Tutorials
Video courses, and the documentation for every stage of the workflow they sit in.
Learning path
The product's core workflow, in fourteen steps, each linking to its documentation page.
Drag fixtures, truss, floors and screens in from the asset browser; structural objects rebuild from their parameters.
One GDTF package becomes a working fixture: channel modes, geometry axes, model, gobo and colour wheels.
One at a time, or in line, grid and circular arrays, or distributed along a spline.
The Patch Tool addresses a selection in bulk, stepping universe, address and ID on from what the scene already holds.
Overlapping addresses and duplicate IDs are flagged; the 512-channel grid re-addresses by drag.
Pick Art-Net or sACN, the adapter and the start universe; an external console then drives the scene live.
Read and write to MVR 1.6; the export packs each model's GDTF into the file alongside the fixtures.
Send patch commands and libraries to an MA2 or MA3 environment, reviewing each change in the list first.
Screens and projectors take three sources: project textures, the director camera, and NDI input.
Effect machines trigger by a single DMX channel, the fountain is a 14-channel device, and crowds fill a spline area.
The laser animation asset stores Bezier outlines and modulation; the point stream is computed at playback.
Take Recorder captures DMX, NDI and laser point clouds as Sequencer tracks for playback.
The previs project packages as a standalone Windows build through the normal Unreal process.