High End Systems DML-1200 User Manual

w/Axon
Addendum
Axon Embedded Media Server

TABLE OF CONTENTS

1. Axon Overview ............................................................................................................................................................... 1
1.1 Axon Features .............................................................................................................................................................................1
1.2 Content Management Application Features ....................................................... .........................................................................2
1.3 Protocol Options .............................................................. .............................................................................................. ..............2
1.4 Image Optimizi n g C on t ro ls ............................. .... ..... .... .... .... .. .... ..... .... .... .... .. .... ..... .... .... .... ................................. .........................3
1.5 Graphics Control Hierarchy ...................................... .. .. ................................. .................................. .............................................3
1.6 Graphics Engine Function s ....................... .. ................................. .............................................................................................. ..4
1.7 Making Grap h ic s Eff e ct C ho ice s ......................................................... .... .. .... .... ..... .... .. .... .... ........................................................4
2. Graphic Functions .......................................................................................................................................................... 5
2.1 Defining C ontent ......................................................... .. ............................................................................................ ..................5
2.1.3.1 Object ................................................. ............................................................... ............................... ...........................6
2.1.3.2 Media Folder ........................ .............................................................................................. ............................... ............6
2.1.3.3 Media File ......................................... .. ................................................................ .........................................................7
2.1.4.1 In Frame and Out Frame Parameters .......... ................................. .................................. .............................................7
2.1.4.2 Segment Selection Examples ............................................................. ... .. .. ................................................................ ..8
2.1.5.1 Playback Mode ............................................ .. .. ............................... .. .. ................................ .........................................8
2.1.5.2 Playback Speed ....................................................... ................................ .. .. ............................... .................................8
2.2 Rotation, Po sition, Scale .............................................. ................................. .. ................................ ...........................................9
2.2.2.1 X Rotation ..................................................................................................................................... .............................10
2.2.2.2 Y Rotation ....................................................................................................................................... ...........................11
2.2.2.3 Z Rotation ......................................................................................... ................................ ............................... ..........11
2.2.3.1 X Scale .................................. .....................................................................................................................................12
2.2.3.2 Y Scale .............................. .. ............................... .. .. ................................ .. .. ............................. ...................................12
2.2.3.3 Z Scale ............................................ .. ................................ .. .. ............................... ......................................................13
2.2.4.1 X Position .................................................................................................................................................... ..............13
2.2.4.2 Y Position ......................... .. .. ............................................................................................................................. ........13
2.2.4.3 Z Positio n ........................................................................ ...........................................................................................14
2.3 Opacity and Eff e cts ......................................................... .... .... .... ..... .. .... .... .... .... ... .... .... ............................................................15
2.3.1 Opacity ........................................... .. ............................................................... .. ..................................................................15
2.3.3.1 Color to B/W ...................................... .......................................................................................................................16
2.3.3.2 Content Optimization .................................... .. ................................. .. ... .............................................................. ......17
2.3.3.3 Chrom a Shift ..............................................................................................................................................................17
2.3.3.4 CTO/CTB ...................................... .. ............................................................... .. .. ............................... ...........................17
2.3.3.5 Drop Shadow .............................................................................................................................................................18
2.3.3.6 Exposure Control ......................................... .. .. ................................................................................................ ..........18
2.3.3.7 Faux LED ..................................... ............................................................................................................................. ..19
2.3.3.8 Faux Tile ......................................... .. .. ................................ .. .. ............................................................... ....................19
2.3.3.9 Film Ro ll ............................... .. .. ................................. .................................. ..............................................................20
2.3.3.10 Fire Gr adient ........................................................................................ ............................. .......................................20
2.3.3.11 Flip ................... .. ................................................................. ............................... ............................... .......................20
2.3.3.12 Fuzzifier ................................................. .. ................................. .. .. .. .................................. ............................... ........21
2.3.3.13 Gray ma k e r 1 ........................................ .... .... .... .. .... ..... .... .. .... .... .... .. ..... .... .... .. .... ....................................................21
2.3.3.14 Gray ma k e r 2 ........................................ .... .... .... .. .... ..... .... .. .... .... .... .. ..... .... .... .. .... ....................................................22
2.3.3.15 Inver t Black and White, Keep Color ................................................. ... .. .. ................................................................22
2.3.3.16 Neg a tive Art ................................................................................................................... .........................................22
2.3.3.17 Pan and Sc an ........................ .. .... .... ..... .... .. .... .... .... .. ..... .... .... .. .... .... ..... .... .. .... .... ......................................................23
2.3.3.18 Pixela te ........................ .. .. ................................. .. .................................. ..................................................................23
2.3.3.19 Posterizer ............................................................ ............................................................... .....................................24
2.3.3.20 Push to Red ......................................................... .. ..............................................
2.3.3.21 Push to Sepia .................................................... .. ....................................................................................................25
2.3.3.22 ShakeNBake ................................... .. .......................................................................................................................25
2.3.3.23 Texture Mixing ........................................... ................................................................ ................................ ..............25
2.3.3.24 Zoom B lu r ............................. .... .. .... ..... .... .. .... .... .... .. ..... .... .... .. .... .... ..... .. .... .... .... .. ....................................................26
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DML-1200 w/Axon Embedded Graphic Engine 24/12/2010______________________________________________________________________________ 1
Table of Contents
3. Synchronizing Content ................................................................................................................................................. 30
3.1 Network Sync h ronization Overvie w .......................... .... .... .... .... .. ..... .... .... .... .... .. ..... .... .... .... .... .. ................................................30
3.2 Network Sync hr onization Requirem e n ts ............................. .. .... ..... .... .... .... .... .. ..... .... .... .... .... .... .. ..............................................30
3.3 Network Sync h ronization Capabilitie s ....................... .... .... .. .... .... ..... .... .... .. .... .... ..... .... .... .. .... ... ................................. ................30
3.4 Programming Synchron ization ....................................................... .. .........................................................................................30
4. Global Functions .......................................................................................................................................................... 32
4.1 Global Intensity .......................................... .. .. ............................................................... ............................... .............................32
4.2 Global Effe ct Mode Channels ............................. .......................................................................................................................32
4.3 Global Co ntrol ........................................... .. .. ............................... ... .. .............................................................. ...........................36
4.3.2.1 Spheric al Control Statistics .................................................................................. .. .. ..................................................36
4.3.2.2 Performance Statistics .................... .. .. ... ................................. .. ............................................................... ..................36
4.3.2.3 Text C o lor .......................................................... .. ......................................................................................................36
4.4 Masking C o ntrol ......................................... ...............................................................................................................................37
4.4.1.1 Mask Shapes ................... .. .. .......................................................................................................................................37
4.4.1.2 Strobin g Mask Shapes ........................................... .. .. .............................................................................................. ..38
4.4.2 Mask Size .............................. ..... .... .... .... .. .... ..... .... .... .. .... .... ..... .... .. .... .... .... ..... .. .... ..............................................................38
4.5 Image Edge Fa de .................................................... .... .... .. .... .... ..... .. .... .... .... .. .... ..... .... ... ... ............................... .........................39
4.6 Keystone Correction Parameters ............................................. .. .. .................................. .. ..........................................................40
4.7 Framing Pa r ameters .......................................................... .. .. .................................. ............................... ............................... ....41
4.8 Global Vie wpoint Mode ......................................................................................................................................................... ....42
4.9 Viewpoint Position X ........................................ .. ............................................................... ............................... .........................42
4.10 Viewpoint Position Y .......................................................................... ................................. ................................ ....................42
4.11 Viewpoint Position Z (Zoom) .................................................. .. ... ................................. .. ........................................................43
4.12 Collage Generator™ Ef fect ........................... ................................ .. .. ............................... .. ......................................................43
4.12.1.1 Automated Collage O ptions ................................................. .. ................................. .. ..............................................43
4.12.1.2 User Seg m e n te d C o llag e O ptio n s ............ .... .... .... .... .. ..... .... .... .... .... .. ..... .... .... .... .. .... ..... .... ................................. ......44
4.12.5.1 Spherica l M ap p in g Se tup G u ide ..................................................... ..... .... .... .... .. .... .... ..... .... .....................................47
5. Effect Mode Options Descriptions ............................................................................................................................... 49
5.1 Effect Mode C olo r O p tio n s ......................... .... .... ..... .. .... .... .... .... .. ..... .... .... .... .. .... ..... .... .... .. ........................................................50
5.1.4 CMY ..................................................... .. .. ................................ .. .. ............................... ........................................................51
5.1.7 Color Cycle ........................................... .... .. ..... .... .... .. .... .... .... ... .... .... .. .... .... ..... .. .... ................................. .............................52
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5.1.12 DotP and Re sa mple ...................................................... .... ..... .... .. .... .... .... ..... .. .... .... .... ......................................................54
5.1.13 Edge Detect Black and White ................................................................................... .. .. ....................................................54
5.1.14 Edge Detect Black and White 2 ...................................................................... .. .. ..............................................................55
5.1.15 Edge Detect Color ......................................... .. ................................. .. .. .................................. ...........................................55
5.1.16 Edge Fade Color ........................................................ .. .............................................................................................. ........56
5.1.17 Glow .................. ............................... .. .. ............................... ... .. ............................... ..........................................................56
5.1.18 Glow Color Cy cl e ........................................ ... .... .... .... .... .. .... ..... .... .... .. .... .... ..... .... .. .... ........................................................56
5.1.19 HS Effect Mo d e Op tio n s ......................................................... .. .... .... .... .. .... ..... .... .. .... .... ....................................................57
5.1.19.1 HS to Gray .................................. ................................................................................................ .............................57
5.1.19.2 HS Se lected to Transparent ...................................................... .. .................................. ............................... ............57
5.1.19.3 HS to T r ansparent ......................................................... ...........................................................................................58
5.1.20 Intensity Key ........................................................................................................... ............................... ...........................58
5.1.21 Mask Colo r ................................. .. .... .... .... ..... .. .... .... .... .. .... ..... .... .. .... .... .... ..... .. .... .... ..........................................................59
5.1.22 Mask Colo r an d Ed g e Fa d e Co lo r ............................................................. .. ..... .... .... .... .. .... ................................................59
5.1.23 RGB A d d , All Pixels ........................................................................................................................ ............................... ....60
5.1.24 RGB A d d 2, All Pixels ........................................................... ............................................................... ...............................60
5.1.25 RGB Add to N o n -b la c k P ixe ls ........................ .... .. .... .... .... .... ... .... .... .... .... .. ..... .... .... .... .. .... .... ................................ ..............60
5.1.26 RGB In vert .......................................... ............................... .. ... .............................................................. .............................61
5.1.27 RGB In vert and Swap t o BRG ...................................... .. .................................. ................................................................ ..61
5.1.28 RGB In vert and Swap t o GBR ...................................... .. .................................. ................................................................ ..62
5.1.29 RGB Sc a l e ........................................................ .. .. ............................... .. .. ................................ ...........................................62
5.1.30 RGB Swap to B G R ...................................... ..... .... .... .. .... .... ..... .... .. .... .... .... .. ..... .... .... .. .... ....................................................62
5.1.31 RGB Swap to B R G ...................................... ..... .... .... .. .... .... ..... .... .. .... .... .... .. ..... .... .... .. .... ....................................................63
5.1.32 RGB Swap to G B R ...................................... ..... .... .... .. .... .... ..... .... .. .... .... .... .. ..... .... .... .. .... ....................................................63
5.1.33 RGB Swap to G R B ...................................... ..... .... .... .. .... .... ..... .... .. .... .... .... .. ..... .... .... .. .... ....................................................63
5.1.34 RGB Swap to R B G ...................................... ..... .... .... .. .... .... ..... .... .. .... .... .... .. ..... .... .... .. .... ....................................................64
5.1.35 Scan Lin e ....................................................... .. ..................................................................................................................64
5.1.36 Sharpen ......................................................... .. ..................................................................................................................64
5.1.37 Solarize ............................................................ .. .. ................................. ............................................................... ............65
5.1.37.1 Solarize 1 .................................................................................................................................................................65
5.1.37.2 Solarize 2 .................................................................................................................................................................65
5.1.37.3 Solarize 3 .................................................................................................................................................................65
5.1.37.4 Solarize 4 .................................................................................................................................................................65
5.1.38 Solid Color RG B ......................................................... .... .... ..... .... .. .... .... .... ..... .. .... .... ................................. .........................66
5.1.39 Transparen t C olo r ........................ .... .. .... .... ..... .... .... .. .... .... ..... .... .... .. .... .... ..... .... .. .... .... ......................................................66
5.1.39.1 Trans p arent Color Coarse ......................................................... .. .. .................................. ............................... ..........66
5.1.39.2 Trans p a r ent Color Fine ................................................................. .. .. .......................................................................66
5.1.39.3 Trans p arent Color Med i um ....................................................... .. .. .................................. ............................... ..........66
5.1.40 Transparen t C olo r , In ve rt ........................................................... .... .... .. .... ..... .... .... .. .... .................................... ..................66
5.1.40.1 Trans p arent Color Inve r t, Coarse .................................. ................................. ..........................................................66
5.1.40.2 Trans p arent Color Inve r t, Medium ................................... ................................. ......................................................66
5.1.40.3 Trans p arent Color Inve r t, Fine ................................. .. .................................. ............................................................66
5.1.41 UV Effect Mo de O p tio n s ...................................... .... .... .... .. ..... .... .... .... .. .... ..... .... .... .. .... ......................................................67
5.1.41.1 UV to Gray ..................................................... .. ................................................................. ............................... ........67
5.1.41.2 UV Selected to Transparent ..................................... .................................. ..............................................................67
5.1.41.3 UV to Transparent ............................................... .................................. ..................................................................68
5.1.42 Yxy Lu minance Scaling ............................ .. ... .............................................................. .. ................................ ....................68
5.2 Geometric Effect Options ................................. .. ... ............................................................................................. .......................69
5.2.1 Cartoon Edge ......................................................... .. .. ............................... .. ... ............................... .....................................69
5.2.2 Chroma Shift ....................................................... .. ................................. .................................. ............................. ..............69
5.2.3 Collage Generator ..................................................... ................................. ................
5.2.3.1 Collage Generator .....................................................................................................................................................70
5.2.3.2 Enhance d C o llag e Ge n e ra to r ......................... .. .... .... .... ..... .. .... .... .... .... ... .... .... .... .... .. .... ..... ............................... ..........70
5.2.3.3 Collage Gen 3 ................................. ................................ .. .. ............................... .. .. ................................ ....................70
5.2.3.4 Collage Generator Wrap ....................................................... .............................................................. .......................70
5.2.3.5 Collage Gen 3 Wrap ................................ .. .. ............................... .. .. ................................ ...........................................70
5.2.3.6 Segmen te d C olla g e G e n er a to r ................................ .... ..... .... .. .... .... .... ..... .... .. .... .... .... ..... ................................. ..........70
5.2.3.7 Segmen te d C olla g e G en 3 ................................ .... .... ..... .... .. .... .... .... ..... .. .... .... .... .... .. ..... ...........................................70
5.2.3.8 Segmen te d C olla g e G e n er a to r W ra p ............................................. .... ..... .... .. .... .... .... ..... .... .. .... .................................70
5.2.3.9 Segmen te d C olla g e G en 3 Wrap ........................................................... .... .... .... .... .. .... ..... .........................................70
5.2.4 Curved S urface Support ...................................... .. .. ............................................................................................................71
5.2.5 Digital MS peed ........................... .. .............................................................................................. .........................................72
5.2.6 Downw ard Vertical Stre a ks ..................................... ............................................................................................................73
5.2.7 Drop Shadow ...................................................... .. .. ............................... .. .. ................................ .........................................73
5.2.8 Edge Frame Profiles............................................... .. .. .............................................................................................. .. .. ....... 74
5.2.9 Faux LED ................ ................................. ................................................................................................ .............................75
5.2.10 Faux Tile ................................. .... .. .... .... .... ..... .. .... .... .... .... .. ..... .... .... .... .. .... ..... .... ................................. ...............................76
5.2.11 Film Bur n /Unburn ...................................... .................................. .....................................................................................76
5.2.12 Film Nois e ................................ .. ................................. .................................. ....................................................................77
5.2.13 Film Roll ................................... .. .. .....................................................................................................................................77
5.2.14 Flip .................................. .. .. ..............................................................................................................................................77
5.2.15 Fuzzifier ................... .. ................................. ... .. ................................. .. ...............................................................................78
5.2.16 Gaussian Blur ............................. .. .. ............................... .. .. ................................ .. .. ............................... .............................78
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________3
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5.2.20 Lens Gr id ................................................ .. .............................................................................................. ...........................80
5.2.23 Mattes................................ ..... .... .... .. .... .... ..... .. .... .... .... .. .... ..... .... .... .. .... .... ..... .. .... .. ............................... .. .. ........................ 82
5.2.25.1 Particle Sys t e m 1 ........................................ .... .... .... ..... .. .... .... .... .... .. ..... .... .... .... .. ....................................................84
5.2.25.2 Particle Sys t e m 2 ........................................ .... .... .... ..... .. .... .... .... .... .. ..... .... .... .... .. ....................................................85
5.2.25.3 Particle Sys t e m 3 ........................................ .... .... .... ..... .. .... .... .... .... .. ..... .... .... .... .. ....................................................85
5.2.28 Pixelate .................................................... ..... .... .. .... .... .... .. ..... .... .... .... .. .... ..... .... ................................................................86
5.2.29 Pixel Twist .................................. .. .... .... .... ..... .. .... .... .... .... .. ..... .... .... .... .. .... ..... .... ................................................................87
5.2.30 Prism ........................................................ ..... .. .... .... .. .... .... ..... .. .... .... .... .. .... ..... .. .... ............................... .............................87
5.2.31 Raindrop ........................ .... ..... .. .... .... .... .. .... ..... .... .. .... .... .... .. ..... .... .... .. .... .... ..... .. ................................................................88
5.2.34.1 Sinewa v e, C ir cu la r w / X Ax i s W o b bu la ti on .......... .... ..... .. .... .... .... .. .... ..... .... .... .. .... .... ..... .. .... .... .................................89
5.2.34.2 Sinewa v e, C irc ul ar w / Y Ax is Wobbulation ................ ..... .... .. .... .... .... ..... .. .... .... .... .... .. ..... .... .... .................................89
5.2.34.3 Sinewa v e, C irc ul ar w / Z Ax is W o b b u la tio n ............................. .... .... ..... .. .... .... .... .... .. ..... .... .... ...................................89
5.2.35.1 Sinewa ve , H or iz on ta l w / X A x is Wo b b ula tio n ....................................................... .... ..... .... .. .... ...............................89
5.2.35.2 Sinewa v e, H o riz o nt a l w / Y A xi s W o b b ul at io n ....................................................... .... ..... .. .... .... .... ...........................89
5.2.35.3 Sinewa v e, H o riz o nt a l w / Z a x is W o b b ula t ion .......................................... .... .... .. .... .... ..... .... .. .... .... ...........................89
5.2.36.1 Sinewa v e, V er ti ca l w / X Ax is W ob b u la ti on ......................................... .... .... .... .. .... .... ..... .... .. .... ...............................89
5.2.36.2 Sinewa v e, V er ti ca l w /Y Axis Wobbulatio n ............................................. .. .... .... .... .... ..... .. .... ...................................90
5.2.36.3 Sinewa v e, V er ti ca l w / Z Ax is Wo b b u la tio n ................ ..... .... .. .... .... .... ..... .. .... .... .... .... .. ..... .... .... .................................90
5.2.39.1 Spherica l M ap p i ng , O u tsid e ........................................... .. .... .... .... .... ..... .. .... .... .... .... ..... .. .........................................91
5.2.39.2 Spherica l M apping, Inside ............................................ .... .... .... .. .... ..... .... .... .. .... .... .... ..............................................91
5.2.39.3 Modif ier Parameter A djustments for Sp herical Mapping ............................................. .. .. .......................................91
5.2.46 Tiling On .............................. ... .. ............................................................................................................................. ............94
5.2.47 Transparent Wipes....................... .. ................................. ............................................................... .. .. ............................... . 94
6. Content Management Application (CMA) .................................................................................................................... 96
6.1 Launching the CMA .......................................... .................................. .. ................................................................. ....................96
6.2 Auto Disco very ........................................................ .. ................................................................ ................................ ................97
6.3 The CMA Client Window ............................................ .... .. .... .... .... ..... .. .... .... .... .. ..... .... .... .. .... ............................... .......................98
6.3.2.1 Preload ed Stock Content .............................................................. .. ................................ .........................................100
6.3.2.2 Custom User Content .............. ............................................................................................................................. ....100
6.3.2.3 Media Files ..............................................................................................................................................................101
6.3.2.4 Object F iles .................................................. .. .. .. ................................. ................................ ............................... ......101
6.3.4.1 Viewing Folders .................................. ... .. ................................. .. ................................. ................................ ............102
6.3.4.2 Viewing Files .............................. .. .. .................................. .. .. ................................. ................................ ..................102
6.4 Managing Us e r C on t en t ............................ .. .... .... ..... .... .. .... .... .... .. ..... .... .... .. .... .... ..... .... .. .... ......................................................103
6.4.1.1 Assigning DMX Values to U ser Content ................................ .. .. .. ................................................................... ..........103
6.4.1.2 Assigning DMX Values Automatically ................................. ................................. .. .. .. ..............................................104
6.4.1.3 Editing User Content DM X Values ...................... .. .. .................................. .. .. .. ..........................................................104
6.4.1.4 Valid DMX Values ........................................ .. .. ............................... .. .. ................................ .....................................104
6.4.2 Moving User Content Files and Folders ..................................... ................................. .. .. .. ................................................104
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6.5 Uploading C o ntent from Your Lo cal Drive to a Media Server ............................................. .. .. .. .. ... .........................................105
6.5.1 Content Scanning ................................................ .. .. ..........................................................................................................106
6.5.2 CMA Inter action ................................................................................................................................................................106
6.6 Archiving User Content ......................................................................................... ..................................................................109
6.6.1 Using Local Archives to Prepa r e Content Offline ....................... .. .. ..................................................................... ..............109
6.6.2 Creating a Lo cal Archive ................................... .. .. .. ................................. .. .. ... ..................................................................109
6.6.3 Creating C ontent Backup Archive ..................................... .. .. ... ................................. ........................................................110
6.6.4 Deploying a Content Archive ........................................................... .. .. .............................................................................110
6.7 Cloning Us er Content ................................. .. .. .................................. ................................. ............................... .......................110
6.8 Deleting Co ntent ................................................ ... .. ................................. ............................................................. ..................111
6.9 DMX Sum mary ............................................ .. ............................... ... .. ............................... ........................................................111
6.10 Upgradin g Software ....................................... .. ... ............................... .. .. ............................... ................................................112
6.10.1 Verifyin g Software Versions .......................................................... .. ............................... ................................................112
6.10.2 Upgrading the CMA So f tware ................................................ .. ................................. ......................................................112
6.10.3 Upgrading Server Soft ware ........................... .. .. ..............................................................................................................112
6.10.4 Viewing Server Configuration ......................................................................................... ................................................113
6.10.5 Viewing C urrent Configura tion of All Servers ............................................... .. ................................................................114
6.10.5.1 Config uring Columns ............................................... .. .................................. ................................. .........................114
6.10.5.2 Re-O rder Columns ................................................... .. ... .........................................................................................115
6.10.6 Viewing Individual Fixture Configuration Values ................................... .. .. ................................................................. ....115
6.11 Axon and DML-1200 w/Axon Media S e r ver Configuratio n Options ......................................... ... .. .. .....................................116
6.11.1 Server Ta b .................................. ................................. .................................. ................................. ............................... ..116
6.11.2 Display Settings Tab ............................................ .. .. ................................. .....................................................................118
6.11.3 Hardw a r e Tab ........................................................ ............................... .. .. ................................ .....................................119
6.11.4 I/O Tab ......................................... .. .. ............................... .. .. ................................................................. ...........................120

DML-1200 w/AXON DMX Protocol

A.1 DMX CHANNEL ASSIGNMENT FOR DML-1200 w/AXON ................................... .. .. .................................. .. ............................... ..121
A.1.1 Motion C ontrol ........................................................ .............................................................. ................................ ............121
A.1.2 Image C ontrol .......................... .. .. ................................................................ ............................................................... ......121
A.1.3 Global C o ntrol .......................... .. .......................................................................................................................................122
A.1.4 Axon Graphic Object Con t r o l ...... ................................. ................................. ................................ .....................................122
A.2 PARAMETER DESCRIPTIO N AND OPTIONS .................................................................................................................................123
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DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________5
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DML-1200 w/AXON EMBEDDED GRAPHICS ENGINE

1. AXON OVERVIEW

The Axon built-in 32-bit Graphics Engine software utilizes Windows XP Embedded and DirectX application programming interface to provide extensive image control of up to three 3-D graphic objects.
Axon uses the DMX512 protocol to control digital media allowing you to position, scale, rotate, apply visual effects and color mix graphic objects. You can define up to three of these objects and then apply global effects to the composite image.
Using the Content Management Application (CMA) on your computer allows you to upload, move and clone content files, configure fixtures, and upgrade software to Digital Lighting fixtures via an ArtNet link. You can monitor performance metrics and downlog log files when required for support. Using the CMA, you can also perform the same functions remotely on multiple media servers over an Ethernet network.

1.1 Axon Features

System
• Software based on Windows XP Embedded and DirectX technology
• Powerful Content Management and Configuration software can remotely manage multiple Axon, DL.3, and DL.2 media servers.
• Supports importing of custom content including: 3D objects, media files, still images
• Provides Art-Net capability
• Upgrades software remotely
• Includes a royalty-free stock digital art collection including over 1000 lighting-optimized files
• Accepts SDI, HD-SDI, and S-Video input
• On board DVD drive for copying content into the Axon Server as well as burning User content onto DVD/CD.
• Collage™ software included with graphics engine
Graphics Engine
• Simultaneous playback of three discrete media streams on separate 2D/3D objects
• Image Optimizing Controls let you adjust both Black Level and Contrast for each cue and for each image
• 45 Object parameters give you graphic controls for each individual media stream including:
• A choice of multiple play modes and play speeds
• The ability to define any segment of a video loop including Scrub capability
• Three Graphic Effect Mode channels provide multiple color mixing and visual effects
• Variable Opacity to allow for crossfading or dissolves between media streams
• Full control of image Rotation, Positioning and Scaling on X, Y and Z axes
• Visual Modes that let you control black level and contrast to optimize content
• 55 Global parameters provide graphic controls to the composite image created by up to nine media streams
• Collage Generator™ technology configures multiple media server outputs to display a single image in arrays up to 16 horizontal x 8 vertical.
• Curved Surface Support corrects for s hape distortions that occur when you project onto surfaces that aren’t f lat.
• Intensity overlays the opacity control to provide system-wide intensity level
• Overall image Color Mixing applied to composite media stream image
• Five Global Effect Mode channels provide multiple effects that can be applied to the composite image
• Multiple Mask selections with edge fading and strobe effects
• Edge fading for creating montages
• Keystone correction of output projection
• Digital Framing Shutters
• Viewpoint controls provide ability to change viewing angle/perspective on images
• Multiple modes for synchronizing content playback on multiple media servers linked through an Ethernet network.
6
Axon Overview

1.2 Content Management Application Features

• Available for Windows and Mac operating systems
• Communicates with other DML-1200w/Axon, DL.3, DL.3F, DL.2, Axon media servers over an Ethernet network
• Uploads and downloads custom digital content to fixtures on a DMX link
• Configures DL.3, DL.3F, DL.2 and Axon media servers
• Updates software including content, applications, and operating system to DML-1200 w/Axon, DL.3, DL.3F, DL.2 and Axon media servers.
• Three “gas gauges” in the server’s Hardware Tab let you view available CPU, GPU and HDD resources remaining. This gives you the information you need to manage additional layers within the capabilities of the hardware available in their system.
• Log File Download available in All Servers view in the CMA to provide troubleshooting information to customer service if a problem occurs. Logs are saved with a .dlf (digital log file) extension.

1.3 Protocol Options

You can use one of two Protocol Versions to control the media server parameters of the DML-1200 wAxon. Both versions provide individual and composite control for multiple graphic objects.
Version 1 Version 2
• Five banks of Global Effects instead of three in Version 1
• Eight channels of Global Framing Shutters
• Expanded Collage adjustments
• 16-bit control of X, Y and Z scaling
• Global spherical mapping control
• An additional bank of Graphic Effects
You select the protocol level through the CMA (see protocol version for your application, remember the following:
• Both Protocol versions include multiple effects and can control up to nine Graphic Objects layers on DML-1200 w/ Axon media
• You can adjust the “footprint” of the media server parameters on a DMX link with the protocol you choose and by implementing
maintains the original channel range of DL.3, DL.2, and Axon media servers and offers compatibility with legacy shows. adds an additional 27 channels of control with:
Viewing Server Configuration
servers.
only the number of 3-D objects you need.
on page 113). When choosing the appropriate
Number of
Object Layers
055 35
1 100 73
2 145 111
3 190 149
4 235 187
5 280 225
6 325 263
7 370 301
8 415 339
9 460 377
DML-1200 w/Axon Media Server
V2 Footprint V1 Footprint
7 _______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
Axon Overview

1.4 Image Optimizing Controls

Images can be optimized for each cue. It is not necessary to pre-optimize images with a separate software system on a separate computer when preparing for a show. Using Visual modes, you can adjust both Black Level and Contrast for each cue and for each image (see
Visual Mode Options
on page 16).

1.5 Graphics Control Hierarchy

There is a hierarchy to the DMX control parameters. In general, object control parameters render individual graphic images. Global control parameters act upon the composite image created by combining multiple objects. Motion parameters control the fixture movement and projection as well as live video feeds.
It is especially important to keep this in mind when applying graphical effects. At the lowest level, Graphic effects are applied to an individual 3-D Graphic Object. Any Global effects applied affect each object in the combined Object image. Finally, motion effects control the projection of the composite image.
Graphics Engine Function Flow
Define up to nine 3-D objects with
Object
Content
a texture applied
Opacity
Playback
Graphic Functions are applied to each object
Visual Mode
Effect 1
Effect 2
Effect 3
Global Functions
are then applied to the
composite-object image.
Object
Content
Opacity
Playback
Visual Mode
Effect 1
Effect 2
Effect 3
Global Effect 1
Global Effect 2
Global Effect 3
Global Effect 4
Global Effect 5
Keystone Correction
Object
Content
Opacity
Playback
Visual Mode
Effect 1
Effect 2
Effect 3
Object
Content
Opacity
Playback
Visual Mode
Effect 1
Effect 2
Effect 3
Mask
Edge Fade
Framing Shutters
Global Viewpoint
Global Intensity
Graphics Engine outputs final image to projector
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________8
Axon Overview

1.6 Graphics Engine Functions

1.6.1 Object Graphic Functions

For an individual object, you can control:
• The media file and 3-D object selection for the layer
• Media playback including
— What portion of the movie plays — Playback speed — Playback mode (direction and style of playback)
• The object transparency (opacity)
• Visual Effects including colormixing and geometric effects
•Synchronization
• Image Rotation, Scale and Position

1.6.2 Global Functions

Global controls are applied to composite image created by multiple 3-D images. For the combined image, you can:
• Adjust the composite image intensity level
• Apply visual effects including colormixing and geometric effects
• Select a mask shape, size it and apply edge fades and color to the mask
• Apply and color mix an image edge fade
• Control keystone correction
• Control Framing Shutters
• Establish the point in 3-D space from which image will be viewed

1.7 Making Graphics Effect Choices

Because you have control of many parameters, there are sometimes several ways to accomplish the same look. For Example, to make an object appear larger, you can scale it along the x, y and z axis, or you can apply a global control to zoom in on the z axis from a viewpoint that makes the object seem to increase in size.
Which solution you choose depends, to a large extent, on the transition to other effects you want to achieve.
9 _______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
Graphic Functions

2. GRAPHIC FUNCTIONS

2.1 Defining Content

2.1.1 Content Overview

In addition to a royalty-free stock digital art collection featuring more than 1,500 lighting-optimized files available as stock content, you can develop your own custom media files and 3D object files for playback. The Digital Lighting Product and Support pages at highend.com/digital_lighting custom content.
Every DML-1200 w/Axon media server has a file system that holds the movies, images, and 3-D objects that make up the content that the server uses. These files, folders, and their associated DMX values are collectively known as the “Content” on the media server.
The Content Management Application (CMA) organizes and identifies content by source (preloaded Stock content or custom User content) and type (Media files or 3-D Object files).
more information on using the CMA to view and manage content, (see
Application (CMA)
on page 96).

2.1.2 Selecting Content

Three Parameters control content selection. To define an image you have to set DMX values greater than 0 for the 3-D Object, Media Folder, and Media File parameters. The selected media file will be mapped onto the selected 3-D object.
To output an image from the media server:
1. Open the mechanical iris on the projector by setting its Dimmer parameter to full (100%).
2. Set the dimmer parameter to full (100%).
3. Set the Object opacity to full (100%)
4. Adjust the Object, Media Folder, and Media File parameters to greater than zero
When programming with Wholehog software, the Media Folder and Object parameters default to 1 so choosing any Media File DMX value from 1-35 will display a media loop from the HES Core folder (Media Folder 1) wrapped on a Flat Plane (Object 1).
offer additional assistance and the latest software and techniques for creating and encoding
For
Content Management
The Dimmer, Opacity and Global Intensity Parameters all have to be greater than zero before the image you
create becomes visible.

2.1.3 Content Selection Parameters

The following sections outline parameters you will use to create an image from content and define its playback. You will set the
each
parameters described in this chapter for
The suggested default DMX values given for each parameter are recommended to build libraries that provide the
easiest and most reliable content selection, rendering and output. They are the same default values built into the
Wholehog libraries for High End Systems consoles.
individual Graphic Object you define.
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________ 10
Graphic Functions
2.1.3.1 Object
The
Object
parameter selects the 3-dimensional object component of an image. Object files are the 3-D object shapes used to build
a total image. The graphics engine supports a combined total of 255 stock and user-created object files. Stock Objects have a fixed DMX value and cannot be edited. DMX values 1-149 are reserved for identifying stock object files. Us er-
created object files must be assigned a unique DMX value from 150-255. For a reference of 3-D object files available as stock content with your media server and information on how to create your own
object files, go to the link for the Stock Object Guide for digital lighting products on http://www.highend.com/support/
digital_lighting/.
Default DMX Value:
You can select the same object file for images that will be interacting with each other. If both objects occupy
exactly the same area in 3-D space, “Z-fighting” (a shimmering effect) on some portions of the composite image
can occur as the graphics engine tries to determine which object should be in the foreground. You can avoid this
effect by making a slight adjustment to one of the object’s scale or moving it forward or back (using the Z Position
parameter) in respect to the other.
1 = full screen flat surface
2.1.3.2 Media Folder
This parameter defines a folder (directory) containing a collection of media files. The media files within the assigned folder can then be selected using the
• DMX values = 1-39 are used or reserved for Stock Content
• DMX values = 40-240 are reserved for User Content
• DMX value = 255 is reserved for live video input
Default DMX Value : The following table describes the Stock Content folders available on DML-1200 w/Axon media servers.
Media Folder Descriptions
Value Media Folder Name Content Description
1
HES Core Premier High End Systems video loop collection
2
HES_Digital_Aerials_1 Digital still images and animations, designed for aerial effects
3
HES_Oils Digitally simulated psychedelic oil projection loops
4
HES_Atmospheric Video loops of natural settings clouds, water, fire
5
On_The_Wall_Studios Digital video loops, promotional
6
Sean_Bridwell Digital video loops, promotional
7
A_Luna_Blue Digital video loops, promotional
8
Feedback_Video Digital video loops, promotional
9
HES_Texture Video loop textures
10
HES_Foliage Collection of abstract and realistic foliage and floral video loops
11
HES_Religious Religious themed video loops
12
HES_Gothic Set of themed video loops
13
HES_Digital_Aerials _2 Digital still images and animations, designed for aerial effects
14
HES_Theme_Stills Nature stills (foliage and flowers)
15
Apollo Glass Digital Gobo Patterns, promotional
16
Artbeats Digital video loops, promotional
17
DHA_TopMac Digital patterns, promotional
18
Beacon DigiGobos Digital video loops, promotional
19
Amorphous Digi-gobos Digital animations, promotional
20
InLight Digital video loops, promotional
21
HES_Lithopatterns_1 High End Systems Lithopattern® images
22
HES_Lithopatterns_2 More images from High End Systems Lithopattern library
23
HES_Logos High End Systems® Axon and DL.2™ logos
24
HES_Hi_Res Variety of high resolution video backgrounds
25
NASA_Images Space images from the Hubble telescope
Media File
parameter. DMX values for folders are assigned as follows:
1 (HES Core Media files)
11 ______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
Graphic Functions
Value Media Folder Name Content Description
26
Blue_Pony Assorted video loops
27
HES_Core_02 Mixed footage
28
V-Squared-Labs Club themed footage
29
Virtual-Life-Media Club themed footage and few stills
30
Daddy-Van-Productions Digital backgrounds
31
Wet-Digital Underwater footage
32
Idyll-Hands-Imagery Aerial footage
33
David-Alley-Photography Nature themed high resolution images
34
JTM-Photography Nature stills
35-38
40-240
255
Reserved Reserved for HES use
39
HES_Setup_and_Test Images to use for setup and diagnostics
Open Available for User Content
Video Input Live video input from external device
2.1.3.3 Media File
The
Media File You can supplement the large library of Stock video loops and still images with Custom files. This parameter selects media files from within the folder defined by the
For a reference of media files available as stock content with your media server, go to the link for the Stock Content Guide for digital lighting products on http://www.highend.com/support/digital_lighting/.
Default DMX Value:
parameter lets you identify which Stock or User media file to apply (map) as a texture on the selected 3-D object.
Media Folder
parameter.
0 = No file selected
You can preview a visual display of the media files loaded on the media server in the Content Management
Application’s thumbnails view, (see Viewing Content on page 102).

2.1.4 Defining a Media File Segment

You can define any portion of a video media file to play using the the beginning of the media file and the Out Frame is the end of the file. Media files can have different lengths.
Media that is not properly encoded may still play, but may have issues when using In-Frame and Out-Frame
parameters.
In Frame
and
Out Frame
parameters. By default, the In Frame is
2.1.4.1 In Frame and Out Frame Parameters
You can select any segment of a media file for playback by assigning an In Frame value as a start point and an Out Frame as an end point.
DMX parameter values for these parameters do not correspond to a particular “frame”. They are defined as a
percentage of the movie length. This makes it possible to create segments with an Out Frame preceding the In
Frame and simplifies playback synchronization between media files.
Assigning the In Frame and Out Frame parameters to default DMX values will playback the entire movie file. Choosing other settings is useful when you want to:
• Begin or end a media file at any point other than the default
• Start or stop on a specific image
• You need to shorten the media file to a specific length In Frame Default DMX Value: Out Frame Default DM X V alu e: As you move from 0 to 100% of the
of the file length. Moving from 0 to 100% of the of the file length.
0 = The beginning of a media file is the playback start point.
65535 = The end of a media file is the playback endpoint.
In Frame
value range, you can select the beginning of a media file segment as a percentage
Out Frame
value range selects the end of a media file segment as a percentage
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________ 12
Graphic Functions
2.1.4.2 Segment Selection Examples
You can create a segment anywhere between the beginning and the end of a media file. The In Frame does not have to precede the Out Frame.
To skip a segment in the center of a media file, set the In Frame to a point following the Out Frame. The file will play from the In Frame to the end and then start at the beginning of the file and play to the Out Frame. When you create a segment in this way,
you may notice a jump as playback skips from the end of the file to the beginning.
Example 1
Example 1
In Frame
Out Frame
Example 2
Out Frame
In Frame
File
Start
25%
75%
File End
File
Start
25%

2.1.5 Defining Playback

After selecting and defining a media file segment to display on a 3-D object, you can choose from several assign a
Playback Speed
.
2.1.5.1 Playback Mode
A
Playback Mode
Default DMX Value:
DMX
Value
0
1
2
3
4
5
6
7
8
9
parameter for each 3-D image allows several playback options.
0 = Plays forward in a continuous loop
Playback Mode Description
Play forward looping Plays the media segment from In Frame setting to Out Frame setting, looping continuously
Play forward once Plays the media segment from In Frame setting to Out Frame setting, and holds on the last frame
Pause Stops playback at the frame currently playing
Play forward once if opacity > 0
Play forward if opacity > 0
Pause and rewind Stops playback at the frame currently playing, then jumps to the In Frame setting.
Scrub In Frame Displays frame that has been defined by the In Frame parameter
Scrub Out Frame Displays frame that has been defined by the Out Frame parameter
Scrub In Frame with statistics
Scrub Out Frame with statistics
Plays the media segment from In Frame setting to Out Frame setting, and holds on the last frame, Plays only when the content opacity value is greater than zero.
Plays media segment from In Frame setting to Out Frame setting, looping continuously. Plays only when the content opacity value is greater than zero.
Displays frame that has been defined by the In Frame parameter with media file data overlaid on the output.
Displays frame that has been defined by the Out Frame parameter with media file data overlaid on the output.
75%
Playback Mode
File End
s and
Scrubbing
Scrubbing selected by the selected by the text data related to the selected frame. Remember that the
mapped to the percentage of the media file length, not a specific frame.
displays the selected frame of the composite output of the media server. While scrubbing the In Frame, the frame
In Frame Out Frame
If the Global Control Mode parameter = 255, a DMX value of 1-3 for the Global Control parameter provides an
alternate font color to enhance statistics readability.
coarse and fine channels will be displayed. Likewise, scrubbing the
Out Frame
will display the frame
coarse and fine channels. When the “with statistics” option is selected, the composite output includes
In Frame
and
Out Frame
parameters are defined as a DMX value
2.1.5.2 Playback Speed
The
Playback Speed is used whenever the Playback Mode Parameter’s DMX value is assigned to any Play Forward option.
Default DMX Value: A DMX value of 0 or 128 (50%) plays back media files at the original recorded speed. DMX values from 1 to 127 plays the media
file back at an increasing speed, from slowest to the original recorded speed. Values from 129-255 set playback speed from faster than normal to fastest speed.
13 ______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
parameter controls the speed of the selected media file’s Playback Mode. The Playback Speed for a media file
128 = Playback at normal speed.
Graphic Functions
DMX Values 1-127 utilize frame blending to provide a smooth playback motion at slow speeds

2.2 Rotation, Position, Scale

You can independently control each Graphic Object’s rotation direction and speed; along with its position and scale in X, Y, and Z axis directions.The parameters described in this chapter are set for each Graphic Object you define. Parameters for composite image rotation, position and global scale are described in
Global Functions

2.2.1 Rotating a 3-D Object

The
Rotation either a clockwise or counterclockwise direction around the X, Y and/or Z axis.
parameters for each object control 3-D object rotation with 16-bit precision. You can rotate a 3-D object up to 720° in
Remember that rotation changes could affect an object’s relationship to other objects.
on page 32.
When you rotate an object, you are rotating it around the selected axis. Rotation
produces a left-to-right flip.
X Rotation
Rotates image about the X axis
Z Rotation
Y Rotation
Rotates image about the Y axis
causes a circular motion.
X Rotation
Z Rotation
Rotates image about the Z axis
produces the effect of a top-to-bottom flip.
Y
The Rotation parameters’ suggested default values are the midpoint of the 16-bit DMX value range, which is equal to no rotation. Increasing the DMX value from the midpoint indexes the object in a clockwise direction. Reducing the DMX value below the midpoint indexes the object in a counterclockwise direction.
When the DMX value for a rotation parameter is greater than the 720° limit in either direction, the object begins rotating continuously. Additional adjustment to the DMX values increases the speed of continuous rotation.
Counter-clockwise Clockwise
o
Indexed Rotation
oo
720-0 0-720
Indexed Rotation
0
Continuous RotationContinuous Rotation
0% 100%
Rotation Speed
Global and Graphic Effects Mode parameters contain a Prerotation Translation effect option. When a Global or
Graphic Effects Mode DMX value = 102, you can use the Effect Modifier parameters to locate the image in a virtual
three dimensional space. Applying the Rotation parameters then cause the image to orbit around the selected
axis from that location, see Prerotation Translation on page 86.
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________ 14
25% 50% 75%
Rotation Speed
Graphic Functions

2.2.2 Rotation Parameters

2.2.2.1 X Rotation
The
X Rotation set a continuous rotation creating a vertical flip at variable speeds.
This parameter lets you view an object from a different angle by turning the object. You can also view an object from a different angle by changing the viewpoint in space for the composite image, (see
Default DMX Value:
Using this parameter, you can turn one object through another
% of Value Range Function
parameter rotates the selected Graphic Object around the X axis with 16-bit precision. You can index the rotation or
1–24
25
26–49
50
51–74
75
76–100
Global Viewpoint Mode
32768 (50%) = No X Rotation
Continuous variable-speed counterclockwise image rotation around X-axis (fast to slow)
Continuous rotation stop
Rotates the image counterclockwise around X-axis in steps to –720 degrees
0° rotation around X-axis
Rotates the image clockwise around X-axis in steps to 720 degrees absolute
Continuous rotation stop
Continuous variable-speed clockwise image rotation around X-axis (slow to fast)
on page 42).
Original Object 1 and Object 2 X-axis Rotation Applied to Object 2
15 ______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
Graphic Functions
2.2.2.2 Y Rotation
The
Y Rotation rotation or set a continuous rotation creating a horizontal flip at variable speeds.
This parameter lets you view an object from a different angle by turning the object. You can also view an object from a different angle by changing the viewpoint in space for the composite image, (see parameter to create an effect of moving one object though another.
Default DMX Value:
% of Value
76–100
parameter rotates or indexes the selected Graphic Object around the Y axis with 16-bit precision. You can index the
Global Viewpoint Mode
on page 42). You can use this
32768 (50%)= No Y Rotation
Range
1–24
25
26–49
50
51–74
75
Continuous variable-speed counterclockwise image rotation around Y-axis (fast to slow)
Continuous rotation stop
Rotates the image counterclockwise around Y-axis in steps to –720 degrees
0° rotation around Y-axis
Rotates the image clockwise around Y-axis in steps to 720 degrees absolute
Continuous rotation stop
Continuous variable-speed clockwise image rotation around Y-axis (slow to fast)
Function
Original Object 1 and Object 2
Y-axis rotation applied to Object 2
2.2.2.3 Z Rotation
The
Z Rotation rotation or set a continuous rotation creating a circular spin at variable speeds. You can use this parameter to turn one object around another.
Default DMX Value:
% of Value
76–100
This parameter lets you view an object from a different angle by turning the object. You can also view an object from a different angle by changing the viewpoint in space for the composite image, (see
parameter rotates or indexes the selected Graphic Object around the Z axis with 16-bit precision. You can index the
32768 (50%)= No Z Rotation
Range
1–24
25
26–49
50
51–74
75
Continuous variable-speed counterclockwise image rotation around Z-axis (fast to slow)
Continuous rotation stop
Rotates the image counterclockwise around Z-axis in steps to –720 degrees
0° rotation around Z-axis
Rotates the image clockwise around Z-axis in steps to +720 degrees
Continuous rotation stop
Continuous variable-speed clockwise image rotation around Z-axis (slow to fast)
Function
Global Viewpoint Mode
on page 42).
Original Object 1 and Object 2
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________ 16
Z-axis Rotation Applied to Object 2
Graphic Functions
A

2.2.3 Scaling the Object

You can scale an Graphic Object along the X, Y and/or Z axis to adjust the object size. The
Scale image shrinks to a dot. At the midpoint of the DMX value range, the image is normal size. When the DMX value is increased from the midpoint, the image is enlarged. In addition, when the DMX value is reduced below the midpoint, an inverted image is enlarged.
You can use the
parameter adjusts the size of the object’s image up to approximately 10x its original size. At a DMX value of zero, the
X,Y
and Z
Scale
parameters together to enlarge or shrink a 3-D object proportionally.
2.2.3.1 X Scale
The
X Scale
smaller. Use it when you want to size the object’s horizontal component. A DMX value of 32768 (50%) sets the object at its normal size. Values less than 50% shrink the object horizontally to the smallest
at 0. Values greater then 50% enlarge the object horizontally to the largest at 65535 (100%). Default DMX Value:
parameter uses two channels to scale the selected 3-D object along the X axis, either expanding it or making it
32768 (50%) = Normal Scale
Original Object 1 and Object 2
ll Scale DMX values = 32768 (50%)
Object 2 X-Scale DMX value = 165 Scaled 3 times in X direction
2.2.3.2 Y Scale
The
Y Scale smaller. Use it when you want to size the object’s vertical component.
A DMX value of 32768 (50%) sets the object at its normal size. Values less than 50% shrink the object vertically to the smallest at
0. Values greater then 50% enlarge the object vertically to the largest at 65535 (100%). Default DMX Value:
Original Object 1 and Object 2 All Scale DMX values = 32768 (50%)
parameter uses two channels to scale the selected 3-D object along the Y axis, either expanding it or making it
32768 (50%) = Normal Scale
Object 2 Y-Scale parameter DMX value = 165 Scaled 3 times in Y direction
17 ______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
Graphic Functions
O A
2.2.3.3 Z Scale
The
Z Scale
parameter uses two channels to scale the selected 3-D object along the Z axis, either expanding or shrinking it. Use it
when you want to size the object’s thickness. A DMX value of 32768 (50%) sets the object at its normal size. Values less than 50% shrink the object thickness until it reaches a
point at a value of 0. Values greater then 50% enlarge the object to a maximum thickness at 65535 (100%). Default DMX Value:
32768 (50%) = Normal Scale
Original Object 1 and Object 2 All Scale DMX values = 32768 (50%)
Object 2 Z-Scale parameter DMX value = 223 Scaled 7.5 times in Z direction

2.2.4 Changing Object Position

You can reposition each 3-D object’s position in 3-D space by moving it along the X, Y and Z axes. The following parameters act on an individual object. Use these parameters to position 3-D images in relation to each other.
2.2.4.1 X Position
The
X Position The midpoint of the 16-bit DMX value range centers the image on the X-axis. Values below the DMX midpoint move the object left,
and values above the DMX midpoint move the object right. Default DMX Value:
riginal Object 1 and Object 2
ll Position DMX values = 32768 (50%)
parameter moves your object along the X axis with 16-bit precision.
32768 (50%) = object centered in frame
Object 1: X Position DMX value = 32022
Object 1: X Position DMX value = 33561
2.2.4.2 Y Position
The
Y Position The midpoint of the 16-bit DMX value range, centers the image on the Y-axis. Values below the DMX midpoint move the object
down, and values above the DMX midpoint move the object up. Default DMX Value:
Original Object 1 and Object 2 All Position DMX values = 32768 (50%)
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________ 18
parameter moves your object along the Y axis with 16-bit precision.
32768 (50%) = object centered in frame
Object 1: Y Position DMX value = 32255
Object 1: Y Position DMX value = 33269
Graphic Functions
2.2.4.3 Z Position
The
Z Position The midpoint of the 16-bit DMX value range centers the object on the Z axis. Values below the DMX midpoint move the object
away from the viewer and appears to become smaller, and object above the DMX midpoint move the object toward the viewer and appears to become larger.
Default DMX Value:
This parameter can create a zoom effect. Remember that by moving an object, you can obscure other objects or
move it behind your viewpoint where it is no longer visible.
Original Object 1 and Object 2 All Position DMX values = 32768 (50%)
parameter moves your object along the Z axis with 16-bit precision.
32768 (50%) = object centered in frame
Object 1: Z Position DMX value = 31884
Object 1: Z Position DMX value = 32822
Object 1: Z Position DMX value = 33144
19 ______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
Graphic Functions

2.3 Opacity and Effects

The parameters described in this chapter are set for each Graphic Object you define. Parameters for composite image intensity and effects are described in
Global Functions

2.3.1 Opacity

Adjusting an object’s opacity allows one object to “show through” another. You can adjust the opacity of an individual 3-D object from completely transparent to full opacity using this parameter. Increase opacity from not visible at a value of zero to full opacity at a value of 255.
Default DMX Value: The Global Intensity parameter provides a similar adjustment to the combined image. This global control parameter controls
intensity levels on the overall image (see the Global Intensity parameter is the best way to apply a fade to the composite image.
0 = completely transparent
on page 32.
Global Intensity
on page 32). When you have multiple objects in relation to each other,
raphic Object 1 Intensity DMX =255 (100%) raphic Object 2 Intensity DMX =255 (100%)
Graphic Object 1 Intensity DMX = 255 (100%) Graphic Object 2 Intensity DMX = 179 (70%)

2.3.2 Visual Mode

Visual Mode options are defined using three parameters. The black level and contrast of a 3-D object. Once you choose a visual mode, two
In most cases, you won’t see a change in the content until you adjust the Modifier parameters for that mode.
Default DMX Value:
1 = Content Optimization Default DMX values for Modifier 1 and Modifier 2 channels depend on the selected option. The following table illustrates the interaction between the Visual Mode Parameter and the two associated Modifier parameters for
each option.
Visual Mode Option Adjustments
DMX
Value
0Safe
1
2 Push to Sepia
3 Push to Red
4 Graymaker
5 Graymaker2
6Posterizer
7 Color to B/W
8
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Name Description Modifier 1 Modifier 2
No visual mode processing applied to rendered output.
Content
Optimization
Fire
Gradient
Enhances image black level and contrast
Fades from original image color to sepia
Fades from original image color to red tones
Gradually transitions image from color to grayscale
Converts image to grayscale
Converts colors to their highest values without bleeding or blending
Fades colors to black/white with no grays
Maps original color intensity levels to a red-to-yellow gradient.
Visual Mode
parameter has options for enhancing and adjusting the
Modifier
parameters adjust the selected mode.
Not Used Not Used
Adjusts
Back Level
Adjusts Fade
Adjusts Fade
Replaces
color with gray
Adjusts
black level
Reduces
color detail
Fades color through
B/W to White
Fades image to
red-yellow gradient
Adjusts
Contrast
Adjusts
Saturation
Adjusts
Saturation
Adjusts
brightness
Adjusts
contrast
Adjusts
Contrast
Not Used
Not Used
Graphic Functions
DMX
Value
9 Negative Art
10 Exposure Control
11 In ver t B/W
12
13
14 Film Roll
15 Pixelate
16 Faux LED
17 Faux Tile
18 Fuzzifier
19 Drop Shadow
20 Zoom Blur
21 Chroma Shift
22 ShakeNBake
23 CTO/CTB
24 Flip
255 Pan and Scan
Visual Mode Option Adjustments
Name Description Modifier 1 Modifier 2
Subtract red to
Subtract Green
Adjusts
color shift
Sets White
Comparison Level
Controls
Crossfade
Rotation Angle
Sets Vertical
Roll Speed
Not Used
Varies spacing
and B/W
Varies spacing
and B/W
Verti ca l
fuzz distance
Verti ca l
shadow size
Sets vertical
position center
Texture
Mixing
Image Scale
and Rotate
Reverses image color
Alternate content optimization option
Inverts Black and White components. Color remains unaffected
Crossfades between the current image and another graphic object texture.
Scales and rotates the media file texture applied to a 3-D object
Scrolls the media file texture horizontally or vertically
Divides the image into rectangles using the center pixel color of each “box” as its color
Divides the image into a grid of circles to mimic an LED wall
Divides the image into square tiles
Creates a multi-image blurring effect
Creates a scalable drop shadow behind the graphic object
Zooms into a position on the image with a mult-image blurring effect
Shifts the red, blue, and green component colors
Introduces a random vibration effect
Color temperature correction
Flips layer content
Zooms in and pans across a still image
Scales color
Expand/Contrast
Color
Sets Black
Comparison Level
Selects Source
Object Texture
Scales Image
Sets Horizontal Roll
Speed
Adjusts amount of
pixelation
Varies grid from
100x100 to 10x10
Varies grid from
100x100 to 10x10
Horizontal
fuzz distance
Horizontal
shadow size
Sets horizontal
position
center
Horizontal shift Vertical shift
Horizontal shake Vertical shake
Push to Orange Push to Blue
Horizontal flip Vertical flip
Horizontal position Vertical position
Sets

2.3.3 Visual Mode Options

2.3.3.1 Color to B/W
Visual Mode Begins with a white screen and fades to the original image in black and white. All color is converted. Modifier 1:
above 50% reveals more of the image in black and white to complete at a value of 255 (100%). Modifier 2:
Parameter DMX value = 7
Transitions the image from full white at a DMX value of 0 to black and white at a value of 128 (50%). Increasing values
Not Used
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Graphic Functions
2.3.3.2 Content Optimization
Visual Mode Stock content provided by High End Systems on DML-1200 w/Axon fixture has been optimized for lighting appli cation s. Con tent
Optimization adjusts the image Black level and Contrast to optimize the projected image for your performance environment. You can use it to easily modify the black level and contrast for a specific application. The Exposure Control visual mode option (see
Exposure Control
Modifier 1: Modifier 2:
Parameter DMX value = 1
on page 18) provides an alternative algorithm for accomplishing this optimization. Adjusts black level from 0 = no adjustment to 255 (100%) = full black. Adjusts contrast from 0 = no adjustment to 255 (100%) for maximum contrast.
All the factory content provided has been optimized already. This parameter and the Exposure Control visual
options are especially useful for optimizing User content or live image capture.
2.3.3.3 Chroma Shift
Visual Mode Shifts the red, blue, and green component colors in an image. You can offset color components vertically and or horizontally. Modifier 1:
maximum at a value of 0. Values above the midpoint shift the color components left to a maximum at a value of 255 (100%). Modifier 2:
maximum at a value of 0. Values above the midpoint shift the color components up to a maximum at a value of 255 (100%).
Parameter DMX value = 21
The default DMX value of 128 (50%) = no adjustment. Values below the midpoint shift the color components right to a
The default DMX value of 128 (50%) = no adjustment. Values below the midpoint shift the color components down to a
Original Content Visual Mode Parameter DMX value = 21
Visual Mode Modifier 1 DMX value=105 Visual Mode Modifier 2 DMX value=148
2.3.3.4 CTO/CTB
Visual Mode Allows color temperature correction by adding either Color Temperature Orange or Color Temperature Blue. Modifier 1:
at a value of 255 (100%). Modifier 2:
a value of 255 (100%).
Parameter DMX value = 23
Decreases the perceived color temperature by adding orange from 0 = no adjustment to a minimum color temperature
Increases the perceived color temperature by adding blue from 0 = no adjustment to a max imum col or temper ature at
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________ 22
Graphic Functions
2.3.3.5 Drop Shadow
Visual Mode You can create a drop shadow behind the media file texture on a 3D object, and vary its size horizontally and vertically. This option
creates a black plane behind the selected media file texture on a flat rectangular object that can be positioned to form a drop shadow effect. You won’t see the shadow until you select a Modifier 1 or 2 DMX value above or below 128 (50%)
Modifier 1: approach 0 = maximum horizontal shadow width. Values above the midpoint move the “shadow” left as you approach the maximum horizontal shadow width at a value of 255 (100%)
Modifier 2: approach 0 = maximum vertical shadow width. Values above the midpoint move the “shadow” up as you approach the maximum
vertical shadow width at a value of 255 (100%).
Parameter DMX value = 19
The default DMX value of 128 (50%) = no adjustment. Values below the midpoint move the “shadow” right as you
The default DMX value of 128 (50%) = no adjustment. Values below the midpoint move the “shadow” down as you
Original Content Visual Mode Parameter DMX value = 19
Visual Mode Parameter DMX value = 19 Visual Mode Modifier 1 DMX value= 0 Visual Mode Modifier 2 DMX value=255
2.3.3.6 Exposure Control
Visual Mode Exposure Control adjusts the image Black level and Contrast to optimize the projected image for your performance environment.
You can use it to easily modify the black level and contrast for a specific application. Exposure Control provides finer Contrast and Black level control than the Content Optimization option (see
colors to saturation more quickly. Modifier 1:
adjustment. Modifier 2:
Parameter DMX value = 10
page 18
Adjusts black level from 0 = full black through 255 (100%) = brightest. At a DMX val ue of 128 (5 0%) there is no
from 0 = least contrast through 255 (100%) = maximum contrast. At a DMX value of 128 (5 0%) there is no adjustment.
) which pushes
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Graphic Functions
2.3.3.7 Faux LED
Visual Mode This option divides the image into a grid of circles to mimic an LED wall. The color of the center pixel in each cell defines the solid
color for that circle. You can control the number and spacing of LEDs and choose between a black and white background grid. Modifier 1:
grid divisions to a maximum of 100 x 100 tiles at a value of 255 (100%).
A small number of larger tiles will also result in reduced color variation.
parameter DMX value = 16
Controls the number of LEDs. The default DMX value of 0 = a 10 x 10 grid of tiles. Increasing the DMX value increases
Modifier 2: background from O to a maximum space between tiles at a DMX value of 127. Values above the midpoint increase the spacing
between tiles on a white background to a maximum space between tiles at a DMX value of 255 (100%).
Original Content Visual Mode Parameter DMX value = 16
Adjusts the LED spacing. DMX values below the midpoint of the range increase the spacing between tiles on a black
Visual Mode Modifier 1 DMX value =204, Visual Mode Modifier 2 DMX value= 16
2.3.3.8 Faux Tile
Visual Mode This option divides the image into a grid of tiles. The color of the center pixel in each cell defines the solid color for that tile. You
can control the number and spacing of tile and choose between a black and white background grid. Modifier 1:
grid divisions to a maximum of 100 x 100 tiles at a value of 255 (100%).
A small number of larger tiles will also result in reduced color variation.
parameter DMX value = 17
Controls the number of tiles. The default DMX value of 0 = a 10 x 10 grid of tiles. Increasing the DMX value increases
Modifier 2: tiles on a black background from O to a maximum space between tiles at a DMX value of 127. Values above the midpoint increase
the spacing between tiles on a white background to a maximum space between tiles at a DMX value of 255 (100%).
Original Content Visual Mode Parameter DMX value = 17
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Adjusts the grid thickness around each tile. DMX values below the midpoint of the range increase the spacing between
Visual Mode Modifier 1 DMX value =255 Visual Mode Modifier 2 DMX value= 0
Visual Mode Modifier 1 DMX value =255 Visual Mode Modifier 2 DMX value= 138
Graphic Functions
2.3.3.9 Film Roll
Visual Mode This option scrolls the media file texture horizontally or vertically independent from the 3-D object it overlays, and allows you to
control the scrolling speed. Modifier 1:
approach 0. Values above the midpoint scroll right, increasing in speed to 255 (100%). Modifier 2:
you approach 0. Values above the midpoint scroll up, increasing in speed to 255 (100%).
parameter DMX value = 14
The default DMX value of 128 (50%) = no adjustment. Values below the midpoint scroll left, increasing in speed as you
The default DMX value of 128 (50%) = no adjustment. Values below the midpoint scroll down, increasing in speed as
2.3.3.10 Fire Gradient
Visual Mode This option maps image colors to a Red-to-Yellow gradient creating a fiery effect. Modifier 1: Modifier 2:
Parameter DMX value = 8
Maps the image color values from no adjustment at a value of 0 to all red to yellow tones at a value of 255 (100%). Not Used
Original Content Visual Mode Parameter DMX value = 8
Visual Mode Modifier 1 DMX value= 255 (100%)
2.3.3.11 Flip
Visual Mode This option flips the media file texture horizontally or vertically independent from the 3-D object it overlays. Modifier 1: Modifier 2:
Original content
parameter DMX value = 24
DMX values from 0-127 have no effect. DMX values of 128 (50%) to = 255 (100%) flips the image horizontally. DMX values from 0-127 have no effect. DMX values of 128 (50%) to = 255 (100%) flips the image vertically.
Modifier 1 parameter DMX = 128 Modifier 2 parameter DMX = 0
Modifier 1 parameter DMX = 128 Modifier 2 parameter DMX = 128
25 ______________________________________________________DML-1200 w/Axon Embedded Graphic Engine 24/12/2010
Graphic Functions
2.3.3.12 Fuzzifier
Visual Mode This option blurs the media file texture horizontally or vertically. Modifier 1:
value of 255 (100%). Modifier 2:
value of 255 (100%).
parameter DMX value = 18
The default DMX value of 0 = no adjustment. Increasing DMX values blur the image horizontally to a maximum at a DMX
The default DMX value of 0 = no adjustment. Increasing DMX values blur the image vertically to a maximum at a DMX
Original Content Visual Mode Parameter DMX value = 18
Visual Mode Modifier 1 DMX value= 255 (100%) Visual Mode Modifier 2 DMX value= 255 (100%)
2.3.3.13 Gray maker 1
Visual Mode This effect gradually transitions the color image to a grayscale image. Use the Gray Maker effect when you want to add an
undertone of grey to the colors in an image.
Modifier 1: DMX value of 255, all color has been replaced with shades of gray.
Modifier 2:
Parameter DMX value = 4
If content is already grayscale, there is no effect applied but Modifier 2 can still affect image contrast.
At a DMX value of 0, the image will be full color. As you increase the DMX value, more gray is introduced until, at a
Adjusts the brightness of the image at the grayscale transition level selected with the Modifier 1 parameter.
riginal Content
isual Mode Parameter DMX value = 4
DML-1200 w/Axon Embedded Graphic Engine 24/12/2010 _____________________________________________________________________________ 26
Visual Mode Parameter DMX value = 4
Visual Mode Modifier1 DMX value=128 (50%)
Visual Mode Parameter DMX value = 4 Visual Mode Modifier1 DMX value =190(75%) Visual Mode Modifier2 DMX value= 255(100%)
Graphic Functions
2.3.3.14 Gray maker 2
Visual Mode This option converts a color image to grayscale and then lets you adjust black level and contrast. Modifier 1: Modifier 2:
Parameter DMX value = 5
Adjusts the black level of the grayscale image from a DMX value of 0 = Full brightness to 255 = completely black Adjusts contrast of the grayscale image from 0 = no adjustment to 255 (100%) = maximum contrast
Original Content
Visual Mode Parameter DMX value = 4
Visual Mode Parameter DMX value = 4 Visual Mode Modifier1 DMX value = 90(33.3%) Visual Mode Modifier2 DMX value= 175(77%)
2.3.3.15 Invert Black and White, Keep Color
Visual Mode This option allows you to invert the black and white components of an image while leaving other colors unaffected. You can vary
the threshold for the “black” in a pixel required for inversion. Modifier 1:
= converting more of the image from black to white. Modifier 2:
= converting more of the image from white to black.
Parameter DMX value = 11
Adjusts the comparison level of black for inversion from a DMX value of 0= inverting only absolute black to 255 (100%)
Adjusts the comparison level of white for inversion from a DMX value of 0= inverting only absolute white to 255 (100%)
2.3.3.16 Negative Art
Visual Mode This option provides a negative of the image and then lets you adjust the amount of
color and the red and green color components. Modifier 1:
a DMX value of 255. Modifier 2:
subtracted from the image at DMX values of 128 to 0. Green is subtracted from the image at DMX values of 129 – 255.
Parameter DMX value = 9
Adjusts the color level from full at a DMX value of 0 to the lowest level at
You must set a DMX value of 128 to see no black level adjustment. Red is
Original Content
Visual Mode Parameter DMX value = 9 Modifier 1 DMX value=0 Modifier 2 DMX value = 0
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Visual Mode Parameter DMX value = 9 Modifier 1 DMX value=0 Modifier 2 DMX value = 128 (50%)
Visual Mode Parameter DMX value = 9 Modifier 1 DMX value= 255 (100%) Modifier 2 DMX value = 128 (50%)
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