A53-D User Guide
Transcription
A53-D User Guide
Video Systems, Inc. A53-D SPORT® for DOS A53-D ® User Guide A53-D SPORT® USER GUIDE MANUAL PART NUMBER: 9100-0063-01 THIS DOCUMENT RELATES TO SOFTWARE VERSION 3.85 COPYRIGHT SEPTEMBER 1990 REVISED JULY 1993 ABEKAS VIDEO SYSTEMS, INC. Video Systems, Inc. ABEKAS VIDEO SYSTEMS, INC. 101 GALVESTON DRIVE REDWOOD CITY, CA 94063 (415) 369-5111 ABEKAS VIDEO SYSTEMS, LTD. 12 PORTMAN ROAD READING, BERKSHIRE RG3 1EA, ENGLAND 0734-585421 COPYRIGHT 1990 ABEKAS VIDEO SYSTEMS, INC. ALL RIGHTS RESERVED. NO PART OF THIS PUBLICATION MAY BE REPRODUCED OR USED IN ANY FORM BY ANY MEANS WITHOUT WRITTEN PERMISSION OF THE PUBLISHE R. SPORT® IS A REGISTERED TRADEMARK OF ABEKAS VIDEO SYSTEMS, INC. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this manual, and Abekas was aware of a trademark claim, the designations have been printed in initial caps or all caps. A53-D User Guide Table of Contents INTRODUCTION 1 Corner Pinning 1 Solid Builder 2 Prism ....................................................................... 2 Pyramid.................................................................... 2 Regular Polyhedra .................................................... 2 About This Manual 3 Getting Started 4 Software ................................................................... 4 Hardware ................................................................. 4 Options .................................................................... 4 Organizing Your Disks.............................................. 5 Installing SPORT on a Hard Disk Drive..................... 5 Installing SPORT for a Floppy Disk Drive System...... 7 Connecting Your PC to the A53-D............................. 8 Configuring Your A53-D ........................................... 9 CORNER PINNING 11 What Is Corner Pinning? 11 How Does Corner Pinning Work? 11 i A53-D User Guide Starting Corner Pinning 12 From a Hard Disk .................................................. 12 From a Floppy Disk................................................ 12 Acquainting Yourself with the Menus 13 Communication Errors 15 How to Corner Pin a Picture 17 Using the Mouse .................................................... 17 Using the Arrow Buttons........................................ 18 Creating an Effect 19 Copying an Effect 21 Building a Solid from a Corner Pinned Picture 21 To Return To Main Menu SOLID BUILDER 24 25 What Is the Solid Builder Program? 25 Edit Suite Requirements 26 Recommended Equipment for Building Solids ........ 26 Starting the Solid Builder Program 27 From a Hard Disk .................................................. 27 From a Floppy Disk................................................ 27 ii A53-D User Guide Acquainting Yourself with Main Menu 28 Submenu Controls 30 Creating a Solid Object 33 Using the A62......................................................... 35 Using the A64......................................................... 39 Using a Conventional Editing System ..................... 42 Communication Errors 44 PRISMS 46 What Is a Prism? .................................................... 46 Acquainting Yourself with the Prism Menu ............. 46 Prism Display Submenus ....................................... 48 About Prism Effects ................................................ 50 PYRAMIDS 51 What Is a Pyramid? ................................................ 51 Acquainting Yourself with the Pyramid Menu ......... 51 Pyramid Display Submenus.................................... 53 About Pyramid Effects ............................................ 54 REGULAR POLYHEDRON 55 What Is a Regular Polyhedron? ............................... 55 Acquainting Yourself with the Polyhedron Menu ..... 60 Polyhedron Display Submenus ............................... 61 iii A53-D User Guide RECTANGULAR & SKEWED SOLIDS 63 Acquainting Yourself with the Rectangular and Skewed Solids Menu .............................................. 63 Rectangular & Skewed Solids Display Submenu .... 66 APPENDIX A: Pyramid Building A-1 Overview A-1 The Hole Cutter A-3 Pyramid Effects A-6 Function Parameters A-13 The Hole Cutter Effect ......................................... A-13 The Base Pass Effect ........................................... A-14 The Side Pass Effects .......................................... A-15 APPENDIX B: Program Enhancements B-1 iv A53-D User Guide INTRODUCTION Welcome to the Abekas A53-D SPORT® (Special Programs On Remote Terminal) programs. These programs run on an IBM® PC or compatible and enhance A53-D operations. SPORT is made possible by the A53-D external RS-232 port. With the published RS-232 external protocol, you can control the A53-D from an external device, such as a personal computer (PC). The package you have received contains a disk with two SPORT programs. One is Corner Pinning and the other is Solid Builder. Corner Pinning Select the corner to be pinned. Corner Pinning lets you pick up any corner of a compressed image and, without moving any other, tack it to any point on the screen. Corner Pinning is most often used to tack a compressed image into a four cornered shape that does not conform to the normal 4 x 3 box created by a digital effects device. After pinning the image in the new location, you can return to the A53-D Control Panel for more operations, or edit keyframes from the PC. Release the corner. You can delete Move the corner to the new location. all keyframes, modify a keyframe, copy all keyframes to an effect location, and create a solid from the PC. The "create solid" part of this program lets you place a three dimensional cube or slab on or in the shape created by the Corner Pinning operation. 1 A53-D User Guide Solid Builder The Solid Builder program lets you create 4-sided (3 sides plus base) to 10,000-sided solid geometric objects. Using menus displayed on your PC, you define the number of sides, size, and shape of the object. The program performs threedimensional calculations to produce the solid. It converts this information into A53-D effects and sends them to the A53-D via the RS-232 serial port. Once the effects are in the A53-D, you can build the solid and use Globals to program its motion. Creating the shape involves joining the solid’s faces with multiple edit passes. The Solid Builder also creates a key mask used as the "hole cutter" needed to make the face’s shape. Generally, this key mask is created as a single frame with multiple edit passes. The mask is frozen into the A53-D’s Key Channel and manipulated as you create the solid. These are the available shapes: Prism You can define a prism’s height, depth, and number of sides (up to 10,000). Pyramid A pyramid’s height, width, and number of sides (up to 10,000) may be specified. Regular Polyhedra There are 5 types of regular polyhedra: Tetrahedron Hexahedron Octahedron Dodecahedron Icosahedron 4-sided 6-sided 8-sided 12-sided 20-sided You can specify the face height of the regular polyhedra. 2 A53-D User Guide NOTE: The Solid Builder requires multiple passes to create a solid. If you have an Abekas A62 or A64 Digital Disk Recorder, you can take full advantage of the power of this program. Without a Digital Disk Recorder you will be able to produce objects with a limited number of passes, depending on your system’s capability. Remember, if you use Solid Builder in a purely analog environment (analog switcher and analog VTRs [C format, Beta or equivalent]), the number of faces you can use is very limited compared to what this program can produce. About this Manual This manual covers all the information you need to use the SPORT programs on the disk in this package. It has the following sections: Intorduction All users should read this section. It covers connecting your PC to the A53-D. Details about configuring your A53-D and PC to run the programs are included. Corner Pinning This section covers running and using the Corner Pinning program. Solid Builder This section explains how to run and use the Solid Builder program. 3 A53-D User Guide Getting Started Software Your A53-D SPORT package includes this manual and either a 31/2-inch or 51/4-inch disk. You will use four programs on this disk: cpin.exe solid.exe nansi.sys readme.bat readme.txt the Corner Pinning program the Solid Builder program a screen device driver required by the SPORT programs the batch file used to bring up the readme.txt file the readme file details setting up the system and making interconnections. To view it, type README at the disk prompt. Hardware To run the SPORT programs in this package you must have the following: ❑ IBM PC/XT/AT or 100% compatible computer with a minimum of 100K of RAM. ❑ DOS 3.0 or later. ❑ Serial Port capable of RS-232. Options These options make Corner Pinning easier to use. ❑ A mouse, bus or serial. If you use a serial mouse, there MUST be a second serial port to allow communications with the A53-D. ❑ Due to the complex calculations required in Corner Pinning, the lag time between the movement of the cursor arrows/mouse and the image depends on the PC’s speed. For optimum performance we recommend a PC/AT(286) compatible with a math coprocessor. 4 A53-D User Guide Organizing Your disks It is assumed that you know how to format disks, copy disks, delete files, copy files from one location to another, and edit *.sys (system) and *.bat (batch) files. If you do not, consult the DOS documentation that came with your computer before going any further. The first thing you should do is to make one or more working copies of your SPORT disk. Use the DOS "diskcopy" command to copy the original program disk. Use the copies and put the original in a safe place. If you are going to use a mouse, check that the mouse is properly connected to your computer and the mouse device driver (software) is installed. Also check that the program provided by the mouse manufacturer, typically called MOUSE.COM, is running. Often, this is part of the power up sequence and is in your CONFIG.SYS or AUTOEXEC.BAT files. Installing SPORT on a Hard Disk Drive A. Setting Screen Driver A suitable screen driver (software) must be installed to display the SPORT program’s menus on your computer monitor. The required device driver is ANSI.SYS or an equivalent. The SPORT disk contains a copy of a public domain equivalent, NANSI.SYS. If your system already has this device type installed, skip the first three steps. If this device type is not resident on your PC, proceed as follows: STEP 1 Place a working copy of your SPORT disk in drive A: STEP 2 At the C: prompt type copy A:\NANSI.SYS C:\ 5 A53-D User Guide NOTE If your copy of the SPORT disk is not in the A: drive, or the boot drive is not C:, type the appropriate drive/directory locations. STEP 3 Edit your CONFIG.SYS file to include the following line: device=nansi.sys NOTE Before using the SPORT programs you must reboot your computer to install the device drivers. B. Installing the SPORT Programs STEP 1 Make a directory for the SPORT programs: at the C: prompt type md \sport STEP 2 Insert the SPORT disk in your PC’s A: drive. At the C: prompt type copy A:\*.* c:\sport NOTE If your copy of the SPORT disk is not in the A: drive, or the directory for SPORT is not C:\SPORT, type in the appropriate drive/directory locations. 6 A53-D User Guide Installing SPORT for a Floppy Disk Drive System A. Setting Screen Driver A suitable screen driver (software) must be installed to display the SPORT program’s menus on your computer monitor. The required device driver is ANSI.SYS or an equivalent. The SPORT disk contains a copy of a public domain equivalent, NANSI.SYS. If your system already has this device type installed, skip the first three steps. If this device type is not resident on your PC, proceed as follows: STEP 1 Boot the computer with DOS. At the A: prompt, insert a working copy of your SPORT program disk into the B: drive. STEP 2 At the A: prompt type copy B:\NANSI.SYS A:\ NOTE If your copy of the SPORT disk is not in the B: drive, or the boot drive is not A:, type in the appropriate drive locations. STEP 3: Edit your CONFIG.SYS file on your BOOT disk (in drive A:) to include the following line: device=nansi.sys NOTE Before using the SPORT programs you must reboot your computer to install the device drivers. 7 A53-D User Guide Connecting your PC to the A53-D The SPORT programs communicate with the A53-D via a cable connecting the PC’s RS-232 port to the A53-D’s RS-232 port. The cable should have a female 25-pin D connector on the PC end, and a male 25-pin D connector on the A53-D end. Signal IBM (Female) A53-D (Male) Signal Chassis Ground TxD RxD RTS CTS DSR 1 1 Chassis Ground RxD TxD CTS RTS DTR Circuit Ground 2 3 3 2 4 5 5 4 6 n.c (Jump to pin 20) 20 n.c (Jump to pin 6) 7 7 Circuit Ground NOTE This cable does not have pin-to-pin connections. There are four cross connections and a link. A standard 25pin male-to-female cable will not work. It is essential that you have the correct cable made. 8 A53-D User Guide For details about the A53-D’s RS-232 port and its location refer to the A53-D Technical Manual, vol. 1, "Installation Section." For details on your PC’s serial port, refer to the manual that came with the PC. Configuring your A53-D Some setup procedures must be followed to allow communications with your A53-D. A. Set the RS-232 communications to 38,400 baud. To do this, set the Computer board switch 12H position 8 to the ON position. For details on this switch’s location and settings see the A53-D Technical Manual, vol. 1, "Installation Section." NOTE If you have used the Solid Builder program supplied with the A53-D Operations Manual, the baud rate is 9600. Switch 12H is set to the OFF position for this version. B. The A53-D must have the correct software version installed. At the A53-D Control Panel, press the SETUP button to display the Setup menu. 1[ w ] 1 setup input remote phase 9 A53-D User Guide Press the remote softkey to display the Remote menu. KEY 1.5 SMPTE HLC 1.5 A-62 LLC 1.5 I-sqrd emem RMT 1.7 rs232 1[ w ] SONY Check the top line of the menu. It should appear as above. If your A53-D does not have these versions installed, call your Abekas Video Systems regional office or Abekas Video Systems Technical Support. C. Select RS-232 as the Remote Port. Press the SETUP button and the remote softkey to display the Setup-Remote menu. KEY 1.5 SMPTE HLC 1.5 A-62 LLC 1.5 I-sqrd emem RMT 1.7 rs232 1[ w ] SONY Press the rs232 softkey to highlight it. D. Enable the A53-D’s Remote Port. Press the REMOTE ENABLE button to light its LED. 10 A53-D User Guide CORNER PINNING What Is Corner Pinning? Corner Pinning lets you "pick up" and "paste" any corner of a picture without moving the other corners. This means you can "tack" a compressed picture in a four-cornered position that does not conform to the standard 4-by-3 television picture. Here is an example: You are looking at a wide shot of a highway. On the side of the highway is a billboard. Your client wants to put some different video in the billboard. Because of the camera angle, the billboard is at some angle that a DVE can not match. You could try sending the shot to the Paintbox, filling the board with green, and doing a chroma key. Even if you have the equipment, chances are the perspective of the new video will not match the perspective of the billboard. And because it is a chroma key, the new video is cut in with a mask rather than compressed in to fit, which means that some of the new video will be cut away and lost. With Corner Pinning, you can pick up each corner of the new video and place it onto each individual corner of the billboard. In just a few minutes, the new video is perfectly in place, the perspective is correct, and all the new video is in the shot. How Does Corner Pinning Work? Corner Pinning changes the Aspect, Skew, Global Locate, and Global Rotate parameters as you manipulate the picture. The advantage of using Globals to do Corner Pinning is that you can then use Function 1 Locate and Rotate to manipulate the solid without disturbing the shape as created with the program. Because Globals are downstream, the Function 1 parameters work as you expect them to. 11 A53-D User Guide Starting Corner Pinning Before using the Corner Pinning program read the "Getting Started" section. Your A53-D must be configured correctly and a RS-232 cable must connect your PC to the A53-D. Check that RS232 in the Setup-Remote menu is highlighted, and that the LED in the REMOTE ENABLE button is lit. From a Hard Disk STEP 1 At the C:\ prompt, type cd\sport. The prompt is now C:\SPORT. If you loaded the SPORT program to a directory other than C:\SPORT during program initialization, type the appropriate directory at the C:\ prompt. STEP 2 Type cpin. The Corner Pinning program boots up. From a Floppy Disk STEP 1 Place the SPORT disk in the disk drive. STEP 2 If your system has a hard disk, type A: at the C:\ prompt. If you do not have a hard disk, go to Step 3. STEP 3 Type cpin at the A:\ prompt. The Corner Pinning program boots up. NOTE If you are using the B drive, substitute B: in the above instructions. 12 A53-D User Guide Acquainting Yourself with the Menus When you run the Corner Pinning program the following menu appears on your computer monitor. Active Corner This indicates the corner you select to move with the mouse or the arrows. Select the active corner with the right mouse button or F1. F1 Change Active Corner Use this button to select the corner you want to move. Each press changes the active corner from top left to top right, bottom right, and bottom left. This function is duplicated by the right mouse button. Use the F2, F3, F4, and F5 buttons to edit effects. Pressing these buttons brings up a prompt at the bottom of the monitor. Refer to the "Creating an Effect" section for details about using these function buttons. The functions are as follows: 13 A53-D User Guide F2 Delete All Pressing F2 sends a "Delete All Enter" command to the A53-D. F3 Modify Keyframe (1) Pressing F3 sends a "Modify Keyframe Number" command to the A53-D. F4 Copy All To Effect (1) Pressing F4 sends a "Copy All to Effect Number" command to the A53-D. F5 Initialize To Start Position Pressing F5 is the same as pressing CENTER - CENTER on the A53-D Control Panel. The difference is that the picture is one quarter size. The Aspect H and V values change to produce this size. This function lets you see the entire source picture and is ideal for beginning Corner Pinning. F6 Create Solid This button accesses the Create Solid submenu. In this menu you can build a six-sided solid from a "pinned" picture. See the section "Building a Solid from a Corner Pinned Picture." F7 Change Serial Port Use this button to select the communication port used with the A53-D. The default is COM1. Pressing F7 changes the port to COM2. Shift F10 Hold SHIFT down and press F10 to exit the Corner Pinning program and return to DOS. The lower third of the display gives instructions for using the arrows and mouse to "pin" the corners of the picture. Prompts requiring responses also display in this area. 14 A53-D User Guide Communication Errors If you perform any operation requiring communication with the A53-D when a problem exists, this prompt comes up on the monitor: === ERROR TRANSMITTING TO A53-D === NOTE The Corner Pinning program only looks for a device on the selected COM PORT. It recognizes any device, such as a mouse. If the A53-D does not respond when you send commands or you get the error message, check for these possible transmission error causes: 15 A53-D User Guide CAUSE FIX REMOTE ENABLE OFF Turn ON the A53-D’s REMOTE ENABLE RS-232 not selected as Remote menu Select RS232 in the A53-D’s Setup remote protocol. Incorrect baud rate setting Set switch 12H-8, on the A53-D’s Computer Board, to the ON position. See the "Getting Started" section for details. Wrong software version The A53-D SPORT program only works with A53-D software version HLC 1.5 and REMOTE 1.7, or later. Wrong COM port Check the Communication port connecting your PC to the A53-D. If necessary, change the port with F7. Faulty cable Check the cable connecting the PC to the A53-D. See the "Getting Started" section for cable connection details. 16 A53-D User Guide How to Corner Pin a Picture Using the Mouse If your PC has a mouse, you can use it to select the active corner and manipulate the A53-D’s picture. The mouse buttons control the Corner Pinning. Right Button: selects the corner of the picture you want to move. Left Button: "picks up" and moves the corner in relation to the mouse movement. Corner pin the picture with the mouse as follows: STEP 1 Press F5 to produce the default one quarter size picture. STEP 2 Select the first corner to move by pressing the right mouse button. The current selection displays at the top of the menu. STEP 3 Hold down the left mouse button and move the mouse. Notice that the selected picture corner moves in direct relation to the mouse movement. When the corner is where you want it, release the left mouse button. The corner is now "pinned" to this position. 17 A53-D STEP 4 User Guide Press the right mouse button again to select the next corner you want to move. Hold the left mouse button as you move the mouse to position this corner. Repeat step 4 for the remaining two corners. Using the Arrow Buttons If your PC does not have a mouse, you can use the cursor arrows on the keyboard to move the selected corner. Corner pin the picture with the arrow buttons as follows: STEP 1 Press F5 to produce the default one quarter size picture. STEP 2 Press F1 to select the first corner you want to move. The selection displays at the top of the menu. STEP 3 Use the arrows to move the corner. To move the corner in smaller increments, hold down SHIFT while pressing the arrow buttons. STEP 4 Select the next corner you want to move with F1. Use the arrows to position this corner. Repeat step 4 for the remaining two corners. 18 A53-D User Guide Creating an Effect Use F2 and F3 to change the effect in the A53-D’s workspace. This saves you from having to go to the A53-D’s Control Panel to store keyframes needed later. Corner Pinning in the A53-D is not intended to be a "transforming" parameter. It is most often used to create static shapes or an effect that moves without transformations, i.e., frame by frame editing or transitions using the Hold parameter. There are two reasons for this. First, the A53-D uses a combination of nine parameters simultaneously to achieve Corner Pinning. Also, the A53-D interpolates all parameters simultaneously when running an effect. When you run an effect that transitions between two keyframes with different corner pinned corners, the corners may not move from corner position-to-corner position as you might expect. Instead, they move with a transformation that may not appear to be relevant to the corner pinned keyframes. The start and end corner positions are correct, but the transformation from keyframe to keyframe is curious. This is because the A53-D must interpolate though all the numbers of the nine parameters used to create the corner pinned keyframes. Depending on how the image is placed, the interpolation of the nine parameters used to create the pinned image may produce an odd transformation. NOTE Remember, this applies only when Corner Pinning has been used to move the corner positions from one keyframe to another. If you use Corner Pinning to create a shape on a keyframe, then use some other parameter (Target, Source, Local Rotate, etc.) to move the image, the A53-D’s transfomation will act just as it does without a corner pinned keyframe. A quick note about pinning video onto a moving background shape, such as a moving truck. This is where you would probably need to use frame-by-frame editing, unless someone has done some pretty fancy choreography with the 19 A53-D User Guide truck/camera movement, or you just get lucky. The chances of any DVE exactly matching the motion of another image is pretty remote. Because the motions of the two moving images (the truck and the DVE) are not exactly the same, they will most likely look "disconnected" and the effect may not be believable. The only way around this is frame-by-frame (fieldby-field) editing. Cue up the first frame of the truck, pin the A53-D to it, record the frame, cue up the next frame, and so on. With this method each frame has the new video "locked" onto it, making the scene much more believable. Create an effect as follows: STEP 1 Press F2. The prompt Press ENTER To Delete All Keyframes > appears at the bottom of the menu display. STEP 2 Press ENTER on the keyboard. This sends a "DELETE ALL ENTER" command to the A53-D. STEP 3 Use the mouse or arrows to position the corners of the picture as outlined on pages 17 and 18. STEP 4 Press F3. This brings up the prompt Modify Keyframe Number (1) > The number in the parentheses is the keyframe you want to modify. If you want to modify keyframe 1, press ENTER. If you want to modify a different keyframe, enter that number on the keyboard and press ENTER. NOTE Each time you perform this operation, the number in the parentheses increments. To create the next keyframe, repeat steps 3 and 4. 20 A53-D User Guide Copying an Effect This feature lets you copy the effect in the A53-D’s workspace to one of the 24 on-line effects. This is useful if you need to use more than the 16 keyframes in the workspace. By copying the keyframes in the workspace to an on-line effect, you can now create another 16 keyframes. You can store 384 individually "pinned" pictures in the 24 on-line effects. Building a Solid from a Corner Pinned Picture The Corner Pinning program lets you build a solid from a corner pinned picture. This means that a solid can be created from any picture created with Corner Pinning. An example of this is creating a solid to add to a row of books on a book shelf. The created solid could then be "flown" off the bookshelf. Press the F6 button to display the Corner Pinning Solid Builder submenu on your computer monitor. 21 A53-D User Guide The functions in this menu are as follows: F1 Change Reference Face (FRONT) Pressing F1 toggles the reference face from FRONT to BACK. This defines the face from which the solid is created. Use FRONT to build the solid from the front to the back. If you choose BACK, the solid builds from the back to the front, toward the eye point. Normally when you build a solid in the A53-D, it grows from the center. The position of the front and back faces change, depending on the solid’s depth. This program assumes that you want the face you just corner pinned for the front or back face. Use F1 to set it as the front or back, and define the direction for the solid building. F2 Change Reference Face Depth (0.7500) Pressing F2 brings up the prompt Enter Reference Depth > at the bottom of the menu. Here you can enter a value for the depth of the solid. To change the depth from its default of 0.75, enter the value and press ENTER. When setting the depth of the solid remember that Corner Pinning changes the picture’s Aspect values. The depth value you choose must be proportional to this change in screen value units. For example, if the horizontal Aspect value is 0.5, the depth value you enter must be half the screen unit value you want. F3 Change Back/Front Face Generation (ASPECT) Pressing F3 toggles the face generation between ASPECT and CROP. This determines if the face is created by changing the dimensions using Aspect or Crop values. 22 A53-D User Guide NOTE Corner Pinning uses Aspect to change the picture dimensions. In the Solid Builder, you can select whether the change is with Aspect or Crop. F4 Change Right/Left Face Generation (ASPECT) Pressing F4 toggles the face generation between ASPECT and CROP. This determines if the face is created by changing the dimensions using Aspect or Crop values. F5 Change Top/Bottom Face Generation (ASPECT) Pressing F5 toggles the face generation between ASPECT and CROP. This determines if the face is created by changing the dimensions using Aspect or Crop values. F6 Change Solid Starting Effect (1) The F6 button assigns the first of the three on-line effects needed to create the solid. The default is 1, as shown in the parentheses. When you press F6 the following prompt appears at the bottom of the monitor: Enter Solid Starting Number > Enter a number from 1 to 22 and press ENTER. This specifies the effect that will contain the Front/Back face values for the solid. The Right/Left face values go to the next effect number and the Top/Bottom into the next. F7 Change Solid Keyframe Count (2) The F7 button lets you change the number of keyframes assigned to the faces stored as on-line effects. The default is 2, as shown in the parenthesis. Pressing F7 brings up the following prompt at the bottom of the monitor: Enter Solid Keyframe Count > Enter a number from 2 to 16 and press ENTER. This sets the number of keyframes used to produce the face. Remember that you must have enough keyframes to produce the Global moves needed to move the solid. In the A53-D, you cannot 23 A53-D User Guide have more Global keyframes than Local keyframes. F8 Send Solid To A53-D After you specify all the required values for the solid you can send the three effects, calculated by the PC, to the A53-D. Pressing F8 brings up the following prompt at the bottom of the monitor: Press ENTER To Send Solid To A53-D > To send the solid to the A53-D press ENTER on the PC’s keyboard. As the PC sends the effects the following prompt appears on the monitor: = MAKING SOLID = If there is a problem with sending the effects to the A53-D, this prompt appears: === ERROR TRANSMITTING TO A53-D === See the "Communication Errors" section on page 15 for details on correcting the problem. To Return To Main Menu In the Solid Builder submenu you can press the ESC button to return to the Corner Pinning menu. 24 A53-D User Guide SOLID BUILDER What Is the Solid Builder Program? The Solid Builder program lets you build multisided geometric objects. The program offers prisms, pyramids, regular polyhedra, and rectangular skewed solids. First, you define the number of sides, size, and shape of the object. The program then performs the calculations needed to produce the spatially related effects to create the solid. The program also creates an effect that makes the hi-con, or hole cutter, required to build solids with nonparallel sides. The effects, calculated by the program, are down-loaded to the A53-D. You can now use the A53-D and multiple edit passes to create the solid. For an insight into how the Solid Builder program works see "Appendix A, Pyramid Building." It outlines the procedures for building a pyramid "manually." The Solid Builder program performs all the calculations for you. NOTE Building a solid requires multiple passes. The number of sides your solid can have is limited by your system. If you have an Abekas A62 or A64 Digital Disk Recorder the full power of the program is available to you; you can build solids with up to 10,000 sides. With any other system, understand that there will be a loss of quality with each layer, due to multigeneration recording. When planning to build a solid, keep the generation loss in mind. Creating multisided solids in an analog edit suite is possible if you record matte and source reels and combine them in your switcher. 25 A53-D User Guide Edit Suite Requirements The Solid Builder program creates effects for the solid’s faces and the hi-con (high contrast) key signal, or hole cutter, needed for the face shape. The hi-con is created with a full width white border (in the A53-D), followed by keyframes with a full width black border positioned to create the required shape. This requires multiple pass edits and is best created as a single frame multi-layered recording using an A62 or A64. An alternate method is to use the compose mode in an Abekas A42 Digital Still Store, or multigeneration techniques. You must manipulate this key signal with the face to create the solid. This is best done with an A53-D Key Channel. If you do not have a Key Channel but have a Dual Channel A53-D, you can use one channel for the key signal. The key signal need only be a frame frozen in the appropriate channel. Recommended Equipment for Building Solids ❑ Abekas A53-D Digital Special Effects System with Key Channel Option ❑ Abekas A62 or A64 Digital Disk Recorder. With these units the full power of the Solid Builder program is available to you. It is possible to create the entire solid with these units and appropriate source material. This manual was written with the assumption that you are using this kind of system. You can use the program without this system, but remember the limitations of multigeneration recording. There are also difficulties in building the key hi-con. For example, if you do not have a Key Channel, you have to build the hi-con, create a matte reel, then play the matte signal into your switcher’s downstream keyer as you make the pass of the solid’s face. 26 A53-D User Guide Starting the Solid Builder Program Before using the Solid Builder program read the "Getting Started" section. Your A53-D must be configured correctly and a RS-232 cable must connect your PC to the A53-D. Check that RS232 in the Setup-Remote menu is highlighted, and that the LED in the REMOTE ENABLE button is lit. From a Hard Disk STEP 1 At the C:\ prompt type cd\sport. The prompt is now C:\SPORT. If you loaded the SPORT program to a directory other than C:\SPORT during program initialization, type the appropriate directory at the C:\ prompt. STEP 2 Type solid. The Solid Parameter Generation program boots up. From a Floppy Disk STEP 1 Place the SPORT disk in the disk drive. STEP 2 If your system has a hard disk, type A: at the C:\ prompt. If you do not have a hard disk, go to Step 3. STEP 3 Type solid at the A:\ prompt. The Solid Builder program boots up. 27 A53-D User Guide NOTE If you are using the B drive, substitute B: in the above instructions. Acquainting Yourself with the Main Menu When you run the Solid Builder program, the following menu appears on your computer monitor. This menu lets you access the submenus for building the following types of solids: ❑ Prism - a solid with a polygon as the front and back, and rectangular sides. ❑ Pyramid - a solid with a polygon as its base and triangular sides that meet at a vertex. 28 A53-D User Guide ❑ Regular Polyhedra - a solid bounded by polygons. There are five types of regular polyhedra: Tetrahedron Hexahedron Octahedron Dodecahedron Icosahedron 4-sided 6-sided 8-sided 12-sided 20-sided ❑ Rectangular Skewed Solids - cubes and slabs that may be skewed. Use F1, F2, F3, and F4 to display the submenus. For details on building each solid, see the appropriate section of this manual. Use F5 to select the RS-232 serial communication port (COM port) that connects your PC to the A53-D. The choice is COM1 or COM2. Use SHIFT F10 to exit the program and return to DOS. 29 A53-D User Guide Submenu Controls Shown above is the Prism submenu. In all menus the function keys on your computer keyboard are used to specify various parameters of the solid. The keys D, P, and S are the same for all menus. D To Display Output Pressing D displays the submenus that show the parameters and values the Solid Builder program creates to build the solid. This allows you to look at the values before you send them to the A53-D. P To Print Output Press P to print the parameters and values of the solid. When you press P, this prompt appears at the bottom of the screen: Enter Name Of Solid > Type a name for the solid and press ENTER. 30 A53-D User Guide This prompt now appears: Enter List Device (PRN) > If you press ENTER, the system will print on the default printer of your system. To print on a different printer, specify the device. If you type a name other than a device name, the solid parameters are stored on the disk under this name. S To Send Output To A53-D Pressing S lets you send the solid’s values to the A53-D. When you press S this prompt comes up at the bottom of the screen: Enter Starting Effect Number (1 - 23) > Enter the number you want to load the first effect to and press ENTER. The other effects will be loaded into the subsequent effect numbers. Note that the last number given in parentheses changes, depending on the number of effects required for the solid. When you press ENTER, this prompt comes up: Enter Keyframe Count (2 - 16) > Enter the number of keyframes you need to move the shape after you build it. Now press ENTER. This prompt appears at the bottom of the screen: = = = MAKING SOLID = = = 31 A53-D User Guide This prompt remains while the program calculates the values and establishes communication with the A53-D. Once the solid has been sent to the A53-D, this display comes up: Note any Global Z Rotate Trim value given, since this must be applied to the effects as each face is created. NOTE Before sending the solid to the A53-D, set the A53-D as follows: ❏ ❏ RS232 selected as remote. REMOTE ENABLE ON. 32 A53-D User Guide Creating a Solid Object You use the submenus to define the parameters of the solid you want to create. For details on each solid type and how to obtain the required shape, see the appropriate section of this manual. It is recommended that you composite the effects in the order that they are downloaded from the PC. The procedure for creating each solid is the same. Discussed here are the steps for creating the solid with an Abekas A62 or A64 Digital Disk Recorder. Following that is a brief discussion of the procedure required if you do not have a Digital Disk Recorder. It is assumed you have the Key Channel option for your A53-D. The program creates two types of effects for each solid shape option: ❑ Effects to produce the hole cutter(s). (The exception to this is cubes and slabs, where it is not required.) This effect is single keyframes; you step through them to create the hole cutter for the faces. This effect has the number of keyframes required for the shape. It is assumed this effect is on-line effect 1 in the A53-D. ❑ The second type is effects with the faces positioned to create the solid when recorded with multiple passes. The solid type determines the number of effects, and any successive Global Rotates, required to create this shape. You enter the number of keyframes and assign the location of the effects in the submenu. We will assume that the first effect is at on-line effect 2. Once you down-load the effects to the A53-D, you must create the solids motion with Global parameters. This discussion assumes that you have completed this step. If you are unfamiliar with building solids and using Globals, please refer to the "Application" section of the A53-D Operations Manual. 33 A53-D User Guide Using Global Z Trim Values When a solid requires more than a single side face, rather than create a separate effect for each face, the Solid Builder program sends a single face effect and calculates a Global Z Rotate value to position successive faces. When needed, the program displays a Global Z Rotate value in the message area of the computer screen after the "send" is complete. Note this value, as it is key to completing the solid’s faces. The original face effect is for the first face. Then, you must trim the Global Z Rotate value of the original face for all successive faces. The number of times you must trim the effect depends on how many faces the solid has. When compositing the solid, when you come to a side that requires Global Z Rotates, proceed as follows. STEP 1. Lay down the original side face first. This is the unmodified side face as it was sent by the PC. STEP 2. Recue the record device as needed to prepare for the next face. STEP 3. Recue the A53-D side effect that was previously recorded. STEP 4. Trim in the Global Z Rotate value. trim Z .xxxx - ENTER This moves the new side to its correct position. STEP 5. MODIFY - ALL - ENTER This adds the new Z value to the rest of the effect STEP 6. Record the new face. Repeat steps 2 through 6 until the entire side has been completed. Then go on to the next face effect. 34 A53-D User Guide Appendix A illustrates the way a solid is done the hard way (without Solid Builder). The "Overview" section and Figure 2.0 will give you further insight to the concept of using Global Z Rotates to position successive side faces. NOTE The "D" Display option shows you the Global Z Rotate trim value and indicates the sides that require the Z trim. NOTE Before proceeding with building a solid, it is essential that the key timing of the A53-D is set correctly and that blanking width is correct. If you are unfamiliar with setting key timing and blanking, refer to the A53-D Operations Manual. Once they are set they must not be changed while you build the solid or edges may not match. Using the A62 The A62 and A53-D must be connected as follows: Machine Control Vid In RS422 A53-D SMPTE Vid In Prog Out A62 Key In Prog Out A53-D KEY Input 35 A53-D User Guide NOTE If you are controlling all the machines from your Edit Controller, you do not need the RS-422 connection from the A53-D to the A62. Making the Hole Cutter A53-D Configuration Turn key OFF in the Key menu A62 Configuration Record length 1 (one) frame Play/Record OFF Key/Matte OFF Configuration Menu backgd - vidout fg/inp - vid in keysrc - key in clproc - norm playch - vidout output - frame STEP 1 At the A53-D, select effect 1 (the hole cutter). Press START to make sure you are on keyframe 1. STEP 2 At the A62, press 0 - GOTO. This takes you to 0.00 time, where you will record the hole cutter. If you want to record the hole cutter at another time GOTO it instead of 0.00. STEP 3 At the A62, press REC and PLAY→. This records a frame of the A53-D’s output. STEP 4 At the A62, press KEY/MATTE to turn it ON. Press P⇒R to turn it ON. In the Record Setup menu, now displayed, set the play in time to 0.00 and the record in time to 50.00 (or other times you want to use). 36 A53-D User Guide STEP 5 At the A53-D, press NXT→ to step to the next keyframe in the hole cutter effect. STEP 6 At the A62, press REC and PLAY→. STEP 7 When the recording is complete, press the swap softkey in the A62’s Record Setup menu. Repeat steps 5 through 7 until you reach the last keyframe in the A53-D’s current effect. The completed hole cutter is at the last record in point for the A62, either 0.00 or 50.00. You can now create the solid with the effects in the A53-D. Making the Solid A53-D Configuration In the Setup Remote submenu, press the A62 softkey to select it. (If you are controlling all machines from your Edit Controller, leave this as standard setup for your system.) Press the REMOTE button to turn it on. A62 Configuration Record length set to the face effect’s duration. Play/Record ON Key/Matte ON Setup Remote menu Select A53-D for port A. (If you are controlling all machines by your edit controller the setup is standard for your system.) Configuration Menu backgd - vidout fg/inp - vid in keysrc - key in clproc - norm playch - vidout output - field 37 A53-D STEP 1 User Guide At the A53-D, select effect 2 (or the effect number for the first face). Press START to make sure you are on keyframe 1. Go to the time on the A62 of the hole cutter to put it at the A62’s output. In the A53-D, press KEY to display the Key menu. Press the freeze softkey to freeze the hole cutter in the key channel. Press the fldfrm softkey to display frame. Press the keyoff softkey twice so that it says keyon. Press MODIFY - ALL - ENTER, to ensure that the Key is frozen and on for all keyframes of the effect. STEP 2 At the A62, find the background where you want to record the solid. Enter the timecode in the Record Setup menu to make it the play in time. Set a record in time on the other side of 50.00. STEP 3 At the A62, press REC and PLAY→. This records the first face of the solid. STEP 4 At the A53-D, make the required trim to the Global Rotate or select effect 3 (or the effect number for the next face). Press START to make sure you are on keyframe 1. STEP 5 At the A62, press REC and PLAY→. STEP 6 When the recording is complete, press the swap softkey in the A62’s Record Setup menu. Repeat steps 4 through 6 until the solid is built. 38 A53-D User Guide Using the A64 The A64 and A53-D must be connected as follows: Machine Control Vid In SMPTE A53-D SMPTE Vid In Prog Out A64 Key In KeyOut A53-D KEY Input NOTE If you are controlling all the machines from your Edit Controller, you do not need the RS-422 connection from the A53-D to the A64. Making the Hole Cutter A53-D Configuration Turn key OFF in the Key menu A64 Configuration Record length 1 (one) frame. Play/Record OFF Key output set to keystr (key store) Set up a standard luminance key. 39 A53-D User Guide STEP 1 At the A53-D, select effect 1 (the hole cutter). Press START to make sure you are on keyframe 1. STEP 2 At the A64, press 0 - GOTO. This takes you to 0.00 time, where you will record the hole cutter. If you want to record the hole cutter at another time GOTO it instead of 0.00. STEP 3 At the A64, press REC and PLAY→. This records a frame of the A53-D’s output. STEP 4 At the A64, press the MIXER SETUP button and the trans and cut softkeys to turn the keyer ON. Press P⇒R to turn it ON. In the Record Setup menu, now displayed, set the play in time to 0.00 and the record in time to 25.00 (or other times you want to use). STEP 5 At the A53-D, press NXT→ to step to the next keyframe in the hole cutter effect. STEP 6 At the A64, press REC and PLAY→. STEP 7 When the recording is complete press the swap softkey in the A64’s Record Setup menu. Repeat steps 5 through 7 until you reach the last keyframe in the A53-D’s current effect. The completed hole cutter is at the last record in point in the A64, either 0.00 or 25.00. At the A64 press the KEYER SETUP button. Press the inp softkey and use it to select disk as the source. Go to the time of the last record to put the hole cutter at the A64’s Key output. You may now create the solid with the effects in the A53-D. 40 A53-D User Guide Making the Solid A53-D Configuration In the Setup Remote submenu, press the A62 softkey to select it. (If you are controlling all machines from your Edit Controller, leave this as standard setup for your system.) Press the REMOTE button to turn it on. A64 Configuration Record length set to the face effect’s duration. Play/Record ON Set up a standard Luminance key with the Keyer turned ON. Remote submenu Select A53-D for port A. (If you are controlling all machines by your edit controller, the setup is standard for your system.) STEP 1 At the A53-D, select effect 2 (or the effect number for the first face). Press START to make sure you are on keyframe 1. Go to the time on the A64 of the hole cutter to put it at the A64’s output. In the A53-D, press KEY to display the Key menu. Press the freeze softkey to freeze the hole cutter in the key channel. Press the fldfrm softkey to display frame. Press the keyoff softkey twice so that it says keyon. Press MODIFY - ALL - ENTER, to ensure that the Key is frozen and on for all keyframes of the effect. At the A64, find the background where you want to record the solid. Enter the timecode in the Record Setup menu to make it the play in time. Set a record in time on the other side of 25.00. In the KEYER SETUP Input submenu, select EXT as the source. 41 A53-D User Guide STEP 3 At the A64, press REC and PLAY→. This records the first face of the solid. STEP 4 At the A53-D, make the required trim to the Global Rotate or select effect 3 (or the effect number for the next face). Press START to make sure you are on keyframe 1. STEP 5 At the A64, press REC and PLAY→. STEP 6 At the A64’s Record Setup menu, press the swap softkey. Repeat steps 4 through 6 until the solid is built. Using a Conventional Editing System With a conventional editing system you cannot make a simple multigeneration recording: each pass must be recorded on a record reel and used as the source reel for the next pass. Your switcher’s keyer must key each layer. Making the Hole Cutter STEP 1 At the A53-D, select effect 1 or the effect that is the hole cutter. Select keyframe 1 by pressing the START button. STEP 2 Record the A53-D’s output. STEP 3 At the A53-D, press the NXT→ button to step to the next keyframe in the effect. Use the recording made in step 2 as the background source and, in your switcher, key the A53-D’s output over it. STEP 4 Record your switcher’s output. To complete the hole cutter repeat steps 3 and 4; the source for the key’s background is the recording made in step 4. 42 A53-D User Guide Making the Solid Making the solid involves using the A53-D effects that are the faces and the hole cutter you just generated. If you have a Key Channel with your A53-D, freeze a frame of the hole cutter in the Key Channel. This is manipulated with the face as the effect runs. If you do not have a Key Channel, record one pass of the hole cutter to make a Matte reel. Next, make a pass with keyed video to create the actual face. If you have a Key Channel, create the solid as follows. STEP 1 At the A53-D, select effect 2 (or the effect that is the first face). Key this into the background in your switcher. STEP 2 Run the effect in the A53-D and record it. STEP 3 At the A53-D, make the required Global Rotate or select the effect that is the next face. Use the recording made in step 2 as the source for the background and key the A53-D’s output over it. STEP 4 Run the effect in the A53-D and record the keyed output from the switcher. Repeat steps 3 and 4 to complete the solid, using the recording made in step 4 as the background source to your switcher for each pass. 43 A53-D User Guide Communication Errors If you perform any operation requiring communication with the A53-D when a problem exists, the following prompt comes up on the monitor: === ERROR TRANSMITTING TO A53-D === NOTE The program only looks for a device on the selected COM PORT. It recognizes any device, such as a mouse. If the A53-D does not respond when you send commands or you get the error message, check for these possible transmission error causes: 44 A53-D User Guide CAUSE REMOTE ENABLE OFF FIX Turn ON the A53-D’s REMOTE ENABLE RS-232 not selected as Setup remote protocol Select RS232 in the A53-D’s Remote menu. Incorrect baud rate setting Set switch 12H-8, on the A53-D’s Computer Board, to the ON position. See the "Getting Started" section for details. Wrong software version The A53-D SPORT program only works with A53-D software version HLC 1.5 and REMOTE 1.7, or later. Wrong COM port Check the Communication port connecting your PC to the A53-D. If necessary, change the port with F5. Faulty cable Check the cable connecting the PC to the A53-D. See the "Getting Started" section for cable connection details. 45 A53-D User Guide PRISMS What Is a Prism? The prisms created with this program are defined as solid objects, each with two parallel faces that are congruent, regular polygons and rectangles for all other faces. (A regular polygon is a closed figure with three or more straight sides of equal length and internal angles that are all equal.) The Solid Builder program creates solids that have from 3 to 10,000 sides; the parallel faces are the front and back. Acquainting Yourself with the Prism Menu In the main Solid Builder menu, press F1 to select the menu for building prisms. 46 A53-D User Guide The functions in this menu are as follows: F1 Change Number Of Sides (4) The number in parenthesis is the number of sides the prism will have. The default value is 4. Pressing F1 brings up this prompt at the bottom of the screen: Enter Number Of Sides > Enter the number of sides you want the prism to have, from 3 to 10,000, and press ENTER. This number now appears in the parentheses. Remember, the greater the number of sides, the greater the number of passes you will have to make to produce the prism. F2 Change Prism Height (0.7500) The number in the parentheses is the height of the prism in screen units. The default value is 0.75, which is equivalent to the picture height, and is the maximum value for this parameter. Pressing F2 brings up this prompt at the bottom of the screen: Enter Prism Height > Enter the value you want for the height of the prism, from 0 to 0.75, and press ENTER. This number now appears in the parentheses. F3 Change Prism Depth (1.0000) The number in the parentheses is the depth of the prism in screen units: the distance between the front and back faces of the prism. The default value is 1.0000. Pressing F2 brings up this prompt at the bottom of the screen: Enter Prism Depth > Enter the value you want for the depth of the prism, and press ENTER. This number now appears in the parentheses. Aesthetically, thin prisms are more pleasing than thick ones, so 47 A53-D User Guide you will probably use a small value for depth. F4 Change Side Face Generation (ASPECT) Pressing F4 toggles the side face generation between ASPECT and CROP. This determines if the face is created by changing the dimensions using Aspect or Crop values. F5 Change Side Video Orientation (VERTICAL) Pressing F5 toggles the orientation of the side face video between VERTICAL and HORIZONTAL. With vertical orientation, the picture rotates vertically with the left/right, top/bottom orientation of the picture correct. With horizontal orientation, the picture rotates horizontally with left/right, top/bottom orientation of the picture correct. D To Display Output Pressing D displays the Prism value submenus. This lets you look at the parameters and values the A53-D uses to create the key hole cutter and the faces of the solid. P To Print Output Press P to print the Solid parameters to a printer or disk. See the section on "Printing Parameters" for details. S To Send Output To A53-D Press S to send the parameters for the solid to selected effects in the A53-D. See the section on "Sending the Solid Parameters" to the A53-D for details. Prism Display Submenus Pressing D in the Prism menu displays the parameters and values sent to the A53-D. Shown on the next page is the first submenu; it gives the values for the keyframes used to create the hole cutter. 48 A53-D User Guide When you press ENTER, the effects needed to create the faces appear. Pressing ENTER in the Faces submenu returns you to the Prism menu. 49 A53-D User Guide About Prism Effects A four-sided prism (six faces total) is a rectangular solid, and it is not necessary to produce a hole cutter. The program therefore produces two effects. The first effect is the front and back faces. The second effect is for the sides, and requires three Global Z Rotate trims to produce the side faces. A prism with any even number of faces (except six) produces three effects. The front/back faces require a hole cutter, which is the first effect. The second is the front/back face. The third is for the sides, and requires Global Z Rotate trims to produce the sides. A prism with any odd number of faces produces four effects. The front and back faces require a hole cutter, which is the first effect. The second is the front face. The third effect is for the sides, and requires Global Z Rotate trims to produce the side faces. The fourth effect is the back face. When you download the effects from the PC and look at them on the A53-D without making any Global changes, the first side you see is the front. 50 A53-D User Guide PYRAMIDS What Is a Pyramid? Pyramids built with the Solid Builder program have a regular polygon base, and all other faces are equilateral triangles with a common vertex. Acquainting Yourself with the Pyramid Menu In the main Solid Builder menu, press F2 to select the menu for building pyramids. The functions in this menu are as follows: F1 Change Number Of Sides (4) The number in the parentheses is the number of sides the pyramid will have. The default value is 4. Pressing F1 brings up this prompt at the bottom of the screen: Enter Number Of Sides > Enter the number of sides you want the prism to have, from 51 A53-D User Guide 3 to 10,000, and press ENTER. This number now appears in the parentheses. Remember, the greater the number of sides, the greater the number of passes you will have to make to produce the pyramid. F2 Change Triangle Height (0.7500) The number in the parentheses is the height of the triangular sides in screen units. The default value depends on the number of sides. It is calculated to give an equilateral triangle from a full-size picture, using the number of sides and the base length. The maximum value for this parameter is 0.75. Pressing F2 brings up this prompt at the bottom of the screen: Enter Triangle Height (Default=0.6495) > Enter the value you want for the height of the pyramid, from 0 to 0.75, and press ENTER. Pressing ENTER without first entering a new value sets the default value. This number now appears in the parentheses. F3 Change Base Length (0.7500) The number in the parentheses is the length of the base in screen units. The default value is calculated to give a base from a full-size picture and depends on the number of sides. Pressing F2 brings up this prompt at the bottom of the screen: Enter Length Of Base (Default=0.8660) > Enter the value you want for the length of the base, and press ENTER. Pressing ENTER without first entering a new value sets the default value. This number now appears in the parentheses. 52 A53-D User Guide D To Display Output Pressing D displays the Pyramid value submenus. This lets you look at the parameters and values the A53-D uses to create the key hole cutter and the faces of the solid. P To Print Output Press P to print the Solid parameters to a printer or disk. See the section on "Printing Parameters" for details. S To Send Output To A53-D Press S to send the parameters for the solid to selected effects in the A53-D. See the section on "Sending the Solid Parameters to the A53-D" for details. Pyramid Display Submenus Pressing D in the Pyramid menu displays the parameters and values sent to the A53-D. Shown below is the first submenu; it gives the values for the keyframes used to create the hole cutters. When you press ENTER, the effects needed to create the faces appear. 53 A53-D User Guide Pressing ENTER in the Faces submenu returns you to the Prism menu. About Pyramid Effects A pyramid with any number of sides greater than four produces four effects. Both the sides and the base require hole cutters. The first effect is the side hole cutter. The second is the base hole cutter. The third is for the sides, and requires Global Z Rotate trims to produce the side faces. The fourth effect is the base. A four-sided pyramid produces three effects. The first is the side hole cutter. The second is for the sides, and requires Global Z Rotate trims to produce the side faces. The third effect is the base. When you download the effects from the PC, remember that you are viewing the pyramid from a bird’s eye perspective. The polygon is the base, and, when the pyramid is built, you will not see it (unless it is rotated). The vertex points to the viewer. 54 A53-D User Guide REGULAR POLYHEDRON What Is a Regular Polyhedron? This section of the Solid Builder program lets you create common regular polyhedron. A regular polyhedron is a solid object with regular polygons for sides. The polyhedron that you can build are as follows. Tetrahedron A tetrahedron is made from four equilateral triangles; it is a three sided pyramid. A tetrahedron produces three effects. The first is the hole cutter used for all the faces. The second effect is for the sides and requires Global Z Rotate trims to produce the side faces. The third effect is the base. When you download the effects from the PC and look at them on the A53-D, you are viewing the tetrahedron from a bird’s eye perspective. When you build the solid, the base is not visible, as in the illustration above, unless it is rotated. Hexahedron A hexahedron is made of squares; it is a cube. A hexahedron produces three effects, and does not require a hole cutter. The first effect is the front/back face. The second is the left/right face, and the third is the top/bottom face. When you download the effects from the PC and begin building the solid without rotation, you see only the front face, as in this illustration. 55 A53-D User Guide Octahedron An octahedron is made of eight equilateral triangles; it looks like two four-sided pyramids joined base to base. An octahedron produces three effects. The first effect is the hole cutter used for all the faces. The second is for the front face, the third for the back. Both the front and back faces require Global Z Rotate trims. When you download the effects from the PC and begin building the solid, you see only the front sides, as in the illustration above. Globally rotate the solid to see the other sides. Dodecahedron A dodecahedron is made of 12 pentagons (five-sided faces). A dodecahedron produces five effects. The first effect is the hole cutter used for all the faces. The second effect is the front face. The third effect is the front sides and require Global Z Rotate trims. The fourth is the back sides and requires an extra level of Global Z Rotate trim. Unlike the solids discussed thus far, you must enter a Global Z Rotate trim of .1000 before running the fourth effect for the first time. After you complete this first pass, add the normal Global Z Rotate trims for the other passes. The fifth effect is for the back face. When you download the effects from the PC and begin building the solid, the front sides are visible, as in the illustration above. To see the other sides, globally rotate the solid. 56 A53-D User Guide Icosahedron An icosahedron is made of 20 equilateral triangles. An icosahedron produces five effects. Global Z Rotate trims are required for all the faces. The first effect is the hole cutter used for all the faces. The second effect is the front face. The third is for the front sides. The fourth effect is the back sides, and the fifth for the back face. Like the fourth effect in a dodecahedron, the fourth and fifth effects in an icosahedron require an extra level of Global Z Rotate trim. Enter a Global Z Rotate trim of .1000 before running effects four and five for the first time. After you complete this first pass, add the normal Global Z Rotate trims for the other passes. When you download the effects from the PC and begin building the solid, you see only the front faces. Globally rotate the solid to see the other faces. To give you a better idea of the solid, this illustration shows a globally rotated icosahedron. 57 A53-D User Guide Acquainting yourself with the Polyhedron Menu In the main Solid Builder menu press F3 to select the menu for building regular polyhedra. The functions in the menu are as follows: F1 Change Regular Polyhedron Type (Tetrahedron) Press F1 to select the polyhedron you want to build. The name in the parentheses is the current polyhedron. F2 Change Face Height (0.7500) The number in the parentheses is the height of a face of the polyhedron. The default value is 0.75, which is equivalent to the picture height; it is the maximum value for this parameter. Pressing F2 brings up this prompt at the bottom of the screen: Enter Height of Face> Enter the value you want for the height of the faces, from 0 to 0.75, and press ENTER. This number now appears in the parentheses. 58 A53-D User Guide D To Display Output Pressing D displays the Polyhedron value submenus. This lets you to look at the parameters and values the A53-D uses to create the key hole cutter and the faces of the solid. P To Print Output Press P to print the Solid parameters to a printer or disk. See the section on "Printing Parameters" for details. S To Send Output To A53-D Press S to send the parameters for the solid to selected effects in the A53-D. See the section on "Sending the Solid Parameters to the A53-D" for details. Polyhedron Display Submenus Pressing D in the Polyhedron menu displays the parameters and values sent to the A53-D. Shown below is the first submenu; it gives the values for the keyframes used to create the hole cutters. 59 A53-D User Guide When you press ENTER, the effects needed to create the faces appear. Pressing ENTER in the Faces submenu returns you to the Prism menu. NOTE A hexahedron is a cube and it is not necessary to produce a hole cutter. The program therefore does not display the Hole Cutter submenu but goes directly to the Faces submenu. 60 A53-D User Guide RECTANGULAR AND SKEWED SOLIDS This section of the Solid Builder program lets you build cubes and slabs and skew them. Acquainting Yourself with the Rectangular and Skewed Solids Menu Press F4 in the main Solid Builder menu to select the Rectangular and Skewed Solids menu. The functions in this menu are as follows: F1 Change Back/Front Face Height (0.7500) The number in the parentheses is the current height of the front and back faces of the solid. Pressing F1 brings up this prompt at the bottom of the screen: Enter Back/Front Face Height > Enter the value you want for the height of the solid and press ENTER. This number now appears in the parentheses. 61 A53-D User Guide F2 Change Back/Front Face Width (1.0000) The number in the parentheses is the current width of the front and back faces of the solid. Pressing F2 brings up this prompt at the bottom of the screen: Enter Back/Front Face Width > Enter the value you want for the width of the solid and press ENTER. This number now appears in the parentheses. F3 Change Right/Left Face Width (0.7500) The number in the parentheses is the current width of the right and left faces of the solid, i.e., the depth of the solid. Pressing F3 brings up this prompt at the bottom of the screen: Enter Right/Left Face Height > Enter the value you want for the depth of the solid and press ENTER. This number now appears in the parentheses F4 Change Back/Front Face Angle (90.0000 Degrees) The number in the parentheses is the current angle of the lower left corner of the solid’s front and back faces. Pressing F4 brings up this prompt at the bottom of the screen: Enter Back/Front Face Corner Lower Left Angle (In Degrees) > F5 Change Right/Left Face Angle (90.0000 Degrees) Enter the value you want for the skew angle of this face, in degrees, and press ENTER. The minimum angle is 2 degrees, the maximum is 178 degrees. The entered number now appears in the parentheses. The number in the parentheses is the current angle of the lower left corner of the solid’s right and left faces. Pressing F5 brings up this prompt at the bottom of the screen: 62 A53-D User Guide Enter Right/Left Face Corner Lower Left Angle (In Degrees) > Enter the value you want for the skew angle of this face, in degrees, and press ENTER. The minimum angle is 2 degrees, the maximum is 178 degrees. The entered number now appears in the parentheses. F6 Change Top/Bottom Face Angle (90.0000 Degrees) The number in the parentheses is the current angle of the lower left corner of the solid’s top and bottom faces. Pressing F6 brings up this prompt at the bottom of the screen: Enter Top/Bottom Face Corner Lower Left Angle (In Degrees) > Enter the value you want for the skew angle of this face, in degrees, and press ENTER. The minimum angle is 2 degrees, the maximum is 178 degrees. The entered number now appears in the parentheses. F7 Change Front/Back Face Generation (ASPECT) Pressing F7 lets you select whether the front and back faces are generated using Aspect or Crop values. F8 Change Right/Left Face Generation (ASPECT) Pressing F8 lets you choose whether the right and left faces are generated using Aspect or Crop values. F9 Change Top/Bottom Face Generation (ASPECT) Pressing F9 lets you choose whether the top and bottom faces are generated using Aspect or Crop values. D To Display Output Pressing D displays the Rectangular and Skewed Solids value submenus. This lets you look at the parameters and values the A53-D uses to create the solid’s faces. 63 A53-D User Guide E To Display Program Enhancements Pressing E displays a Readme file of useful information about the rectangular and skewed solids. Appendix B is a copy of this file. P To Print Output Press P to print the solid parameters to a printer or disk. See the section on "Printing Parameters" for details. S To Send Output To A53-D Press S to send the parameters for the solid to selected effects in the A53-D. See the section on "Sending the Solid Parameters to the A53-D" for details. Rectangular & Skewed Solids Display Submenu Pressing D in the Rectangular and Skewed Solids menu displays the parameters and values sent to the A53-D. Shown below is the submenu that gives the values for the keyframes used to create the solid. Pressing ENTER in the Faces submenu returns you to the Prism menu. 64 A53-D User Guide Appendix A: Pyramid Building One of the questions most often asked about solid building and the A53-D is: how are pyramids constructed? A pyramid - a five-faced solid with a square base and four triangular sides - is a beautiful three-dimensional solid (see Figure 1.0). With a little work, a scientific calculator, and a couple of passes, you can easily build a pyramid with the A53-D. No paint system or switcher wipe pattern is needed for the mask or hole cutter. However, as you will soon see, life will be simpler if Figure 1.0 your A53-D has the Key Channel option. The following discussion details pyramid construction. Also included is a list of the values and keyframes required to construct one. Overview One of the primary considerations you must deal with when constructing nonrectangular, multifaced solids is the symmetry of the hole cutter. For this example pyramid, the triangular hole cutter must be equiangular and equilateral to totally enclose the pyramid. The problem is that most paint systems have difficulty with polygons. Even paint systems with polygon programs seem to lack the accuracy needed to create and exactly position a proper polygon. For our purposes, the solution is to create the polygon hole cutter on the A53-D to the exact dimensions required by the solid. This means building a multikeyframe, multipass A53-D effect that, when assembled and layered, creates a white on black triangle that meets the needs of the solid. When this is finished, constructing the solid is more direct and accurate, as a major variable has been eliminated. Remember that this hole cutter effect does not run in real-time, but is a series of A-1 A53-D User Guide single keyframes keyed and layered one keyframe per pass. For an example of a hole cutter effect, see Figure 3.0. After you build the hole cutter, the process of building the solid begins. Most of the work is in precisely three-dimensionally positioning the solid’s base and side faces with FUNCTION 1 parameters. The base pass is pretty straightforward, as only one base is required; the four side faces are a different matter. First you must position the first side face and feed the hole cutter back into the A53-D Key Channel (or whatever you use to create a traveling matte). Then you must trim each subsequent side pass by a 90 degree Global Z Rotate value to rotate the face to its new position. After five passes, the solid is complete. Figure 2.0 illustrates this from a bird’s eye perspective. Pass 1 Pass 2 Pass 3 Global Rot Global Rot Global Rot Z = 0.00 Z = 0.00 Z = 0.25 Pass 4 Pass 5 Global Rot Global Rot Z = 0.50 Z = 0.75 Figure 2.0 Assembling the solid begins by feeding the hole cutter to the A53-D Key Channel input, and, if necessary, freezing the Key Channel store. If you do not have the Key Channel option or the luxury of a A53-D second channel you can use for key signal manipulation, you must use whatever you currently use when keying irregularly shaped objects: luminance keying or a traveling matte reel. Just as with a conventional solid, Global parameters are used to move the completed solid in three-dimensional space. Please note: if you use COPY - GLOBAL to transfer Global effect parameters, you must add the Global Z Rotate trim to each side-pass after the first one to rotate each pass into place. A-2 A53-D User Guide A final note: for a nonparallel sided solid such as a pyramid or tetrahedron, auto key is enabled but cube is not. You need auto key to kill the back side key signal to avoid key priority problems as the solid rotates. You cannot use cube because the opposite side of the solid is not parallel and therefore would be positioned incorrectly when the solid rotates to reveal the opposing side. So each side of the pyramid requires a separate pass. The Hole Cutter Assembling the hole cutter begins by laying to tape or disk a full screen white background - keyframe 1. You can do this by either feeding white from your switcher to the A53-D or by bringing in a full border width and setting border lum to 100 IRE. Then use keyframes 2, 3, and 4, with luminance at 0.0, to create the triangular shape around the white background (see Figure 3.0). This leaves you with a white-on-black triangle that exactly fits the solid. Again, this is not an effect that runs in real-time, but a series of single keyframes that are keyed and layered one keyframe per pass. The first step in actually building the hole cutter is establishing the triangle needed for the solid. For this example, you will use an equilateral triangle, which by definition has sides of equal length and internal angles of 60 degrees each. Pass 1 Pass 2 Pass 3 Figure 3.0 A-3 Pass 4 A53-D User Guide The next step is to establish a value for the height of the triangle in screen units. Since the maximum height value for a full screen image on the A53-D is .75 screen units, you need a value less than that. For this example, you will use a triangle height of .7 screen units (see Figure 4.0). 0.7 To build the hole cutter you must solve X, the geometric center of the triangle (see Figure 5.0). This is 60° W the point about which you will FUNCTION 1 Z rotate the A53-D to build the Figure 4.0 hole cutter. For an equilateral triangle, you can obtain this value by dividing the height of the triangle by three. Other triangles are not so easy, but you will keep it simple for now. If you take the given height of .7 and divide by three, you get a center X value of .2333. Now you must move the image - using source V - to the point with a 0.2333 screen unit difference between the A53-D center axis position and the top edge of the image. In other words, rotate the top edge of the A53-D around the polygon’s geometric center to asX semble the hole cutter. You do that with the equation: source V = - (.375 + X). For this example, it is source V = - (.375 + .2333) or - (.6083). Figure 5.0 You need to solve another value. If you build the triangle as is, the top would extend beyond the screen boundaries because the geometric center of the triangle coincides with the center of the screen. You must move the triangle down to center it top to bottom on screen. This downward move A-4 A53-D User Guide should be done with FUNCTION 1 V locate to leave the relationship of the axis to the image top edge intact. The equation for FUNCTION 1 V locate is: - [(height of the triangle/ 2) - X] = - [(.7/2) - .2333] = - [(.35) - .23333] = - 0.1167. Use this for FUNCTION 1 V locate in keyframes 2-4. The final value you must solve is the amount you need to rotate the A53-D to complete the triangle in three passes. You find the Z Rotate value by dividing 1, which is 360 degrees on the A53-D, by the number of sides: 1/3 or 0.3333. This value is trimmed into each keyframe for the constructing the sides. For example, the first side has no Z rotation, the second 0.3333, the third 0.6667. To recap the equilateral triangle hole cutter effect: Setup: Blanking flag to normal Keyframe 1: Full frame white, with a white input or A53-D border width at 500, luminance at 100. background: OFF Keyframe 2: Full frame black, with a black input or A53-D border width at 500, luminance at 0.0 or a chosen black value. background: OFF FUNCTION 1 source V: - 0.6083 FUNCTION 1 locate V: - 0.1167 A-5 A53-D User Guide Keyframe 3: Full frame black, with a black input or A53-D border width at 500, luminance at 0.0 or a chosen black value. background: OFF FUNCTION 1 source V: - 0.6083 FUNCTION 1 locate V: - 0.1167 FUNCTION 1 rotate Z: 0.3333 Keyframe 4: Full frame black, with a black input or A53-D border width at 500, luminance at 0.0 or a chosen black value. background: OFF FUNCTION 1 source V: - 0.6083 FUNCTION 1 locate V: - 0.1167 FUNCTION 1 rotate Z: 0.6667 This completes the hole cutter effect. We are now ready to start constructing the pyramid itself. Pyramid Effects A pyramid takes five passes to complete: one pass for the base and four for the sides. This assumes that all the solid’s faces will be seen during the body of the effect. If not, you can trim the number of passes accordingly. The way you will build the pyramid is with the top point facing the eye-point of the box (see Figure 2.0). It is as if you are looking down at the solid from above. This approach has two advantages: 1) you do not need to separately calculate all four side faces of the pyramid, as once one face is correctly placed with FUNCTION 1 parameters, it can be globally Z rotated into position for the next pass; 2) because you used a Global Z Rotate parameter, and A-6 A53-D User Guide Z rotates without affecting the H or V axis positions, you can globally rotate the solid to its upright position, or any that suits the effect, and the pyramid will stay intact. Building the pyramid this way takes the least amount of time and calculation, as you will soon see. Begin by working on the base. By definition, the base of a pyramid is a square. However, to calculate the length of its sides, you need to look at the dimensions of the triangle. You earlier defined the height of the triangle as 0.7 screen units, and each internal angle as 60 degrees. From this information you can determine the length of any side of the triangle. Since you defined the triangle as equilateral (all sides are equal in length), this value gives us the length of one side of the square pyramid base as it is enclosed by four triangles. See Figure 4.0. The line representing the 0.7 height value conveniently breaks it into two right triangles, which you need to solve for value W. Using the trigonometric relationship for tangent: tan 60 W = 0.7/W = 0.7/tan 60 = .7/1.7321 W = .40415. Therefore, 2(W) = .8083. This is the length for one side of the triangle and therefore the length of all sides of the square base. The final value you need for the base pass is a FUNCTION 1 Z Locate value to place the base back in space so that it lines up edge to edge to the side faces (see Figure 6.0). This is a two step process. Here you will assume that before positioning the faces and base planes are flat with no rotation, and lie at the 0.0 positions for Z spacial numbers. You need to place the base pass back far enough in space to keep the base coincident with the triangle bottom as you rotate the triangular sides to form the pyramid. This spacial relationship is A-7 A53-D User Guide based on the amount of rotation needed for the side faces to form the pyramid. The closer the angle of rotation is to 90 degrees, the farther back you must place the base to keep the edges in line. So step 1 is to solve for the rotation angle necessary for the side faces. Solve for the side angle of rotation as follows: If you +Z look at the pyramid in its upright position, you know the values listed in Figure 7.0. The 0.7 value represents the height of the trianSide View gle on the left of the figure, and the 0.4042 value repreFigure 6.0 sents half the length of the triangle facing us. To solve for angle X, use the cosine relationship between the adjacent side - 0.4042 - and the hypotenuse - 0.7. Therefore, cos X = 0.4042/0.7 = 0.5774 or, using a trig table or scientific calculator, X = 54.7356 degrees. Step 1 is complete. Step 2 is to solve for the FUNCTION 1 Z Locate value to position the base in space (see Figure 6.0). 0.7 X 0.4042 Uprighted View Figure 7.0 A-8 A53-D Z Locate User Guide = [Sin X x (geometric center value)] = [Sin 54.7356 x (0.2333)] = [0.8165 x (0.2333)] Z Locate = 0.1905 This may seem like a lot of work, but all these equations work for nonequilateral pyramids too, so stay tuned. Lastly, the front side of the base must be rotated 180 degrees to position it to the outside of the pyramid rather than toward the inside. Use autokey to kill the backside key signal only and eliminate key priority problems as the solid rotates. The value for the FUNCTION 1 H rotate is 0.5, or 180 degrees. The final step for the base is complete. Recapping the base pass: Setup: Blanking flag to normal Keyframes 1 to xxx: autokey: ON cube: OFF border: OFF, unless you need it background: OFF FUNCTION 1 aspect H: 0.8083 FUNCTION 1 aspect V: 0.8083 FUNCTION 1 locate Z: 0.1905 FUNCTION 1 rotate H: 0.5000 The remaining steps in constructing the pyramid involve positioning the side faces. You are building the pyramid with the apex facing the eye point of the A53-D, so if you position face 1 with FUNCTION 1 parameters you can easily globally A-9 A53-D User Guide Z rotate this single face into place for the remaining faces (see Figure 2.0). This approach saves a tremendous amount of work. To begin positioning the side faces, it might be a good idea to input the composite triangle to the A53-D’s Key Channel input. It is easier to visualize the pyramid if you use the hole cutter. You repositioned the axis-to-plane relationship down with FUNCTION 1 V locate to physically center the hole cutter in the screen. Now that you have created the hole cutter and the V locate has served its purpose, the first step in positioning the side face for the pyramid is to undo the FUNCTION 1 locate. Do this by entering a 0.1167 value for FUNCTION 1 source V. The triangle now moves up the screen, but more importantly, rotates about its geometric center again. The next step is to enter the FUNCTION 1 V rotate value you just calculated for position of the base pass. The angle you calculated was 54.7356. The following equation translates that angle to an A53-D value: rotate value = (Angle/360) = (54.7356/360) = 0.1520. Normally, this value can be positive or negative, but since you pushed the base pass away space, the rotate value’s sign must be negative to put the flat edge of the triangle back toward the base. The final step for the first side face is to vertically reposition the triangle down in space so the bottom edge coincides with the base pass. Earlier you pushed the base pass back in space, but left it center screen. You must now move the rotated triangle down to join the bottom edge of the triangle to the bottom edge of the base. Solve for the FUNCTION 1 V locate value to position the base in space with the equation: A-10 A53-D V locate User Guide = [triangle length/2] - [Cos X x (geometric center value)] V locate = [0.8083/2] - [Cos 54.7356 x (0.2333)] = [0.4042] - [0.5774 x (0.2333)] = [0.4042] - [0.1347] V locate = 0.2695. Again, this value can be either positive or negative depending on the base’s position. For your purposes, this value’s sign also needs to be negative. The final step for the first side face is less than precise, as it involves a judgement call for each solid. You used the A53-D to assemble the hole cutter layer by layer. One of the artifacts of keying with an anti-aliased key signal is that each time you key, a few pixels of the foreground image are lost as it becomes mixed or blended with the background. The net result is that even after you precisely position and assemble the hole cutter, it actually winds up being smaller than it needs to be for the dimensions of the pyramid. The symmetry is perfect, the size is not. The number of pixels lost can become even greater if the key’s clip and gain are not at unity while assembling the triangle. So we must FUNCTION 1 source size the side passes a very small amount to compensate for the loss of pixels. The value varies depending on the clip and gain of your key. A 1.0150 FUNCTION 1 source size is a good place to begin. If you still have a gap between planes, increase source size and try again. You can make it perfect, but there are enough variables that you can simply assemble two passes to check for yourself. You do not need to add this source size value to the base pass, as it is not subject to the same type of loss. The rest of the solid effects are simple. For the remaining three faces we simply globally Z rotate face 1 for the next pass. The Z rotate trim for the remaining faces is derived by the following relationship: divide 1, which is 360 degrees on the A53-D, by the number of sides: 1/4 or 0.25. Trim this Global Z rotate value into each keyframe for the subsequent A-11 A53-D User Guide passes. For example, the first side has no GLOBAL Z rotate trim, the second 0.25, the third 0.5, and the final pass has a trim value of 0.75. Again, please note: if you use COPY GLOBAL to transfer Global Effect parameters, add these GLOBAL Z rotate trims to each side-pass beyond the first one to rotate each pass into place. Recapping the side passes: Setup: Blanking flag to normal Effects 2 - 5, Keyframes 1 to xxx. autokey: ON cube: OFF border: OFF, unless you need it background: OFF FUNCTION 1 source V: 0.1167 FUNCTION 1 source Z: 1.0150 (or something close) FUNCTION 1 rotate V: - 0.1520 FUNCTION 1 locate V: - 0.2695 GLOBAL Z rotate trim for Effects 2-5: 0.25 Constructing the pyramid is now complete. A-12 A53-D User Guide Function Parameters The Hole Cutter Effect: Setup: Blanking flag to normal Keyframe 1: Full frame white, with a white input or A53-D border width at 500, luminance at 100. background: OFF. Keyframe 2: Full frame black, with a black input or A53-D border width at 500, luminance at 0.0 or a black value of your choice. background: OFF FUNCTION 1 source V: - 0.6083 FUNCTION 1 locate V: - 0.1167 Keyframe 3: Full frame black, with a black input or A53-D border width at 500, luminance at 0.0 or a black value of your choice. background: OFF FUNCTION 1 source V: - 0.6083 FUNCTION 1 locate V: - 0.1167 FUNCTION 1 rotate Z: 0.3333 A-13 A53-D User Guide Keyframe 4: Full frame black, with a black input or A53-D border width at 500, luminance at 0.0 or a black value of your choice. background: OFF FUNCTION 1 source V: - 0.6083 FUNCTION 1 locate V: - 0.1167 FUNCTION 1 rotate Z: 0.6667 This completes the hole cutter effect. The Base Pass Effect: Setup: Blanking flag to normal Keyframes 1 to xxx: autokey: ON cube: OFF border: OFF, unless you need it background: OFF FUNCTION 1 aspect H: 0.8083 FUNCTION 1 aspect V: 0.8083 FUNCTION 1 locate Z: 0.1905 FUNCTION 1 rotate Z: 0.5000 A-14 A53-D User Guide The Side Pass Effects: Setup: Blanking flag to normal Effects 2 - 5, Keyframes 1 to xxx. autokey: ON cube: OFF border: OFF, unless you need it background: OFF FUNCTION 1 source V: 0.1167 FUNCTION 1 source Z: 1.0100 (or something close) FUNCTION 1 rotate V: - 0.1520 FUNCTION 1 locate V: - 0.2695 GLOBAL Z rotate trim for Effect 2-5: 0.25 The pyramid is now complete. A-15 A53-D User Guide A-16 A53-D User Guide APPENDIX B: Program Enhancements 1 When downloading Solid parameters directly into the A53-D via the RS-232 port, please note that Cube and Autokey flags are turned on as part of the default settings. 2 When downloading via the RS-232 port, Border and Background flags are turned off as part of Solid. This default setting will yield clean edges if input blanking is within spec. If input blanking is too wide, adjust Horizontal and Vertical Input Blanking values under the SetupInput menu until the edges of the A53-D are free from input blanking errors. 3 For creating skewed solids, the internal angle of skew for each face is measured in degrees. The default setting for Skew is 0.0000 or 90 degrees (no skew), and the range of angle entries is from 2.0 degrees to 178.0 degrees. For each face of a skewed solid, the angle of choice is the lower left angle, the remaining angles are derived from that angle. Please note that Solid will calculate degenerated solids that will have no dimension. A rule of thumb for solid building is to keep the sum of the two smaller angles of a skewed solid equal to or greater than the third angle. 4 A skewed solid can be created with only one skewed face, and this face can be any of three available via this program. When creating a solid with all three faces skewed, you may want to try a solid where all three faces are skewed 45 degrees and begin trimming values from there. Please note that the range of values for face 3 of a solid where all faces are skewed and face 1 is less than 90 degrees is from 2.0 degrees to 88.0 degrees. 5 For skewed transitions within the same face of a solid, there are two things to bear in mind. 1) the Linear flag must be set for all active parameters of the effect. 2) if the variance in the skew angle exceeds ten degrees, there is no guarantee that all sides of the skewed solid will track B-1 A53-D User Guide during the entire effect. If, by creating additional keyframes, the overall transition is broken into increments smaller than ten degrees, the faces will track. B-2