EVT3DConcept to Approval · Live Events
ProductCapabilitiesVenuesLibraryResourcesVendorsPricing
Sign in
EVT3D / MANUALEVT3D ManualREV. 1
← RES / INDEX
RES-DOCS

EVT3D Manual

REV. 1·7 SECT.
    1. 01.01Welcome to EVT3D
    2. 01.02Your first project
    1. 02.01Your Home page
    2. 02.02The Library
    3. 02.03Materials & Looks
    4. 02.04Camera Roll
    5. 02.05Visual polish
    1. 03.01Stage Builder
    2. 03.02LED Wall Builder
    3. 03.03Screen Builder
    4. 03.04Audience Builder
    5. 03.05Venues
    1. 04.01AI Enhance
    2. 04.02IMAG
    1. 05.01Uploading a prop
    2. 05.02Premodeled light fixtures
    3. 05.03Assemblies
    1. 06.01Share Mode
    2. 06.02Share Analytics
    3. 06.03VR Viewer
    1. 07.01Vendor Portal
RES-DOCS / 05.02§M.05 · Reusable Content

Premodeled light fixtures

REV. 1 · 2026-05-03

#Premodeled Light Fixtures

Upload your own fixture models and the Light Shop drives them like real units — pan, tilt, beam, flare, and a lit lens.

The Light Shop's parametric generator covers a lot, but sometimes you need your fixture — the exact Leko, moving head, or LED batten on the plot. Upload a rigged model and EVT3D articulates it with the same controls as a generated fixture: pan and tilt, a real spotlight with volumetric beam and lens flare, and the lens shader that glows hot-white in the center and fades to the beam color.

What makes a model "rigged" here is nothing exotic: four named nodes, nested in order. This page is the reference for that contract. For the guided version — how to set it up in Blender, Max, C4D, or Unity — follow the Rigging light fixtures tutorial.

#The rig contract

One chain, each part a child of the one above:

FixtureName                ← root — display name, anything you like
  FixtureName_Base         ← static mount (clamp / floor plate) — never moves
    FixtureName_Yoke       ← pans about vertical
      FixtureName_Head     ← tilts + carries the beam
        FixtureName_Lens   ← beam origin + lens shader target
NodeRolePivot goes
_BaseStatic clamp or floor plateAt the mount contact point
_YokePans (spins about vertical)On the pan bolt
_HeadTilts + emits the beamOn the tilt axle
_LensBeam origin; takes the lit-lens shader at runtimeAt the lens center, on the optical axis

Names match case-insensitively on the last word, with synonyms accepted (base/clamp/mount, yoke/fork/arm, head/body/barrel/can, lens/emit/aim) — but the canonical four above are the standard.

#Authoring rules

  • Upright, +Y up, meters, real-world scale. Base contact at Y = 0.
  • At rest the beam aims out −Z. Author the fixture standing; EVT3D reorients it per mount (floor/stand as authored, pipe/truss flipped to hang).
  • Pivots on the real axes. Each node rotates about its own origin — yoke origin on the pan bolt, head origin on the tilt axle.
  • The lens is a separate flat disc at the aperture with centered planar UVs (center 0.5, 0.5) and its own material. Multi-emitter fixtures use one lens per cell: _Lens_01, _Lens_02, …
  • Preserve the hierarchy on export. No merge/flatten/join options — a fused mesh has no rig. GLB is native; FBX auto-converts on upload.

#Reduced forms

You authorBehavior
_Base > _Yoke > _Head > _LensFull rig — static mount, pan, tilt
_Yoke > _Head > _Lens (no Base)Yoke is the mount — still pans, nothing static
_Base > _Head > _Lens (no Yoke)Tilt-only — pan disabled, base frozen

#Categorizing the upload

Upload the model into the Light Fixtures category — that's what the Light Shop's Premodeled fixtures list shows (Design tab → Mode → Premodeled (model)), so categorized fixtures appear there instantly as pickable lights. Name it whatever reads naturally. The fastest path is that list's own ⬆ Upload Fixture Model button: it takes the file directly (GLB, GLTF, OBJ, FBX, SKP, or zip), categorizes it for you, and loads it straight into the studio.

Not categorized? Use the 🔍 Search Library button next to it to search your whole library unfiltered and load any model as a fixture. Setting its category to Light Fixtures afterward (in the Prop Editor) keeps it in the fast list.

#Verifying a fixture

In the Light Shop, open the Design tab, set Mode to Premodeled (model), and pick it from Premodeled fixtures. The mapping panel shows the detected Base / Yoke / Head / Lens rows with the node each mapped to:

  • All four rows named → the rig read exactly as authored.
  • Yoke row "— (no pan)" → no yoke node found; the fixture is tilt-only.
  • Base row "— (yoke is the mount)" → the no-base reduced form was recognized.
  • Lens row "— (emit estimated)" → the lens marker didn't survive export; the beam origin is being guessed from the head's shape. Re-export with the _Lens node intact.

Then test the controls under Aim — Test Drive: the base should hold still, Pan (yoke) should swing the yoke, Tilt (body) should rock the head, and the beam should track the lens.

← PREVUploading a propNEXT →Assemblies
On this page
  • The rig contract
  • Authoring rules
  • Reduced forms
  • Categorizing the upload
  • Verifying a fixture