3DPlay 5.5 User Guide
Transcription
3DPlay 5.5 User Guide
3DPlay User Guide Version 5.5 May 2014 Copyright © 2014 by Orad Hi-Tec Systems Ltd. All rights reserved worldwide. No part of this publication may be reproduced, modified, transmitted, transcribed, stored in retrieval system, or translated into any human or computer language, in any form or by any means, electronic, mechanical, magnetic, chemical, manual, or otherwise, without the express written permission of Orad Hi-Tec Systems (www.orad.tv). Orad provides this documentation without warranty in any form, either expressed or implied. Orad may revise this document at any time without notice. This document may contain proprietary information and shall be respected as a proprietary document with permission for review and usage given only to the rightful owner of the equipment to which this document is associated. This document was written, designed, produced and published by Orad Hi-Tec Systems. Trademark Notice: 3DPlay, Morpho 3D, 3Designer, Maestro, Maestro Controller, Maestro PageEditor, JStation, JServer, ProSet, 3DPlay, DVG 2U, DVP-500, X-pecto, Morpho 3D are trademarks of Orad Hi-Tec Systems. All other brand and product names may be trademarks of their respective companies. Please send any comments on this manual to documentation@orad.tv. If you require technical support services, contact Orad Hi-Tec Systems Ltd. at support.il@orad.tv. May 27, 2014 Contents 1.Introduction ..................................................................................... 7 What is 3DPlay?..................................................................................8 Workflow........................................................................................8 What’s New in 3DPlay 5.5?...................................................................9 Changes Implemented in Version 5.5 .................................................9 Changes Implemented in Version 5.0 .................................................9 System Requirements........................................................................ 11 Conventions Used in this Document..................................................... 12 Related Documents ........................................................................... 12 2.Getting Started..............................................................................13 Starting 3DPlay ................................................................................ 14 Server Messages ........................................................................... 16 The 3DPlay Production Window ........................................................... 17 3DPlay Menus ............................................................................... 17 The Device Bar ............................................................................. 22 Tool Icons .................................................................................... 22 Layout: Panels and Containers............................................................ 23 The Playout Controller ....................................................................... 25 Opening a Preview Window ................................................................ 27 Saving Your Work ............................................................................. 28 Archiving a Production ................................................................... 28 Saving Controls............................................................................. 30 3.Devices .............................................................................................31 Render Unit Manager......................................................................... 32 Unloading Graphics........................................................................ 34 Connecting Devices ....................................................................... 34 Data Source Manager ........................................................................ 35 Indirect Database Configuration ...................................................... 36 Configuring a Database .................................................................. 36 GPIO Manager .................................................................................. 38 Simulating a GPIO Device ............................................................... 40 Automation Mediator Manager ............................................................ 41 Setting Up an Automation Mediator.................................................. 41 Data Stream Manager........................................................................ 45 Setting Up a Data Stream............................................................... 45 Clip Server Manager .......................................................................... 48 Setting Up a Clip Server ................................................................. 48 4.Controls............................................................................................51 Production Controls ........................................................................... 52 The Control Manager...................................................................... 54 Action Controls ................................................................................. 55 Actions – The Details Tab ............................................................... 56 Actions – The Graphic Item Tab....................................................... 60 Actions – The Data Tab .................................................................. 75 Pacer Controls .................................................................................. 78 Pacers – The Graphic Item Tab........................................................ 78 Pacers – Data Tab ......................................................................... 80 Pacers – Lines Tab......................................................................... 81 Data Groups..................................................................................... 82 GPIO Controls .................................................................................. 84 Playlist Controls ................................................................................ 84 Automation Mediator Controls............................................................. 85 Data Streamer Controls ..................................................................... 86 Clip Viewer Controls .......................................................................... 87 5.Productions ....................................................................................89 Creating a Production ........................................................................ 90 Using If-Then Commands................................................................... 90 Playing Animations............................................................................ 92 Running Tickers ................................................................................ 93 Playing Scenes ................................................................................. 94 Playing Other Controls ....................................................................... 95 6.Databases........................................................................................97 Using a Database .............................................................................. 98 7.Playlists.......................................................................................... 101 Advanced Playlist Controls ............................................................... 102 Building a Playlist............................................................................ 109 Additional Options ....................................................................... 109 Groups....................................................................................... 111 Automation Playlists ........................................................................ 112 Running a Playlist from an Automation System ................................ 117 Logging Playlist Events................................................................. 119 Metadata tab .............................................................................. 120 Building an Automation Playlist ..................................................... 120 Playlist Validation ........................................................................ 122 Automatic Event Creation................................................................. 123 8.Setting Preferences................................................................... 125 Startup.......................................................................................... 126 Server ........................................................................................... 127 Cue............................................................................................... 129 Validation ...................................................................................... 130 Playlist .......................................................................................... 131 Plugins .......................................................................................... 132 Storage ......................................................................................... 133 Hotkeys ......................................................................................... 134 Client Logging ................................................................................ 135 9.Browser ......................................................................................... 137 Using the Browser........................................................................... 138 Rendering Graphics as a Clip ............................................................ 140 Browser Menus ............................................................................... 142 Customizing the Layout ................................................................... 143 3DPlay Browser Settings .................................................................. 145 Appendix.......................................................................................... 147 Available CallByName Commands...................................................... 148 1. Introduction This chapter provides an overview of 3DPlay. It contains the following sections: What is 3DPlay? on page 8 What’s New in 3DPlay 5.5? on page 9 System Requirements on page 11 Conventions Used in this Document on page 12 Related Documents on page 12 What is 3DPlay? 3DPlay is an on-air graphics production application that uses an unstructured approach for creating controls to air graphics as required. Graphic elements, such as tickers, logos, promos, animations, and video clips have controls that can be run at any time. The controls can be edited in real-time or preset to run automatically and periodically using logic and rules to determine when and how graphic elements are aired. As a precheck to running the graphics on-air, the productions can be previewed to test, correct, and improve the quality of the final graphics. 3DPlay uses a client-server model. The server is the core of the 3DPlay application where all graphic executions, logic, device connections, etc. are processed. Automation systems, when used, connect directly to the server computer. The 3DPlay client is a GUI via which users work with the server to create and edit controls, and run productions. Workflow 1. Introduction 3DPlay creates productions using graphic templates authored in 3Designer. 8 In 3DPlay you define devices and controls as the basis of your production. 3DPlay uses a production file as the convention for saving your work for future use. Devices are hardware or software modules that are used to play graphics to air, such as a render unit, a GPIO device, a database, etc. 3DPlay controls are tools for controlling graphics, data display, GPIO triggering, etc. Production files can be divided into panels to reflect stages of production, control types, or any other division required. All controls are saved separately within a production folder. Controls can be used and re-used within the same production (across panels) or in different productions. What is 3DPlay? | What’s New in 3DPlay 5.5? Changes Implemented in Version 5.5 New Playlist with Scheduler The current version introduces a new type of playlist that utilizes a new playlist engine (Blend). Video and graphics are now controlled from the same user interface. The advanced playlist allows pre-scheduling playlist events to play on a specified date and time. The original playlist is available for continued support of automation systems. For more information, see Advanced Playlist Controls on page 102. Data Streaming In version 5.5, you can stream third-party data for use in a 3DPlay production without delays, using a Data Streamer control. For more information, see Data Stream Manager on page 45 and Data Streamer Controls on page 86. 1. Introduction Clip Viewer The current version enables connection to a video server to allow playing clips directly. Available clips are listed in the Clip Viewer For more information, see Clip Server Manager on page 48 and Clip Viewer Controls on page 87. Changes Implemented in Version 5.0 Windows Platform 3DPlay now runs on a Windows 7 x64 bit platform. Multiple Queries for a Control This version introduces multiple query tabs in each control for more flexible data retrieval. For more information, see Actions – The Data Tab on page 75. New Scripting Options This version provides Control verification tools, such as two debugging modes, undo and re-do options, and command disabling. New script tabs allow greater control of actions taken when you choose to queue, play, pause, continue, and stop a script. For more information, see Workspace on page 69. What’s New in 3DPlay 5.5? | 9 New Script Commands From version 5.0, a number of new commands have been added: File Management - to lock and unlock validated files. While – to continuously execute a group of commands while a condition is true. Anim Break Loop – to break an animation loop correctly. Send Global Export – to set a value for a global export. Automation Mediator \ Send – to call any API command on a target UID including Audio Switcher. “If” – Added new “If else” option, to simplify If command. Select – to run one of several groups of statements, depending on the value of an expression. For more information, see Command List on page 61. GI Parameter Changes 1. Introduction From version 5.0, you can set a Live Mode connection so that values are passed to RenderEngine automatically, without having to cue or play the Control. 10 A new type of GI parameter is now available - values can be set using a slider. GI parameters can now be duplicated easily from the right-click menu. For more information, see GI Parameters on page 72. What’s New in 3DPlay 5.5? | System Requirements The optimum platform for 3DPlay uses Orad's HDVG on Microsoft Windows®. System specifications for 3DPlay: • Windows 7 x64bit • Intel Core i5 3.2G 6M HD 2500 CPU • 8GB of physical memory. • NVIDIA GEFORCE GT640 2048MB • Onboard or PCI Intel NIC Ethernet cards (1000 mps recommended). • 1920x1080 resolution capable monitor (24/32 bit color). • FrameWorks 3.5 (installed from the Orad installer suite, together with 3DPlay). • RenderEngine (installed from the Orad installer suite, together with 3DPlay). • RETalk2. 1. Introduction System Requirements | 11 Conventions Used in this Document This symbol marks a step-by-step procedure. This symbol marks an example showing how to do something. NOTE: A note specifies useful or optional information, relevant to the preceding text. TIP: A tip provides useful information on shortcuts, or how to do things differently. Bold text marks a part of the GUI, such as a menu item, dialog box name, or GUI button. For example, “click OK”. ALL CAPITALS text specifies a keyboard key. For example, “press CTRL and drag the name...”. Related Documents 1. Introduction The following related documents are available from Orad: 12 • 3Designer User Guide. • Using the HDVG Bypass (Technical bulletin, February 2008). Conventions Used in this Document | 2. Getting Started This chapter provides general information on using 3DPlay and an overview of the 3DPlay GUI. It contains the following sections: Starting 3DPlay on page 14 The 3DPlay Production Window on page 17 Layout: Panels and Containers on page 23 The Playout Controller on page 25 Opening a Preview Window on page 27 Saving Your Work on page 28 Starting 3DPlay 3DPlay is opened from the Start in Orad > 3DPlay. You can also use the shortcuts placed on the desktop during installation, as shown below. To start 3DPlay: 1. Start the 3DPlay Server. The 3DPlay Server Controller opens. 2. Getting Started NOTE: In order to work with the 3DPlay client, the Server Controller must be open and the service must be running. 2. Click Start to start the server. 14 Starting 3DPlay | 3. If required, change the StartUp Type definition, and set the other options, as described here: Startup Type Change how the server will start, the next time you open the Server Controller. Manual - Allows you to open the 3DPlay Server Controller without starting the server. (You can start it manually after the Controller is opened.) Automatic - Automatically starts the Server when you open the 3DPlay Server Controller. Service Log Specify the name and path of the log file for the current session. Create new file when service starts - When this check box is selected, a new log file is created for each session. If the check box is cleared, The file Server.log is overwritten. Always on top Select this check box if you want the 3DPlay Server Controller visible at all times (regardless of the active window). This option is useful if you want the server messages visible (see Server Messages on page 16). To allow the 3DPlay Server Controller to run in the background, clear the check box. 4. Once the Server Status is “Running”, start the 3DPlay Client. 2. Getting Started A splash screen is displayed, and then the Login window opens. 5. Enter the required parameters as follows. Server Host Host name or IP address of the computer on which the server is installed. NOTE: The name “localhost” is used when the 3DPlay Server and 3DPlay Client are installed on the same computer. Starting 3DPlay | 15 Server Port Port number must be 6900. Authentication Choose the type of storage security to log in with; Windows or SQL. User+ Password Enter the user name and password according to your storage authentication type. NOTE After the initial startup, you can set 3DPlay to start without displaying this dialog box. For more information, see Automatic Login on page 126. 6. Click Connect. The 3DPlay Client opens. Server Messages The 3DPlay Server Controller displays messages in the Server Messages tab, that can help you understand the current status of the server, or explain errors. 2. Getting Started These messages are saved to a log, and can be sent to Orad for support, if required. 16 Starting 3DPlay | The 3DPlay Production Window The 3DPlay Production window allows access to all of 3DPlay’s menus, functions, and windows. Menus Panels Playout Controller Controls Control Manager 2. Getting Started Device Bar Log Tool Icons 3DPlay Menus The following sections provide information on the 3DPlay menus. File Menu New Open a new production. Open Open a browser window, to select a previously saved production. Save Save the current production in the default directory, as defined in the application settings (see Storage on page 133). For more information, see Saving Your Work on page 28. Save As Open a browser window, to save the production under a new name (in the location set in the settings window, see Storage on page 133). For more information, see Saving Your Work on page 28. The 3DPlay Production Window | 17 2. Getting Started 18 Recent Productions List of the five most recently opened productions. Import from production file Open a browser window, to open a production saved in an earlier version of 3DPlay. Export to production file Open a browser window, to save a production to be used in a different location. Merge Production Open a browser window, to open another 3DPlay 3.X production into the current production (to be saved as one file). If no production is currently open, the content of the saved production is opened as a new, unnamed production Import and Merge Production Opens browser window, to open another 3DPlay production (versions 2.5 or later) into the current production (to be saved as one file). If no production is currently open, the content of a saved production is opened as a new, unnamed production Search Open a dialog box to search for controls in all productions, when using a MS SQL database for storage. Archive Open a dialog box with various options for creating a zipped archive of the current production and scenes. For more information, see Archiving a Production on page 28. Switch User Open a dialog box to login with a different user name (for different user privileges), when using a MS SQL database for storage. Exit Close the 3DPlay Client. NOTE: In previous versions of 3DPlay, productions are saved in one file, without an internal structure for controls. The Import and Export functions allow you flexibility between formats. The 3DPlay Production Window | Panel Menu New Create a new production panel, providing a new workspace within the current production. For more information, see Layout: Panels and Containers on page 23. Rename Open the Rename Panel dialog box, allowing you to change the name of the panel. Remove Delete the current production panel permanently from the production. (Controls are still available in the Control Manager.) Load to All Renders Load all graphics in the current panel to their defined render unit devices. The Loading Status window is displayed. Stop All Stop all currently playing controls in this panel. Note that this does not unload graphics that are already playing. Controls Menu Toggle the Control Manager. For more information, see The Control Manager on page 54. Callback Action Add an interactive control (that uses a touch screen); a dialog box opens, from which you can select the type of action for activating the control. Available only with a license for Interactive mode. Action Add an Action control to the production in the current panel. For more information, see Action Controls on page 55. Pacer Add an Pacer control to the production in the current panel. For more information, see Pacer Controls on page 78. Data Group Add an Data Group control to the production in the current panel. For more information, see Data Groups on page 82. GPIO Control Add a GPIO control to the production in the current panel to allow you to configure which controls are triggered by GPIO keys. For more information, see GPIO Controls on page 84. Playlist Add a Playlist control to the production in the current panel. For more information, see Automation Playlists on page 112. Automation Mediator Add an Automation Mediator control to the production in the current panel to allow 3DPlay to communicate with external automation systems. For more information, see, Automation Mediator Controls on page 85. Data Streamer Add a Data Streamer control to the production in the current panel to allow 3DPlay to stream data from an external source. For more information, see Data Streamer Controls on page 86. Advanced Playlist Add an Advanced playlist control to the production in the current panel. For more information, see Advanced Playlist Controls on page 102. Clip Viewer Add a Clip Viewer control to the production in the current panel to list all clips available on a specified video server. For more information, see Clip Viewer Controls on page 87. The 3DPlay Production Window | 2. Getting Started Control Manager 19 2. Getting Started Devices Menu 20 Render Unit Manager Open the Render Unit Manager to display render unit devices, and add, configure, or remove render units, and to unload scenes from the selected render unit. For more information, see Render Unit Manager on page 32. Data Source Manager Open the Data Source Manager to set the database connections. For more information, see Data Source Manager on page 35. GPIO Manager Open the GPIO Manager to display General Purpose Input/Output devices, and to add, configure, or remove devices. For more information, see GPIO Manager on page 38. Automation Mediator Manager Open the Automation Mediator Manager to list and edit Automation Mediator controls. For more information, see Automation Mediator Manager on page 41. Data Stream Manager Open the Data Stream Manager to display data stream devices, and to add, configure, or remove devices. For more information, see Data Stream Manager on page 45. Clip Server Manager Open the Clip Server Manager to display clip servers, and to add, configure, or remove devices. For more information, see Clip Server Manager on page 48. Tools Menu Customize Set these options for GUI usability (Selected options are marked with ): Snap to Grid - When this option is selected, controls are snapped to an invisible grid, for more controlled placement and scaling. For more information, see Snap to Grid on page 22. Snap Playout Elements - When this option is selected, all parts of the Playout Controller (Control details, Inputs list, and playout control) are displayed together. When this option is not selected, each element can be moved separately. Dock Elements - When this option is selected, controls are snapped to one another in the workspace. For more information, see Dock Elements on page 22. Show Hotkeys - When this option is selected in the Tools menu, the Hotkey defined for the control is displayed on the control. For more information, see Hotkeys on page 54, and Show Hotkeys on page 22. Show Inputs - Toggle the Inputs list. For more information, see The Playout Controller on page 25 and Show Inputs on page 22. Settings Open the Application settings dialog box. See Setting Preferences on page 125. Metadata Settings Open a dialog box, to set different metadata options. Available only when using an SQL database. For more information, see Creating Metadata on page 58. The 3DPlay Production Window | Languages Set the GUI language from the available options. User defined names set in one language remain unchanged. You can create your own GUI translation files by copying and renaming one of the XML files in the \Client\Languages directory, and entering your own text. Global Parameters Viewer Open the Global Parameters Viewer, to view and change the current values of the defined global parameters. For more information, see Global Parameters on page 74. Playlist Creator Use this rule manager to create playlist events when certain automation commands are received. For more information, see Automatic Event Creation on page 123. On Air Menu Connect all defined devices, such as render units, databases, GPIO devices, etc. Disconnect All Disconnect all defined devices. Load All Load the entire production to the defined render units. The Loading Status window is displayed. Stop All Actions Stop all currently playing controls. (This does not unload graphics that are already playing.) Local Preview Window Open the local Preview window. This option is available when the local preview option is enabled in the Render Unit Manager on page 32. For more information, see Opening a Preview Window on page 27. Lock All Prevent clients from editing 3DPlay options. The 3DPlay Production Window | 2. Getting Started Connect All 21 The Device Bar The Device bar, displayed at the bottom of The 3DPlay Production Window on page 17, shows all devices that have been defined, and their status (green when connected, red when disconnected). Click the device name to display options for the device, depending on its type. For example, here you have the option of starting or stopping the RenderEngine (RE) application for a device. Tool Icons 2. Getting Started The Tools displayed in the lower left corner of The 3DPlay Production Window on page 17, allow you to set the following workspace preferences: 22 Snap to Grid Click this icon to toggle the snap to grid setting. For more information, see Snap to Grid on page 22. Dock Elements Click this icon to toggle docking. For more information, see Dock Elements on page 22. Show Hotkeys Click this icon to toggle the display of hotkey on the controls in the production. Only defined hotkeys are displayed. For more information, see Hotkeys on page 54. Show Inputs Click this icon to toggle the Input list in the Playout Controller. For more information, see The Playout Controller on page 25 and Show Inputs on page 22. Storage status This icon is marked green when the current storage is connected, or red when there is a connection issue. If there is a connection problem, 3DPlay displays a message to that effect, and continually tries to reconnect. The 3DPlay Production Window | Layout: Panels and Containers The 3DPlay workspace can be divided for work in a number of ways. Single or split panels are used as dividers in a production, when you run out of workspace, or when you want to separate controls for any reason. Panels can reflect stages of production, types of controls, etc., as required. Panels are distinguished by tabs at the top of the workspace. A single panel is a continuous, undivided workspace. A split panel has dividers, and only one control can be placed in any area. Action and Pacer controls cannot be placed in a split area as is, and must be put inside a container. A container can be used anywhere for organization of controls in one or a series of sub-containers. A single control can be available on all panels by creating a shortcut to the control (see Production Controls on page 52). To create a new panel: 1. Select Panel > New. 2. Getting Started The Layout Editor is displayed. 2. Type in a Name for your new panel. 3. Select Single Panel or Split Panel, as required. If you select Split Panel, you must choose a layout. A new panel is created in the production. NOTE: When you close a panel, you have the option of removing all controls in the panel, or keeping them within the production. Layout: Panels and Containers | 23 A container is simply a visual organizational aid. It is not significant if a control is placed within a container, or somewhere in a panel. Containers do not have UIDs, and cannot be called, referenced, etc. To use a container: 1. Right-click in a panel, and select New Container. A container is placed at the present location. 2. Click on the sub-container name to open it. 3. Right-click within the sub-container, and add controls as required. NOTE: SHIFT and drag to add an existing control to the container. CTRL and drag to copy an existing control in the container. ALT and drag to create a control shortcut in the container. 4. Rename the container or sub-container as required, using the Edit buttons. 2. Getting Started NOTE: You can add as many sub-containers as required, and expand and collapse them. 24 Layout: Panels and Containers | The Playout Controller The Playout Controller is a window that opens with each new production or panel that you open. The Playout Controller contains three elements that are displayed or hidden according to the settings in the Tools menu; • Playout Control – Displays the system clock, and also the Cue, Play, Cue & Play, Stop, and Reset buttons, and the same buttons are also displayed for the Preview window, if enabled (see Opening a Preview Window on page 27). 2. Getting Started • Control details – lists the keys defined for the selected control, with the option to change the value of the key manually. Also displays flags and pauses placed in the control. • Inputs – lists all GI parameters for the selected control for which the Show in Inputs window setting is selected, with the option to change the value of the GI parameter, according to the type set when creating the GI parameter. You must click Apply for the data to be displayed, or Set Defaults for the default values (set in the GI parameters editor) to be displayed. NOTE: For controls that are connected to a data query, data that is entered in the Inputs is overridden when the control is cued. • When the Playout Controller is open in a split panel (see Layout: Panels and Containers on page 23), an additional area is displayed at the bottom. Here you can see the name and UID of the selected control, or the event UID if a playlist event is selected. The Playout Controller | 25 If a selected control has defined GI Parameters, with the External Parameter (see page 73) setting enabled, you can change the inputs before adding playlist events. The inputs are saved as part of the event, and the event is not affected if the control is changed. Two buttons allow you to create additional events and controls, as follows: If you click this button when a control or event is selected (when in Edit mode, in the playlist), a new event (using the original control) is added to the end of the playlist. • If you drag this button to the playlist when a control or event is selected, a new event is added to the drop-spot in the playlist, using the original control. 2. Getting Started • If you drag this button to a container when an event or control is selected, a new 26 control is added to the production, using the original control, but not the inputs added to an event. If you click this button when an event is selected (in Edit mode), a cloned event with this icon is added to the end of the playlist. • If you drag this button to the playlist when an event is selected, a new cloned event is added to the drop-spot in the playlist. • If you drag this button to a container when an event is selected, a referred control is added in the container (with the same UID). The Playout Controller | Opening a Preview Window You can open a RenderEngine preview window within the 3DPlay application or as a separate window. At least one Render device must be defined as a local preview, with “localhost” defined as the Address, in the Render Unit Manager. For more information, see Render Unit Manager on page 32. Once you have done this, the RE option appears in the graphic menu that opens when you right-click in a panel, allowing you to open the Preview window as set in the Render Unit Manager. To open a preview window: 1. Right-click within a panel. 2. Select the option. A Preview window opens, and the PVW Cue, Play, Cue & Play, and Stop buttons are displayed in The Playout Controller on page 25. Opening a Preview Window | 2. Getting Started You can open as many previews as you want within the application. If you decide to close them, the last instance of the Preview window might take a minute to close. 27 Saving Your Work In 3DPlay each project is saved as a production file containing the panels you set, and pointers to the controls used in the production. Controls are saved separately in a folder within the production file structure, with the same name. The structure location is initially set during installation. You can store productions in a file-folder system or in an MSSQL database. Only database storage gives you the option of assigning metadata in productions. To save a production: 1. Select File > Save, and type a name for the production. 2. Click OK. The production is saved in the default location. To rename a production: ■ Select File > Save As, and rename the production. 2. Getting Started To change the storage location (for future saves): 28 ■ See Storage on page 133 Archiving a Production You can archive a production and all files related to the production as a zipped file, to allow moving productions from one computer to another that doesn’t share a Projects folder, or storage. To archive a production: 1. After saving your production, select File > Archive. Saving Your Work | The Archive dialog box opens. 3DPlay Storage Archive all productions saved in the 3DPlay file storage base. (Available only when using file storage.) Production Archive the production and all of its controls. (Available only when using file storage.) Scenes Archive the 3Designer project folder containing the scenes used in the current production. Inputs Archive all files referred to in the production. 2. Getting Started 2. Under Archive List Content, select the elements you want to zip. 3. Set the compression level of the archive. 4. Click Create archive list, and verify that all required files are in the list. You can clear any check box to omit an item from the archive. 5. Click Archive, and browse to the location in which you want to save the .zip file. 6. If required, you can save the archive list in a separate file, by clicking Save archive list. NOTE: To open an archived production on a new computer, extract the files to the G:\ drive, using the Extractor tool located in C:\Orad\3DPlay_4_0\Client\Tools\. Saving Your Work | 29 Saving Controls 3DPlay provides the following options for saving controls as files: • In the default location, as part of the production, as described above. • In the general Actions directory (not the production Actions folder), while maintaining a link from the current production to the control. This makes the control accessible to any production, and it can be changed from any production. (See Exclude from production on page 57.) • In the general Actions directory (not the production Actions folder), with no link to the production, so that when a different production uses the control, it is actually using a copy of the original, with a different UID. To save a control separately, with a link to the production: ■ In the control’s Details tab, select the Exclude from Production check box, and specify the location in which to save the control. See Exclude from production on page 57. A link from the production to the control is maintained. 2. Getting Started To save a control independently: 30 1. In the Production window, right-click the control to display the graphic menu, and click Save (see Save as on page 54). OrIn the control’s Editor, click Save. A browser window opens at the general Action folder. 2. Click OK. The control is saved independently of the current production (with no link).+ Saving Your Work | 3. Devices In 3DPlay, the term “device” refers to any external module that is required in order to air graphics. This includes hardware modules, such as HDVGs and GPIO devices, and software modules, such as databases and automation system connections. All devices are listed in the Device Bar (see The Device Bar on page 22), and can be manipulated from there. This chapter describes how to set up a device to use in 3DPlay, in the following section: Render Unit Manager on page 32 Data Source Manager on page 35 GPIO Manager on page 38 Automation Mediator Manager on page 41 Data Stream Manager on page 45 Clip Server Manager on page 48 The device is added to the list of clip servers. on page 50 NOTE: A green icon in the listed devices indicates a connected device. A red icon indicates a disconnected device. Render Unit Manager The Render Unit Manager allows you to define the devices to which 3DPlay sends graphic commands. You can set up multiple devices to work simultaneously, as required, and you can unload all graphics that are loaded to a channel. To open the Render Unit Manager: 3. Devices ■ From the Devices menu, select Render Unit Manager. To define a new render unit: 1. In the Render Unit Manager (Devices > Render Unit Manager), click Add. The Add Render Unit dialog box opens. 32 Render Unit Manager | 2. Enter the following parameters, as described below. Name The name used to identify the device/channel. UID The Unique ID that the device uses. If you do not assign a UID, one is assigned automatically. NOTE: UIDs are the label by which a 3DPlay device/control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. The IP Address of the HDVG. Use as Preview Select this check box to open a RenderEngine Preview window. Choose Local to open a window within the 3DPlay application window (and set the Address to localhost), or Remote to use a remote output device. For more information, see Opening a Preview Window on page 27. Preview window as separate window Select this check box if you want the Preview window defined in Use as Preview to open in an external window, outside of the 3DPlay application. For more information, see Opening a Preview Window on page 27. Log Level This determines what device operations are logged. The higher the level, the more information will be logged. (Off=lower, Verbose=higher). Event Level This determines the frequency of communications between the server and client for the purpose of updating the GUI. The higher the level, the more frequently the GUI is updated. This may be at the expense of response time, therefore, the log level can be lowered or set to OFF. 3. Devices Address 3. Click OK. The device is added to the list of channels in the Render Unit Manager. To edit or remove a device: 1. In the Render Unit Manager (Devices > Render Unit Manager), in the Graphics Channel list, select a device. 2. Click Edit or Remove, as required. Render Unit Manager | 33 Unloading Graphics To unload graphics from a device: 3. Devices 1. In the Render Unit Manager (Devices > Render Unit Manager), in the Graphics Channel list, select a device from which to unload graphics. 2. Select the scene(s) to unload or click Select All. 3. Click Unload. The graphics/scenes are unloaded from the selected device. Connecting Devices Devices can be connected or disconnected in the Render Unit manager. To connect/disconnect a device: 1. Select the device in the Render Units list. 2. Click Connect or Disconnect, depending on the device’s original state (RenderEngine must be running). NOTE: A device’s state can be changed in the Production window, as well. In the The Device Bar, right-click the device, and choose the required option. 34 Render Unit Manager | Data Source Manager The Data Source Manager is used for setting up database connections. 3DPlay can connect to the following database types: Direct connections: • Microsoft Excel • Microsoft Access • MSSQL • XML • Text Indirect connections (using the ODBC Data Source Administrator or dedicated connectors): • MySQL • Oracle • IBM DB2 • ODBC DSN To open the Data Manager: Data Source Manager | 3. Devices ■ From the Devices menu, select Data Manager. 35 Indirect Database Configuration For Oracle and MySQL databases, you must set up the server via the ODCB Data Source Administrator before you can set up a device in the Data Manager. To set up the server: 1. On your computer, open the Control Panel (Start > Control Panel). 2. Open Administrative Tools > Data Sources (ODBC). 3. The ODBC Data Source Administrator opens. 4. In the User DSN tab, click Add. 5. Select the following: For MySQL - Microsoft ODBC version 3.51 or 5.1 driver For Oracle - Microsoft OleDB for Oracle driver Configuring a Database To set up a new database connection in 3DPlay: 1. In the Data Manager (Devices > Data Manager), click Add. 3. Devices The Create Data Source dialog box opens. 36 Data Source Manager | 2. Enter the following parameters, as described below: Name The name used for this data source. This name appears in the Device bar and the Data Manager. UID The Unique ID that 3DPlay uses for this device. If you do not assign a UID, one is assigned automatically. NOTE: UIDs are the label by which a 3DPlay device/ control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. From the list, select the type of database. The following fields in this table are enabled or disabled, depending on the selected type. Source Name When available, enter the path and file name of the required database. Database Name When available, enter the name of the database. User When available, enter the user name for database connection. Password When available, enter the password for database connection. Port Number When available, enter the number of port to which the database is connected. Always Connected When this check box is selected, the database connection is maintained as long as 3DPlay is open, for quick access. When this check box is cleared, the database connection is open only when required. This requires logon to be performed each time the connection is opened. Log Level This determines what device operations are logged. The higher the level, the more information will be logged. (Off=lower, Verbose=higher). Event Level This determines the frequency of communications between the server and client for the purpose of updating the GUI. The higher the level, the more frequently the GUI is updated. This may be at the expense of response time, therefore, the log level can be lowered or set to OFF. 3. Devices Source Type 3. Click OK. The dialog box is closed and you are returned to the Data Manager. 4. Click Test to verify that the data source is set up properly. In the Data manager you can also connect, disconnect, and reset the connection, by selecting the database, and using the appropriate buttons. Data Source Manager | 37 GPIO Manager 3DPlay is capable of communicating with a GPIO (General Purpose Input/Output) device in order to trigger controls mechanically. A GPIO control can have up to 16 GPIO channels to coincide with the mechanical unit’s controls. Define and configure the connections to GPIO devices in the GPIO Manager. To open the GPIO Manager: 3. Devices ■ From the Devices menu, select GPIO Manager. NOTE: When using a GPIO device, the Adlink 7256 driver must be installed first, and tested with the Adlink test application. To define a GPIO device: 1. In the GPIO Manager (Devices > GPIO Manager), click Add. 38 GPIO Manager | The Add Device dialog box opens. 2. Enter the following parameters, as described below. The name you want to use to identify the GPIO device. UID The Unique ID that 3DPlay uses for the GPIO device. If you do not assign a UID, one is assigned automatically. NOTE: UIDs are the label by which a 3DPlay device/ control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. Card ID Assign GPIO cards a unique ID when using multiple GPIO cards. Polling Interval Define, in milliseconds, how often the GPIO device state is read by 3DPlay. Refresh Display Interval Define, in milliseconds, how often 3DPlay updates status changes in the display. Type From the list, select the type of GPIO device to be used. Each device required the correct hardware and drivers to be installed. Log Level This determines what operations are logged. The higher the level, the more information will be logged. (Off=lower, Verbose=higher). Event Level This determines the frequency of communications between the server and client for updating the GUI. The higher the level, the more frequently the GUI is updated. This may be at the expense of response time, therefore, the log level can be lowered or set to OFF. 3. Devices Name 3. Click OK. The device is added to the list of devices in the GPIO Manager. Setting the commands triggered by the GPIO controls is done in 3DPlay in a GPIO control. To create a control for the GPIO device, see GPIO Controls on page 84. GPIO Manager | 39 Simulating a GPIO Device You can simulate a GPIO device to test the settings in a GPIO control. For this, you must create a GPIO control (see GPIO Controls on page 84) and assign it to a device. To simulate a GPIO device: 1. In the GPIO Manager select the device to which you assigned the control. 2. Set the parameters as follows: Signal Type From the list, select source and destination of the signal; from the GPIO device to 3DPlay (IN) or from 3DPlay to the GPIO device (OUT). Index From the list, select the number of the GPIO button. State From the list, select the state of the GPIO button; pressed (ON) or released (OFF) 3. Click Send Signal to simulate the GPIO triggering. 4. Click Close to close the Simulate GPIO dialog box. 3. Devices “Send signal” triggers an action (In) or external device (out). 40 GPIO Manager | Automation Mediator Manager 3DPlay can be controlled by an Automation system using multiple CII, VDCP, and USC protocols. Setting Up an Automation Mediator In the Automation Mediator manager, you can set up, edit, or remove a connection to an external automation system. To open the Automation Mediator Manager: ■ From the Devices menu, select Automation Mediator Manager. 3. Devices To define a new automation mediator: 1. In the Automation Mediator Manager (Devices > Automation Mediator Manager), click Add. Automation Mediator Manager | 41 3. Devices The Automation Mediator Device Editor opens. 2. Enter the following parameters, as described below. Name The name used to identify the automation mediator. UID The Unique ID that 3DPlay uses for this automation mediator. If you do not assign a UID, one is assigned automatically. NOTE: UIDs are the label by which a 3DPlay device/ control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. 42 Stop answering PING when Render Unit is not connected Select this check box to stop sending ping confirmations, in order to indicate to the automation system that a rendering unit is offline. Stop answering PING when no control is assigned to automation device Select this check box to stop sending ping confirmations, when there are no controls assigned to this automation device. Automation Mediator Manager | Set the automation protocol type. The parameters vary for each type. TC Server Host Set the host of the Timecode server for frame accuracy features. TC Server Port Set the port of the Timecode server for frame accuracy features. (default=20202) TC Offset Set the offset to compensate for the expected delay set the automation system. Auto Cue Response On- 3DPlay automatically sends a positive response when a cue command is received from automation system. Off - 3DPlay sends a response based on system status when a cue command is received from automation system. Response Non-Supported commands Set the default system response upon receiving an unknown command. CII Display Mode Support Set an alternate mode for 3DPlay’s response when a Cue command is received. When this option is set to ON, Cue executes Play. When set to VALIDATE, Cue validates incoming commands. Control name for Cue/Play Define the default 3DPlay name to be used as the VDCP ID for Cue and Play commands. Control name for Stop Define the default 3DPlay name to be used as the VDCP ID for Stop commands. Cue Play Mode Set the system to process Cue and Play commands only, without sending a response. Stop Control (already playing) on new Play command Stop a currently playing control upon receiving a new Play command. Character Mode Select the communication character set. Port Type Set the port type. Definable port settings change according to the port type selected here. COM Set the COM port. Baud Rate Set the number of symbols per second to be transmitted via 3DPlay. Data Bits Set the allowed number of data bits in each character. Stop Bits Select one, one-and-one half, or two stop bits to send at the end of every character allow the receiving signal hardware to detect the end of a character and to re-synchronize with the character stream. Parity Set the parity bit to add in each character to None, Odd, or Even. Flow Control Set data transmission to be controlled by Hardware handshake signal or XonXoff software signal. Automation Mediator Manager | 3. Devices Connection Type 43 3. In the Advanced tab, set the following options Log Level This determines what device operations are logged. The higher the level, the more information will be logged. (Off=lower, Verbose=higher). Event Level This determines the frequency of communications between the server and client for the purpose of updating the GUI. The higher the level, the more frequently the GUI is updated. This may be at the expense of response time, therefore, the log level can be lowered or set to OFF. 4. Click OK. The device is added to the list of channels in the Automation Mediator Manager. In order to use this device, you must have an Automation Mediator control. For more information, see Automation Mediator Controls on page 85. To disconnect or remove a device: 1. In the Automation Mediator Manager (Devices > Automation Mediator Manager), in the Devices list, select a device. 2. Click Disconnect to disconnect the automation system from 3DPlay, 3. Devices 3. Click Remove to remove the device from the Automation Mediator Manager. 44 Automation Mediator Manager | Data Stream Manager Here you can set up an external data source for real time data to be streamed instantly into a production in RenderEngine. 3DPlay can connect to the following streaming protocols: • SwissTiming - Swimming Calypso • SwissTiming - Swimming OSM6 • SwissTiming -Athletics • NauNet UK130 • System6 - Swimming Setting Up a Data Stream To open the Data Stream Manager: ■ From the Devices menu, select Data Stream Manager. 3. Devices To add a new Data Stream: 1. In the Data Stream manager, click Add. Data Stream Manager | 45 3. Devices The Add Device dialog box is displayed. 2. Enter the following parameters, as described below. Name The name used to identify the data stream. UID The Unique ID that 3DPlay uses for this data stream. If you do not assign a UID, one is assigned automatically. NOTE: UIDs are the label by which a 3DPlay device/ control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. 46 Protocol Type Set the protocol type from the list of available protocols. Character Mode Set the character encoding for the text to be displayed. Port Type Currently, only serial ports can be used. COM Set the COM port. Baud Rate Set the number of symbols per second to be transmitted via 3DPlay. Data Bits Set the allowed number of data bits in each character. Stop Bits Select One, OnePointFive, or Two stop bits to send at the end of every character allow the receiving signal hardware to detect the end of a character and to re-synchronize with the character stream. Data Stream Manager | Parity Set the parity bit to add in each character to None, Odd, or Even. Flow Control Set data transmission to be controlled by Hardware handshake signal or XonXoff software signal, or Off for no flow control. 3. In the Advanced tab, set the following: Log Level This determines what device operations are logged. The higher the level, the more information will be logged. (Off=lower, Verbose=higher). Event Level This determines the frequency of communications between the server and client for the purpose of updating the GUI. The higher the level, the more frequently the GUI is updated. This may be at the expense of response time, therefore, the log level can be lowered or set to OFF. 4. Click OK. The device is added to the list of data streams. 3. Devices Data Stream Manager | 47 Clip Server Manager In the Clip Server, clips are stored for use in 3DPlay. Clips are played using a dedicated clip engine and board, independent of the graphics engine and board. Setting Up a Clip Server In the Clip Server manager, you can define locations of clip storage. To open the Clip Server Manager: 3. Devices ■ From the Devices menu, select Clip Server Manager. To add a new Clip Server: 1. In the Clip Server manager, click Add. 48 Clip Server Manager | The Add Device dialog box is displayed. Name The name used to identify the clip server. UID The Unique ID that 3DPlay uses for this clip server. If you do not assign a UID, one is assigned automatically. 3. Devices 2. Enter the following parameters, as described below. NOTE: UIDs are the label by which a 3DPlay device/ control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. IP Address Set the IP address of the clip server computer. Port Set the port through which 3DPlay communicates with the clip server. Cue time Set the time for the Video engine to load a clip (if a shorter time is specified in the playlist), before the system returns an error. Storage Set the storage type; if the clips are stored in a Native (standard) file structure, or if they are Stored in a MAM database. Host Set the name of the clip server computer. DB Name Set the name of the clip database. User Name When available, enter the user name for database connection. Password When available, enter the password for database connection. Clip Server Manager | 49 3. In the Advanced tab, set the following: Log Level This determines what device operations are logged. The higher the level, the more information will be logged. (Off=lower, Verbose=higher). Event Level This determines the frequency of communications between the server and client for the purpose of updating the GUI. The higher the level, the more frequently the GUI is updated. This may be at the expense of response time, therefore, the log level can be lowered or set to OFF. 4. Click OK. 3. Devices The device is added to the list of clip servers. 50 Clip Server Manager | 4. Controls This chapter describes how to set up a control in 3DPlay in the following sections: Production Controls on page 52 Action Controls on page 55 Pacer Controls on page 78 Data Groups on page 82 GPIO Controls on page 84 Automation Mediator Controls on page 85 Data Streamer Controls on page 86 Clip Viewer Controls on page 87 Production Controls When you add new controls to a production, the control is represented graphically. Each control determines the data sent to a device, and the output that is displayed. To create a control: ■ From the Controls menu, select a control type to add to the current panel. Or- 4. Controls Right-click the production panel, and select a control type from the available controls. 52 Action Add an Action control to the current panel that allows you to create graphics and animationrelated macros. For more information, see Action Controls on page 55. Pacer Add an Pacer control to the current panel that allows you to create macros for tickers and other elements that require repetition. For more information, see Pacer Controls on page 78. Data Group Add an Data Group control to the current panel to display a predefined database. For more information, see Data Groups on page 82. GPIO Control Add a GPIO control to the current panel that allows you to configure which the 3DPlay controls are triggered by GPIO keys. For more information, see GPIO Controls on page 84. Playlist Add a Playlist control to the current panel that allows you to build a playlist referring all controls that you want to run during a broadcast. Automation Mediator Add an Automation Mediator control to the current panel that allows 3DPlay to communicate with external automation systems. For more information, see Automation Mediator Controls on page 85. Data Streamer Add a Data Streamer control to the current panel that acts as an open channel for transmitting external data. For more information, see Data Streamer Controls on page 86. Advanced Playlist Add an Advanced Playlist control to the current panel that allows you to build a playlist referring all controls and clips that you want to run during a broadcast with a scheduler. Clip Viewer Add a Clip Viewer control to the current panel to display the clip storage. For more information, see Clip Viewer Controls on page 87. Production Controls | Container A control is added to the production panel. Action, Pacer, and Automation controls are similar in appearance, differentiated by color and display, as shown below. Current Loop/ Total Loops Current Line in DB/ Total Lines in DB Drag Area Color Band Control Name Status Indicator To copy an existing control: ■ Press CTRL and drag the control to a new position in the panel. A new control is created, disconnected from the source control (with a new UID). ■ Press ALT and drag the control to a new position in the panel. A shortcut is created to the source control (with the same UID, so that both controls are played together). When you right-click on a control, a graphic menu is displayed. The following figure is an example of an Action control menu. Menu item functions are described in the following table. Production Controls | 4. Controls To create a shortcut to a control: 53 The Control Manager 4. Controls Graphic menu for a control Edit Opens the Editor for the current control and allows you to edit the control parameters. Color Opens a color palette to allow you to change the color band settings for color-coding purposes. Hotkeys Opens the Hotkeys dialog box, allowing you to set the hotkeys to Select or to Select & Play the current control. For more information, see Customize on page 20. Save as Opens a browser window, allowing you to save the control outside of the current production. For more information, see Saving Controls on page 30. Load Opens a browser window, allowing you to load a previously saved control in place of the current control. Refresh Refreshes the control by reading the current state of the control from the server. (For controls used by more than one production.) Update Data Available only for a Pacer control. Refreshes the data read from the defined database. Remove Opens a dialog box that allows you to choose to remove the control from the current panel or to remove the control (and all shortcuts with the same UID) completely from the panel and the production. Cue Cues the selected control in the Playout Controller. Play Plays the selected control to the defined device. Stop Executes all commands placed in the Stop tab (in the control editor). The Control Manager displays a list of all controls that have been saved on the server and are linked to the current production, in order to provide a comprehensive list when working in a multi-panel production (see The 3DPlay Production Window on page 17). To display the Control Manager: ■ Select Controls > Control Manager. OrClick the Control Manager tab at the upper right of the Production window. 54 Production Controls | From the Control Manager, you can create copies of existing controls (Press CTRL and drag the control to the required panel), or create shortcut controls to the controls already in the list. (Press ALT and drag the control to the required panel.) You can filter the controls displayed by entering characters in the case-sensitive Filters field. When this field is empty, all controls are displayed. Action Controls The Action control is a versatile control that is a basic unit in 3DPlay. When you add an Action control to a production, you can set it up to carry out any sequence of commands, as required. To edit an Action: ■ Right-click the action control, and select Edit. The Action Editor window opens with the Details tab displayed. Set up the control as described in the following sections. 4. Controls Action Controls | 55 4. Controls Actions – The Details Tab In the Details tab of the Action Editor, you can name the control, assign a unique ID and a render unit for airing anything defined in this control, as follows. Action Name Define the name that is displayed on the control. UID A unique identifier that 3DPlay uses for this control only. If the UID is not linked to the action name, and you leave this field empty, the system assigns a UID automatically. To use an identical action name and UID, click the Link icon before entering the action name. Display - set the location of the name on the control (Top, Middle, Bottom). NOTE: UIDs are the label by which a 3DPlay device/control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. Display - display the UID underneath the control or hide the UID (None). 56 Action Controls | Exclude from production Allows you to save the control independently of the production, in the specified directory. For more information, see Saving Controls on page 30. Lock Aspect Ratio Controls can be resized by dragging the lower right corner. Select this check box to keep the proportions of the control constant. Color Set the color of the control’s color band. Image Browse to an image to apply to the control. Set the Opacity of the image. Font Set the font face and properties for displaying the control name. Action Metadata Metadata is available only when working with an MSSQL database. Advanced Set up advanced logging options for the control, other than what you set in the Application Settings dialog box. To assign the render unit to which the control graphics are sent: ■ In the Devices list, select the required render unit. TIP: To select more than one render unit, hold down the CTRL key, and click to select. 4. Controls Action Controls | 57 Creating Metadata NOTE: Metadata is available only when working with an MSSQL database. Metadata can be added manually or filled in automatically in 3DPlay for better search and sort capabilities. Any Control or Event can have defined metadata. To add metadata: 1. In the Tools menu, select Metadata Settings. 4. Controls A dialog box opens. The default metadata fields are displayed in bold letters. 2. Edit or add a field as required: a. Set the Type of metadata field to be displayed in the Control Editor. 58 Text Metadata with alphanumeric format. Numeric Metadata with numeric value. Dropdown Create a list from which to add metadata. Checkbox Metadata in the form of a true/false value. Autofill Create a string that will be created automatically from the data you define here Action Controls | b. Set the Properties of the field. Text Limit the number of characters allowed in a text field. (Maximal number of characters is 1000.) Numeric Set the minimal and maximal values allowed in a numeric field, as well as the incremental value, and the spaces after the decimal point. Dropdown Determine the items in the list to choose from, as required. Checkbox Add a check box, with a descriptive label. Autofill Define the data to be added to the string; choose from the control information and existing metadata fields to create an automatic string for each control. Set a separator to appear between each datum. c. Under Assign to assets, select the control types which will display the metadata field that you defined. d. Click OK. 3. The metadata field is now displayed for all selected control types. 4. Controls Action Controls | 59 4. Controls Actions – The Graphic Item Tab The Graphic Item tab in the Action Editor, is where you define what actions will be performed when you play the control, as described in the following sections. 60 Action Controls | Command List The Commands list, on the left, contains internal commands that are carried out within 3DPlay (unrelated to an external device), and Render Unit commands that are carried out on their assigned device. Internal commands Used for entering any API commands (that are not listed in the 3DPlay command list) supported by 3DPlay. Target UID - leave the default or use the UID of a target control. Command - enter the required command. For a list of possible commands, see Available CallByName Commands on page 148. Data - enter a value to be displayed as data, if required. Data Delim. - enter the symbol that acts as a separator between data items. You can use any character (except space), however it is important not to use characters that might be a part of the data value. Assign to – assign a returned response from the server to a global or GI parameter. Control Play Allow the current control to play a different control. Control UID – enter the UID of the target control. For more information, see Playing Other Controls on page 95. Control Play + Data Allows the current control to play a different control, containing specified data from a database. Control UID – enter the UID of the target control. Data – enter the value to be displayed as data. If you enter more than one value (using a deliminator), the first values are sent to the defined keys, and the following values are sent to the GI parameters that are defined as automation types. Data Deliminator – enter the symbol that acts as a separator between data items. You can use any character (except space), however it is important not to use characters that might be a part of the data value. For more information, see Playing Other Controls on page 95. Control Stop Stop playing any referenced control. Action Controls | 4. Controls Call by Name 61 Internal commands Calculator Use a global parameter to calculate values for internal use. See Global Parameters on page 74. Target name – the global parameter to where the calculated result is sent. a – A variable that takes its value from a global parameter or is entered here. operator – from the list, select the calculating operator, as follows: • Addition (+), subtraction (-), multiplication (x), division (/). • % – calculate what percent a is of b (e.g., 5% 10 = 50). • ^ Power of. • Abs - use an absolute number in place of input value (e.g., -2=>2). Does not require a value in b. • Int - use integer in place of input value (e.g., 1.8=>1). Does not require a value in b. • IntRand - use a random integer between the defined limits (a and b) in place of the input value. 4. Controls • Modulo – calculate the remainder of a divided by b (e.g., 13 Modulo 5 = 3). 62 • Rand - use a random number between the defined limits (a and b) in place of the input value. • Round - round the input value to the closest integer (e.g., 1.8=>2). Does not require a value in b. b – enter a value or the value of another global parameter, to be applied. Commandline Used for operational, Windows-oriented instructions to the computer on which the 3DPlay client is running. Convert Convert one time format to another; from <GI para> timecode, milliseconds, frames, seconds. Execute Script File Execute external Java or Visual Basic script. This command allows you to utilize Java or Visual Basic commands that are not available in 3DPlay. Group Group a series of commands for easier access, and for referencing as a group. Click the V/> symbol to toggle the display of the grouped commands. It is recommended to group commands of the same purpose\type and to name the group appropriately for viewing and working. Block Group a series of commands for synchronized execution. Click the V/> symbol to toggle the display of the commands. If Create a logical if-then statement. For more information, see Using If-Then Commands on page 90. Label Used for creating a label to display in the Playout Controller and on the button status indicator. Pause Create a pause in play until Play is clicked again for the current control. You can set a label to indicate the pause in the Playout Controller. Other controls can be played during a pause. Action Controls | Internal commands Set GI Parameter Set the value of a GI parameter, to replace the value previously defined in the parameter. Set Global Parameter Set the value of a global parameter, to replace the value defined when creating the parameter. Can be used to replace a global parameter value with a GI parameter value. Can be used to create a new global parameter. Sound Play Set a file name to play a sound on the 3DPlay client computer (e.g., as an alert). Sound Stop (This command requires a prior Sound Play command.) Stop playing the sound. Wait Set a limited pause in the play, in milliseconds. 4. Controls Action Controls | 63 4. Controls Render Unit commands 64 Anim. Play Play an animation. Animation – from the Scene View tab, drag the required animation to this field. Scene – automatically takes the value of the Scene ID given when defining the animation. Anim. Continue Continue an animation (that contains programmed stops), once. Animation – from the Scene View tab, drag the required animation to this field. Scene – automatically takes the value of the Scene ID given when defining the animation. Anim. Rewind Rewind the animation to the first frame. Animation – from the Scene View tab, drag the required animation to this field. Scene – automatically take the value of the Scene ID given when defining the animation. Stop Anim. – when this check box is selected, the animation stops after rewinding to the first frame. When this check box is cleared, the animation is rewound, then played out. Anim. Stop Stop the animation. Requires a prior Anim.Play or Anim.Continue command. Animation – from the Scene View tab, drag the required animation to this field. Scene – automatically take the value of the Scene ID given when defining the animation. Anim. Get Duration Get duration of animation in frames from RE. Anim. Start at Frame Play an animation from a specified frame. Animation – from the Scene View tab, drag the required animation to this field. Scene – automatically take the value of the Scene ID given when defining the animation. Frame# – the number of the frame at which to start the animation., Stop Anim. – when this check box is selected the animation stops at the specified frame. When this check box is cleared, the animation is played from the specified frame until the end or as specified in the script. Anim. Set Speed Set the speed at which the animation is played. Animation – from the Scene View tab, drag the required animation to this field. Scene – automatically take the value of the Scene ID given when defining the animation. Speed (number) – 1=the speed set in the original animation, 2=twice the original speed, etc. Action Controls | Render Unit commands Change the position on the timeline of a keyframe defined in an animation to change its duration. Animation – from the Scene View tab, drag the required animation to this field. Scene – automatically take the value of the Scene ID given when defining the animation. Channel – must always be 255. Keyframe – use the keyframe name assigned in 3Designer. Field – previous value of field. Value – new (required) value of field. Send Export Used to send values to be displayed in a predefined export. Live check box – When this check box is selected, manual entries in Value are updated in the preview in real time. When the check box is cleared, the value is display only after the control is played. Scene – automatically takes the value of the Scene ID given when defining the export. Export – from the Scene View tab, drag the required export to this field. Value – enter the data to be displayed; this can be done manually, or by dragging the value of a GI or global parameter to this field. Type – select the required data type from the list. Scene Load Load the specified scene to the DVG. Scene Unload Unload the specified scene from the DVG. Load Sequences Loads all textures in an animated texture sequence to the S/HDVG (and proceeds to next command in the macro). Load Sequences Blocking Load all specified textures in a animated texture sequence to the S/HDVG and waits until all textures are loaded or timeout period has expired before proceeding to next command. Timeout - define the timeout period before next command is executed. Scene Activate Used to display a scene (a graphic template) that does not contain animations, tickers, exports, etc. Scene – the scene ID value. Vslot - specify the Vslot on which to display the scene. Scene Deactivate Vslot - specify the Vslot from which to clear the scene. Scene Deactivate All Deactivate all scenes that were previously activated, in all Vslots. Action Controls | 4. Controls Keyframe Change 65 Render Unit commands Cache a specified video file in the Render Unit memory before playing. It is recommended to place this command in the Cue tab. Path – path and file name of the required clip. Alpha – specifies if the clip contains an alpha channel. Interlaced – specifies if a clip was exported with interlacing enabled. Repeat – the number of times to play the clip. Sync Master – specifies if the clip should be synchronized with an audio clip. Group – enter the name assigned to group the video and audio clips (when Sync Master is selected). Audio Channel – if synced with an audio clip, or if clip includes audio, define the audio channel on which the clip will be played. Clip Uncache Remove a specific clip from the HDVG memory. Specify Path and file name. Clip Play Play a specified clip. Uncache All Clips Remove all clips from the Render Unit memory. Audio Clip Cache Cache an audio clip. This command should be placed in the Cue tab. Path – Browse to and select the audio clip. render unit – the render unit to which you want to load the audio clip. (For example, when using channel branding firmware, use numbers 1-16). Repeat – the number of times you want to repeat the audio clip. Group – enter the name assigned to group the video and audio clips (when Sync Master is selected in the Clip Cache command). Audio Clip Play Play an audio clip. 4. Controls Clip Cache NOTE: In order to play an audio clip, the clip must be included in the 3Designer scene as an object with a clip texture applied. Both the clip texture and the Play parameter must have exports. The clip texture parameters in 3Designer should be "Is Video" for video, or "Is Audio" for audio (or both). File Export – from the Scene View tab, drag the required clip texture export to this field. Scene – automatically take the value of the Scene ID given when defining the export. Play Export – from the Scene View tab, drag the required clip Play export to this field. Clip Filename – clip location (full path). Audio Clip Stop 66 Scene – automatically take the value of the Scene ID given when defining the export. Play Export – from the Scene View tab, drag the required clip Play export to this field. Action Controls | Render Unit commands The HDVG can have up to eight audio presets. Here you can specify what preset to use when playing an audio clip. Name – the number of the preset. Transition time – define the time (in seconds) to transition from one audio preset to another. Audio Reload Presets Load audio presets XML file to RenderEngine. Render Unit Must place at least two Render Unit commands and define different devices. The commands are executed simultaneously on the defined devices, allowing you to play the same scene with different data. HDVG Route Set the type of signal sent from each output connector on the S/HDVG. Output – select the output connector. Source – select the signal type. Internal Mixer Enable the internal mixer to use the internal linear keyer of the Render Unit platform. Pre Multiply Use – select this check box to enable rendering of half-transparent pixels on the video background correctly. It is recommended to use this option only when required, since pre-multiplying reduces image quality. Relevant only when internal mixer is in use. Start RenderEngine Start RenderEngine. Stop RenderEngine Stop RenderEngine. Render to Image Take a snapshot of the display screen and saves it as specified. Must be saved on G:/. Statistics Panel When the Show Panel check box is selected, the statistics of all RenderEngine operations are displayed on the assigned Render Unit (generally used for preview only). Set Bypass Define if a bypass device is enabled (to have a backup feed ready, in case the main feed is disrupted by a power failure). Requires an installed bypass device. Use – select True from the list to enable the bypass function, or False to disable it. WatchDog Set Set the delay after which the WatchDog device takes control of the S/HDVG. WatchDog Route Set the WatchDog device to control the output of RenderEngine. WatchDog Recover Start the WatchDog device’s recovery sequence. Watchdog Off Switch the WatchDog device off. Ticker A container for grouping all ticker related commands. Action Controls | 4. Controls Audio Recall Preset 67 4. Controls Render Unit commands Ticker Start Play a ticker. Ticker Name – from the Scene View tab, drag the required ticker to this field. Scene – automatically takes the value of the Scene ID given when defining the animation. Ticker Stop Stop the ticker. Stop Style – select how the ticker is stopped; immediately, after the currently shown item, or after entire ticker runs. Ticker Continue Continue playing the ticker after a programmed stop. Ticker Name – from the Scene View tab, drag the required ticker to this field. Scene – automatically takes the value of the Scene ID given when defining the animation. Ticker Set Speed Set ticker speed. Ticker Name – from the Scene View tab, drag the required ticker to this field. Scene – automatically takes the value of the Scene ID given when defining the animation. Speed – set the ticker speed. Ticker Set Offset Set the offset between the items in the ticker. Ticker Name – from the Scene View tab, drag the required ticker to this field. Scene – automatically takes the value of the Scene ID given when defining the animation. Offset – sets the offset between ticker items in RE units. GPIO commands 68 Set Output Set the state for one GPIO channel as required. Index – the number of the GPIO channel (1-16). State – specify True (for ON) or False (for OFF). Set All Outputs Set the state for all GPIO channels as required. Action Controls | Workspace At the center of the Graphic Item tab, is your workspace. Here, you create a macro containing the commands to be performed by this control. The list at the top contains the scenes used for the current control. Commands are executed in the order in which they are placed here. Time between commands is not always apparent, unless the macro is programmed with pause or wait commands. The Cue, Play, Pause, Continue, and Stop tabs are where you customize the command variables used for this control. • In the Cue tab, place commands that should be performed before sending to air, such as cache commands or scene load commands. • In the Play tab, place commands to send to air, such as animation play, ticker start, or send export commands. • In the Pause tab, place commands to perform when you click Pause in the Playout controller. For example, you can display a status indicator when you pause a production. • In the Continue tab, place commands to perform when you click Continue in the Playout controller. For example, set a pause indicator to display the continued status. To add a command to the workspace: ■ Click the required command in the Command list. The command is added as the last item in the workspace. 4. Controls • In the Stop tab, place commands to be executed when you click Stop in the Playout controller. (Drag and drop the command from the command list to place it in a required spot in the workspace.) The workspace toolbar gives you the following options: Undo Undo any change made in the commands. Redo Redo any change made in the commands. Play Step by Step (jump over groups) Play the control one command or group at a time, to verify that all commands/groups run as expected. Play Step by Step (step into groups) Play the control one command at a time, to verify that all commands run as expected. Stop playing Stop playing the control Save Open a browser window to save the as an XML file. Action Controls | 69 Load Open a browser window to load a saved as an XML file. Shrink/ Expand Expand or collapse all groups in the tab. Toggle full screen Toggle the size of the workspace. Additionally, you can remove or disable/enable individual commands for debugging from the right-click menu displayed for each command. The Cue&Play Toolbar The Cue&Play toolbar, at the bottom of the workspace, allows you to calculate the time needed for cueing and playing the current control (without regard for the duration of referred scenes, inputs, etc.). To calculate control times: 4. Controls ■ After all required commands have been added to the workspace, click Cue, Cue&Play, or Play, to calculate the relevant timing for this control. 70 Action Controls | Scene View In the Scene View tab, at the right side of the Editor, you can select the required project and scene, as programmed in 3Designer. From here, select scene elements (animations, exports, or tickers) to add to a production, and if required, assign a different graphics source. NOTE: In the Animation tab, you can preview the animation. In the Export tab, you can update the export value. To add scene elements to commands: 1. Select an output device from the Render list. 2. Select the 3Designer project folder from the Projects list. 3. Select the required scene from the Scenes list, and click Load. The animations, exports, and tickers defined in the scene are displayed below. 4. Drag any element to its respective parameter in a command. When you first drag a scene element into a command, a dialog box is displayed; subsequent scene elements (from the same scene) use this ID, as well. To remove a command from the macro: Action Controls | 4. Controls ■ Right-click the command, and then click Remove. 71 GI Parameters Graphic Item (GI) parameters, on the right side of the Graphic Item tab, connect to a database for data retrieval, and are defined per control. To create a GI Parameter: 1. In the Graphic Item tab, open the GI Parameters list. 2. Click Add. 4. Controls The GI Parameter Editor opens. 3. Enter a Name for the parameter. The name should reflect the data you intend to place in the GI parameter. 4. Select a type for the parameter, as follows; the type sets the way data can be entered in the GI parameter in the Inputs (in the Playout Controller). 72 Text For free text entries. Drop-down To display a drop-down list containing defined options. Browse To open a browser window that allows you to browse to a file. Numeric For numeric (only) entries. Action Controls | Check Box To display a check box for enabling true/false parameters. Time To display time in one of the following formats: Timecode, milliseconds, frames. Conversion Table Define a basic if-then condition to convert units of time. Multistyle Text To open a text editor that allows you to format the text as required. Slider To display a slider for setting a limited value. 5. Select or clear the following options, as required: Select this check box to allow a GI Parameter to receive data from an external source (such as an automation system or manual input) or clear the check box to receive data from the GI parameter’s native control only. Show in Inputs window Select if you want this GI Parameter to be displayed in the Inputs (in the Playout Controller). This can be set in the GI Parameters tab also. Validation Select the data type that will be validated for playlist events. For more information, see Playlist Validation on page 122. None - GI Parameter is not validated. Text - input must be a text string. Path - input must be an existing path and file name. Numeric - input must be a numeric value. Boolean - input must be a 0 or 1 value (or check box). Default value Set a default value for the parameter that can be called by using Set Defaults in the Playout Control. 4. Controls External Parameter 6. Click OK. The GI parameter is created and displayed in the list. It can be duplicated (with a different name) using Duplicate in the right-click menu. The Query Filter parameters display the GI Parameter’s data (when assigned to a data source), and allow you to edit the data manually. Set the Live Mode Connections to automatically send GI parameter values to RenderEngine without cueing or playing the control. To further define the GI parameter, see Actions – The Data Tab on page 75. Action Controls | 73 Global Parameters Global parameters, on the right side of the Graphic Item tab, are user-defined parameters that can be used for a production, together with the internal or Render Unit commands. Global commands are given a value that can be manipulated as part of the script, as required. To create a global parameter: 1. In the Graphic Item tab, open the Global Parameters list. 2. Click Add. The Add Global Parameters window opens. 3. Enter a Name and Value. 4. Controls 4. Click OK. The global parameter is created and displayed in the list. When using a global parameter in a command, you can drag it from the list and drop it in the required field. This inserts the value of the global parameter, as indicated by the ~ symbols. TIP: If you want to drag the global parameter name, right-click the parameter in the list, and drag it to the required field. You are given the option of inserting the parameter as a name or as a value. When running a production, you can see the current value of the global parameters in the production in the Global Parameters Viewer (Tools > Global Parameters Viewer). 74 Action Controls | Actions – The Data Tab 4. Controls In the Data tab, set up one or more queries to retrieve data from a database for a GI Parameter. Available GI parameters are listed on the left. To set up a query: 1. Select the Use Query check box. The query parameters are enabled. Use the current query or click Add Query to create a new query. 2. Fill in the following parameters, as required. Execute Query on Cue Select to execute the query each time the action is cued. Source drop-down list Choose a database from the list. The available options are the database connections that you set up in the Data Manager. Click Data Manager to configure your connections. (See Data Source Manager on page 35) Query field Enter a query using the appropriate query syntax for the selected database. Click Execute to run the query. Action Controls | 75 Key list Set a key to filter query results, by column. When you use ? in the query syntax, you must define a filtering key to limit the value or set a global or GI parameter to be used in place of ?. Click Add Key (+), and define key name and value. Use the Preprocess check box to replace the query entirely with this key. (In your query, the first key replaces the first ?, the second key replaces the second ?, etc.) If you have not used ? in the query syntax, it is not necessary to define a key. A key can be edited manually from the Playout controller or from a Data Group. Once you click Execute Query, the query results are displayed beneath the query parameters. If the query syntax is incorrect, the error is shown at the lower part of the query result box and in the server console window. 3. Select one of the following options: • From the query results, select the cell that you want displayed as the GI parameter value, and drag it to the Query column at the left. The GI parameter will always display the results of this cell, regardless of its contents. 4. Controls • From the query results, select the column head whose results you want to display 76 as a list in the Inputs list. If you choose this option, you must set the GI parameter type to drop-down list. Query is executed once you press Cue in the playout control. Action Controls | To refine query results: 1. Double-click the required GI parameter in the Data tab. The GI Parameter Editor opens with the Query Filter fields enabled. 4. Controls 2. Fill in the following fields as required: Column The column whose content to display. Filter Expression Refine query results here by adding a limiting expression, for example “ID>4”. Sort Sort query results here by adding an ordering expression, for example, “Name ASC”. Ordinal The row number of the content to display. This is used together with the column name to specify a permanent cell. 3. Click OK. Action Controls | 77 Pacer Controls Pacer controls are used to control tickers, loop animations, and for repetition of macros in general. To edit a Pacer: ■ Right-click the action control, and select Edit. The Pacer Editor window opens with the Details tab displayed. To edit the Pacer Details, see Actions – The Details Tab on page 56. 4. Controls Pacers – The Graphic Item Tab This section describes the differences between the Graphic Item tab for an Action control, as described in Actions – The Graphic Item Tab on page 60, and the Graphic Item tab for a Pacer control. 78 Pacer Controls | Line Manager The Line manager in a Pacer control allows you to specify the following: Loops Set the number of time to repeat a complete play of an animation or a ticker. (0=infinite loop). Delay Choose this option to set a delay between each loop, in hours, minutes, seconds, and milliseconds. Ticker Choose this option to use an available ticker object. Scene – automatically takes the value of the Scene ID given when defining the ticker. Ticker Name – from the Scene View tab, drag the required ticker to this field. Speed - define the speed at which the ticker moves through the visible area. Offset - set the offset between ticker items. Callback Time - set the delay of the ticker status report. 4. Controls Pacer Controls | 79 4. Controls Pacers – Data Tab See Actions – The Data Tab on page 75 Follow steps 1–2 to set up a query. 80 Pacer Controls | Pacers – Lines Tab 4. Controls In the Lines tab, you can connect the GI parameter to a database in order to send data sets to the ticker, and set the refresh rate of the data update. To set what content is sent to the ticker: 1. After executing a query in the Query tab, click Update Data. The query results are shown above. 2. Click Add. The Assign Column to GI Parameter dialog box opens. 3. Select a column from the list, and a GI parameter from the list. 4. Click OK. Now, the content of the selected column can be sent to the ticker, by placing the GI parameter as the value of a Send Export command in the ticker group. Pacer Controls | 81 Data Groups A Data Group control displays sets of data from a database, and allows you to choose a set of data and to send its value to a control to be displayed when playing the control. To edit a Data group: 1. Select Edit from the control toolbar. The Data Editor window opens. 2. Under DataGroup Details, name the control, and assign a unique ID, as described below: Name The name that is displayed on the Data Group control. To use an identical action name and UID, click the Link before entering the action name. 4. Controls UID icon A unique identifier that 3DPlay uses for this control only. If the UID is not linked to the action name, and you leave this field empty, the system assigns a UID automatically. NOTE: UIDs are the label by which a 3DPlay device/control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. Exclude from production Allows you to save the control independently of the production, in the specified directory. When selected, you can set the name by which to save the control. For more information, see Saving Your Work on page 28. 3. Under Query, set up a database query as follows. NOTE: Queries can be defined for any database defined in the Data Manager (see Data Source Manager on page 35). The database must be connected. Source drop-do wn list Choose a database from the list. The available options are the database connections that you set up in the Data Manager. Query field Enter a query in the query language used by the selected database. Click Execute to run and test the query. Key list You must use a key in order to allow choosing values from the data group, to be played to a control. If you use ? in the query syntax, you must click Add Key, and define key name and value. 4. After you click Execute, set up the columns to be displayed in the Data Group list, as follows: 82 Data Groups | Value Column After you set up a query, select the key column to displayed in the Data Group list and send it's value instead of the control's key. Display Column After you set up a query, select the columns (up to four) to display in the Data Group list. Click + to add columns. 5. Click OK. The Editor is closed and the Data Group list is populated. To play a data group selection to a control: 1. Once the required database fields are displayed in the data group, select the control to which you want to play a chosen database field. 2. Choose the field from the data group. 3. Click Cue&Play in the Playout Controller. The input is played to the output device. 4. Controls Data Groups | 83 GPIO Controls A GPIO control allows you to set a GPIO device to activate 3DPlay controls (such as Action or Pacer controls), as required. 4. Controls To edit a GPIO control: 1. Select Edit from the control toolbar. The GPIO Control Editor opens. 2. Name the control, and assign a GPIO device. To set up a GPIO device, see GPIO Manager on page 38. 3. Click OK to close the Editor. 4. Click the numbered button for which you want to set a control. 5. Press ALT and drag the control to the required column. The State On column contains controls that are played when the selected button is pressed. The State Off column contains controls that are played when the selected button is released. 6. Repeat steps 4–5 for as many GPIO device buttons as required. To verify that the control is working as required, see Simulating a GPIO Device on page 40. Playlist Controls A playlist control is used for creating and running a sequence of controls, both manually and automatically. For information on playlists, see Playlists on page 101. 84 GPIO Controls | Automation Mediator Controls Automation Mediator controls are used for playing productions from an automation system. Automation Mediator controls cannot be played directly in the 3DPlay client, however, in order for an automation system to be able to play a production, the production must contain an Automation Mediator control (that is assigned to an Automation Mediator device), that should be assigned to all required Automation systems. To edit an Automation Mediator: ■ Right-click the Automation Mediator control, and select Edit. The Automation Mediator Control Editor window opens. 4. Controls The Automation Mediator Control Editor settings are similar to those described for an Action control, and are set the same way. For more information, see Actions – The Details Tab on page 56. Automation Mediator Controls | 85 Data Streamer Controls A Data Streamer control is used as a direct channel for instantly conveying data from external sources within a production. To edit a Data Streamer: ■ Right-click the Data Streamer control, and select Edit. The Data Streamer Editor window opens. The Data Streamer Editor settings are similar to those described for an Action control, and are set the same way in the Details tab. For more information, see Actions – The Details Tab on page 56. 4. Controls In the Data tab, under Streaming, select a device defined in the Data Stream manager (see Data Stream Manager on page 45). 86 Data Streamer Controls | Clip Viewer Controls A Clip Viewer control list the clips stored on a defined server for use in the production. To add a Clip Viewer control: ■ From the Controls menu, select Clip Viewer. A Clip Viewer control is added. 4. Controls Clip Viewer Controls | 87 To connect the Clip Viewer control to a Clip Viewer device: 1. In the Clip Viewer control, click Edit . 4. Controls The Clip Viewer editor is displayed. 2. Assign a Name and UID, and select a device under Clip Server. To configure a Clip Viewer device, see Clip Server Manager on page 48. 3. Search for clips by creation dates or by adding metadata field to Selected Columns (on the left). 4. Click OK to close the editor. 88 Clip Viewer Controls | 5. Productions This chapter describes various steps you might take to create a production in 3DPlay, once you have set up all required devices for your production. The following sections are included: Creating a Production on page 90 Using If-Then Commands on page 90 Playing Animations on page 92 Running Tickers on page 93 Playing Scenes on page 94 Playing Other Controls on page 95 Creating a Production Before you begin creating a production in 3DPlay, it is important to review the graphics prepared in 3Designer, and to verify that all graphic elements and exports required for your production are clearly and correctly set up. When you first open the 3DPlay client GUI, it opens with an empty production panel, ready for work. You can begin work immediately, or save the empty production to give it a name (see Saving Your Work on page 28). Set up controls for running all required graphic elements, as described in Controls on page 51. NOTE: When you play an Action or Pacer control, all static graphics in the scene used by the control are played, as well. Using If-Then Commands 5. Productions If-then commands are a powerful tool for limiting and displaying graphics. For example: 90 • Limit graphics for specific times of day • Display graphics only if other graphics have been aired If-then commands are used together with global and GI parameters, to play controls only when certain conditions are fulfilled, and have the option of defining what to do when the required condition is not fulfilled. The following procedure is an example of how to create controls to display in-out graphics, when appropriate. For this, you must have in-out animations prepared in 3Designer. Creating a Production | Using an if-then command to display graphics-in/ graphics-out: 1. Create an Action control (see Production Controls on page 52), and name it “graphics-in”. Assign a device (see Actions – The Details Tab on page 56). 2. In the Graphic Item tab, in the workspace, place an Anim.Play command to define the graphics-in animation (see Anim. Play on page 64). 3. In the Global Parameters list, create a global parameter named “graphics state” with the default value “out” (see Global Parameters on page 74). 4. In the workspace, add a Set Global Parameter command, and set the “graphics state” global parameter value to “in” (see Set Global Parameter on page 63). This sets the global parameter value to “in” each time the “graphics-in” control is played. 5. Click OK to save the control in the production. 6. Create a new control for “graphics-out” as described in steps 1–2. This sets the global parameter value to “out” each time the “graphics-out” control is played. 8. Click OK to save the control in the production. 9. Create a third Action control, and name it “in-out”. 10.Add the following If-then command to the workspace: If a “graphics state” operand =”b“ out Then 5. Productions Example 7. In the workspace, add a Set Global Parameter command, and set the “graphics state” global parameter value to “out” (see Set Global Parameter on page 63). Control Play Control UID “graphics-in” Else Control Play Control UID “graphics-out” This sets a condition that if the value in the “graphics state” global parameter is “out”, then play the “graphics-in” control. Otherwise, play the “graphics-out” control. 11.Click OK to save the “in-out” control in the production. Now, when the “in-out” control is played, it plays the “graphics-in” or “graphics-out” controls, with respect to the current value of the “graphics state” global parameter. You cannot play the graphics-out animation if the graphics-in animation wasn’t played previously. To make the control even more foolproof, you can add a Wait command (see Wait on page 63) between the Anim.Play and Set Global Parameter commands, setting the length of each animation. This ensures that you are not able to play the next control until the current control plays out. Using If-Then Commands | 91 Playing Animations Animations can be run using Action or Pacer controls, depending on the repetition required. It is important to know how an animation was programmed in 3Designer, before creating a control to run it. Programmed animation elements that affect the way a control should be set up include: • Keyframe name • Stops • Looping • Automatic rewinds • Start and end keyframes Animations are run from a control using any of the animation commands (see Render Unit commands on page 64). 5. Productions The following procedure is an example of how to create controls to display in-out graphics. For this, you must have in-out animations prepared in 3Designer. Displaying a simple graphics-in/graphics-out animation: 1. Create an Action control (see Production Controls on page 52), and name it “graphics-in”. Assign a render unit device (see Actions – The Details Tab on page 56). 2. In the Graphic Item tab, in the workspace, place an Anim.Play command to define the graphics-in animation (see Anim. Play on page 64). Example TIP: If you want to play an animation from a certain frame, use the Anim. Start at Frame command instead (see Anim. Start at Frame on page 64), and specify the frame to start from. Now, you must decide if you want to play the In and Out animations from the same control (to always play them one after the other), or if you want separate controls for each animation (to allow playing other controls between the In and Out animations). For separate controls, create another control named “graphics- out”, as described in steps 1–2. To run both animations from the same control: 3. Place a Pause or a Wait command in the workspace, as required: Pause – if you want to play the Out animation manually. Wait – if you want to define a waiting time, after which the Out animation is played automatically. Place another Anim.Play command in the workspace, to define the graphics-out animation (see Anim. Play on page 64). 92 Playing Animations | Running Tickers A Ticker should be run using a Pacer control. To run a ticker, you must select Ticker in the Line Manager section of the Pacer Editor. All related commands must be placed within in a Ticker command in the workspace (see Pacer Controls on page 78). When using a Send Export command, the Type must be Ticker. Each ticker must be assigned to its own pacer control. The following procedure is an example of how to create controls to run a ticker that draws content from a database. For this, you must have a ticker prepared in 3Designer, and a database (set up as a device). Creating a data-based ticker: 1. Create an Action control (see Production Controls on page 52), name it, and assign a device (see Actions – The Details Tab on page 56). 3. In the Lines tab, click Update Data. The query results are shown above. 4. In the Graphic Item tab, in the Line Manager, select Ticker. 5. In the Scene list, load the 3Designer scene containing the required ticker. 6. Drag the ticker from the Scene list to the Ticker Name field. The Scene/Level/Type dialog box opens. Example 7. Enter a Scene ID, and a default Vslot. 5. Productions 2. In the Query tab, set up a query (see Pacers – Data Tab on page 80). 8. Click OK. The scene is added to the List of Used Scenes. 9. Place a Ticker container in the workspace (see Pacer Controls on page 78). 10.Inside, place a Send Export command. 11.Drag the ticker text export from the Scene list to the Export field. 12.In the GI Parameters list, create a GI parameter (you can leave the value empty). 13.Drag the GI parameter to the Value field of the Send Export command. 14.Set the Type to Ticker. 15.In the Lines tab, click Add. The Assign Column to GI Parameter dialog box opens. 16.Select a column from the list, and a GI parameter from the list. 17.Click OK. 18.Now, when the Pacer control is played, the content displayed in the ticker is the content of the column you assigned to the GI parameter. Running Tickers | 93 NOTE: Virtual Slots are like visual layers in a viewer (preview or on-air). Different scenes can be played to different VSlots. The result would be one scene appearing to be superimposed upon another, or one scene loaded in the ‘background’ waiting for a scene in the ‘foreground’ to play out. You can define up to 255 Vslots. 0 is the back layer, and 254 is the front layer. Playing Scenes Sometimes you want to display a scene as a graphic template without playing scene elements. (A scene is a set of graphics created in 3Designer. A scene can contain graphics, textures, clips, animations, tickers, etc.) 3DPlay enables playing and clearing scenes from a defined Vslot. A Vslot can only display one scene at a time, including the elements in the scene. To display a scene: 5. Productions 1. Create an Action control (see Production Controls on page 52), name the scene, and assign a device (see Actions – The Details Tab on page 56). 2. In the Graphic Item tab, in the workspace, place a Scene Activate command (see Scene Activate on page 65). 3. In the Scene list, select the required project and scene. 4. Click Set Defaults. The Scene/Level/Type dialog box opens. 5. Enter a Scene ID. 6. Enter a default Vslot, if required. The Vslot can be set for each Scene Activate command separately. 7. Click OK. The scene is added to the List of Used Scenes. 8. Drag the scene name from the List of Used Scenes to Scene Name in the Scene Activate command. 9. Enter the required Vslot number. 10.Click OK to save the control in the production. Now, when you play the control, the scene is displayed on the specified Vslot. Clearing a scene is done by clearing its Vslot. You can also clear scene elements. To clear a scene: 1. In an Action control, in the Action Editor, open the Graphic Item tab. 2. In the workspace, place a Scene Deactivate command. 3. Enter the number of the Vslot to be cleared. 4. Click OK to save the control in the production. Now, when you play the control, the scene is cleared from the Vslot. To clear all Vslots, use the Scene Deactivate All command. 94 Playing Scenes | Playing Other Controls To play one control from another control: 1. In the source control, place a Control Play command. 2. Enter the Control UID of the target control. The target control is played when the source control is played. 5. Productions Playing Other Controls | 95 5. Productions 96 Playing Other Controls | 6. Databases This chapter contains information on using a database. It contains the following sections: Using a Database on page 98 Using a Database Using a database is a way of airing content without the need for manual input. This reduces the chance of airing incorrect content. Database queries allow you to display data sets as required. Before you begin, define a database to work with, as described in Data Source Manager on page 35, and verify that the database is connected. Query results must be placed in a GI parameter, in order to be accessible to 3DPlay commands. ■ To set up a GI parameter, see GI Parameters on page 72. ■ To set up a query for a GI parameter, see Actions – The Data Tab on page 75. Query results, in the form of GI parameters, can be used in many types of macro commands used in 3DPlay. You can use results to play animations and clips, to display text, to update a ticker, to send an export, etc. 6. Databases The following procedure is an example of how to use a database to update the content displayed in an export. For this you must have a scene with exports created in 3Designer. Displaying database content in an export: 1. Create an Action control (see Production Controls on page 52), name it, and assign a device (see Actions – The Details Tab on page 56). 2. In the Graphic Item tab, in the workspace, place a command to display the graphic set that contains your export. 3. Load the graphics, and click Cue & Play to display the graphics. 4. In the GI parameters list, create a GI parameter and name it appropriately for your export. Example 5. In the workspace, add a Send Export command. 6. From the Scene list, drag the relevant export to the Export field of the Send Export command. 7. From the GI parameters list, drag the GI parameter you created to the Value field of the Send Export command. 8. In the Data tab, set up and execute your query to assign the required data to the GI Parameter (see Actions – The Data Tab on page 75). 9. Click OK to save the control in the production. Now, you have a number of possibilities. • If you selected the content of a cell, you can display the data in the export (Cue & Play). • If you selected the content of a column, you can select the data set from list in the Inputs list, as follows: a. In the Production window, select the control, and click Cue. b. In the Inputs list, from the drop-down list, select the required data set. c. Click Apply.(cont.) 98 Using a Database | d. Click Play. The data set is displayed in the export. • If you have a Data Group control, you can select a data set to display from the Data Group. a. Create a Data Group control and connect it to your database (see Data Groups on page 82). Example b. In the Action control, in the Data tab, set up a query and set a key as required. For example, In an MS Excel database, use the query: select * from [shows$] where id=? And set a key named “id” with a default value of 1. c. Click Execute. d. Drag the cell that you want to display in the export, to the Query column at the left. e. Click OK. g. Click Cue & Play. The selected data set is displayed in the export. Using a Database | 6. Databases f. In the Production window, select the data set that you want to display from the Data Group. 99 6. Databases 100 Using a Database | 7. Playlists There are two types of playlist controls in 3DPlay; • The Advanced playlist is used to create playlists that play all graphics and video feed, with or without a scheduler. • The more basic playlist is used for productions that will be controlled from an automation system. This chapter describes how to set up a playlist, in the following sections: Advanced Playlist Controls on page 102 Building a Playlist on page 109 Automation Playlists on page 112 Automatic Event Creation on page 123 7. Playlists Advanced Playlist Controls An Advanced playlist control allows you to define a sequence in which to play controls during a broadcast (“events”), and set their order, timing, and more. This section explains the settings available for a playlist control. For information on building a playlist, see Building a Playlist on page 109. In order to use a playlist, you must set the time-base appropriate for your studio setup. For information on how to do this, see Server on page 127. When you add a playlist by right-clicking the production panel, and selecting from the available controls, the Advanced playlist control is added to the production. It is available in the Controls menu, as well. 102 Advanced Playlist Controls | To define Playlist settings: 1. Click Edit Mode to open the playlist for editing. 2. Select Tools > Settings. The Advanced Playlist dialog box opens displaying the General tab. 3. Set the options in the General tab as required. Name The name that is displayed on the Playlist control. To use an identical name and UID, click the Link entering the playlist name. UID icon before A unique identifier that 3DPlay uses for this control only. If the UID is not linked to the action name, and you leave this field empty, the system assigns a UID automatically. NOTE: UIDs are the label by which a 3DPlay device/control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. Select an option to determine how the playlist is played out. By default, the time assigned to each event (after the first) depends on the duration of the previous event, but you can set time manually, as required. (To set a date for the group, see Groups on page 111.) Auto Advance - play one event after another, according to the order set in the playlist. Clock - play events according to the time set for each event. Manual - each event in the playlist must be played manually. Loop Playlist When this check box is selected, the playlist is played out in a loop. You can set the number of loops to play in the Loop Times field (0=infinite). When cleared, the playlist is played once. Remove Event After Play When this check box is selected, the playlist is cleared of events that were played, not including the most recent items. You can set the number of the recent items to keep, in the Leave Last X Events field. Remember that if you save the production after events are removed, that is how the playlist is saved. When the check box is cleared, events are left in the playlist. On event CUE error Select the action to take if an event is not cued correctly; Continue with next to play the next event, Stop playlist, or Continue to play the current event despite the error. Log Level Set up advanced logging options for the control, other than what you set in the Application Settings dialog box. Event Level Advanced Playlist Controls | 7. Playlists Default event type for new events 103 7. Playlists 4. Click the Events tab to set the following; 104 Default Cue Time The default Cue time given to events when they are added to the playlist, provided the time was not calculated in the control (see The Cue&Play Toolbar on page 70) or that the actual cue time, is shorter than the default. Default Duration Time The default Duration time given to events when they are added to the playlist, provided that the time was not calculated in the control, or that the actual duration is shorter than the default. Clone Used Actions Select this check box to create virtual copies of the controls used in the playlist, to allow using the same control sequentially in different events with different data. I.e., one instance can be playing while another instance (with different data) is being cued. Advanced Playlist Controls | When the event is cued, send its duration to the defined GI parameter. Get event duration from GI Parameter When creating an event, its duration is set according to the duration specified in the defined GI parameter, provided that the GI parameter duration is greater than the actual duration of the event. If the GI parameter duration is lesser than the actual event duration, the default event duration is used. Countdown event duration When selected, the event duration countdown is displayed in the duration column in the playlist. When cleared, the duration of the clip is displayed. Forward event duration to control play time Send event duration to Action control as play time upon cue. Validate associated controls on event validation When selected, when validating a playlist event, validate the associated controls (events), as well. When cleared, associated controls (events) are not validated. Lock playlist event file (.fzn) on CUE Select to protect playlist event file during cue and play. Fail CUE on playlist events (lock) error - if playlist event file cannot be locked, report cue failure. When event is stopped Set what action to take when event is stopped; reset or stop the Action control. Expand primary event on CUE When selected, show the expanded view of an event, when the event is cued. Advanced Playlist Controls | 7. Playlists Send event duration to GI Parameter 105 7. Playlists 5. In the View tab, move the fields that you want to display as playlist columns into the Selected Columns. If you want all subsequent playlists to be displayed this way, click Set as Default. 106 Event UID The unique identifier assigned to a playlist event. If one control is added to the playlist twice, two events are created, each with it’s own UID. Time Scheduled event time. (Depends on the event type.) Device Video engine device name and UID. SOM Start of Media time for clip. Control Name & UID The name and UID of the control to run. Name [UID]. Details Displays the scene ID and Vslot details of the scene(s) used by the referred control (assigned in the Scene View sub-tab) for a graphic event, or the clip path for a clip event. Advanced Playlist Controls | If the control referred to by the event uses a database query containing a key (allowing you to choose inputs from a data group), the key name is displayed in this column. Value If the control referred to by the event uses a database query containing a key, the current key value is displayed in this column. Display Data Displays the data matching the specified query key for the event, defined as a display column in the data group. Up to four columns can be displayed for a key. If the selected key is changed (for the event), the change is sent to the referred control, only after the event is cued. Input Displays the input value that was specified for the control. Up to four input values can be displayed, regardless of the number of inputs in the Playout Controller. Cue TimeOut The time set for cueing the event. Default cue time is set in the Default Cue Time field. You can calculate the cue time by clicking Cue in the control editor. (See The Cue&Play Toolbar on page 70). Play Time The time required to trigger all the commands in the control referred to by the event. You can calculate the play time by clicking Play in the control editor. (See The Cue&Play Toolbar on page 70). Duration The time for which the event will remain current, before moving on to the next event. The duration can be set differently from the play time, so that you can move to the next event before the current event is played out, or leave the current event on air after it is played out. The default duration is set in the Default Duration Time field. Status Shows the current status of the event, with color coding. When the status is underlined, you can click it to get assistance from the application. Advanced Playlist Controls | 7. Playlists Key 107 7. Playlists 6. You can record all events played from a playlist in a file, each time an event is sent to air. In the As Run tab, set the following options. Enable As Run File Select this check box to create the As Run log file. When cleared, played events are not logged. File Browse to select a file to use for logging. Logs are saved per day in the specified location, using the original name with the current date. Separator Define the character to be used as a separator between columns. Separator Replacement Define the alternate character to be used as a separator between columns, if the defined separator is in use. 7. Add or remove parameters to include in the log file. 8. Click OK when finished to save settings. 108 Advanced Playlist Controls | Building a Playlist After setting up your controls and devices, you can create a playlist to use as a structured sequence to be played in a broadcast. Events are displayed as rows in the playlist, and their order is the sequence in which the list is played in Auto Advance Mode. The current event is always displayed in bold lettering. When the playlist is open for editing, the event selected for editing is highlighted in green. When the playlist is locked for editing, the selected event is highlighted in blue. This event has options that can be accessed by right-clicking the event. The following options are available in the Advanced playlist toolbar: Validate all items in the playlist. For more information, see Playlist Validation on page 122. Cue Cue the current event in the Playlist. Play Play the current event to the defined device (and continues playlist if Auto Advance mode is set). Play next Stop the current event and play the next scheduled event. Stop Stop the playlist sequence at the end of the current event. Reset Reset the status of all events and sets the first event as the current event. You can choose whether to load the playlist from the last saved version (to include removed events), or not (to reset the status of the events currently displayed in the playlist). Edit Mode The playlist control can be locked for editing (playlist is highlighted in blue) or open for editing (playlist is highlighted in green), by toggling this button. 7. Playlists Validate Additionally, you can right-click any “clock” to display a list of times that can be displayed in the playlist. Additional Options In the Advanced playlist menus, you can perform the following; Building a Playlist | 109 7. Playlists Playlist Menu New Clear the current playlist of events. Open Open a browser window to load a saved playlist in place of the current playlist. Insert Open a browser window to insert a saved playlist to add into the current playlist. New content is added as a group (or groups) after the currently selected group. Append Open a browser window to append a saved playlist to the end of the current playlist. Refresh Refresh the displayed events in the playlist. Save As Open a browser window to save the playlist. Validate Validate all items in the playlist. For more information, see Playlist Validation on page 122. Cue Cue the current event in the Playlist. Play Play the current event to the defined device (and continues playlist if Auto Advance mode is set). Stop Stop the playlist at the end of the current event. Reset Reset the status of all events and set the first event as the current event. You can choose whether to load the playlist from the last saved version (to include removed events), or not (to reset the status of the events currently displayed in the playlist). Hotkeys Open the Hotkeys dialog box, allowing you to set the hotkeys to Select or to Select & Play the current playlist. For more information, see Customize on page 20. Remove Remove Playlist control from production. Events menu 110 Load Event Open a browser window to open an event saved from a different playlist or production. Event Type Set the triggering type of the selected event to Auto Advance, Manual, or Clock. For more information, see Default event type for new events on page 103. Save Event Save the selected event as a standalone object. Edit Event Open the Edit Event dialog box to set UID, type, time, cue timeout, and duration. Cut/Copy/ Paste Cut, copy, or paste the selected event. Validate Validate the selected event. Cue Cue the selected event. Pause Pause the selected event. Building a Playlist | Skip Skip the selected event. Edit Control For events that reference controls, open the control editor. Create Dummy Event Add a dummy event to the playlist. Create Group Add an empty group to the playlist. Expand All Expand the display of all events in the current group. Shrink All Collapse the display of all events in the current group. Properties Open the Group Properties dialog box to change the group name or Triggering Date. For more information, see Remove Remove the selected event from the playlist. Tools menu For a description of the options set in the Tools menu, see To define Playlist settings: on page 103. A group in the playlist is a container for events. Groups may be assigned a name and start time. To add a group: 7. Playlists Groups ■ Right-click the list area in the playlist, and select Create Group. A new group is added to the playlist. To set group properties: 1. Right-click on the group, and select Properties. A dialog box is displayed. 2. Rename the group as required, or set a triggering date. 3. Click OK. The group is updated with the new parameters. NOTE: The Triggering Date check box is enabled when the first event in the group is a clock event. Building a Playlist | 111 Automation Playlists The Automation Playlist control allows you to define a sequence in which to play controls during a broadcast (“events”), and set their order, timing, and more. This section explains the settings available for a playlist control. For information on building a playlist, see Building an Automation Playlist on page 120. In order to use a playlist, you must set the timebase appropriate for your studio setup. For information on how to do this, see Server on page 127. To define Playlist settings: 1. Click Settings . 7. Playlists The Playlist Settings dialog box opens. 112 Automation Playlists | 2. Set the options as required. Name The name that is displayed on the Playlist control. To use an identical name and UID, click the Link entering the playlist name. UID icon before A unique identifier that 3DPlay uses for this control only. If the UID is not linked to the action name, and you leave this field empty, the system assigns a UID automatically. NOTE: UIDs are the label by which a 3DPlay device/control is identified to all other devices and controls. It is recommended not to change a UID once it has been set. Log Level Event Level Set up advanced logging options for the control, other than what you set in the Application Settings dialog box. Determines how the playlist is played out. When this check box is selected, events are played one after another, according to the timing set in the playlist. When this check box is cleared, events in the playlist must be played manually, by clicking Play (or from an automation system). Loop Playlist When this check box is selected, the playlist is played out in a loop. You can set the number of loops to play in the Loop Times field (0=infinite). When cleared, the playlist is played once. Remove Event After Play When this check box is selected, the playlist is cleared of events that were played, not including the most recent items. You can set the number of the recent items to keep, in the Leave Last X Events field. Remember that if you save the production after events are removed, that is how the playlist is saved. When the check box is cleared, events are left in the playlist. Default Cue Time The default Cue time given to events when they are added to the playlist, provided the time was not calculated in the control (see The Cue&Play Toolbar on page 70) or that the actual cue time, is shorter than the default. Default Duration Time The default Duration time given to events when they are added to the playlist, provided that the time was not calculated in the control, or that the actual duration is shorter than the default. Clone Used Actions Select this check box to create virtual copies of the controls used in the playlist, to allow using the same control sequentially in different events with different data. I.e., one instance can be playing while another instance (with different data) is being cued. Send event duration to GI Parameter Get the event duration of the currently played event from the automation system and send it to the GI parameter defined here. Automation Playlists | 7. Playlists Auto Advance Mode 113 Validate associated controls on event validation When selected, when validating a playlist event, validate the associated controls (events), as well. When cleared, associated controls (events) are not validated. 7. Playlists 3. Click the View tab to set the columns to be shown in the playlist. 4. Select the check box next to the columns you want to display, as follows. If you want all subsequent playlists to be displayed this way, click Set as Default. 114 Allow event sorting by column When selected, you can sort the events in the playlist according to the values in each column, by clicking the column header. When cleared columns cannot be sorted. Event UID The unique identifier assigned to a playlist event. If one control is added to the playlist twice, two events are created, each with it’s own UID. Automation Playlists | Signifies the timing 3DPlay applies to an event. P=Primary. S=Secondary (timing that is relative to a primary event). D=Dummy is used when adding an event to the playlist, without dragging a control. This type of event is used to add a time-limited pause to the playlist, so that the entire playlist is paused for the duration of the dummy event. Delay Defines a delay before the current event is played. If a delay is set, the event is played automatically following the previous event, with the delay applied, regardless of the playlist’s Auto Advance Mode setting (see Auto Advance Mode on page 113). Control Name & UID The name and UID of the control to run. Name [UID]. Scene Details Displays the scene ID and Vslot details of the scene(s) used by the referred control (assigned in the Scene View sub-tab). Key If the control referred to by the event uses a database query containing a key (allowing you to choose inputs from a data group), the key name is displayed in this column. Value If the control referred to by the event uses a database query containing a key, the current key value is displayed in this column. Display Data Displays the data matching the specified query key for the event, defined as a display column in the data group. Up to four columns can be displayed for a key. If the selected key is changed (for the event), the change is sent to the referred control, only after the event is cued. Inputs Displays the input value that was specified for the control. Up to four input values can be displayed, regardless of the number of inputs in the Playout Controller. Cue Time The time set for cueing the event. Default cue time is set in the Default Cue Time field. You can calculate the cue time by clicking Cue in the control editor. (See The Cue&Play Toolbar on page 70). Play Time The time required to trigger all the commands in the control referred to by the event. You can calculate the play time by clicking Play in the control editor. (See The Cue&Play Toolbar on page 70). Duration The time for which the event will remain current, before moving on to the next event. The duration can be set differently from the play time, so that you can move to the next event before the current event is played out, or leave the current event on air after it is played out. The default duration is set in the Default Duration Time field. Validation The validation status of the event (failed, succeeded, validating). For more information, see Playlist Validation on page 122. Status Shows the current status of the event, with color coding. When the status is underlined, you can click it to get assistance from the application. Automation Playlists | 7. Playlists Type 115 5. Under Data Display Column, determine the number of attributes (up to four) that are displayed in the Display Data column of the playlist. Click + to add attributes, and enter characters to use as separators in the left field. 6. Under Inputs, determine the number of GI parameters (up to four) that are displayed in the Inputs column of the playlist. Click + to add attributes, and enter characters to use as separators in the left field. 7. Under Metadata columns, define additional columns from the metadata fields to display in the playlist, as required. 7. Playlists For information on editing your playlist, see Building an Automation Playlist on page 120. 116 Automation Playlists | Running a Playlist from an Automation System Unlike other production controls, playlist events do not need to have an Automation Mediator control in the production, in order to be played from a Automation system. An Automation device must be set up, as described in Automation Mediator Manager on page 41, and the automation system runs individual events, with the properties that are set in the playlist. Events are loaded only upon validation. NOTE: Only basic playlists (available in the Controls menu) can be controlled by an Automation system. To allow triggering Playlist events from an Automation system: 1. Click the Settings button. The Playlist Settings dialog box opens. 2. Open the Automation tab. 7. Playlists 3. From the Device list, select the required Automation system. Automation Playlists | 117 7. Playlists 4. Set the following parameters: 118 Expose storage event UIDs to automation When selected, the Automation system can read saved storage events. When cleared, saved storage events are not accessible to automation. On validation load missing events from storage When you validate the event in the playlist, load missing events from storage if the event is missing (and UID exists in storage). Force event reloading When selected, upon validation, even if a playlist event is already loaded, it is reloaded from storage. When cleared events are not reloaded. Expose loaded event UIDs to automation Allow automation to get information on loaded events. Enable auto ordering by event status When this check box is selected, the events in the playlist are automatically (and continually) ordered according to their Status. Update event duration with received duration Replace the currently known event duration with the duration parameter sent by the automation system. 5. Click OK. Each Playlist event is triggered by the Automation system, using the event UIDs. NOTE: In order to play a complete playlist from an automation system, a Automation Mediator control must be defined, and the automation system must send the UID of the playlist. Automation Playlists | Logging Playlist Events You can record all events played from a playlist in a file, each time an event is sent to air. To log played events: 1. Click the Settings button. The Playlist Settings dialog box opens. 2. Open the As Run tab. 7. Playlists 3. Select the Enable ‘As Run’ File check box. 4. If required, browse to a different file in which to log the events, and set a character to use as a separator. 5. Click OK. Events are logged to the selected file, when the playlist is played. Automation Playlists | 119 Metadata tab 7. Playlists In the Metadata tab, you can fill in metadata for the Playlist control, as required. NOTE: The Metadata tab is available only when using SQL database storage. For more information, see Storage on page 133. Building an Automation Playlist NOTE: You must select a time-base, in order for a playlist to run properly. For more information, see Server on page 127. The following options are available in the Playlist toolbar: Settings 120 Opens a dialog box that allows you to set the way the current Playlist control is run, displayed, logged, etc. (See Automation Playlists on page 112). Automation Playlists | Save As Opens a browser window, allowing you to save the playlist outside of the current production folder (while retaining a link from the production to the playlist). For more information, see Saving Controls on page 30. Load Opens a browser window, allowing you to load a previously saved playlist in place of the current control. Hotkeys Open the Hotkeys dialog box, allowing you to set the hotkeys to Select or to Select & Play the current playlist. For more information, see Customize on page 20. Font Size Set the font size in which to display playlist events. Load Missing Controls Load controls referenced by the playlist, that have not been loaded as part of the production, or are not saved in the same production as the playlist. Refresh Refresh the playlist by reading its current state from the server. Remove Remove Playlist control from production. Search Search within playlist events. Validate all items in the playlist. For more information, see Playlist Validation on page 122. Cue Cue the current event in the Playlist. Play Play the current event to the defined device (and continues playlist if Auto Advance mode is set). Stop Stop the playlist sequence at the end of the current event. Set as Current Set the selected event to be the current event (the next event to be played). Reset Reset the status of all events and sets the first event as the current event. You can choose whether to load the playlist from the last saved version (to include removed events), or not (to reset the status of the events currently displayed in the playlist). Edit Mode The playlist control can be locked for editing (playlist is highlighted in blue) or open for editing (playlist is highlighted in green), by toggling this button. Add Event Add a dummy event to the playlist. Load Event from Storage Open the Fusions folder to allow you to open an event saved from a different playlist or production. Edit Event Open a dialog box allowing you to edit some of the event properties. Automation Playlists | 7. Playlists Validate 121 Remove Event Remove the selected event from the playlist. Edit Control Open the editor for the control referenced by the selected event. To build a playlist: 1. Add a Playlist control to the current production (Controls > Playlist). 2. Edit the Playlist as required (see Automation Mediator Controls on page 85). 3. Click Edit Mode to enable the Playlist control for editing. 4. Drag any control to the Playlist, using the drag area, and holding down the ALT key. This creates a playlist event that points to the selected control. 5. Edit the Playlist events as required, by selecting an event (in Edit mode) and using the Edit Event button or the TAB key. 6. Click Edit Mode to lock editing, and prevent errors during play. When done, Cue and Play the Playlist to verify that it plays out correctly, and adjust settings if required. Playlist Validation 7. Playlists Playlist events can be validated, according to the following parameters: 1. The control referred to by the event is loaded in the production. 2. The output device is connected (if an output device is assigned). 3. The scene is loaded to the output device. 4. The required database is connected (if a query is defined for the control). 5. Data matches the validation type set for the GI parameters (see Validation on page 73). The validation process is stopped if an item in the list is not validated, and an error message is displayed. Validation can be done manually or from an automation system (using the playlist/event UID). To validate the playlist: ■ Click to run validation. To validate a playlist event: ■ Right-click the event and select Validate Event. 122 Automation Playlists | Automatic Event Creation The Playlist creator is used to define rules for manipulating the automation playlist. Define a playlist event to be created when 3DPlay receives certain commands from the automation system. The new event is added to an existing playlist in the production, defined in the rule. To create automatic playlist events: 1. In the Tools menu, select Playlist Creator. 2. In the Playlist Creator dialog box, click Add New Rule. The Add Rule Definition dialog box is displayed. 7. Playlists 3. Define the following parameters for the rule: Name Set the name for this rule (used only in the Playlist Creator dialog box). File type Select the system/file type from the list. In the current version, only the Harris system file type is applicable. Source file Set the automation system playlist file. Destination file Set the 3DPlay playlist file to which the event will be added. Startup type Set when to run this rule Automatic Event Creation | 123 4. Under Rule definition, define the rule as required (file type must be selected in order to define rule logic) 5. Click OK. 7. Playlists The rule is displayed in the Playlist Creator dialog box. 124 Automatic Event Creation | 8. Setting Preferences This chapter includes information on customizing 3DPlay for your needs. Preferences can be set for the following: Server on page 127 Plugins on page 132 Storage on page 133 Hotkeys on page 134 Client Logging on page 135 on page 135 NOTE: Open the Application settings window from Tools > Settings. Startup 8. Setting Preferences The Startup settings allow you to choose actions to take when 3DPlay is started; 126 Automatic Login Select this check box to start 3DPlay without displaying the Connect to 3DPlay Server dialog box. When cleared, you must confirm connection details in the Connect to 3DPlay Server dialog box (see Starting 3DPlay on page 14). Load Production Select this check box to open the defined production upon startup. When cleared, 3DPlay Controller opens in the state it was when last closed. Play Control Select this check box to set a control to play upon startup. Startup | Server The Server settings allow you to initial client settings upon opening 3DPlay (see Starting 3DPlay on page 14) and to set clock preferences (the clock must be set in order to work with playlists and timing controls). 8. Setting Preferences Server and clock settings Host Host name or IP address of the computer on which the server is installed. NOTE: The name “localhost” is used when the 3DPlay Server and 3DPlay Client are installed on the same computer. Port Port number must be 6900. Synchronize When this check box is selected, the current client production is synchronized with the server data. When cleared, the client opens without loading the server’s currently opened production. Server | 127 Server and clock settings Set which events are saved to the Server log, as follows: Off - No events are logged. Exceptions - Only application errors are logged. Important - Principle events and errors are logged. Log - All events and errors are logged. Verbose - All events, actions, and errors are logged. Timebase Select the required video format time base. 25 fps – used for PAL. 29.97 fps and 30 fps – used for NTSC. Get update every Specify the update frequency of reading time from system clock. 8. Setting Preferences Log Level 128 Server | Cue The Cue settings allow you to determine system behavior when a control is cued. 8. Setting Preferences Default Cue Timeout Set the time before cue fail notification is displayed. Lock validate file on cue Select this check box to prevent changes to file validation when an item is cued. Fail CUE on assigned Render Units disconnected Select this check box to display cue fail notification when a referenced render unit is disconnected. When cleared, no notification is displayed. Fail CUE when graphics not loaded Select this check box to display cue fail notification when referenced graphics have not loaded. When cleared, no notification is displayed. Fail CUE on query error Select this check box to display cue fail notification when a query error occurs. When cleared, no notification is displayed. Fail CUE on File Management error Select this check box to display cue fail notification when a file management error occurs. Cue | 129 Validation 8. Setting Preferences The Validation settings allow you to determine parameters for successful validation. 130 Validate successfully on empty path When this check box is selected, event/playlist is validated when containing an empty path. When cleared, validation fails if an empty path is found. Validate successfully only when associated devices are connected When this check box is selected, event/playlist is validated only when all referenced devices are connected. When cleared, validation does not verify device state. Validation | Playlist The Playlist setting allows you to determine system behavior when a cued event is stopped. The event can be Reset or Stopped. 8. Setting Preferences Playlist | 131 Plugins 8. Setting Preferences This list displays a list of plugins currently in use in 3DPlay. 132 Plugins | Storage In the Storage settings, you can determine where productions and production elements are saved. 8. Setting Preferences Storage settings File Storage Defines a structured location where productions and elements are stored. The default location is defined upon installation. If you change this path, you must click Create Storage Structure. (If you do not create a storage structure in the new directory, data is saved to the original path defined upon installation.) Database Storage When you choose this option, you must indicate what database you are using. The File Storage option is for the MSSQL database. The Native Database option is for the Orad database. Below, enter the required connection information. Storage | 133 Hotkeys 8. Setting Preferences In the Hotkey settings, you can set keyboard shortcuts to control a number of playout operations in the Production window. Set hotkeys for Play, Stop, Inputs, Cue, or Cue & Play. NOTE: To remove the hotkey for any function, click Clear. 134 Hotkeys | Client Logging The Client Log is created as a file that lists errors, warnings, etc. to allow troubleshooting errors in the application. The log file is saved in the 3DPlay\Client folder as 3DPlay.log. In the Client Logging settings, select the relevant check box to define which entry types are added to the log. 8. Setting Preferences Client Logging | 135 136 Client Logging | 8. Setting Preferences 9. Browser The 3DPlay Browser is a separate, standalone application intended to be used for creating and previewing playlist events on any PC. The Browser uses RenderEngine to preview events, and then to save them. You can render graphics to a video file and save them as a a clip. The events can later be loaded into a 3DPlay playlist manually or via an automation system. In this section: Using the Browser on page 138 Browser Menus on page 142 Customizing the Layout on page 143 3DPlay Browser Settings on page 145 Using the Browser To open the Browser: ■ Open the Browser application using the 3DPlay Browser desktop icon. 9. Browser The Browser window opens. The following procedure outlines event creation in the Browser: To create a new event: 1. Load the Action controls of the required production; 138 Using the Browser | a. Select File > Open to open the Select Production dialog box. The production’s Action controls are loaded and displayed in the Production Controls tab. 2. Select an Action to execute in your event. The Action’s GI parameters are displayed under Inputs. 9. Browser b. Select a production, and click OK. 3. Edit the Action as required, and click Apply. Only GI parameters that were defined as external can be edited manually. If the Action is connected to a data group control (in 3DPlay), you can select the data group from the drop-down list, and select an item from the data group to use for the event. NOTE: In order to see Data Groups, you must copy the file devices.xml from 3DPlay\Server\config to 3DPlay\Browser\config. 4. Click Load All to load the Action’s graphics in the Preview window. 5. Adjust the aspect ratio as required, in the Playout Control drop-down lists. 6. Cue & Play the Action to review it. If required, set the event duration. 7. Click Save to save the Action as a playlist event with the specified parameters. If you don’t assign a UID manually, one is assigned automatically. The saved event is displayed in the Events tab. Using the Browser | 139 Rendering Graphics as a Clip The Render to file feature is for creating video format clips from rendered graphics. To create a clip: 1. Select an event or control to render. 2. Click Render to file under Playout Control. 9. Browser The Render to File dialog box is displayed. 140 3. Set the following: Profile Select the video format from the list. Output clip name Set the required name for the clip, or leave the default name. Priority Set the item’s priority in the playout control. Low, Normal, and High priority items will be executed in relation to the other items in the playout control. Critical items will stop the current item and be executed immediately. Frame count The duration of the event is displayed in frames. You can modify the number of frames to be rendered as a clip. Rendering Graphics as a Clip | 4. In the Rendering Settings tab, set the following, as required: Incoming task folder Set the folder in which the “render to file” tasks are located; the Cue and Play script of the action or event. Profiles description Set the folder in which the output clip profile parameters are stored. Render manager Set the mechanism for rendering the item to a clip; Render manager - Use an external rendering application. Internal Rendering - Render the graphics using the 3DPlay Browser. 5. Click OK. The item is added to the playout control, and executed in the cue. 9. Browser Rendering Graphics as a Clip | 141 Browser Menus File menu New Open a new production to work in. Open Open an existing production from the 3DPlay storage. Search Open the Search dialog box to search for assets according to defined parameters. Exit Close the Browser. 9. Browser Tools Menu 142 Settings Open the Settings dialog box to set various preferences for the Browser. See 3DPlay Browser Settings on page 145. Global Parameters Open the Global Parameters Viewer to view or edit global parameters. Panels Provides two default GUI configurations (with or without the Preview window), and enables you to edit and save your own GUI configuration. (Save is available after editing). Help Menu User Guide Open the 3DPlay help. About Display information about current version. Browser Menus | Customizing the Layout You can set up the Browser window as required, and save different layouts using different names. To change the layout: 1. From the Tools menu select Panels > Edit Panels. The borders of the different panels are displayed as dotted lines. 9. Browser 2. Drag the lines to adjust the panels as required. You can select one of the preset layouts on the right. To hide a panel, us the X in the panel’s title bar. To display a hidden panel, right-click an empty area and select the required panel. 3. In the Tools menu, select Panels > Save Panels As. Customizing the Layout | 143 A dialog box opens. 9. Browser 4. Save your layout. 144 5. Open it from the list in the Tools menu. Customizing the Layout | 3DPlay Browser Settings Preferences When selected, login is executed automatically upon startup. When cleared, login is manual. Load layout When selected, the layout selected from the list is loaded upon startup. When cleared, the default layout is loaded. Load production When selected, the production selected from the list is loaded upon startup. When cleared, the browser is started without opening a production. Group by When selected, when opening a production, the Controls in the production are listed according to the metadata parameter selected from the list. When cleared, the Controls in the production are listed in alphabetical order. Load all graphics into RE When selected, when opening a production, Load All is executed automatically. When cleared, graphics are not loaded automatically. Load graphics into RE When selected, when selecting a Control, only the graphics of the control are loaded to the Preview window. When cleared, graphics are not loaded. Server Timebase Select the required video format time base for the clock. 25 fps – used for PAL. 29.97 fps and 30 fps – used for NTSC. 9. Browser Automatic Login Render Unit Render host Host name or IP address of the computer on which the Browser is installed. Remote render unit Name or IP address of any remote render unit. Storage File Storage The location where productions and elements are stored. Browse to the defined 3DPlay production folder. Database Storage When you choose this option, you must indicate what database you are using. The File Storage option is for the MSSQL database. The Native Database option is for the Orad database. Below, enter the required connection information. Automatic login When selected, login to the database is executed automatically when the browser is opened. 3DPlay Browser Settings | 145 Events Event naming method Define the naming format for each event created in the Browser; name can include a prefix and an incremental number, or a manual name/number. Take event duration from GI Parameter Use the duration defined in the selected GI parameter as the event duration. Panels Select which buttons to display in the Save Event options. Predefined Filters (Explorer tab) Define the default filtered display of the Controls in the Production Controls tab. 9. Browser Button Visibility (Save Event tab) 146 3DPlay Browser Settings | Appendix This appendix contains the following section: Available CallByName Commands on page 148 Appendix Available CallByName Commands Target UID Command Data KernelAPI CtrlPlay UID of playable control+data CtrlCue UID of playable control+data DeviceConnect UID of device Device Disconnect UID of device GlobalVarsGet Name of global variable Assign value of one Global parameter to a different Global parameter GlobalVarsSet Name of global variable + value for this variable Set the value of a Global parameter CtrlPlay Data CtrlCue Data CtrlUpdateAndPlay Data CtrlSetDefaults Data UID of playable control UID of device Description Connect Disconnect Reset UID of GPIO control 148 Register GPIO Line Number (number)+GPIO State List (True of False)+UID of the playable control Registers the control in the invocation list Unregister GPIO Line Number (number)+GPIO State List (True or False)+index of the control in the invocation list (number) Removes the control from the invocation list Available CallByName Commands | Target UID Command UID of Pacer control UpdateData PacerGoToLine Description Executes any query and updates the Pacer items with the results Database line number to go to. Changes the current line in the database assigned to the Pacer to the data in the specified cell. GetPacerLine Assign the current line number to a global or GI parameter. GetPacerLoop Assign the current loop number to a global or GI parameter. GetPacerTotalLine Assign the total number of lines to a global or GI parameter. GetPacerTotalLoop Assign the total number of loops to a global or GI parameter. SetKey Name of key+Value for key Sets the value of the key defined for the Action control. SetGIParamValue GI_param,~:global: ~ Sets the current value of a GI parameter, data delimiter is ",". Available CallByName Commands | Appendix UID of Action control Data 149 Appendix 150 Available CallByName Commands | Index Numerics 3DPlay server controller 14 A action control 52 editor 56 adding advanced playlist 52 automation mediator 41, 48 control 52 database 36 GI parameter 72 global parameter 74 GPIO device 38 HDVG 32 new render unit 32 playlist 52 advanced playlist 52, 101 control 102 advanced playlist control 52 animations 92 application settings 20 archiving productions 18, 28 assigning graphics to channel/device 57 assigning render unit 57 automation mediator control 52 editor 85 automation systems 41, 85 C calculator 62 client-server 8 clip viewer control 52 color palette 54 command list of 61 removing 71 configuring automation mediator 41, 48 automation system 41, 85 database 36 GPIO device 38 | HDVG 32 connecting all devices 21 automation mediator 41, 48 database 36 GPIO device 38 HDVG 32 render unit 34 container 24 control copying 53 creating 52 manager 54 menu 53 pausing 62 control details 25 copying control 53 creating control 52 GI parameter 72 global parameter 74 new render unit 32 panels 23 cue tab 69 D data group control 52 editor 82 data source manager 35 data streamer editor 86 data tab 75 database query 75 defining database 36 database query 75 new render unit 32 details tab 56 devices bar 22 connecting all 21 disconnecting all 21 disconnecting all devices 21 automation mediator 41, 48 database 36 151 GPIO device 38 HDVG 32 docking control/elements 20, 22 E editing action control 55 automation mediator control 85 data group 82 data streamer control 86 GPIO control 84 pacer control 78 exporting production for earlier version 18 G GI parameter 72 GI parameter editor 72, 77 global parameter 74 global parameters viewer 21 GPIO control 52 editor 84 manager 38 graphic item tab 60, 78 graphic menu 53 grouping commands 62 GUI language 21 H hotkeys 54, 110, 121, 134 I if-then commands 90 importing production from earlier version 18 inputs list 20, 22, 25 interface language 21 L language 21 layout editor 23 line manager 79 lines tab 81 loading graphics 19 log 135 logic 91 152 M merging productions 18 N new features 9 O opening automation mediator manager 41, 48 control manager 54 GPIO manager 38 render unit manager 32 P pacer control 52 pacer editor 78 panel 23 panels 23 pausing a control 62 play panel 25 play tab 69 playing animations 92 scenes 94 playlist 52 control 112 validation 122 playlist control 52 playlist, advanced 101 playout controller 25 plugin 132 production window 17 Q query 75 refining 77 query tab 80 R refining database query 77 removing command 71 render unit 33 renaming a production 28 render unit | assigning to control 57 manager 32 RenderEngine, starting and stopping 22 running tickers 93 vslot clearing 94 S what’s new in this version? 9 workspace 69 saving control outside production 30 production 28 production for earlier version 18 to new location 133 scene 94 sending content to ticker 81 server controller 14 setting interface language 21 ticker content 81 setting up a query 75 settings 20 shortcut to control 53 showing hotkeys 20, 22 inputs 20, 22 simulating GPIO device 40 snapping to grid 20, 22 split panel 23 starting 3DPlay 14 RE 22 storage 133 streaming protocols 45 synchronizing 126, 127 synchronizing with server 127 Z W zipping productions 18, 28 T testing GPIO device 40 tickers 93 U UID 33, 37, 42, 46, 49, 56 unloading graphics 32 graphics from render unit 34 scene 94 using logic 91 V validation (playlist) 122 | 153 154 |