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RELEASE NOTES · 5 min read

FlexViz 1.0.1-beta2: work together, show it to your client, send it to the desk

Beta 2 brings organisations and editing together, a waiting room for client presentations with released versions, a complete MVR export, fixture stand-ins and plan checks you can trust before a file goes to the console.

Building FlexViz · plan mode, bridge, everything else

Beta 1 was about one person drawing one rig. Beta 2 is about everything that happens next: a team working on the same plan, a client looking at it, and a file going to a console. Here is what changed, and where the documentation explains it properly.

A team, not a single seat

FlexViz now has organisations. Projects belong to the organisation, everyone in it reaches them, and one account can belong to several. You invite colleagues by email, give them a role, and a collab seat decides who may edit. The editor always says why a scene opens read-only, which is nearly always the seat.

Scenes can be edited together, live: everyone sees the same rig change, with each colleague's pointer and selection in their own colour. During the beta this is switched on per organisation; write to hello@flexviz.app if you want it. Comments work for everyone, pinned to the scene or to one object, private to the team or public for guests.

→ Work together

Showing a scene to a client

Sharing was rebuilt. You invite clients by email; they confirm their address and wait in a waiting room until you let them in, or come straight in if you allow it. While you present, they follow your camera and looks. When you are not there, they see the released version: an administrator marks a version as approved, it is kept for good, and the scene is locked so it cannot drift away from what the client signed off.

Behind this is a new version history: marked versions, autosave safety points every few minutes, releases and exports in one list. Restoring keeps what it replaced, and you can undo it.

→ Share and present · What your client sees

MVR in and out

Export is complete. Choose the layers, see what depends on what (fixtures hanging on a truss you left out), name the file, and download. Every export stays in the scene's list. Patch conflicts are shown before the file leaves, counted the way a console will meet them. Fixtures drawn with a stand-in body can carry that geometry in the exported GDTF, so the next tool does not get an empty box. The file says which FlexViz version wrote it.

Import got more honest. The summary counts what really arrived, keeps different DMX modes of one fixture apart, no longer lists trusses as "not imported", and keeps empty layers on a round trip.

→ MVR in and out · Before you send a file to a console

Fixtures that look like fixtures

When a profile has no usable 3D model (every OFL file, and some GDTFs), FlexViz now asks which stand-in to draw, from a reviewed set of real GDTF bodies, and remembers your answer for these fixtures, the project or all your projects. It no longer asks again on every open. GDTF parts that are deliberately empty are no longer reported as missing, and broken models cost a few dark specks instead of a black viewport.

→ Fixture bodies

Plan checks you can rely on

The Problems panel reports patch clashes, undeclared universes, fixtures hanging on nothing, heads that would hit the truss when they move, and fixture bodies that could not be read. The clearance margin now applies in every direction, and the warnings name the right part. It checks the plan, never the steel: FlexViz still says nothing about loads.

→ Plan checks · What FlexViz does not do

Smaller things you will notice

  • Edit › Auto address and Edit › Unpatch for the selected fixtures.

  • Add multiple… places on the floor again, and Along drag direction can be confirmed with the distance it suggests.

  • A CSV patch import puts new fixtures on the working layer and no longer overwrites a colleague's edits.

  • The plan's Layer › submenu no longer disappears off the bottom of the screen.

  • On WebGL2, a gobo is projected through the beam instead of wrapped around it.

  • The demo scene starts lit: the LEDWash, spots and Sharpys have their shutters working.

New documentation

The documentation grew with the release: new sections on organising the rig, plan checks, MVR, sharing and working together, and a panel reference that now covers the Control panel, saved views and looks, the Library, Highlight and how to report a bug from inside the editor.

If something does not behave the way this post says, Help › Report a bug… goes straight to us.

The full list

New

  • Organisations, invitations, roles and collab seats; read-only reasons in the editor

  • Live co-editing, switched on per organisation during the beta

  • Comments, private or public

  • Client sharing v2: invited guests, email confirmation, waiting room, admission

  • Version history with checkpoints, released versions and locked scenes

  • Complete MVR export: layer choice, dependency warnings, export list, patch-conflict step

  • Fixture appearance resolver with reviewed GDTF stand-ins, also for MVR import

  • Versioned stand-in catalogue, kept in sync with each deployment

  • Edit › Auto address and Edit › Unpatch

Fixed

  • MVR export writes the release version as provider version, not "dev"

  • MVR import: correct counts in the progress step, DMX modes kept apart, trusses no longer listed as not imported, empty layers kept

  • Fixture resolver no longer asks again after "Original body" on a partial GDTF

  • Body warnings describe missing parts correctly; empty GDTF primitives not reported as missing

  • Converter emits normals, no more black-out from faulty meshes

  • Clearance check applies the margin along x

  • Add multiple: fixtures placed below the floor; "Along drag direction" could not be confirmed

  • Plan Layer submenu clipped at the bottom of the viewport

  • CSV patch import: new fixtures on the working layer; no longer overwrites unsaved collaboration edits

  • WebGL2 gobo projection through the beam

  • Demo scene: Sharpy shutter as slider, LEDWash lit at full

Point this at your own rig.

The beta is open. Open one of your MVR files, look at what it says about them, and tell me where it is wrong.