Thank you for your interest in the TIS Mobile DJ Booth.
- Change the textures of the 4 panels via the control panel
- Add your own textures and animate them.
- Perfect to pick up and take to your venue!
- Based on real-life club equipment.
- Built in DJ animation
You have 4 panels that can display different textures that are inbuilt into the DJ Booth.
To do this you simply just click the relevant panel on the control panel on the DJ Booth, then click the arrow buttons to scroll through the textures and then click apply to apply that texture to the panel.
Please note that there are 2 panels for A (the left and right front panels).
Adding your own textures
It is also possible to add your own textures as well as the inbuilt textures, for example your club logo. If you wish to do this then please follow these steps:
- Right click the DJ Booth and choose edit.
- In the edit window check 'Edit Linked Parts'
- Left Click the panel object as highlighted in this screenshot so it is highlighted.
- In the edit window, select the content tab.
- Drag in your full perm texture to the contents tab.
If you only wish for your logo to be stationary on the DJ Booth, rename your texture to this: 1/MyTexture/N/0/0/0/0/0/<1,1,1>/1/1/1 (MyTexture is a unique name for your texture), then it can simply be dropped into the panel contents.
You will now have to reset the scripts in the product, so un-tick the Edit Linked Parts tick box then using your clients toolbar, go to Build > Scripts > Reset Scripts in Selection. This will reset all scripts in the DJ Booth and load your new texture.
The texture will then appear in texture display panel. If you wish to animate your texture then the following naming convention will need to be applied to the texture before adding it to the DJ Booth:
layer/texture name/Animation/xframes/yframes/start frame/end frame/speed/color/transparency/xrepeats/yrepeats
These are defined as:
- layer - set this to 1 for this product.
- texture name - A name to allow you to identify the texture in the menu.
- Animation - One or more of the following constants:
- S - Smooth Animation - Slides the texture smoothly (instead of individual frames - see below).
- L - Loop the animation (otherwise it will play once and stop)
- R - Rotate the texture
- C - Scale (zoom in or out)
- V - Reverse the animation
- P - Ping Pong (play the animation then play it in reverse)
- N - No animation
- These constants can be used together, so to continuously smoothly rotate the texture this should be set to
RSL- Note S and R cannot be used together.
- xframes - The number of horizontal frames to divide the texture up into. 1 is the entire texture. 2 splits it in half and so on.
- yframes - The number of vertical frames to divide the texture up into.
- start frame - The first frame of the animation to play. So if you have a texture divided into 2 horizontal and 2 vertical frames, that is 4 frames in total. Setting this to 2 will skip the first frame (top left). For rotations, this is the starting angle of rotation. Normally 0. For scaling this is the starting zoom level - 1 is normal, 2 is twice the size and so on
- end frame - The last frame of the animation to play (Set to 0 to play all frames). For rotations, this is the ending angle of the rotation. Set to 6.283 for a seamless rotation. For scaling this is the ending zoom level.
- speed - How fast the texture animates, in frames per second
- color - A vector Red,Green,Blue denoting the base colour.
- transparency - A number between 0 (fully transparent) and 1 (fully visible)
- xrepeats - For still and rotating textures the number of times to repeat the animation horizontally (not required otherwise)
- yrepeats - For still and rotating textures the number of times to repeat the animation horizontally (not required otherwise)
To scroll your texture across the layer:
To rotate a texture (with it repeated 5 times on the layer):
to scale a texture in and out from 1/2 size to full size:
Listed here are the most common FAQ's for this product. Before contacting support, make sure your query is not answered here.