Import Patch
Streamline your show setup in Carbon for Unreal by importing patch and fixture data from external sources
Using the Import Patch Tool
Carbon for Unreal has the ability to import entire shows (patch, fixture position, etc.) from a single spreadsheet (CSV) or MVR file. Using the Import Patch Tool, users can prepare a show externally, either from software like Vectorworks and GrandMA2 3D, or manually, and import that data into Carbon for Unreal.
The Import Patch Tool panel can be accessed via the Patch Panel, by pressing the "Import Patch" button on the top left.

Import MVR
After exporting the .mvr file from Vectorworks (or other compatible application), it can now be imported to Unreal through Carbon. In UE5, open the Patch Panel and select the “Import Patch” button.

A new “Import Patch” pop-up window will appear, select the “Select File” button at the top left of this window to access the file explorer. Find and open your MVR file through this explorer window and click “Open”.

Options
The imported data will now be transformed to Carbon compliant headers. After loading the file, all the Carbon Mappings should be automatically populated in the column headers. If any of the columns are misaligned with the MVR information, manually set the correct mapping using the dropdown menus.
Associating with Carbon Assets
Once the mapped fields have been identified, select the “Process” button in the bottom right corner of the "Preview Data" section. This will generate fields and stats of the information Carbon has translated from the template. The section entitled “Associations” is where you can assign the fixture asset and mode to the different types of lights imported from the spreadsheet. With all the Associations populated with information, use the spawn button to generate the fixtures within your scene. Once you associate a fixture in this manner, it will be remembered as the default choice for future imports within the same unreal project.

If successful, your fixtures should now be populated in the level at the appropriate locations based on the MVR plot. You are now free to edit them however you wish.
Import CSV
Preparing your Data
Carbon is able to import entire show setups from a single spreadsheet. Carbon will begin reading data from the 2nd row and below on an import spreadsheet, so column headers can be any format you choose. To create this form, you may refer to the example spreadsheet displayed below. Carbon and Unreal use the metric system of measurement, so please import measurement values in meters.

Importing Patch from a CSV File
After creating/saving the csv file of fixtures, it can now be imported to Unreal through Carbon. In UE5, open the Patch Panel and select the “Import Patch” button.

A new “Import Patch” pop-up window will appear, select the “Select File” button at the top left of this window to access the file explorer. Find and open your csv file through this explorer window and click "Open"

Import Settings
If the CSV was generated automatically from a supported preset, you can use the “Import Settings” to quickly map the column headers to the data values. Using the “Load Preset” dropdown, select the format the csv has been saved under and ensure the “Source Units” align with the default unit type of that preset.

Once you've selected your import settings, press the "Import" button, and Carbon will then parse the data into tables ready to generate fixtures within your scene.
Note: Carbon defaults to “Centimeter” units, while VectorWorks defaults to “Meter” units
Transforming Data
The imported data will now be transformed to Carbon compliant headers. After loading the file, all the Carbon Mappings should be automatically populated in the column headers. If any of the columns are misaligned with the CSV information, manually set the correct mapping using the dropdown menus.

Axis Setup
The “Axis Setup” section of the Import Patch tool allows you to swap and invert axis if needed. If the data was loaded from a supported preset, this data will be updated automatically and can often be left alone.

Associating with Carbon Assets
Once the mapped fields have been identified, select the “Process” button in the bottom right corner of the Preview Data section. This will generate fields and stats of the information Carbon has translated from the template. The section entitled “Associations” is where you can assign the fixture asset and mode to the different types of lights imported from the spreadsheet. With all the Associations populated with information, use the spawn button to generate the fixtures within your scene. Once you associate a fixture in this manner, it will be remembered as the default choice for future imports within the same unreal project.

If successful, your fixtures should now be populated in the world at the coordinates listed on your csv document. You are now free to edit them however you wish.
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