Editing objects

CAD mode is where you edit your show drawings. This includes editing your venue, set pieces, lighting positions, focus positions, and lighting fixtures. Editing in CAD mode is similar to many other CAD programs, so many of the concepts will be familiar to those who have used a computer-aided drafting program before. WYSIWYG adds features that are specific to the entertainment industry, such as a comprehensive 3D library containing truss, lighting equipment, lighting accessories, props, musical instruments, and various human figures.

In this section

Editing objects in CAD mode

Layers

Scenes

CAD tools

Editing objects in CAD mode

Selecting

Before you can manipulate objects, you must select them. Selected objects are easily identifiable: a white box appears at the insertion point and the lines of the object become dotted. Fixtures that are selected are filled in green and their beams can be set to either on or off.

Use the following table to identify the selection method for objects.

 

Desired action

Selection method

Select a single object.

  • Click on the object.

Select a single fixture.

  • In Wireframe view, click on or inside the fixture symbol’s outline.

  • In Isometric view, click the symbol’s outline to select the fixture.

Select multiple objects.

  • Press and hold CTRL while clicking on the desired objects.

  • Draw a box from left to right to select all objects fully within the box.

  • Draw a box from right to left to select all objects fully within the box, as well as the objects partially contained in the box.

Select all the objects on the current layer.

  • Press and hold CTRL+SHIFT and type A or use the Select Current Layer tool on the Selection toolbar.inset_8.jpg

Select all the objects on the screen.

  • Press and hold CTRL and type A or use the Select All tool on the Selection toolbar. inset_11.jpg

Select previous selected object.

  • From the Edit menu, choose Select Special and then click Restore Previous Selection or use the Restore Previous Selection tool on the Selection toolbar. inset_12.jpg

Select last object created.

  • From the Edit menu, choose Select Special and then click Select Last Object Created or use the Select Last Object Created tool on the Selection toolbar. inset_13.jpg

Select all the objects on one or more layers or in layer groups.

  • From the Edit menu, choose Select Special and then click Specify layers to select. You can also use the Specify Layers tool on the Selection toolbar. inset_15.jpg

  • To select multiple layers, press and hold CTRL while selecting the layers.

  • To select multiple layer groups, press CTRL while selecting the layer group cell.

Invert Selection

  • From the Edit menu, choose Select Special and then click Invert Selection. You can also use the Select all editable objects that are not currently selected tool on the Selection toolbar. INV-icon.png

  • Press CTRL+I to deselect all editable objects currently selected, and consequently select all the other editable objects that were previously not selected. See Invert selection.

  • Press CTRL+SHIFT+I to select and deselect only fixtures in CAD, DESIGN and LIVE mode. See Invert fixture selection.

Select native objects.

  • In Wireframe view, right-click and choose Select Native Objects.

  • Choose the desired native object from the list of created native objects.

Selection sets

  • In CAD, DATA, DESIGN, and LIVE Modes, click on the Selection Sets shortcut on the Selection Sets shortcut bar to select objects by their selection sets.

Set beam display for selected fixtures.

  • Set the Show beams for selected fixtures option. For more information on this option, refer to the Wireframe Details tab.

Select all instances of a particular library item.

  • In Wireframe view, right-click and choose Select Library Items, and then either select the library item from the menu that appears, or click Specify to select the item from a selection box.

Select all library items.

  • In Wireframe view, right-click and choose Select Library Items > Select All Library Items.

Select all instances of a particular fixture.

  • In Wireframe view, right-click and choose Select Fixtures, and then either select the fixture from the menu that appears, or click Specify to select the fixture from a selection box. To save time, you can also press SHIFT+S.

Select all fixtures.

  • In Wireframe view, right-click and choose Select Fixtures > Select All Fixtures.

Select all fixtures on a particular type of pipe or truss.

  • In Wireframe view, select the type of pipe/truss containing the fixture that you want to select. Right-click and choose Select Fixtures > Select on Selected Pipe/Truss and then click the type of fixture from the list, or click Select All to select all fixtures on this type of pipe or truss.

Select fixtures by their fixture group.

  • In CAD Mode (Wireframe, Quad, Shaded view), DATA Mode (H Select and V Select), DESIGN Mode (Wireframe, Quad, and Shaded view), and LIVE Mode (Wireframe, Quad, and Shaded view), click on the fixture group shortcut on the Fixture Group shortcut bar to select fixtures by their fixture group.

Select fixtures by their lighting position.

  • In CAD Mode (Wireframe, Quad, Shaded view), DATA Mode (H Select and V Select), DESIGN Mode (Wireframe, Quad, and Shaded view), and LIVE Mode (Wireframe, Quad, and Shaded view), you can right-click to select fixtures by their lighting position. Note, however, that you have to name all of your lighting positions before you can use this feature. If you do not have any lighting positions named, then you cannot use this tool because the position names will not populate in the list.

To select various fixtures in your file, right-click in a wireframe, click Select All, and then select the fixture type. This functionality is available in CAD, DESIGN, and LIVE modes.

Cycle selection

This feature is helpful when you need to select an object that shares an edge with another object. For example, if you need to select the roof of a building that shares its edges with the building’s walls. Left-to-right drag-selection in a side or elevation view works, of course, but there are many cases when this method cannot be used.

To use cycle selection
  1. To activate Cycle Selection, simply press SHIFT before clicking to select. When Cycle Selection is active, Cycle On appears in the WYSIWYG Status bar.
  2. To select the object, click in a spot where two or more lines overlap or intersect (“lines” do not necessarily mean Line objects, but rather lines that are part of anything drawn or inserted from the library).
  3. To continue selecting, keep pressing SHIFT to continue cycling through all the items that share the coordinate where you have clicked (in the order in which they were added to the drawing).

Tips:

Invert selection

This feature is helpful if you want to cancel the selection of all the currently selected editable objects (in CAD), and consequently select all objects that were previously not selected.

Note: Invert selection is also available in DESIGN and LIVE mode. See Using the design tools.

To use invert selection

For example, if your drawing has a total of 10 objects, and 4 objects out of the 10 are currently selected. Press CTRL+I to activate invert selection.

Result: The 4 selected objects will be deselected and the other 6 objects that were previously not selected, will be selected automatically.

Note: Press CTRL+SHIFT+I to select and deselect only fixtures in CAD.

Shaded view selection

You can select fixtures in Shaded view in CAD, DESIGN, and LIVE modes. This allows you to click on a fixture in the Shaded view, which will then activate the fixture for editing with the Designer tools. You can select multiple fixtures at one time by either drag-selecting or holding down CTRL while selecting fixtures.

MyLookSelect.png 

Using shaded view selection

You can activate Shaded View Selection by pressing TAB while in CAD, DESIGN, or LIVE mode > Shaded View. Once you press TAB, you will notice a message in magenta on the top right-hand corner of the Shaded view window: “Shaded View Select ON”.

MyLook.png 

To activate shaded view selection
  1. In a Shaded view in CAD, LIVE or DESIGN mode (meaning the amber outline appears around the Shaded view), press TAB once. You are now in Shaded View Selection mode.
  2. To select a fixture in Shaded View Selection mode, click directly on a fixture’s image in the Shaded view:

ShadedViewSelection1.png 

  1. To select multiple fixtures in Shaded View Selection, press CTRL and click each fixture that you want to select. You can also select multiple fixtures at once by drag-selecting with the mouse as you would in wireframe modes; Shaded View Selection disables the camera movement controls so you can drag a marquee box around fixtures to select them.

ShadedViewSelection2.png 

  1. Once you are finished selecting fixtures, press TAB again to exit from Shaded View Selection mode. You will then regain control of the Shaded view camera.

Tips:

To focus a fixture using shaded view selection

Shaded View Selection enables you to focus your fixture by clicking on the target in Shaded views.

  1. Activate Shaded View Selection by pressing TAB while in DESIGN or LIVE mode > Shaded view.

Result: A message in magenta appears on the top right-hand corner of the Shaded view window: “Shaded View Select ON”.

  1. Click to select the fixture that you want to focus. To select multiple fixtures, press CTRL and click to select them. Alternately, fixtures can be selected using the Fixture Selection toolbar.
  2. Activate the focus feature by pressing F on your keyboard (or right-clicking and selecting Focus from the menu). Alternately, you can press L to activate the “Full and Focus” feature (or right-click and select Full and Focus from the menu). The Status bar will indicate when a focus operation is active.
  3. Click in the Shaded view to select the focus target.
  4. Press TAB to exit Shaded View Selection.

Using the fixture selection toolbar

The Fixture Selection toolbar offers three convenient methods to select fixtures in your file and a method to traverse your selection.

FixtureSelectionToolbar.png 

Fixture Selection by Spot number

The toolbar has a combo box in which you can type in Fixture spot numbers that you would like to select (as you would on most lighting consoles). For a consecutive range of fixtures, use a dash ( - ), or to enter a list use commas (,)

Note: This method will only work if fixtures have already been assigned Spot numbers.

Example: “1-10, 15, 20” will select 12 fixtures, with Spot numbers: 1,2,3,4,5,6,7,8,9,10,15,20.

The combo box will remember previous selection strings and display them when you click on the down arrow.

Fixture Selection by Channel value

In the combo box, you can type the channel value, using “ch” to identify the channel. Use a dash for a consecutive range.

Note: This method will only work if fixtures have already been patched with Channel numbers.

Example: “ch1-10” will select all the fixture patched to channel numbers 1 to 10.

Select Fixtures By

The Fixture Selection toolbar offers a drop-down menu of all the “Select Fixture By” methods listed in the menus.

Use the Next button to traverse the fixtures selected one by one from first to last, or use the Previous button to traverse the fixtures selected one by one in the reverse order. Select the All button to select all fixtures in your current selection.

Highlight fixtures

The Highlight feature is available on the Fixture Selection toolbar in DESIGN mode only. In Shaded view, Highlight sets the currently selected fixture(s) to an open beam at 100% full intensity temporarily, without changes to the fixture’s saved settings. See Highlight fixtures in Design tools.

Undo/redo

If you discover that you have made an error while editing an object, you can easily reverse the error by using the Undo tool available in WYSIWYG. The name of the Undo tool changes based on what the last action was (for example, if the last action was a Paste operation, the Undo tool will be Undo Paste). You can use Undo to reverse the last series of actions until the tool is greyed out.

If you decide that you did not want to undo an action, use the Redo tool. Similar to the Undo tool, the name of the Redo tool changes based on what the last undo action was.

To use the undo tool

From the Edit menu, choose Undo.

Tip: You may also use the Undo tool on the Edit toolbar.

 inset_14.jpgThe Undo button.

Result: The last action you performed is reversed.

To use the redo tool

From the Edit menu, choose Redo.

Tip: You may also use the Redo tool on the Edit toolbar.

 inset_24.jpgThe Redo button.

Result: The last undo action you performed is reversed.

Grouping/ungrouping

Grouping objects together ensures that they will always be selected as one. For example, you may want to group an object and its corresponding focus position. If you relocate the object in the drawing, the focus position will automatically follow, as will all the light beams pointing at it, saving you time and work.

In order to use Groups effectively, it is important to understand how they operate in WYSIWYG (which may be different than in other software). To that end, ensure that you have read through the Groups in WYSIWYG section.

To group objects
  1. Select the objects to be grouped.
  2. From the Edit menu, choose Group.

Tip: You may also use the Group tool on the Tools toolbar.

inset_16.jpgThe Group button.

Result: The Dynamic Group Outline appears to indicate that the selected objects have been Grouped.

Dynamic Group Outline is a dashed framing outline enclosing all the objects within a Group. The color of the outline is the same as the color of the Layer where the Group belongs. Dynamic Group Outline will continue to appear every time a Group is selected, until the Group is Ungrouped. For more information, see Dynamic group outline section.

To ungroup objects
  1. Select the grouped objects.
  2. From the Edit menu, choose Ungroup.

Tip: You may also use the Ungroup tool on the Tools toolbar.

inset_2.jpgThe Ungroup button.

Result: The objects are ungrouped and the Dynamic Group Outline disappears.

Note: You can group together objects located on different layers, but the resulting group can only exist on one layer.

To change or view the layer of a group
  1. Select the object(s) for which you want to view the grouping.
  2. Right-click and select Properties.

Tip: At any time, to access an object’s properties, you can click the Properties tool on the Edit toolbar.

 inset_3.jpgThe Properties button.

  1. Click the Group tab.

Result: The layers for the objects in the group are listed with the layer for the group highlighted.

Note: By default, the group assumes the current layer when initially created.

  1. To group the objects on a different layer, select the layer from the list.
  2. Click OK.

Selection sets

You can group non-fixture objects and create Selection Sets shortcuts in the Selection Sets shortcut bar in CAD, DATA, DESIGN, and LIVE modes. Selection Sets apply to any and all drawn objects and objects inserted from the Library Browser, which include Groups, Truss and Assembled truss. Multiple Selection Sets can be created on an object.

Selection Sets are NOT the same as Groups because they only save which particular objects are selected, and the order in which they are selected.

To create a selection set
  1. Select the objects you want to group and select with a shortcut.
  2. On the shortcut bar, click Selection Sets.
  3. Right-click on the open space on the Selection Sets shortcut bar, and choose New Selection Set from the pop-up menu.

Result: The Enter new selection set name dialog box appears.

  1. Type a name for the new selection set.
  2. Click OK.

Result: The new Selection Set shortcut appears on the Selection Sets shortcut bar.

Moving

WYSIWYG supports two types of move commands: relative and absolute.

Absolute coordinates are relative to the origin of the drawing. An absolute move is defined as moving an object from one specific point to another.

A relative move is defined as moving an object to a destination relative to its original position.

To move an object using the mouse
  1. Select the objects to be moved.
  2. Hover over the object until a grey box appears, and then click and hold.
  3. Drag the object to the new position, and then release the mouse button to finish the move.
To move an object using absolute values
  1. Select the objects to be moved.
  2. From the Edit menu, choose Move.

Tip: You may also use the Move tool on the Tools toolbar.

inset_21.jpgThe Move button.

  1. Press ENTER on your keyboard to move the object from its insertion point, OR click to set the base point for the move, OR type the coordinates of the base point, and then press ENTER.

Note: When you start typing, a box appears at the bottom left-hand corner of the window, showing the value that you enter.

  1. Type the new coordinate location for the base point, and then press ENTER.

Tip: You can change only one or two coordinates to an absolute location while keeping the other coordinates as they are.

Example: If you wish for an object to move to a height of Z=10, but you don’t know the X and Y coordinates. Start the Move command and type “x, y, 10” in the Command Line after picking the base point.

To move an object using relative values
  1. Select the objects to be moved.
  2. From the Edit menu, choose Move.

Tip: You may also use the Move tool on the Tools toolbar.

inset_22.jpgThe Move button.

  1. Type @, followed by the distances to move the object, and then press ENTER. For example, to move an object 2’-0” stage right (X axis) and 3’-0” off the floor (Z axis), type the following, and then press ENTER:

@2’,0,3’

To move an object using distance and direction
  1. Select the objects to be moved.
  2. From the Edit menu, choose Move.

Tip: You may also use the Move tool on the Tools toolbar.

inset_23.jpgThe Move button.

  1. Type @, the distance that you want to move the object, the < sign, and the direction (as an angle, positive or negative) to move the object, and then press ENTER. For example, to move an object 3’-6” to the left, type the following, and then press ENTER:

@3’6”<-180

Nudging

To save time and for added precision when working in your model, you can use the Nudge feature to nudge any object except fixtures. The amount of the nudge is equal to the size of the Grid. For information on changing the grid size, refer to Draw Defaults tab.

To nudge an object
  1. In your model, click to select the object that you want to move.
  2. Press and hold the SHIFT and ALT keys on your keyboard simultaneously, and then press the ARROW keys on your keyboard to nudge the object in the desired direction.    

Tip: To nudge objects in increments ten times larger than the size of the grid, do not hold down SHIFT.

Note: You can use the Position Tool to nudge selected object(s) by specifying new coordinate numbers for the X, Y, and Z axes. For more information, see Position Tool.

Sending to back/bringing to front

The feature is very useful for correcting draw order issues (among other things). WYSIWYG displays objects “on top of each other” in the order in which they were added to the drawing. For example, if you draw/insert a table after you draw/insert a piece of truss above it (i.e., at a different missing coordinate), the table will appear “above” the truss (in Plan View), even though the table is on the floor and the truss is up in the air.

You can use the Send to Back or Bring to Front commands to arrange the way the objects appear in your drawing. Note, however, that when you do so the physical location of the objects is unchanged; you are only changing the way in which they are displayed.

To send an object to the back / bring an object to the front

Notes:

  1. In CAD mode, select the object that you want to send to back or bring to front.
  2. Right-click and select Bring to Front or Send to Back.

Tip: Alternately, you can use hotkeys to send items to the back/bring them to the front:

Rotating objects

You can rotate objects around a base point to place them on angles in your drawing.

To rotate an object
  1. Select the object(s) to be rotated.
  2. From the Edit menu, choose Rotate.

Note: You may also use the Rotate tool on the Tools toolbar.

OR

OR

  1. Type the rotation angle, and then press ENTER, or drag the mouse and click to type the rotation angle. For example, to rotate an object 45 degrees, type 45, and then press ENTER.

Rotating objects in place

You can rotate multiple objects around their respective insertion points to place them all at the same angle in your drawing.

To rotate multiple objects in place
  1. Select the objects to be rotated.
  2. From the Edit menu, choose Rotate in Place.
  3. Click to set the base point used for the rotation angle.

OR

Note: The base point is only used to help determine the angle, as each object is rotated around its own insertion point.

  1. Type the rotation angle, and then press ENTER, or move the mouse and click to set the rotation angle. For example, to rotate objects 45 degrees, type 45, and then press ENTER.

Resetting object orientation

Resetting the orientation of an object keeps the object at its insertion point. The object rotates around the insertion point to its original orientation.

To reset the rotation of objects
  1. Select the objects whose rotation needs to be reset.
  2. From the Edit menu, choose Reset Orientation.

Result: The object’s orientation resets to its default orientation.

Mirroring

The Mirror command duplicates and reverses an object, inserting it the same distance from an axis line as the original object.

Notes:

To insert a mirrored object
  1. Select the object(s) to be mirrored.
  2. From the Edit menu, choose Mirror.

Tip: You may also use the Mirror tool on the Tools toolbar.

inset_1.jpgThe Mirror button.

  1. Click on the drawing to enter the first axis point.
  2. Click on the drawing to set the second axis point.

Result: The mirrored object is copied, reversed from the origin, based on the axis drawn.

Scaling

The Scale command changes the size of the object(s). The Scale command applies to a library object, an imported object, and some primitive objects.

When you use the Scale command menu on a selected 2D or 3D Primitive Object, it multiplies the scale factor specified, calculates a new dimension for the Primitive Object and updates the value in its properties. Whenever an object is scaled, the scale factor of the resulting scaled object in its new size will always be equal to 1 again.

When you use the Scale command menu and specify a scale factor equal to 1, the size of the selected object will not change.

If you want to reset the scaled object back to its original or normal size, select the object, and then choose Reset Scale from the Edit menu.

To use the Scale command on imported objects which did not import as single entities, we recommend for you to consolidate the selected objects first, using WYSIWYG’s Consolidate Mesh feature. If not consolidated, the relative position and size of such objects will not be preserved after the Scale operation is completed.

Notes:

To scale one or more objects uniformly
  1. Select the object(s) to scale.
  2. From the Edit menu, choose Scale.

Tip: You may also click the Scale icon on the Tools toolbar.

  1. In the Command Line toolbar, type the scale factor value (for example, “2” or “0.5” or “4”, etc) for a uniform and precise resize.

OR

Use the mouse wheel to increase or decrease the size of the objects for a uniform and experimental resize method; each notch of the mouse wheel will increase or decrease the object’s scale uniformly (i.e. on all three axes) by a factor of 0.5.

  1. On your keyboard, press Enter.

Result: The size of the selected object changes according to the scale factor.

To scale one or more objects with different scale values in X, Y, Z
  1. Select the object(s) to scale.
  2. From the Edit menu, choose Scale.

Tip: You may also click the Scale icon on the Tools toolbar.

  1. In the Command Line toolbar, type the three (3) values for X, Y, Z directions.

Example: Type “2,3,1” in the Command Line to make the selected object 2x wider in the X direction, 3x longer in the Y direction, and the height remains the same as 1x in the Z direction.

  1. On your keyboard, press Enter.

Result: The size of the selected object changes according to the scale factor for X, Y and Z.

To scale an object by stretching it with click and drag

Note: To scale Library objects (e.g. Trees, Plants, Festive objects, etc.) by stretching, Library Snap must be enabled.

  1. Select the object(s) to stretch.
  2. Click and hold on one of its grips, then drag inwards or outwards.

Result: The mouse pointer becomes an arrow at the corner, and the selected object changes its size according to the movement of the mouse.

  1. Release the mouse when you reach the desired size.
To reset the scaled object back to its original size
  1. Select the scaled object(s).
  2. From the Edit menu, choose Reset Scale.

Result: The size of the selected scaled object changes back to its original size.

Modifying object shapes

You can change the shape of certain objects after they are drawn. The objects that you can change include lines, risers, cameras, surfaces, spheres, and arcs. Modifying the shape changes one or more of the parameters of the object, such as its width, height, or radius.

Note: If you are changing the shape of a sphere, when you click and drag one of its vertices, it will be resized proportionately if the Lock Ratio checkbox is checked for the sphere’s properties. (Click Properties > Sphere tab, and then ensure the Lock Ratio checkbox is checked.) To resize the sphere in a disproportionate manner, clear this checkbox, and then click and drag one of its vertices.

To modify the shape of an object
  1. Select the object whose shape you want to modify.

Result: Several white boxes appear at the vertices of the object. These boxes are referred to as “markers.”

  1. Move your cursor to a vertex.

Result: The cursor changes to an arrow.

Note: If you see a grey dotted box beside your mouse cursor, the object will be moved instead of reshaped. Move your cursor so that only the arrow appears.

  1. Left-click to “grip” one of the markers.
  2. While holding down the left mouse button, click and drag the object until it reaches the desired shape.
  3. Release the mouse button to set the shape.

Tip: As you move the mouse, the current coordinates appear at the bottom of the screen.

Object properties

All objects in WYSIWYG have properties. Properties are the characteristics or attributes that shape and define an object. Modifying object properties is a form of editing and is the only way to make changes to objects once they have been drawn (some exceptions exist).

To edit object properties
  1. Select the objects that you want to edit.
  2. Right-click on the object, and then select Properties.

Tip: At any time, to access an object’s properties, you can click the Properties tool on the Edit toolbar, or you can double-click on an object (or fixture in DESIGN mode and LIVE mode).

 inset_29.jpgThe Properties button.

Result: The Properties window appears.

Note: All objects have general properties that affect the color and layer on which they are drawn. Objects also have properties that are particular to that type of object. For example, fixtures have unit numbers but do not have a radius. When an object is selected and its properties are displayed, a tab appears in the properties dialog box for that type of object. When you select multiple objects of different types, tabs appear for each type of object selected.

General object properties

In WYSIWYG, there are four tabs that appear in the Properties window for every object. These four tabs are the General, Appearance, Light Emission, and Sidedness tabs.

For 3D solids and surfaces, the Set Piece tab also appears in the Properties window.

All tabs are explained here.

General tab

Options on the General tab affect the layer’s color and line weight.

PropertiesGeneral.png 

Layer

A list of the layers in your document is displayed. Click on a list item to change the layer on which the objects will be drawn.

Note: You cannot attach Camera Paths nor Cameras to axes. To create a moving Camera, you can either draw a Camera Path or use the DMX Camera.

Hatching

Section for managing hatching effects of closed objects.

Note: Hatching is only available for closed objects, e.g. surfaces, closed lines, 3D primitives, walls.

To add hatching to an object

Note: Not all objects support hatching. If hatching is not supported, the checkbox to enable hatching is disabled.

  1. Right-click the object, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching.png 

  1. In the Properties window, click the General tab.
  2. To enable hatching for the object, select the Show Hatch Lines checkbox.
  3. Select the desired hatching style for the object from the Available hatching styles drop-down list.
  4. Click Apply to enable the hatching style for the object.

HatchingStyle.png 

To edit or create a hatching style
  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00118.png 

  1. In the Properties window, click the General tab.
  2. To enable hatching for the object, select the Show Hatch Lines checkbox.
  3. To make a new hatch style or edit an existing style, click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed and can be edited here.

HatchStyleManager.png 

  1. To create a new hatch style, click the New Hatch Style button.

inset_19.jpgThe New Hatch Style button.

Result: The New Hatch Style window appears.

NewHatchStyle.png 

  1. In the New Hatch Style window, enter the details of the new hatch style.
  2. Click OK.
  3. Click Apply to enable the new styles.

NewHatchStyleApply.png 

To clone a hatching style
  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00119.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed and can be edited here.

HatchStyleManager00120.png 

  1. To clone an existing hatching style, select the style you want to copy and click the Clone Hatch Style button.

inset_9.jpgThe Clone Hatch Style button.

Result: The Clone Hatch Style window appears. All the settings of the selected hatch style will be copied into the window.

CloneHatchStyle.png 

  1. In the Clone Hatch Style window, edit any hatching setting that you want to be different from the original hatching style.
  2. Click OK.

Result: The cloned hatching style will appear in the Hatching Style Manager window and be available for use.

To delete a hatching style
  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00121.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed.

HatchStyleManager00122.png 

  1. To delete an existing hatching style, select the style you want to remove and click the Delete Hatch Style button.

inset_28.jpgThe Delete Hatch Style button.

Result: The Delete Hatch Style dialog box appears.

DeleteHatchStyle.png 

  1. In the Delete Hatch Style dialog box, to delete the hatch style click Yes.

Result: The selected hatching style be removed from WYSIWYG.

To change the print scale of hatching styles

Spacing for built-in line patterns found in hatching use a default scale of 1.0 equal to 0’6” (2.54 cm). Print Scale Options can be used to create a different scale when printing in PRES mode.

  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00123.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed.

HatchStyleManager00124.png 

  1. Click Print Scale Options.
  2. The Print Scale Options dialog box appears.

PrintScaleOptions.png 

  1. In the Print Scale Options window, to create a custom print scale, select the radio next to Custom scale.

Note: To revert the print scale to its default settings, select the radio next to Print scale.

  1. Edit the print scale settings as desired.
  2. Click OK.
  3. Click Apply.

Result: The print scale options change.

To import hatching patterns

To import Hatch Pattern files (.pat files), save these files in the folder location that was entered as the Hatch Pattern Files location in the File Locations tab in Application Options window. When you restart WYSIWYG, these patterns will be listed in the Hatch Style Manager.

  1. Right-click an object that supports hatching, and select Properties.

Result: The Properties window appears.

PropertiesGeneralHatching00125.png 

  1. In the Properties window, click the General tab.
  2. Select the Show Hatch Lines checkbox.
  3. Click New/Edit....

Result: The Hatch Style Manager window appears. All existing hatch styles are displayed.

HatchStyleManager00126.png 

  1. Click Import Patterns.

Result: The Application Options window appears.

ApplicationOptionsFileLocations.png 

  1. In the Application Options window, enter the location/folder which contains the hatch pattern files (.pat files) in the Hatch Pattern Files field.
  2. Click OK.

Result: A dialog box appears warning that WYSIWYG needs to restart to display the imported hatching patterns in the Hatch Style Manager.

Appearance tab

Use this tab to specify the appearance of the different components that make up the currently selected items. The options in this tab differ based on your selected item.

You can use this tab to customize objects by adding different materials, colors, or textures to each element of the item. For example, if you have selected a library object, such as a podium, you can apply different materials, colors, and textures to each part of it (the body and the top portion).

You can also use this tab to rename the individual elements of the currently selected object. This is useful for objects that contain many elements with similar names, like risers.

 PropertiesAppearance.png

Note: You can apply textures to venues, surfaces, risers, walls, library items, spheres, cylinders, and cones. You can apply transparency to everything. When customizing the selected element, you can choose between applying a custom color or a custom texture—you cannot choose both. In addition to either color or texture, you can also apply material.

Highlight the element that you want to customize, and then choose one of the following options:

Color/Texture

Select a previously created image from the drop-down list or click New to create a new image source from the Image Manager. See Image Manager for details.

Select a previously created video source or subsource from the drop-down list, or click New to create a new video source or subsource directly from the Video Manager. See Video Manager for details.

Select an existing Normal Map image from the drop-down list or click New to create a new Normal Map image via the Image Manager.

Note: This drop-down lists all Image Sources that appear in the Image Manager; as such, Image Sources which are Normal Maps should be named appropriately, for easy identification.

If you have chosen a texture option, then you can also set the properties of the texture as follows:

Texture Options

When tiling a texture on a sphere, cylinder, or cone, by default it will completely wrap around the object. If you change the tile size, you will scale the texture up or down accordingly. If you revert back to the original tile values, you   return to the default view.

Notes:

Material Properties

Proceed with the following properties settings:

When a material is selected, the properties of the material will vary from one material to the next. The Material Properties section enables these default material settings to be changed. Each property value can be changed on a scale from 0%-100%. An explanation of the value is found on the right side of the property.

Note: The beam will pass through a surface with the Transparency value set to 80% or greater. The beam will not pass through the surface when the value is lower than 80%.

Object

The Cast Shadow feature gives you the option to display shadows and footprints of objects in Shaded view.

Clear this checkbox if you do not want to display in Shaded view the shadow/footprint of the selected object. By default, Cast Shadow is enabled on all objects, and disabled on all fixtures and hang structures.

To rename object elements

You can use this procedure to rename object elements that have similar names, giving them a more descriptive name. For example, if you have customized a riser, you could give each side of the riser a distinct name according to its custom properties. This is especially useful for custom objects that you have drawn and are going to save as custom library items. Since you cannot rename individual elements of custom library items, it is best to do so before you save the item.

  1. Under Elements, highlight the element that you want to rename. For example, highlight Riser - Back.
  2. Click Rename.
  3. Type the new, descriptive name for the element.
  4. Click OK.
  5. Click OK in the Appearance tab to save your changes.

Light Emission tab

Options on the Light Emission tab affect the light emission properties for the selected object(s) or the elements that make up an object. Light emission is defined as the ability for objects to glow or emit light and can be used to simulate LEDs, lasers, neon, light boxes, projection screens, and so on. Light emissions can be either Static or Dynamic.

Static light emissions can be seen in CAD, DESIGN and unpatched LIVE mode. With Static light emissions you can choose different light emissions for each element in an object.

Dynamic light emission can be seen in DESIGN mode and patched LIVE mode where each element of the object inherits the same light emission properties.

In DESIGN mode, the light emitting properties of the entire object are controlled using the Color Tool and the Intensity Tool. In patched LIVE mode, the dynamic color and intensity are controlled through DMX.

Note: Instead of using the Properties > Light Emission tab to change the light emission for the selected object, you can use the Quick Light Emission Tool. For details, see Quick Light Emission Tool.

PropertiesLightEmission.png 

Highlight the element that you want to customize, and then choose one of the following options:

Light Emission Glow

In this section, you can enable or disable the Light Emission Glow feature per object or per Element of an object.

Note: Glow must be enabled in the Light Emission section of the Visual Effects tab in the View Options window to show the light emission glow effect from objects in Shaded view.

Clear this checkbox to disable the light emission glow effect from the selected object. By default, Light Emission Glow is enabled for all objects except Screens.

Tip: Screen objects have a separate glow option, called Screen/LED Wall Glow, which is enabled globally via the View Options > Simulation tab in Shaded view.

Notes:

Static Light Emission

Dynamic Light Emission - Design Mode

Dynamic Light Emission - Live mode

Dynamic light emission will apply to all elements of an object.

This feature is particularly useful to emulate a color-mixing source with discrete red/green/blue elements, such as fluorescent tubes or LEDs. The color mode affects how the surface responds to the colors that you assign to it, both static and dynamic. In Full Color mode, the surface will show the resultant color mix of the RGB channels controlling it. For example, if you choose white in the color picker (RGB 255, 255, 255), the surface will be white. However, when you create a triplet surface using each component color, one for each surface, and then you choose one of the component colors, such as Component Color - Red, then this surface will only show the red component of the color.

The DMX intensity value is treated as a percentage of the dynamic intensity value. For example, a DMX value of 127 results in 50% of the maximum intensity value that you set.

Quick Light Emission Tool

Instead of using the Properties > Light Emission tab to change the selected object’s light emission, you can use the Quick Light Emission Tool. These tools allow you to quickly assign or change light emission properties for the selected object without opening the Properties window. You can enter repetitive information, as well as incremental information for each object as you click on it.

Note: The Quick Light Emission Tool applies light emission properties to the entire object. All elements of the object will be assigned the same color when using the Quick Light Emission Tool.

To use the Quick Light Emission Tool
  1. From the Tools menu, choose Quick Light Emission Tool.

Tip: You can also click the Quick Light Emission Tool from the Tools toolbar.

 inset_20.jpgThe Quick Light Emission Tool button.

QuickLightEmissionTool.png 

Select the light emission properties for the selected object. For details on each of the options, see Light Emission tab. If you want the value to auto increment for color, make sure you select the Auto Increment checkbox. WYSIWYG will assign the next sequential number based on the properties and requirements of the previous patch.

  1. When you have chosen all desired values, click OK.

Sidedness tab

Options on the Sidedness tab affect how the selected object appears in Shaded views and Renderings. You cannot change the sidedness of any of the objects that come with WYSIWYG, either library objects or default venues. By default, all objects in the WYSIWYG library are double-sided, which means that when you rotate them in Shaded views, all sides display equally. Conversely, the default venues that come with WYSIWYG are single sided, which enables you to see “into” the venue when you rotate it in Shaded views.

You can, however, change the sidedness of objects that you have drawn in another program and imported into WYSIWYG (i.e., .dwg, .dxf files or SketchUp files) or objects that you have drawn in WYSIWYG, such as custom venues, surfaces or custom objects that you have added to the library.

For these objects, you can use this tab to change the sidedness from single to double-sided, or vice versa. For example, if you have drawn a venue as double-sided, you can select it and change it to single sided so that it behaves in the same manner as the default WYSIWYG venues (i.e., you can see into the venue as you rotate it in Shaded views). If you prefer to have an outside view of the custom venue, then the double-sided option is best as it prevents you from seeing “through” the walls. You can also use this feature to flip the faces of a custom surface from one direction to the other if you do not like the way the object appears in the Shaded view.

To change an object’s sidedness

You can use this procedure to change objects from single to double sided and vice versa. You can also flip the faces of a single-sided object so that they are oriented in the opposite direction, either inward or outward.

Note: You cannot change the sidedness of any of the objects that come with WYSIWYG, either library objects or default venues. By default, all objects in the WYSIWYG library are double-sided, which means that when you rotate them in Shaded views, all sides display equally. Conversely, the default venues that come with WYSIWYG are single sided, which allows you to see “into” the venue when you rotate them in Shaded views.

  1. Select the object that you want to edit.
  2. Right-click on the object, and then select Properties.

Tip: At any time, to access an object’s properties, you can click on the Properties tool on the Edit toolbar.

PropertiesIcon.PNGThe Item Properties button.

Result: The Properties window appears.

  1. Click the Sidedness tab.
  2. Click the appropriate option button, either Double Sided or Single Sided. To leave the single-sided object’s faces oriented in the same direction in which they were drawn, proceed directly to step 6. To change the direction of the faces, see step 5.
  3. If you are changing a double-sided object to single sided, and you want to change the direction in which the object’s faces are oriented (either outward or inward), select the Flip Normal checkbox.
  4. Click OK.
  5. Review your changes in the Shaded tab and make adjustments as required.

PropertiesSidedness.png 

Object-specific properties

As explained above, objects also have properties that are particular to the type of object. For example, fixtures have unit numbers but do not have a radius. When an object is selected and its properties are displayed, a tab appears in the properties dialog box for that type of object. When you select multiple objects of different types, tabs appear for each type of object selected.

The following objects are defined:

For all other types of objects (venues, circles, arcs, risers, cylinders, and cameras), refer to Drawing objects. In these cases, the properties dialog box offers the same options that were given when the object was initially drawn.

Hanging structures properties (pipes, truss, floor mounts, and so on) are fully defined in Hang structures.

Fixtures and lighting-specific object properties are fully defined in the Fixture properties section.

Colors window

The Colors window allows for full customization and control over colors used in WYSIWYG. From here the color of any object in WYSIWYG can be changed. This section will explain the various features of the color window.

Colors.png 

ColorsCustom.png 

Point tab

Options on the Point tab affect how the selected point is drawn. The default point type used in a document is defined on the Object Settings tab of Document Options. To ignore the default setting, clear the Use Document Defaults checkbox, and then select the desired point type.

PropertiesPoint.png 

Line tab

Options on the Line tab affect how the selected line is drawn.

PropertiesLine.png 

Line Pattern

Note: Line patterns are available for a Rectangle, Circle, Ellipse, and Arc or Elliptical Arc, in the corresponding Properties windows. Line patterns are available to a Closed Line Polygon from the Line tab of its Properties window.

Note: You cannot change a line to a spline or French curve unless the selected line has more than two vertices.

Arrow Options

How arrows attached to the line will be shown.

Double Line 

Shaded View Options

Cone tab

Options on the Cone tab affect how the object is drawn.

PropertiesCone.png 

Sphere tab

Options on the Sphere tab affect how the object is drawn.

PropertiesSphere.png 

Text Label tab

Options on the Text Label tab affect the information, justification and style of the selected text labels.

 PropertiesTextLabel.png

Height

Section for controlling the height of the text label.

Example: If you set this to 4' and there are 4 lines of text, then each line of text will be 1' in height.

Font

Section for controlling the font settings of the text label.

Anchor Position

Section for controlling how the text label is anchored.

Left: Places the selected text label to the left of the insertion point.

Center: Horizontally centers the selected text label on the insertion point.

Right: Places the selected text label to the right of the insertion point.

Top: Places the selected text label below the insertion point.

Center: Vertically centers the selected text label on the insertion point.

Bottom: Places the selected text label above the insertion point.

Outline
Callout and Arrow

Section for controlling how callout lines and arrows attached to the line will be shown.

Linear Dimension tab

Options on the Linear Dimension tab affect the appearance and measurement mode of the selected dimension. To change the length of a dimension, it must be stretched in the drawing.

PropertiesLinearDimension.PNG 

Linear Dimension

View and change how the linear dimension is displayed.

Options

Customize the other elements of the linear dimension.

Arc Length Dimension tab

Options on the Arc Length Dimension tab affect the appearance and measurement mode of the selected arc length dimension. The arc length dimension can only be changed when the arc itself changes.

PropertiesArcLengthDimension.PNG 

Arc Length Dimension

Options

Radial Dimension tab

Options on the Radial Dimension tab affect the appearance and measurement mode of the selected radial dimension. The radial dimension can only be changed when the circle or arc itself changes.

PropertiesRadialDimension.PNG 

Radial Dimension

Options

Angle Dimension tab

Options on the Angle Dimension tab affect the appearance and measurement mode of the selected protractor object.

PropertiesAngleDimension.PNG 

Angle Dimension

Displays the actual measurements of the Angle Dimension.

Options

Specify display settings of the Angle Dimension.

Axis tab

Options on the Axis tab affect the appearance of the selected axis. The Axis tab also enables you to specify the patch settings for the selected axis.

PropertiesAxis.png 

Patch

Arrow Size

Label

Frame tab

Options on the Frame tab affect the appearance of the selected frame. The Frame tab also enables you to specify the patch settings for the selected frame.

PropertiesFrame.png 

Patch

Frame Type

Label

Motion Ranges tab

Options in the Motion Ranges tab enable you to modify the allowed ranges of motion for the selected Frame.

PropertiesMotionRanges.png 

Textures

You can apply textures to different objects, such as venues, surfaces, 3D primitives, and library objects. Surfaces are created using the Surface tool, or by extruding a line. The textures provided with WYSIWYG emulate various types of surfaces, such as brick or cloth. You can also use your own bitmap or jpeg files as textures, to emulate projection screens, or to cover a surface with a texture specific to your show.

When customizing an object, you can apply either a color or a texture; you cannot apply both.

To apply a texture to a surface

The following procedure details how to apply a texture to a surface, but it can also be used to apply a texture to venues, risers, walls, library objects, spheres, cylinders, or cones by right-clicking, and then selecting Properties.

In order for textures to be displayed properly on surfaces, the surface must be drawn in a counter-clockwise direction. For details, see To draw a surface.

  1. Right-click the surface to which you want to apply a texture, and then choose Properties.
  2. Click the Appearance tab.
  3. Select the texture option that you want. The options are:

From the drop-down list, select to apply an existing Normal Map image or click New to create a new Normal Map image via the Image Manager.

Note: This drop-down lists all Image Sources that appear in the Image Manager; as such, Image Sources which are Normal Maps should be named appropriately, for easy identification.

From the Scale drop-down list, select the height or depth of visual effect created by the Normal Map. From the drop-down list, select the percentage scale value from not visible (0%) to the maximum value stored in the imported Normal texture/image (100%).

  1. Select Tile to have the texture repeated over the selected element in a continuous series of squares or rectangles, and then type the size of the frame in which you want the texture to appear in the Width and Height boxes. Based on the size that you enter, WYSIWYG calculates how many times the texture is repeated (or tiled) to completely cover the selected element.

OR

Select Stretch to make the selected texture grow to cover the entire surface. Based on the aspect ratio and the rotation angle, WYSIWYG evaluates the surface with all of its edges and stretches the texture so the best fit is used. This option is not active unless you choose a texture. You cannot choose this option for spheres, cylinders, or cones. If you choose this option, you can also choose the following:

The default value of 1 results in no changes to the Normal Map’s size; values lower than 1 will increase the size of the Normal visual effect, and values higher than 1 will decrease it.

The Normal Map Size Multiplier operates within the Tile or Stretch Texture Options.

Note: Textures from a single image source can be applied to fit curved surfaces that were extruded from arcs and splines. For more information, see Extrude.

  1. If the texture has text or another recognizable image in it, you might need to rotate the image to get it right-side up. Select the rotation angle from the Texture Rotation drop-down list.
  2. Click OK.

Alpha mapping

WYSIWYG supports simple Alpha Mapping with PNG images. In Shaded view, camera view can look through and lighting beams can pass through transparent sections of these images that were set as textures.

Alpha Level supports Alpha Blending for Camera on surfaces with transparency. Two overlapping translucent surfaces will be displayed accurately showing the levels of intersecting transparencies.

When Alpha Beam Shadows is enabled, alpha fill percentage/value in images are utilized when altering the beam’s color and intensity as it passes through the surface. See Simulation tab in Shaded views.

Beams do not handle different levels of Alpha fill. Beams will only pass through the images with Alpha fill level between 0 and 127 of 255.

In a PNG image file:

AlphaMapping-image.png 

Notes:

ImageManager-alphaimage.png 

Normal mapping

Normal Map images may be applied to objects to make them appear three-dimensional without actually modifying their geometry; the perceived visual effect is that of a fragmented surface with high and low points that correctly interact with light.

NormalMappingExample.PNG 

Materials

Materials differ from textures in that they do not affect what the objects or surfaces will look like, but rather how they interact with light. The result of applying a material is only apparent in renderings and in Shaded view. Below is an example of a rendering with materials included:

materials.bmp 

Objects and surfaces can be assigned both a texture and a material. You apply materials using the Appearance tab in the Properties dialog box. You can choose your preferred material from the list of materials provided with WYSIWYG.

Mannequins.png 

A sample of mannequins, exactly the same except for the material applied: M0 default settings, M1 Metal 1 (Dull), M2 Metal 2, M3 Metal 3, M4 Metal 4 (Shiny).

To toggle materials in shaded view
  1. In Shaded view, from the Options menu, choose View Options.
  2. In the Simulation tab, select the Enable checkbox in the Materials section to display materials in Shaded view.
To apply a material to an object (surface, object, or venue)
  1. Right-click the object which you want to apply the material to, and then choose Properties.

Result: The Properties window appears.

PropertiesAppearanceMaterials.png 

  1. In the Properties window, click the Appearance tab.
  2. From the Elements list box, choose the elements to which you want to apply the material. To choose a custom material for the selected elements (such as metal, paper, plastic, or fabric) click the ellipsis button (...) beside the Material box.

Result: The Material Select window appears.

Tip: When a material is highlighted in the Material Select window, a preview of the material applied to objects is displayed.

MaterialSelect.png 

  1. In the Material Select window, navigate to and highlight the desired material, and then click Select.

Result: The settings of the element will be configured so that it simulates the material.

  1. If desired, you can edit the default properties of the selected element. The element options vary as follows:

Note: From the drop-down lists, you can change any of the material properties. Use the Reset button to revert back to defaults.

  1. Click Apply.
  2. Click OK.

Material reflections

The reflective properties of a material can be toggled to enable true reflections in Shaded view. When enabled, the material will produce a detailed and faithful representation of everything reflected on its surface.

Attention:

Note: Objects that have reflections enabled will be displayed with a blue bounding box in the Shaded view.

MaterialReflections.png 

To apply reflections to an object (surface object or venue)

Note: The quality of reflection is based on the material properties of the object. Dull or unreflective materials will reflect poorly.

  1. In CAD mode, Wireframe view, right-click the object which you want to apply the reflection to, and then choose Properties.

Result: The Properties window appears.

  1. In the Properties window, click the Appearance tab.
  2. From the Elements list box, choose the elements of the object which you want to apply the reflection.

Note: Remember WYSIWYG limits the number of reflective surfaces to 10.

  1. In the Material Properties section, select the Display Reflection in Shaded Views checkbox.
  2. Click Apply.
  3. Click OK.
  4. Go to LIVE mode, Shaded view.
  5. Go to Options > View Options....

Result: The View Options window appears.

  1. In the View Options window, click the Simulation tab.
  2. Under the Materials section, select the Reflections checkbox.
  3. Click OK.

Result: Reflective materials are enabled and demonstrate true reflections.