Sean Meighan

Welcome => Do You Need Help? Post it here => Topic started by: mitch09 on November 18, 2016, 10:38:19 AM

Title: Change model type
Post by: mitch09 on November 18, 2016, 10:38:19 AM
Is there a way to change the model "type" without having to rebuild/redraw a certain model?

For example I have a window frame model that is 42 nodes. I can't get it to do the effect I want when it is draw as a window frame. I want to simply change the model to a polyline model so I can get it to chase the way I want. Is this possible? Or do I just need to delete the model in layout and create a new one?
Title: Re: Change model type
Post by: Ebuechner on November 18, 2016, 11:03:56 AM
You will need to delete and remake your model.  make sure your name at exactly the same thing and reassign it in any groupings you have. I just did the same thing myself.
Title: Re: Change model type
Post by: Phrog30 on November 18, 2016, 11:12:10 AM
Or better yet, learn how to do effects. I bet you can do the effect you want. Can you explain in detail the effect you are looking for, or show a video?

If all else fails, leave the current model and add a submodel or add the polyline but point to the same channels.

James

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Title: Re: Change model type
Post by: Ebuechner on November 18, 2016, 11:51:31 AM
Phror30 has a point you should be able to do the effect you want if you know how to work X lights. I had to change mine out of necessity, I switched my garage doors from dumb RGB to pixels and because of the shape of my doors I needed 5 sides not 3.
Title: Re: Change model type
Post by: mitch09 on November 18, 2016, 12:18:28 PM
I've been using xLights for years, just thought there might be an easy way. I have a library of effects saved, but my poor window frame design, which doesn't have an equal number of nodes on each vertical gives me grief. I am sure I can make it do what I want with some more effect digging. Thanks for the replies
Title: Re: Change model type
Post by: Phrog30 on November 18, 2016, 12:24:13 PM


I've been using xLights for years, just thought there might be an easy way. I have a library of effects saved, but my poor window frame design, which doesn't have an equal number of nodes on each vertical gives me grief. I am sure I can make it do what I want with some more effect digging. Thanks for the replies

There is an easy way, a couple of them. You were given those in the above replies.  Again, if you can explain what effect you are looking for someone might be able to help.

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Title: Re: Change model type
Post by: mitch09 on November 18, 2016, 12:31:04 PM
The effect I want to accomplish is getting the nodes to "chase" fall on the verticals only. Starting at the top node and chasing to the bottom node of the vertical only. Kind of a dripping effect. I have done this previously in LSP.

Title: Re: Change model type
Post by: Phrog30 on November 18, 2016, 12:32:58 PM
The effect I want to accomplish is getting the nodes to "chase" fall on the verticals only. Starting at the top node and chasing to the bottom node of the vertical only. Kind of a dripping effect. I have done this previously in LSP.
Easy, create two sub models that include only the vertical section. So, you will have a left vertical submodel and a right vertical submodel.

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Title: Re: Change model type
Post by: pixelpuppy on November 18, 2016, 07:05:58 PM
Mitch-

I have found that the built-in "window frame" model type does some unexpected things if your window is not a true rectangle.   I have re-done my windows as "custom" models and now sequencing is much more intuitive for the windows.

Sub-models are also a good solution that can be applied to any model type to create special effects.  But since you already mentioned that your windows do not have equal-sized sides you might have more predictable results if you make them custom models instead of the generic window frame
Title: Re: Change model type
Post by: Gilrock on November 19, 2016, 06:10:58 PM
The window frame only does unexpected thing if you try to set the controller to the right side.
Title: Change model type
Post by: logandc99 on November 20, 2016, 03:12:12 AM
Are your windows wired clockwise or anticlockwise. I had mine wired anticlockwise before I switched to xlights and the windows model presumes the windows are wired clockwise. I wanted to do something similar dropping verticals down the sides and couldn't because xlights thought my sides were tops and bottoms and vice versa. I ended up redoing them as custom models and all works well now. Just a thought.


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Title: Re: Change model type
Post by: pixelpuppy on November 20, 2016, 08:15:08 AM
The window frame only does unexpected thing if you try to set the controller to the right side.
Not only then.  It also does unexpected things if the top is smaller than the bottom ... even with controller on the left side.

If #Lights Top is smaller than #Lights Bottom then it numbers nodes counter-clockwise when it should be clockwise.  Also it starts numbering at the top even if Starting Location is set to Bottom.   Setting the Starting Location to Bottom Left starts numbering nodes counter-clockwise at top left.

Title: Re: Change model type
Post by: Gilrock on November 20, 2016, 09:11:13 AM
So instead of telling users to switch to custom models the normal thing to do would have been to report this as a bug.  I've never used Window Frame models myself and I guess it seems abnormal to me that anyone builds one that's not even.   In any case it looks like whoever coded that model did that on purpose.  Its coded to switch directions if the bottom is greater than the top.  Seems wrong to me and I wonder if I "fixed" it whether I'd screw up any users that were expecting it to work that way.
Title: Re: Change model type
Post by: mitch09 on November 21, 2016, 01:54:57 PM
I've got it all working now. Submodels did the trick and made it much easier to do what I wanted.
The reason, the window frames had uneven numbers of nodes on top and bottom is through the years I have had a few bad nodes and didn't take the time to replace them(in the rainy weather on the roof). I just cut out the bad node and wired straight through using  some connectors.
Title: Re: Change model type
Post by: Gilrock on November 21, 2016, 02:10:00 PM
I worked on fixing the code for the model but it turned out it was going to take more time than I thought so I might have to shelf it for now.