Working on a lighting project and sharing data with other designers can be supercharged with the MVR-xchange protocol.
After implementing the local version of the MVR-xchange protocol, which is suitable for local networks, this release of the BlenderDMX Addon adds an initial implementation of the internet-wide MVR-xchange. It allows cooperation between parties in different locations. It requires a publicly accessible coordination server, which is now available for testing purposes on BlenderDMX.eu. The maximum file size is limited to about 8-10MB, which should be sufficient for testing.
BlenderDMX.eu provides a test server for the MVR-xchange and will offer it for a few weeks to test and confirm the MVR-xchange implementation in the BlenderDMX Addon.
You should NOT share private data via the server. The data is not publicly visible or available, but it is visible to the operators of the server. We will not share the data, but we want to be sure that a random mistake will not result in private data exposure.
We save the provided MVR file - it is a function of the server to receive the MVR file and to distribute it in the same group to other clients who request this file. We log IP addresses in order to prevent abuse of the system. We clean the data (the MVR files and the logs) weekly.
Groups in MVR-xchange on BlenderDMX.eu are organized via subdomains, where each domain is a very long string in the form of a UUID v4. There is no authentication, as the randomness of the UUID guarantees (discussion) that the chances of someone randomly guessing a v4 UUID are infinitesimally small. It's so tiny that it's not worth serious consideration, as it would take about 103 trillion guesses if the UUID creation is truly random. The choice of the group to be an UUID is our implementation choice, it could potentially be any string, but UUIDs contribute to the robustness of system.
You can get a random group to be filled into the BlenderDMX Addon settings in the v1.9.0 blog post here.
Report your findings in the BlenderDMX Discord.
Many thanks to Lily Hopkins for the fix of SVG 2D symbol loading.
See the changelong for more information, or developers can look at git log for full details.
Numerous translations have been added. Many thanks to all contributors.
The pygdtf library has received several improvements.
Previously, only file receiving on MVR-xchange has been available. With the fixture export to MVR added this summer, the sending part of MVR-xchange has been implemented in this release. It has been tested and confirmed working between two Linux stations, but the implementation will need more work as file transfer between machines on Windows still does have some issues.
See the changelong for more information, or developers can look at git log for full details.
Numerous translations have been added. Many thanks to all contributors.
The pygdtf and pymvr libraries have received several improvements. These, together with some other changes in BlenderDMX Addon, should further improve GDTF and MVR imports.
MVR Import can now be adjusted to utilize (or not) Focus Points as device Targets.
SVG imports and some other documented and undocumented changes to the Blender API had to be handled to support the 4.3 release of Blender.
There are new options to allow recording of #bdmx drivers. In order to re-play them, the drivers need to be disabled, which is not easily supported in Blender but a workaround has been found and implemented.
A new option in Setup - Extras: "Remove DMX from blend file" tries to clean up BlenderDMX Addon device specific data from a .blend file.
See the changelong for more information, or developers can look at git log for full details.
For full details, read the blog post here.
This release contains support for new attributes (Gobo2, Iris, CTC, CTO, CTB, PanRotate, TiltRotate) and more. The Shader three had to be completely re-organized and gobo loading needed to be refactored. There is a migration procedure in place, but very likely, older .blender files will not project gobos correctly. Re-editing fixtures might be needed. It is also possible that previously recorded keyframe animations will not work right away and will need re-adjustments. Sorry for the inconvenience. Read more details in the blog post here.
Complex fixtures can now be controlled via the new Subfixtures menu, allowing precise selection of fixtures' geometries and controlling of only attributes attached to these geometries.
Changelog:
To make fixture placement simpler, new Align and Distribute panel has been added. MVR Import has received a lot of loving care thanks to @nrgsille76 . The MVR Import/Export and GDTF Import are now available in Blender's Import/Export menu, the GDTF import allows to patch fixtures right away. When working with differently bright devices, it is sometimes useful to set the spot light to a brighter level - new "Multiply beams intensity" settings allows exactly that.
Update zeroconf and io_scene_3ds to pypi available packages.
Update wheels to eliminate some scanning issues.
New MVR Export allows export of fixtures (only fixtures, no other 3D objects yet) with their patching info, color and focus points, into a single layer, which is sufficient to move the patch from DMX for Blender to consoles like BlinderKitten.
New MVR Export allows export of fixtures (only fixtures, no other 3D objects yet) with their patching info, color and focus points, into a single layer, which is sufficient to move the patch from BlenderDMX to consoles like BlinderKitten.
NRGSille has helped to include updated version of the 3DS file importer. This, together with import parameters adjustment, results in better import of GDTF and MVR files with 3DS models. New additive colors like White, Amber or Lime are now supported.