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Mixes and channels

Botszy includes a versatile mixing system with an unlimited number of channels, this feature is invaluable when creating coordinated movements on several different parts of a character.

Adding a new mixer system

To add a new Mixer Device to Botszy, press the "" button on the device panel, and click on Mixer Device to add a new Mixer Device to our scene.

Adding a mixer

Adding a Mixer Device

After this operation, we have a new mixing device in our tree view, with several virtual channels assigned to it.

Mixer device in the Device Tree

Now by double clicking on any of the virtual channels, its configuration window will open:

Virtual Channel configuration window

Main Options

In the configuration window of the virtual channel, we can find the following elements:

  • Name: Used to assign a name to our channel, this name will show in the device tree and other parts of the software.
  • OSC Path: The name of the channel in the OSC universe, this is only useful if our character will be communicating with external software, such as Maya or Unreal Engine.
  • Output: Used to set the Output Gain of the whole mix. During setup, it is recommended to keep this value low at the beginning and increase it up to 100% to prevent mechanical damage.

Below that, we have the list of inputs assigned to this mix, we can add as many inputs as we need. In Botszy each mix can be controlled by an unlimited number of channels.

Users of RC receivers

The mixing system on Botszy is what is called an ascending tree, this system resembles that used by some brands including FRSky in their receivers. With this system we assign the inputs that will be controlled on each output (ascending from inputs to outputs).

Others brands, like Futaba use the opposite method where we define on each input the outputs that will be affected. If you are used to these configurations, take some time to understand the differences to avoid mistakes.

Here is a basic example of ascending mixes for a channel:

In this example we choose on the virtual channel which inputs will affect the output, specifically we have specified an 80% strength on Y axis and 25% on the X axis.

Example of a simple mix

In addition to the gain, we can assign an offset to each input, to fix small displacements on the mechanical tolerances of the input joystick.

Once the mix is configured, we assign the virtual channel to an output in the hardware controller:

Assign the mix to a output channel

With this action completed, we can click on the Play button on the button bar to start the action. Now we should be able to control the output using both axis of the joystick, each with different gain ratios.