GDTF v1.0
This documents describes old GDTF version 1.0. You may want to view the latest version 1.2.
GDTF Version 1.0
Definition
To describe the device type, use the uncompressed zip file with the
extension “*.gdtf”. The archive contains a description.xml file (with
the description of the device type and all DMX modes and all firmware
revisions of this device) and resource files. Some of the resource files
are located in a folder structure. A characteristic GDTF file looks like
this:
./description.xml ./thumbnail.png ./thumbnail.svg ./wheels/gobo1.png ./wheels/gobo2.png ./models/3ds/base.3ds ./models/3ds/yoke.3ds ./models/svg/base.svg ./models/svg/yoke.svg
Zip archive name is to be specified as follows:
@
@
generic@led@comment
Use UTF-8 to encode the xml file. Each xml file internally consists of xml nodes. Each node could have attributes and children. Each attribute has a value. If an attribute is not specified in xml, the default value of this attribute will be used. If the xml attribute value is specified as a string, the format of the string will depend on the attribute type. All attribute types are specified in Table 1.
Value Type | Format | Description |
---|---|---|
Uint | Integer | Unsigned integer |
Int | Integer | Signed integer |
Hex | Integer | Number in hexadecimal notation; Default value: 0 |
Float | float | Floating point numeric; Separator: “.” |
String | Literal | Text |
Name | restricted Literal | Unique object names; The allowed characters are listed in Appendix C Default value: object type with an index in parent. |
Date | yyyy-mm-ddThh:mm:ss | Date and time corresponding to UTC +00:00 (Coordinated Universal Time): yyyy – year, mm – month, dd – day, hh – hours (24 format), mm – minutes, ss – seconds. Example: "2016-06-21T11:22:48" |
Node | Name.Name.Name... | Link to an element: “Name” is the value of the attribute “Name” of a defined xml node. The starting point defines each attribute separately. |
ColorCIE | floatx, floaty, floatY | CIE color representation xyY 1931 |
Matrix | {float,float,float,float} {float,float,float,float} {float,float,float,float} {float,float,float,float} | The transformation matrix consists 4 x 4 floats. Stored in a row-major order. For example, each row of the matrix is stored as a 4- component vector. The mathematical definition of the matrix is in a column-major order. For example, the matrix rotation is stored in the first three columns, and the translation is stored in the 4th column. The metric system consists of the Right- handed Cartesian Coordinates XYZ: X – from left (-X) to right (+X), Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y), Z – from bottom (-Z) to top (+Z). 0,0,0 – center base. |
Rotation | {float, float, float} {float, float, float} {float, float, float} | Rotation matrix, consist of 3*3 floats. Stored as row-major matrix, i.e. each row of the matrix is stored as a 3-component vector. Mathematical definition of the matrix is column-major, i.e. the matrix rotation is stored in the three columns. Metric system, right-handed Cartesian coordinates XYZ: X – from left (-X) to right (+X), Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y), Z – from the bottom (-Z) to the top (+Z). |
enum | Literal | Possible values are predefined. |
DMXAddress | Int, Alternative format: Universe.Address | Absolute DMX address (size 4 bytes); Alternative format: Universe – integer universe number, starting with 1; Address: address within universe from 1 to 512. Format: integer |
DMXValue | Uint/n | Special type to define DMX value where n is the byte count. The byte count can be individually specified without depending on the resolution of the DMX Channel. For example: “128/1” – equals value of 32768 in case of a 2 bytes channel and a value of 128 in case of a 1 byte channel. |
GUID | XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX | Unique ID corresponding to RFC 4122: X – 1 digit in hexadecimal notation. Example: "308EA87D-7164-42DE-8106-A6D273F57A51". |
Resource | String | File name of the resource file without extension and without subfolder. |
First node is always the xml description node:
<?xml version="1.0" encoding="UTF-8"?>
The second node is the GDTF node. The attribute of this node is the
DataVersion:
DataVersion attribute defines the minimal version of compatibility. Version format is “Major.Minor”, where major and minor is Uint with size 1 byte. This example shows the XML node for GDTF version 1.0.
Fixture Type Node
The FixtureType node is the starting point of the description of the fixture type in the xml file. The currently defined attributes of the fixture type are specified in table 2.
Attribute Name | Value Type | Description |
---|---|---|
Name | Name of the fixture type. | |
ShortName | Shortened name of the fixture type. | |
LongName | Detailed name of the fixture type. | |
Manufacturer | Manufacturer of the fixture type. | |
Description | Description of the fixture type. | |
FixtureTypeID | Unique number of the fixture type. | |
Thumbnail | Optional; File name without extension containing description of the thumbnail. Use the following as a resource file:
These resource files are located in the root directory of the zip file. Default value: empty. | |
RefFT | GUID of the referenced fixture type |
Fixture type node children are specified in table 3.
Child Node | Allowed count | Description |
---|---|---|
AttributeDefinitions | 1 | This section defines all attributes that are used in the fixture type. |
Wheels | 0 or 1 | Is used to define the color wheel, gobo wheel etc. |
PhysicalDescriptions | 0 or 1 | Contains additional physical descriptions. |
Models | 0 or 1 | Contains models of physically separated parts of the devise. |
Geometries | 1 | Is used to describe physically separated parts of the devise. |
DMXModes | 1 | Contains descriptions of the DMX modes. |
Revisions | 0 or 1 | Is used to describe the history of the fixture type. |
FTPresets | 0 or 1 | Is used to transfer user-defined and fixture type specific presets to other show files. |
Protocols | 0 or 1 | Is used to specify RDM information. |
Table 3. Fixture Type Children
One or more sections could be empty or missing, but the order of section has to be as specified in table 3. Listing 1 shows an example of a simple dimmer fixture type.
<FixtureType Name="Dimmer" Manufacturer="Generic">
<Geometries>
<Geometry Name="Body" Model="Lamp"/>
</Geometries>
<DMXModes>
<DMXMode Name="Default" Geometry="Body">
<DMXChannels>
<DMXChannel Offset="1" Highlight="255/1" Geometry="Body">
<LogicalChannel Attribute="Dimmer" Master="Grand">
<ChannelFunction Attribute="Dimmer" DMXFrom="0/1" />
</LogicalChannel>
</DMXChannel>
</DMXChannels>
<Relations />
</DMXMode>
</DMXModes>
</FixtureType>
Listing 1. Simple dimmer fixture type
Attribute Definitions
This section is used to define all attributes used by the fixture type.
More information on the definitions of attributes can be found in
Appendix A. Attribute definitions describe all currently defined
attributes which can be found in Appendix B. The current attribute
definition node does not have any attributes (XML node
XML node | Allowed count | Description |
---|---|---|
ActivationGroups | 0 or 1 | Defines which attributes are to be activated together. For example, Pan and Tilt are in the same activation group. |
FeatureGroups | 1 | This section describes the logical grouping of attributes. For example, Gobo1 and Gobo 2 are grouped in the feature Gobo of the feature group Gobo. |
Attributes | 1 | List of attributes that are used. |
Table 4. Attribute Definition Children
Activation Groups
This section is used to define attribute groups which are to be used
together. For example, Pan and Tilt attributes. If the device has these
attributes in order to control the position, they have to be used
together. Defining only one attribute group does not guarantee that the
device is directed toward a specified position. The current activation
groups node does not have any attributes (XML node
Activation Group
This section defines the activation group (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of the activation group. |
Table 5. Activation Group Attributes
The activation group does not have any children.
Feature Groups
This section is used to define the logical grouping of attributes. For
example, Pan and Tilt attributes are to be grouped together in the
feature PanTilt and in the feature group Position. The feature group
Position also contains the feature XYZ. The attributes X, Y, and Z (XML
node
Feature Group
This section defines the feature group (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of the feature group. |
Pretty | String | The pretty name of the feature group. |
Table 6. Feature Group Attributes
As children the feature group has a list of features.
Feature
This section defines the feature (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of the feature. |
Table 7. Feature Attributes
The feature does not have any children.
Attributes
This section defines attributes (XML node
Attribute
This section defines the attribute (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of the attribute. |
Pretty | String | The pretty name of the attribute . |
ActivationGroup | Node | Optional link to the activation group. The starting point is the activation groups node. |
Feature | Node | Link to the corresponding feature. The starting point is the feature groups node. |
MainAttribute | Node | Optional link to the main attribute. The starting point is the attribute node. |
PhysicalUnit | Enum | The currently defined unit values are: “None”, “Percent”, “Length” (m), “Mass” (kg), “Time” (s), “Temperature” (K), “LuminousIntensity”(cd), “Angle” (degree), “Force” (N), “Frequency” (Hz), “Current” (A), “Voltage” (V), “Power” (W), “Energy” (J), “Area” (m2), “Volume” (m3), “Speed” (m/s), “Acceleration” (m/s2), “AngularSpeed” (degree/s), “AngularAccc” (degree/s2), “WaveLength” (nm), “ColorComponent”. Default: “None”. |
Color | ColorCIE | For Color attributes only. |
Table 8. XML Attributes of the Attribute Node
The attribute does not have any children.
Wheel Collect
This section is used to describe all fixture wheels (color wheel, gobo
wheel etc.). It currently does not have any attributes (XML node
Wheel
Each wheel describes a physical wheel of the fixture type. If the real
device has wheels you can change, then all wheel configurations have to
be described. Wheel has the following xml node:
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of the wheel |
Table 9. Wheel Attributes
As children wheel have a list of wheel slots.
Wheel Slot
The wheel slot represents the slot on the wheel (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | The unique name of the wheel slot | |
Color | Optional; Color of the wheel slot, Default value: {0.3127, 0.3290, 100.0 } (white) | |
Filter | Optional link to filter in the physical description; Do not define color if filter is used; Starting point: Filter Collect | |
MediaFileName | Optional; PNG file name without extension containing image for specific gobos etc.
These resource files are located in a folder called `./wheels` in the zip archive. Default value: empty. |
Table 10. Wheel Slot Attributes
The link between a slot and a channel set is done via the wheel slot index. The wheel slot index of a slot is derived from the order of a wheel’s slots. The wheel slot index is normalized to 1.
If the wheel slot has a prism, it has to have one or several children called prism facet. Listing 2 shows an example of a simple wheel collect described in xml.
<Wheels>
<Wheel Name="C1 Select" >
<Slot Name="open" Color="0.3127, 0.3290, 100.0" />
<Slot Name="green" Color="0.3, 0.6, 71.52" />
<Slot Name="red" Color="0.6400, 0.3299, 21.26" />
<Slot Name="blue" Color="0.1500, 0.0600, 7.22" />
</Wheel>
</Wheels>
Listing 2. Simple wheel collect
Prism Facet
This section can only be defined for the prism wheel slot and has a
description for the prism facet (XML node
Attribute Name | Value Type | Description |
---|---|---|
Color | ColorCIE | Optional; Color of prism facet, Default value: {0.3127, 0.3290, 100.0 } (white) |
Rotation | Rotation | Specify the rotation, translation and scaling for the facet. |
Table 11. Wheel Slot Attributes
The prism facet cannot have any children.
Here you will find how the prism definition works.
Physical Descriptions
This section describes the physical constitution of the device. It
currently does not have any attributes (XML node
XML node | Allowed count | Description |
---|---|---|
Emitters | 0 or 1 | Describes device emitters |
Filters | 0 or 1 | Describes device filters |
ColorSpace | 0 or 1 | Describes device color space |
DMXProfiles | 0 or 1 | Describes nonlinear correlation between DMX input and physical output of a channel. |
CRIs | 0 or 1 | Describes color rendering with IES TM-30-15 (99 color samples). |
Table 12. Physical description children
Emitter Collect
This section contains descriptions of the emitters. It currently does
not have any attributes (XML node
Emitter
This section contains the description of the emitter (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | Name of the emitter |
Color | ColorCIE | Approximate absolute color point if applicable. Omit for non-visible emitters (eg., UV). |
DominantWaveLength | Float | Required if color is omitted, otherwise it is optional. Dominant wavelength of the LED. |
DiodePart | String | Optional; Manufacturer’s part number of the diode. |
Table 13. Emitter Attributes
As children the Emitter Collect has a list of measurements.
Filter Collect
This section contains descriptions of the filter. It currently does not
have any attributes (XML node
Filter
This section contains the description of the filter (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | Name of the filter. |
Color | ColorCIE | Approximate absolute color point when this filter is the only item fully inserted into the beam and the fixture is at maximum intensity. |
Table 14. Filter Attributes
As children the Filter Collect has a list of measurements.
Measurement
The measurement is used to define the measurement collect. XML node for
measurement is
Attribute Name | Value Type | Description |
---|---|---|
Physical | Float | For additive color mixing: uniquely given emitter intensity DMX percentage. Value range between “> 0 and <= 100. For subtractive color mixing: uniquely given flag insertion DMX percentage. Value range between 0 and 100. |
LuminousIntensity | Float | Used for additive color mixing: overall candela value for the enclosed set of measurement. |
Transmission | Float | Used for subtractive color mixing: total amount of lighting energy passed at this insertion percentage. |
InterpolationTo | Enum | Optional. Interpolation scheme from the previous value. The currently defined values are: “Linear”, “Step”, “Log”; Default: Linear |
Table 15. Measurement Attributes
The order of the measurements corresponds their physical value.
Additional definition for additive color mixing: it is assumed that the physical value 0 exists and has zero output. Use the DMX collect to define the actual limits for fixtures that cannot fully remove the flag. Additional definition for subtractive color mixing: The flag is removed in physical value 0 and it does not affect the beam. Physical value 100 is maximally inserted and affects the beam. Many fixtures have a non-linear relationship when inserting flags. Some fixtures also vary in color response. These fixtures define multiple measurement points and interpolation correspondingly.
As children the Measurement Collect has an optional list of measurement points.
Measurement Point
The measurement point is used to define the spectrum collect. XML node
for measurement point is
It is recommended, but not required, that measurement points are evenly spaced. Regions with minimal light energy can be omitted, but the decisive range of spectrum must be included. Recommended measurement spacing is 1nm. Measurement spacing should not exceed 4nm.
Attribute Name | Value Type | Description |
---|---|---|
WaveLength | Float | Center wavelength of measurement (nm). |
Energy | Float | Lighting energy (W/m2/nm) |
Table 16. Measurement Point Attributes
The measurement point does not have any children.
Listing 3 shows an example of an emitter collect and the corresponding emitters described in xml.
<Emitters>
<Emitter Color="0.640,0.329,21.26" DominantWaveLength="625" Name="Red">
<Measurement LuminousIntensity="5625" Physical="100">
<MeasurementPoint Energy="0.048200" WaveLength="634"/>
<MeasurementPoint Energy="0.069000" WaveLength="637"/>
<MeasurementPoint Energy="0.073700" WaveLength="640"/>
<MeasurementPoint Energy="0.047800" WaveLength="643"/>
<MeasurementPoint Energy="0.021700" WaveLength="646"/>
</Measurement>
<Measurement LuminousIntensity="5062" Physical="90">
<MeasurementPoint Energy="0.040200" WaveLength="634"/>
<MeasurementPoint Energy="0.060000" WaveLength="637"/>
<MeasurementPoint Energy="0.06900" WaveLength="640"/>
<MeasurementPoint Energy="0.040800" WaveLength="643"/>
<MeasurementPoint Energy="0.016900" WaveLength="646"/>
</Measurement>
</Emitter>
<Emitter Color="0.300,0.600,71.52" DominantWaveLength="530" Name="Green">
<Measurement LuminousIntensity="10260" Physical="100" />
</Emitter>
<Emitter Color="0.150,0.060,7.22" DominantWaveLength="470" Name="Blue">
<Measurement LuminousIntensity="2750" Physical="100" />
</Emitter>
</Emitters>
Listing 3. Emitter collect with Emitter
Color Space
This section contains the description of the color space that is used
for color mixing with indirect RGB, Hue/Sat, xyY or CMY control input.
(XML node
Attribute Name | Value Type | Description |
---|---|---|
Mode | Enum | Mode. The defined values are “Custom”, “sRGB”, “ProPhoto” and “ANSI”. Default Value: “sRGB” |
Red | ColorCIE | Optional; CIE xyY of the Red Primary; this is used only if the ColorSpace is “Custom”. |
Green | ColorCIE | Optional; CIE xyY of the Green Primary; this is used only if the ColorSpace is “Custom”. |
Blue | ColorCIE | Optional; CIE xyY of the Blue Primary; this is used only if the ColorSpace is “Custom”. |
WhitePoint | ColorCIE | Optional; CIE xyY of the White Point; this is used only if the ColorSpace is “Custom”. |
Table 17. Color Space Attributes
Mode | sRGB | ProPhoto | ANSI |
Description | Adobe sRGB, HDTV IEC 61966-2-1:1999 | Kodak ProPhoto ROMM RGB ISO 22028-2:2013 | ANSI E1.54-2015 |
Red | 0.6400, 0.3300, 0.2126 | 0.7347, 0.2653 | 0.7347, 0.2653 |
Green | 0.3000, 0.6000, 0.7152 | 0.1596, 0.8404 | 0.1596, 0.8404 |
Blue | 0.1500, 0.0600, 0.0722 | 0.0366, 0.0001 | 0.0366, 0.001 |
WhitePoint | 0.3127, 0.3290, 1.0000 | 0.3457, 0.3585 | 0.4254, 0.4044 |
Table 18. Predefined Modes
The color space does not have any children.
DMX Profile Collect
This section contains DMX profile descriptions. Currently it does not
have any attributes (XML node
DMX Profile
This section contains DMX profile description (XML node
Color Rendering Index Collect
This section contains TM-30-15 Fidelity Index (Rf) for 99 color samples.
Currently it does not have any attributes (XML node
Color Rendering Index Group
This section contains CRIs for a single color temperature (XML node
Attribute Name | Value Type | Description |
---|---|---|
ColorTemperature | Float | Color temperature; Default value: 6000; Unit: kelvin |
Table 19. CRI Group Attributes
Color Rendering Index
This section contains the CRI for one of the 99 color samples (XML node
Attribute Name | Value Type | Description |
---|---|---|
CES | Enum | Color sample. The defined values are “CES01”, “CES02”, … “CES99”. Default Value “CES01” |
ColorTemperature | UInt | The color rendering index for this sample. Size: 1 byte; Default value: 100 |
Table 20. CRI Attributes
The color rendering index does not have any children.
Model Collect
Each device is to be divided into small parts: body, yoke, head etc.
These are called geometries. Each geometry has a separate model
description and a physical description. Model collect contains model
descriptions of the fixture parts. The model collect currently does not
have any attributes (XML node
Model
XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | The unique name of the model | |
Length | Unit: meter; Default value: 0 | |
Width | Unit: meter; Default value: 0 | |
Height | Unit: meter; Default value: 0 | |
PrimitiveType | Type of 3D model; The currently defined values are: “Undefined”, “Cube”, “Cylinder”, “Sphere”, “Base”, “Yoke”, “Head”, “Scanner”, “Conventional”, “Pigtail”; Default value: “Undefined” | |
File | Option: File name without extension and without subfolder containing description of the model. Use the following as a resource file:
It is possible to add several files with the same name but different formats. Preferable format for the 3D model is 3ds. The resource files are located in subfolders of a folder called `./models`. The names of the subfolders correspond to the file format of the resource files (3ds, step, svg). The path for 3ds files would be `./models/3ds`. |
Table 21. Model Attributes
When preparing 3ds resource files, consider the following: All models from a device combined should have a maximum vertices count of 900 to 1200.
If geometry has a connection panel, the position of the connection panel (pig tail position) has to be specified in the corresponding 2D or 3D resource file. The model currently does not have any children.
Draw the device in a hanging position displaying the front view. This means that the pan axis is Z aligned, and the tilt axis is X aligned (The metric system consists of the Right-handed Cartesian Coordinates XYZ: X – from left (-X) to right (+X), Y – from the outside of the monitor (-Y) to the inside of the monitor (+Y), Z – from bottom (-Z) to top (+Z). 0,0,0 – center base. See picture 1.
Picture 1. Device in a hanging position – front view
Draw the mesh of each fixture part around its own suspension point. For example, the zero point of a device does not necessarily have to contain the offset related to the yoke, but it must be centered on its axis of rotation. The offset is defined by the geometry and has to be related to its parent geometry and not to the base. Note: In general, the offsets are mostly negative, because the device is displayed in a hanging position.
Picture 2. Offsets of the parts
In picture 2 the green arrow displays the offset of the yoke related to the base. The magenta arrow displays the offset of the head related to the yoke. The offsets are to be defined by the position matrix of the according Geometry (table 23 – table 30). It is important that the axis of rotation of each fixture part is exactly where it should be (see picture 3).
Picture 3. Positions of rotation axis
The dimension xml attributes of Model (see table 21) are always used, no matter the scaling and ratio of the 3ds file. The mesh is explicitly scaled to this dimension. The length defines the dimension of the model on the X axis, the width on the Y axis and the height on the Z axis.
The model currently does not have any children.
Geometry Collect
The physical description of the device parts is in the geometry collect.
Geometry collect can contain a separate geometry or a tree of
geometries. The geometry collect currently does not have any attributes
(XML node
XML node | Allowed count | Description |
---|---|---|
Geometry | Any | General Geometry |
Axis | Any | Geometry with axis |
FilterBeam | Any | Geometry with a beam filter |
FilterColor | Any | Geometry with color filter |
FilterGobo | Any | Geometry with gobo |
FilterShaper | Any | Geometry with shaper |
Beam | Any | Geometry with a light source |
GeometryReference | Any | Reference to already described geometries |
Table 22. Geometry Children Types
General Geometry
It is a basic geometry type without specification (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of geometry. If geometry represents a conventional, call it Body. If geometry represents the base housing of a moving head, call it Base. |
Model | Name | Link to the corresponding model. |
Position | Matrix | Relative position of geometry; Default value: 0 |
Table 23. Geometry Attributes
The geometry has the same children types as the geometry collect (see table 22).
Geometry Type Axis
This type of geometry is used to describe device parts which have a
rotation axis. For example, yoke (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of the geometry. Suggested name of all axes is Yoke. If axis represents the lamp housing of a moving head, call it Head. The Head of a moving head is usually mounted to the Yoke. |
Model | Name | Link to the corresponding model. |
Position | Matrix | Relative position of geometry; Default value: 0 |
Table 24. Axis Attributes
The axis has the same children types as the geometry collect (see table 22).
Geometry Type Beam Filter
This type of geometry is used to describe device parts which have a beam
filter (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of geometry. If filter is used to limit the diffusion of light, call it BarnDoor. BarnDoor is usually mounted to a conventional. If filter is used to describe a device that is used to adjust the diameter of the beam, call it Iris. Iris is usually mounted to a conventional. |
Model | Name | Link to the corresponding model. |
Position | Matrix | Relative position of geometry; Default value: 0 |
Table 25. Beam Filter Attributes
The beam has the same children types as the geometry collect (see table 22).
Geometry Type Color Filter
This type of geometry is used to describe device parts which have a
color filter (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of geometry. If filter is used to describe the filter of a color or a mechanical color changer, call it FilterColor. FilterColor is usually mounted to a conventional. |
Model | Name | Link to the corresponding model. |
Position | Matrix | Relative position of geometry; Default value: 0 |
Table 26. Color Filter Attributes
The color has the same children types as the geometry collect (see table 22).
Geometry Type Gobo Filter
This type of geometry is used to describe device parts which have gobo
wheel (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of geometry. If filter is used to display the filter of a gobo or a mechanical gobo changer, call it FilterGobo. FilterGobo is usually mounted to a conventional. |
Model | Name | Link to the corresponding model. |
Position | Matrix | Relative position of geometry; Default value: 0 |
Table 27. Gobo Filter Attributes
The color has the same children types as the geometry collect (see table 22).
Geometry Type Shaper Filter
This type of geometry is used to describe device parts which have a
shaper (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of geometry; If filter is used to form the beam to a framed, triangular, or trapezoid shape, call it Shaper. Shaper is usually mounted to a conventional. |
Model | Name | Link to the corresponding model. |
Position | Matrix | Relative position of geometry; Default value: 0 |
Table 28. Shaper Filter Attributes
The color has the same children types as the geometry collect (see table 22).
Geometry Type Beam
This type of geometry is used to describe device parts which have a
light source (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of geometry. If geometry represents a self-emitting single light source, call it Pixel. Pixel is usually mounted to the Head or Body. If geometry represents a number of pixels that are controlled at the same time, call it Array. Array is usually mounted to the Head or Body. If geometry represents the light source of a moving mirror, call it Mirror. Mirror is usually mounted to the Yoke. |
Model | Name | Link to the corresponding model. |
Position | Matrix | Relative position of geometry; Default value: 0 |
LampType | Enum | Defines type of the lamp; The currently defined types are: Discharge, Tungsten, Halogen, LED; Default value “Discharge” |
PowerConsumption | Float | Power consumption; Default value: 1000; Unit: watt |
LuminousFlux | Float | Intensity; Default value: 10000; Unit: lumen |
ColorTemperature | Float | Color temperature; Default value: 6000; Unit: kelvin |
BeamAngle | Float | Beam angle; Default value: 25.0; Unit: degree |
FieldAngle | Float | Field angle; Default value: 25.0; Unit: degree |
BeamRadius | Float | Beam radius on starting point. Default value: 0.05; Unit: meter. |
BeamType | Enum | Beam Type; Specified values: “Wash”, “Spot”, “None”. Default value “Wash” |
ColorRenderingIndex | Uint | The CRI (color rendering index) is a quantitative measure of the ability of the light source showing the object color naturally as it does as daylight reference. Size 1 byte. Default value 100. |
Table 29. Beam Attributes
The beam has the same children types as the geometry collect (see table 22).
Geometry Type Reference
If the device repeatedly has the same geometries, describe this geometry
as the child of the geometry collect once and later use references to
it. For example, LED panel with multiple pixels. (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of geometry. |
Position | Matrix | Relative position of geometry; Default value: 0 |
Geometry | Name | Name of the referenced geometry. |
Model | Name | Optional; Link to the corresponding model. The model only replaces the model of the parent of the referenced geometry. The models of the children of the referenced geometry are not affected. The starting point is Models Collect. If model is not set, the model is taken from the referenced geometry. |
Table 30. Reference Attributes
The reference has a list of Breaks as children. The count of the children depends on the number of different breaks in the DMX channels of the referenced geometry. If the referenced geometry, for example, has DMX channels with DMX break 2 and 4, the geometry reference has to have 2 children. The first child with DMX offset for DMX break 2 and the second child for DMX break 4. If one or more of the DMX channels of the referenced geometry have the special value “Overwrite” as a DMX break, the DMX break for those channels and the DMX offsets are defined by the last child of the geometry reference.
Break
This xml node is used to specify the DMX offset for the DMX channel of
the referenced geometry (XML node
Attribute Name | Value Type | Description |
---|---|---|
DMXOffset | DMXAddress | DMX offset; Default value:1 |
DMXBreak | Uint | This attribute is only important for the last child of the geometry reference and only so if the referenced geometry has a channel with the special value “Overwrite” for the attribute DMXBreak. Size: 1 byte; Default value 1. |
Table 31. Break Attributes
Listing 4 shows an example of a geometry collect and the corresponding DMX mode described in xml.
<Geometries>
<Beam Name="Pixel" Model="Pixel" LampType="LED" PowerConsumption="1" LuminousFlux=" 100" ColorTemperature="3000" BeamAngle="20" />
<Geometry Name="Body" Model="Body">
<GeometryReference Position="{1.000000,0.000000,0.000000,-0.475000}{0.000000,1.000000,0.000000,-0.475000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
<Break DMXOffset="1" />
</GeometryReference>
<GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,-0.475000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
<Break DMXOffset="4" />
</GeometryReference>
<GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,0.075000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
<Break DMXBreak="2" DMXOffset="1" />
</GeometryReference>
<GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,-0.075000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
<Break DMXBreak="2" DMXOffset="4" />
</GeometryReference>
<GeometryReference Position="{1.000000,0.000000,0.000000,-0.475000}{0.000000,1.000000,0.000000,0.325000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
<Break DMXBreak="3" DMXOffset="1" />
</GeometryReference>
<GeometryReference Position="{1.000000,0.000000,0.000000,-0.425000}{0.000000,1.000000,0.000000,0.325000}{0.000000,0.000000,1.000000,-0.040000}{0.000000,0.000000,0.000000,1.000000}" Geometry="Pixel">
<Break DMXBreak="3" DMXOffset="4" />
</GeometryReference>
</Geometry>
</Geometries> <DMXModes>
<DMXMode Name="Default" Geometry="Body">
<DMXChannels>
<DMXChannel Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="Dimmer" Master="Grand" DMXChangeTimeLimit="0" >
<ChannelFunction Attribute="Dimmer" DMXFrom="0/1">
<ChannelSet Name="closed" DMXFrom="0/1" PhysicalTo="0" />
<ChannelSet DMXFrom="1/1" />
<ChannelSet Name="open" DMXFrom="255/1" PhysicalFrom="1" />
</ChannelFunction>
</LogicalChannel>
</DMXChannel>
<DMXChannel DMXBreak="Overwrite" Offset="1" Default="255/1" Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="ColorAdd_R">
<ChannelFunction Attribute="ColorAdd_R" DMXFrom="0/1" />
</LogicalChannel>
</DMXChannel>
<DMXChannel DMXBreak="Overwrite" Offset="2" Default="255/1" Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="ColorAdd_G">
<ChannelFunction Attribute="ColorAdd_G" DMXFrom="0/1" />
</LogicalChannel>
</DMXChannel>
<DMXChannel DMXBreak="Overwrite" Offset="3" Default="255/1" Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="ColorAdd_B">
<ChannelFunction Attribute="ColorAdd_B" DMXFrom="0/1" />
</LogicalChannel>
</DMXChannel>
</DMXChannels>
<Relations>
<Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_R.ColorAdd_R.ColorAdd_R 1" Type="Multiply" />
<Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_G.ColorAdd_G.ColorAdd_G 1" Type="Multiply" />
<Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_B.ColorAdd_B.ColorAdd_B 1" Type="Multiply" />
</Relations>
</DMXMode>
</DMXModes>
Listing 4. Geometry collect with DMX mode
DMX Mode Collect
This section is used to describe all DMX modes of the device. If
firmware revisions change a DMX footprint, then such revisions should be
specified as new DMX mode. The DMX mode collect currently does not have
any attributes (XML node
DMX Mode
Each DMX mode describes logical part of the device in a specific mode
(XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The unique name of the DMX mode |
Geometry | Name | Name of the first geometry in the device; Example: Base. |
Table 32. DMX Mode Attributes
DMX mode children are specified in table 33.
XML node | Allowed count | Description |
---|---|---|
DMXChannels | 1 | Description of all DMX channels used in the mode |
Relations | 0 or 1 | Description of relations between channels |
FTMacros | 0 or 1 | Is used to describe macros of the manufacturer. |
Table 33. DMX Mode Children
DMX Channel Collect
This section describes the DMX patch of the device. The DMX channel
collect currently does not have any attributes (XML node
DMX Channel
This section describes the DMX channel (XML node
Attribute Name | Value Type | Description |
---|---|---|
DMXBreak | Int | Number of DMX address; Default value: 1; Special value: “Overwrite” – means that this number will be overwritten by Geometry Reference; Size: 4 bytes |
Offset | Array of Int | Relative patch addresses of the current DMX channel from highest to least significant; Seperator of values is “,”; Special value: “None” –does not have any addresses; Default value: “None”; Size per int: 4 bytes |
Default | DMXValue | Default value for current channel; Default value: 0 |
Highlight | DMXValue | Highlight value for current channel; Special value: “None”. Default value: “None”. |
Geometry | Name | Name of the geometry the current channel has. |
Table 34. DMX Channel Attributes
As children the DMX channel has a list of logical channels.
Logical Channel
This section is assigned to the attribute and it roughly defines the
function of the channel. For example, the logical channel can be
assigned to a Gobo function. As a child it has two channel functions:
“select position” and “rotation speed”. All logical channels which are
children of the same DMX channel are mutually exclusive. The name of the
logical channel cannot be specified and is equal to the attribute name.
The xml node of the logical channel is
Attribute Name | Value Type | Description |
---|---|---|
Attribute | Node | Link to the attribute; The starting point is the Attribute Collect (see Appendix A). |
Snap | Enum | Is this channel a snap channel? Value: “Yes”, “No”, “On”, “Off”. Default value: “No” |
Master | Enum | Does the current channel function react to the Master? Values: “None”, “Grand”, “Group”; Default value: “None”. |
MibFade | Float | How fast does the device move in black? Default value: 0; Unit: second |
DMXChangeTimeLimit | Float | How fast does the device react to a changing DMX input? Default value: 0; Unit: second |
Table 35. Logical Channel Attributes
As a child the logical channel has a list of channel function.
Channel Function
This section is assigned to the attribute and it explains the function
of the logical channel (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | String | Unique name; Default value: Name of attribute and number of channel function. Example “Pan 1”. |
Attribute | Node | Link to attribute; Starting point is the attributes node. Default value: “NoFeature”. |
OriginalAttribute | String | The manufacturer ́s original name of the attribute; Default: empty |
DMXFrom | DMXValue | Start DMX value; The end DMX value is calculated as a DMXFrom of the next channel function – 1 or the maximum value of the current logical channel. Default value: “0/1”. |
PhysicalFrom | Float | Physical start value; Default value: 0 |
PhysicalTo | Float | Physical end value; Default value: 1 |
RealFade | Float | Mechanical time in seconds to move from min to max; Default value: 0 |
Wheel | Node | Optional link to wheel; Starting point: Wheel Collect |
Emitter | Node | Optional link to emitter in the physical description; Starting point: Emitter Collect |
Filter | Node | Optional link to filter in the physical description; Starting point: Filter Collect |
DMXInvert | Enum | Inverts the DMX values for the range given. For example, DMX Invert can be used to invert the direction of pan or tilt movement or for conversion between subtractive and additive color mixing systems. Values: “Yes”, “No”; Default value “No” |
ModeMaster | Node | Link to DMX channel or channel function; Starting point DMX mode |
ModeFrom | DMXValue | Only used together with ModeMaster; DMX start value; Default value: 0/1 |
ModeTo | DMXValue | Only used together with ModeMaster; DMX end value; Default value: 0/1 |
Table 36. Channel Function Attributes
As children the channel function has list of channel sets.
Channel Set
This section describes the channel sets of the channel function (XML
node
Attribute Name | Value Type | Description |
---|---|---|
Name | String | The name of the channel set. Default: Empty |
DMXFrom | DMXValue | Start DMX value; The end DMX value is calculated as a DMXFrom of the next channel set – 1 or the maximum value of the current channel function; Default value: 0/1 |
PhysicalFrom | Float | Physical start value |
PhysicalTo | Float | Physical end value |
WheelSlotIndex | Int | If the channel function has a link to the wheel, a corresponding slot index can be specified. The wheel slot index results from the order of slots of the wheel which is linked in the channel function. The wheel slot index is normalized to 1. Example: a wheel slot index of 5 would link to the 5th slot of the wheel. Size: 4 bytes |
Table 37. Channel Set Attributes
The channel set does not have any children.
Relation Collect
This section is used to describe the dependencies between DMX channels
and channel functions, such as multiply and override. The relation
collect currently does not have any attributes (XML node
Relation
This section describes the relation between the master DMX channel and
the following logical channel (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | String | The unique name of the relation |
Master | Node | Link to the master DMX channel; Starting point: DMX mode |
Follower | Node | Link to the following channel function; Starting point: DMX mode |
Type | Enum | Type of the relation; Values: “Multiply”, “Override” |
Table 38. Relation Attributes
The relation does not have any children. Listing 5 shows an example of a simple DMX mode described in xml (description of the corresponding geometries are in listing 4).
<DMXMode Name="Default" Geometry="Body">
<DMXChannels>
<DMXChannel Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="Dimmer" Master="Grand">
<ChannelFunction Attribute="Dimmer" DMXFrom="0/1">
<ChannelSet Name="closed" DMXFrom="0/1" PhysicalTo="0" />
<ChannelSet DMXFrom="1/1" />
<ChannelSet Name="open" DMXFrom="255/1" PhysicalFrom="1" />
</ChannelFunction>
</LogicalChannel>
</DMXChannel>
<DMXChannel DMXBreak="Overwrite" Offset="1" Default="255/1" Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="ColorAdd_R">
<ChannelFunction Attribute="ColorAdd_R" DMXFrom="0/1"/>
</LogicalChannel>
</DMXChannel>
<DMXChannel DMXBreak="Overwrite" Offset="2" Default="255/1" Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="ColorAdd_G">
<ChannelFunction Attribute="ColorAdd_G" DMXFrom="0/1"/>
</LogicalChannel>
</DMXChannel>
<DMXChannel DMXBreak="Overwrite" Offset="3" Default="255/1" Highlight="255/1" Geometry="Pixel">
<LogicalChannel Attribute="ColorAdd_B">
<ChannelFunction Attribute="ColorAdd_B" DMXFrom="0/1"/>
</LogicalChannel>
</DMXChannel>
</DMXChannels>
<Relations>
<Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_R.ColorAdd_R.ColorAdd_R 1" Type="Multiply" />
<Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_G.ColorAdd_G.ColorAdd_G 1" Type="Multiply" />
<Relation Name="VirtualDimmer" Master="Pixel_Dimmer" Follower="Pixel_ColorAdd_B.ColorAdd_B.ColorAdd_B 1" Type="Multiply" />
</Relations>
</DMXMode>
Listing 5. DMX mode with relations
Macro Collect
This section is used to describe macros of the fixture type that were
preprogrammed by the manufacturer of the fixture. This information is
used for the visualization of macros of the fixture type in the 3D view.
It is also used for starting these macros on the lighting console. The
macro collect currently does not have any attributes (XML node
Macro
This section describes a preprogrammed macro or command (XML node
Attribute Name | Value Type | Description |
---|---|---|
Name | Name | The name of the macro. |
Table 39. Macro Attributes
Macro children are specified in table 40
XML node | Allowed Count | Description |
---|---|---|
MacroDMX | 0 or 1 | Describes DMX values required to start the macro. |
MacroVisual | 0 or 1 | Describes visual effect of the macro. |
Table 40. Macro Children
Macro DMX
This section describes the controlling sequence of DMX values which are
sent by a lighting console to start the macro (XML node
Macro DMX Step
This section describes a DMX step (XML node
Attribute Name | Value Type | Description |
---|---|---|
Duration | UInt | Duration of a step; Default value: 1. Size 1 byte. Unit: DMX frame. |
Table 41. Macro DMX Step Attributes
As children the macro DMX step has a list of DMX Value.
DMX Value
This section describes a value for DMX channel (XML node
Attribute Name | Value Type | Description |
---|---|---|
Value | DMXValue | Value |
DMXChannel | Node | Link to a DMX channel. Starting node DMX Channel Collect. |
Table 42. DMX Value Attributes
The DMX value does not have any children.
Macro Visual
This section describes visual effect of the macro (XML node
Macro Visual Step
This section describes a visual step (XML node
Attribute Name | Value Type | Description |
---|---|---|
Duration | UInt | Duration of a step without the influence of a macro speed channel. Default value: 1; Size 1 byte; Unit: DMX frame. |
Fade | Float | Fade time; Default value: 0.0. Unit: milliseconds. |
Delay | Float | Delay time; Default value: 0.0. Unit: milliseconds. |
Table 43. Macro Visual Step Attributes
As children the macro visual step has a list of Visual Value.
Visual Value
This section describes a value for the channel function (XML node
Attribute Name | Value Type | Description |
---|---|---|
Value | DMXValue | Value |
ChannelFunction | Node | Link to a Channel Function which overwrites this value. Starting node DMX Channel Collect. |
Table 44. Visual Value Attributes
The Visual Value does not have any children.
Revision Collect
This section describes the a history of device type. Revision collect
currently does not have any attributes (XML node
Revision
This section describes one revision of a device type (XML node
Revision>
). Revisions are optional. Every time a GDTF file is uploaded
to GDTF-Share.com, a revision with the actual time and UserID is created
by the GDTF-Share. The currently defined attributes of the revision are
specified in table 45.
Attribute Name | Value Type | Description |
---|---|---|
Text | String | User-defined text for this revision; Default value: empty |
Date | Date | Revision date and time |
UserID | Uint | UserID of the user that has uploaded the GDTF file to GDTF-Share.com; Default value: 0 |
Table 45. Revision Attributes
The revision does not have any children. Listing 6 shows an example of the revision collect described in xml.
<Revisions>
<Revision Text="Created by Admin " Date="2016-06-21T11:22:48" UserID="1" />
</Revisions>
Listing 6. Simple revision collect
User Preset Collect
This section is used to save fixture type specific presets. It currently
does not have any attributes (XML node FTPresets>
). As children the
type preset collect has a list of presets.
User Preset
This section has not yet been defined (XML node
Supported Protocol Collect
If the device supports several additional protocols, these protocol
specific information have to be specified in this section. The supported
protocol collect currently does not have any attributes (XML node
XML node | Allowed Count | Description |
---|---|---|
RDM | 0 or 1 | Describes RDM information |
Art-Net | 0 or 1 | Describes Art-Net information |
sACN | 0 or 1 | Describes sACN information |
KiNET | 0 or 1 | Describes KiNET information |
PosiStageNet | 0 or 1 | Describes PosiStageNet information |
OpenSoundControl | 0 or 1 | Describes OpenSoundControl information |
CITP | 0 or 1 | Describes CITP information |
Table 46. Supported Protocol Collect Children
RDM Section
If the device supports RDM protocol, this section has to have the
corresponding information (XML node
Attribute Name | Value Type | Description |
---|---|---|
ManufacturerID | Hex | Manufacturer ESTA ID |
DeviceModelID | Hex | Unique device model ID |
Table 47. RDM Attributes
As children the FTRDM has list of SoftwareVersionID
.
SoftwareVersionID
For each supported software version put in an XML node
Attribute Name | Value Type | Description |
---|---|---|
Value | Hex | Software version ID |
Table 48. SoftwareVersionID
As children the SoftwareVersionID has a list of DMXPersonality
.
DMXPersonality
To define the supported software versions, put in an XML node
Attribute Name | Value Type | Description |
---|---|---|
Value | Hex | Hex Value of the DMXPersonality |
DMXMode | Name | Link to the DMX Mode that can be used with this software version. |
Table 49. DMXPersonality
Listing 7 shows an example of a supported protocol collect and the corresponding RDM section described in xml.
<Protocols>
<FTRDM ManufacturerID="0x5253" DeviceModelID="0x0000">
<SoftwareVersionID Value="0x0" >
<DMXPersonality Value="0x0" DMXMode="DMX Mode" />;
<DMXPersonality Value="0x1" DMXMode="DMX Mode 2" />;
</SoftwareVersionID>
<SoftwareVersionID Value="0x0" />
<DMXPersonality Value="0x1" DMXMode="DMX Mode" />;
<DMXPersonality Value="0x0" DMXMode="DMX Mode 2" />;
</SoftwareVersionID>
</FTRDM>
</Protocols>
Listing 7. Supported protocol collect with RDM section
Art-Net Section
This section has not yet been defined (XML node
Streaming ACN Section
This section has not yet been defined (XML node
KiNET Section
This section has not yet been defined (XML node
Posi Stage Net Section
This section has not yet been defined (XML node
Open Sound Control Section
This section has not yet been defined (XML node
CITP Section
This section has not yet been defined (XML node
Appendix A. Attribute Definitions
To describe the fixture types, use attributes. Attributes define the function. (n) and (m) are wildcards for the enumartion of attributes e.g. Gobo(n) - Gobo1 and Gobo2 or VideoEffect(n)Parameter(m) - VideoEffect1Parameter1 and VideoEffect1Parameter2. Attributes without wildcards (n) or (m) are not enumerated. The enumaration starts with 1. The currently defined attributes are specified in table A1.
Description | Attribute |
---|---|
Controls the intensity of a fixture. | Dimmer |
Controls the fixture’s sideward movement (horizontal axis). | Pan |
Controls the fixture’s upward and the downward movement (vertical axis). | Tilt |
Selects the predefined position effects that are built into the fixture. | PositionEffect |
Controls the speed of the predefined position effects that are built into the fixture. | PositionEffectRate |
Snaps or smooth fades with timing in running predefined position effects. | PositionEffectFade |
Defines a fixture’s x-coordinate within an XYZ coordinate system. | XYZ_X |
Defines a fixture’s y-coordinate within an XYZ coordinate system. | XYZ_Y |
Defines a fixture‘s z-coordinate within an XYZ coordinate system. | XYZ_Z |
The fixture’s gobo wheel (n). This is the main attribute of gobo wheel’s (n) wheel control. Selects gobos in gobo wheel (n). A different channel function sets the angle of the indexed position in the selected gobo or the angular speed of its continuous rotation. | Gobo(n) |
Selects gobos whose rotation is continuous in gobo wheel (n) and controls the angular speed of the gobo’s spin within the same channel function. | Gobo(n)SelectSpin |
Selects gobos which shake in gobo wheel (n) and controls the frequency of the gobo’s shake within the same channel function. | Gobo(n)SelectShake |
Selects gobos which run effects in gobo wheel (n). | Gobo(n)SelectEffects |
Controls angle of indexed rotation of gobo wheel (n). | Gobo(n)WheelIndex |
Controls the speed and direction of continuous rotation of gobo wheel (n). | Gobo(n)WheelSpin |
Controls frequency of the shake of gobo wheel (n). | Gobo(n)WheelShake |
Controls speed of gobo wheel´s (n) random gobo slot selection. | Gobo(n)WheelRandom |
Controls audio-controlled functionality of gobo wheel (n). | Gobo(n)WheelAudio |
Controls angle of indexed rotation of gobos in gobo wheel (n). This is the main attribute of gobo wheel’s (n) wheel slot control. | Gobo(n)Pos |
Controls the speed and direction of continuous rotation of gobos in gobo wheel (n). | Gobo(n)PosRotate |
Controls frequency of the shake of gobos in gobo wheel (n). | Gobo(n)PosShake |
This is the main attribute of the animation wheel’s (n) wheel control. Selects slots in the animation wheel. A different channel function sets the angle of the indexed position in the selected slot or the angular speed of its continuous rotation. | AnimationWheel(n) |
Controls audio-controlled functionality of animation wheel (n). | AnimationWheel(n)Audio |
Selects predefined effects in animation wheel (n). | AnimationWheel(n)Macro |
Controls speed of animation wheel (n) random slot selection. | AnimationWheel(n)Random |
Selects slots which run effects in animation wheel (n). | AnimationWheel(n)SelectEffects |
Selects slots which shake in animation wheel and controls the frequency of the slots shake within the same channel function. | AnimationWheel(n)SelectShake |
Selects slots whose rotation is continuous in animation wheel and controls the angular speed of the slot spin within the same channel function | AnimationWheel(n)SelectSpin |
Controls angle of indexed rotation of slots in animation wheel. This is the main attribute of animation wheel (n) wheel slot control. | AnimationWheel(n)Pos |
Controls the speed and direction of continuous rotation of slots in animation wheel (n). | AnimationWheel(n)PosRotate |
Controls frequency of the shake of slots in animation wheel (n). | AnimationWheel(n)PosShake |
Selects predefined color effects built into the fixture. | ColorEffects(n) |
The fixture’s color wheel (n). Selects colors in color wheel (n). This is the main attribute of color wheel’s (n) wheel control. | Color(n) |
Controls angle of indexed rotation of color wheel (n) | Color(n)WheelIndex |
Controls the speed and direction of continuous rotation of color wheel (n). | Color(n)WheelSpin |
Controls speed of color wheel´s 1 random color slot selection. | Color(n)WheelRandom |
Controls audio-controlled functionality of color wheel (n). | Color(n)WheelAudio |
Controls the intensity of the fixture’s red emitters for direct additive color mixing. | ColorAdd_R |
Controls the intensity of the fixture’s green emitters for direct additive color mixing | ColorAdd_G |
Controls the intensity of the fixture’s blue emitters for direct additive color mixing. | ColorAdd_B |
Controls the intensity of the fixture’s cyan emitters for direct additive color mixing. | ColorAdd_C |
Controls the intensity of the fixture’s magenta emitters for direct additive color mixing. | ColorAdd_M |
Controls the intensity of the fixture’s yellow emitters for direct additive color mixing. | ColorAdd_Y |
Controls the intensity of the fixture’s amber emitters for direct additive color mixing. | ColorAdd_RY |
Controls the intensity of the fixture’s lime emitters for direct additive color mixing. | ColorAdd_GY |
Controls the intensity of the fixture’s blue-green emitters for direct additive color mixing. | ColorAdd_GC |
Controls the intensity of the fixture’s light-blue emitters for direct additive color mixing. | ColorAdd_BC |
Controls the intensity of the fixture’s purple emitters for direct additive color mixing. | ColorAdd_BM |
Controls the intensity of the fixture’s pink emitters for direct additive color mixing. | ColorAdd_RM |
Controls the intensity of the fixture’s white emitters for direct additive color mixing. | ColorAdd_W |
Controls the intensity of the fixture’s warm white emitters for direct additive color mixing. | ColorAdd_WW |
Controls the intensity of the fixture’s cool white emitters for direct additive color mixing. | ColorAdd_CW |
Controls the intensity of the fixture’s UV emitters for direct additive color mixing. | ColorAdd_UV |
Controls the insertion of the fixture’s red filter flag for direct subtractive color mixing. | ColorSub_R |
Controls the insertion of the fixture’s green filter flag for direct subtractive color mixing. | ColorSub_G |
Controls the insertion of the fixture’s blue filter flag for direct subtractive color mixing. | ColorSub_B |
Controls the insertion of the fixture’s cyan filter flag for direct subtractive color mixing. | ColorSub_C |
Controls the insertion of the fixture’s magenta filter flag for direct subtractive color mixing. | ColorSub_M |
Controls the insertion of the fixture’s yellow filter flag for direct subtractive color mixing. | ColorSub_Y |
Selects predefined colors that are programed in the fixture’s firmware. | ColorMacro(n) |
Controls the fixture’s “Correct to orange” wheel or mixing system. | CTO |
Controls the fixture’s “Correct to color” wheel or mixing system. | CTC |
Controls the fixture’s “Correct to blue” wheel or mixing system. | CTB |
Controls the fixture’s color attribute regarding the hue. | HSB_Hue |
Controls the fixture’s color attribute regarding the saturation. | HSB_Saturation |
Controls the fixture’s color attribute regarding the brightness. | HSB_Brightness |
Controls the fixture’s color attribute regarding the quality. | HSB_Quality |
Controls the fixture’s CIE 1931 color attribute regarding the chromaticity x. | CIE_X |
Controls the fixture’s CIE 1931 color attribute regarding the chromaticity y. | CIE_Y |
Controls the fixture’s CIE 1931 color attribute regarding the brightness (Y). | CIE_Brightness |
Controls the fixture’s red attribute for indirect RGB color mixing. | ColorRGB_Red |
Controls the fixture’s green attribute for indirect RGB color mixing. | ColorRGB_Green |
Controls the fixture’s blue attribute for indirect RGB color mixing. | ColorRGB_Blue |
Controls the fixture’s cyan attribute for indirect CMY color mixing. | ColorRGB_Cyan |
Controls the fixture’s magenta attribute for indirect CMY color mixing. | ColorRGB_Magenta |
Controls the fixture’s yellow attribute for indirect CMY color mixing. | ColorRGB_Yellow |
Controls the fixture’s quality attribute for indirect color mixing. | ColorRGB_Quality |
Controls the length of a strobe flash. | StrobeDuration |
Controls the time between strobe flashes. | StrobeRate |
Controls the fixture´s mechanical or electronical shutter feature. | Shutter(n) |
Controls the frequency/speed of the fixture´s mechanical or electronical strobe shutter feature. | Shutter(n)Strobe |
Controls the frequency/speed of the fixture´s mechanical or electronical pulse shutter feature. | Shutter(n)StrobePulse |
Controls the frequency/speed of the fixture´s mechanical or electronical closing pulse shutter feature. | Shutter(n)StrobePulseClose |
Controls the frequency/speed of the fixture´s mechanical or electronical opening pulse shutter feature. | Shutter(n)StrobePulseOpen |
Controls the frequency/speed of the fixture´s mechanical or electronical random strobe shutter feature. | Shutter(n)StrobeRandom |
Controls the frequency/speed of the fixture´s mechanical or electronical random pulse shutter feature. | Shutter(n)StrobeRandomPulse |
Controls the frequency/speed of the fixture´s mechanical or electronical random closing pulse shutter feature. | Shutter(n)StrobeRandomPulseClose |
Controls the frequency/speed of the fixture´s mechanical or electronical random opening pulse shutter feature. | Shutter(n)StrobeRandomPulseOpen |
Controls the frequency/speed of the fixture´s mechanical or electronical shutter effect feature. | Shutter(n)StrobeEffect |
Controls the diameter of the fixture’s beam. | Iris |
Sets speed of the iris’s strobe feature. | IrisStrobe |
Sets speed of the iris’s random movement. | IrisStrobeRandom |
Sets speed of iris’s closing pulse. | IrisPulseClose |
Sets speed of iris’s opening pulse. | IrisPulseOpen |
The ability to soften the fixture’s spot light with a frosted lens. | Frost(n) |
The fixture’s prism wheel (n). Selects prisms in prism wheel (n). A different channel function sets the angle of the indexed position in the selected prism or the angular speed of its continuous rotation. This is the main attribute of prism wheel’s (n) wheel control. | Prism(n) |
Selects prisms whose rotation is continuous in prism wheel (n) and controls the angular speed of the prism’s spin within the same channel function. | Prism(n)SelectSpin |
Macro functions of prism wheel (n). | Prism(n)Macro |
Controls angle of indexed rotation of prisms in prism wheel (n). This is the main attribute of prism wheel’s 1 wheel slot control. | Prism(n)Pos |
Controls the speed and direction of continuous rotation of prisms in prism wheel (n). | Prism(n)PosRotate |
Generically predefined macros and effects of a fixture. | Effects(n) |
Speed of running effects. | Effects(n)Rate |
Snapping or smooth look of running effects. | Effects(n)Fade |
Controls parameter (m) of effect (n) | Effects(n)Adjust(m) |
Controls angle of indexed rotation of slot/effect in effect wheel/macro (n). This is the main attribute of effect wheel/macro (n) slot/effect control. | Effects(n)Pos |
Controls speed and direction of slot/effect in effect wheel (n). | Effects(n)PosRotate |
Sets offset between running effects and effects 2. | EffectsSync |
Activates fixture’s beam shaper. | BeamShaper |
Predefined presets for fixture’s beam shaper positions. | BeamShaperMacro |
Indexing of fixture’s beam shaper. | BeamShaperPos |
Continuous rotation of fixture’s beam shaper. | BeamShaperPosRotate |
Controls the spread of the fixture’s beam/spot. | Zoom |
Selects spot mode of zoom. | ZoomModeSpot |
Selects beam mode of zoom. | ZoomModeBeam |
Controls the sharpness of the fixture’s spot light. Can blur or sharpen the edge of the spot. | Focus(n) |
Autofocuses functionality using presets. | Focus(n)Adjust |
Autofocuses functionality using distance. | Focus(n)Distance |
Controls the channel of a fixture. | Control(n) |
Selects different modes of intensity. | DimmerMode |
Selects different dimmer curves of the fixture. | DimmerCurve |
Close the light output under certain conditions (movement correction, gobo movement, etc.). | BlackoutMode |
Controls LED frequency. | LEDFrequency |
Changes zones of LEDs. | LEDZoneMode |
Controls behavior of LED pixels. | PixelMode |
Selects fixture’s pan mode. Selects between a limited pan range (e.g. -270 to 270) or a continuous pan range. | PanMode |
Selects fixture’s pan mode. Selects between a limited tilt range (e.g. -130 to 130) or a continuous tilt range. | TiltMode |
Selects fixture’s pan/tilt mode. Selects between a limited pan/tilt range or a continuous pan/tilt range. | PanTiltMode |
Selects the fixture’s position mode. | PositionModes |
Changes control between selecting, indexing, and rotating the gobos of gobo wheel (n). | Gobo(n)WheelMode |
Changes control between selecting, indexing, and rotating the slots of animation wheel (n). | AnimationWheel(n)Mode |
Defines whether the animation wheel takes the shortest distance between two positions. | AnimationWheelShortcutMode |
Changes control between selecting, continuous selection, half selection, random selection, color spinning, etc. in colors of color wheel (n). | Color(n)Mode |
Defines whether the color wheel takes the shortest distance between two colors. | ColorWheelShortcutMode |
Controls how Cyan is used within the fixture’s cyan CMY-mixing feature. | CyanMode |
Controls how Cyan is used within the fixture’s magenta CMY-mixing. | MagentaMode |
Controls how Cyan is used within the fixture’s yellow CMY-mixing feature. | YellowMode |
Changes control between selecting continuous selection, half selection, random selection, color spinning, etc. in color mixing. | ColorMixMode |
Selects chromatic behavior of the device. | ChromaticMode |
Sets calibration mode (for example on/off). | ColorCalibrationMode |
Controls consistent behavior of color. | ColorConsistency |
Controls special color related functions. | ColorControl |
Controls color model (CMY/RGB/HSV..). | ColorModelMode |
Resets settings of color control channel. | ColorSettingsReset |
Controls behavior of color uniformity. | ColorUniformity |
Controls CRI settings of output. | CRIMode |
Custom color related functions (save, recall..). | CustomColor |
Settings for UV stability color behavior. | UVStability |
Settings for WaveLength corrections of colors. | WavelengthCorrection |
Controls if White LED is proportionally added to RGB. | WhiteCount |
Changes strobe style - strobe, pulse, random strobe, etc. - of the shutter attribute. | StrobeMode |
Changes modes of the fixture´s zoom. | ZoomMode |
Changes modes of the fixture’s focus - manual or auto- focus. | FocusMode |
Changes modes of the fixture’s iris - linear, strobe, pulse. | IrisMode |
Controls fan (n) mode. | Fan(n)Mode |
Selects follow spot control mode. | FollowSpotMode |
Changes mode to control either index or rotation of the beam effects. | BeamEffectIndexRotateMode |
Movement speed of the fixture’s intensity. | IntensityMSpeed |
Movement speed of the fixture’s pan/tilt. | PositionMSpeed |
Movement speed of the fixture’s ColorMix presets. | ColorMixMSpeed |
Movement speed of the fixture’s color wheel. | ColorWheelSelectMSpeed |
Movement speed of the fixture’s gobo wheel (n). | GoboWheel(n)MSpeed |
Movement speed of the fixture’s iris. | IrisMSpeed |
Movement speed of the fixture’s prism wheel (n). | Prism(n)MSpeed |
Movement speed of the fixture’s focus. | FocusMSpeed |
Movement speed of the fixture’s frost (n). | Frost(n)MSpeed |
Movement speed of the fixture’s zoom. | ZoomMSpeed |
Movement speed of the fixture’s shapers. | FrameMSpeed |
General speed of fixture’s features. | GlobalMSpeed |
Movement speed of the fixture’s frost. | ReflectorAdjust |
Generally resets the entire fixture. | FixtureGlobalReset |
Resets the fixture’s shutter. | ShutterReset |
Resets the fixture’s beam features. | BeamReset |
Resets the fixture’s color mixing system. | ColorMixReset |
Resets the fixture’s color wheel. | ColorWheelReset |
Resets the fixture’s focus. | FocusReset |
Resets the fixture’s shapers. | FrameReset |
Resets the fixture’s gobo wheel. | GoboWheelReset |
Resets the fixture’s intensity. | IntensityReset |
Resets the fixture’s iris. | IrisReset |
Resets the fixture’s pan/tilt. | PositionReset |
Resets the fixture’s pan. | PanReset |
Resets the fixture’s tilt. | TiltReset |
Resets the fixture’s zoom. | ZoomReset |
Resets the fixture’s CTB. | CTBReset |
Resets the fixture’s CTO. | CTOReset |
Resets the fixture’s CTC. | CTCReset |
Resets the fixture’s calibration. | FixtureCalibrationReset |
Generally controls features of the fixture. | Function |
Controls the fixture’s lamp on/lamp off feature. | LampControl |
Adjusts intensity of display | DisplayIntensity |
Selects DMX Input | DMXInput |
Ranges without a functionality. | NoFeature |
Fog or hazer‘s blower feature. | Blower(n) |
Fog or hazer’s Fan feature. | Fan(n) |
Fog or hazer’s Fog feature. | Fog(n) |
Fog or hazer’s haze feature. | Haze(n) |
Controls the energy consumption of the lamp. | LampPowerMode |
Fancontrols a fixture or device. | Fans |
1 of 2 shutters that shape the top/right/bottom/left of the beam. | Blade(n)A |
2 of 2 shutters that shape the top/right/bottom/left of the beam. | Blade(n)B |
Rotates position of blade(n). | Blade(n)Rot |
Rotates position of blade assembly. | ShaperRot |
Predefined presets for shaper positions. | ShaperMacros |
Speed of predefined effects on shapers, | ShaperMacrosSpeed |
Controls video features. | Video |
Selects the media folder of a device (e.g., a media server). | MediaFolder |
Selects the content slot of in the selected media folder (e.g. of a media server). | MediaContent |
Selects the playmode of a device (e.g., a media server). | Playmode |
Selects dedicated effects which are used for media. | VideoEffect(n)Type |
Controls parameter (m) of VideoEffect(n)Type. | VideoEffect(n)Parameter(m) |
Scales the media content or video object along the x-axis. | VideoScale(n)_X |
Scales the media content or video object along the y-axis. | VideoScale(n)_Y |
Scales the media content or video object along the z-axis. | VideoScale(n)_Z |
Scales the media content or video object along all three axes. | VideoScale(n)_All |
Selects the video camera(n). | VideoCamera(n) |
Table A1. Structure of Attribute and Subattribute
Appendix B. Attribute Listing
(n) and (m) are wildcards for enumeration of attributes e.g., Gobo(n) - Gobo1 and Gobo2 or VideoEffect(n)Parameter(m) - VideoEffect1Parameter1 and VideoEffect1Parameter2. Attributes without the wildcards (n) or (m) are not enumerated. The enumaration starts with 1.
<AttributeDefinitions>
<ActivationGroups>
<ActivationGroup Name="PanTilt" />
<ActivationGroup Name="XYZ" />
<ActivationGroup Name="ColorRGB" />
<ActivationGroup Name="ColorHSB" />
<ActivationGroup Name="ColorCIE" />
<ActivationGroup Name="ColorIndirect" />
<ActivationGroup Name="Gobo(n)" />
<ActivationGroup Name="Gobo(n)Pos" />
<ActivationGroup Name="AnimationWheel(n)" />
<ActivationGroup Name="AnimationWheel(n)Pos" />
<ActivationGroup Name="Prism" />
<ActivationGroup Name="BeamShaper" />
<ActivationGroup Name="Shaper" />
</ActivationGroups>
<FeatureGroups>
<FeatureGroup Name="Dimmer">
<Feature Name="Dimmer" />
</FeatureGroup>
<FeatureGroup Name="Position">
<Feature Name="PanTilt" />
<Feature Name="XYZ" />
</FeatureGroup>
<FeatureGroup Name="Gobo">
<Feature Name="Gobo" />
</FeatureGroup>
<FeatureGroup Name="Color">
<Feature Name="Color" />
<Feature Name="RGB" />
<Feature Name="HSB" />
<Feature Name="CIE" />
<Feature Name="Indirect" />
</FeatureGroup>
<FeatureGroup Name="Beam">
<Feature Name="Beam" />
</FeatureGroup>
<FeatureGroup Name="Focus">
<Feature Name="Focus" />
</FeatureGroup>
<FeatureGroup Name="Control">
<Feature Name="Control" />
</FeatureGroup>
<FeatureGroup Name="Shapers">
<Feature Name="Shapers" />
</FeatureGroup>
<FeatureGroup Name="Video">
<Feature Name="Video" />
</FeatureGroup>
</FeatureGroups>
<Attributes>
<Attribute Name="Dimmer" Pretty="Dim" Feature="Dimmer.Dimmer" PhysicalUnit="LuminousIntensity" />
<Attribute Name="Pan" Pretty="P" ActivationGroup="PanTilt" Feature="Position.PanTilt" PhysicalUnit="Angle" />
<Attribute Name="Tilt" Pretty="T" ActivationGroup="PanTilt" Feature="Position.PanTilt" PhysicalUnit="Angle" />
<Attribute Name="PositionEffect" Pretty="Pos FX" Feature="Position.PanTilt" />
<Attribute Name="PositionEffectRate" Pretty="Pos FX Rate" Feature="Position.PanTilt" />
<Attribute Name="PositionEffectFade" Pretty="Pos FX Fade" Feature="Position.PanTilt" />
<Attribute Name="XYZ_X" Pretty="X" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" />
<Attribute Name="XYZ_Y" Pretty="Y" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" />
<Attribute Name="XYZ_Z" Pretty="Z" ActivationGroup="XYZ" Feature="Position.XYZ" PhysicalUnit="Length" />
<Attribute Name="Gobo(n)" Pretty="G(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
<Attribute Name="Gobo(n)SelectSpin" Pretty="Select Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />
<Attribute Name="Gobo(n)SelectShake" Pretty="Select Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
<Attribute Name="Gobo(n)SelectEffects" Pretty="Select Effects" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
<Attribute Name="Gobo(n)WheelIndex" Pretty="Wheel Index" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Angle" />
<Attribute Name="Gobo(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />
<Attribute Name="Gobo(n)WheelShake" Pretty="Wheel Shake" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
<Attribute Name="Gobo(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
<Attribute Name="Gobo(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Gobo(n)" ActivationGroup="Gobo(n)" Feature="Gobo.Gobo" />
<Attribute Name="Gobo(n)Pos" Pretty="G(n) <>" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" />
<Attribute Name="Gobo(n)PosRotate" Pretty="Rotate" MainAttribute="Gobo(n)Pos" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" />
<Attribute Name="Gobo(n)PosShake" Pretty="Shake" MainAttribute="Gobo(n)Pos" ActivationGroup="Gobo(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" />
<Attribute Name="AnimationWheel(n)" ActivationGroup="AnimationWheel(n)" Pretty="Anim(n)" Feature="Gobo.Gobo" />
<Attribute Name="AnimationWheel(n)Audio" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim Audio" />
<Attribute Name="AnimationWheel(n)Macro" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim FX" />
<Attribute Name="AnimationWheel(n)Random" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Random" />
<Attribute Name="AnimationWheel(n)SelectEffects" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" Pretty="Anim Select FX" />
<Attribute Name="AnimationWheel(n)SelectShake" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Select Shake" />
<Attribute Name="AnimationWheel(n)SelectSpin" ActivationGroup="AnimationWheel(n)" MainAttribute="AnimationWheel(n)" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim Select Spin" />
<Attribute Name="AnimationWheel(n)Pos" ActivationGroup="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Angle" Pretty="Anim Pos" />
<Attribute Name="AnimationWheel(n)PosRotate" ActivationGroup="AnimationWheel(n)Pos" MainAttribute="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="AngularSpeed" Pretty="Anim Rotate" />
<Attribute Name="AnimationWheel(n)PosShake" ActivationGroup="AnimationWheel(n)Pos" MainAttribute="AnimationWheel(n)Pos" Feature="Gobo.Gobo" PhysicalUnit="Frequency" Pretty="Anim Shake" />
<Attribute Name="ColorEffects(n)" Pretty="Color FX(n)" Feature="Color.Color" />
<Attribute Name="Color(n)" Pretty="C(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />
<Attribute Name="Color(n)WheelIndex" Pretty="Wheel Index" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Angle" />
<Attribute Name="Color(n)WheelSpin" Pretty="Wheel Spin" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="AngularSpeed" />
<Attribute Name="Color(n)WheelRandom" Pretty="Wheel Random" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" PhysicalUnit="Frequency" />
<Attribute Name="Color(n)WheelAudio" Pretty="Wheel Audio" MainAttribute="Color(n)" ActivationGroup="ColorRGB" Feature="Color.Color" />
<Attribute Name="ColorAdd_R" Pretty="R" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.64,0.33,21.3" />
<Attribute Name="ColorAdd_G" Pretty="G" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.3,0.6,71.5" />
<Attribute Name="ColorAdd_B" Pretty="B" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.15,0.06,7.2" />
<Attribute Name="ColorAdd_C" Pretty="C" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.225,0.329,78.7" />
<Attribute Name="ColorAdd_M" Pretty="M" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.321,0.154,28.5" />
<Attribute Name="ColorAdd_Y" Pretty="Y" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.419,0.505,92.8" />
<Attribute Name="ColorAdd_RY" Pretty="Amber" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.477,0.460,57.0" />
<Attribute Name="ColorAdd_GY" Pretty="Lime" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.372,0.543,82.1" />
<Attribute Name="ColorAdd_GC" Pretty="Blue-Green" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.250,0.419,75.1" />
<Attribute Name="ColorAdd_BC" Pretty="Light-Blue " ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.200,0.239,43.0" />
<Attribute Name="ColorAdd_BM" Pretty="Purple" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.254,0.117,17.9" />
<Attribute Name="ColorAdd_RM" Pretty="Pink" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.403,0.200,24.9" />
<Attribute Name="ColorAdd_W" Pretty="White" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.313,0.329,100.0" />
<Attribute Name="ColorAdd_WW" Pretty="WW" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.319,0.340,99.3" />
<Attribute Name="ColorAdd_CW" Pretty="CW" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.306,0.329,97.9" />
<Attribute Name="ColorAdd_UV" Pretty="UV" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.176,0.005,0.6"/>
<Attribute Name="ColorSub_R" Pretty="R" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.64,0.33,21.3" />
<Attribute Name="ColorSub_G" Pretty="G" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.3,0.6,71.5" />
<Attribute Name="ColorSub_B" Pretty="B" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.15,0.06,7.2" />
<Attribute Name="ColorSub_C" Pretty="C" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.225,0.329,78.7" />
<Attribute Name="ColorSub_M" Pretty="M" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.321,0.154,28.5" />
<Attribute Name="ColorSub_Y" Pretty="Y" ActivationGroup="ColorRGB" Feature="Color.RGB" PhysicalUnit="ColorComponent" Color="0.419,0.505,92.8" />
<Attribute Name="ColorMacro(n)" Pretty="Color Macro(n)" Feature="Color.RGB" />
<Attribute Name="CTO" Pretty="CTO" Feature="Color.Color" />
<Attribute Name="CTC" Pretty="CTC" Feature="Color.Color" />
<Attribute Name="CTB" Pretty="CTB" Feature="Color.Color" />
<Attribute Name="HSB_Hue" Pretty="H" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Angle" />
<Attribute Name="HSB_Saturation" Pretty="S" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />
<Attribute Name="HSB_Brightness" Pretty="B" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />
<Attribute Name="HSB_Quality" Pretty="Q" ActivationGroup="ColorHSB" Feature="Color.HSB" PhysicalUnit="Percent" />
<Attribute Name="CIE_X" Pretty="X" ActivationGroup="ColorCIE" Feature="Color.CIE" />
<Attribute Name="CIE_Y" Pretty="Y" ActivationGroup="ColorCIE" Feature="Color.CIE" />
<Attribute Name="CIE_Brightness" Pretty="B" ActivationGroup="ColorCIE" Feature="Color.CIE" PhysicalUnit="Percent" />
<Attribute Name="ColorRGB_Red" Pretty="R" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />
<Attribute Name="ColorRGB_Green" Pretty="G" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />
<Attribute Name="ColorRGB_Blue" Pretty="B" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />
<Attribute Name="ColorRGB_Cyan" Pretty="C" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />
<Attribute Name="ColorRGB_Magenta" Pretty="M" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />
<Attribute Name="ColorRGB_Yellow" Pretty="Y" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />
<Attribute Name="ColorRGB_Quality" Pretty="Q" ActivationGroup="ColorIndirect" Feature="Color.Indirect" />
<Attribute Name="StrobeDuration" Pretty="Strobe Duration" Feature="Beam.Beam" PhysicalUnit="Time" />
<Attribute Name="StrobeRate" Pretty="Strobe Rate" Feature="Beam.Beam" />
<Attribute Name="Shutter(n)" Pretty="Sh(n)" Feature="Beam.Beam" />
<Attribute Name="Shutter(n)Strobe" Pretty="Strobe(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobePulse" Pretty="Pulse(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobePulseClose" Pretty="Pulse Close(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobePulseOpen" Pretty="Pulse Open(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobeRandom" Pretty="Random(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobeRandomPulse" Pretty="Random Pulse(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobeRandomPulseClose" Pretty="Random Pulse Close(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobeRandomPulseOpen" Pretty="Random Pulse Open(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Shutter(n)StrobeEffect" Pretty="Effect(n)" MainAttribute="Shutter(n)" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Iris" Pretty="Iris" Feature="Beam.Beam" />
<Attribute Name="IrisStrobe" Pretty="Strobe" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="IrisStrobeRandom" Pretty="Random Strobe" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="IrisPulseClose" Pretty="Pulse Close" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="IrisPulseOpen" Pretty="Pulse Open" MainAttribute="Iris" Feature="Beam.Beam" PhysicalUnit="Frequency" />
<Attribute Name="Frost(n)" Pretty="Frost(n)" Feature="Beam.Beam" />
<Attribute Name="Prism(n)" Pretty="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" />
<Attribute Name="Prism(n)SelectSpin" Pretty="Select Spin(n)" MainAttribute="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />
<Attribute Name="Prism(n)Macro" Pretty="Prism(n) Macro" MainAttribute="Prism(n)" ActivationGroup="Prism" Feature="Beam.Beam" />
<Attribute Name="Prism(n)Pos" Pretty="Prism(n) Pos" Feature="Beam.Beam" PhysicalUnit="Angle" />
<Attribute Name="Prism(n)PosRotate" Pretty="Rotate(n)" MainAttribute="Prism(n)Pos" ActivationGroup="Prism" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />
<Attribute Name="Effects(n)" Pretty="FX(n)" Feature="Beam.Beam" />
<Attribute Name="Effects(n)Rate" Pretty="FX(n) Rate" Feature="Beam.Beam" PhysicalUnit="Speed" />
<Attribute Name="Effects(n)Fade" Pretty="FX(n) Fade" Feature="Beam.Beam" />
<Attribute Name="Effects(n)Adjust(m)" Pretty="FX(n) Adjust(m)" Feature="Beam.Beam" />
<Attribute Name="Effects(n)Pos" Pretty="FX(n) Pos" Feature="Beam.Beam" PhysicalUnit="Angle" />
<Attribute Name="Effects(n)PosRotate" Pretty="FX(n) Rotate" MainAttribute="Effects(n)Pos" Feature="Beam.Beam" PhysicalUnit="AngularSpeed" />
<Attribute Name="EffectsSync" Pretty="FX Sync" Feature="Beam.Beam" />
<Attribute Name="BeamShaper" Pretty="Beam Shaper" ActivationGroup="BeamShaper" Feature="Beam.Beam" />
<Attribute Name="BeamShaperMacro" Pretty="Beam Shaper Macro" ActivationGroup="BeamShaper" Feature="Beam.Beam" />
<Attribute Name="BeamShaperPos" Pretty="Beam Shaper <>" ActivationGroup="BeamShaper" Feature="Beam.Beam" />
<Attribute Name="BeamShaperPosRotate" Pretty="Beam Shaper Rotate" ActivationGroup="BeamShaper" Feature="Beam.Beam" />
<Attribute Name="Zoom" Pretty="Zoom" Feature="Focus.Focus" PhysicalUnit="Angle" />
<Attribute Name="ZoomModeSpot" Pretty="Zoom Spot" Feature="Focus.Focus" PhysicalUnit="Angle" />
<Attribute Name="ZoomModeBeam" Pretty="Zoom Beam" Feature="Focus.Focus" PhysicalUnit="Angle" />
<Attribute Name="Focus(n)" Pretty="Focus(n)" Feature="Focus.Focus" />
<Attribute Name="Focus(n)Adjust" Pretty="Focus(n) Adjust" Feature="Focus.Focus" />
<Attribute Name="Focus(n)Distance" Pretty="Focus(n) Distance" Feature="Focus.Focus" PhysicalUnit="Length" />
<Attribute Name="Control(n)" Pretty="Ctrl(n)" Feature="Control.Control" />
<Attribute Name="DimmerMode" Pretty="Dim Mode" Feature="Control.Control" />
<Attribute Name="DimmerCurve" Pretty="Dim Curve" Feature="Control.Control" />
<Attribute Name="BlackoutMode" Pretty="Blackout Mode" Feature="Control.Control" />
<Attribute Name="LEDFrequency" Pretty="LED Frequency" Feature="Control.Control" />
<Attribute Name="LEDZoneMode" Pretty="LED Zone Mode" Feature="Control.Control" />
<Attribute Name="PixelMode" Pretty="Pixel Mode" Feature="Control.Control" />
<Attribute Name="PanMode" Pretty="Pan Mode" Feature="Control.Control" />
<Attribute Name="TiltMode" Pretty="Tilt Mode" Feature="Control.Control" />
<Attribute Name="PanTiltMode" Pretty="PanTilt Mode" Feature="Control.Control" />
<Attribute Name="PositionModes" Pretty="Pos Modes" Feature="Control.Control" />
<Attribute Name="Gobo(n)WheelMode" Pretty="G(n) Mode" Feature="Control.Control" />
<Attribute Name="AnimationWheel(n)Mode" Feature="Control.Control" Pretty="Anim Mode" />
<Attribute Name="AnimationWheelShortcutMode" Pretty="Anim Shortcut Mode" Feature="Control.Control" />
<Attribute Name="Color(n)Mode" Pretty="C(n) Mode" Feature="Control.Control" />
<Attribute Name="ColorWheelShortcutMode" Pretty="Color Wheel Shortcut Mode" Feature="Control.Control" />
<Attribute Name="CyanMode" Pretty="Cyan Mode" Feature="Control.Control" />
<Attribute Name="MagentaMode" Pretty="Magenta Mode" Feature="Control.Control" />
<Attribute Name="YellowMode" Pretty="Yellow Mode" Feature="Control.Control" />
<Attribute Name="ColorMixMode" Pretty="Color Mix Mode" Feature="Control.Control" />
<Attribute Name="ChromaticMode" Pretty="Chroma Mode" Feature="Control.Control" />
<Attribute Name="ColorCalibrationMode" Pretty="CCalib Mode" Feature="Control.Control" />
<Attribute Name="ColorConsistency" Pretty="Color consistency" Feature="Control.Control" />
<Attribute Name="ColorControl" Pretty="Color Ctrl" Feature="Control.Control" />
<Attribute Name="ColorModelMode" Pretty="ColorModel" Feature="Control.Control" />
<Attribute Name="ColorSettingsReset" Pretty="Color Ctrl Rst" Feature="Control.Control" />
<Attribute Name="ColorUniformity" Pretty="ColorUniform" Feature="Control.Control" />
<Attribute Name="CRIMode" Pretty="CRI Mode" Feature="Control.Control" />
<Attribute Name="CustomColor" Pretty="Custom Color" Feature="Control.Control" />
<Attribute Name="UVStability" Pretty="UV Stab" Feature="Control.Control" />
<Attribute Name="WavelengthCorrection" Pretty="WaveLength" Feature="Control.Control" />
<Attribute Name="WhiteCount" Pretty="White Count" Feature="Control.Control" />
<Attribute Name="StrobeMode" Pretty="Strobe Mode" Feature="Control.Control" />
<Attribute Name="ZoomMode" Pretty="Zoom Mode" Feature="Control.Control" />
<Attribute Name="FocusMode" Pretty="Focus Mode" Feature="Control.Control" />
<Attribute Name="IrisMode" Pretty="Iris Mode" Feature="Control.Control" />
<Attribute Name="FanMode" Pretty="Fan Mode" Feature="Control.Control" />
<Attribute Name="FollowSpotMode" Pretty="FollowSpot Mode" Feature="Control.Control" />
<Attribute Name="BeamEffectIndexRotateMode" Pretty="Beam Effect Index Rotate Mode" Feature="Control.Control" />
<Attribute Name="IntensityMSpeed" Pretty="Intensity MSpeed" Feature="Control.Control" />
<Attribute Name="PositionMSpeed" Pretty="Pos MSpeed" Feature="Control.Control" />
<Attribute Name="ColorMixMSpeed" Pretty="Color Mix MSpeed" Feature="Control.Control" />
<Attribute Name="ColorWheelSelectMSpeed" Pretty="Color Wheel Select MSpeed" Feature="Control.Control" />
<Attribute Name="GoboWheel(n)MSpeed" Pretty="Gobo Wheel(n) MSpeed" Feature="Control.Control" />
<Attribute Name="IrisMSpeed" Pretty="Iris MSpeed" Feature="Control.Control" />
<Attribute Name="Prism(n)MSpeed" Pretty="Prism(n) MSpeed" Feature="Control.Control" />
<Attribute Name="FocusMSpeed" Pretty="Focus MSpeed" Feature="Control.Control" />
<Attribute Name="Frost(n)MSpeed" Pretty="Frost(n) MSpeed" Feature="Control.Control" />
<Attribute Name="ZoomMSpeed" Pretty="Zoom MSpeed" Feature="Control.Control" />
<Attribute Name="FrameMSpeed" Pretty="Frame MSpeed" Feature="Control.Control" />
<Attribute Name="GlobalMSpeed" Pretty="Global MSpeed" Feature="Control.Control" />
<Attribute Name="ReflectorAdjust" Pretty="Reflector Adj" Feature="Control.Control" /> />
<Attribute Name="FixtureGlobalReset" Pretty="Fixture Global Reset" Feature="Control.Control" />
<Attribute Name="ShutterReset" Pretty="Shutter Reset" Feature="Control.Control" />
<Attribute Name="BeamReset" Pretty="Beam Reset" Feature="Control.Control" />
<Attribute Name="ColorMixReset" Pretty="Color Mix Reset" Feature="Control.Control" />
<Attribute Name="ColorWheelReset" Pretty="Color Wheel Reset" Feature="Control.Control" />
<Attribute Name="FocusReset" Pretty="Focus Reset" Feature="Control.Control" />
<Attribute Name="FrameReset" Pretty="Frame Reset" Feature="Control.Control" />
<Attribute Name="GoboWheelReset" Pretty="G Reset" Feature="Control.Control" />
<Attribute Name="IntensityReset" Pretty="Intensity Reset" Feature="Control.Control" />
<Attribute Name="IrisReset" Pretty="Iris Reset" Feature="Control.Control" />
<Attribute Name="PositionReset" Pretty="Pos Reset" Feature="Control.Control" />
<Attribute Name="PanReset" Pretty="Pan Reset" Feature="Control.Control" />
<Attribute Name="TiltReset" Pretty="Tilt Reset" Feature="Control.Control" />
<Attribute Name="ZoomReset" Pretty="Zoom Reset" Feature="Control.Control" />
<Attribute Name="CTBReset" Pretty="CTB Reset" Feature="Control.Control" />
<Attribute Name="CTOReset" Pretty="CTO Reset" Feature="Control.Control" />
<Attribute Name="CTCReset" Pretty="CTC Reset" Feature="Control.Control" />
<Attribute Name="FixtureCalibrationReset" Pretty="Fixture Calibration Reset" Feature="Control.Control" />
<Attribute Name="Function" Pretty="Function" Feature="Control.Control" />
<Attribute Name="LampControl" Pretty="Lamp Ctrl" Feature="Control.Control" />
<Attribute Name="DisplayIntensity" Pretty="Display Int" Feature="Control.Control" />
<Attribute Name="DMXInput" Pretty="DMX Input" Feature="Control.Control" />
<Attribute Name="NoFeature" Pretty="NoFeature" Feature="Control.Control" />
<Attribute Name="Dummy" Pretty="Dummy" Feature="Control.Control" />
<Attribute Name="Blower(n)" Pretty="Blower(n)" Feature="Control.Control" />
<Attribute Name="Fan(n)" Pretty="Fan(n)" Feature="Control.Control" />
<Attribute Name="Fog(n)" Pretty="Fog(n)" Feature="Control.Control" />
<Attribute Name="Haze(n)" Pretty="Haze(n)" Feature="Control.Control" />
<Attribute Name="LampPowerMode" Pretty="Lamp Power Mode" Feature="Control.Control" />
<Attribute Name="Fans" Pretty="Fans" Feature="Control.Control" />
<Attribute Name="Blade(n)A" Pretty="Blade(n)A" ActivationGroup="Shaper" Feature="Shapers.Shapers" />
<Attribute Name="Blade(n)B" Pretty="Blade(n)B" ActivationGroup="Shaper" Feature="Shapers.Shapers" />
<Attribute Name="Blade(n)Rot" Pretty="Blade(n) Rot" ActivationGroup="Shaper" Feature="Shapers.Shapers" PhysicalUnit="Angle" />
<Attribute Name="ShaperRot" Pretty="Shaper Rot" ActivationGroup="Shaper" Feature="Shapers.Shapers" PhysicalUnit="Angle" />
<Attribute Name="ShaperMacros" Pretty="Shaper Macros" Feature="Shapers.Shapers" />
<Attribute Name="ShaperMacrosSpeed" Pretty="Shaper Macros Speed" Feature="Shapers.Shapers" />
<Attribute Name="Video" Pretty="Video" Feature="Video.Video" />
<Attribute Name="MediaFolder" Pretty="Media Folder" Feature="Video.Video" />
<Attribute Name="MediaContent" Pretty="Media Content" Feature="Video.Video" />
<Attribute Name="Playmode" Pretty="Playmode" Feature="Video.Video" />
<Attribute Name="VideoEffect(n)Type" Pretty="Video Effect(n) Type" Feature="Video.Video" />
<Attribute Name="VideoEffect(n)Parameter(m)" Pretty="Video Effect(n) Parameter(m)" Feature="Video.Video" />
<Attribute Name="VideoScale(n)_X" Pretty="Video Scale(n) X" Feature="Video.Video" />
<Attribute Name="VideoScale(n)_Y" Pretty="Video Scale(n) Y" Feature="Video.Video" />
<Attribute Name="VideoScale(n)_Z" Pretty="Video Scale(n) Z" Feature="Video.Video" />
<Attribute Name="VideoScale(n)_All" Pretty="Video Scale(n) All" Feature="Video.Video" />
<Attribute Name="VideoCamera(n)" Pretty="Video Camera(n)" Feature="Video.Video" />
</Attributes>
</AttributeDefinitions>
Example for enumeration:
<Attribute Name="Gobo1" Pretty="G1" ActivationGroup="Gobo1" Feature="Gobo.Gobo" />
<Attribute Name="Gobo2" Pretty="G2" ActivationGroup="Gobo2" Feature="Gobo.Gobo" />
Appendix C. Name character table
Names are UTF-8 literals. In the first 128 characters only use
characters listed below. All characters above 127
are available.
Unicode code point | Character | UTF-8 (dec.) | Name |
---|---|---|---|
U+0020 | 32 | SPACE | |
U+0022 | " | 34 | QUOTATION MARK |
U+0023 | # | 35 | NUMBER SIGN |
U+0025 | % | 37 | PERCENT SIGN |
U+0027 | ' | 39 | APOSTROPHE |
U+0028 | ( | 40 | LEFT PARENTHESIS |
U+0029 | ) | 41 | RIGHT PARENTHESIS |
U+002A | * | 42 | ASTERISK |
U+002B | + | 43 | PLUS SIGN |
U+002D | - | 45 | HYPHEN-MINUS |
U+002F | / | 47 | SOLIDUS |
U+0030 | 0 | 48 | DIGIT ZERO |
U+0031 | 1 | 49 | DIGIT ONE |
U+0032 | 2 | 50 | DIGIT TWO |
U+0033 | 3 | 51 | DIGIT THREE |
U+0034 | 4 | 52 | DIGIT FOUR |
U+0035 | 5 | 53 | DIGIT FIVE |
U+0036 | 6 | 54 | DIGIT SIX |
U+0037 | 7 | 55 | DIGIT SEVEN |
U+0038 | 8 | 56 | DIGIT EIGHT |
U+0039 | 9 | 57 | DIGIT NINE |
U+003A | : | 58 | COLON |
U+003B | ; | 59 | SEMICOLON |
U+003C | < | 60 | LESS-THAN SIGN |
U+003D | = | 61 | EQUALS SIGN |
U+003E | “> | 62 | GREATER-THAN SIGN |
U+0040 | @ | 64 | COMMERCIAL AT |
U+0041 | A | 65 | LATIN CAPITAL LETTER A |
U+0042 | B | 66 | LATIN CAPITAL LETTER B |
U+0043 | C | 67 | LATIN CAPITAL LETTER C |
U+0044 | D | 68 | LATIN CAPITAL LETTER D |
U+0045 | E | 69 | LATIN CAPITAL LETTER E |
U+0046 | F | 70 | LATIN CAPITAL LETTER F |
U+0047 | G | 71 | LATIN CAPITAL LETTER G |
U+0048 | H | 72 | LATIN CAPITAL LETTER H |
U+0049 | I | 73 | LATIN CAPITAL LETTER I |
U+004A | J | 74 | LATIN CAPITAL LETTER J |
U+004B | K | 75 | LATIN CAPITAL LETTER K |
U+004C | L | 76 | LATIN CAPITAL LETTER L |
U+004D | M | 77 | LATIN CAPITAL LETTER M |
U+004E | N | 78 | LATIN CAPITAL LETTER N |
U+004F | O | 79 | LATIN CAPITAL LETTER O |
U+0050 | P | 80 | LATIN CAPITAL LETTER P |
U+0051 | Q | 81 | LATIN CAPITAL LETTER Q |
U+0052 | R | 82 | LATIN CAPITAL LETTER R |
U+0053 | S | 83 | LATIN CAPITAL LETTER S |
U+0054 | T | 84 | LATIN CAPITAL LETTER T |
U+0055 | U | 85 | LATIN CAPITAL LETTER U |
U+0056 | V | 86 | LATIN CAPITAL LETTER V |
U+0057 | W | 87 | LATIN CAPITAL LETTER W |
U+0058 | X | 88 | LATIN CAPITAL LETTER X |
U+0059 | Y | 89 | LATIN CAPITAL LETTER Y |
U+005A | Z | 90 | LATIN CAPITAL LETTER Z |
U+005F | _ | 95 | LOW LINE |
U+0060 | ` | 96 | GRAVE ACCENT |
U+0061 | a | 97 | LATIN SMALL LETTER A |
U+0062 | b | 98 | LATIN SMALL LETTER B |
U+0063 | c | 99 | LATIN SMALL LETTER C |
U+0064 | d | 100 | LATIN SMALL LETTER D |
U+0065 | e | 101 | LATIN SMALL LETTER E |
U+0066 | f | 102 | LATIN SMALL LETTER F |
U+0067 | g | 103 | LATIN SMALL LETTER G |
U+0068 | h | 104 | LATIN SMALL LETTER H |
U+0069 | i | 105 | LATIN SMALL LETTER I |
U+006A | j | 106 | LATIN SMALL LETTER J |
U+006B | k | 107 | LATIN SMALL LETTER K |
U+006C | l | 108 | LATIN SMALL LETTER L |
U+006D | m | 109 | LATIN SMALL LETTER M |
U+006E | n | 110 | LATIN SMALL LETTER N |
U+006F | o | 111 | LATIN SMALL LETTER O |
U+0070 | p | 112 | LATIN SMALL LETTER P |
U+0071 | q | 113 | LATIN SMALL LETTER Q |
U+0072 | r | 114 | LATIN SMALL LETTER R |
U+0073 | s | 115 | LATIN SMALL LETTER S |
U+0074 | t | 116 | LATIN SMALL LETTER T |
U+0075 | u | 117 | LATIN SMALL LETTER U |
U+0076 | v | 118 | LATIN SMALL LETTER V |
U+0077 | w | 119 | LATIN SMALL LETTER W |
U+0078 | x | 120 | LATIN SMALL LETTER X |
U+0079 | y | 121 | LATIN SMALL LETTER Y |
U+007A | z | 122 | LATIN SMALL LETTER Z |
Table C1. UTF-8 table