The Patch view is a graphical representation of the patch field. It is used for two purposes:
You can view one patch universe at a time. As you add new patch universes in either a spreadsheet view or a CAD drawing (using Quick Tools), their shortcuts are created automatically. You can also create new patch universes directly from the shortcut bar.
Result: A dialog box appears, prompting for the type of universe that you want to create, and the name of the new universe.
Result: The patch shortcut appears in the Patch tab.
Tip: To quickly add 8, 12, 16, 24, 32, 64, 128, or 256 DMX universes to your file, insert the appropriate Insertable into your file. For more information on Insertables, see To insert insertables into a file.
Notes:
There are multiple ways to patch fixtures in WYSIWYG. The following section will guide you through some of the ways fixtures can be patched.
Result: The fixture is unpatched; the value in the patch field for that fixture is deleted.
Using Quick Tools, fixtures can be patched and assigned spot IDs by clicking on their Wireframe view image. The first fixture clicked will be assigned the patch and ID as configured in Quick Tools. The next fixture clicked will be assigned the next available channel in the patch and the next fixture ID in the sequence until you are finished using Quick Tools.
The
Quick Tools button.
Result: The Quick Fixture Tool window appears.
Example: “A.1” would patch to universe A, chapter 1.
Note: The Custom Increment checkbox offers two options: Additional, where the increment is added at the end of each fixture patched; and Total, which is the total increment to the next fixture’s address.
Result: When a fixture is clicked on, it will be assigned a Universe and channel to operate on. The first fixture clicked will be assigned the to the channel number entered in Quick Tools. Subsequent fixtures clicked will be assigned the next sequential channel and Spot ID number.
In DATA mode, the Spreadsheet view has information on all fixtures created in the WYSIWYG project. Using the spreadsheet you can edit the patch information and Spot ID directly in the table.
Result: All fixture data are displayed in the spreadsheet.
Tip: You can use incremental data entry to assign sequential patch for a list of fixtures.
Example: “F.1+”
Tip: You can use incremental data entry to enter sequential numerical values.
Example: If the first Spot number in the selected fixtures is 101, enter “101+”, then press ENTER.
Result: The fixtures after the first cell will be assigned the next available value. This can be repeated as necessary. If this method is used to assign values, it is recommend that fixtures are first sorted so fixtures are organized. Fixtures can be sorted in order of position, or Unit # along a pipe/truss.
In WYSIWYG, you patch the control of a video source, not the actual video. This means that you can use the console device to control the progress of a live video stream or a video file by making the video play, pause, or rewind; you cannot use WYSIWYG to change different aspects of the video itself.
To control the video source, the DMX patch is allocated three channels. For details on controlling the video with the console device in LIVE mode, see To control a DMX patched video source with a console.
Result: The video patch appears in the patch universe.
In WYSIWYG, you can patch a motion axis to which one or more objects has been attached, and then use a console device or a motion control system to control the progress of the objects along the axis.
You have the choice of patching the axis to either a DMX patch universe or a motion control universe, based on the type of console or system you will be using to move the objects. For details on patching the axis to a motion control universe, see To patch a motion axis to a motion control system.
To control the object’s movement with a DMX console device, the DMX patch is allocated two channels, one each for coarse and fine movement. The DMX value represents the object’s percentage of movement. For example, if it is at 0, then the object is at 0% of its range of motion; if it is at 100, then the object has moved 100% of its range of motion. For details on controlling the object with the console device in LIVE mode, see To control a DMX patched motion axis with a console.
Note: Before performing the following procedure, the motion axis must already be linked to the patch universe. For details, see To patch a motion axis to a DMX universe.
Result: The moving scenery patch appears in the patch universe.
Note: The first channel is for coarse movement and can be used to advance the object quickly to any position along the entire path, from start to finish. The second channel is for fine movement. Its movement range is very slight and depends on the position that you have set on the first channel. For details, see To control a DMX patched motion axis with a console.
In WYSIWYG, you can patch a motion axis to which one or more objects has been attached, and then use a console device or a motion control system to control the progress of the objects along the axis.
You have the choice of patching the axis to either a DMX patch universe or a motion control universe, based on the type of console or system you will be using to move the objects. For details on patching the axis to a DMX patch universe, see To patch a motion axis to a DMX console device.
When controlling the object’s movement with a motion control system, the patch indicates the ID on the motion control system that corresponds to the WYSIWYG axis ID, the axis name, and the position of the object on its path. When connected to a system (or to WYSIWYG Motion Control Console), you can watch the object’s position change in patch view as it moves along its path.
Note: Before performing this procedure, the motion axis must already be linked to the patch universe. For details, see To patch a motion axis to a motion universe.
Result: The motion control patch appears in the patch universe.
Note: If you do not know the ID, right-click on the axis, and then click Properties. Click the Axis tab. The ID appears in the Motion Patch - ID box.
Note: If you make any changes to the axis settings and save the changes, you can revert to the previous settings by clicking Load.
Each box in the patch universe represents one DMX channel. Fixtures are represented by colored bumps or bars that span the number of required DMX channels. The color of the bar is the same as the fixture’s CAD layer.
The number in the top left corner is the DMX address.
The spot number and fixture type are identified across the bottom of the box(es).
The fixture parameter controlled by each channel is identified in the center of the box.
If you are connected to a console and are receiving DMX signals, the incoming DMX levels are displayed in the top right corner of each box.
If you have patched a live video source or file, the patch appears as shown below:
If you have patched a motion axis, the patch appears as shown below:
Note: If the axis type is mismatched between that which you have drawn and the type that you choose in the Motion Control Console (for example, if the actual axis is linear, but you choose rotational in the Motion Control Console), then the cell in patch view turns to red.
You can view and modify patch universe properties such as the name, display details, and tooltip information that is displayed in a patch universe.
Result: The View Options dialog box appears.
Options on the Universe tab affect the binding/unbinding of the patch universe to a specific console or device output.
Source: The lighting control console or device and port to which the patch universe is bound.
Tip: You can open the Device Manager without having to change to LIVE mode by double-clicking on the AF shortcut on the Status bar.
Options on the Display tab set properties such as the color of a patch universe.
You can adjust the width of the cells in DMX and Motion Control patch universes.
Options on the Wireframe Details tab define the information to be shown in the tooltips when tooltips are enabled.