Then go to network devices and select the KM loopback adapter, pright click, properties, ip/v4 properties, and set the IP address to static, with 2.*.*.* IP, and 255.0.0.0 subnet, rename the KM adapter something liek "artnet loopback" for ease of use. Go to device manager, network devices, file, add legacy device, add from list, select Microsoft as the manufacturer in the left pane, then select KM loopback adapter in the right pane. Use another free program instead, but I don't know why you can't just put it to artnetominator, and then out to unreal.Īs a tip, you need to set your KM loopback device to a 2.*.*.* IP adress with a 255.0.0.0 subnet. (which unlocks your artnet outputs for ~2048 parameters (which are similar to DMX channels). You can't output artnet from MA without having a hardware device attached, which is a minimum cost of about $1700 for the 2 node MAonPC NPU. Any other lighting software would allow you to specify a destination even if it didn't poll. So running through QLC, chamsys, or anything else that can do basic artnet merging for free, seems to be the only way to connect these two specific programs. The dmx functionality in unreal is still officially a beta currently so this behaviour may change in the future. It seems a combination of unreal not really being fully compliant with the full artnet spec and soundswitch not allowing full configuration of an output. I don't know if once you've packaged the unreal project and run it standalone if it will appear as a device. Now, Unreal, at least in the editor, doesn't seem to communicate other than to listen for artnet on the IP specified ,so it doesn't appear anywhere that would list artnet devices, and you can't manually specify an artnet destination in soundswitch, which is pretty shit. So what's happening is that soundswitch is polling for artnet devices and physical dmx output devices and listing them there. You should then be able to see the artnet coming in on that controller. Soundswitch should transmit starting at artnet universe 0, so you should be able to leave the universe properties as they are. Just add a controller, call it whatever you like, the communication mode can be left as broadcast, set the unicast IP as the ip of the loopback adapter (can be found through cmd -> ipconfig). In unreal, once you've enabled the dmx plugins and added the library. Once you see the data coming in to artnetominator, remember which universes it's receiving on and then you can close it. If you don't see it, then it's either on the wrong network or not outputting. Once you've set it to output artnet you should be able to see it in artnetominator by selecting the correct network adapter. Do you have an option to define which network it uses? Can you set it to broadcast? I can't download a trial of soundswitch, and there's not much info about setting up it's artnet output (other than checking the box that enables it). You don't need to set the ip of the loopback, it is naturally a static ip. I have tried to use artnetometer to suss out issues, and it will make 2 temporary options appear in soundswitch when you refresh the nodes, but then quickly disappears. Can anyone tell me what I'm doing wrong, or if there's another easier way to route an artnet signal from one program to another on the same pc. Now it can't get grandma2 to show up in the interface section of Soundswitch, and I have tried everything! I know there aren't too many settings to get this working, just MA Network control and Network protocols, which i've included screenshots of. Then I exited all the involved programs and played some fall guys, thinking I could get it going again easily. I was even able to get it setup and working one time, with DMX signals displaying correctly in unreal engine. I was wanting to route the DMX data outputted from the soundswitch software into Unreal engine so I could sync virtual shows with IRL lights.Īfter considerable research it seemed like Grandma2onPC could serve as an intermediary, with artnet settings setup for both input and output, and then through some dmx plugins through unreal. I have a gigbar2 that i recently bought the soundswitch interface for and it works relatively well. Supernoob here trying to do something relatively complicated.
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