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v1.0.0-beta1
Step 04 Part 1 — Your first show

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Patch it

Most of this is already done. Every fixture you drop is patched as it lands: FlexViz takes the next free block big enough for that mode's footprint, filling gaps left by deleted fixtures rather than counting away from the end. A fixture is never split across the end of a universe — if it does not fit in the tail, it starts at 1 of the next one. It also gets a numbered name and the lowest unused rig number.

So you can hang a rig and have a working patch without touching an address. What follows is how to read it and how to take it over when the automatic answer is not the one you want.

The Scene panel on the left is your patch list.

Scene panel

Three tabs — Patch, Rig and Props — one for each kind of thing in the scene.

Patch is the fixtures. They group by type, with the count on the right; expand a type and you get every unit with its address, its colour, and a location pin that reveals it in the viewport. Select all 16 takes a whole type in one click. The search box takes a name, an address, a type or a gel.

Rig is the structure — every truss part with its article number and length, so the list doubles as what you order:

Scene panel — Rig tab

Props is everything else. Select one and Properties gives you its dimensions in metres alongside the usual transform:

Scene panel — Props tab with Properties open

To take a block of fixtures over by hand, select them and use Edit › Repatch…. It walks the selection down the wire from an address you give, packing each fixture by its own footprint — twelve channels for the head, three for the PAR behind it — and shows you a preview of where everything lands and what it would collide with before anything moves. A fixture never straddles a universe here either: Spill decides whether the run continues at 1 of the next universe or simply stops.

Edit › Renumber… does the same for fixture numbers, and Edit › Number rig numbers the whole rig at once, in the order a plan is read. Numbering is deliberate and never automatic on a drag, so a plot you have printed, sent to a console or exported as MVR keeps matching the rig.

Fine detail lives in Properties:

Properties

Name, universe, DMX address, position in metres, rotation in degrees, and the movement flags — Invert pan, Invert tilt, Swap pan/tilt — for the units that are hung the wrong way up.

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