Author Topic: 2 3 axis skulls on one Skulltronix board - setup  (Read 1376 times)

Offline ncosper

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2 3 axis skulls on one Skulltronix board - setup
« on: October 12, 2020, 12:45:01 PM »
Im having a hell of a time getting skull two to work. I was able to get it to go last year but with the new dmx skull model which seems lot better I just can't get it configured.

The first skull as far as channel numbers works great. Skull right in the attachments is the first of the two for channel numbers.
Skull left I've tried to set up a variety of ways. Ive tried using same start channel as skull right and changing the dmx addresses to match what's in the SOC board config. Oddly when I do that if I apply a nod movement to skull left it nods skull right even though the dmx channel in skull left does not point to the dmx address of the left skulls nod servo.
Ive also tried to start skull lefts channel numbers by offsetting it by the number of channels of skull right. I know that the first 7 channels on the SOC board. I set it to not be a skulltronix board in the xlights skull config. When applying an effect using this setup method I can heard the servos moving slightly, or I will get full articulation of the servo within the first 4% of the servo effect slider.

BTW I am running these via an fpp bridge with a usb open dmx.

Anyone have any ideas on how I can get this second skull moving? I could go to another SOC board if I have to but Id rather run both off this one board if possible. 

Offline Gilrock

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Re: 2 3 axis skulls on one Skulltronix board - setup
« Reply #1 on: October 12, 2020, 01:36:30 PM »
I'm confused looking at what you have in the screenshots.  For one you have it listed as 39 channels but each skull does not have that many channels.  If you are not using the stock Skulltronix settings then neither skull should have that box checked in xlights.  Also I think you might be confusing the DMX channels with the channel numbers in xLights.  Those numbers you enter into the channel fields may or may not be the actual DMX address of the channels.  Its really an offset from the start channel.  So if you start at channel 1 then yes they overlap but if youre start channel is 9 then entering a 1 means its dmx channel 9.  Technically you should be able to configure one skull and then just copy it and change ONLY the start channel to overlay its settings where they need to go.

Offline ncosper

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Re: 2 3 axis skulls on one Skulltronix board - setup
« Reply #2 on: October 19, 2020, 11:07:10 AM »
Thanks Gil,
I think I tried most combinations of things but dialing in the start channel with an offset of 15 with the exact same setup for both skulls worked. Everything works well except Im hoping you can help with one more thing.

I have eyes that are single color. They are controlled by a servo board (not sure what its called but it uses a dmx input to turn the lights on and off). Can those be controlled by the skull model?  Ive tried to configure the brightness channel to that dmx channel and don't get any response. If I change one of the channels for the jaw or nod servo to the lights dmx channel it works but can't get it with any of the models light settings so far. I did add a separate dmxservo model at dmx channel address for the lights and that works but Id like to configure it properly if its possible with the skull model.

Thanks!

Offline Gilrock

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Re: 2 3 axis skulls on one Skulltronix board - setup
« Reply #3 on: October 19, 2020, 03:45:03 PM »
If its a completely different board controller the lights for the eyes I'm not sure of a way to make that work within the Skull model.  It assumes a contiguous block of channels in the model.

Offline ncosper

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Re: 2 3 axis skulls on one Skulltronix board - setup
« Reply #4 on: October 19, 2020, 03:49:07 PM »
Thanks Gil,
Maybe I explained it wrong. The lights are within a contiguous block of channels, in my case the light brightness is channel 21 on the SOC board. If I tell the Jaw to point to channel 21 the lights dim as they should. However I can't seem to make the provided light channels control these eyes as if they are a servo, which is what these eyes are responded to.

Offline Gilrock

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Re: 2 3 axis skulls on one Skulltronix board - setup
« Reply #5 on: October 20, 2020, 02:15:07 PM »
There are way too many variables in how you could have this setup for me to guess.  I don't know if your servos are 8 bit or 16 bit as well as the light channels.  I don't know how you are trying to stimulate the channels when you configure it both ways.