ArtNet Sender structure input bug

Summary

The ArtNet structure input receives the structure from Queue patches but does not send it in proper form, we have checked it with lights connected. It does send the structure from Kineme Structure Maker patches.

Steps to Reproduce: 1.Connect the output of Queue/Queue structure in parallel patch to the structure input of ArtNet sender 2.The ArtNet does not digest the number indexed under "0"

Expected Results: Sending structure to the Ethernet receiver in full form

Actual Results: Shows the structure but does not send it properly, it skips the first input indexed as "0" so the whole structure is shifted by -1. When a pre-mad structure consisting RGB Alpha & flash(5 inputs), the whole structure misses red.

Regression: Checked on Snow Leopard

Notes: The structure differs with the indexing number being in brackets ( ) instead " ", it can be corrected with javascript.

gtoledo3's picture
Re: ArtNet Sender structure input bug

(edit)

Wouldn't you expect to send 1-512, and then have the value of each of those structure indexes be between 0-255?

gtoledo3's picture
Re: ArtNet Sender structure input bug

Why are you using attempting to use a queue patch in all of this, for a special effect? I can imagine that making a cool chase, but it would necessarily be the way to properly set something like this up, for predictable control of a lighting system. Are you doing that because of the word "queue" and it being suggestive of the phrase "lighting queue" (not trying to second guess you here, just help out).

akaioni's picture
Re: ArtNet Sender structure input bug

It still does not send the proper structure even if the index number starts with 1, as we have checked, it still does not run properly, it does not send the organized data to connected lights as it changes (some of them are flashing, some are still- most of the time the last one in the chain). And it does not digest a structure with index number in brackets (which can be fixed in javascript).

We are trying to build a system, where the numbers would be queued and self-populated instead of having to connect each input by hand in structure maker(I hope you can get the idea from the screenshot). We are using Queue in parallel patch, then changing the index number in brackets in javascript to quote marks, and add one additional number (0 indexed 0) at the beginning of the array (also in javascript) then crop the structure in Structure range so i starts as index no"1" but the ArtDmx still has problems sending it properly.

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gtoledo3's picture
Re: ArtNet Sender structure input bug

Using a structure range isn't a solution, because the output structure will still have a 0 index in it. Your structure will simply be shifted by 1. Look in your picture, you still have a structure that has an index of 0.

Have you tried making a structure that sends however many channels you need to address manually, not involving the queue stuff, with a structure that actually starts at 1? Like taking a structure maker, creating channels 1 through whatever, and plugging in your values, to see if all of your lights are getting consistent signal?

Once you have that part of your setup made, you can reorganize your patch. There isn't any reason that one couldn't create a setup that would "autogenerate" (as you put it) rgba stuff, but feed off to inputs of something that makes the final structure (with an actual input for each channel you need to address).

I don't think the quotes vs. brackets is an issue at all in this one.

akaioni's picture
Re: ArtNet Sender structure input bug

I was also thinking that ( ) instead of " " don't make a difference, with ( ) the structure goes input but nothing happens, with " " the lights respond.

I started with doing just that, plugging all the inputs into Kineme named structure maker, it worked without any trouble. But to be able to adjust structure to different set-ups(4 x 4, 3 x 7, etc.) we had to come up with more flexible solution. After all the changes in the added Queue in parallel and after, the structure looks as it should work properly, it lists all elements in the wanted order. So I assume that what is not working properly is artnet itself.

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gtoledo3's picture
Re: ArtNet Sender structure input bug

Hmm, this is interesting...

Yeah, I'm having trouble actually making a structure that outputs starting with 1, but not in the namespace part - the part the structure range shifts, which isn't helping out here.

In reflection, I'm not sure if it's necessary either. I know that the DMX sender works, I'm not sure what the impasse is here.

Does this example work for you?

It will generate numbers for each of your channels in the simplest way, and you can click on the "sample" enable to freeze the values so that you can inspect your setup.

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akaioni's picture
Re: ArtNet Sender structure input bug

With your example it works, but if you have the look at attached screenshot at the structure I'm sending(skipping 0:"0"=0) the structure looks the same, yet the last light in chain responds randomly and the 3 other are in sync. I can't really nail down what may be wrong

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gtoledo3's picture
Re: ArtNet Sender structure input bug

Ok, say you are skipping 0... (I'm not really sure that's necessary)...

Your fifth index is a 0 as well. It seems like an R channel should be at index 5. RGBA would be a repeating sequence of 4 values, but this is a repeating sequence of 5, which in my mind would make the whole thing be "off".

Sorry, it's hard to help troubleshoot something like this from distance, and without quite understanding the entire nature of your patch (apart from what I saw from screengrabs).

akaioni's picture
Re: ArtNet Sender structure input bug

The DMX lights I send the output to have 5 inputs: 1.R, 2.G, 3.B, 4.Alfa, 5.flash - something like short frames, that is why the fifth input stays free, when it is 0 there are no flashes. I understand it is hard to see what is the problem without lights because the patch looks like normally working.

akaioni's picture
Re: ArtNet Sender structure input bug

And now sometimes it outputs the red and sometimes not, very random. Maybe there is something wrong with self cleaning of old data in the artnet patch, because sometimes it will hold a value that does not come in.