1 Controlling Lighting Fixtures
31
4.2 Creating Scenes
34
4.3 Super Scenes
45
5. Control (Live)
49
5.1 Controlling Your Show Live
49
5.2 Live Editing Your Show
51
5.3 MIDI
54
5.4 DMX Mapping
58
5.5 Dry Contact Ports Mapping
59
5.6 OSC Mapping
60
5.7 Keyboard Mapping
61
5.8 Synchronizing Your Light Show
61
3
5.9 Live Controls
64
6. Touch
66
6.1 Introduction to Touch
66
6.2 Setting Up a Touch Interface
67
6.3 MyDMX5 Remote
69
7. Other Information
70
7.1 3D Visualizer
70
7.2 Hardware Manager
72
7.3 DMX Levels
73
7.4 Stand Alone
73
7.5 MIDI/OSC Watcher
76
7.6 Profile Builder
76
7.7 Miscellaneous UI Components
77
7.8 DMX and Art-Net Devices
79
Features
81
4
GENERAL INFORMATION
Unpacking: Thank you for purchasing the MyDMX5 by ADJ Products, LLC. Every device has been thoroughly
tested and has been shipped in perfect operating condition. Carefully check the shipping carton for damage
that may have occurred during shipping. If the carton appears to have been dam-aged, carefully inspect your
fixture for any damage and be sure all accessories necessary to operate the unit have arrived intact. In the
event that damage has been found or parts are missing, please contact our toll free customer support number
for further instructions. Do not return this unit to your dealer without first contacting customer support. This
product is intended to be used by professionally trained personnel only and is not suitable for private
use.
Customer Support: Contact ADJ Service for any product related service and support needs. Also visit
forums.adj.com with questions, comments or suggestions.
AV Santa Ana 30 Parque Industrial Lerma, Lerma, Mexico 52000 +52 (728) 282-7070
Warning! This unit is intended for indoor use only! Do not expose to rain or moisture!
CAUTION! There are no user serviceable parts inside this unit. Do not attempt any repairs yourself, as doing
so will void your manufacturer’s warranty. In the unlikely event your unit may require service, please contact
ADJ Products, LLC.
Do not discard the shipping cartoon in the trash. Please recycle when ever possible.
5
1. Quick start
1.1. Installing the software
Downloading
The quick start topics contain all the information you need to start using the software in less than 1
hour. The manual then proceeds to explain the functionality in depth in subsequent sections. The full
software version can be downloaded from our website: www.adj.com/mydmx5.
Requirements
The minimum requirements can be found on our website at www.adj.com.
Installation
Open the downloaded setup .DMG (Mac) or .EXE (PC) and follow the wizard to install the software.
During the installation process, you will have the option to install the following components:
• MyDMX5 - the main lighting controller software.
• Easy View 2 - a real-time 3D visualizer allowing you to see your lights and effects whilst
programming.
• SSL Files - the full library of fixture profiles (SSL files).
• Hardware Manager - the tool used to manage your DMX interface (update firmware, test the DMX
output etc...).
We recommend that you install all of these options.
6
Connecting your device
When connecting a device to MyDMX5, you should see a ‘New Device Detected’ message pop up on
your screen. This will state the device name and serial number and ask whether you want to open it.
Selecting ‘Yes’ will automatically connect your device to MyDMX5, allowing you to start sending DMX
output instantly. If you select ‘No’ the device will not connect automatically. You can also set this
up/manage your device(s) through the Settings window.
1.2. Adding lighting fixtures
Further information can be found in the Setup section of this manual.
Fixture profiles
Every light used in MyDMX5 has its own profile. This is called a Fixture Profile or an SSL profile. The
profile contains all the information about the lighting fixture (for example, which channel controls the
Color, Dimmer etc...). If your fixture profile is not available, you can create it yourself using our online
Profile Builder website: www.adj.com. Alternatively, you can request a profile to be built via our
website.
7
Patching fixtures
To add a lighting fixture to your show:
1. Navigate to the Setup screen.
2. Select your desired fixture profile from the list.
3. Patch in the fixture(s) by either:
a. Drag and drop the fixture to the desired Universe/channel address.
b. Use the patch options (DMX Universe, Start Address, Number of Fixtures, Index) to set up
your fixture(s), and then press the ‘Patch’ button.
Fixture mode/address
Each lighting fixture has a unique address. This is so MyDMX5 knows which fixture it's controlling. In
the example below, “moving head” has an address of 1 and takes up channels 1 - 18. An address is
set on the actual lighting fixture with a digital display.
Some fixtures will contain multiple ‘Modes’, this can be selected when choosing the fixture model
from the Library (see example fixture below). These modes usually have a different channel layout
which either limits/expands the amount of control you can have over the fixture. For example, a fixture
might have a 3 Channel mode, then an 8 Channel mode, then a 12 Channel mode. Generally
speaking, the more channels a mode has, the more functionality it will have- however this will come at
the expense of taking up more space within your DMX Universe.
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Fixture groups & selections
You can now assign multiple types of fixtures to the same group. When patching a fixture, you will be
asked if you want to ‘create a new group’. Selecting ‘Yes’ will assign the fixture into a new group,
selecting ‘No’ will assign the fixture to the currently selected group.
You may also create ‘selections’ within a selected group, which is useful for quick selection. A
selection also stores the fixture index allowing several groups to be made with different index orders
for different effect looks. To create a selection, select the fixtures you wish to include within the group
and click the “+” icon to the bottom right of the 2D view window.
Arranging your fixtures
When in the Setup screen, you can arrange the positions of your fixtures in the 2D view window. This
can be done using the selection tools, the spreading menu, or simply dragging and dropping the
fixtures.
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1.3. Controlling your lights
Faders & Features
Lighting fixtures can be controlled either by the features or by the faders. To begin with, be sure a
scene is selected, then select the fixtures which you wish to control. You can only select fixtures that
are in the current active group, so be sure that you are in the correct group or have ‘All’ selected. You
can use the ‘Turn beam on’ button at the top of the faders window to open the dimmer and set any
other channels required to see the light beam (e.g. shutter, iris etc). There are two slightly different
ways of controlling your lights, one is known as ‘Features’ and the other known as ‘Faders’.
‘Features’ are accessed within the Dimmer, Color, Position, Gobo, Beam, Focus and Other tabs. You
will see a mixture of controls including: Buttons, which will allow you to jump to a preset (i.e. a
particular Gobo or Colour in a colour wheel). Faders, which will allow you to control linear presets (i.e.
the rate of a Strobe). As well as an XY grid for pan/tilt control, and a colour picker for colour mixing
fixtures.
The ‘Faders’ can be found in the ‘Faders’ tab. This will show the full range of channels set within the
fixture profile in order. Here, you can see the full DMX fader range of 0 - 255 for each channel. Right
clicking on the icon at the top of the channel will allow you to see the full list of presets for that
particular channel.
Each channel can be turned ON and OFF by clicking the circle at the top of the fader. If a channel is
OFF, it will not be used in the scene. For example: if you have Scenes A and B controlling one fixture,
where the Dimmer channel is set to 255 on Scene A, but Scene B has the Dimmer channel set to
OFF- the Dimmer will be unaffected when Scene B is triggered, and will remain at the value set by
Scene A. However- if Scene B has the Dimmer channel turned ON- the Dimmer channel will be
overridden by Scene B from the value previously set by Scene A.
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Creating a linear fan
In addition to setting fixed values with the ‘features’, it’s also possible to set a range of values across
a selection of fixtures. For example, a selection of moving fixtures can be set to fan out in different
positions. To create a Linear Fan, see the fan value and type that appears below relevant ‘features’
sliders. The fan will be arranged based on the fan type, fixture index selection, and the fan value.
There are two fan types - ‘fan from start’, which will set the effect in ascending/descending order
based on the fixture index and fan value. The second fan type is ‘fan from centre’, which will set the
effect to start in the centre and fan out in both directions, or start on the outside and fan inward
towards the centre based on the fixture index.
1.4. Creating scenes
Further information can be found in the Control (programming) section.
Scenes and banks
All scenes are arranged into ‘Banks’ in MyDMX5. By default, 1 scene can play at a time in each bank.
Banks are designed to be stacked, for example there may be a group for colour effects, a group for
movement effects and a group for strobe effects etc. To create a new bank you can press the ‘+‘
button at the top of the screen, just below the Setup, Control and Touch tabs.
11
To create a new scene within a bank, you can press the ‘+‘ button on the bank controls section. By
default, any new scene will be a ‘Static’ scene. To edit/select a scene, you can click the tall rectangle
on the right side of the scene button.
Generating effects
Once you have selected a scene to edit, you can load an effect into it using the scene type options on
the right of the screen. Each scene type will have a distinct effect and will come with a different set of
options/settings to create the desired effect. A full list of each scene type, and how to use them, can
be found in the Creating Scenes – Scene Types section.
Super Scenes
A Super Scene works slightly differently to all of the other scene types. When you create a Super
Scene, you will see a timeline view in the bottom right corner of the screen instead of the usual
12
Features/Faders display. Within this timeline, you can import other scenes, as well as audio files to
create a complex light show with very precise synchronisation possibilities. A Super Scene has a
timeline which plays from left to right, with stacks of scenes layered from top to bottom called ‘Tracks’.
You can add new scenes or audio files into the timeline by simply dragging & dropping them in, or by
right clicking on an empty section of a track, then pressing ‘Insert > Insert scene/Insert audio’. Further
information on Super Scenes can be found in the Creating Scenes – Super Scenes section.
1.5. Live control
Further information can be found in the Control (Live) section.
Playing scenes
The most basic way a scene can be triggered is by left clicking on the wide rectangle section of the
button. You can also play the selected scene using the ‘Play scene’ button found at the top right
corner of the scenes editing window. Once a scene is playing you can use the ‘Start the next scene’
or ‘Start the previous scene’ buttons to skip between the scenes in the bank.
13
Sound to light & BPM synchronisation
In the Properties tab of your scene, you will find all of your synchronisation options. The ‘Driving
Mode’ setting will allow you to choose how you want your scene to play. The options are as follows:
• Off (default): The scene will play back according to the set Duration.
• BeatGO: The scene will play according to the Duration, however the playback slider now
has beat divisions which can be skipped to using the BeatGO, or Previous/Next Division
buttons. The number of divisions can be set in the Beat Division section (you can press ‘/2’
to half, or ‘x2’ to double the number of divisions).
•BPM: The scene will play according to the BPM of the project. The playback slider will now
show beat divisions which can be skipped to using the Previous/Next Division buttons. The
number of divisions can be set in the Beat Division section (you can press ‘/2’ to half, or ‘x2’
to double the number of divisions).
•Pulse: The scene will play according to the Duration, however the effect will skip to the
next beat division whenever the audio input peaks over the threshold (set with the Pulse
slider at the top right of the screen). The number of divisions can be set in the Beat Division
section (you can press ‘/2’ to half, or ‘x2’ to double the number of divisions). To enable this,
you will need to set your audio input settings in the Settings window.
14
Mapping options
Scenes, faders, buttons and dials can all be mapped from the MyDMX5 UI to various forms of
hardware. These options include MIDI mapping, Keyboard (computer) mapping, DMX input mapping,
Dry contact ports mapping, OSC mapping. The final option is Touch mapping, which will allow you to
map functions internally to MyDMX5 ‘Touch’ screen (more information on this can be found in the
Touch section). Each type of mapping will work slightly differently, and provide different options for
customisation, however the process to create a mapping is very similar amongst all options:
1. Select the type of mapping you want to create. You can choose Keyboard, MIDI and Touch
mapping in the top right corner of the screen, or from the full list of mapping types via the
‘Mappings’ dropdown menu in the toolbar.
2. Select a function (scene, fader, button or dial) as highlighted by the coloured overlay.
3. Trigger the relevant control that you want to map the function to (i.e. a fader on your MIDI
controller, a key on your keyboard, a port button on your DMX interface etc.).
15
Live mixer
The Live Mixer tab can be accessed through the button in the top right corner of the Control Panel.
Each Group of fixtures will have their own ‘mixer’, as well as a general ‘mixer’ for All fixtures. A full list
of the controls and their function can be found in the Live Controls – Live Mixer section.
The Live Mixer controls can be manipulated by left clicking and dragging and they can also be
mapped to external controllers, or the Touch screen using the various Mappings settings.
1.6. Creating a graphical interface
Within the Touch screen, you can create your own custom user interface to control your light show.
This custom UI can then be linked with your smartphone or tablet, allowing you to control MyDMX5
remotely.
Setting up your user interface
When you first open the Touch screen, you will notice a large empty space to the left, and a list of
Controls to the right. To begin creating your user interface, you will first need to enable Edit mode via
the ‘Edit’ button in the top right corner of the window. You will now see the grid lines appear on the
left side of the screen.
16
Mapping functions to controls
The quickest way to assign a function (i.e. scene button, strobe fader, speed dial etc.) to the Touch
screen is simply to locate the desired function within the Control screen, then hold ‘Option’ (Mac) or
‘Alt’ (Windows) and left click the function to automatically create a control to your user interface.
Alternatively, you can set this up manually by completing the following steps:
1. Drag & drop a control from the right side of the Touch screen into the UI grid.
2. Press the ‘Touch mappings’ button in the top right corner of your MyDMX5 window.
3. Navigate to the function you want to assign to your Touch control (i.e. assign a fixture’s Dimmer to
a Touch Fader control).
4. Press/move the function you want to assign.
5. Open the Touch screen and disable edit mode.
6. Press/move the control you want the function to be assigned to.
Controlling your show remotely
You can view and control your MyDMX5 Touch window using your smartphone or tablet with the all
new App, which is now available in the Google Play/Apple App Store.
MyDMX5 Remote operates over a Local Area Network, therefore the computer running MyDMX5 and
the mobile device running MyDMX5 Remote must be connected to the same wifi network. When the
App is first launched, you will see an empty page. Selecting the ‘Software Instances’ button (bottom
left corner of your screen) will then show all MyDMX5 instances on the local network. Select the
correct instance (this will display your computer's IP address) to connect.
The size/zoom of your user interface will depend on the dimensions of the device you are running
MyDMX5 Remote on. The user interface will automatically resize itself to fit all controls in the view at
the largest size possible.
17
Once connected- you will be able to trigger buttons, control dials/faders, change pages etc. remotely
from within the app!
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2. Introduction
2.1. What is DMX?
DMX is a universal lighting control system. It stands for 'Digital multiplex' and is a digital data system
which allows a DMX controller to take control of any DMX compatible device, regardless of the
manufacturer. DMX devices are normally referred to as 'Fixtures' or 'Drivers'. Each fixture has a DMX
input and a DMX output. Up to 32 fixtures can be daisy-chained. For connections of more than 32
fixtures, a DMX splitter must be used.
Each DMX device uses a certain number of channels. For example there may be 1 channel to set the
gobo, 3 channels to set the colour, 2 channels for movement, 1 channel to control the dimmer etc... 1
DMX universe can control up to 512 channels. Once the universe is full, you need to use a second
connection from the controller. The example below shows 2 moving heads and 1 LED Par which take
up a total of 30 channels.
Each fixture needs an address so that the software knows which device it's controlling. The address
determines the starting channel. In the example below, the LED Par takes up channels 25, 26, 27, 28,
29, 30. An address is usually set via a digital display or a set of switches called DIP switches.
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2.2. What is MyDMX5 and what hardware do I need?
MyDMX5 is a DMX lighting control software package. It can be used to control any type of DMX light.
The software has been specifically designed for controlling lighting in Discos, Clubs, Theatres and
Live shows, and can also be used to control Architectural lighting. To use the software, you will need
to connect a compatible USB-DMX interface via USB or Ethernet. This converts the information sent
by the software to DMX which a lighting fixture can understand. The software can also send Art-Net
over a local network provided that a compatible device is connected (more information in the DMX & Art-Net Devices section).
What’s included?
There are several application tools included within MyDMX5:
• MyDMX5 - the lighting control software
• Easy View - a real-time 3D visualizer which allows you to plot a virtual stage allowing you to
program your lights off-site
•Hardware Manager - a DMX hardware maintenance tool which can be used to upgrade the
firmware and set specific stand-alone settings such as the internal clock/calendar
20
2.3. What’s new in MyDMX5?
MyDMX5 has been re-designed from the ground up with a fresh new user interface and
improvements to the overall workflow. Users of earlier software versions will find that we have kept all
the important features intact, whilst adding a tonne of additional new features. Here we will find out
just a handful of new features available in MyDMX5:
Layout
The former ‘Patch’ screen in is now known as ‘Setup’, the ‘Edit’ and ‘Live’ screens are now merged
under the name ‘Control’, and the ‘Show’ mode from the is now known as ‘Touch’.
Fixture limitations
You can now set dimmer and movement limitations on your fixtures from the Setup screen.
21
Effects
Effects no longer need to be generated into steps and they are all generated in real time. You can
also choose between absolute and relative effect types.
Super Scenes
You can now stack effects into a ‘Super Scene’ which has a timeline, fade in/out function, as well as
dimmer/phasing automation. You can also import an audio file into a Super Scene to sync your light
show.
Live mixer & controls
There are now more ways than ever to control your light show live! Using the Live Mixer, the Live
Control dials in scene Properties- you can create effective performance techniques with ease.
22
3. Setup
3.1. Fixture profiles
A fixture profile (often referred to as a Fixture Personality) is a file containing all information about a
particular fixture. This includes:
• Fixture information - Number of channels, lamp type, name, number of beams.
• Channel information - Gobo, Color, Pan/Tilt, Shutter, Iris, Zoom etc.
• Preset information - Presets are inside a channel. For example: Gobo star, Strobe on, Macro 01,
Shutter closed etc.
MyDMX5 supports SSL2 fixture profiles. A library of over 15,000 is included with the software.
Profiles can be created and edited with the online Profile Builder website www.adj.com. The accuracy
of the fixture profile is very important, for example if the ‘Dimmer’ channel is not in the correct place,
you will not see a light beam when you click the ‘Beam Open’ button in MyDMX5.
3.2. Patching fixtures
Fixture library
Before you can begin programming, a fixture must be patched (or added) to the software. Fixtures
can be chosen from the Fixture Library list to the left of the Setup screen. There are 4 different library
types that you can view:
1. Display your local fixtures: Shows the downloaded fixtures from the ScanLibrary folder.
2. Display the public Cloud fixtures: Shows the fixtures available on the public Cloud (internet
connection required).
3. Display your user Cloud fixtures: Shows the fixtures available on the users Cloud account
(internet connection required).
4. Display your project fixtures: Shows the fixtures already patched into the current project.
To patch a fixture, drag a fixture from the left and drop it onto the patch grid on the right, or select a
fixture on the left and click the ‘Patch’ button. Be sure that the address the fixture has been patched
to matches the fixtures address in reality.
The example below shows 4 moving heads patched to address 1, 19, 37 and 55. The address is
normally set either by a digital display on the lighting fixture itself or via a set of DIP switches.
a. Search for a profile: Search for a specific fixture or brand.
b. Refresh the library: Refreshed the fixture library.
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c. Import a fixture file from your disk: Import a .ssl2 file to the library.
d. Select a DMX universe to view: Navigate to a specific DMX universe using the dropdown or
left/right arrows.
e. Grid/List View: View the patched fixtures in a grid or list format.
f. DMX universe: Select a DMX universe to patch your fixture into.
g. Starting address: Select a starting DMX channel for your fixture.
h. Number of fixtures: Choose how many fixtures should be patched.
i. Index: Choose an index number for the fixture (effects are created in index order when the ‘Select
All’ button is clicked within the fixture window).
j. Patch: Patch the fixtures into your project as per the settings above.
You can highlight/select multiple fixtures at once in either the grid or list view, then right click on them
to show various options (copy/paste, delete, duplicate, add to group etc).
Importing a profile
If you have a .ssl2 fixture profile that you want to import into MyDMX5- you can do this by selecting
the “Import a profile” button, then selecting the relevant file from your file directory.
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Matrix and strip fixtures
You can now create Matrix and Strip fixtures instantly in MyDMX5. For Matrix fixtures- you can select
the LED Mode (RGB, RGBW, WWCW etc), the width/height of the matrix and the arrangement. For
Strip fixtures- you can select the LED Mode, and the number of LEDS you want to have in your
fixture.
Fixture groups
Fixture groups are used to organise and manage your fixtures. For example- you may want to group
all fixtures of a certain type, or by location (i.e. bar lights, stage lights etc). In MyDMX5, you can now
have different fixture types in the same group. You can rename or delete a group by right clicking the
group button.
When you go to patch in a fixture, it will ask you if you want to create a new group- selecting ‘Yes’ will
do so, selecting ‘no’ will place the fixture within the already selected group. You can also create a
new group by selecting the ‘+’ symbol in the groups tab.
You can remove a fixture from a group, add a fixture to an existing group, or add a fixture to a new
group by right clicking on a fixture in either the 2D view, or the patch grid/list.
25
3.3. Fixture properties
Properties
To modify how a particular fixture operates, click the ‘List View’ button. A list of all patched fixtures is
displayed along with their DMX address, fixture name, channel name and fixture profile location. To
view the channels used by a particular fixture, click the triangle to the left of the fixture’s address.
Several checkbox’s are visible to the right:
1. Enable/Disable fading: determines if the channel follows step fade times.
2. Dimmer: determines whether the channel is to be dimmed when the master dimmer or scene
dimmer is changed.
3. Min Value/Max Value: this value correlates to the values set in the Limitations screen (see
below).
4. Invert Pan: Reverses the output of the pan channel (when the channel is at value 0, the software
will output value 255).
5. Invert Tilt: Reverses the output of the tilt channel.
6. Swap Pan/Tilt: Swaps the pan and tilt channels. When the pan channel is modified, the software
will output the data on the tilt channel and vice versa.
Limitations
When you have selected a fixture or group of fixtures, you can set the dimmer and movement
limitations in the bottom right corner of the screen. To set the dimmer limitations- you can either drag
the fader Min/Max values or manually type the number between the Minimum (usually 0°) and the
Maximum pan/tilt range above/below the fader. The pan and tilt range will be set within the fixture
profile.
To set the movement limitations- you can drag any of the corners you can either drag from one of the
four corners of the square, or type in the values on the right of the grid. You can also move the
limitation area by selecting inside the shape, then dragging it to reposition. You can also invert the
Pan/Tilt from this screen, or swap the Pan/Tilt channels using the toggle buttons on the right.
26
To assist in setting up the limitations, there are a few tools. To visualise the dimmer limitations, you
can turn the beam(s) on/off using the Beam On and Beam Off buttons. To visualise the movement
limitations, you can enable the Centre Beam, Pan
27
3.4. Arranging fixtures
Each lighting fixture is represented by a square/circle/rectangle which can be seen in the fixture
window to the bottom left of the screen. Fixtures with multiple beams such as LED bars are displayed
with several shapes that are linked together as one (each shape representing a beam). Each shape is
capable of showing the following information (depending on the features of the actual lighting fixture):
• Dimmer
• Shutter/strobe
• Color
• Iris
• Gobo + Gobo Rotation
Navigating around the fixture window
When fixtures are patched, the position and zoom level of the fixture window will be set automatically
so all fixtures are visible. The following toolbar buttons allow you to adjust the position and zoom
level:
1. Zoom Fit: Fit all fixtures into the view and centre the view.
2. Zoom Out/Zoom In: You can either press the “-” button to zoom out, the “+” button to zoom in, or
use the slider in between the two buttons.
To move your fixtures, you can simply drag and drop the fixture selection. You can navigate around
the 2D view screen by holding Shift, left click and dragging the grid. Alternatively, you can activate
‘Navigate’ mode in the toolbar, then simply left click and drag to move the view.
Selecting Fixtures
By default, fixtures can be selected either by clicking the squares or by dragging a box around some
fixtures (just like icons within Windows Explorer or OS X Finder). Multi-selections can also be made
by holding ‘cmd’ on Mac or ‘Ctrl’ on PC. Several other selection options are available:
1. Rectangle selection (default): Drag a rectangle, any fixtures touching the rectangle will be
selected.
2. Lasso selection: Draw a shape, any fixtures within the highlighted area will be selected.
3. Drag over selection: Draw a line, any fixture touching the line will be selected.
4. Select all: Selects all fixtures in the active group.
5. Invert selection: Selects all fixtures that are currently NOT selected in the active group.
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6. Select ½: Selects fixtures 1, 3, 5, 7, 9, etc. based on their position in the 2D view
screen.
7. Select ⅓: Selects fixtures 1, 4, 7, 10, 13, etc. based on their position in the 2D view
screen.
8. Select ¼: Selects fixtures 1, 5, 9, 13, 17, etc. based on their position in the 2D view
screen.
9. Shift up selection: Shifts all selected fixtures one to the right.
10. Shift down selection: Shifts all selected fixtures one to the left.
Fixture index
As fixtures are selected, a number appears in the centre of the shape. This is the fixture index. It’s
important to select fixtures in the correct order when working with effects because effects are
generated in the index order. Imagine you have a line of fixtures and want to create a pixel effect with
a rainbow scrolling from left to right. In this case, be sure that the fixture index’s are numbered from
left to right as the example shows below. When the quick selection buttons are used, fixtures are
indexed in the order specified in the patch window.
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Positioning fixtures
Fixtures can be positioned in the 2D view manually by dragging and dropping them. If a multiselection of fixtures has been made, you can change the relative positions by adjusting the position of
the square with the small circles (like resizing an image). The selection can also be rotated by
dragging the small circle at the top centre of the selection perimeter. Fixtures can be quickly
positioned in a square, line, circle or custom matrix by clicking the shape icon on the spreading
menu.
You can also use the alignment menu to align or distribute your fixtures in a specific way. For
example- you may have a selection of fixtures which you want to be aligned vertically but remain in
their horizontal position, or you may want to distribute all highlighted fixtures to have equal
vertical/horizontal spacing.
Custom matrix positioning
When setting up a custom matrix in the spreading menu, you will see the Advanced Positioning
screen. Here you can set the number of rows and columns you want in your matrix, as well as the
fixture index order. To set the desired fixture index order, you will see 16 options- the ‘1’ shows where
the index will start from, and the arrows indicate which direction the selection will follow.
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Selections
Within each group, you can arrange your fixtures into sub-groups called ‘Selections’. A selection will
also store the fixture index allowing several groups to be made with different index orders for different
effect looks. To create a selection, select the fixtures you wish to include within the group and click
the + icon at the bottom right of the 2D View window. By default, the groups are labelled Selection 1,
Selection 2, Selection 3 etc. You can hide/show the selections window by pressing the arrow button
in the top toolbar of the 2D View. You can rename/delete a selection by right clicking on it.
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4. Control (programming)
4.1. Controlling lighting fixtures
Lighting fixtures can be controlled either by Features or by Faders. To begin with, be sure a scene is
selected, then select the fixtures which you wish to control. By selecting a fixture/group of fixtures,
you can use the ‘Beam On’ button at the top of the fixtures window to open the dimmer and set any
other channels required to see the light beam (e.g. shutter, iris etc). You can also press the ‘Beam
Off’ button to set any channels required to make the fixture ‘blackout’ (e.g. dimmer, RGB, shutter etc).
If you have a moving fixture, you can centre its position with the ‘Centre Beam’ button.
Features
Features allow you to quickly control fixtures by displaying the preset information (i.e. Strobe On, Star
Gobo, Colour Wheel Rotation etc.) within each channel of the selected fixture(s). This means that not
all Features will be accessible for all features (for example - if none of the selected fixtures have a
Zoom channel, the Zoom tab will show no options). Features are accessed within the Dimmer, Color,
Position, Gobo, Beam, Focus and Other tabs. You will see a mixture of controls including:
• Buttons, which will allow you to jump to a preset (i.e. a particular Gobo or Color in a colour wheel).
• Faders, which will allow you to control linear presets (i.e. the rate of a Strobe). All faders will show
a value within the range of 0 - 100, rather than the specific DMX values.
• An XY grid for pan/tilt control. This can be controlled by left clicking and dragging the dot where
the two lines intersect, or by clicking anywhere else on the grid for a slower, fine tuning. You can
also control using the X (Pan) and Y (Tilt) sliders below/left of the grid.
• A colour picker for colour mixing fixtures. Similar to the XY grid, this can be controlled by left
clicking and dragging the dot where the two lines intersect, or by clicking anywhere else on the
colour picker for a slower, fine tuning. You can also control using the X (Hue) and Y (Saturation)
sliders below/left of the grid. You can save ‘Favourite’ colours by selecting the ‘+’ symbol. This list
can then be used for quick recall.
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Faders
The Faders tab is located just below the Features tabs. This will show the full range of channels set
within the fixture profile in order. Here, you can see the full fader range of 0 - 255 for each channel.
Right clicking on the icon below the channel number will allow you to see the full list of presets for a
certain channel.
You can set the value of a fader by left clicking and dragging the fader itself, left click and dragging
the value displayed, double clicking on the value displayed then typing the desired value, or right
clicking on a fader then selecting the desired percentage.
Each channel can be turned ON and OFF by clicking the Green (On) or Black (Off) dot at the top of
the fader. If a channel is OFF, it will not be used in the scene. Therefore, if the same channel is being
used in another active scene, the output value will remain the same. However, if the channel is
switched ON and set to 0, then the output value will change to 0 when the scene is triggered.
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Edit mode
To select a scene to edit, you must click the tall rectangular section on the right side of the scene. To
then edit a scene’s settings, you will need to be in Edit mode. Edit mode will be enabled whenever
you create a new scene. Edit mode is also locked by default, however you can disable this by right
clicking on the Edit button.
Blind Edit mode is similar to Edit mode, it will not output the scene’s DMX values whilst selected. This
is particularly useful in a live scenario, where you may want to make a change to a scene without
affecting the ongoing light show.
Creating linear fans
In addition to setting fixed values with the ‘Features’, it’s also possible to set a range of values across
a selection of fixtures. For example, a selection of moving fixtures can be set to fan out in different
positions. To create a Linear Fan, see the fan value and type that appears below relevant ‘features’
sliders. The fan will be arranged based on the fan type, fixture index selection, and the fan value.
There are two fan types - ‘fan from start’, which will set the effect in ascending/descending order
based on the fixture index and fan value. The second fan type is ‘fan from centre’, which will set the
effect to start in the centre and fan out in both directions, or start on the outside and fan inward
towards the centre based on the fixture index.
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4.2. Creating scenes
All scenes are arranged into ‘Banks’ in MyDMX5. By default, 1 scene can play at a time in each
bank. Banks are designed to be stacked, for example there may be a group for colour effects, a group
for movement effects and a group for strobe effects etc. To create a new bank you can press the ‘+‘
button at the top of the screen, just below the Setup, Control and Touch tabs.
To create a new scene within a bank, you can press the ‘+‘ button on the bank controls section. By
default, any new scene will be a ‘Static’ scene. To rename your scene, you can either right click and
select ‘Rename’, you can also do this by double clicking the current scene name at the top of the
scene settings tab to the right of the screen. By right clicking on the scene you can also delete,
duplicate, add the scene to a new Super Scene, enable Edit/Blind Edit mode, change the button
colour, or add the scene to a new Touch button.
To edit/select a scene, you can click the tall rectangle on the right side of the scene button, pressing
the wide rectangle left of this will select play the scene. By pressing and holding the edit/select
section, you can drag and drop to move/rearrange the scenes- including dragging scenes into
different Banks.
You can choose your scene type via the options to the right side of the screen when a Static scene is
selected. To delete an effect, returning to the original Static state- simply press the ‘x’ in the top right
corner. All scene types (besides Static and Steps types) can store static values as well as running the
effect engine. For example, you might want to set all Par lights to Red using the same Move FX
scene that controls your Moving Heads. To do this, simply set up your effect as desired- then select
the other fixtures you want to control and set the static values.
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Scene types
There are a number of different scene types you can select, all of which work slightly differently and
create different effects. Below is a description of each scene type:
1. Static (default): This scene type will be chosen automatically when you create a new scene. This
is a non-moving effect. Set the values of as many Faders/Features as you like, then these values
will be recalled whenever the scene is played. One static scene can be used to control multiple
fixtures.
2. Steps: A scene has 1 or more steps. Each step stores a static ‘Look’. A dynamic effect can be
achieved by adding several steps with fade and hold times. To create a new step, click the ‘+’
button. As the Faders and Features are changed, the data is stored immediately into the selected
step. Fade and hold times can be changed by double clicking the time value on a step. The
example below shows a scene with 4 steps each with a fade time of 2 seconds and a hold time of
1 second. In this case, the values will hold, or ‘freeze’ for 1 second, and then gradually move to
the next values over 2 seconds. When the final step is reached, the scene scene will loop back
around to the first step. To preview a scene, click the ‘Play’ button.
You can also edit multiple steps at once. To do this, select a step, hold Ctrl (PC) or CMD (Mac)
and select the steps you wish to modify. A range of steps can also be changed by selecting the
first step of the range, holding shift and then selecting the final step. To modify the fade and hold
times of a selection of steps, continue to hold Shift, Ctl or Cmd whilst double clicking the step, or
click the ‘Time Settings’ button. Steps may also be re-arranged by dragging and dropping or
copy/pasting. To remove a step, hit the delete/backspace key or click the ‘Remove Step’ button.
3. Color FX: This scene type can be used to create dynamic colour changing scenes. You can have
up to 10 colors in the Color Palette, to add a colour to an effect you can select the ‘+’ button
shown below. To remove a color from the palette, you can right click on it then select ‘Delete’. If
you want to change a color, you can do so in one of two ways:
• Left click and drag to set the Hue/Brightness of the colour.
• Right click and select ‘Advanced Colour…’ to access the full range of parameters which can be
used to set the desired colour. Here, you can also save your favourites into the ‘Custom
Colours’ tab by selecting the ‘+’ symbol.
There are a number of different effect types available including Rainbow, Sparkle, Knight Rider
etc. Each effect type will have a unique range of parameters, allowing you to set up the effect to
create the desired look.
4. Chaser FX: This scene type can be used to create a ‘chaser’ effect on your fixtures. This is done
using the Features controls, of which you can select multiple to be used in the effect. To add a
Feature to the effect, please follow the steps outlined in the Adding Features to an Effect
section.
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5. Move FX: This scene type is used to control the Pan/Tilt channels of a fixture. You can select a
movement shape for the fixtures to follow (i.e. Circle, Curve, Polygon, etc). Each shape can be
edited by adding, removing and repositioning the points shown on the grid. You can add points by
either double clicking within the area of the dotted lines, or by right clicking and selecting ‘Add
point’. You can move a point by left clicking and dragging to reposition, and you can delete a point
by right clicking on it and selecting ‘Delete’.
The overall shape can be moved by left clicking anywhere within the area of the dotted lines and
dragging to reposition. You can also resize the overall shape by dragging one of the square points
in the corners of the dotted line, and rotate the overall shape by selecting the solid circle point at
the centre-top of the dotted line.
This FX mode can be controlled using ‘Absolute’ or ‘Relative’ mode. ‘Absolute’ mode will control
the Pan and Tilt according to the absolute value produced by the effect. For example- as the
moving dot travels across the XY grid from the bottom left corner to the top right corner, the Pan
and Tilt channels will modulate from their lowest value, to their highest value. ‘Relative’ mode will
modulate the channel relative to a value set already by another scene. For example- if you have a
static scene that sets the Pan and Tilt channels to 127, then a ‘Relative’ Move FX overlaying this;
you will see the value increase or decrease by a maximum value of 127, depending on the
direction of the moving dot (i.e. the bottom left corner will subtract 127 from the relative value,
whilst the top right corner will add 127 to the relative value).
6. Value FX: This scene type combines functions from both the Colour FX and the Chaser FX scene
types. The effect types and parameters are the same as from the Colour FX, however- this scene
type is used to control various Features, in the same way as the Chaser FX. Instead of selecting a
colour palette, you can select ‘values’ where Black = 0 and White = 100. To add a Feature to the
effect, please follow the steps outlined in the Adding Features to an Effect section.
7. Curve FX: In this scene type, you can waveforms to control various Features. There are a number
of different waveforms you can select from the dropdown list. Using the rate, size, phase and
other parameters- you can alter the shape of the waveform to create the desired effect.
This FX mode can be controlled using ‘Absolute’ or ‘Relative’ mode. ‘Absolute’ mode will control
the feature(s) according to the absolute value produced by the effect. For example- as the moving
dot travels from the lowest trough to the highest peak, the relative channels will modulate from
their lowest value, to their highest value. ‘Relative’ mode will modulate the channel relative to a
value already set by a separate scene. For example- if you have a static scene which sets a
Dimmer channel to 127, then a ‘Relative’ Curve FX overlaying this; you will see the value increase
or decrease by a maximum value of 127, depending on the direction of the moving dot (i.e. the
lowest trough will subtract 127 from the relative value, whilst the highest peak will add 127 to the
relative value).
To add a Feature to the effect, please follow the steps outlined in the Adding Features to an Effect section.
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8. Mappings: In this scene type, you can control features by using the video based effect shown in
the 2D view window. When a new Mappings scene is created, the effect will appear within the 2D
view window on a resizable rectangle. You can click and drag within the shape to reposition it, or
drag the corner points to resize. Any fixtures/pixels that are within the range of the effect, will react
to the video accordingly. For example: If you have a Mappings scene set to control a Dimmer
channel, whenever the effect shows White- the dimmer will be set to Maximum for any fixture
overlaying the effect. Then, whenever the effect shows Black- the dimmer will be set to 0 for any
fixture overlaying the effect.
There are a number of different effect types you can select from in the dropdown list, all of which
are customisable using the effect parameters. The Media effect lets you choose an image or video
to play on the mapped area. You can also use the text effect to display or scroll custom text
across the mapped area.
As with the Value FX scene type - Instead of selecting a colour palette, you can select ‘values’
where Black = 0 and White = 100. To add a Feature to the effect, please follow the steps outlined
in the Adding Features to an Effect section.
9. Color Mappings: This scene type works identically to the Mappings type, however instead of
controlling Features - it controls the colour of your fixtures. You can reposition or resize the video
effect shown in the 2D View to include specific fixtures in the effect. Any fixtures/pixels that are
within the range of the effect, will react to the video accordingly.
There are a number of different effect types you can select from in the dropdown list, all of which
are customisable using the effect parameters. The Media effect lets you choose an image or video
to play on the mapped area. You can also use the text effect to display or scroll custom text
across the mapped area.
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10. Super Scene: This scene type is new to MyDMX5, please see the Super Scenes section for
more information on this.
Adding fixtures to an effect
Depending on the scene type, you will need to follow one of the two processes outlined below to add
a fixture(s) to an effect:
•Static and Steps - These scene types do not require any specific set up, simply select the scene
and begin editing Fader/Feature values on any fixture, on any step.
•Colour FX, Chaser FX, Move FX, Value FX, Curve FX, Mappings, Colour Mappings - With
these scene types, you need to add the desired fixture(s) to the effect. To do this you can highlight
the desired fixtures, then select the scene type from the menu on the right. If a scene type has
already been selected and you want to update which fixtures are included in the effect, you can do
this by highlighting the desired fixtures and then pressing the red ‘FX’ button at the top of the 2D
View window. You can also use this method to add individual beams to an effect if you are using a
multi-beam fixture.
Adding features to an effect
As described in the ‘Scene types’ section- certain scene types will require you to manually assign
Features to the effect. This is because these scene types do not automatically assign themselves to a
function (i.e. Colour, Pan/Tilt), and so can be used to control any other linear Feature available. This
is necessary for the following scene types: Chaser FX, Value FX, Curve FX and Mappings.
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To add a Feature to the effect- first select the relevant scene and be sure Edit mode is enabled.
Then, highlight the fixture you want to control, navigate to the desired Feature, then press the relative
red ‘FX’ button attached to the feature. Once you have added a Feature to an effect, it will appear on
the list of Features below the effect parameters- here you can set the minimum and maximum range
for each Feature, or remove a Feature from the effect.
Once added, the effect will be played according to the fixture index. For example- if I were to put a
Chaser effect on the line of fixtures pictured below, the effect would run from left to right starting with
fixture index 1, ending with fixture index 8.
Effect racks
You can create a stack of effects, known as an ‘effect rack’, to combine multiple effects into one
scene. To stack effects, simply select add or select a scene with one effect already added, then press
the ‘+’ in the bottom right corner to add another effect. Here, you can choose either a Colour FX, Chaser FX, Move FX, Value FX, Curve FX, Mappings, or Colour Mappings (please note - you can
not stack Steps or Static effects in this way).
You can expand/collapse the individual effects engines using the arrow found next to the effect name.
You can remove an individual effect by selecting the effect, then pressing the Remove FX button in
the bottom right corner of the tab. Pressing the ‘x’ at the top right corner of the tab will delete the
whole effect rack.
You can assign different fixtures/beams to the different effects in the effect rack. For example, if you
wanted to have two separate Colour FX, with one controlling the Moving Heads and the other
controlling an LED Matrix - you can do this in a single scene. To do this, simply select the first effect
you want to add fixtures to, highlight the fixtures you want to add, then press the red ‘FX’ button at the
top of the 2D View screen. Then, repeat this process for the second effect, selecting the second lot of
fixtures you want to add and pressing the ‘FX’ button. If one of the scenes in your effect rack uses the
‘Relative’ Attribute Value setting (only relevant for Move or Curve FX), you will only be able to stack
other ‘Relative’ effects.
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Contents, properties and advanced settings
To the far right hand side of the Control screen, you will see three tabs of settings for your scenes.
Each tab contains a unique set of functions which I will describe below:
1. Properties
a. Live Control Dials (Dimmer, Speed, Phase, Size): These are used to make live changes to your
scene, without affecting the actual contents of the scene. This means that any value set in the
Live Controls will not take effect within a Super Scene. The Live Controls are as follows:
•Dimmer: used to control the relative maximum value of selected Features. You can select
which Feature(s) you want the Dimmer dial to control by right clicking the dial and selecting the
desired Features. Example: you have a Curve FX modulating the Zoom Feature from 127 -
255, you right click on the Dimmer dial and enable Zoom control. Now, when you set the
Dimmer to 0% the Curve FX will modulate from 0 - 0, when the Dimmer is set at 50% it will
modulate from 63 - 127, when the Dimmer is set at 100% it will modulate from 127 - 255.
•Speed: controls the speed of the scene relative to the scene Duration. For example: a scene
with 10 seconds duration- when the dial is set to 0.5, the actual speed will be 20 seconds
(10÷0.5=20), when the dial is set the 2, the actual speed will be 5 seconds (10÷2=5).
•Phase: used to increase the phasing value of the scene. This control will only take effect on a
Move, Value, or Curve FX.
•Size: used to control the relative range of movement on a Move FX.
b. Playback Indicator: This slider shows the playback position of the effect from start to end. You
can click and drag the tab to change the playback position, you can also map this function to a
MIDI controller, to a Fader in Touch screen etc. The actual time of the playback position is written
in yellow underneath the start position of the slider. The overall time of the effect is written in Grey
underneath the end position of the slider.
c. Playback Direction: These options control the playback direction of the scene. You can choose
between reverse, pause, forward (default) or bounce. Please note- since these are also ‘Live’
functions, it will not be saved into the scenes contents and will not take effect within a Super
Scene.
d. Driving Mode: This will control the synchronisation of the scene. The options are as follows:
• Off (default): The scene will play back according to the set Duration.
• BeatGO: The scene will play according to the Duration, however the playback slider now has
beat divisions which can be skipped to using the BeatGO, or Previous/Next Division buttons.
The number of divisions can be set in the Beat Division section (you can press ‘/2’ to half, or
‘x2’ to double the number of divisions).
•BPM: The scene will play according to the BPM of the project. The playback slider will now
show beat divisions which can be skipped to using the Previous/Next Division buttons. The
number of divisions can be set in the Beat Division section (you can press ‘/2’ to half, or ‘x2’ to
double the number of divisions).
•Pulse: The scene will play according to the Duration, however the effect will skip to the next
beat division whenever the audio input peaks over the threshold (set with the Pulse slider at
the top right of the screen). The number of divisions can be set in the Beat Division section
(you can press ‘/2’ to half, or ‘x2’ to double the number of divisions). To enable this, you will
need to set your audio input settings in the Settings window.
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e. Starting mode: This will decide whether the scene will ‘Pause the scene at the beginning’, or
‘Play from the beginning’, or ‘Play from last position’ when the scene is triggered. If you select
‘Pause the scene at the beginning’, the scene will need to be unpaused for the scene to start
playing each time you trigger the scene.
f. Duration: This will control the overall duration of the scene. When using this to set the duration of
a Steps scene, this will alter the Wait/Fade Time of each individual step to fit the overall duration.
g. Fade In/Fade Out: This will control the Fade In and Fade Out times for the scene. To see this
effect, you will need to enable ‘Live’ mode in the control panel above the Features tabs.
h. Fade speed: This controls the relative time of the fade, based on the Fade In and Fade Out
values. With a Fade Speed of 1.0 - the actual speed will be as set by the previous parameters.
With a Fade Speed of 0.5 - the actual speed will be 2 imes slower than the time set by the
previous parameters. With a fade speed of 2.0 - the actual speed will be 2 times faster than the
time set by the previous parameters.
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2. Contents
Scene contents are dependent on the scene type you have selected. Descriptions of each scene type
can be found in the Creating Scenes – Scene Types section.
3. Advanced
a. Scene priority: This setting will decide whether a scene will override a current playing scene, or
whether it can be overridden by another scene or by Live Edits. For example- if you have a Move
FX scene playing, then you trigger a second Move FX scene controlling the same fixture- the
second scene will only override the first if it has an equal or higher priority.
b. Loop: Controls how many times the scene will be looped before stopping. By default, the ‘Always
Loop’ will be enabled meaning the scene will play indefinitely until stopped manually. You can
select ‘Play N Times’, then select the desired number, to set a specific amount of loops before the
scene will stop automatically.
c. Jump to: This function will only be enabled if ‘Play N Times’ is selected in the Loop section. Press
the ‘Jump to…’ button to set a scene to play immediately after the current scene reaches the end
of its loop cycle. You can set this to jump to either the next scene in the bank, the previous scene
in the bank, or a custom scene(s) from any other bank.
The ‘Release at the end’ toggle controls how the scene will behave once it reaches the end of its
loop cycle. If the toggle is enabled, the scene will be turned off when it reaches the end of its loop
cycle. If the toggle is disabled, the scene will pause at the end of its loop cycle.
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d. Release mode: This function controls what will happen to all other scenes in the show when the
selected scene is played. There are five release modes available for selection:
• OFF: No other scenes will be released.
• All: All scenes will be released.
• Bank (default): All scenes within the same bank will be released.
• Outside bank: All scenes outside of the current bank will be released.
• Specific bank: All scenes within a specific bank will be released.
e. Protect from release: This function protects the scene from being released by another scene.
Again, the same five release modes are available for selection:
•OFF (default): Scene will not be protected and will be released according to any other scenes
release mode.
•All: Scene will be protected from all other scenes release mode and will only stop playing if
done manually.
•Bank: Scene will be protected from any release modes set within the same bank. A scene
from outside the same bank with a relevant release mode can successfully stop the current
selected scene.
•Outside bank: Any scene outside of the current bank will not be able to stop the selected
scene, regardless of their release mode. A scene from within the same bank can successfully
stop the current selected scene with a relevant release mode.
•Specific bank: Scenes within the selected bank will not be able to stop the selected scene,
regardless of their release mode. Any scene from any other bank can successfully stop the
current selected scene with a relevant release mode.
f. Flash mode: Flash mode is disabled by default- meaning the scene will play when clicked, and
will stop when clicked again. When Flash mode is enabled, the scene will play when clicked, then
will stop when you release the mouse/keyboard click.
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4.3. Super scenes
A Super Scene works slightly differently to the other scene types described in the Creating Scenes –
Scene Types section. When you create a Super Scene, you will see a timeline view in the bottom
right corner of the screen instead of the usual Features/Faders display. Within this timeline, you can
import other scenes as well as audio files to create a complex light show with very precise
synchronisation possibilities. There are a couple of ways that a Super Scene can be created:
• Select an empty (Static) scene, then select the ‘Super Scene’ button from the bottom of the scene
types tab.
• Right click on a scene, then select the ‘Create new Super Scene’ button. This will create a new
Super Scene with the right-clicked scene already imported to the timeline.
Please note - you can not import a Super Scene into the timeline of another Super Scene.
A Super Scene has a timeline which plays from left to right, with stacks of scenes layered from top to
bottom called ‘Tracks’. There is always one empty track in a Super Scene, to create a new empty
track you can simply drag and drop a new scene to the empty track and if there are no other empty
tracks in the Super Scene, a new one will be created. You can have multiple scenes from multiple
banks in the same track- however scenes on the same track can not overlap.
Like other scene types, you can also include static values on selected fixtures within the Super Scene
which will trigger whilst running the timeline effect. To set the static values in a Super Scene, you can
press the “EDIT: *Super Scene name* “ button, highlight your fixtures, then set the desired values.
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Navigating the timeline
Within the Super Scene, you will see a few options above the timeline itself:
1. Play: This can be used to play the Super Scene. Play will resume from the green marker. You can
also use the spacebar to play the Super Scene, or hold shift and click spacebar to play from the
beginning of the Super Scene.
2. Allow block overlap: When enabled, dragging a scene block and dropping it overlapping another
scene in the same track will cause the scene that is being overlapped to be truncated. When
disabled you will not be able to drop one scene overlapping another in the same track, it will
simply be dropped to either the immediate left or right of the other scene.
3. Snap to grid: When enabled, you will only be able to move a segment to the nearest grid line.
When disabled, you will be able to move a segment to the nearest half of a grid line also. A scene
can only be placed on a grid line that is a multiple of 0.04 seconds.
4. EDIT: *Super Scene name* : This can be used to set static values on selected fixtures. These
values will trigger when the Super Scene is played, along with the timeline itself.
5. Zoom/scroll bar: This bar has two points of adjustment to adjust the zoom, one at each end. To
zoom in/out, simply click one of the light grey dots and drag to adjust. You can scroll the timeline
by dragging the middle section of the bar left or right.
6. Expand track: This button will appear at the far left of each track. Clicking this will show the
Dimmer and Phasing automation options for scene tracks, or the Volume automation and
waveform of an audio track. See Track Automation section for further information.
7. Lock track: When enabled, the track will be locked. You can not make alterations to a locked
track.
8. Hide track: When enabled, any scene segment on this track will not send any DMX output.
9. Play marker: The green marker will indicate the playback position of the Super Scene. The
marker will move as the scene plays. If the scene is not playing, the green marker will indicate the
starting position when playing the scene.
10. End marker: The grey marker indicates the end of the Super Scene. This marks the point where
the Super Scene will loop. You can adjust the end point marker by clicking and dragging it.
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Adding scenes to the timeline
To add a scene to the timeline, you can simply click and hold on the edit/select section of the scene
(lighter grey section on the right side of the scene button), then drag & drop the scene into the
timeline. Alternatively, you can right click on an empty section of the timeline then press Insert >
Insert scene, then select the desired scene. When a scene is in the timeline, you will see that its
name and duration are written on the scene block.
Once a scene has been added to the timeline, you can move it by left clicking on the scene block and
dragging it to the new position.
By dragging the start/end of the scene block from the top half, you can either loop or truncate the
effect. Dragging away from the scene block will loop the effect, the scenes loop point(s) will be
indicated by the white triangle(s) that appear at the top of the scene block. Dragging towards the
scene block will truncate the effect.
You can also left click + drag the start/end of the scene block from the bottom half of the scene block
to create a fade in/fade out effect.
Adding audio to the timeline
Adding an audio file to the timeline is very simple, and can be done in a couple of ways. You can do
this by opening your file directory, locating the desired audio file, then dragging & dropping the file
into an empty track. Alternatively, you can right click on an empty track, select Insert > Insert audio,
then locate the desired file and confirm. Please note that you can not have an audio file on the same
track as a scene block, or vice versa.
Similarly to scene blocks, you can click and drag the top section of the block to loop/truncate the
audio file, or drag the bottom section of the block to create a fade in/out effect.
Track automation
By pressing the ‘Expand track’ button at the left hand side of a track, you will see some further
options for automating your scenes. Each scene block can have its Dimmer and Phasing value
automated within the timeline. To add a point to the automation, simply double click anywhere on the
automation section. You can then adjust the position and value of the point by dragging the point, or
double click on the point to delete it. Dragging an automation line will allow you to move all points at
once.
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For audio tracks you can automate the Volume of a block using the same method. Pressing the
‘Expand track’ button will also show the waveform of the audio file(s), allowing you to much more
precisely synchronise your scenes with the audio.
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MyDMX5
5. Control (live)
5.1. Controlling your show live
The Control screen is also where you can control your show. The example below shows several
scenes playing at the same time. As long as scenes use different channels, they will be stacked and
merged together. If a scene is triggered which uses the same channels as a scene which is already
playing, the scene with the highest ‘Scene priority’ will take effect (if both scenes have equal ‘Scene
priority’, the most recent triggered scene will take effect).
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Playing scenes
The most basic way a scene can be triggered is by left clicking on the wide rectangle section of the
button. You can also play the selected scene using the ‘Play scene’ button found at the top right
corner of the scenes editing window. Once a scene is playing you can use the ‘Start the next scene’
or ‘Start the previous scene’ buttons to skip between the scenes in the bank. You can turn all scenes
in a bank to ‘small view’ by selecting the down arrow in the bank controls section. You can then press
the same button to return the scenes back to their default size.
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5.2. Live editing your show
Everybody needs to edit their show live at some point- whether it’s making a temporary override,
using some performance effects, or making a permanent adjustment to a scene parameter. MyDMX5
makes all of this possible and easy to do with many ways to produce the desired outcome!
Creating permanent edits to a scene
When performing your show live, you may notice something you want to change. To do this, you can
enable ‘Edit’ mode, then select the scene as usual. Doing this however will override the show that is
currently running. If you want to block the DMX output of the scene currently being edited, you can
click the ‘Blind Edit’ button (shown as an eye symbol) found between the ‘Edit’ and ‘Live’ mode
button. When ‘Edit’ or ‘Blind Edit’ mode is enabled, the changes you make to the scene parameters or
fixture channels will be saved into the scene so that whenever you recall the scene again, the
changes made are present.
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Creating temporary edits to a scene
To create temporary edits to a scene, known as a ‘live edit’, you will need to have the Live editing
setting enabled. Then, select some fixtures and begin adjusting Features/Faders. You will notice that
instead of the usual green dot that appears above an edited fader/feature- there is now a yellow dot
instead, indicating that this is a ‘live’ edited channel. The values set will stay at the value you set until
a scene which uses the same channel is triggered. Live edits are not stored in scenes, but rather
layered over the top of scenes.You can reset a live edit by clicking on one of the 2 Reset buttons on
the live toolbar:
1. Reset All Beams: resets all live edits in the show.
2. Reset Selected Beams: resets all live edits on the selected fixtures.
Changing from ‘live’ to ‘edit’ or ‘blind edit’ mode will also reset all live edits.
Snapshots
It is possible to save your live edits, so that the same values can be recalled again at the touch of a
button. There are 3 different ways to save your live edits:
1. Save Adjusted Live Values into the current scene: This will save all live edited values into the
selected scene, overwriting any value that is already set in the scene.
2. Snapshot All Values into a new scene: This will save ALL active values in the Daslight project
into a new scene.
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3. Snapshot Adjusted Live Value into a new scene: This will save only the live edited values into
a new scene.
Live Edit settings
Within the Project tab in Settings, you can alter how Live Edits are handled in your project.
A Live Edit can only override a scene if the ‘Live Edit priority’ setting is equal to or higher than the
‘Scene priority’, set within the Advanced Properties of a scene. For example- if you have the Live Edit
property set at ‘normal’, Live Edits will only take effect over a playing scene if it has a ‘Scene priority’
of ‘normal’ or lower.
When you select the ‘Always keep live edit data’ option, the values set by a Live Edit will be held
when triggering a new scene. If you select the ‘Reset live edit when new scene is triggered’ option,
the values set by a Live Edit will be reset when triggering a new scene.
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5.3. MIDI
MIDI stands for Musical Instrument Digital Interface and is a system which is used to communicate
between different devices in the audio/visual industry. Many parts of the software can be controlled
with a MIDI controller such as scenes and faders.
MIDI devices are normally connected with a USB cable, or through a USB-MIDI interface with a DIN
cable. The software can also send MIDI to the MIDI input of the MIDI controller. Some MIDI
controllers can interpret this data to switch on internal lights and move motor faders.
To connect your MIDI controller to MyDMX5, simply plug in your controller, go to the Settings window,
then navigate to the “MIDI /Audio / BPM” tab. You should automatically see your MIDI controller
detected in the ‘MIDI Devices’ list, you can then enable MIDI Input and/or MIDI Output for your
controller.
MIDI mapping
To pair a button within MyDMX5 to a button on your MIDI controller, you first need to activate the
MIDI Mapping screen (found in the top right corner of the toolbar, in between Keyboard Mapping and
Touch Mapping buttons. This can also be activated from the ‘Mappings’ drop down menu). While this
is active, you will see a purple overlay on all mappable functions. Selecting a button within MyDMX5
will show a dotted line highlighting the selected button, you can then simply press a button to pair on
your MIDI controller. This mapping will now appear in the mappings list. Similarly, if you want to pair a
dial or fader from MyDMX5 to your MIDI controller- you can do this following the exact same process,
replacing button pressing for fader/dial moving in both MyDMX5 and on your MIDI controller.
Alternatively, you can set up a MIDI control manually by opening the MIDI Mappings tool, right
clicking on a relevant function (available functions will have a purple overlay), then selecting the
‘Create Note Shortcut…’ (for buttons) or ‘Create Control Shortcut…’ (for faders/dials). This can be
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MyDMX5
done without a MIDI controller attached to your computer. You can access and adjust all of the
functions settings by selecting the shortcut from the mappings list.
If you want a single function (i.e. a Dimmer fader, a Scene button etc.) to also be assigned to a
second MIDI mapping control- you can do this by: opening Touch Mappings, right clicking on the
purple overlay of the desired function, pressing ‘Duplicate’. You should now see a second mapping in
the list. You can then select this mapping and assign it to the desired MIDI control via the same steps
outlined previously in this section.
Advanced MIDI mapping (buttons/MIDI note)
It is possible to change the individual components of the MIDI message. The full range of options can
be found by selecting a mapping from the MIDI mappings list. The options available will depend on
the type of function you are mapping. For example, with a button/MIDI note mapping- you will see a
combination of the following options:
1. Target: Determines how the mapping will control the function within MyDMX5. The options shown
will differ depending on the function type.
a. For specific ‘Scene’ related functions (i.e. Scene play, Live Control dials etc.):
i. Scene: Will target only a specific scene. The scene name can be found in the ‘Target’
column.
ii. Selected: Will target whatever scene is currently selected.
iii. Index: Will target the specific index of that specific Bank.
iv. Bank: Will target all scenes in a specific Bank.
b. For specific ‘fixture’/’beam’ related functions (i.e. a colour wheel preset, a Dimmer fader etc.)
i. Beam: Will target only a specific fixture/beam. The fixture name can be found in the
‘Target’ column.
ii. Selected: Will target whatever beam(s) are currently selected.
2. Input: This option will appear if you have mapped a software control (i.e. Beam On, BPM Tap, a
specific Group etc). You can choose from ‘Any Devices’, or a specific MIDI controller.
3. Channel: Sets the input channel number from 1-16.
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4. Note: This option determines the exact note and octave that the function will be mapped to on
your MIDI controller.
5. Button Mode: This determines whether the button will ‘Toggle’ On/Off, or whether it will only send
one specific ‘Value’ (either On or Off).
a. Toggle:
i. Flash: When enabled the button will be On whilst the button is held, then Off when
released. When disabled, the button will toggle On/Off on when pressed.
b. Value:
i. Determines whether the MIDI mapping will turn the Daslight button ‘On’ or ‘Off’.
6. Device: Determines what controller to send MIDI Output to.
7. Control State: This function works with the Velocity below to determine what values will be sent
to the MIDI Controller when the button is On, Off and Fading (Fade).
8. Channel: Sets the output channel number from 1-16.
9. Velocity: Determines the value that will be sent to the controller listed in Device below when the
button is On, Off and Fading. In certain controllers, e.g. the Akai APCmini this will allow you to set
the illumination colour of a button based on its Off, On and Fade settings.
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Advanced MIDI mapping (faders & dials/MIDI CC)
As with MIDI mapping a button, you can also control more advanced settings of a fader/dial (or MIDI
CC) mapping. These options can be accessed by selecting the relevant mapping in the MIDI mapping
list and will be a combination of the following:
1. Target: Determines how the mapping will control the function within MyDMX5. The options shown
will differ depending on the function type.
a. For specific ‘Scene’ related functions (i.e. Scene play, Live Control dials etc.):
i. Scene: Will target only a specific scene. The scene name can be found in the ‘Target’
column.
ii. Selected: Will target whatever scene is currently selected.
iii. Index: Will target the specific index of that specific Bank.
iv. Bank: Will target all scenes in a specific Bank.
b. For specific ‘fixture’/’beam’ related functions (i.e. a colour wheel preset, a Dimmer fader etc.)
i. Beam: Will target only a specific fixture/beam. The fixture name can be found in the
‘Target’ column.
ii. Selected: Will target whatever beam(s) are currently selected.
2. Input: This option will appear if you have mapped a software control (i.e. Beam On, BPM Tap, a
specific Group etc). You can choose from ‘Any Devices’, or a specific MIDI controller.
3. Channel: Sets the channel number from 1-16.
4. Controller: Sets the corresponding value for the fader/dial from 1-127.
5. Mode:
a. Button:
Button Mode: This determines whether the button will ‘Toggle’ between a Minimum/Maximum
value, or only send a set ‘Value’.
i. Toggle: The button will ‘Toggle’ between a Minimum/Maximum value.
- Flash: The button will be set to Maximum value when pressed and
held, then to the Minimum value when released.
- Range: Determines the Minimum and Maximum values of the
button.
ii. Value: The button will send a specific ‘Value’.
- Value: Determines the value to be sent when pressed.
b. Absolute:
i. Range: Sets the minimum/maximum percentage value for the dial/fader.
ii. Invert: Inverts the minimum/maximum values.
c. Incremental: The value will move up/down in increments.
i. Increment: Determines the value of the increment.
ii. Invert: Inverts the direction the increment will move in.
iii. Loop: Decides if the value will loop once maximum/minimum value is reached.
d. Relative: This can be used to modulate a fader/dial relative to an already set value.
i. Increment: Determines the value of the increment.
ii. Invert: Inverts the direction the increment will move in.
iii. Loop: Decides if the value will loop once maximum/minimum value is reached.
6. (MIDI Out) Device: Determines what controller to send MIDI Output to.
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5.4. DMX mapping
If your DMX interface has a DMX input connection, faders and scenes may be triggered via a DMX
input message. First of all, be sure that the correct connector on your interface is set as a DMX Input.
This can be done within the Settings.
You can access the DMX Mapping tool from the Mappings drop down menu in the toolbar. When
enabled, you will see a light blue overlay on all assignable functions. To map a function- simply
manipulate the button/fader/dial within MyDMX5, then trigger the desired control on your external
DMX controller.
You can edit your mappings behaviour settings by selecting the desired mapping from the list, and
then making the relevant adjustments to the settings below.
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5.5. Dry contact ports mapping
You can map certain MyDMX5 functions to the dry contact ports of a compatible DMX interface, or
the buttons of the MyDMX5. For example, using the 1 - 10 buttons on the MyDMX5interface will
allow you to trigger scenes, control a live mixer button, toggle between two values on a fader etc.
You can access the ‘Ports Mapping’ tool from the Mappings drop down menu in the toolbar. When
enabled, you will see an orange overlay on all assignable functions. To map a function- simply
manipulate the button/fader/dial within MyDMX5, then trigger the desired dry contact port to link the
two.
You can edit your mappings behaviour settings by selecting the desired mapping from the list, and
then making the relevant adjustments to the settings below.
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5.6. OSC mapping
OSC messages can be sent to MyDMX5 via internet connection using UDP/IP and Ethernet. In order
for MyDMX5 to receive OSC messages, you will first need to set the correct options within the OSC
tab of the Settings window. You can enable OSC Input and OSC Output by clicking the relevant
checkboxes. The Incoming Port will decide which port MyDMX5 receives OSC messages from, and
the Outgoing Port decides which port MyDMX5 will return OSC messages to. You can also choose
the type of OSC Output (Broadcast, Local Host or IP Address. Choosing IP Address will require you
to set the relevant IP to send your OSC output to.
You can map a MyDMX5 function to an OSC control by opening the OSC Mappings tool (found in the
top right corner of your screen, or via the Mappings drop down menu) will show a dark blue overlay of
assignable functions. To map a function to your keyboard, simply select the relevant function (i.e. a
Scene play button, a Dimmer dial etc.), then trigger the desired OSC control to link the function. You
can then access and adjust all of the mapping’s settings by selecting the shortcut from the mappings
list.
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5.7. Keyboard mapping
You can also map a MyDMX5 function to your computer’s Keyboard. Opening the Keyboard
Mappings tool (found in the top right corner of your screen, or via the Mappings drop down menu) will
show a red overlay of assignable functions. To map a function to your keyboard, simply select the
relevant function (i.e. a Scene play button, a Dimmer dial etc.), then press the desired keyboard
button to link the function. You can then access and adjust all of the mapping’s settings by selecting
the shortcut from the mappings list.
5.8. Synchronising your light show
There are a number of ways you can synchronise your light show within MyDMX5. You can select
which option to use via the ‘Driving Mode’ setting within the Properties section of a scene.
BPM Source
If you want to use BPM to synchronise your light show, it is good to ensure you are using the desired
BPM Source. The following options, which can be found in the “MIDI / Audio /BPM” tab of the
Settings, are available:
1. Tap Tempo: The BPM will synchronise according to the Tap Tempo button, or to any manual
changes made to the BPM value in the top of the screen. You can manually adjust the BPM
setting by typing in a value, or by left click + dragging.
2. Audio Sync: This will try to set the BPM according to audio peaks detected by the Audio Input
device. This will respond best to music or audio with a strong, consistent pulse such as a
metronome click.
3. MIDI Clock Sync: The BPM will synchronise according to the MIDI Clock. You will need a
compatible MIDI device to be activated within the same Settings tab to enable this.
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4. Ableton Link Sync: The BPM will synchronise to your Ableton Link. This can be used to synchronise
tempo with an external software, such as certain DJ programs.
BPM
When you select the BPM setting in Driving Mode, you will straight away see the Beat Divisions which
have been added to the playback slider. The playback of the scene will reach the next Division on
each beat, as determined by the BPM. For example: setting the Beat Division to 1 will loop the scene
every 1 beat, setting the Beat Division to 8 will loop the screen every 8 beats. You can instantly half
or double the Beat Division value by pressing the “ /2 ” or “ x2 “ buttons. If you want your scene to
step from one beat division to the next, you can do this by selecting the “Pause Playback” button
directly above the Driving Mode list.
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Pulse
To use Pulse control for synchronising your scenes, you will first need to set up your audio input
settings correctly to ensure you are receiving the desired audio signal. This can be done within the
Settings window under the “ MIDI / Audio / BPM ” tab.
Once you have selected the correct Audio Input device- you will need to set the desired input
threshold using the Pulse slider found at the top right of your MyDMX5 window. Setting this slider will
decide the minimum audio input needed to cause the scene to ‘react’. For example, having the slider
at 90% will mean that only very loud peaks in audio will cause the scene to react, whilst setting the
slider to 10% will mean that very quiet peaks in audio will cause the scene to react.
When you select the Pulse setting in Driving Mode, you will straight away see the Beat Divisions
which have been added to the playback slider. The playback of the scene will be determined by the
scene duration and playback direction settings. The scene will jump to the next Beat Division
whenever an audio peak reaches above the set Pulse threshold.
If you want your scene to be static by default, but step from one beat division to the next whenever an
audio peak is detected- you can do this by selecting the “Pause Playback” button directly above the
Driving Mode list.
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5.9. Live controls
Live control dials
Every scene has its own set of 4 ‘Live Control Dials’, which can be found in the Properties tab of a
scene:
1. Dimmer: Controls the selected Features from 0% to 100% (which will equate to the value set
within the scene). You can choose which Features you want to be controlled by the Dimmer dial
by right clicking on it, then selecting the desired Features. For example- if you have a static scene
that sets a fixtures Zoom channel to 80%, then assign the dimmer dial to control ‘Zoom’: When the
dimmer is set to 100%- the Zoom will output the equivalent to 80% Zoom. When the dimmer is set
to 50%- the Zoom will be set to 40% Zoom.
2. Speed: Controls the relative speed of a scene. The speed value ranges from 0.00 - 1.00, then
from 1.00 - 4.00. The scene’s duration will be divided by the value shown in the speed dial to
speed up/slow down the scene. For example- a scene with a duration of 10 seconds, and the
speed dial set to 2 will become 5 seconds long (10 ÷ 2 = 5), if you set the speed dial to 0.5 then
the scene will become 20 seconds long (10 ÷ 0.5 = 20).
3. Phase: Used to increase the phasing value of the scene. This control will only take effect on a
Move, Value, or Curve FX.
4. Size: Used to control the relative range of movement on a Move FX.
Please note - Live Control Dials will not take effect on a scene playing within a Super Scene.
Live mixer
The Live Mixer tab can be accessed through the button in the top right corner of the Control Panel.
Each Group of fixtures will have their own ‘mixer’, as well as one ‘mixer’ for All fixtures. Within each
mixer, you can control the following functions:
1. Dimmer: Controls the overall brightness of the relevant fixtures.
2. HUE: Controls the colour of the relevant fixtures.
3. Saturation: Controls the saturation of the HUE value set.
4. Resetcolour: Resets the HUE and Saturations values, the fixtures will return to their previous
state.
5. Strobe: Activates the strobe for the relevant fixtures.
6. Strobe frequency: Controls the speed of the strobe.
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7. Full: Sets the mixer’s dimmer to full brightness.
8. Exclusive full: Sets the mixer’s dimmer to full brightness and sets all other groups to ‘blackout’.
9. Blackout: Sets the mixer’s dimmer to minimum brightness.
10. Flash: Sets the mixer’s dimmer to full brightness and the colour to white.
11. Exclusive flash: Sets the mixer’s dimmer to full brightness and the colour to white, also sets all
other groups to ‘blackout’.
The Live Mixer controls can be manipulated by left clicking and dragging and they can also be
mapped to external controllers, or the Touch screen using the various Mappings settings. You can
latch the Live Mixer buttons on by holding CTRL (PC) or CMD (Mac) whilst left clicking on the control.
You can also control a number of playback features within the Live Mixer view:
a. Stop all scenes: Stops all scenes currently playing. A warning message will appear asking you to
confirm this action before stopping the scenes.
b. Pause all scenes: Pauses all scenes currently playing. Button will be highlighted while paused,
press again to resume playback.
c. Play previous scenes: All scenes skip to the previous scene in their respective bank.
d. Play next scenes: All scenes skip to the next scene in their respective bank.
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MyDMX5
6. Touch
Using MyDMX5’s Touch Mode, you can create a custom user interface for your light show. It can then
be displayed on an external monitor or in full screen. Show mode is ideal for installations and kiosks.
6.1. Introduction to Touch
Navigating the Touch screen
The layout of the Touch screen is as follows:
1. Pages: In the top left corner of the screen, you can manage different ‘pages’. Within each page
you can create a different display using different settings and functions (for example- you may
want to have different displays for easier use with different display sizes, or you may want to have
one page for scenes and one for faders etc). You can add a new page by pressing the “+” button.
You can also right click on a page to delete, rename or duplicate it.
2. Zoom: In the top right corner of the screen, you will see the zoom controls for your user interface.
You can either press the “-” button to zoom out, the “+” button to zoom in, or use the slider in
between the two buttons. To the left of the “-” button you can press the ‘Zoom Fit’ button to
automatically adjust the zoom to fit all controls into the UI window.
3. Hide properties: Pressing this button will hide/show the ‘Controls’ tab on the right side of the
screen.
4. Edit: When highlighted green, Edit mode will be enabled. This will show the user interface in grid
form. You will need to be in Edit mode to make any changes to your Touch display, and you will
need Edit mode to be disabled to be able to use the controls on your Touch display.
5. Detach window: The Touch screen will detach into a new window.
6. Controls: To the right side of the screen, you will find 8 control options which can be used to
create your user interface.
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Touch control types
There are 8 different controls that you can add to a Touch interface:
1. Label: Allows you to enter custom text to help organise your UI.
2. Image: Upload your custom images to your UI. MyDMX5 also comes with a number of default/preset icons built in.
3. Button: Adds a button to your UI. Can be used in toggle (default) or flash mode.
4. Fader: Adds a fader to your UI.
5. Dial: Adds a dial to your UI.
6. Incremental Wheel: Adds an incremental wheel to your UI. This control resembles the
functionality of an infinite rotary dial, which can turn infinitely in either direction. The value will
increase in increments, rather than absolute values (as with a dial or fader).
7.Colour Wheel: Adds a colour wheel to your UI. This can be used to control the colour of the
relevant fixtures.
8.XY Grid: Adds an XY grid to your UI. This can be used to control the Pan and Tilt of a selected
fixture.
6.2. Setting up a Touch interface
Adding controls to the Touch screen
Adding controls to the Touch screen in MyDMX5 is easy. You will first need to enable ‘Edit’ mode in
order to make changes, then you can simply drag and drop a control from the ‘Add controls’ tab onto
the grid to the left of the screen. Alternatively, you can right click on an empty space in the grid and
select Insert, then choose the desired control type. You will not be able to add a control to a space
overlapping an already existing control, this will result in an error message “This position or size is
invalid”.
Some controls are resizable- you can change the dimensions of a control by left dragging from the
edge, or corner of the desired control. Please note- there are size limitations on some controls.
Right clicking on an existing control will allow you to Delete, Cut, Copy, Rename, or set a display
Colour for a control. Right clicking on a Button control will also allow you to choose between ‘Push’
and ‘Toggle’ button types. A ‘Push’ button will toggle the mapped function(s) ‘On’ whilst the mouse is
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pressed, then ‘Off’ when the mouse is released. A ‘Toggle’ button will toggle the mapped function(s)
‘On’ when pressed once, then ‘Off’ when pressed a second time. If you right click on an Image or
Button control, you will also be able to add/change the image by pressing “Load a background
image…”. This will allow you to either set a custom image, or use one of MyDMX5’s default icons.
Mapping functions to a control
The quickest way to assign a function (i.e. Dimmer channel, Scene play, Pan/Tilt grid etc.) is to locate
the function you want to control in the Touch screen, then hold “Alt” (Windows) or “Option” (Mac) and
left click the function. This will automatically assign a control to the Touch screen with the function
assigned to it.
If you want to manually assign a function to a pre-existing control, you must first select the ‘Touch
Mappings’ button, revealing a green overlay onto all mappable functions. Once you have selected the
desired button/fader/dial, a dotted line will then appear highlighting the function. Next, you can simply
activate the Touch control to map the function to the control.
You can adjust the settings of an individual mapping by selecting the mapping from within the Touch
Mappings list. For example- you may want to set the range of a fader when controlled from the Touch
screen.
If you want a single feature (i.e. a Dimmer fader, a Scene button etc.) to be assigned to a second
Touch control- you can do this by: opening Touch Mappings, right clicking on the green overlay of the
desired function, pressing ‘Duplicate’. You should now see a second mapping in the list. You can then
select this and assign it to the desired control by activating the control in the Touch screen.
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6.3. MyDMX5 Remote
You can view and control your MyDMX5 Touch window using your smartphone or tablet with the App,
which is now available in the Google Play/Apple App Store.
Connecting MyDMX5 Remote to MyDMX5
MyDMX5 Remote operates over a Local Area Network, therefore the computer running MyDMX5 and
the mobile device running MyDMX5 Remote must be connected to the same wifi network. When the
app is first launched, you will see an empty page. Selecting the ‘Software Instances’ button (bottom
left corner of your screen) will then show all MyDMX5 instances on the local network. Select the
correct instance (this will display your computer's IP address) to connect. If you do not see your
MyDMX5 instance, you can refresh the list using the button at the bottom of the ‘Software Instances’
section. Select the MyDMX5 instance and then the interface will be built automatically as it appears
on your Touch screen.
The size/zoom of your user interface will depend on the dimensions of the device you are running
MyDMX5 Remote on. The user interface will automatically resize itself to fit all controls in the view at
the largest size possible. You may want to create different pages within MyDMX5 to accommodate for
different devices (i.e. a smaller & more narrow page for an iPhone, then a larger & wider page for
your tablet etc).
Once connected- you will be able to trigger buttons, control dials/faders, change pages etc. remotely
from within the app!
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7. Other information
7.1. 3D Visualizer
The 3D Visualiser, also known as Easy View 2, allows you to visualise your light show using 3D
models. This tool can be extremely helpful as it allows you to very quickly gain a better idea of how
your light show might appear in real life, without having to set up all of your physical fixtures!
Setting up a 3D show
When you open the 3D Visualizer, you will see a prompt stating that the “patch has changed” and
asking if you would like to import it. Selecting ‘Yes’ will automatically import all of the fixtures within
your MyDMX5 project to their correct DMX addresses. Selecting ‘No’ will open an empty 3D
Visualizer project, allowing you to set up the show manually as you please.
Navigating Easy View 2
Easy View 2 has a number of buttons in the toolbar, located at the top of the window. When you
hover over a button, it’s name will appear in the bottom left of the window. The following explains
what each button is/does:
1. Undo: Undoes the previous action.
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2. Redo: Redoes the undone action.
3. Build view: This will show the setup options for Easy View 2. Here you can patch fixtures, add 3D
models, and adjust the visual settings. You can also move, rotate and align your fixtures.
4. Keep this dialogue always on top: When enabled, the 3D View window will remain on top of the
MyDMX5 window. This will allow you to play scenes or adjust your light show within MyDMX5,
whilst still being able to use the 3D Visualizer tool.
5. Settings: Allows you to adjust specific settings for the program (i.e. grid spacing, render quality
etc).
6. DMX input: Allows you to view the DMX levels being sent to the program from MyDMX5.
7. Allows to translate the selected object(s): Within build view, allows you to move objects
manually in the X, Y and Z axis using the red, blue and green arrows.
8. Allows to rotate the selected object(s): Within build view, allows you to rotate objects manually
in the X, Y and Z axis using the red, blue and green circles.
9. Allows to scale the selected object(s): Within build view, allows you to scale objects manually in
the X, Y and Z axis using the red, blue and green pointers.
10. Snap to grid: When enabled, your fixtures will snap to the grid when you move them.
11. Snap to objects: When enabled, your fixtures will snap to the other fixtures/objects when you
move them.
12. About Easy View 2: Shows the information about your version of Easy View 2.
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7.2. Hardware Manager
Hardware Manager is a tool for managing and maintaining your DMX interface. You can access this
within MyDMX5 via the ‘Tools’ dropdown menu, or within the MyDMX5 folder in your computers file
directory. Through Hardware Manager- you can update the firmware, view your licences, adjust your
device settings etc. The user manual for Hardware Manager can be found here.
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7.3. DMX levels
You can view the DMX levels screen via the ‘Tools’ dropdown menu. This will show you the DMX
values being produced by your MyDMX5 project in real time.
7.4. Stand alone
Scenes from a MyDMX5 show can be transferred to a compatible DMX interface and run in Stand
Alone without a computer. This is useful to have as a backup, or for a small show or architectural
installation where a computer is not always required. Stand Alone features vary depending on the
connected interface. For example, some interfaces can play several scenes at the same time while
others are restricted to one scene at a time. Other features include calendar triggering and SD card
memory to play larger shows. The ‘Stand Alone’ window can be accessed from the ‘Tools’ menu.
Creating a stand alone show
A Stand Alone show can be created by selecting a connected Stand Alone compatible interface from
the ‘Select device’ dropdown menu in the top left corner of the window. A list of all scenes/banks in
the show appear on the left. Scenes can be assigned to Stand Alone by selecting the scene(s) from
the ‘Show scenes’ list on the left, then pressing the ‘rightwards arrow’ button at the top right corner of
the list. You can remove a scene from your Stand Alone show by selecting it in the list on the right,
then pressing the delete button in the top right corner of the list.
For Multi-Zone devices you can select which zone you want to add the scene(s) to by choosing the
zone from the ‘Zone’ dropdown in the top left of the list on the right. By moving one scene to Zone 1
and another scene to Zone 2, both scenes can be played simultaneously, providing that they are not
controlling the same channels.
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The ‘Zone attached to’ dropdown lets you choose which groups of lights from the software are
affected by the scenes loaded in the current zone of the device. Choose which groups are affected by
clicking a checkbox of the group you want. Note- If you do not select any groups from this dropdown,
there will appear to be no DMX output from the device when in Stand Alone mode.
The ‘Priority’ toggle options are explained below. This is for multi-zone devices only.
1. Zone order: This will mean that lower numbered zones (e.g. zone 1) take priority over higher
numbered zones (e.g. zone 2).
2. Zone LTP: LTP is an acronym for ‘Last Takes Priority’. This means the scene that is last selected,
regardless of the zone order, will take priority.
Once the Stand Alone show has been built, click ‘Write’ to write the show to the device. Other buttons
available include:
1. Write: Once the Stand Alone show has been set up as you want, press ‘Write’ to write the show to
the device.
2. Read: Takes the show from the device and loads it into MyDMX5. Note that on devices with
limited memory, only essential information is saved (i.e. scene names may not be recalled). In
general, reading the memory should only need to be used if the .dvc file has been lost.
3. Test: Temporarily sets the DMX interface to Stand Alone mode allowing for the Stand Alone show
to be tested. Press ‘Stop’ to return to the previous screen.
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Port triggering, jumping & looping
Scenes can be triggered via the DMX interface’s dry contact ports. The port is set via the ‘Ports
Mapping’ function from the Mappings drop down menu in the toolbar. See the Dry Contact Ports Mapping section for more information.
A scene can be set to loop a certain number of times and then jump to another scene. These settings
can be found within the scene’s ‘Advanced Properties’ window of the Control tab.
Time triggering
Some interfaces include a clock and calendar allowing a scene to be automatically recalled at a
certain time of day or a certain day or date when the device is in Stand Alone mode. To add a time
trigger to a scene, right click the scene in the Stand Alone window of MyDMX5 and select ‘Time
Trigger’.
There are 3 ways to trigger a scene :
1. Appointed time: set a time of the day when a scene is triggered.
2. Repeating time slot: Re-trigger a scene several times between a start and end time (if you have a
scene set to Always Loop, this function will restart the scene).
3. Sun Time: Triggers a scene at sunrise and sunset (compatible device required). Check that the
location settings are correct within the Hardware Manager application.
By default, the time set will be triggered every day. This can be changed to just 1 day each year (for
example, maybe you would like to have your lights green on St Patricks day) or every day between 2
dates. You can also select a scene to trigger on a certain day of the week, or a certain day of the
week between 2 dates. The days of the week can be found at the bottom of the date selection box.
Note-: It is not possible to set a time to turn a scene off from the calendar. The scene will be activated
until another is triggered.
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7.5. MIDI/OSC watcher
The MIDI watcher tool can be used to view in real time all MIDI input messages that MyDMX5 is
receiving (MIDI Input) as well as the MIDI messages MyDMX5 is sending (MIDI Out). When a
message is sent, it will be visible in the list. You will see the Command type, Channel, Number, Level
as well as the Device the message is being sent by/to.
You can also monitor any incoming OSC messages by pressing the OSC tab. Here you will be able to
see the Address, Type, Value and Device of the OSC messages.
7.6. Profile Builder
Within the Tools dropdown menu, you can access the Profile Builder website. When selected- the
webpage will be loaded into a new tab on your default browser. The Profile Builder website can be
used to create your own custom fixture profiles, which can later be accessed within the Setup screen
in the ‘Display your user Cloud fixtures’ library (see Fixture Library section). It is also possible to
search through our ‘official’ fixture library, where you can duplicate the profile and make any custom
adjustments for personal use.
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7.7. Miscellaneous UI components
Saving and opening
Within the ‘File’ dropdown menu, you will see a few options for project management.
- New: Opens a new, empty project. You will be prompted to save any changes to the current
project.
- Open: Opens your computers file directory, locate the desired .dvc file to open.
- Open recent: Shows a list of recently opened projects, select one to open.
- Import patch: Opens a .dvc project but only imports the ‘Setup’ screen (fixtures).
- Import scenes: Opens a .dvc project but only imports the ‘Control’ screen (scenes).
- Check for missing files: Checks project for missing files (i.e. an audio file within a Super Scene).
- Save: Saves current project to the already set file path.
- Save as: Saves a copy of the current project to a custom file path.
General settings
Within the ‘General’ tab of the Settings window, you can set the following options:
• Language: Sets the language for the software.
• Display ratio: Adjusts the display ratio for specific screen resolutions.
• SUT dialog: Choose when the SUT dialog appears (when connecting a DMX device).
• Enable high DPI scaling: Enables high DPI scaling.
• Lock edit mode: Edit mode will be locked by default.
• Reset ‘do not show again’ messages: Any messages marked as ‘do not show again’ will re-
appear.
• Startup- Load the last file: When opening the software, the last file will also be opened by default.
• Startup- Open Touch mode in full screen: When starting the software, the Touch screen will be
opened in full screen.
Other UI functions
Within the top right corner of your MyDMX5 window, you will see six small dark squares in two
columns of 3. This is known as the ‘Input Indicator’. Each square displays a type of input to MyDMX5.
For example, if you have a MIDI controller linked to MyDMX5 - when the software receives a MIDI
message, the middle-left square will fire. When MyDMX5 receives a keyboard message, the top-left
square will fire etc.
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To the immediate right of the input indicator is the ‘Lock’ button. When selecting this, you will see the
option to lock each of the screens in MyDMX5 (Setup, Control & Touch). You can also set a custom
password to ensure that no permanent changes are made to your show by mistake.
To the right of the lock button, you will see the ‘Load’ indicator. This will monitor the CPU usage of
MyDMX5 during use- the more the bar fills up, the higher the CPU usage.
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7.8. DMX and Art-Net devices
DMX devices
MyDMX5 is capable of sending and receiving DMX from several different devices simultaneously.
These can be configured within the Settings > ‘Devices’ window. Compatible interfaces include:
• DVC Gold, GZM and FUN (latest models)
• DVC Fun (older model)
• Light Rider LR512
• Sushi-Z1 and Sushi-DS
• MyDMX 3, MyDMX GO and MyDMX Buddy
• Cameo DVC Pro and Cam DVC
• Beamz USB and USB Wifi
• Other SUT compatible ADJ devices
• Art-Net devices (a compatible MyDMX series device must be connected to enable the Art-Net
output)
Available devices are listed in the centre of the Settings window, along with the ‘Active’ checkbox.
The checkbox will indicate which devices are currently being used by MyDMX5. Further information
on the selected device is displayed on the right including connection type, serial number, assigned
DMX universe and whether each universe is set as an input or an output.
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Art-Net devices
MyDMX 5 can send DMX over Art-Net, providing that a compatible SUT device is connected with a
valid Art-Net licence already purchased. Art-Net devices are detected automatically in the centre of
the Settings window as with USB and Ethernet devices. The software universe can be mapped to the
corresponding Art-Net universe on the right.
By default, MyDMX5 will send the Art-Net data to the IP address of the Art-Net device. Messages can
also be broadcast across the entire network by clicking on the ‘Broadcast’ checkbox.
Art-Net devices can also be added manually by clicking the “+” button (‘Add Virtual Device’) at the top
right corner of the window, then entering the name, IP Address and Mask. You can remove the
selected virtual device by pressing the “-” button.
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Features
• DMX Lighting Control Software / Hardware for Mac & PC
• Drag & Drop Patch Grid
• Drag & Drop Superscene Timeline
• 3D Visualizer
• 2D Position View
• Remote App
• Live Mixer for Playback
• Touch Screen Compatible
• MIDI
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