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 [email protected].
If you require technical support services, contact Orad Hi-Tec Systems Ltd. at
[email protected].
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
|