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Lumikit Sistemas para Iluminação | www.lumikit.com.br 1 Manual Lumikit SHOW (Windows and MAC OS X) Manual Lumikit LED (Windows) Version 2.0 © 2014 Lumikit Sistemas para Iluminação Minimum recommended system specifications: 1GB of memory RAM; 300MB hard disk free space; 1024x600pixels video resolution; Windows XP, Vista, 7/8, MAC 10.6.3 or newer. Lower specifications might work; in that case disable skins (see this guide’s last chapter). Compatible interfaces: All Lumikit PRO and WiFi interfaces (on Windows and MAC OS X), Lumikit Starter (only for Windows), megaDMX USB / USB SA / USB INPUT (only on Windows), megaDMX serial (only for Windows). rev.6 – 22/06/2015

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Lumikit Sistemas para Iluminação | www.lumikit.com.br 1

Manual Lumikit SHOW (Windows and MAC OS X)

Manual Lumikit LED (Windows)

Version 2.0

© 2014 Lumikit Sistemas para Iluminação

Minimum recommended system specifications:

1GB of memory RAM;

300MB hard disk free space;

1024x600pixels video resolution;

Windows XP, Vista, 7/8, MAC 10.6.3 or newer.

Lower specifications might work; in that case disable skins (see this guide’s last chapter).

Compatible interfaces: All Lumikit PRO and WiFi interfaces (on Windows and MAC OS X), Lumikit Starter (only

for Windows), megaDMX USB / USB SA / USB INPUT (only on Windows), megaDMX

serial (only for Windows).

rev.6 – 22/06/2015

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CONTENTS

1. LUMIKIT SOFTWARE ................................................................................................................................................................................ 3

2. CONFIGURING THE INTERFACES............................................................................................................................................................ 4

2.1. CONFIGURING THE INTERFACES IN BROADCAST MODE ................................................................................................................... 5

3. LUMIKIT SHOW ......................................................................................................................................................................................... 5

3.1. INTRODUCTION .................................................................................................................................................................................... 5 3.2. MAIN WINDOW ................................................................................................................................................................................... 6 3.3. CONFIGURING THE SHOW ..................................................................................................................................................................10 3.4. DMX OUTPUT .................................................................................................................................................................................... 17 3.5. FIXTURE SELECTION ........................................................................................................................................................................... 19 3.6. PARAMETERS ..................................................................................................................................................................................... 21 3.7. PROGRAMS AND SUB SCENES ........................................................................................................................................................... 22 3.8. PAD .................................................................................................................................................................................................. 25 3.9. SCENES .............................................................................................................................................................................................29 3.10. QUICK MACROS ............................................................................................................................................................................... 31 3.11. PLAYBACK MODE ............................................................................................................................................................................ 32 3.12. CUES MODE ................................................................................................................................................................................... 34 3.13. LED PANELS ...................................................................................................................................................................................35 3.14. COMMAND AND SIGNAL INPUTS .................................................................................................................................................... 42 3.15. MIDI E DMX (ONLY FOR WINDOWS VERSION) ........................................................................................................................... 45 3.16. LUMIKIT SYNC ............................................................................................................................................................................... 47 3.17. SCHEDULER ..................................................................................................................................................................................... 48

4. LUMIKIT LED ........................................................................................................................................................................................... 49

4.1. INTRODUCTION .................................................................................................................................................................................. 49 4.2. REQUIRED STEPS FOR LUMIKIT LED SOFTWARE CONFIGURATION .................................................................................................. 50 4.3. SIZE OF THE IMAGE AREA. ................................................................................................................................................................ 50 4.4. CONFIGURING LED PANELS ............................................................................................................................................................... 51 4.5. DISTRIBUTE LED PANELS .................................................................................................................................................................. 54 4.6. PROPERTIES OF THE CLIPS ................................................................................................................................................................ 55 4.7. CONTROL BUTTONS CLIPS ................................................................................................................................................................ 56 4.8. DEFINE MIDI COMMANDS ................................................................................................................................................................ 57 4.9. REMOTE CONNECTION VIA UDP ...................................................................................................................................................... 58

5. 3D SIMULATION (ONLY IN WINDOWS VERSION) ........................................................................................................................... 59

5.2. CONFIGURING 3D LOCALS................................................................................................................................................................ 59 5.3. 3D SIMULATION PERFORMANCE ...................................................................................................................................................... 60 5.4. DEACTIVATING 3D SIMULATION ......................................................................................................................................................... 61 5.5. LOCAL EDITOR .................................................................................................................................................................................... 61 5.6. 3D OBJECT EDITOR ...........................................................................................................................................................................62

6. REMOTE CONTROL FOR IPHONE/IPOD/IPAD/ANDROID ................................................................................................................. 64

7. SOFTWARE LOOK – SKINS (ONLY IN WINDOWS VERSION) ......................................................................................................... 64

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1. Lumikit Software

The Lumikit software solutions were developed to control lighting, they are:

Name Compatibility Description

Lumikit SHOW Windows XP and newer MAC OS X 10.6 and newer

Software can control any DMX fixture, like: movingheads; scans; strobos; fog machines; dimmers; Led reflectors (ribaltas, PAR, etc); LED Panels; LED floors; LED curtains.

Lumikit SYNC Windows XP and newer Allow synchronizing MP3 files with Lumikit SHOW (Windows and MAC OS X), the Lumikit SYNC is installed with Lumikit SHOW. Is available only for Windows.

Lumikit LED Windows Vista and newer Simplified Software who controls panels, floors and curtains of LED DMX.

The files used by the software (Lumikit SHOW: files .show and Lumikit LED: files .led) are compatible with each other, the

customization files of the fixtures (files. fixture) also support these software solutions.

Lumikit LED runs only on Windows operating system. Lumikit SHOW runs in both Windows and MAC OS X. However, the MAC OC X edition contains a few less features in comparison to the Windows edition, because of technical limitations, the features are:

MIDI; DMX Input; Joystick; 3D simulation.

Additional Software solutions provided by Lumikit you can find at http://www.lumikit.com.br/softwares

All the Lumikit software solutions are free.

See the tutorials on the site http://www.lumikit.com.br/videos

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2. Configuring the interfaces

To use the software with interfaces, they must be configured within the software, but first it is important to check some

points:

For USB interfaces (this model is no longer manufactured by Lumikit but interfaces that were made are supported by the software):

o USB drivers must be correctly installed in your computer (check the interface user guide); o USB interface must be connected to the proper USB port;

For IP interfaces, Art-Net connections: o Check if it is possible to do a “ping” on the specified interface IP address:

To check whether the communication with the interface works correctly, simply type ping [ip_address] at command prompt:

If the interface does not respond to Ping, you can add one or more Art-Net servers manually in the IP address 255.255.255.255, this address is called BROADCAST, in this way all interfaces in the network will receive the data from the software. Check the next chapter for more information.

The hardware setup window is displayed by clicking on “INterfaces” button, located at main window:

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The setup window show every interface connected to the software. USB interfaces will be added automatically by clicking on “Auto detect” button.

Art-Net Interfaces which do not respond to the ArtPing packages should be manually added by the “Add interface” button.

Be aware to check the DMX universe in software and Art-Net universe set in interfaces, besides making sure that both DMX universe and DMX fixtures’ channel are correctly configured in software and physically.

You can change the refresh rate of the hardware, high values can cause buffer overflow in the interfaces. Low values may leave the DMX fixtures slower; the ideal is to do tests to see what the best value for your system. In case of questions on this topic, check the interface and DMX fixtures user guides.

2.1. Configuring the interfaces in BROADCAST mode

If for some reason the Art-Net interfaces are not automatically located or do not respond to "Ping" the Lumikit SHOW and

LED Lumikit software may be used in BROADCAST mode.

The fact that the interfaces do not respond may be linked to several reasons such as, for example, computer or any

device on the network is blocking the response of the interface to the software, probably due to a firewall (which can be

active on the computer or something the network), router (especially wireless) or antivirus (in the computer).

If these items have been checked and the problem persists, a solution is to add Art-Net servers at the address

255.255.255.255 as described:

click "INterfaces";

click "Remove All" to remove any interface list;

click "Add interface" and select on the menu "Art-Net Server"; in the next window confirm options, adapter IP

"0.0.0.0" and destination IP "255.255.255.255" (which is the network broadcast address);

If the interfaces have more than one universe, add more Art-Net servers as needed.

3. Lumikit SHOW 3.1. Introduction

Lumikit SHOW software can control any DMX fixture, the fixtures must be setup in software. Reading user guides and manuals attached to the product is also highly recommended, so the user can understand the correct software functioning.

We recommend the user to spend some time doing tests involving each control provided by the software; eventually he will be capable of creating a whole show in some minutes. It’s important to well know the software and the DMX fixtures that will be controlled.

Other important tip: before initiating a new show, gather all possible information on DMX fixtures, each DMX channel function and positioning. Without this kind of knowledge a new show will take longer to be fully created.

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If you are not familiar with DMX512 protocol, check for more information over the Internet or in books. Without this kind of knowledge, it won’t be able to use all features the software offers you.

All creation and use of sub scenes and effects is made by the software main window so this will be the beginning chapter, the next chapter content is about others functions of the software.

3.2. Main window

The main window contains all needed controls to create/edit a show, and it works in three modes: Edit DMX, Playback and Cues.

3.2.1. Edit DMX mode

In this mode it’s possible to edit the scenes of the show.

1. Operation modes: switch between current working mode (Edit DMX and Playback) and several file-related options;

2. Buttons to perform DMX channel reset, interface/hardware setup, and copy of programs into the interface with memory (check the Stand Alone interface manual for information on the Copy SA button);

3. Programs and sub scenes: in this area programs and sub scenes are defines, besides manipulating each program execution;

4. Fixture selection: it allows you to make selection of fixtures set on the show; 5. Scenes: displays the previously saved scenes and allows selecting scenes with the mouse or directly

with the keyboard using the corresponding letter; 6. Quick macro keys; 7. 3D simulation: it allows viewing the 3D fixtures set on the show; 8. DMX output, DMX Input: the DMX output you can see the values of DMX channels, configure the origin of

channel values, among other features. On the DMX input are shown DMX values read by the software and activate other features such as recording the DMX input and configure MIDI;

9. PAD: makes it easier creating movements on movingheads, scans. It allows preset programmed moves, and it works on fixtures with R, G, B and C, M Y channels. It also has a special mode for applying effects on DMX channels.

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10. Fixture parameters: is shows the fixture parameters set on the selected fixtures; such parameters were configured in Show Setup window.

3.2.1.1. File-related Options

The entire show is saved in a file, the computer itself, in flash drive or other storage device. This allows a show to be created in a computer and used in another computer. To create a new show, open an existing show and save the current show, use the first 3 buttons in the main window after the mode buttons:

The “OPtions” button allows the user to set software options, change the system language, as for the software standard design (Skins).

Pressing the “Help” button, it turns possible to activate and deactivate control tips and information about the software.

3.2.1.2. DMX Channel Reset

A DMX channel reset can be performed. The reset is done in the software keeping the DMX channel for 10 seconds with value 255 and more 10 seconds with value 0.

This can be useful to put movingheads that are out of the PAN/TILT position again in the correct position or else equipment where the color disc or gobo that out of position.

On main window, at right superior corner there is a “Fix Reset” button, which is only enabled when there are displayed fixtures on show setup. That is why correctly informing all fixtures at setup is important.

When the "Fix Reset" button is clicked, a menu will be shown with all devices defined in the show’s configuration and its channel. .Just click on the channel or then in the "All" option.

In case the fixture needs a different value to perform the reset action, a new macro named “RESET” must be created, for the fixtures inside the fixture editor; the macro will be displayed at this menu. Check how to create new macros in the “Macros” section.

3.2.2. Keyboard Controls

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All buttons and faders of the main window can be accessed directly from the keyboard. Just press ESC in the main

window and will be shown a field.

As the letters are typed, a corresponding command list is displayed, only by typing capital letters found either in the

button or fader name. It is as well possible to use the key arrows for moving up or down on the list.

For instance: to access “Sce” button, simply type in S and then press ENTER. The “SHow” button can be accessed by

letters SH, which the capital letters are found in the button label, and so on.

3.2.2.1. Faders It is possible to define a value to a fader, only by typing the corresponding letters and then the value. As for faders, the

unit of measurement (ms), or even the percent sign are displayed by the field.

Example: fader Dimmer from DMX output window can be accessed by typing DIM followed by the possibility of typing its

own value. The DIM50 command will set the fader to 50% its value.

3.2.3. Keyboard shortcuts

At main window, besides being able to use keyboard commands, some controls have keyboard shortcuts as well:

ESC - activates the window of quick commands;

Backspace – Turn on/off blackout;

DEL - activates the audio, if it’s configured;

Crtl+DEL – shows configuration of the audio input;

Shift+Backspace – Playback mode;

Backspace – DMX or Cues edit modes;

F1..F12 – activates quickmacros;

Edit DMX Mode:

A, S, D..N, M - activates the scenes;

< - previous scene;

> - next scene;

E - Turn on/off PAD for edition (PEd);

ENTER - Turn on/off execution of sub scenes;

Ctrl+PgUp - increases the time of sub scenes;

Ctrl+PgDn - decreases the time of sub scenes;

Shift+PgUp - increases the delay of all the DMX channels;

Shift+PgDn - decreases the delay of all the DMX channels ;

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T – adds new sub scene ;

Ctrl+T - replaces selected sub scenes;

Shift+ENTER - turn on/off the execution of PAD ;

Shift+< - previous set of points in the active PAD;

Shift+> - next set of points in the PAD active;

Shift+ESC - changes the origin (sub scene or manual/PAD) of DMX value of PAN and TILT channels of the selected

fixtures;

Shift+A, S, D.. - changes the source of the value of the parameters according to the selected fixtures;

0,1,2..9 - changes the page, can be used with Ctrl and Shift;

PgUp – next page;

PgDn – previous page;

Ctrl+ Arrows of directions keys – move the point in the active PAD;

Ctrl+Shift+direction keys – move adjust the pan and fine tilt on the active PAD;

Playback:

A, S, D..N, M - activates the scenes;

P - turn on/off the DMX input fade;

R - resets all faders;

Ctrl+ENTER - resets the time factor;

Ctrl+PgUp - increases time;

Ctrl+PgDn - decreases time;

0,1,2..9 - changes the page, can be used with Ctrl and Shift;

PgUp - next page;

PgDn - previous page;

Cues:

Ctrl+ENTER - resets time factor;

Ctrl+PgUp - increases time;

Ctrl+PgDn - decreases time;

3.2.4. Activation by audio

The change of sub scenes in a program or the activation of PAD can be done according to the rhythm of the music in the

main window in the upper right corner there is a button "a" that allows you to adjust the settings of the audio input, or do

manual activation by the DEL key:

To change the sub scene or the point in the PAD according to the audio activation, connect the "Audio" corresponding

buttons.

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3.3. Configuring the Show

On the Show setup should be informed DMX devices to be controlled by the software and should also be adjusted the

tables used in the show: precedence of DMX channels, blackout, default values, correct PAN/TILT, channels changes and

minimum/maximum.

The Show setup is the most important for the correct use of the software, in case of incorrect configurations of the

show, problems can happen in other parts of the software and tools such as undesired behavior of DMX fixtures. To

access the Show setup use the "SHow" button in the main window.

3.3.1. Configuration of DMX fixtures used in the show

On the first tab of the Show setup must be configured DMX fixtures that the software will control:

1. List of fixtures on show: it displays a list of the configured fixtures; selecting a fixture in that list allows you to execute the button actions at the right side of the window;

2. “New fixture”: adds a new fixture in the show; this fixture must be totally configured, in case it has many parameters, this could be a hard work, so it is recommended to import a similar model and change it according to the needs;

3. “Edit fixture”: allows to change the selected fixture on the list (1) with the Fixture editor; 4. “Remove fixture”: removes the fixture out from the show. This option does not change channel values on sub

scenes that use the removed fixture; 5. “Duplicate fixture”: duplicates the selected fixture on the list (1), including its address and universe. Both address

and universe from the duplicated universe must be manually fixed;

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6. “Copy properties”: this function copies parameters (colors, gobos, channels, etc.) defined on a fixture, into another fixture. To use this function simply select the original fixture on the list and click on “Copy properties” and in the next window, choose which fixtures will get the properties from the original fixture;

7. “Change icon”: allows to change the representing picture from the fixture; this picture will be displayed at main window fixture section;

8. The universe the DMX fixture is connected to; 9. Channel from the selected DMX fixture on the list (1); the fixture channel can be changed directly by this control.

In control 10 it’s displayed the DIP key position corresponding to the channel.

10. It displays position from DIP keys of the fixture. Not all manufacturers follow this kind of definition on DIP keys, maybe it’d be necessary to consult the DMX fixture manual;

11. “Change channel wizard”: switches channel from the selected fixture, and also its groups, channels, filters and scenes;

12. “Duplicate sub scenes wizard”: copies sub scenes from the selected fixture on the list (1) into fixtures selected in another list displayed on next window. It also copies its channel groups, filters and sub scenes;

13. “Import fixture”: lists the available fixture files in your computer (fixture files are in software install path “/fixtures”); these files can be imported into the software and changed depending on the user’s needs. Default extension of the file is .fixture;

14. “Export fixture”: saves a .fixture file referring to the corresponding selected file on the list (1); 15. “Import fixture from WEB”: it allows consulting the fixture database at www.lumikit.com.br, including fixtures sent

by different users; 16. “Export fixture to WEB”: in case you have a fixture that is not yet on the fixture list provided by the software, you

may share its information with other users. Information such as the fixture model. After exporting through the web, there’s an evaluation period, then after this evaluation the fixture will be then available to other users by the “Import fixture from WEB” option;

It is important to configure all DMX controlled fixtures before creating sub scenes and scenes, after the creation of

scenes and sub scenes, you can also add more DMX fixtures, but the scenes and sub scenes should be corrected to make

use of the new DMX fixture that have been added

3.3.1.1. Fixture Editor The fixture editor function can be accessed by main window, then “SHow” button:

To edit a fixture:

1. Click on “SHow” button; 2. Select the desired DMX fixture; 3. Click on “Edit fixture”;

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In order to create a new fixture:

1. Click on “SHow” button; 2. Click on “New fixture”;

The fixture editor is divided between several tabs, which are shown according to the fixture type defined in field “Fixture

type”.

3.3.1.1.1. Basic

At this tab every DMX function concerning each channel can be defined; as well if such fixture has or not the indicated

DMX function, its manufacturer, and its model.

Is also possible to define the fixture type; such information and the information set on the 3D tab, it will be required to

perform a 3D simulation.

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3.3.1.1.2. Description

At this tab each channel description can be informed; such description is required by the parameter window, channel

group creation, and by other software windows. Such descriptions are also displayed at the DMX Output.

The “Auto” button automatically fills channel descriptions, based on the information given in the “Basic” tab.

3.3.1.1.3. Color I and II, Gobo I e II, Prism, Special

At this tab, information on colors, gobos, prisms, or special settings for each fixture are given.

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For each selected item on the list, a new button at main window/Parameters is created, whenever a fixture is selected on

the fixture selection list:

At Color I tab, it is still possible to inform the 3D color required to perform 3D simulation.

3.3.1.1.4. Macros

Define macros for each DMX fixture. As for each macro, a new button at main window/Parameters is created, whenever a

fixture is selected on the fixture selection list:

If the macro name is “RESET”, it will then be displayed at “Fix Reset” menu and the macro’s assigned values will be activate

in 10 seconds, in case the macro activation is performed by “Fix Reset” menu. Check chapter 3, section “DMX channel

RESET”, for further information.

3.3.1.2. Import DMX fixtures into Lumikit SHOW There are different ways to import the definitions of DMX channels from DMX fixtures. These definitions are also called

customizations.

3.3.1.2.1. DMX Fixture Library

In the website http://www.lumikit.com.br/lib a library concerning DMX fixtures is provided, in which can be imported into

Lumikit SHOW and LED software.

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3.3.1.2.2. Internet

It is possible to import files directly from the website. In Show setup window, click on “Import fixture from WEB” button. A

list containing all available fixtures in online library will be displayed.

3.3.1.2.3. Avolites and Regia

It is possible to import AVOLITES files (extension .R20) and REGIA files (extension .FXT). In Show Setup, click on “Import”, and

then on either “Avolites (.R20)” or “Regia (.FXT)” button.

As the files used by the Lumikit software may need more information compared to the ones stored in Avolites or Regia

files, some fixes on the brand-imported fixture must be done. The definitions/customizations of Avolites files can be

obtained at http://www.avolitesdownload.com/PersonalityLibrary. Customization of Regia files can be obtained at

http://www.regia2048.com/en/fixtures.asp?m_id=10

3.3.2. Configuring the tables

The configuration of the show tables should be made in the Options tab on the Setup show window, but is important to

know what mean HTP and LTP:

HTP: Highest Takes Precedence, assuming two scenes the first scene has the value 120 in a DMX channel and the

second has value 60 in the same channel DMX, in HTP mode, after processing will be sent the value 120 to the

DMX output, because even if the second scene has less value, 120 is the highest value of the two scenes, this

method is suitable for the dimmer channels;

LTP: Latest Takes Precedence, assuming the same two scenes the first scene has the value 120 in a DMX channel

and the second has value 60 in the same channel DMX, in LTP mode after mixing of the two scenes, the value 60

will be sent to the DMX output, because it is the value of the last scene (scene 2), which in this case are worth

the values of the last scene, this precedence is suitable for all other channels than dimmer channels;

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1. List of features DMX channels, according to the functions available in the edition of DMX fixtures; 2. Behavior of the DMX channels in programs and sub scenes (DMX Edit mode), here may be set if the DMX channels

according to the function can do fade and what kind of precedence between HTP and LTP; 3. Behavior of DMX channels in Playback mode, sets the precedence between HTP and LTP; 4. Behavior of DMX channels in CUEs mode, sets the precedence between HTP and LTP; 5. Blackout/Dimmer, the DMX channel according to function; 6. Button that redefines the table to the initial defaults 7. Auxiliary tables, more information in the following chapters; 8. Option to delete everything that was created within a show except the settings of DMX fixtures and tables:

3.3.2.1. Default values for channels When a DMX channel has zero value, the value of the channel is replaced by the value that was set in the defaults table.

This function is useful, for example, to do the blackout in the pan and tilt channels, instead of movingheads stand at the

starting position, can be configured to be in a central position or other defined by the designer.

This table will only be used if the "DEF" button, on the main window, is activated.

By default this table updates itself, PAN/TILT channels = 127 (50%) and CMY channels = 255 (100%).

3.3.2.2. PAN and TILT correction Sometimes, fixtures having PAN and TILT channels (movingheads, scans) might have been mounted outside the position

that the users intended to, so it won’t be needed to remake every sub scene or even every position on PAD. A feature

called PAN and TILT Correction can be used.

This window is accessed by main window on Edit DMX mode by the “PTCor” button, or also right-clicking on the fixture on

fixture selection.

In order to correct positions, select the fixtures you want, turn the light bulbs on, and open the dimmer/shutter in a way

that the fixture’s light beams can become visible. On clicking on “PTCor” button, every fixture which has PAN/TILT channels

will be placed in the middle, value 127 (50%); otherwise, in case they’ve already been previously placed, will be set to the

defined value.

On the left side of PAN and TILT fix window, fixtures defined in the show with PAN/TILT channels will be displayed; click on

the fixture and on the right side a new position can be informed as a number or as a point in PAD.

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Remembering that, the PAN and TILT correction will take effect only if "Use the Pan and Tilt Correction" checkbox is

checked.

3.3.2.3. Patches In certain situations, it is necessary to switch a fixture’s DMX address, or it might occur that a particular fixture is to be

taken out from one universe and connected again into another one. In other situations, in order to the designers to work

on plays (theater) and finding themselves surrounded by different dimmer connections for each theater, the channel

switch window can be used in order to create patches, so it won’t be necessary to change the whole show arrangement

or even to modify the show setup.

3.3.2.4. Min/max DMX output channels are able to define max and min values individually. That allows restricting a movingheads movement

by setting min and max values for the PAN and TILT channels or also to restrict a dimmer action.

3.4. DMX Output

DMX Output controls are located at the lower part, centered in main window and can be seen by clicking on “Out” button:

DMX Output constitutes of:

Control buttons

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o “Man”: changes value source of each channel to manual, this way each value of each channel can be manually changed by the controls located at parameter window or even by left-clicking on the bars corresponding to each channel;

o “Sce”: change value source of each channel to a sub scene ; each channel value will be copied from the sub scenes;

o “S>M”: copy values from a sub scene to manual values, making it easy to edit the sub scene ; o “RND”: generates random values in the selected “Univ” universe fader; o “Reset”: reset to zero (0) every manual value of DMX channel; o “BO”: turn on/off blackout, it’s possible to use the backspace on the keyboard; o “DEF”: if enabled, uses the values of the default table on DMX channels with zero value;

Faders o “DElay”: change general DMX output delay, time is displayed as ms; o “PTDe”: change delay of channels marked as PAN and TILT channel of each fixture in Show Setup. Time is

displayed as ms; o “DIM”: define dimmer value of each DMX channel. Values are informed as percentage;

Bars representing values of DMX channels: they show value/source/delay/description of each DMX channel out of 512 DMX channels concerning the selected universe in fader “Univ”;

Fader “Univ”: select a DMX universe.

3.4.1. Channel delay

Channel delay is informed as ms.

If a channel has a delay value of 20 ms, DMX value variation beginning at 200 until 210 will take 220ms, for instance. For

each channel value variation, the software takes 20 ms.

Other example: if the channel delay is set with 100ms, the channel initial value set with 0 and final value with 200, the

software will take 200 * 200ms = 40000ms, which correspond to 40 seconds.

Each channel individual delay is painted with a dark-grey bar at the right side of each DMX channel bar (color may change

depending on the current customized skin).

To change delay of each channel, press Ctrl and then left-click on each DMX channel bar.

3.4.2. Channel dimmer

Channel DMX dimmer represents a proportion between channel value and its adjusted dimmer. Dimmer value is informed

as percentage.

IF dimmer is set with 50% and DMX channel set with 255, the result will be 50% this value, i.e., 127.

3.4.3. DMX Output Bars

The bars in DMX output show information on each DMX channel:

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1. DMX value: if it is BLUE, this value was set manually; GREEN, the value was stored in a sub scene . Left-click on the channel to change the source of DMX channel values;

2. DMX output value: sometimes, the DMX output value can differ from the one found in the sub scene , or if it has already been defined. For instance, when a channel has delays. The RED bar stands for the DMX channel value in interface.

3. Channel description: this description is defined in Show Setup; 4. It shows the channel number; it varies from 1 to 512, which represents the DMX channels of the selected

universes in “Univ” fader; 5. DMX channel value; 6. Shows whether there are delays in channel.

3.4.4. DMX channel value source

As for standard DMX controllers, channels can be defined as “manual” or “automatic”; if a channel is set on manual, its

value can be changed manually or by PAD, otherwise it comes from the programs/sub scenes.

And so happens on Lumikit SHOW; the correct word is the value “source”. The DMX value “source” in the channel can be

manual, or it can even come from a previously saved (by the user) sub scene.

In order to change the DMX channel value, simply left-click on the channel you want. Or you may also use the buttons

“Man” and “Sce” at the DMX output.

The channel source is represented by the colors on the bars.

3.5. Fixture Selection

Centered on main window, the DMX fixtures defined by the “SHow” button in Show Setup are displayed. The main

functionality of selecting fixtures is to display each DMX fixture parameter, as well as working together with PAD effects.

When a fixture or a set of fixtures is selected (to select, click on the fixture), its parameters are shown at the right side

on main window. To select all fixtures at once, double-click over an empty area around.

It is possible to move fixtures across the screen, only by keeping the left mouse button pressed and then dragging it. In

order to avoid the fixture to be dragged out while a program is being used, check the “Lock fixtures position” button on

“OPtions” in main window.

The fixture selection consists of the following:

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1. Command buttons: o “SHow”: opens Show Setup window; o “PAD”: it allows you to adjust the PAN and TILT from the selected fixture. Adjust PAN and TILT in manual

channels, and inside the sub scenes as well; o “G+” and “G-”: it creates or deletes a new set of fixtures; to create a new set, fixtures must be selected; o “PAN” and “TILT”: inverts PAN or TILT channels; in case the fixture has an inverted PAN, the letter “P” will be

displayed on the fixture; if TILT is inverted the “T” letter will be displayed instead; o “LEDs”: it allows to edit LED panels;

2. Fixture groups: by clicking on the group name, the corresponding fixtures will be selected; 3. Fixture selection: it is possible to right-click and check on the option menu. If fixtures are overlapped, use

“Arrange fixtures” from menu. 4. List containing the selected fixtures: it displays a list with the order in which the fixtures were selected; this

order is used by PAD in order to create movements or to switch ordered colors by the “PB” fader;

Besides selecting fixtures through this way, it is also possible to select them through 3D simulation using the “FInd” button.

3.5.1. PAD for fixing PAN and TILT

To perform the PAN and TILT fixing from the selected fixtures, the designer can use the PAD; or in case a sub scene is

saved, it is possible to use the “PAD” button allowing to edit the PAN and TILT values from selected fixtures, even in the

saved sub scenes. By clicking on the “PAD” button, a new window is displayed:

In case of the selected fixtures have different PAN and TILT values, only the first fixture’s point will be shown. By moving

the point, every other selected fixture will get the same PAN and TILT value.

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3.6. Parameters

At main window on the right side, parameters of the currently selected DMX fixtures are displayed.

It is possible to change parameters as long as DMX channels are set on manual mode. The parameter window consists of

tabs: the “Function” tab shows parameters according to the configured functions in fixture editor. The “Description” tab

shows parameters according to the channel description also defined in fixture editor.

In case more than one fixtures are selected, the parameter window in “Function” tab will show only what is in common

between the both fixtures e.g. in case a scan having colors and gobos is selected, plus a movinghead having only color

switching, at parameter screen will only display the color parameter, and the presented colors will only be the ones that

got the same name.

A different functionality from the parameter window is to perform selection of the channel value source, whether this

value comes either from controls (manual) or from sub scenes (previously stored value). To switch between manual/sub

scene , there are indicating texts above those controls. The value sources are also represented by colors, which will not

be shown in case the skins are activated:

Blue – all the channels – concerning every selected fixture parameter - have their source values coming from manual controls (parameter window controls);

Red – not all channels - concerning every selected fixture parameter -have their source values coming from manual controls; some values come from sub scenes (when a control is changed, it will affect only a few output channels);

Green – all the channels - concerning every selected fixture parameter - have their source values coming from sub scenes (when a control is changed, it will affect no other fixture, having no effect on none output value);

When you define a dimmer, channel descriptions can assume colors as “Purple”, “Red”, and so on. Automatically these

channels will be grouped together in “Description” tab, making it easier to change every other channel into “Purple”.

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Each parameter can be connected to a PAD of effect (E1 or E2) to the right of the parameter description can be seen a

marker that switches between off/E1/E2. Clicking on this label the corresponding DMX channels are added to the effects of

PAD. See more about PADs in the coming chapters.

3.7. Programs and sub scenes 3.7.1. Programs

Programs not being used on a scene displayed on list below, which are located at the left side of main window:

To create a new program, use the “Prog+” button. To remove a program, it must first be selected on the list, and then the

“Prog-” button must be clicked on. “ProgR” changes the selected program name.

Buttons ”»” and ”«” are used in order to add or remove programs out of scene.

3.7.1.1. Copying and pasting programs It is possible to copy and paste programs, by selecting the program and then pressing the keys Ctrl+C and Ctrl+V,

respectively, or also by the menu accessed by right-clicking on it:

The pasted program will get a new number, e.g. if the copied program carries the name “program” then will the pasted

program get the name “program1”; if it is pasted one more time, then the new one will get the name “program2”, and so on.

In order to change the program name, select the program on the list and click then on the “ProgR” button.

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3.7.2. Program/sub scene grid

Programs being used on a scene are displayed on the program/sub scene grid below:

1. Sub scene grid: shows sub scenes saved on each program(row); 2. Program name : the program name can carry whatever character with no accentuation, and has no size limit; try

using smaller names; 3. Number of times the program will be executed in the continuous execution mode; to change this number, simply

click on the grid next to the desired program, and then press keys + and – from keyboard; 4. Sub scenes: each filled frame represents a sub scene :

o At the center the time of a sub scene is indicated in ms; o Sub scenes with green signs (triangles) are initial sub scenes; o Sub scenes with red signs (squares) are end sub scenes; o Sub scenes with blue signs (triangles) are transition sub scenes; o Sub scenes with black signs (circles) are active only at that point in time;

“PSeq” button: changes the sequence of programs, on that window you can also set the number of times that a program is executed in continuous run mode, when the "Cont" button is enabled;

“S+” button: adds a sub scene ; SSet” button: replaces sub scenes selected on the grid; “S-” button: removes the selected sub scene ; ”< < <” button: moves the selected sub scene to the left on the selected program; ”> > >” button: moves the selected sub scene to the right on the selected program; “STRan” button: marks the selected sub scene as a transition one; “STim” fader: changes the time of the selected sub scene ; “TFac” fader: changes the time factor for all sub scenes together; “Audio” button: changes of the sub scenes according to the sound and not with time, the sensitivity is defined on

the "a" button in the upper right corner of the window; “A2x” button: changes to the next sub scene when the sound level up and changes again when the sound level

down; “CONT” button: turn on/off the continuous execution mode of the software solutions on grid; ENTER button: turn on/off the execution of programs.

3.7.2.1. A sub scene timer Each sub scene is able to have its own individual timer, a timer different from all other sub scenes over the program.

Select the sub scene you want and change fader “STim”, or click on “STim” button informing the time you want in

milliseconds. Remembering that 1 second = 1000 milliseconds, so 2,5 seconds = 2500 milliseconds:

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3.7.2.2. Context menu on program/sub scene grid Besides buttons, there is a context menu accessed by right-clicking on specific sub scene . In this menu, there are options

which are not available:

Change the name of the selected sub scene : allows to assign a name for the sub scene , helping on finding sub scenes throughout the program;

Show sub scene names: increases the size of columns in the program/sub scene grid, allowing then to be able to see them;

Mark as start sub scene : when the program runs, it’ll start with an initial sub scene (stressed with a green triangle);

Mark as loop start sub scene : when a program reaches its last sub scene , instead of returning to the initial sub scene , it returns to the sub scene defined as “loop”. Represented with a purple triangle;

Mark as stop sub scene : interrupts the program execution in the current sub scene , represented by a red square;

Add transition sub scene after current sub scene : adds a transition after the selected sub scene ; Remove all transitions: remove all the sub scenes with transitions in the selected program; Add transition after each sub scene : adds a transition after all the sub scenes having timer on “STim”;

3.7.3. Transition sub scenes

The software allows you to perform transition between sub scenes. The initial sub scene is the transition sub scene ’s

previous sub scene , and the end sub scene will be the next sub scene right after the transition sub scene .

Transition sub scenes are stressed with a blue triangle sign.

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3.7.4. Running programs

To run a program, use the button stressed with the number 1 in the picture; shortcut with ENTER. Remembering that all

programs in grid will be executed, use filters if required in order to inform which channels must be used in the programs.

It is also possible to be done in continuous execution mode, with the “Cont” button, in this way all the programs that are in

the grid will be run individually.

The “TFac” fader changes the execution time from programs.

Not to mention that DMX channels must be set on automatic mode in order to the running of programs to be effective.

3.8. PAD

PAD it’s a tool that supports the designer in order to create PAN/TILT movements, color switching on fixtures with R, G, B

and C, M, Y channels, and to create effects on DMX channels. In order to the PAD to work, it is important to assure the

DMX fixtures and channels are correctly configured in Show Setup.

Lumikit SHOW has 10PADs individually configured. All 10PADs are selected through buttons P1..P8 e E1,E2:

When the PAD is active, it will be stressed with a star (*) right next to the PAD number.

By selecting a different PAD the selected fixtures shape is also changed. It allows each PAD to perform effects on different

fixtures at the same time, so select fixtures after choosing the PAD.

There is also the “PEd” button that allows the user to select fixtures without changing the PAD settings. This button has a

shortcut key defined as “E” on keyboard.

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3.8.1. PAD working ways

PAD has 9 different working ways. Each one can be changed through the context menu displayed by left-clicking over it:

On PAN/TILT mode, the designer can place points using the Ctrl key; those points represent PAN and TILT positions on DMX

fixtures. To remove a point, click on the placed point having Ctrl+Shift hold. To move the placed point, keep Ctrl key

pressed and, through the mouse drag out the point. To move all points at the same time, keep Shift pressed and drag out

the points using the mouse:

On LED modes type 1 e type 2, the working way is similar to the PAN and TILT mode, but instead changing the PAN and TILT

channels it operates directly on channels R, G, B e C, M, Y. Next, type 1 and type 2 LED PADs, respectively:

PAD XY mode: Color I x Gobo I, points of selected fixtures representing Color I on X axis and Gobo I on Y axis channels can

be placed.

PAD XY mode is similar to the Color I x Gobo I mode; the key difference is that, this is the mode in which the designer can

choose DMX channels used on X and Y axes, through the “EF” button.

On Effect mode, the PAD can be used to operate directly on the DMX channels. DMX channels used will be defined with the

“EF” button:

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3.8.2. Pad controls

Buttons o ENTER: activates/deactivates switching points with a timer defined in “PI” fader, shortcut Shift + ENTER; o “Audio”: switches the points according to the sound, the sensibility is defined on the "a" button in the

upper right corner of the window; o “A2x”: switches to the next point when the sound level increases and return when the sound level

decreases; o “ETra”: activates/deactivates computation of the path between points; o “Loop”: turn on/off the connection between the last marked point and the starting point; o ”P<” and ”P>”: changes the set of points; the point set number is displayed at the left superior corner; o “PAD+”: adds a new point set so the designer is able to define the fixture’s PAN and TILT positioning for

each point; Faders

o “PB”: works only if more than one DMX fixture is selected; it creates a “buffer”, or a delay on the selected fixtures’ movements;

o “PP”: this fader works only if the path mode is on (“ETra” button); it defines the accuracy in which midpoints are computed. If it is set with 100%, every path between 2 points will be computed using a 16-bit resolution;

o “PI”: it defines the period of time between switching points; o These faders are only visible when the PAD is in effect mode:

“PA”: amplitude of the effects; see on the section “Configuring effects”; “PM”: average value of the effect; see on the section “Configuring effects

Movement design control: 1. Move pointers: keep the left mouse button hold and move it over; 2. Add a new point: keep the Ctrl key pressed and left-click on the local you want; 3. Move an existing point: having the Ctrl key pressed, keep the left mouse button hold and move the

pointer;

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4. Move the whole point set: having the Shift key pressed, keep the left mouse button hold and move the pointer;

3.8.3. PAD Menu

Right-clicking on the PAD, a menu containing more options will be displayed, e.g.: set a grid visible property to either false

or true; joystick settings; open files preset points.

3.8.3.1. Converting points into sub scenes It is possible to convert placed points on PAD into sub scenes. For that use the “Create program from points…” option in

PAD menu. A window will be displayed requesting which PADs will be converted. A prefix must be informed so the program

names can be created.

Not to mention that the conversion might not generate the same effect used on PAD, especially concerning to transitions.

Effect PADs (sine waves, slopes, on/off switch) cannot be converted.

3.8.4. Configuring effects

To use effects on DMX channels, all channels used must be defined. To access the effect setup window, use the “EF”

button. The “EF” button will only be available if the currently set PAD mode is the effect one, otherwise the “PAD+” button

will be shown at the same place. On PAD XY mode, both “PAD+” and “EF” buttons are displayed at the same time:

Or

At setup window, on the left side DMX channels that can be used are displayed, and on the right side are disposed

channels used in effects.

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Below the setup screen it is possible to change the average DMX value and the effect range.

The order in which channels are added into the list on the right interferes on the “PB” button functioning in PAD. DMX

channels can be added to this list by marker "off/E1/E2" located on the right side of each parameter in the parameter list,

see the previous chapters for more information about the parameters of the fixtures.

To set the PAD on XY mode, the screen changes itself a little, displaying 3 lists:

At the list on the left all DMX channels are displayed. At the top there is a filter that shows only a few channels (DMX

channels, fixture sets, etc.). At the right side there are 2 lists: the superior list represents the X axis from the PAD, as for

the inferior list represents the Y axis from the PAD. When a point is placed on PAD, the X axis value is copied into the

superior list channels, and the Y axis value from the placed point is copied into the inferior list channels.

3.9. Scenes

The scenes are easily activated by keyboard and can also be activated by the buttons on the screen and external

commands (remote control, MIDI, DMX input, etc.).

On the scene it is stored:

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Program order; Time factor for running the programs; Delay on channels; Delay on universes; DMX output values; Channel manual values; Channel value source; Active point order in PAD pan/tilt; Point switching activation in PAD pan/tilt; LED panel positions.

What is not stored in a scene: programs, sub scenes timers (stored in programs), sub scenes values, coordinate point

position in the PAD. This means that if a set of points in a PAD is changed, this change will be reflected in all the scenes

that use that set of points of PAD.

Scenes can be stored/accessed through the centered area stressed (below) on main window, containing buttons and

letters:

The stressed areas A and B are, respectively: page currently selected; the page that will be activated since the

corresponding scene key letter is pressed turning the names of scenes then into red.

Buttons containing the letters A, S, D, F .. N, M correspond to scenes, and can also be accessed by keyboard shortcuts.

The < and > buttons activates the previous and next scenes respectively in the same page. The shortcuts for these

buttons are "," and "." on the keyboard.

3.9.1. Pages

It is possible store 640 pages per show. Scenes are divided into 40 pages: 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, C1, C2, C3, C4, C5, C6, C7,

C8, C9, C0, S1, S2, S3, S4, S5, S6, S7, S8, S9, S0, CS1, CS2, CS3, CS4, CS5, CS6, CS7, CS8, CS9, and CS0. Each page has 16 scenes.

Pages starting with the letter C are accessed by Ctrl + the page number; pages starting with the letter S, accessed by

Shift + the page number; and the pages starting with the letter CS are accessed by Ctrl + Shift + the page number.

An alternative way for accessing pages via mouse or touch-screen is simply by clicking on the stressed area at the

picture below, so the menu containing the available pages is displayed:

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It’s possible to change the pages using PgUp and PgDn on the keyboard.

3.9.2. Selecting a scene

Scenes are accessed by either keyboard or mouse. Each scene is called up by the keys A, S, D, F, G, H, J, K, L, Z, X, C, V, B, N,

M.

To activate a scene simply choose the page pressing the corresponding key (1, 2, 3, …to 0) and then press the scene key

right after it.

To save a scene, right-click on the scene and choose “Save scene…” option:

One scene can be proportionally executed, and mixed up together with other different scenes when software is set on

Playback mode or CUEs mode.

A scene can be activated via MIDI, or even through the shortcut keys (F1..F6).

3.10. Quick macros

Quick macros allow the user to define DMX output values or to change parameters on a quick and simple way. Those new

DMX values will overwrite the old ones.

Macro keys can be used to turn a strobe on, to change focus on movingheads, to activate PAR canyons or even to

activate the fog machine.

It is possible to use up to 12 keys; keys are from F1 to F12, each one can have two different behaviors: activate only while

the key (F…) is pressed or works as an ON/OFF switch (if pressed, values are transferred into DMX outputs; pressed

again, DMX output goes back to its previously condition; ON/OFF mode is only allowed for value definition).

To assign macro keys, right-click on the key you want (main window, buttons F1 .. F12).

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3.10.1. Activating scenes in quick macros

Keys F1, F2, F3, F4, F5 and F6 are able to execute scenes. Select the “add a scene” option and select a scene on the list:

3.11. Playback mode

This mode is indicated to do live performances or with many channels of dimmer to be mixed quickly, where can't leave it

all preprogrammed. Thus the designer has the possibility of activate the desired scene in the right moment and mix with

other scenes.

On this mode it is not possible to change sub scenes and scenes, but it allows the scenes to be proportionally reproduced

and mixed instead.

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On Playback mode 17 faders are available; each one out of the 16 first faders represents one scene. Fader 17 is the DMX or

MIDI output, which also can be mixed with the other scenes.

DMX/MIDI input values can be defined in main window, “In” button, after by “DMX” or “MIDI” buttons, see more details on the

next chapters.

The pages can be normally changed through the numbered keys, by PgUp and PgDn buttons or through the side menu, if

available.

1. Playback faders; 2. INPUT fader: it allows to mix DMX and MIDI input values with other scenes; 3. Time track, can be changed by the keyboard with Ctrl+PgUp or Ctrl+PgDn;

3.11.1. Faders

Fader activates its corresponding scene; if the fader is set on 50% every channel computed by the scene will be divided

by 2 (50%).

To change one fader to 100% and the other one to 0% press the corresponding key on keyboard e.g.: “A”, or click on the

corresponding fader button you want.

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1. Fader, using it, it turns possible to inform a percent value for each scene; 2. Shows the selected percentage on fader; 3. Fader on/off button;

3.11.2. Time track on Playback mode

Sub scene switching time in scene programs on Playback mode can be changed together. For that a fader is placed at the

right side on main window is available on Playback mode. This fader can be modified by shortcut Ctrl+PgUp e Ctrl+PgDn on

the keyboard.

Besides, there is a “Zero” button for setting the fader on 0%, so it gets the preset time in edition.

3.12. CUES mode

The Cues mode is indicated for situations where every scene already has its set time, e.g. in theatrical presentations. In

this mode you can create sets of scenes that are triggered at pre-defined times, also a time of transition (fade) can be set

between these scenes.

The Cues mode screen is divided as follows:

1. List with groups of CUEs, to add or remove some group the "Group +" and "Group-" buttons should be used;

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2. List of CUEs, each CUE is formed by several scenes that are defined by the designer, to include use "Cue+" button and to delete "Cue-", can be linked a repeating of CUE with "Loop" button that is represented by a circle on the grid next to the name of the CUE. The "move Up" and "move Down" buttons move the CUE through the list;

3. Time track of the selected scene, can be defined 2 types of time, the time of transition (fade), by the "Fade" button, this is the time that will be used to transition from the previous scene to the selected scene. And the "Wait" button is defined the time that the scene will be executed until moving to the next scene in the list;

4. Allows to choose the type of transition (fade) of the selected scene; 5. With the "Scene+" and "Scene-" buttons can be added one scene in a CUE. By buttons "<" and ">" the

position of the scene can be changed inside the CUE; 6. Shows the time that the scene is being played or the current time of transition; 7. Activates the CUE, running all the scenes of the selected CUE in grid; 8. Control of the executing time of the scene, can be modified by the keyboard with Ctrl+PgUp or Ctrl+PgDn

buttons.

3.12.1. Time track on CUEs mode

Sub scene switching time in scene programs on CUEs mode can be changed together, for that a fader is placed at the

right side on main window is available on CUEs mode. This fader can be modified by shortcut Ctrl+PgUp e Ctrl+PgDn on the

keyboard.

Besides, there is a “Zero” button for setting the fader on 0%, so it gets the preset time in edition.

3.13. LED panels

In the Lumikit SHOW software is possible to control small LED panels. LED panels are panels with low resolution, LED floors

and even PAR LED/canyons aligned or not to create a panel.

There are two ways to control these panels by the software: creating sub scenes and programs using the image

generator. See next chapters detailed about the two techniques.

3.13.1. Configuring LED panels

To configure a LED panel use the show setup screen, “SHow” button:

Add a new fixture; At Edit fixture window, define the LED panel; On the “Basic” tab, field “Fixture type” inform the “LED frame”; Inform the initial channel and the number of channels the panel uses. In the example below, the panel uses 112

channels:

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On the “LED frame” tab, information on the panel must be informed: o Pixel color mode: defines how the color is made; whether it uses 1 or more channels to create the color.

Normally panels use the 3-channel mode R, G and B. o Number of rows; o Number of columns; o Initial LED channel: as for some panels LED control channels do not initiate with channel 1; as the example

below where LED channels initiate with channel 5 and the 4 first ones are control channels:

In the show setup example, panel was 3 times duplicate, resulting then 4 panels total:

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Remember that image generator to PAR LED canyons panels can be used.

3.13.2. Using LED panels on scenes

By clicking the "LED" button in the main window is shown the sub scenes editor for LED and the image generator. After

clicking the "LED" button, it changes its name to "FIX", clicking the "FIX" button will show the controls for editing the DMX

fixtures like movingheads, strobos, etc. again.

1. Buttons: o “LImg”: opens an image file, as JPG, BMP, GIF, or ANI. In case of GIF and ANI files having more than 1 frame,

the software will generate a new program containing all frames; o “TExt”: allows inserting texts on LED panels; o “PAste”: copies the image from the clipboard to the drawing area (3); o “Z+”: zooms in on drawing area(3); o “Z-”: zooms out on drawing area(3); o “FIX”: returns to the DMX fixture edit mode;

2. List of LED panels:

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o List of fixtures: this list shows the LED panels that were configured in the "SHow" button. You can turn on and off the panels through the list, checking and uncheck it to the desired panel;

o “SElect”: select/deselect all the LED panels; o “FraPos”: if enabled, all scenes will utilize the same position of LED panels, if it is off, each scene can have

different positions of the panels on the drawing area (3); o “LedFix”: turn on/off the use of PAR LED canyons on the drawing area.

3. Drawing area: o The drawing area is used together with drawing tools and positioning (4). According to the selected tool

it turns possible to change the panel position or to make drawings. 4. Drawing tools and positioning:

o Move LED panels/frames. With this button selected it turns possible to change position from LED panels. To move all active panels at the same time press Ctrl as the panel moves;

o Draw: fill in 1 pixel with a selected color;

o Line: draws a line with a selected color;

o Fill: fills an area with a selected color;

o Rectangle: draws a rectangle with a selected color;

o Circle: draws a circle with a selected color;

o Create sub scene when move LED panel/frame: allows moving LED panels. On moving, if there’s a program selected on the program/sub scene grid, includes a sub scene . Is order to move more panels at the same time press Ctrl as the panels move;

o Get image from sub scene : if there’s a sub scene selected, turns the DMX channel values into an image displayed at the drawing area (3);

o Colors: allows selecting a color. In order to have the drawing area completely filled with a selected color, press Ctrl and then click on the color you desire.

5. Image generator for LED panels, see the next chapters more detailed.

3.13.3. Editing sub scenes with LED panels

After defining the LED panels, they will be displayed at main window:

LED panels not active on the list will show up with diagonal lines as the picture.

To move panels, select the “Move LED panels/frame” tool stressed in the picture above, the position will be saved in the

current scene if “FraPos” button be off or the position will be used in all scenes if “FraPos” button be on.

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LED panels are also shown at 3D simulation. Panels must be adjusted according to their real positions, so use the local

editor. Or you can right-click on the panels and then choose the “Position LED panels in 3D simulation” option, and inform

the pixel size plus the panel position:

3.13.3.1. Move/Include

It’s the tool from button. To use it:

Use a static picture in the drawing area; Place the LED panels as you wish; (1) Set all channels on manual, “Man” button; (2) add a new program using the “Prog+” button; in the example the name will be “move”;

(3) Select the button; (4) As you keep the Ctrl key pressed, click on a LED panel and move the mouse pointer keeping it also hold; (5) Change from channels to sub scenes, “Sce” button; (6) Define the program filter as: All channels; (7) Run it and see the results;

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3.13.3.2. Text and images on LED panels To insert texts on LED panels simply select the LED panels you want (which the texts will be displayed at) and click then

on the “TExt” button.

A screen will be displayed. On this screen you must inform the name of the program that will be created, the text the

panel will display, and so on (colors, fonts, etc.):

It is also shown the number of sub scenes that will be created. The max accepted number is 255 sub scenes.

The procedure for importing GIF and ANI files is the same as explained before, but applied with the “LImg” button instead.

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3.13.4. LED Image generator for LED panels

The image generator it’s a useful tool to use with LED panels, because images are generated dynamically, the position of

panels can be modified without need to redo any sub scene or programs.

It’s located on the right down corner (same place of PAD) and has 3 modes of working that are selected by “GEN”, “GIF” and

“TXT” buttons. All three modes have some controls in common.

ENTER: turn on/off the execution of image generator ; “CF” fader: apply a filter of colors on images ; “SP” fader: controls the speed of image generator, GIF animation or text; “RT” fader: allows to rotate the image in 90, 180 or 270 degrees; “Blu” fader: blur the image up to 4 levels;

The particularities of each mode of operation are shows below:

GEN - generates images according with the type of drawing defined on

“PA” fader:

GIF - use an animation in .GIF file to generates images on LED panels:

TXT – write a text on LED panels:

By “PA” fader it’s possible to select up to 11 different types of drawings.

The .GIF file should be selected using “FILE” button, this .GIF file have to be copied with .show file in case of the show be copied to another computer.

The text has to be edited using “TEXT” button.

The "SIZE" button sets the size in pixels of the generated images, this size is shown in the drawing area with a blue line,

the LED panels should be positioned inside the blue square if more space is needed, use the button "SIZE "to increase or

decrease the area.

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3.14. Command and signal inputs

There are 3 ways for remotely controlling Lumikit SHOW Windows software:

As every DMX controller: setting an Art-Net node in order to receive DMX packages through the network (only in Windows version);

via MIDI interfaces (allowing connection to other programs; for instance, Sonar or Pro Tools, only in Windows version);

via either TCP or UDP connection (remote connection, on Windows and MAC OS X versions);

It is possible to control buttons and faders from main window on Edit DMX, Playback and CUES mode, or copy a value sent

to the input into a particular output on one of the output DMX channels. During the copy, MIDI values will be multiplied by 2

since MIDI uses 7 bits (up to 127), and DMX values use 8 bits (up to 255).

In order to manage software inputs, there is an internal structure of action tables. For each action table there are

associated actions. Next a table containing what can be manipulated and its respective code.

3.14.1. Action table

Each code below represents an action applied to the software; not all the actions are available on every functioning mode:

Comando Modo Editar DMX Modo Playback Modo Cues Categoria Descrição

MODE X X X GENERAL Change program mode {<65=Edit DMX, >64 & <170=Cues, >169=Playback}

GC01 X X GENERAL Copy input value to the channel

MB01 X MAIN WINDOW Program execution {<127=off >126=on}

MB02 X MAIN WINDOW Toggle program execution

MS01 X MAIN WINDOW Select fixtures group (0 to 126 first groups can be selected)

MF01 X X X MAIN WINDOW Program execution speed

MF02 X X X MAIN WINDOW Reset program execution speed (0%)

MF03 X X MAIN WINDOW Page {1 to 10/C/S/CS - 40 stages}

MF04 X X MAIN WINDOW Scene {A;S;D;F;G;H;J;K;L;Z;X;C;V;B;N e M - 16 states}

MF98 X X X MAIN WINDOW Page UP

MF99 X X X MAIN WINDOW Page DOWN

MQ00 X X X MAIN WINDOW All QuickMacros off

MQ01 X X X MAIN WINDOW QuickMacro 01 {<127=off >126=on}

MQ02 X X X MAIN WINDOW QuickMacro 02 {<127=off >126=on}

MQ03 X X X MAIN WINDOW QuickMacro 03 {<127=off >126=on}

MQ04 X X X MAIN WINDOW QuickMacro 04 {<127=off >126=on}

MQ05 X X X MAIN WINDOW QuickMacro 05 {<127=off >126=on}

MQ06 X X X MAIN WINDOW QuickMacro 06 {<127=off >126=on}

MQ07 X X X MAIN WINDOW QuickMacro 07 {<127=off >126=on}

MQ08 X X X MAIN WINDOW QuickMacro 08 {<127=off >126=on}

MQ09 X X X MAIN WINDOW QuickMacro 09 {<127=off >126=on}

MQ10 X X X MAIN WINDOW QuickMacro 10 {<127=off >126=on}

MQ11 X X X MAIN WINDOW QuickMacro 11 {<127=off >126=on}

MQ12 X X X MAIN WINDOW QuickMacro 12 {<127=off >126=on}

FF00 X MAIN WINDOW Release all scenes from playback

FF01 X MAIN WINDOW Fader level 01

FF02 X MAIN WINDOW Fader level 02

FF03 X MAIN WINDOW Fader level 03

FF04 X MAIN WINDOW Fader level 04

FF05 X MAIN WINDOW Fader level 05

FF06 X MAIN WINDOW Fader level 06

FF07 X MAIN WINDOW Fader level 07

FF08 X MAIN WINDOW Fader level 08

FF09 X MAIN WINDOW Fader level 09

FF10 X MAIN WINDOW Fader level 10

FF11 X MAIN WINDOW Fader level 11

FF12 X MAIN WINDOW Fader level 12

FF13 X MAIN WINDOW Fader level 13

FF14 X MAIN WINDOW Fader level 14

FF15 X MAIN WINDOW Fader level 15

FF16 X MAIN WINDOW Fader level 16

FF17 X MAIN WINDOW Input fader

MC01 X MAIN WINDOW Choose CUEs group (from 0 to 39, values greater than 39 are ignored)

MC02 X MAIN WINDOW Choose CUE from selected CUEs group (from 0 to 19, values greater than 19 are ignored)

PF01 X PAD Pan

PF02 X PAD Fine pan

PF03 X PAD Tilt

PF04 X PAD Fine tilt

PF05 X PAD Pad interval

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PF06 X PAD Pad precision

PF07 X PAD Pad buffer

PF08 X PAD Points group

PF09 X PAD Change PAN & TILT

PB01 X PAD Points change {<127=off >126=on}

PB02 X PAD Calculate trajectory {<127=no >126=yes}

PB03 X PAD Toggle points change

PB04 X PAD Active PAD {1;2;3;4;5;6;7;8;edit}

DF01 X DMX SIGNALS Master delay

DF02 X DMX SIGNALS P/T delay

DF03 X DMX SIGNALS Dimmer

DF04 X DMX SIGNALS Master dimmer

DF05 X DMX SIGNALS Channel reset

DB01 X DMX SIGNALS Channel origin {<127=manual >126=scene}

DB02 X X X DMX SIGNALS Blackout {<127=off >126=on}

DB03 X X X DMX SIGNALS Toggle blackout

MX01 X STATES Select state A

MX02 X STATES Select state S

MX03 X STATES Select state D

MX04 X STATES Select state F

MX05 X STATES Select state G

MX06 X STATES Select state H

MX07 X STATES Select state J

MX08 X STATES Select state K

MX09 X STATES Select state L

MX10 X STATES Select state Z

MX11 X STATES Select state X

MX12 X STATES Select state C

MX13 X STATES Select state V

MX14 X STATES Select state B

MX15 X STATES Select state N

MX16 X STATES Select state M

XF01 X PARAMETERS Color I

XF02 X PARAMETERS Color II

XF03 X PARAMETERS Gobo I

XF04 X PARAMETERS Gobo II

XF05 X PARAMETERS Prisma

XF06 X PARAMETERS Special function

XF07 X PARAMETERS Dimmer

XF08 X PARAMETERS Iris

XF09 X PARAMETERS Focus

XF10 X PARAMETERS Zoom

XF11 X PARAMETERS Frost

XF12 X PARAMETERS Strobo

XF13 X PARAMETERS Speed P/T

XF14 X PARAMETERS Gobo rot

XF15 X PARAMETERS Prisma rot

XF16 X PARAMETERS Gobo speed

3.14.2. UDP connection (Remote connection)

Windows Lumikit SHOW allows TCP or UDP connections through port 22688; for that the “OPtions” button, “General option”

menu, “Accept remote connections via TCP/UDP” option must be checked. When checked, in the window title will be

displayed the text [Remote connection activated].

This functionality becomes useful in case the user wants to integrate Lumikit SHOW together with some other program

via either UDP packages.

In order to send the software commands, follow the following steps:

every command starts with 4 bytes: mDMX;

right after comes the command name; consult the table; finally, the value to be assigned (except for GC01 command, where channel is informed before the value, and for

PF09 command, where the PAN and TILT are informed simultaneously). This value varies from 0 to 255.

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Examples on sending commands:

call scene 1A and set the timer fader on 50%

mDMX:MF03:0

mDMX:MF04:0

mDMX:MF01:127

change channel 10 value to 156:

mDMX:GC01:10;156

change PAN and TILT values simultaneously to its half on PAD:

mDMX:PF09:127;127

To find out what the IP belonging to the computer Lumikit SHOW runs is, send an 11-byte UDP package into port 22688 on

broadcast (IP 255.255.255.255) throughout the network:

mDMX:PING:0

The response will have 4 bytes carrying the message PONG, this way it turns possible to find out from which IP the

message came. This is the IP belonging to the computer where Lumikit SHOW runs.

The information is divided in 82 packages as follows:

Sequence Identifier Description Sample

1 lks:sn:[show filename] SHOW filename lks:sn:sample1.show

2 a 41 lks:sc:[page number]:[scene1

name]:[scene2 name]:....[scene15

name]:[scene16 name]

Scenes name according to the page. The page number goes from 1 to 40.

lks:sc:1:scene1:scene2:scene

3:scene4:scene5:scene6:scene

7:scene8:scene9:scene10:scen

e11:scene12:scene13:scene14:

scene15:scene16

42 a 81 lks:cn:[CUE GROUP number]:[CUE GROUP

name]:[CUE 1 name]:[CUE 2

name]:....[CUE 19 name]:[CUE 20 name]

CUES group names and up to 20 CUES names from each group. Only the first 40 CUES groups are sent and only the first 20 CUES from the group.

lks:cn:1:cuegroup1:cue1:cue2

:cue3:cue3:cure4:cue5:cue6:c

ue7:cue8:cue9:cue10:cue10:cu

e11:cue12:cue13:cue14:cue15:

cue16:cue17:cue18:cue19:cue2

0

82 lks:qn:[Quick macro name 1]:[Quick

macro name 2]:[Quick macro name 3]:

[Quick macro name 4]:[Quick macro

name 5]:[Quick macro name 6]:[Quick

macro name 7]:[Quick macro name

8]:[Quick macro name 9]:[Quick macro

name 10]:[Quick macro name 11]:[Quick

macro name 12]

Quick macro names, from 1 to 12. lks:qn:quickmacro1:

quickmacro2:quickmacro3:quic

kmacro4:quickmacro5:quickmac

ro6:quickmacro7:quickmacro8:

quickmacro9:quickmacro10:qui

ckmacro11:quickmacro12

83 lks:st:

[mode ‘0’: Edit DMX, ‘1’: Playback,

‘2’: Cues]:[Blackout ‘0’ off, ‘1’

on]:[Quick macro F1 ‘0’ off, ‘1’

on]:.... [Quick macro F12 ‘0’ off,

‘1’ on]:[Edit DMX active scene from 0

to 639]:[Playback 0 fader scene

number from -1 to 639]:[Playback 0

fader percent from 0 to

100]:....[Playback 23 fader scene

number from -1 to 639] :....[Playback

23 fader percent from 0 to

100]:[Playback time factor from -100

to 900]:[Active CUE group from -1 to

1000]:[Active CUE in group from -1 to

1000]:[CUE time factor from -100 to

900]

Status package. This package is send after every change in Lumikit SHOW of any of the listed parameters in the package.

lks:st:1:0:0:0:0:0:0:0:0:0:0

:0:0:0:0:-1:0:-1:0:-1:0:-

1:0:-1:0:-1:0:-1:0:-1:0:-

1:0:-1:0:-1:0:-1:0:-1:0:-

1:0:-1:0:-1:0:-1:0:-1:0:-

1:0:-1:0:-1:0:-1:0:-1:0:-

1:0:0-1:-1:0:

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3.14.3. TCP/UDP communication demo software

A C# written program example showing how to perform communication via TCP/UDP is available at

http://www.lumikit.com.br/downloads/ tcpudptest.zip

3.15. MIDI e DMX (only for Windows version)

To configure the action in the software when it receives a MIDI command or with a DMX input, should be configured the

tables in “MIDI” and “DMX” buttons on main window:

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3.15.1. MIDI

The MIDI I/O must be defined at the Table tab. Input and output MIDI interfaces are displayed on top of the window and

must be correctly set according to the designer’s needs.

Click on “Add” (2) and send the MIDI signal from it is controller, the software will recognize, automatically, the MIDI signal:

Select on the list (3) the MIDI command you want and add actions to this MIDI using the “Add” (4) button. By receiving the

selected MIDI command, the software will execute the actions listed on the action list (5).

Scenes can also be linked to MIDI commands simply by right-clicking on the scene you want and choosing the “MIDI…”

option.

The definitions set on MIDI window are stored by the show i.e. on initiating a new show those settings must be redone.

3.15.2. DMX input

It is possible to create a DMX input action table, when the value of a particular DMX channel is changed, an action is

performed, in the example of 512channels.dmxinputaction file that accompanies the software, when some DMX channel

change its value, this value will be copied to the DMX output:

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3.16. Lumikit SYNC

The Lumikit SYNC lets you synchronize MP3 music with Lumikit SHOW (only compatible with Windows), it is installed

together with Lumikit SHOW.

To Lumikit SYNC work properly, the communication on UDP port on Lumikit SHOW have to be activate (Remote connection,

see on previous chapters, should be activated by “Options” button on main window).

The main window of Lumikit SYNC can be seen below:

1. List of MP3 files that are in the folder that was selected using the “Choose folder” button; 2. Graphic display of the selected MP3 music on list(1); 3. Shows the corresponding scene with the music, the cursor is represented by a vertical line;

The buttons have the following functions:

“Add”: adds a new scene on the cursor position; “Choose scene ”: shows a window with the name of the scenes of the show, allowing the designer select the

desired scene; “Remove”: removes the current music scene, the scene is not erased in Lumikit SHOW, will be removed only from

the point in the song and can be added again with the "Add" button;

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“Save”: will save all the added scenes in music, a new file will be saved in the same folder of the MP3 file with the same filename but with the .lkts extension;

“Options”: shows options of the Lumikit SYNC, how to change the language and the skin, the skin can be changed only in the Windows version;

“Scheduler”: lets you set a schedule on a given date/time the Lumikit SYNC will automatically play certain music, in the next chapter may be viewed more details about the scheduler;

“Play” / “Stop” / “RPETIR [ON / MUSIC / LIST]”: control the music reproduction selected on list (1).

The Lumikit SYNC can be used with keyboard:

ENTER: stop/play the music; Arrows of directions right/left: advances or rewinds the cursor; DEL: remove the selected scene; INS: adds a new point; Arrows up/down: next or previous music.

3.17. Scheduler

The scheduler is available in Lumikit SHOW in the main window, on the DMX Edit mode on "SChd" button and in Lumikit SYNC

by "Scheduler" button. With scheduler you can trigger a scene or start playing an MP3 song at a given date and time, you

can make various settings, for example, set days of the week, months, etc.

The scheduler works with rules that are defined in the tab rules, each rule consists of day, month, day of week, hour and

minute. You can set the value "*" for the day, month, day of week and time, this value is "ANY", that way if a rule where

day = *, month = *, day of the week is set = Sunday, time = 20 and = 0 minutes, the scene was set will be triggered every

Sunday 20h.

Calendar tab is shown an annual calendar which can be viewed on the days that the scenes or music will be triggered:

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In Lumikit SYNC the schedule is stored in a file called scheduler.xml located in the selected folder with MP3 music.

4. Lumikit LED 4.1. Introduction

The objective of the LED Lumikit software is to map images to DMX channels and can thus control DMX LED panels of low

and medium resolution.

In the main window of the software, there are 21 areas called clip and are distributed in the form of table of 7 columns by

3 rows.

Each clip can play videos, GIF, webcam images, capture images from your desktop or display texts. It is not possible to mix

the images of the clips.

A clip can be played clicking the right button on it or by using the keyboard, the letters Q, W, E, R, T, Y, U reproduce clips

from the first line, the letters A, S, D, F, G, H, J referring to the second row of clips and the letters Z, X, C, V, B, N, M refers to

the third row of clips.

On the left side of the software's main window buttons are available to control the hue, frame rate, strobe and change of

clips automatically, can be easily accessed by F1, F2, F3, F4, F5, F6, F7 and F8 keys.

The files with the configurations of the clips and panels have the extension "ledshow".

Video files can be: wmv, mov, flv, avi or any other since that the correct CODECS are installed on your computer. We

recommend using Media Player Codec Pack for its simplicity in installation, and it includes the most used CODECs. A simple

test to see if the video file is compatible with Lumikit LED and if the CODEC is installed correctly is to open the video in

Windows Media Player software.

The software works with 32,768 DMX channels, can be configured different size panels, monochrome or RGB (red, green

and blue).

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4.2. Required Steps for Lumikit LED software configuration

Define the size of the image area; Configuration of interfaces (see the beginning of this manual); Configuration of LED panels; Distribute the LED panels in the area of image; Define properties of the clips; If necessary, define MIDI commands to activating a MIDI controller;;

4.3. Size of the image area.

The image area is an intermediate image between the images coming from the clip (videos, GIF, webcam ...) and LED

panels.

All images of the clips will be resized to the size of the image area.

To give more flexibility to the designer, the software allows to define the size of this area and after the panels will be

embedded on this area. Allowing some panels show the same images, that the panels show only small parts of the image

or other, more convenient, settings.

The size of the image area is defined when making a new show or in the positioning window of panels.

This window must be filled in height and width (in pixels) of the image area:

To define this size is necessary to know how many pixels have the panels that will be controlled.

For example, if the quantity of panels’ pixels are 6 x 6 (36 pixels) and are connected 4 panels, can be used an area of 12 x

12 (pixels), on this way the panels will be embedded exactly in the image area. The ideal is to let some pixels on the border,

because when the images are reproduced the edges aren’t well used, so can be utilized an area of 16 x 16 pixels as shown

below:

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See that the way that the panels will be distributed will directly influence the image area:

4.4. Configuring LED panels

The LED panels must be configured according to the physical characteristics of it, the ideal is to have the instruction

manual for the panel to know how is the DMX addressing and how is the sequence of the pixels.

The configuration of the panels, also called the show configuration, can be accessed by the "Frames" button on the

software main window:

With the “New fixture...” button, it will possible to configure a new panel:

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Make sure all fields are entered correctly, especially:

Pixel color mode: tells how the color is defined in pixels, if they are 1, 3, or 4 DMX channels, if the panel is monochrome;

Start channel of LEDs: some devices have the initial DMX channels as effects (strobe, color filter, etc.), this field tells you how many channels of DMX control panel has to get to the LED matrix channels, see forward how to configure these channels;

Number of rows and columns: is the pixel size of the panel, if one panel is inverted, mirroring can be done with the fields "Flip horizontally / vertically";

Universe: is the DMX universe where the panel is connected, remember that the interface connected on this panel must also be configured in the same universe;

Start Channel: it’s the DMX channel of LED panels; Number of Channels: This field is automatically calculated, its value should match with the number of DMX

channels of the panel;

Pay special attention to the sequence of how pixels are distributed in the panel with the "Right-Left" to "Top-Bottom-Top"

fields.

With these options you can set any DMX LED panel.

When confirming the setting of the device, it is displayed in the show configuration window:

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Use the "Duplicate fixtures" button, if more panels of the same type are connected.

Remember to adjust the DMX address of the other panels.

4.4.1. DMX channels of control

In some models of panels, the first DMX channels are responsible for a few extra controls such as macros, effects, strobe,

among others.

In the panel configuration, when informed the LEDs initial channel, a button will also be enabled at the bottom, on this

button you can enter the name of these DMX channels:

These channels will be shown later in the main window as faders:

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Remember that the size of the area shown is the size of the image area, which was defined at the time of the creation of

the new show. You can change the size of this area by "Resize image area" button.

The "3D Organize" button do the position of the panels be reproduced in the 3D simulation, it is enough to inform some

parameters: the panels will be displayed horizontally or vertically, the pixel width and height (in cm):

4.6. Properties of the clips

In the software main window there are 21 clips, each clip can:

Reproduce a video file using Windows CODECs (wmv, mov, flv, avi, etc ...); Reproduce a GIF animation; Use the image of webcam; Capture image from the desktop; Write a text;

This configuration is done by clicking the right mouse button on the desired clip, which will be shown the following

window:

Errors may occur when trying to open certain file, the errors are marked with a red border in the clip. To see the error message hover with mouse point over the clip:

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The main causes of error are the absence of the CODEC to the file, the absent file or in case of use webcam in more than 1

clip.

4.6.1.1. Reproducing video file To reproduce a video file, simply select it by clicking the "Load file" button, the video may be selected from a start point

and an end point and the video will loop the chosen points.

4.6.1.2. Reproducing GIF animation The GIF file must be selected by the "Load GIF" button, not animated GIF images may also be used.

4.6.1.3. Use image from webcam To select the webcam use the list. Important: if a clip is already using the webcam, you cannot use the same webcam in

another clip.

4.6.1.4. Capture desktop image Allows the Lumikit LED software captures the image of another software, a video player for example.

Define the area that will be captured with the "Select Area" button. Then click the left mouse button at the starting point,

keeping the clicked button, drag to the end point. The screen capture interval is 30ms.

4.6.1.5. Writing a text The text that will be shown in the panels must be filled on the "Text" field is limited to 100 characters, the right button on

mouse allows chooses the font effects (bold, italics, etc.) and the text color.

Give preference to fonts such as Terminal, Small Fonts, System, Fixed Sys, and Courier. True Type fonts give the effect of

"Anti-Aliasing" and can produce undesirable colors on the edges.

The background color can also be set.

If the text appears outside the panels, try going up or down the text by control Displacement Y;

4.6.1.6. Generator The generator creates effects of lines, circles and others in each clip. Can be left in "Auto" mode and each time it is

triggered will generate a different effect.

4.7. Control buttons clips

In the left side of main window are buttons that allow control of the clip being played. These buttons can also accessed by

the F1 .. F8 keys, see below:

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Function of buttons:

Reset the parameters (color tone = 1 x, x speed = 1, off sequential exchange, off strobe, off blackout);

invert colors on/off;

Intensity of colors: off (0 x), half (0.5 x) or on (1 x);

Speed of the clip (0.5 x 1 x 1.5 x 2 x, 4 x), except for webcam;

Automatic change of the clip (off, 10 s, 30 s, 60 s, 90 s, 5 m), makes change in the sequence in the given time;

Strobe effect (1/s, 4/s, 8/s);

Blackout in LED panels, the same as pressing the spacebar.

4.8. Define MIDI commands

It’s possible to activate clips and buttons by MIDI commands sent to the software by other software or controller.

To configure this feature, click the MIDI button on the main window and the configuration window will be shown:

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Select the desired function from the list and send the MIDI signal from your controller, so the MIDI message assigned the

desired function.

It’s possible to import and export that table, the settings are in files with the "midiaction" extension inside "midiactions"

folder where the Lumikit LED software was installed.

4.9. Remote connection via UDP

It’s possible to control the Lumikit LED software remotely over UDP connection on port 27779. For this function to be

available, it must be enabled the option "Allow remote connections via UDP", by the "OPtions" button in the main window:

Below is a list of possible commands that can be sent:

Command Function

CLIP Changes the clip that is being executed

RSET Activates the RESET button

INVE Inverts the colors of the clip

REDL Level of red

GREN Level of green

BLUE Level of blue

PITC Speed of clip (pitch)

SEQU Automatic change of clip (repeat)

STRB Strobe effect

BLKO Blackout

The package should be sent as follows: 4 bytes "1LED", followed by ":" character, followed by 4 bytes of the command from the table above, again followed by the character ":" and finally a value from 0 to 255.

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Example of communications:

- Activate the first clip: lLED:CLIP:0

- Activate the last clip: lLED:CLIP:255

- Level of red 0 x: lLED:REDL:0

- Level of red 0,5 x: lLED:REDL:127

- Activate blackout: lLED:BLKO:255

5. 3D simulation (only in Windows version)

The 3D window allows the user to watch in runtime the DMX fixtures’ behavior during software execution. Available only on the Lumikit SHOW and LED for Windows.

The preview is based on locals and a show can have plenty of them. You can get the same DMX fixtures over different locals and check on how the result work will behave having different positioning.

“SIM”: allows to change and edit the 3D local, besides being possible to define both the environment brightness and the simulation timer;

“C1, C2 and C3”: switch between cameras; “FInd”: allows selecting one or even more fixtures through simulation screen simply by clicking on the fixture and

it will be selected at main window. ”+ and -”: zoom manipulation; “*”: it detaches the 3D window out from main window; useful when 2 monitors in the same computer are

available.

5.1.1.Cameras

On 3D simulation there are 3 buttons that allow setting 3 different cameras (C1, C2 and C3). To move cameras use:

The left mouse button pressed at both X and Y axes: it changes the camera angle; The right mouse button pressed at both X and Y axes: it changes the camera position inside the axes; The mouse wheel: it changes the camera at Z axis; if your mouse has no scroll wheel use the buttons ”+” and ”-”

located below 3D simulation instead;

On moving the camera, the new position is stored inside the selected camera internal memory.

5.2. Configuring 3D locals

To configure locals, use the “SIM” button, and then the 3D local window will be displayed:

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“Ambient light”: changes the 3D simulation brightness, default value is 35%; “3D refresh rate”: see next topic on 3D simulation performance; “Use this local”: in case there are more than 2 locals in the same simulation, it allows selecting another local; “Add”: creates a new 3D local having only the preset panels on the show; “Edit”: changes the local selected on the list; “Edit name”: changes the 3D local name selected on the list; “Remove”: deletes the selected local, since it is not the last remaining 3D local being used; “3D object editor”: opens the editor for creating new 3D static objects.

5.3. 3D simulation performance

It is possible to change the speed in which the 3D simulation updates its designs. By default, simulation is designed every

80ms; the minimum possible value is 50ms, and the max is 1000ms. For slower computers, 80ms might act as a very small

value, so it is recommended to increase it to a proper value.

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5.4. Deactivating 3D simulation

For slower computers that might not stand running OpenGL, you may deactivate 3D simulation. When you run Lumikit

SHOW, simply add this parameter “-no3d” on the program prompt; by default the installer will already generate a program

linkage at the moment of installing:

5.5. Local editor

A Local is a set of static tridimensional objects (which will not be subject to any changes on sub scenes) plus the fixtures

defined in the LED panel setup.

Every local is able to have a set of different objects, as for different structures. Concerning panels, they will be the same

as the ones which were defined in LED panel setup for each local.

To change objects from one local, and also the fixture positions, a local editor is used.

The local editor can be accessed when a local in 3D simulation is either added or edited.

1. 3D window: where the local is displayed at, having objects and panels at the user-defined positions. The camera can be moved (view point) using the mouse: right-click and move the pointer and then the camera will rotate around the selected object or fixture on the list (4). In case there is no selected object or fixture, the camera will be placed at point (X: 0, Y: 0, Z: 0). Buttons on button bar are for zooming in and out, respectively;

2. Fixtures: if selected, the list (4) will display the LED panels set in LED panel setup; 3. Objects: if selected, the list (4) will display the objects found in the local;

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4. Object or fixture list: allows selecting any object or fixture, so its properties can be changed (size, position, angle …);

5. Object or fixture properties: allows the user to manually change the selected object or fixture properties (4); 6. Object or fixture positioning: the available controls allow quickly changing size and angle of inclination of a

selected object or fixture on the list (4);

TO MOVE AN OBJECT OR FIXTURE OVER THE LOCAL, IT (THE DESIRED OBJECT OR FIXTURE) MUST BE SELECTED ON THE LIST (4) AND ON USING THE ARROW KEYS THE OBJECT OR FIXTURE CAN BE MOVED ON BOTH X AND Z AXES. Can be selected more devices or objects at once.

TO CHANGE HEIGHT (Y AXIS), PRESS SHIFT WHILE PRESSING EITHER THE UP OR DOWN ARROW KEYS.

5.6. 3D object editor

It is possible to add new 3D objects on the simulation - objects that are not set yet in the library, or even change the

currently existing objects (remember that on changing an existing object and saving it with the same name, it might be

deleted on an eventually version update).

5.6.1. Primitives types

Objects in simulation consist of 5 objects types called primitive types:

Cube: which is not necessarily an object having 8 equal sides; Cylinder; Sphere; Cone; Parallel-sided pyramid;

5.6.2. Object editor window

3D object editor consists of a window similar to the local editor window:

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1. 3D window: where the object is displayed at, having primitive types defined by the user. The camera can be moved (view point) using the mouse: right-click and move the pointer and then the camera will rotate around the selected object or fixture on the list (2). In case there is no selected object or fixture selected, the camera will be placed at point (X: 0, Y: 0, Z: 0). Buttons on button bar are for zooming in and out, respectively;

2. Object or fixture list: allows selecting any object, so its properties can be changed (size, position, angle …);; 3. Object or fixture properties: allows the user to manually change the selected object properties (2); 4. Object or fixture positioning: the available controls allow quickly changing size and angle of inclination of a

selected object or fixture on the list (2);

5.6.3. Structure generator

It is possible to automatically generate structures, in case the user wants to use any structure which is not in the 3D

object library, this structure can be automatically generated by the software.

The structure generator will be able to be accessed by menu Objects / Structure generator.

It is possible to generate linear and curved structures, even simple or double sides.

All measures must be informed as meters.

Too complex structures compromise the 3D simulation performance.

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6. Remote control for iPhone/iPod/iPad/Android

Lumikit SHOW can be controlled over iPhone/iPod/iPad or Android. The functioning principle is via UDP network

communication.

The app is available for free at Apple’s Appstore or in Google Play, search for “Lumikit” to see all apps available.

In order to the app work correctly, you should check if the iPhone/iPod/iPad/Android is connected to the same wireless

router as the computer; see if the computer firewall is deactivated or defined with a restriction to port 22688 (Lumikit

SHOW) and/or 27779 (Lumikit LED) and then check if the option required to receive the commands is activated on Lumikit

SHOW or in Lumikit LED software solutions (this options can be found in option of software, by the “Options” button.

7. Software Look – SKINS (only in Windows version)

In the version of Windows, It is possible to change the software look by choosing the “Skins” option, which can be found in main window, at “OPtions” button:

The software comes with various skins and the default option, without the use of skins, you can also change the tone of

the skin by fader "hue":

In older computers, the software might run slower with skins.

Some colors corresponding to software functions described in this guide might differ when a different skin is being

used.