Stage Control System: Lights, Pyros, Lasers
OD is proud to present its unified Control System for
Lighting, Pyros LX, and Lasers LX. All 3 products are controlled from a single
multi-channel HUD. Previously known as "the Light HUD",
this tool brings lighting, pyros, and lasers together in a homogenous single
point of control.
Note: The LX version of pyros
and lasers are compatible with the light HUD. The legacy pyros and lasers
are still available but do not work with the Light HUD. Contact Ortho
Vargas for upgrade questions.
Lights, Pyros, and Lasers are all sold separately but
all use the same HUD. Certain HUD features apply only to lights, or pyros,
etc. See the complete chart.
The OD Stage System is an extremely powerful
tool. The possibilities for creating jaw-dropping visual effects are
almost limitless. At the same time, it is a tool which is intuitive, and
very easy to use. As any feature-packed item ... you need to read the
instructions. You can see a demo in-world at OD's Main store on the OD Designs
- Master control/setup HUD controls 32
channels of lights with 16 scene memories per channel.
- 3 types of texture inventory boxes for
adding your own textures to the HUD
- Texture Buffer Box - Included.
Buffers your textures discreetly causing them to rez instantly
for the audience. No more grey-block light beams or pyros
when textures are switched mid-show.
- Attachable "follow-me" tools
for tracking to avatars or pointing at areas of your stage.
- 12+ different light fixtures with FREE
additional light fixtures on the way.
- Ability to build your own light fixtures.
- Appearance Controls
- Extremely detailed HUD-based control over the
appearance and movement of your light beams.
- Brightness, Glow, Ambient Lighting
Strength and Radius combine to create amazingly realistic visual
- Easy One-Touch Infinitely Adjustable Size and
Shape of Light Beams (Oval, flat and everything
- Flowing beam textures, Twist and turn
your lights to create jaw-dropping effects.
- 3 movements modes: Spin, Orbit, and
Positioning.. Each with infinitely adjustable Speed and Radius.
Buit-in Randomizing for realistic effects
- Pyros (LX)/ Laser (LX) Integration
- Fully Integrated with OD Pyro effects and
lasers (sold separately).
lights, pyros, and lasers from a single HUD
- Combine the light HUD with
OD stage Pyros and smokers for unbelievable realistic concert
- Use your own textures with the Texture
Inventory boxes (included).
- Ever-growing texture library with free
texture updates for life.
- Textures automatically organized into 3
- Normal - Standard textures that fade
toward the ends of the light beam
- Flow - Optimized for flowing movement in
the light beam
- Blink - Optimized for blinking. You
control the speed of the flashing light
- Control HUD - Copy - Create multiple HUDs each programmed
to a particular show or stage layout.
- Light Fixtures - Mod/Copy (scripts
- The standard package includes
numerous light fixtures, including multi-beam fixtures.
- Password protected access - easily changeable
passwords via chat commands. NO
- Easily change the password of a rezzed
scene with a single chat command. If you need to change
the password of a rez-box packed lighting setup you don't have
to re-pack the lights into the rez box.. just rez and then
change the password en-mass for the entire set of lights at
- Channels and Scenes
- 32 Channels with 16 scene memories per
- EASY Channel assignment. NO
- Copy-Paste between scene memories.
- Channels are grouped into 2 groups 0-15 and
16-31. Each group has a "Master" control setting
which allows you to affect changes of any kind to all channels in
the group at once.
- Record and playback 12 looping sequences of
color changes, appearance shifts, movement alterations, or any other
- Once recorded a sequence can be played
back on any channel.
- Follow-Me Tracking
- 15 channels of "Follow-Me"
- Avatar wears an invisible prim which
allows light(s) to track to him.
- The "follow" prims can be
incorporated into stage builds such that lights focus on
different areas of the stage.
- Off-World Data Storage
- Backup/Restore your HUD's channel/scene
memory and sequences to off-world storage databases.
- If you lose your HUD.. no problem.
Grab an empty one and re-load it with your backed-up data.
- Web-based Tools
- Organize and name Scenes and Channels.
- Create printable charts of your HUD
memories for easy use during a show.
- Coming Soon:
- Combine scene memories across multiple
- Download scene settings from the public library.
- Optionally share your scene memories with
- Builder library scripts
available soon! Watch for future ability to...
- Create your own light fixtures
- Integrate light-like control into
portions of your stage build itself.
- Control textures, movement, and colors of
items in your stage build.
- Other Cool Stuff
- Master Kill Switch - physically retracts all
beams. Very helpful when building your stage.
- Minimizes when not in use to free your screen
- HUD. This is the control HUD. Wear it.
- Light Fixtures. There are numerous different
light fixtures. Single beam, multi-beam, floor lights, etc. Generally
there is no difference in functionality across all of the different types of
light beams. ie: any light beam can do anything. The only
exception is.. the floor lights do not respond to the various motion
commands (Spin, Orbit, Pos).
- Texture Inventory Boxes. Normal, Flow, and
Blink. These are used for putting your own textures into the HUD.
- Texture Buffer Box. A magic box that buffers
the textures that are in use on the HUD and eliminates the "blank"
or "grey" look you can get when a texture is loading in game.
1) Wear the HUD
- The HUD will attach to your screen generally on the left hand side.
Feel free to attach it to whatever HUD attachment point you like. You
can also select the HUD for edit and move it around on your screen. If
you inventory tells you the HUD is attached but you can't see it you may be
able to find it . . . I
Can't See My HUD
2) Set Password
- The first thing you will want to do is to set a password in the HUD.
The password ensures that no one else can control your lights. Click
at the top of the
HUD. Select UTIL then PASSWORD. The HUD will prompt you to
chat your password on channel 900. In open chat type....
Obviously you will use your own chosen password and not "pword".
3) Setup Light Fixtures, Pyros, Lasers
- Decide which lights you want to setup first. For example: Overhead
beams at the front of the stage.
- Rez some lights on the ground. Find one you like and position it.
- Set the Channel. Select the light fixture for editing... edit
the description. Change the description to the channel number
you want these lights to respond to. NOTE: Some of the light
fixtures will have additional text in the descriptor. You may see
NOMOVE or other similar stuff. Leave that text intact. The
channel number is the first few characters of the descriptor.
- Once the channel is set in the description you can drag as many copies of
that light fixture as you need.
- Repeat the process choosing and arranging light fixtures to suit your
4) Reset the System
- When you are finished arranging light fixtures (or just want to test what
you have done so far). Click
top of the HUD. Choose RESET from the blue popup menu. This
ensures that all of the lights re-initialize to the channel they are
supposed to be on.
- Choose a channel and a scene number. Try changing colors by
clicking color buttons on the HUD. The lights in your selected channel
will respond to color commands. You are now in control of your
|Controlling the appearance of your lights is
easy. The process basically goes like this...
- Select a channel (0-31) and a scene
Lights are generally controlled in groups. A "channel"
is a group of lights that respond "together" to commands
issued from the HUD. You can use a maximum of 32 groups, or channels,
of lights. The channels are numbered 0-31.
Each channel has the capacity to remember 16 different scenes.
(0-15) A scene is simply.. the appearance and behavior of the
- Edit the appearance of the lights by
manipulating the various controls on the HUD. Bright, Glow,
Colors, Texture, Movement, etc.
- When you achieve a setting you like click the
green SAVE button. This saves the appearance into the
selected scene (0-15)
- Repeat the process. Select the next
channel where you have lights and tweak the appearance as you
like. SAVE your work with the green SAVE button
before moving to a different channel/scene.
- At any time you can recall your saved scenes
simply by selecting the channel and scene you want.
Copy and Paste. If you have a scene
you'd like to copy into another scene slot, its simple to do. Select
the channel/scene you want to copy. Next,click
to get the popup menu. Select UTIL then COPY.
Next, choose the destination channel/scene, click
to get the popup menu. Select UTIL then PASTE.
Master and SubGroup Channel Control. Channels are
arranged into to 2 sub-groups 0-15 and 16-31 plus an overall
Master [ALL] Control. Notice on the HUD how they are arranged into 2 columns.
there is a group select button at the top of each column.
This button allows you to control the entire group of channels all at
once. Try it.. Select the
button of group
0-15. Choose some colors. ALL of the lights in ALL
channels (0-15) will respond to the HUD commands. This can be very
useful for blacking out a scene, coordinating some aspect of all of the
lights in a group of channels. Possible the BEST use of the
Master buttons would be to recall a certain scene on all 16 channels in
the group at once. For example: Select Group 0-15's
button (it turns green).. next choose a scene. All of the lights on
channels 0-15 will recall their respective scene at in one fell
swoop. Very useful for drastically changing the stage with a single
mouse click. When selected, the [ALL] button will send
commands to ALL channels.
Offline Backup. The floppy disk
button is an off-world backup button. More about that later.
When you are selected on a channel and scene, hit the Floppy Disk
button. The scene is save, not to the HUD memory, but to OD's
off-world database. You can retrieve those settings using the
DataStore features. Describe below.
|| Many of the appearance properties are controlled by a 3-panel control button.
- There is a center panel which can be clicked anywhere along its
length. It gives less - or - more of the effect depending on
where you click it.
- The left hand button sets the property to a minimum value
- The right hand button sets the property to its maximum value
ON - Turns the device ON with a preset brightess, glow, and ambient light
OFF - Turns off the brightness, glow, and ambient light
POP - Turns ON, waits a few seconds, then turns OFF
BRIGHT - controls the transparency level of the beam.
GLOW - controls the amount of glow in the light beam
SIZE - this is a 2 dimensional control panel. click around in
the block to size the beam from long and skinny to short and wide and everything
OVAL - controls the roundness of the beam. Min values create a
flat triangular beam. max values create a perfectly round beam.
LenReps - controls the texture repeats down the length of the beam.
WidReps - controls the texture repeats around the circumference of the
AMBIENT - controls the strength of local ambient light emitted by the
REACH - controls the radius of the ambient light
|Texture - choose a texture. Textures come in 3 types
- Normal - these are normal fade-out textures that have a smooth faded edge.
- Blink - these are designed to blink on and off. The speed of the blinking is controlled with the BLINK button.
- Flow - these textures do not have a faded bottom edge. They are designed specifically to be used with the FLOW control (below).
- You can add your own textures. Find out how HERE
||BLINK - This is the speed of the "blink" when you
have selected a blinking texture. Remember: Not all textures are
designed to blink. Only blinking textures will actually blink.
FLOW - causes the light beam to "flow" from top to
bottom. This button controls the speed of the flow and direction
ie: top-to-bottom or bottom-to-top
TURN - causes the beam to rotate. This button controls
the speed and direction of the rotation. "Turn" can be
used in combination with various textures and other controls to create
some VERY cool visuals.
TWIST - causes the light beam to twist along its length.
This button control the amount and direction of the twist.
|SPIN - causes the light
beam to spin around its endpoint. Meaning.. if the light is
pointing at, say, a keyboard.. SPIN will make it spin around that
keyboard. The SPEED and RADIUS controls are in effect.
POS - cause the light
to periodically reposition itself. SPEED controls how often
the light will move to a new position. Radius controls the
distance away from original "home" the light will move.
ORBIT - causes the
light to rotate in full circles. Orbit is quite effective when
combined with RANDOM.
STOP - stops the motion
and returns the light to its original position.
|SPEED - controls the
speed (and in some cases direction) when the light is in motion.
See SPIN, POS, and ORBIT. In ORBIT mode, speed controls the speed
of rotation as well as the frequency of re-randomizing the motion.
RADIUS - controls the
lights range of motion. See SPIN, POS, and ORBIT
RANDOM - in SPIN mode
the light will spin in a random radius and speed around its
target. In ORBIT mode... RANDOM puts the light into a ever
The Texture Buffer Box is a magic little box that eliminates the "gray
box" textures in world that many spectators may see when a pyro is first
activated or textures are changed on the light.
- Wear your HUD which contains all presets for the show you are about to do.
- Rez the buffer box in-world. It can be hidden under your stage.
- Click .
Select UTIL from the blue popup menu then PreLoadTxture.
- Give the HUD a few moments to communicate with the texture box.
Tracking is where you put the lights into a "follow-me" mode.
The follow-me target is a small invisible attachment. When enabled, the
lights can point at a person who wearing the attachment, or point at a
particular place on the stage where the prim may be linked into the
- There are 15 channels of "Follow". Meaning.. you
can send a channel of lights to point to any of 15 different locations on the
stage.. or moving avatars.
- The follow-me prims are copy-trans. You can give them away to
whoever needs one, or include them in your builds as needed.
- The follow-me prims are named according to their channel. OD Lights Follow Me #1,
- THIS PART IS IMPORTANT: Because
of security reasons.. ie: keeping someone else from changing the password in
the follow-prims, before you use the follows they need to be
"initialized" by you the owner. It only has to be done once,
but it does have to be done. Follow this step-by-step process.
- Set a password for your HUD. Click
here if you don't know how.
- Wear your HUD
- Look in your inventory and find the object OD Lights Follow Me #1.
top of the HUD. Choose RESET from the blue popup menu. You will
see the follow prim report in chat, something like this...
OD Lights Follow Me #1: New password has been set
The Follow Me object has now learned your HUD's password.
- Detach (un-wear) the Follow Me object.
- Repeat steps 3-5 with all of the Follow Me's in your inventory.
- Now just give each person the follow channel you want them to have, and have
them wear it.
- NOTE: If you change your HUD password the follows you have given
away will stop working. You will need to repeat the step-by-step
process and give new copies to your performers.
|To activate "following" choose select the channel of
lights that you want to point at the follow-me prim. Remember..
lights are organized into channels 0-31. Once you have selected
the channel of lights you want to put into follow-mode.. simply click
the follow index that you want them to point to. Remember..
there are up to 15 different "follow" prims.
STOP - stops the following action and returns the light to its
Setting Up The Follow-Me Attachment - The Fine Print
Included in the package are follow-me objects for all of the follow channels,
so you don't really need to program them... but this is how they are setup..
just in case you want to change the channel:
- Rez the attachment on the ground. Choose a number for this
attachment. The lights will follow attachments numbered from
1-15. Enter the number you want to use in the prim's
DESCRIPTION. This is the exact same process as setting a channel for a
The prim is invisible so you may need to Ctr-Alt-T so you can see
it. Feel free to rename the prim as well.
Obviously you will use your own chosen password and not "pword".
- The follow-me prim is now ready. You can pick it up and give it to
whoever you like.. or link it into your stage build.
|Sequences are strings of commands recorded as you click the HUD
controls. These can be played back on a light channel. This
gives you the capability of recording and playing back color changes,
beam sizing commands, movements, texture changes, etc, etc.
- Select a channel and get control of the lights on that channel.
Click for the blue menu. UTIL
- Touch a numbered SEQ button. This select the sequence "slot" that you are recording into. This number has nothing to do with channels or scenes.
- The numbered sequence button will turn red. This means you are recording into that sequence slot
- Play with settings on the HUD. colors, size, effects, movements ..etc etc. everything you do will be recorded as a sequence.
- When you are done hit the STOP button next you your actively recording (red) numbered sequence button. Recording stops.
- To play the sequence back touch the numbered sequence button again. It will turn GREEN. Your sequence will be played back in an infinite loop.
- To stop playback hit hit the STOP button next you your actively playback (greed) numbered sequence button.
- Sequences are VERY powerful. Consider the following
- You can playback multiple sequences at once.
- A sequence can issue commands on multiple channels. Whatever channel you issue a command on, is the same channel the command will
be issued on when you playback the sequence.
- You can send commands to any given channel from multiple sequences at once.
Using your own textures with the lights is easy. There are 3 different
"types" of textures
- Normal - these are normal fade-out textures that have a smooth
- Blink - these are designed to blink on and off.
The speed of the blinking is controlled with the BLINK button.
- Flow - these textures do not have a faded bottom edge.
They are designed specifically to be used with the FLOW control
When you add a texture, you are adding it into one of these three
|In your lights folder there are 3 "Texture Inventory
Boxes" Normal, Blink, and Flow.
- Choose a box and rez it. (you can also
"wear" the box if you prefer) Drop your
texture into the box's contents. Touch the box. It
will turn green for a few seconds.
- When the box is no longer green you can pick it up and keep
- On your HUD,
Click for the blue menu. UTIL
- The HUD will load your textures into its menus.
- Now you can use your textures in the light system.
Make sure your HUD is version 1.2a or higher
One of the most powerful aspects of the OD Light HUD is the ability to backup
and restore its memories. The HUD memories are backed up 100% off-world
databases. This means that they are 100% immune to data loss
in-game. If you loose your HUD, or SL eats it, just get a free
replacement, name it, and restore the data from your backup. Simple as
Naming Your HUD. When you backup your HUD the data is stored
according to the name of the HUD. For example, you have a HUD that
contains all of your setting for your "Main Stage". You
will want to name the HUD something like.. "Light HUD Main
Stage". The HUD itself is no-mod so you cannot rename it directly.
- Rez the HUD on the ground. This will not work if you are wearing
- Zoom in on the HUD and click the yellow [?] button at the top.
Select UTIL from the blue popup menu then NameHUD
- You will be prompted to chat the name of your HUD on channel 900.
/900 Light HUD Main Stage
- The HUD will rename itself. Take it back into your inventory.
Backup Up Your HUD. After programming your scenes and naming your
HUD, you are ready to do a backup. Click ,
select DATASTORE then BackupHUD from the blue popup menu.
The backup process will take several minutes. SL is very slow when it
comes to transmitting large amounts of data. Be patient!
The floating text display toward the top of the HUD will show you the progress
as scenes and sequences are backed up. Don't operate the HUD during
a backup. Be patient and let it do its job.
Restore Your HUD. Backing up is useless if you can't restore the
data you backed up! :) Click ,
select DATASTORE then RestoreHUD from the blue popup menu.
The pop-up menus will offer you a web page. That page will show you
all of the HUDs that you have access to, including any HUDs which have been
shared with you from other avatars. Click to choose the one you
want. The restore process will take several minutes. SL is very slow when it
comes to transmitting large amounts of data. Be patient!
The floating text display toward the top of the HUD will show you the progress
as scenes and sequences are retrieved. Don't operate the HUD during
the restore process. Be patient and let it do its job.
Additional DataStore functions:
Save Scene. Backs up the current scene only.
Get Scene. Restores the current scene only.
|Reset HUD To Defaults
select UTIL then DEFAULTS. All of your scene
memories and sequences will be erased and replaced with factory defaults
- plain white beams and no sequences at all. Obviously.. BE
|Reload Texture Bank
||The set of textures available in the HUD is downloaded from OD's
central database. Periodically there will be free updates.
When you wear your HUD it will check for new textures. If there is
an update available it will let you know. To download the latest
textures Click ,
select UTIL then TEXTUREBANK.
|Hide the HUD
||Click The HUD will
minimize. Click the HUD again. It re-appears
the lights on the selected
channel will physically retract into the light fixture. If you
buttons you can retract all of the lights at once. This becomes very
useful when you are adjusting your builds and need the light beams to move up
out of your way. It can also be used as a black-out function.
Certain features and functions require you to register and login to the Lights
Management Website. Its easy:
- Rez the item: OD Lights Web Registration Orb then touch
it. You will be registered. It gives you a
password. Use that password and your SL name to login at http://www.odmusic.info/odonline/main.php
- Find the lights section. It will look something like this:
- You will see a list of all of the HUDs that you have backed up.
- You can also click on ADD A PERSON to share each HUD with avatars of your
- Clicking on the name of the hud brings a form where you can edit the names
of channels and scenes. This is useful for making condensed printouts on
hard copy to keep handy when running your shows.
By purchasing this light system you are acquiring a "license to
use" the software and scripts contained therein. This license
is non-exclusive and non-transferrable. At it's option OD Designs will
provide you with various upgrades. Such upgrades will carry their own
"license-to-use", may be mandatory upgrades, and will terminate your
"license to use" the older version.