LightAct 4 Docs
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  • LightAct 4 Documentation
  • Understanding the Basics
    • Overview of Content Pipeline
    • Pushing Content out of LightAct
    • Terminology
    • How to map Content
      • Creating a Canvas
      • Creating a Layer
      • Creating a Video Screen
      • Mapping a Canvas to a Video screen
      • Creating a Perspective Thrower
      • Using Nodes to Set Content
      • Mapping to Outputs
    • Working quickly in LightAct
      • Window docking & workspaces
      • Drag & drop
      • Viewport Navigation
      • Shortcuts
    • Launching LightAct with Arguments
    • Top Bar
    • LightAct Performance
  • Transitioning to LightAct from other media servers
    • Switching to LightAct
    • LightAct for Disguise Operators
      • GUI Overview
      • Content Sequencing
      • Content Mapping
      • Projection Mapping
    • LightAct for Pixera Operators
  • Content mapping
    • Canvas mapping
    • Throwers
      • Thrower Properties
      • Perspective Thrower
      • Cubic thrower
      • Spherical Thrower
    • 3D model
      • Rendering Mode
      • Multiple materials & sources
      • Preparing 3D Models
        • Organize the 3D Scene
        • Materials in 3D models
        • UV Mapping of 3D Models
      • Outputting 3D Model's Texture
  • TIMELINES
    • Overview
    • Timelines Window
    • Timeline Editor Window
      • Sections
      • Markers
      • Curve Editor
    • Cues
      • Cue List
  • LAYERS AND LAYOUTS
    • Overview
    • Stock Layer Templates
      • Content Layer Templates
        • Video
      • Generative Layer Templates
        • Checkerboard
        • Color grid
        • Gradient
        • Mapping ID
        • Render Time
        • Scroll Texture
        • Send Texture
        • Solid Color
        • Strobe
        • Text
        • Texture to Mapping
      • Control Layer Templates
        • Go to Marker
        • Go to Section
        • Receive message
        • Send DMX
        • Send message
        • Set Fade
        • Set Timeline State
        • Set Volume
    • Layers
      • Layer Properties
      • Layer Layouts
      • Cross-fade
    • User Layer Templates
    • Variables
      • Variable Management
      • Control Variables with DMX, OSC, or Curves
    • Nodes
      • Node Connections
      • Node Action Flow
      • Order of Node Execution
      • Texture Processing
        • LUT
        • Luma Key
        • Rotate
      • Computer Vision
        • Optical Flow
        • Find Blobs
        • Mog2 Background Subtraction
        • Combine
        • Convert CV Color
        • Subtract
  • Node reference
    • Node reference
    • Layout nodes
      • Lifeline and actions node category
        • Tick node
      • Texture generators node category
    • Device nodes
  • Content Playback
    • Video Formats & Codecs
    • Playing Video
    • Playing Image Sequences
    • Images
    • Playing Notch Blocks
  • Projection Mapping
    • Projection Mapping
    • Projection Study
    • 2D Projection Mapping Workflow
    • 3D Projection Mapping Workflow
    • 3DCal
    • Iris
      • Setting up Iris Device Node
      • Adjusting Focus
      • Adding and calibrating Iris camera
      • Calibrating projectors using Iris
      • IrisVirtual
    • AutoBlend
    • Warp & Blend
      • Texture Warp & Blend node
      • Texture Mesh Warp node
      • Texture Perspective Warp node
      • Texture Softedge node
      • Warp & Blend Output Window
    • Texture Mask
  • DMX
    • DMX Overview
    • DMX Setup
    • DMX Out
      • Fixture Editor
      • Output to DMX Fixture
      • Set DMX in Layer Layouts
    • DMX In
      • Adjust layer variables with DMX
      • Index manager
      • Get DMX in Layer Layouts
      • Control by DMX
    • DMX by UV
  • Unreal Engine
    • Unreal Engine Integration Overview
    • Required Unreal Engine Plugins
      • Installing LightAct Plugin
      • Setting up the Plugin
        • LightAct Runtime Actor
        • LightAct Custom Time Step
        • LightAct Timecode
    • UnrealLink
    • Texture Sharing
      • Thrower2UCam
      • Projector2UCam
      • ViewportUCam
  • Integrations
    • Camera and object tracking
      • Camera Tracking
        • Stype
        • Mo-Sys
        • FreeD
        • Ncam
        • SPNet
      • Object Tracking
        • PSN
        • BlackTrax
        • OptiTrack
        • Vive
        • Antilatency
      • Tracking Visualizer
      • Tracking Follower
    • Network
      • TCP & UDP
      • OSC
        • OSCLearn
      • TUIO
    • Serial
      • MIDI
    • Audio
    • Content IO
      • NDI
      • Deltacast
        • FLEX Management
      • ZED
      • RealSense
    • OSCIn
    • 10-Bit Displays
  • LightTrack
  • LightNet
    • LightNet Overview
    • LightNet Clusters
      • Scan Network
      • Connect to Secondary Machines
      • Transfer and Open Project
      • Cluster Management
    • LightNet Performance
      • Canvas Distribution
      • Layer Distribution
      • Asset Distribution
      • Viewport Object Distribution
      • VRAM Improvements
    • LightSync
  • WebUI
    • WebUI Setup
  • GPU Management
    • EDID Management
      • Export EDID
      • Load EDID
      • Unload EDID
    • Synchronize GPU Outputs
    • Multiple GPUs
      • Mosaic
        • Set up Mosaic
        • Modify or Disable Mosaic
      • Primary Display
      • Workflow
    • DisplayPort - HDMI converters
  • Licensing
    • Licensing Overview
    • Adding or updating a License
    • Applying a License
    • Transferring a License
  • Troubleshooting
    • Iris Troubleshooting
    • Unreal Engine Integration Troubleshooting
      • Texture Sharing Troubleshooting
    • LightNet Troubleshooting
    • Notch Troubleshooting
    • GPU Management Troubleshooting
    • Asking for support
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On this page
  • Layers
  • Control Layers with Art-Net
  • Control Layers with OSC
  • Keyframing
  • Cues
  • Multi-transport Manager

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  1. Transitioning to LightAct from other media servers
  2. LightAct for Disguise Operators

Content Sequencing

PreviousGUI OverviewNextContent Mapping

Last updated 6 months ago

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In this section, we will cover all basic elements used in different sequencing methods.

Layers

In Disguise, you could place layers in the Timeline. In LightAct, Layers are placed in the Timeline tracks.

All layers in LightAct, including the we provide, are completely customizable. It is also possible for you to create your own layer templates.

Good to know: in LightAct, all layers are created with nodes, however this doesn't mean you need to actually use any of the nodes to use the layer. Instead, you can just modify layer variables to achieve what you want.

But if you want to modify what any particular layer does, that's when nodes become extremely useful.

Control Layers with Art-Net

In Disguise, you could control a layer property by defining an Art-Net expression. In LightAct, you can control a layer variable through Art-Net or sACN by clicking on the Variable’s DMX icon.

The incoming DMX Data can be set and visualized in the DMX In window.

Control Layers with OSC

A similar approach applies for controlling layer properties with OSC in Disguise and controlling layer variables with OSC In, in LightAct. While you are used to creating an OSC Expression for a chosen layer property in Disguise, you can achieve this by clicking on the OSC Icon of a layer variable in LightAct.

Of course, to receive OSC Data, you first need to correctly set up an OSC Receiver device node, and then map these values to the desired Layer variables in the OSC In window.

Keyframing

To animate a layer property over time, in Disguise you would use a method called Keyframing. A similar functionality in LightAct can be found in the Curve Editor. To enable Curve Editing for a layer variable, you must enable the Curve Editing icon. Next, upon selecting the variable in the Curve Editor, you can insert different keyframes and move them around both up, down, vertically, and horizontally.

Cues

When you add a Cue in disguise, you get a new entry in the Cue list. LightAct can use Section or Marker as a cue as long as they have Use as Cue enabled.

disguise
LightAct

Cue

Marker or Section with Use as Cue enabled.

Multi-transport Manager

In disguise, you could control multiple Tracks within a project simultaneously, through the use of Multi-transport manager. In LightAct, you can run multiple Timelines in a single project independently from one another, and manage the process in the Timelines window.

Good to know: If you would like to sync a Timeline to an incoming timecode, you first have to create a Device that received the data and then select the device from the Sync dropdown menu of the desired Timeline in the Timelines window.

stock layer templates