Tree Wizard

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This Light-O-Rama Visualizer wizard allows you to create light trees (mega trees) with either strings or CCRs.  Depending on your selections, some options may not be available.

 

Example Picture
Prop (Mega Tree) Name
Size
Type of Tree
Type of Channel Bundles/Fixtures
First Bundle Location
Number of Bundles/Fixtures
Density
Scroll Bars
OK
Cancel
Defaults

 

TreeWizard

The Visualizer's Tree Wizard

 

Example Picture

 

Shows what the tree will look like with the parameters you have specified.

 

Prop (Mega Tree) Name

 

The name the prop will be given when the tree is created in the editor.  Any fixtures created will use this name plus a sequence number (e.g. "Example Tree 1" for the prop name "Example Tree").

 

Size

 

The size of the tree in pixels.  You can specify three sizes: base width, top width, and height.  The base width of the tree is the round bottom of the tree.  The top width determines if the tree comes to a point (0), or if it is circular.  A circular top is typically used for CCR trees, however it can be used for any light type.  If the top and the base are the same width, the wizard can produce multiple poles.  The height is the size from the base to the center point of the top width.

 

You can always make the prop larger or smaller by using the tool handles in the editor after creation.

 

Type of Tree

 

The wizard can create full trees (360 degrees) or half trees (180 degrees).

 

Counter Clockwise: When creating bundles, the system will normally create them from the location you specify, continuing around clockwise from that point.  If you select this option, the bundles are created from your starting point, but in a counterclockwise motion instead.

 

Type of Channel Bundles/Fixtures

 

When the wizard creates the tree, each channel bundle (also called a segment) can be created in several different ways.  Trees can be created using String fixtures, or CCR fixtures, and each has several options.

 

Strings in a Wedge: The bundle is created by starting on the base, going to the top of the virtual center pole, and then back down to the base adjacent to the start point.
 
Strings in a Wedge with Base: The bundle is created by starting on the base, going to the top of the virtual center pole, and then back down to the base adjacent to the start point.  The two base points are then connected with a string.
 
Strings Edge to Center: The bundle is created starting at the base and running to the top of the virtual center pole.
 
Strings Center to Edge: The bundle is created starting at the top of the virtual center pole and running to the base.
 
Strings Up and Over: The bundle is created starting at the base, running to the top of the virtual center pole, and then back down again directly opposite of where it started.
 
CCR Center to Edge: CCR pixels are created starting at the top of the virtual center pole and running to the base.
 
CCR Edge to Center: CCR pixels are created starting at the base and running to the top of the virtual center pole.
 
CCR Center to Edge/Edge to Center: CCR pixels are created starting at the top of the virtual center pole and running to the base.  The next line of pixels is created starting at the base and going to the center pole.  This pattern repeats until the full tree is created.
 
CCR Edge to Center/Center to Edge: CCR pixels are created starting at the base and running to the top of the virtual center pole.  The next line of pixels is created starting at the top of the virtual center pole and going to the base.  This pattern repeats until the full tree is created.
 
DMX Pixels Center to Edge: DMX pixels are created starting at the top of the virtual center pole and running to the base.
 
DMX Pixels Edge to Center: DMX pixels are created starting at the base and running to the top of the virtual center pole.
 
DMX Pixels Center to Edge/Edge to Center: DMX pixels are created starting at the top of the virtual center pole and running to the base.  The next line of pixels is created starting at the base and going to the center pole.  This pattern repeats until the full tree is created.
 
DMX Pixels Edge to Center/Center to Edge: DMX pixels are created starting at the base and running to the top of the virtual center pole.  The next line of pixels is created starting at the top of the virtual center pole and going to the base.  This pattern repeats until the full tree is created.
 

If you have selected any of the CCR or DMX Pixel options, then you must also specify the number of pixels per bundle.

 

First Bundle Location

 

Allows you to control where the first bundle is created.  You can further refine the starting location by using the horizontal scroll bar to "spin" the tree through the virtual center pole.

 

Number of Bundles/Fixtures

 

This slider allows you to choose how many independently controllable regions will be created.  For light strings, each bundle will become a fixture.

 

Density

 

You can make the tree appear to be more full by increasing the density.

 

Scroll Bars

 

The scroll bars allow you to change the perspective of the tree to better match your stage.  The vertical scroll bar allows a 180 degree view, from inside the tree looking straight up at the top of the center pole, to straight on, to above the tree looking straight down at the center pole.  The horizontal scroll bar allows you to rotate the tree around the center pole  This allows you to refine the starting place of the first bundle.

 

OK

 

Create the tree.

 

Cancel

 

Close the dialog with no change.

 

Defaults

 

Resets the parameters to logical defaults if desired.