Author Topic: Import SuperStar Sequence  (Read 54624 times)

Offline Gilrock

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Re: Import SuperStar Sequence
« Reply #15 on: April 28, 2015, 07:26:21 PM »
The .sup file will have the Morph info like the one I pasted below.  It would be interesting to also see what that turned into when brought into xLights if possible but I can figure it out myself if you tell me the dimensions of the display element you selected when you imported.


Code: [Select]
<morph name="Morph 1" layer="8" acceleration="0" savedIndex="27">

<state1 time="5335" x1="8" y1="49" x2="9" y2="49" red="100" green="100" blue="100" white="0" trailLen="1"/>

<state2 time="5370" x1="8" y1="0" x2="9" y2="0" red="100" green="100" blue="100" white="0" trailLen="1"/>

<ramp timeExt="20" effectType="0" red1="0" green1="0" blue1="100" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

</morph>


Offline dwbarnett

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Re: Import SuperStar Sequence
« Reply #16 on: April 28, 2015, 07:40:33 PM »
Hi Gil. OK, so you just want a few lines of the morphs from the sup? See Below

As mentioned, the element chosen when I converted was a 24x150 RGB mega tree.

The original seq. that Brian created was a 24x25 tree. He folded 12 CCR ribbons.
This is why it was such a pain to convert the original to my 24x150 tree. But I manged to accomplish the feat. ;-)
MORPHS:

<morphs>

      <morph name="Morph 2" layer="11" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="0">

         <state1 time="25" x1="29" y1="15" x2="29" y2="15" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="145" x1="18" y1="15" x2="18" y2="15" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="100" green1="80" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="20" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="1">

         <state1 time="25" x1="30" y1="15" x2="30" y2="15" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="145" x1="41" y1="15" x2="41" y2="15" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="100" green1="80" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="11" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="2">

         <state1 time="35" x1="29" y1="16" x2="29" y2="16" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="155" x1="18" y1="16" x2="18" y2="16" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="100" green1="100" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="21" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="3">

         <state1 time="35" x1="30" y1="16" x2="30" y2="16" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="155" x1="41" y1="16" x2="41" y2="16" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="100" green1="100" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="11" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="4">

         <state1 time="45" x1="29" y1="17" x2="29" y2="17" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="165" x1="18" y1="17" x2="18" y2="17" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="80" green1="100" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="22" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="5">

         <state1 time="45" x1="30" y1="17" x2="30" y2="17" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="165" x1="41" y1="17" x2="41" y2="17" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="80" green1="100" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="12" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="6">

         <state1 time="55" x1="29" y1="18" x2="29" y2="18" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="175" x1="18" y1="18" x2="18" y2="18" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="60" green1="100" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="23" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="7">

         <state1 time="55" x1="30" y1="18" x2="30" y2="18" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="175" x1="41" y1="18" x2="41" y2="18" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="60" green1="100" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

      </morph>

      <morph name="Morph 2" layer="13" acceleration="0" wrapAroundType="1" showEntireHeadAtStart="0" isVisEffect="0" savedIndex="8">

         <state1 time="65" x1="29" y1="19" x2="29" y2="19" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <state2 time="185" x1="18" y1="19" x2="18" y2="19" red="100" green="100" blue="100" white="0" trailLen="2"/>

         <ramp timeExt="160" effectType="0" red1="40" green1="100" blue1="0" white1="0" red2="0" green2="0" blue2="0" white2="0"/>

Hope this helps.

Best,
David

Offline Gilrock

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Re: Import SuperStar Sequence
« Reply #17 on: April 28, 2015, 10:15:07 PM »
So what I don't get is your tree is supposed to be 24 pixels wide but you have x1 and x2 values as high as 41.  I get the feeling your x and y is swapped from what I was expecting when I coded it to work with mine.  My ribbon tree is 12x50 and my x1 and x2 values range between 0 and 11 for those 12 ribbons.  Maybe if you show me your "<layouts>" section I'll see a setting in there I could key off of to know how to handle the different configurations.  I knew I'd probably run into differences like this but I needed to see how others have things laid out to figure out how to handle it.  Of course any fix won't be in till a future release.

Offline dwbarnett

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Re: Import SuperStar Sequence
« Reply #18 on: April 28, 2015, 10:41:58 PM »
OK Gil. Here is the layout file for the original RYMG Sup sequence.

<layouts>

      <layout visualizationMode="true" visualizationFilePath="Visualizations\Editor\24x25Tree_8RowGlobe.lee" visualizationForPlayingFilePath="Visualizations\Editor\24x25Tree_8RowGlobe.lee" useRowVisualization="0" extraMargin="50" visualizationTrackScrunchFlag="0" visualizationTrackSortType="2" visualizationOrientation="1" visualizationMaxLength="50" visualizationWrapAround="1" visualizationTrackMaxDetectionRows="4" nbrOfRibbons="12" ribbonType="CCR" ribbonOrientation="vertical" ribbonShape="straight" ribbonLength="full" controllerLocation="top"/>

   </layouts>

As mentioned. The original seq. was for a 24x25 tree.  Brian used 12 CCP's folded to make the tree.

What I had to do with Bobo's Matrix Multiplier, was to take each strand and multiply each effect 6x, to cover my 150 pixels.  Lot of work, but it worked fine when done. Plays in xlights with no issues. 

Hope this is helping you to troubleshoot. 

Best,
David


Offline Phrog30

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Re: Import SuperStar Sequence
« Reply #19 on: April 29, 2015, 05:22:14 AM »
So what I don't get is your tree is supposed to be 24 pixels wide but you have x1 and x2 values as high as 41.  I get the feeling your x and y is swapped from what I was expecting when I coded it to work with mine.  My ribbon tree is 12x50 and my x1 and x2 values range between 0 and 11 for those 12 ribbons.  Maybe if you show me your "<layouts>" section I'll see a setting in there I could key off of to know how to handle the different configurations.  I knew I'd probably run into differences like this but I needed to see how others have things laid out to figure out how to handle it.  Of course any fix won't be in till a future release.
I remember at one point Brian had the x and y reversed. This was most obvious when S4 was released. Just FYI.

Offline Gilrock

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Re: Import SuperStar Sequence
« Reply #20 on: April 29, 2015, 07:52:18 AM »
I'll need to do some experimenting with the program to see how he is representing the data when you have folded ribbons.  The fact that there even exists a value of 41 for an x1 position value tells me the data is represented as if the strings are still 50 pixels.  That's part of what I disliked about the LOR stuff.  It's way too married to the hardware they sell.

Offline Phrog30

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Re: Import SuperStar Sequence
« Reply #21 on: April 30, 2015, 08:12:15 AM »
I just attempted to import one of my SuperStar sequences, and the same thing, I don't think the x and y values are appropriate.  I edited the 600 pixel tree Brian created.  I am not wrapping, I have 24 strings of 25 pixels, starting from the bottom (will zig zag in the controller).  I have several x values over 25, saw several in the 41 range.

Note, this sequence works fine as a data layer in xlights.

Just FYI, if you need any of the files, please let me know.

James

Offline Gilrock

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Re: Import SuperStar Sequence
« Reply #22 on: April 30, 2015, 09:05:33 AM »
The X and Y is working fine for my Superstar sequences.  I've tried purchased  sequences and I own the program so I've tried sequences I've created.  I would think if some files have the X and Y reversed there has to be something in the file that Brian reads to know when to flip them.

Offline Phrog30

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Re: Import SuperStar Sequence
« Reply #23 on: April 30, 2015, 09:43:47 AM »
From what I understand he uses keywords and other parameters during export to lms. I have specific locations, fixtures reversed, and prop locations defined in the visualizer fine. Perhaps these settings are causing the issues.

Offline Gilrock

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Re: Import SuperStar Sequence
« Reply #24 on: April 30, 2015, 11:36:38 AM »
So are you using a Visualizer file to start your superstar sequence?  I don't normally work that way when I sequence my ribbon tree.  I define the layout inside Superstar and Visualizer is never involved.

Offline Phrog30

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Re: Import SuperStar Sequence
« Reply #25 on: April 30, 2015, 11:39:03 AM »
So are you using a Visualizer file to start your superstar sequence?  I don't normally work that way when I sequence my ribbon tree.  I define the layout inside Superstar and Visualizer is never involved.
Yes, I use the visualizer. That's the way Brian does it as well. My tree is a 360 degree pixel tree, not 180 degree ribbons. I don't think you can do a 360 within SS.

Offline Phrog30

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Re: Import SuperStar Sequence
« Reply #26 on: April 30, 2015, 11:42:15 AM »
So are you using a Visualizer file to start your superstar sequence?  I don't normally work that way when I sequence my ribbon tree.  I define the layout inside Superstar and Visualizer is never involved.
Same with dwbarnett, he's using a visualizer. You can tell from the layout.

Offline Gilrock

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Re: Import SuperStar Sequence
« Reply #27 on: April 30, 2015, 11:58:28 AM »
I've gotten 12x50 tree sequences from Brian that didn't use a visualizer file.

Offline Phrog30

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Re: Import SuperStar Sequence
« Reply #28 on: April 30, 2015, 12:10:52 PM »
I've gotten 12x50 tree sequences from Brian that didn't use a visualizer file.
A 12x50 360 degree tree (CCP)?

He sells 12 and 16 (CCR) sequences and CCP sequences. The CCP sequences use the visualizer.

Offline flyinverted

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Re: Import SuperStar Sequence
« Reply #29 on: April 30, 2015, 03:53:06 PM »
THIS is awesome!  I did buy some sequences last year, but converted them to LMS and imported. Now I'll be able to re-import the SUP file and re-use some of those excellent time consuming effects!

+1 for Gil !
Steve Giron
Maricopa County, AZ
xLights user with a boat-load of channels.

Do not ask to know all the answers, but ask to understand the question.