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	<title>Patching Fixtures - Revision history</title>
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	<updated>2026-09-04T08:51:45Z</updated>
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		<id>http://en.lightstream.pro/index.php?title=Patching_Fixtures&amp;diff=375&amp;oldid=prev</id>
		<title>LumiBot: Перевод с русской вики (задача №1094, LS Dev Hub)</title>
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		<updated>2026-09-03T15:59:28Z</updated>

		<summary type="html">&lt;p&gt;Перевод с русской вики (задача №1094, LS Dev Hub)&lt;/p&gt;
&lt;a href=&quot;http://en.lightstream.pro/index.php?title=Patching_Fixtures&amp;amp;diff=375&amp;amp;oldid=319&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>LumiBot</name></author>
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		<id>http://en.lightstream.pro/index.php?title=Patching_Fixtures&amp;diff=319&amp;oldid=prev</id>
		<title>LumiBot: Перевод с русской вики (задача №957, LS Dev Hub)</title>
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		<updated>2026-09-02T18:40:14Z</updated>

		<summary type="html">&lt;p&gt;Перевод с русской вики (задача №957, LS Dev Hub)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[ru:Патчинг приборов]] [[en:Patching Fixtures]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Patching&amp;#039;&amp;#039;&amp;#039; is the process of linking the fixtures in your project to device ports. Until a fixture is patched, it exists only on the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; field — it is visible and takes part in effects, but no data ever leaves it, neither to real hardware nor into exported &amp;lt;code&amp;gt;*.cue&amp;lt;/code&amp;gt; files. Patching answers the question &amp;quot;through which physical connector of which device does this fixture receive its light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All of this happens in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window, by dragging fixtures from the bottom list into device ports. Below is how this window is organized, how to patch fixtures one at a time or in batches, what &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; does, and how to make sure the addressing is set up correctly.&lt;br /&gt;
&lt;br /&gt;
For addresses, universes and channels themselves, see [[Виды и типы приборов]]. For the parameters of the devices you patch into, see [[Параметры Light Stream Converter|Light Stream Converter Parameters]].&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Fixtures&amp;quot; Window ==&lt;br /&gt;
&lt;br /&gt;
The window is split into two areas; the border between them can be dragged with the mouse.&lt;br /&gt;
&lt;br /&gt;
; Upper area — devices&lt;br /&gt;
: A four-level tree: &amp;#039;&amp;#039;&amp;#039;Light Stream Player&amp;#039;&amp;#039;&amp;#039; → converters → converter ports → fixtures patched into a port. The arrow to the left of a row expands and collapses that level.&lt;br /&gt;
; Lower area — unpatched fixtures&lt;br /&gt;
: Fixtures and splines that are not linked to any port. Every new fixture drawn on the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; field outside a port ends up here.&lt;br /&gt;
&lt;br /&gt;
The goal of patching is to empty the bottom list: whatever stays in it does not light up on the object.&lt;br /&gt;
&lt;br /&gt;
Fixture rows read the same way in both areas:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Column !! What it shows&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Checkbox&amp;#039;&amp;#039;&amp;#039; || Fixture visibility. Clearing the checkbox turns the fixture off without touching its addresses. If several fixtures are selected in the list, the checkbox toggles for all of them at once&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Icon&amp;#039;&amp;#039;&amp;#039; || How the fixture is drawn on the mapping: a dot for a single fixture, a polyline for a spline&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || The fixture&amp;#039;s name. Changed by double-clicking the name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Address&amp;#039;&amp;#039;&amp;#039; || The first and last occupied address, e.g. &amp;#039;&amp;#039;&amp;#039;1-300&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Universe&amp;#039;&amp;#039;&amp;#039; || The universes the fixture occupies: &amp;#039;&amp;#039;&amp;#039;U1&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;U1-U2&amp;#039;&amp;#039;&amp;#039; if the fixture does not fit into one. This column exists only for patched fixtures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A port row shows its name and the universe numbers assigned to it — for example &amp;#039;&amp;#039;&amp;#039;U1&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;U1 U2&amp;#039;&amp;#039;&amp;#039;. A port is renamed by double-clicking its name or via &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; → &amp;#039;&amp;#039;&amp;#039;Rename&amp;#039;&amp;#039;&amp;#039;; descriptive names such as &amp;quot;Facade, left section&amp;quot; save a lot of time on a large project.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the window are four buttons:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Add Device&amp;#039;&amp;#039;&amp;#039; (plus) — adds a &amp;#039;&amp;#039;&amp;#039;Player&amp;#039;&amp;#039;&amp;#039;, a Light Stream converter, or an &amp;#039;&amp;#039;&amp;#039;Art-Net converter&amp;#039;&amp;#039;&amp;#039; with the required number of ports to the project.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Search&amp;#039;&amp;#039;&amp;#039; — searches the network for devices and lets you add an already configured one to the project.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Collapse&amp;#039;&amp;#039;&amp;#039; — collapses the entire device tree with a single click; clicking again expands it fully. Indispensable when there are many converters and ports.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; — the automatic addressing mode, see the section below.&lt;br /&gt;
&lt;br /&gt;
== How to Patch Fixtures ==&lt;br /&gt;
&lt;br /&gt;
# Make sure the project has a device with the required number of ports. If not, add one with the &amp;#039;&amp;#039;&amp;#039;Add Device&amp;#039;&amp;#039;&amp;#039; button.&lt;br /&gt;
# In the bottom list, select the fixtures that will go into a single port. Select a consecutive range with &amp;#039;&amp;#039;&amp;#039;Shift&amp;#039;&amp;#039;&amp;#039;, or individual items with &amp;#039;&amp;#039;&amp;#039;Ctrl&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# Drag the selection onto the row of the target port. The fixtures are placed at the end of the port&amp;#039;s list.&lt;br /&gt;
# The port expands automatically, and you immediately see the fixtures with their assigned addresses and universes.&lt;br /&gt;
&lt;br /&gt;
Repeat for the remaining ports. A few notes that save time:&lt;br /&gt;
&lt;br /&gt;
* You can drag by any one of the selected fixtures — the entire selected group moves along with it.&lt;br /&gt;
* If fixtures need to go not to the end but to a specific spot within the port, drop them between fixtures that are already patched rather than onto the port row.&lt;br /&gt;
* A spline moves as a whole, as a single row, no matter how many fixtures are on it. You cannot split the fixtures of one spline across different ports — to do that, first convert the spline into individual fixtures, see [[Сплайны и одиночные приборы]].&lt;br /&gt;
* Fixtures can also be dragged from port to port, including to a different converter.&lt;br /&gt;
* Any move can be undone with &amp;#039;&amp;#039;&amp;#039;Ctrl+Z&amp;#039;&amp;#039;&amp;#039; and redone with &amp;#039;&amp;#039;&amp;#039;Ctrl+Shift+Z&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Selection in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window and on the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; field is shared: select a fixture in the list and you&amp;#039;ll see where it sits on the object, and vice versa. This is the simplest way to understand exactly what you are patching at any given moment.&lt;br /&gt;
&lt;br /&gt;
== Fixture Order Within a Port ==&lt;br /&gt;
&lt;br /&gt;
The order of rows within a port is the addressing order. The first fixture in the list gets the port&amp;#039;s first address, the next one gets the address right after it, and so on. That&amp;#039;s why fixtures within a port should be arranged in the same order as they are wired on the object: the one closest to the device comes first.&lt;br /&gt;
&lt;br /&gt;
The order is changed by dragging fixtures within the port. With &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; turned on, addresses are recalculated immediately.&lt;br /&gt;
&lt;br /&gt;
== Autopatching ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; is a mode in which the program assigns addresses on its own. The button appears in two places: at the bottom of the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window and on the toolbar of the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; window. The setting is global for the program and applies to all ports at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! What happens !! Autopatching on !! Autopatching off&lt;br /&gt;
|-&lt;br /&gt;
| Fixtures are added to a port || Addresses for the whole port are recalculated in sequence, starting from address 1 of its first universe || Fixtures keep their addresses; the program only assigns them a universe number&lt;br /&gt;
|-&lt;br /&gt;
| The order of fixtures in a port is changed || Addresses are recalculated to match the new order || Addresses stay the same&lt;br /&gt;
|-&lt;br /&gt;
| A new fixture is drawn on the mapping || It gets the next free address || It gets address 1 — you set the address yourself from there&lt;br /&gt;
|-&lt;br /&gt;
| A fixture is copied || The copy gets the next free address in the same port || The copy keeps the address of the original&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rule of thumb: turn &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; on when fixtures are wired in sequence and addresses need to run without gaps — this covers the vast majority of pixel projects. Turn it off when addresses are dictated by hardware that is already installed and must stay exactly as they are.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; being off doesn&amp;#039;t mean &amp;quot;no help at all&amp;quot;: addresses can always be assigned once, on demand. &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; a port and choose &amp;#039;&amp;#039;&amp;#039;Recalculate Fixture Addresses&amp;#039;&amp;#039;&amp;#039; — the port&amp;#039;s fixtures get sequential addresses following the current row order, while the mode itself stays off.&lt;br /&gt;
&lt;br /&gt;
Exactly how addresses fall at universe boundaries depends on the converter&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Controller Type&amp;#039;&amp;#039;&amp;#039;: in &amp;#039;&amp;#039;&amp;#039;DMX&amp;#039;&amp;#039;&amp;#039; mode channels flow as a continuous stream, in &amp;#039;&amp;#039;&amp;#039;SPI&amp;#039;&amp;#039;&amp;#039; mode a fixture moves into the next universe as a whole. For more, see [[Параметры Light Stream Converter|Light Stream Converter Parameters]].&lt;br /&gt;
&lt;br /&gt;
== How to Patch Fixtures While Placing Them ==&lt;br /&gt;
&lt;br /&gt;
Fixtures don&amp;#039;t have to be drawn first and patched afterward. Select a port in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window, and every fixture you then draw on the &amp;#039;&amp;#039;&amp;#039;Mapping&amp;#039;&amp;#039;&amp;#039; field will drop straight into it, with addresses already assigned (if &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; is on). The port&amp;#039;s list scrolls automatically to the last added fixture, and a collapsed &amp;#039;&amp;#039;&amp;#039;Player&amp;#039;&amp;#039;&amp;#039; and converter expand on their own.&lt;br /&gt;
&lt;br /&gt;
Copies behave the same way: fixtures copied with &amp;#039;&amp;#039;&amp;#039;Ctrl&amp;#039;&amp;#039;&amp;#039; held on the mapping, duplicated, or pasted from the clipboard stay in the same port as the original and, with &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; on, get the next free addresses. This is how matrices and identical rows are assembled quickly: patch one row, then just keep copying.&lt;br /&gt;
&lt;br /&gt;
To make new fixtures land in the bottom list again, deselect the port — click an empty spot in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
&lt;br /&gt;
== How to Remove a Fixture from a Port ==&lt;br /&gt;
&lt;br /&gt;
Select the fixtures within the port, &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; and choose &amp;#039;&amp;#039;&amp;#039;Unpatch&amp;#039;&amp;#039;&amp;#039; — the fixtures return to the bottom list of the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window and stay in place on the mapping.&lt;br /&gt;
&lt;br /&gt;
To free an entire port at once, &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; the port and choose &amp;#039;&amp;#039;&amp;#039;Unpatch All&amp;#039;&amp;#039;&amp;#039;. The same item is available by &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; on a converter — it unpatches all of its ports at once.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Delete key does not unpatch fixtures — it deletes them from the project&amp;#039;&amp;#039;&amp;#039;, along with their place on the mapping and their link to the 3D scene. If you only need to take a fixture out of a port, use &amp;#039;&amp;#039;&amp;#039;Unpatch&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Fixtures also return to the bottom list on their own if a converter&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Number of Ports&amp;#039;&amp;#039;&amp;#039; is reduced: fixtures from removed ports are not lost, they become unpatched.&lt;br /&gt;
&lt;br /&gt;
== How to Check That Everything Is Set Up Correctly ==&lt;br /&gt;
&lt;br /&gt;
=== Red Highlighting ===&lt;br /&gt;
&lt;br /&gt;
The program marks addressing errors on its own: a fixture&amp;#039;s row, along with the name of its port and converter, turns red. There are two reasons for this:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;fixture addresses overlap&amp;#039;&amp;#039;&amp;#039; — two fixtures claim the same channels;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;a fixture goes beyond the port&amp;#039;s universes&amp;#039;&amp;#039;&amp;#039; — its last address is greater than what the port has been allotted.&lt;br /&gt;
&lt;br /&gt;
In the first case, fix the addresses or turn on &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039;; in the second, increase the converter&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Universes per Port&amp;#039;&amp;#039;&amp;#039; or move some fixtures to a neighboring port.&lt;br /&gt;
&lt;br /&gt;
=== Port Fill Indicator ===&lt;br /&gt;
&lt;br /&gt;
To the left of a port&amp;#039;s name is a small image — a map of its universes, with occupied channels shown in orange. It lets you see at a glance how full the port is and whether there are gaps in it. Clicking this image opens the same map in a separate window, larger and with the universes labeled.&lt;br /&gt;
&lt;br /&gt;
=== Addresses on the Mapping Field ===&lt;br /&gt;
&lt;br /&gt;
Addresses are labeled right next to fixtures on the mapping. What is shown — universe numbers, pixel numbers, or continuous multi-addresses — is set in the &amp;#039;&amp;#039;&amp;#039;View → 2D Mapping&amp;#039;&amp;#039;&amp;#039; menu. This is the fastest way to check that addresses on the object run in the direction you expect.&lt;br /&gt;
&lt;br /&gt;
=== Highlighting Fixtures on the Real Object ===&lt;br /&gt;
&lt;br /&gt;
When you need to figure out which fixture on the object corresponds to which row in the list, use the &amp;#039;&amp;#039;&amp;#039;Highlight Fixtures and DMX Data&amp;#039;&amp;#039;&amp;#039; button on the right side of the &amp;#039;&amp;#039;&amp;#039;Timeline&amp;#039;&amp;#039;&amp;#039; panel. Selected fixtures start glowing on top of the animation — both in the program and on the real hardware.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; the button to open the highlight modes:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Solid White&amp;#039;&amp;#039;&amp;#039; — steady glow;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blinking White&amp;#039;&amp;#039;&amp;#039; — blinking, the most noticeable on the object;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;RGBW Colors&amp;#039;&amp;#039;&amp;#039; — cycling through colors, which also helps check the order of the color channels.&lt;br /&gt;
&lt;br /&gt;
The interval, in seconds, is set in the same place. If the button isn&amp;#039;t on the timeline, enable it via &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; on the playback panel → &amp;#039;&amp;#039;&amp;#039;Show Fixture Highlight Button&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
To check that the program is talking to the right box, click the converter&amp;#039;s icon in the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window: the real device&amp;#039;s indicators will blink.&lt;br /&gt;
&lt;br /&gt;
== Workflow for a Large Project ==&lt;br /&gt;
&lt;br /&gt;
# Set the converters&amp;#039; &amp;#039;&amp;#039;&amp;#039;Start Universe&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Number of Ports&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Universes per Port&amp;#039;&amp;#039;&amp;#039; before patching, not after — changing these parameters later shifts the addressing of ports that are already assembled.&lt;br /&gt;
# Check the &amp;#039;&amp;#039;&amp;#039;Controller Type&amp;#039;&amp;#039;&amp;#039; — &amp;#039;&amp;#039;&amp;#039;DMX&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;SPI&amp;#039;&amp;#039;&amp;#039;. Changing it recalculates the addresses of all of the converter&amp;#039;s fixtures.&lt;br /&gt;
# Give ports meaningful names based on the sections of the object.&lt;br /&gt;
# Turn on &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; and patch fixtures one wiring run at a time, making sure the row order in the port matches the wiring order.&lt;br /&gt;
# After each port, check the fill indicator: if it&amp;#039;s packed full, the next fixtures won&amp;#039;t fit.&lt;br /&gt;
# Once the bottom list is empty, go through all the ports and make sure none of them show red highlighting.&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The fixtures are on the mapping, effects play, but there&amp;#039;s no light.&amp;#039;&amp;#039;&amp;#039; The fixtures most likely remained in the bottom list of the &amp;#039;&amp;#039;&amp;#039;Fixtures&amp;#039;&amp;#039;&amp;#039; window — they aren&amp;#039;t patched. Also check the visibility checkboxes of the fixture, the port and the converter.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A fixture&amp;#039;s row turned red.&amp;#039;&amp;#039;&amp;#039; Its addresses overlap a neighbor&amp;#039;s or go beyond the port&amp;#039;s universes. Turn on &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; or choose &amp;#039;&amp;#039;&amp;#039;Recalculate Fixture Addresses&amp;#039;&amp;#039;&amp;#039; via &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; on the port.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;How do I take a fixture out of a port without deleting it?&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;Right-click&amp;#039;&amp;#039;&amp;#039; → &amp;#039;&amp;#039;&amp;#039;Unpatch&amp;#039;&amp;#039;&amp;#039;. The &amp;#039;&amp;#039;&amp;#039;Delete&amp;#039;&amp;#039;&amp;#039; key removes the fixture from the project entirely.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The first fixture in a port always gets address 1, but I need a different one.&amp;#039;&amp;#039;&amp;#039; That&amp;#039;s how &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039; works: it always starts a port at the first address of its first universe. Turn it off and set the fixture&amp;#039;s address manually in the &amp;#039;&amp;#039;&amp;#039;Properties&amp;#039;&amp;#039;&amp;#039; window.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;I set an address for one fixture, and it changed for several.&amp;#039;&amp;#039;&amp;#039; The value in the &amp;#039;&amp;#039;&amp;#039;Address&amp;#039;&amp;#039;&amp;#039; field is applied to every fixture selected at that moment. Clear the extra selection and try again.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;I need to split one spline across two ports.&amp;#039;&amp;#039;&amp;#039; A spline can only be patched as a whole. Convert it into individual fixtures (see [[Сплайны и одиночные приборы]]) and distribute them across the ports.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fixtures no longer fit in the port.&amp;#039;&amp;#039;&amp;#039; Increase the converter&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Universes per Port&amp;#039;&amp;#039;&amp;#039; or move some fixtures to a neighboring port. Keep in mind that the number of universes in the project is limited by the license.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;After changing a fixture&amp;#039;s type, the addresses shifted.&amp;#039;&amp;#039;&amp;#039; The new type has a different number of channels. Recalculate the port&amp;#039;s addresses or turn on &amp;#039;&amp;#039;&amp;#039;Autopatching&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fixtures disappeared from the ports.&amp;#039;&amp;#039;&amp;#039; Check whether you reduced the converter&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Number of Ports&amp;#039;&amp;#039;&amp;#039; — fixtures from removed ports return to the bottom list.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The port won&amp;#039;t expand.&amp;#039;&amp;#039;&amp;#039; It has no fixtures in it: there&amp;#039;s nothing to expand in an empty port.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Виды и типы приборов]]&lt;br /&gt;
* [[Сплайны и одиночные приборы]]&lt;br /&gt;
* [[Добавление сплайнов и приборов|Adding Splines and Fixtures]]&lt;br /&gt;
* [[Параметры Light Stream Converter|Light Stream Converter Parameters]]&lt;br /&gt;
* [[Настройка Light Stream Converter|Light Stream Converter Setup]]&lt;br /&gt;
* [[Параметры Light Stream Player|Light Stream Player Settings]]&lt;br /&gt;
* [[Терминология]]&lt;/div&gt;</summary>
		<author><name>LumiBot</name></author>
	</entry>
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