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LX is a simple but powerful framework for developing real-time, point-based animations. The system is built around a few core concepts. The first step is to familiarize yourself with these:
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Parameters: values which may be stored, retrieved, mapped to UI knobs, MIDI controllers, etc.
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Modulators: values which change over time, either algorithmically or based upon some other data
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Patterns: a visual pattern, which generates an animation buffer in real-time
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Effects: a visual effect, which performs a mutation on an existing animation buffer
LX includes a dynamic system for defining a lighting structure as a collection of individual lighting fixtures in three-dimensional space. Basic primitive fixtures types are included in the application, for points, strips, grids, arcs, which can be mapped using common protocols.
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Custom JSON Fixtures: Define the geometry and output protocol of a custom lighting fixtures in a JSON file
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Mapping Outputs: The LXOutput package contains a variety of classes representing output types which can be coded directly for custom applications. This is only recommended for advanced users, JSON configuration is preferable in nearly all cases.
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Global Parameters: Adding a global component with UI for custom parameters
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Custom Device UI: Adding a custom UI to a pattern or effect
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Custom OSC Listeners: Writing code to handle custom OSC messages
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Tempo and Sound-Based Effects: Writing time-synced routines based upon musical information
LX is designed to support headless operation. A typical workflow is to first use the full LX Studio application on a desktop machine to design and program your lighting effects. Then, for permanent installation, you can run your project file from a headless environment. This is often done using a Raspberry Pi.
For a deeper dive into the library structure, consult the Javadoc API reference →
© 2020 LX Studio — Heron Arts LLC