Author Topic: Lindberg 3-Axis Skull in Xlights  (Read 3136 times)

Offline Gilrock

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #15 on: June 25, 2020, 07:56:22 AM »
And forget that Indiv Start channel checkbox I've never tested it for those models and have no idea if it works correctly.

Offline Ebuechner

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #16 on: June 25, 2020, 11:35:14 AM »
I'm having some of the same problems.
The first thing I noticed is when I uncheck 16 bits in the skull configuration I no longer have the image on my model or House preview in the sequencer tab.
And if I select anything less than 26 channels for the model in the layout screen the image disappears there as well.
The skulls that I've made only use 4 channels pan, nod, tilt, and jaw, with two 2811 nodes for eyes.
I'm running my servos at 8 bit.

Offline KenKol

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #17 on: June 25, 2020, 12:53:58 PM »
Gil,

The Boards I am using would have the first servo on channel 10. The first 9 channels are dc control, so that would make them start at channel 10, wouldn't it? Or is that completely different then what I am thinking?

Also, I didn't use the individual start channels, I was just clicking on it for a picture example.

Offline Gilrock

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #18 on: June 25, 2020, 02:01:14 PM »
I'm having some of the same problems.
The first thing I noticed is when I uncheck 16 bits in the skull configuration I no longer have the image on my model or House preview in the sequencer tab.
And if I select anything less than 26 channels for the model in the layout screen the image disappears there as well.
The skulls that I've made only use 4 channels pan, nod, tilt, and jaw, with two 2811 nodes for eyes.
I'm running my servos at 8 bit.

You need to fix all the start channels for the servos before you can reduce that 26 channel number.  I'm not hearing you changed anything in the individual servo settings.  xLights can't automatically know which order your servos are in and number them for you that needs to be entered manually.  I auto filled things in to match the Skulltronix skull but for other skulls it needs some manual setup.

Offline Gilrock

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #19 on: June 25, 2020, 02:04:10 PM »
Gil,

The Boards I am using would have the first servo on channel 10. The first 9 channels are dc control, so that would make them start at channel 10, wouldn't it? Or is that completely different then what I am thinking?

Also, I didn't use the individual start channels, I was just clicking on it for a picture example.

They start at channel 10 on the board but the channel settings like I said are relative to the model.  So the first servo will always be channel 1 on the model and then it gets offset to the proper absolute position based on the start channel of the model.  So you add the models start channel to the servo channel minus 1 to get the absolute position.  Its done that way so that you can have multiple copies of a model that only differ by start channel.  Otherwise you'd be typing in absolute channel number for every servo on every model.

Offline KenKol

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #20 on: June 25, 2020, 02:39:59 PM »
OK, using that logic, the channel number only goes to 512, so I am assuming that is the absolute offset address.

Still using my example of universe 50 starting address 24491, and the board expecting to see output on 24500, wouldn't I still be using channel 10?

I'm a bit confused on what should be expected to be done?

Add DMX skull, Skull Config, select movements, adjust the channels, everything should be lined up in xlights (or does that not matter?)


Offline Ebuechner

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #21 on: June 25, 2020, 02:56:54 PM »
I'm having some of the same problems.
The first thing I noticed is when I uncheck 16 bits in the skull configuration I no longer have the image on my model or House preview in the sequencer tab.
And if I select anything less than 26 channels for the model in the layout screen the image disappears there as well.
The skulls that I've made only use 4 channels pan, nod, tilt, and jaw, with two 2811 nodes for eyes.
I'm running my servos at 8 bit.

You need to fix all the start channels for the servos before you can reduce that 26 channel number.  I'm not hearing you changed anything in the individual servo settings.  xLights can't automatically know which order your servos are in and number them for you that needs to be entered manually.  I auto filled things in to match the Skulltronix skull but for other skulls it needs some manual setup.
As soon as I saw your response I realized I'd been hyper-focused on the servo channels and I forgot to change the channels under color properties.
Now that I have that working I'm going to have to play with the individual start channels because the nodes for the eyes don't follow the servo channels.
And the other problem I'm going to have is I'm running two nodes for the eyes for a total of 6 channels and it doesn't look like the model accommodates that.
I was hoping I could put a coma in the color channel to add another Channel but that doesn't work.

Offline Ebuechner

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #22 on: June 25, 2020, 03:06:58 PM »
This might be a silly question but is there a way to Center the eyes if you're not using the eye Servo functions.

Offline Gilrock

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #23 on: June 25, 2020, 03:39:13 PM »
OK, using that logic, the channel number only goes to 512, so I am assuming that is the absolute offset address.

Still using my example of universe 50 starting address 24491, and the board expecting to see output on 24500, wouldn't I still be using channel 10?

I'm a bit confused on what should be expected to be done?

Add DMX skull, Skull Config, select movements, adjust the channels, everything should be lined up in xlights (or does that not matter?)

It sounds like the skull servos start at channel 24500.  So make the start channel for the Skull 24500 and the first servo is channel 1, second servo is channel 3, and so on.  Its brain dead simple don't over think it.  You're letting the DC channels in front of the servos confuse things.  Those have nothing to do with the skull model.

Offline KenKol

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #24 on: June 26, 2020, 11:57:21 AM »
You are absolutely right, I was confusing things. Let me try that tonight and see how it reacts. When I do that though, it still leaves the eyes UD in the node view which, if the peace boards react as nodes, it will leave me with two unused channels on the board.

There might still be the issue of the peace boards operating on a node level and using the -XXX fine channels as nodes though. I will confirm tonight or tomorrow.


Offline Gilrock

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Re: Lindberg 3-Axis Skull in Xlights
« Reply #25 on: June 27, 2020, 08:54:25 PM »
The node names showing up should be able to be corrected by opening up the Node Names dialog in the model parameters and deleting the extra ones.  The model not drawing probably needs a code change because it currently requires the color channels or it exits the drawing routine.