Professional Documents
Culture Documents
Table of contents
Foreword ..........................................................................................................................................................................9 1 Getting Started.................................................................................................................................................. 10
1.1 1.2
1.2.1 1.2.2
1.3
1.3.1 1.3.2 1.3.3 1.3.4
1.4
1.4.1 1.4.2 1.4.3
1.4.4
Users ......................................................................................................................................................................20
2.1 2.2 2.3
2.3.1 2.3.2
Introduction ................................................................................................................. 20 Users Explained .......................................................................................................... 20 Using the User Select Screen .................................................................................... 21
Adding a User.............................................................................................................................................. 22 Deleting a User............................................................................................................................................ 23
2.4
Content..................................................................................................................................................................24
3.1 3.2
3.2.1 3.2.2 3.2.3
3.2.4
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3.2.5
3.2.6
AVI....................................................................................................................................................... 26 MOV .................................................................................................................................................... 26 Stills ..................................................................................................................................................... 27 Video with Audio.................................................................................................................................. 27 Using Video Editing Software .............................................................................................................. 27 Audio Formats ............................................................................................................................................. 27 Basics .................................................................................................................................................. 27 WAV .................................................................................................................................................... 27 MP3 ..................................................................................................................................................... 27 Interleaved Audio ................................................................................................................................ 28 Image Formats ............................................................................................................................................ 28 Basics .................................................................................................................................................. 28 Importing Alpha Channels ................................................................................................................... 28 TGA ..................................................................................................................................................... 28 BMP..................................................................................................................................................... 28 Other Formats ..................................................................................................................................... 29
3.3
3.3.1
3.3.2
3.3.3
3.4
3.4.1
Editors.................................................................................................................................................................... 37
4.1 4.2 4.3
4.3.1 4.3.2
4.3.3
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4.3.4
4.3.5
Changing Editor Settings............................................................................................................................. 40 Compression Types ............................................................................................................................ 41 Dual Channel Resources .................................................................................................................... 41 Save To Location ................................................................................................................................ 41 Recording Video and Key Files ................................................................................................................... 42 Setting Audio Recording Levels .......................................................................................................... 42 Recording Video .................................................................................................................................. 43 Recording Key ..................................................................................................................................... 43 Record Time Remaining...................................................................................................................... 43 Looping Options .......................................................................................................................................... 43 Adjusting Audio Levels ................................................................................................................................ 43 Adjusting Playback Volume ................................................................................................................. 43 Muting Audio Playback ........................................................................................................................ 43 Creating a Still ............................................................................................................................................. 44 Setting the Thumbnail Image....................................................................................................................... 44 Saving Changes .......................................................................................................................................... 44 Canceling Edits............................................................................................................................................ 44
4.4
4.4.1 4.4.2
Audio Editor................................................................................................................. 45
Transport Controls....................................................................................................................................... 45 Trimming Controls ....................................................................................................................................... 46 In-point and Out-point.......................................................................................................................... 46 Setting Method 1 .............................................................................................................................. 46 Setting Method 2 .............................................................................................................................. 46 Fine-tuning........................................................................................................................................... 46 Reset ................................................................................................................................................... 46 Changing Editor Settings............................................................................................................................. 47 Recording Audio .......................................................................................................................................... 47 Setting Audio Recording Levels .......................................................................................................... 47 Recording ............................................................................................................................................ 48 Record Time Remaining...................................................................................................................... 48 Looping Options .......................................................................................................................................... 48 Adjusting Audio Levels ................................................................................................................................ 48 Saving Changes .......................................................................................................................................... 48 Canceling Edits............................................................................................................................................ 49
4.4.3 4.4.4
4.5
4.5.1
4.5.2 4.5.3
4.5.4 4.5.5
4.5.6
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4.5.10
4.5.11 4.5.12
On Effect.............................................................................................................................................. 61 Off Effect.............................................................................................................................................. 61 Data Effect........................................................................................................................................... 61 Setting Button Properties............................................................................................................................. 62 Title...................................................................................................................................................... 62 Behavior .............................................................................................................................................. 63 Bus Assignment................................................................................................................................... 63 Changing the Thumbnail ............................................................................................................................. 63 Saving Changes .......................................................................................................................................... 63
4.6
4.6.1 4.6.2 4.6.3
4.7
4.7.1 4.7.2 4.7.3 4.7.4 4.7.5 4.7.6 4.7.7 4.7.8 4.7.9 4.7.10
DVE Editor.................................................................................................................... 67
DVEs Explained........................................................................................................................................... 67 Adding a Video DVE.................................................................................................................................... 68 Adding a Live Feed DVE ............................................................................................................................. 68 Locking a DVEs Aspect Ratio..................................................................................................................... 68 Using Movement.......................................................................................................................................... 68 Enabling and Disabling Media ..................................................................................................................... 68 Assigning Default Video and Graphics ........................................................................................................ 69 Using a Background Guide.......................................................................................................................... 69 Default Video and Graphics as Guides ............................................................................................... 69 External Image Files as Guides .......................................................................................................... 69 Cropping ...................................................................................................................................................... 69 DVE Transition Rules .................................................................................................................................. 70 Non-DVE to DVE ................................................................................................................................. 70 DVE to DVE......................................................................................................................................... 70
4.8
4.8.1 4.8.2
4.9
4.9.1 4.9.2
Remote Editor.............................................................................................................. 72
Remotes Explained ..................................................................................................................................... 72 Editing Remotes .......................................................................................................................................... 72 Assigning a Custom Thumbnail........................................................................................................... 73
Players ...................................................................................................................................................................74
5.1 5.2
5.2.1 5.2.2
5.3
5.3.1 5.3.2 5.3.3 5.3.4 5.3.5 5.3.6 5.3.7
Video Player................................................................................................................. 76
Transport Controls....................................................................................................................................... 76 Preview Windows ........................................................................................................................................ 77 Video Preview...................................................................................................................................... 77 Graphics/Live Preview......................................................................................................................... 77 Program Window ......................................................................................................................................... 77 Cueing Video ............................................................................................................................................... 78 Play List Timecode ...................................................................................................................................... 78 Taking Video or Graphics ............................................................................................................................ 78 Setting Transitions....................................................................................................................................... 78
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State Indicators............................................................................................................................................ 79 Live Feed..................................................................................................................................................... 79 Volume Controls .......................................................................................................................................... 79 Data Tools ................................................................................................................................................... 80
5.4
5.4.1 5.4.2 5.4.3 5.4.4
5.5
5.5.1 5.5.2 5.5.3 5.5.4
Controlling Graphics................................................................................................... 81
Graphic Behaviors Revisited ....................................................................................................................... 82 Graphic Controller Window.......................................................................................................................... 82 Setting Bus Types ....................................................................................................................................... 83 Graphics and DVEs ..................................................................................................................................... 83
5.6 5.7
5.7.1 5.7.2 5.7.3 5.7.4 5.7.5 5.7.6
Tools.......................................................................................................................................................................88
6.1 6.2 6.3 6.4 6.5 6.6 6.7 Introduction ................................................................................................................. 88 Media Finder Screen ................................................................................................... 88 Media Marking ............................................................................................................. 89 Creating a Database Backup...................................................................................... 89 Repairing Missing Links ............................................................................................. 89 Checking for Updates ................................................................................................. 90 Creating a User Desktop Shortcut............................................................................. 90
7.5.3
7.5.4
7.6
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7.7
7.7.1
Remote Control...............................................................................................................................................108
8.1 8.2
8.2.1
8.3 8.4
8.4.1 8.4.2 8.4.3
SMPTE/LTC Timecode .............................................................................................. 116 ClipShot Controller ................................................................................................... 117 GPI Triggers Using eBox Controller........................................................................ 118
9.3
9.3.1 9.3.2 9.3.3
10
10.1 10.2
10.2.1 10.2.2 10.2.3
Settings.......................................................................................................................................124
Introduction ............................................................................................................... 124 Player Settings .......................................................................................................... 125
System Wide ............................................................................................................................................. 126 General...................................................................................................................................................... 126 Video ......................................................................................................................................................... 127 Settings.............................................................................................................................................. 128 Live Feed........................................................................................................................................... 129 Features ............................................................................................................................................ 130 Audio ......................................................................................................................................................... 131 Master Audio ..................................................................................................................................... 131 Audio ................................................................................................................................................. 132
10.2.4
10.3
10.4
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10.5 10.6
11 12 13
13.1 13.2 13.3 13.4 13.5
Troubleshooting..................................................................................................................... 137 Technical Support .................................................................................................................140 Appendix A: Using Third Party Software To Create Content..............................141
Creating a TGA with an alpha channel in PhotoShop CS3 ................................... 141 Rendering Video from Adobe Premiere 1.5 ............................................................ 141 Rendering Video from Adobe After Effects 7.0...................................................... 146 Rendering Video from Adobe After Effects CS3.................................................... 149 Rendering Video from Final Cut Pro ....................................................................... 152
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14.1 14.2 14.3 14.4
15 16
User Manual
Foreword
Welcome to the world of Click Effects. We at Sound & Video Creations, Inc. would like to thank you for purchasing this Click Effects CrossFire system. Whether this is your first Click Effects product, or you have purchased systems previously, we appreciate your support and consistently pledge ourselves to your complete satisfaction. This system, as all of our systems, represents our continuing passion for developing products that deliver the best in video/audio delivery and production for live events. In a special way, we pride ourselves in crafting systems that offer an intuitive interface that is simple and easy to operate, one that allows a user to concentrate on the greater task at hand, delivering the best in live event entertainment and ensuring the enjoyment of your audience and the support of your sponsors. We believe in offering the maximum in performance, flexibility and simplicity and providing users with the best value available today. This combination, we believe, will enable you, the user, to get the most value out of your live event presentation. Thank you again for your decision to purchase this Click Effects system. We are humbled by your support. We are indeed trusted by the best. Fran Kowalski, President / CEO Sound & Video Creations
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1.1
Getting Started
Introduction
Congratulations on the purchase of your CrossFire system! By this time, your system should be installed and ready to be powered on. If this is not the case and you need assistance installing the CrossFire system, please refer to the CrossFire Installation Guide. This chapter will help you gain a basic understanding of some of the most essential elements of your CrossFire system. After reading this chapter you should understand basic elements such as media buttons and system users. Also covered in this chapter is some important CrossFire operating system knowledge that every end-user and system administrator should be aware of. Disregarding this information could result in unexpected behavior from your CrossFire system.
1.2
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1.3
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1.4
1.4.2 Users
The main entry point into CrossFire is the User Select Screen. CrossFire allows you to create an unlimited number of users. A User is linked to a unique media collection and collection of settings. For each user created, a new media collection is generated. This allows you to set up your CrossFire system for multiple events and keep event specific media separated. For more information on users see Chapter 2 Users.
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1 2 3 4
Status Colors A media button will have the following highlight colors that help to identify the media buttons state: Yellow: Preview
Green: Program
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Red: Marked
Teal: Selected
Black: Idle
System Modes Your CrossFire system can be in one of two modes: Player Mode or Organizer Mode. Player Mode is the default mode and allows you to play media items. Organizer Mode allows you to perform organizational actions such as moving buttons and deleting buttons. Depending on what mode your CrossFire system is in, a single click on a media button will set a certain action in motion: If your CrossFire system is in Player Mode, a single click on a media button will either Preview the media associated with this button, or will take the media already in Preview to Program If your CrossFire system is in Organizer mode, a single click on a media button will select the media button for organizational purposes. You will notice the button has a teal highlight color. For more information on using Organizer Mode see 3.4 Organizing Imported Content and Media.
Right-click Menu In either Player Mode or Organizer Mode you can call up the media button context menu by rightclicking on a media button. You will notice there are different options depending on what mode the system is in, and what state the media button is in. The media button context menu allows you to switch between Player Mode and Organizer Mode.
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Changing Page Properties At any point in time you can right-click on a media page button to change the page name or color.
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Media Bank A single media bank is represented by a tab handle on the left-hand side of your screen, and each media bank holds a total of fourteen media pages.
Changing Bank Properties At any point in time you can right-click on a media bank button and change the bank name.
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Video
A video represents full motion video. Any video moved to Program will displace currently playing Video, Stills or Full Screen Graphics
Still
A Still represents a single frame of video. Any Still moved to Program will displace currently playing Video, Stills or Full Screen Graphics
A Full Screen Graphic represents a graphic created in the CrossFire Graphics Editor. It acts much like a still: it will displace Video, Stills or Full Screen Graphics when moved to Program
Bug
A Bug represents a graphic created in the CrossFire Graphics Editor. A Bug remains in Program until it is physically removed. A good example of a Bug is the station marker on broadcast TV
Overlay
An Overlay represents a graphic created in the CrossFire Graphics Editor. An Overlay attaches itself to a Video, Still or Full Screen Graphic in Program. The Overlay will disappear as soon as the associated Video is stopped or displaced
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DVE
DVE stands for Digital Video Effect. You can use this feature to perform video squeezes, or achieve PIP with both video playback and Live Feed
Audio
Audio represents an audio clip. Depending on selected playback logic, audio can displace any currently playing audio clip, or it can play alongside currently playing audio in what is called Sound-overSound. For more information see 5.4 Audio Player
Play List
There are three types of Play Lists available: Video Play List, Graphics Play List, Audio Play List. A Play List is a sequential list of media items
Group
A Group media button can contain a collection of other media buttons. When you have media that needs to be launched at the same time, a Group simplifies this action by activating all grouped buttons simultaneously.
Remote
A Remote media button offers functionality for controlling media playback on additional Click Effects systems connected to the same Ethernet network. In addition, local media buttons can be assigned to a remote media button so that local media can be launched as well
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The Create options in the media button right-click menu will create a new media button, and launch the appropriate editor for editing. For instance: if you select Create Graphic, the CrossFire Graphics Editor is launched, and you can start adding graphics objects.
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2
2.1
Users
Introduction
The main entry point into CrossFire is the User Select Screen. Within your CrossFire system the User is the central object around which media collections are built. This chapter explains what collections and settings are specific to users and what actions can be performed to administrate Users of the CrossFire system.
2.2
Users Explained
Users represent an additional way to organize media buttons. For some, one CrossFire User will suffice, but for those who use the CrossFire system to run multiple types of events it can be very useful to create different Users for different events. A CrossFire User is linked to a specific media collection. From media banks to media pages to media buttons: all media elements visible in the CrossFire user interface are specific to a particular User. Additionally, information and settings are saved pertaining to external data feeds. It is important to know that Player Settings are not user-specific.
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2.3
The first screen shown when you start CrossFire is the User Select Screen. From this screen you can select a CrossFire user, add a user or delete a user. After you select a user and click on OK, the main CrossFire screen will appear and media collections specific to the selected user will be loaded.
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The first time you select your new username from the User Select Screen, the main CrossFire screen will appear with empty media pages and banks. At this point you can start importing content and creating media. This media will be saved in a location specific to this user. NOTE Any time a new user is created a desktop shortcut is created and added to the Windows Desktop.
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Deleting a user will also delete the entire media collection associated with this user. Remember, your content files on the hard drive will be left untouched in this process.
2.4
Switching Users
From the main CrossFire screen you can use menu option File Switch User to switch users. Once you have selected a different username your CrossFire system will load that users media collection consisting of media buttons, banks and pages. CrossFire will also load specific settings such as user specific data feed settings, should your CrossFire be configured to use external data feeds.
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3
3.1
Content
Introduction
There is a variety of ways to add content to your CrossFire system. You can add existing content or you can record new content using either the video recorder or the audio recorder. Before you can play any video or audio you must either create the content media files using a video editing system or you can choose to record anything that is connected to the Video Input of your CrossFire system. This chapter covers some important information about video formats, video codecs, audio formats, audio codecs, and supported image formats. Your CrossFire system uses specific codecs for video and audio playback, and it is important to create content to fit these codecs. Furthermore, this chapter will discuss how to import files onto your CrossFire system, and how to organize imported content.
3.2
Creating Content
NOTE If your CrossFire system is configured to run in NTSC, it expects media content to adhere to the NTSC video size and frame rate exactly. If video is not rendered in the correct size or frame rate CrossFire will reject it. The same applies to PAL. Any content that does not match the video size or frame rate described above for PAL will be rejected. Both NTSC and PAL video formats support 4:3 or 16:9 aspect ratios. The 16:9 aspect ratio is also known as Widescreen. NOTE Changing between 4:3 or 16:9 does not affect the video size. For more information see 3.2.3 - Video Aspect Ratios
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As you might have noticed, HD 720p has a higher frame rate than HD 1080i. HD 720p is a Progressive video format, where HD 1080i is Interlaced where two fields are interlaced and rendered at normal NTSC frame rate. NOTE Please render HD 720p video with a Progressive scan rate, and HD 1080i video with an Interlaced scan rate. Video with incorrect scan rates will be rejected by your CrossFire system.
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Using Image Editing Software To learn more about setting up your image editing software (such as PhotoShop) for creating images that are compatible with 4:3 or 16:9 video aspect ratios, see 13 - Appendix A: Using Third Party Software To Create Content.
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Definition video format is used. When using a High Definition video format, only the DVCPRO MOV codec is supported for native playback all other codecs are subject to file conversion. Stills There are two ways to create still frames for your CrossFire system. You can either create a video size image file, or you can render a single frame AVI file from your video editing software. To learn more about creating CrossFire compatible image files see 3.2.6 - Image Formats. Video with Audio If you would like to add audio to your video content you can do so by interleaving the audio with the video. This means that you set up your video editing software to add an audio stream to the video content. When interleaved audio is used, CrossFire automatically reads the interleaved audio track when playing back your video. NOTE Any audio added to video files must adhere to strict audio requirements as described in 3.2.5 - Audio Formats. If you do not set up your video editing software correctly, video files might be rejected when trying to import them. Using Video Editing Software To learn more on how to create video content using codecs, video sizes, and audio streams for video see 13 - Appendix A: Using Third Party Software To Create Content
Any audio file or interleaved audio for video that does not meet these requirements will be either rejected, or in the case of audio files CrossFire will attempt to convert the audio file. The following is a list of supported audio formats - WAV - MP3* - WMA* * denotes a format that will be converted when imported into CrossFire WAV The WAV audio format is the only audio format inherently supported by your CrossFire system. Any other audio format requires conversion upon importing into the CrossFire system. MP3 Your CrossFire system will automatically convert any MP3 files imported into the system.
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Interleaved Audio Interleaved audio should always adhere to the audio settings as mentioned in Audio Formats Basics. To learn about setting up your video editing software to render audio streams appropriately see 13 - Appendix A: Using Third Party Software To Create Content
Still
Image files imported into the media page will be saved as Still media buttons. To use image files as graphics objects you will have to start a Graphics Editor session and add image files. Importing Alpha Channels The only image format that can be used to import alpha channels with is Targa (TGA). TGA All TGA files must be saved with 32 bits per pixel. TGA is the only file format that can be used for importing images with alpha channels. BMP All BMP files must be saved with 24 bits per pixel. Any BMP files that do not meet this requirement are subject to conversion.
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Other Formats Other formats supported by your CrossFire system (such as .jpg, .gif, .tiff) will automatically be converted. Image Format TGA BMP JPG, GIF, TIFF, PNG Requirement 32 bits per pixel 24 bits per pixel None, automatically converted when needed
3.3
Importing Content
After creating content compatible with CrossFire video and audio requirements, naturally your next step will be importing content into your CrossFire system and getting it ready for playback.
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File Format Video file formats: .avi, .mov Audio file formats: .wav, .mp3, .wma Image file formats: .tga, .bmp, .jpg, .gif, .tiff, .png
NOTE When selecting image files from the media page for import, these files will be imported as stills rather than graphics objects. To use images formats as graphics you will have to start a Graphics Editor session first and import the image files inside the Graphics Editor. To learn more about this see 4.5.3 Objects Explained - Image Object. Video Key Files Your CrossFire may be outfitted with a unique, dedicated key channel. If this is the case you can associate key files with video files. To import key files with video files make sure you append _key to the filename of the video file that is imported. If the video file is named FanZone.avi the associated key file should be called FanZone_key.avi for it to be properly linked to the video file. The only option you have to link key files to video files is at import time. For more information about key files see 4.3.3 - Key Files
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Video Input Types Depending on what type of system you have these are the video input types available to you System Type Standard Definition High Definition Video Input Types Available SDI Component Composite SDI
Audio Input Types Depending on what type of system you have these are the audio input types available to you System Type Standard Definition Audio Input Types Available Analog AES/EBU Embedded Audio AES/EBU Embedded Audio
High Definition
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Audio Input Types Depending on what type of system you have these are the audio input types available to you System Type Standard Definition Audio Input Types Available Analog AES/EBU Embedded Audio AES/EBU Embedded Audio
High Definition
3.4
After you have imported and created your new media, your next step will be organizing newly created media buttons. There are many ways in which you can organize your media and get ready for your event production. If your event is a sporting event, some users like to sort media by period, inning or quarter. If your event is a broadcasting event, some users like to sort media by time slot. Some users find it useful to sort media by media type. Needless to say there are a lot of ways to organize media buttons, and at the very core is always the aspect of making the user comfortable with media button locations.
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Leaving Organizer Mode There are three ways to leave Organizer Mode - From the media button right-click button, select Player Mode - From the Edit menu select Organizer Mode with checkmark - Use the CTRL-O Command Key shortcut
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4
4.1
Editors
Introduction
Your CrossFire system is equipped with an editor for each type of media. For an explanation of media types and their behavior see 1.4.5 - Media Types and Behaviors. CrossFire automatically opens the appropriate editor when you decide to edit a media button. It is important to know that the Audio Editor and Video Editor are linear editors. This means both editors leave the source media content file untouched. To perform file level editing you will have to use a non-linear editing software package.
4.2
Starting an editing session in CrossFire is very straightforward. To start an editing session of any kind select Edit from a used media buttons right-click menu. Your CrossFire system will determine what editor to open based on the selected media buttons media type.
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4.3
Video Editor
Number 1 2 3 4 5 6 7 8 9
Description Volume Controls Audio VU Meter Video Preview Window Current Video Timecode Video Thumbnail Media Button Title Media IN Point Media OUT Point Jog Control
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Reset The RESET button located in between the MARK IN and MARK OUT buttons will set the in-point and out-point to the outer most positions.
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Compression Types CrossFire offers the following compression types or codecs that can be used for recording Standard Definition video Compression Type Quality High Medium Low n/a n/a Bit Rate 50 Mb/sec 30 Mb/sec 10 Mb/sec 32 Mb/sec 173 Mb/sec
CrossFire offers the following compression types or codecs that can be used for recording High Definition video Compression Type Quality High Medium Low n/a Bit Rate 300 Mb/sec 175 Mb/sec 50 Mb/sec 173 Mb/sec
NOTE It is recommended that the Compression setting always be set to MPEG 2 IFrame unless you have a specific reason to select one of the other options. You can also adjust the quality to your taste. Keep in mind that the higher the video quality or the larger the Bit Rate, the larger the file size will be Dual Channel Resources By default, your CrossFire system will always use the Video Input source from the first channel for recording. If you have a dual channel CrossFire system, and would like to use the Video Input source of the channel from which the record session was initiated you can check the DUAL CHANNEL check box. Save To Location Your CrossFire system will save recorded files to the M:\ClickEffects\Video location. To save to a different subfolder of the Media Drive, click on the button next to the Save To location text field. This opens up a browser window in which you can select the new location for saving recorded media.
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Setting Audio Recording Levels If you are going to record video that has an audio track, you must check the RECORD AUDIO checkbox or you will not be able to monitor or record your audio. Just as important, if you dont need to record audio, then un-check RECORD AUDIO to conserve drive space. If your Audio Input Source is set to AES-EBU or Embedded Audio you dont have any control over the input level of the audio from within the Video Editor. The only way to adjust it is at your source. If you have selected Analog Audio, you can adjust the audio levels from the Editor. It is very important to set the audio input to the correct level. If recorded audio levels are consistent, this will eliminate the need to adjust volume levels during playback. The optimal audio level is 0dB (or the highest yellow bar) on the meter. An occasional flicker into the red zone is acceptable as long as it is not sustained.
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Recording Video There are two ways to set the video editor to Record Mode - Right-click on an empty media button and select Record Video - While already editing, click the CLEAR button Now that you have set the record options and adjusted your audio levels make sure your video source is cued up. Click the RECORD button and start your source. The RECORD button will light up red, and the time code will start running. As soon as you have recorded the desired amount of video, click the STOP button. The editor now changes back to Edit Mode. The video just recorded in the Video Editor is cued up and ready for you to set the in-point and out-point. If you dont want to keep your recorded video, click the CLEAR button which sets the Video Editor to Record Mode. Recording Key Recording the key file is very similar to recording video. Click on the KEY button to switch the Video Editor to Key Edit mode. Click on the RECORD button to start recording the key file. The key file can only be recorded after a video file has been recorded. Record Time Remaining After the Video Editor is done recording the Record Time Remaining indicator is updated and shows how much record time is left on the Media Storage Drive. This time is based on the compression and the quality selected in the Record Settings window.
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4.3.10
Saving Changes
There are two ways to save changes made during an editing session. - Click the SAVE button to save changes to the original media button opened for editing. - Click the SAVE AS button to save changes to a newly created media button. When using the SAVE AS button, changes are saved to a newly created media button. None of the changes made during the editing session will affect the original media button, unless the SAVE button was clicked earlier in the editing session.
4.3.11
Canceling Edits
If you choose to cancel your edits, any changes to an existing media button or a new recording will be lost.
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4.4
Audio Editor
Number 1 2 3 4 5 6 7
Description Volume Controls Audio VU Meter Current Audio Timecode Media Button Title Media IN Point Media OUT Point Jog Control
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Depending on what mode the Audio Editor is in you will find some of the Transport Controls enabled and others disabled. In Edit Mode the Play, Stop, and Rewind buttons are enabled while the Record button is disabled. In Record Mode the Record and Stop buttons are enabled while the Play and Rewind buttons are disabled.
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Setting Audio Recording Levels If your Audio Input Source is set to AES-EBU or Embedded Audio you dont have any control over the input level of the audio from within the Audio Editor. The only way to adjust it is at your source. If you have selected Analog Audio, you can adjust the audio levels from the Editor. It is very important to set the audio input to the correct level. If recorded audio levels are consistent, this will eliminate the need to adjust volume levels during playback. The optimal audio level is 0dB (or the highest yellow bar) on the meter. An occasional flicker into the red zone is acceptable as long as it is not sustained.
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Recording There are two ways to set the audio editor to Record Mode - Right-click on an empty media button and select Record Audio - While already editing, click the CLEAR button Now that you have set the record options and adjusted your audio levels make sure your audio source is cued up. Click the RECORD button and start your source. The RECORD button will light up red, and the time code will start running. As soon as you have recorded the desired amount of audio, click the Stop button. The editor now changes back to Edit Mode. The audio just recorded in the Audio Editor is cued up and ready for you to set the in-point and out-point. If you dont want to keep your recorded audio, click the CLEAR button which sets the Audio Editor to Record Mode. All audio will be recorded in WAV format, 48kHz, 16bit, stereo. Record Time Remaining After the Audio Editor is done recording the Record Time Remaining indicator is updated and shows how much record time is left on the Media Storage Drive.
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4.5
Graphics Editor
Number 1 2 3 4 5
Description Alignment Controls Guide Buttons Thumbnail Image Graphic Objects Layers Window
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The CrossFire Graphics Editor enables you to create and edit custom graphics. The Graphics Editor can be used to create graphic media buttons with different types of behavior, including bugs, overlays, and full screen graphics. To learn more about media types and their behavior see 1.4.5 - Media Types and Behaviors. The main building blocks of the Graphics Editor are the six different types of graphic objects that each perform a specific task. These graphic objects are created and positioned on a canvas. For each object added to the canvas you can customize properties, modify position, and even add transition effects.
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Guides The editor settings window allows you to set up the exact position and dimension of the title safe and area safe guides. You can also select the color for each guide as a visual indication while you are using the Graphics Editor.
In addition to these common properties you can also assign certain effects to graphics objects. To learn more about effects see 4.5.9 - Assigning Effects
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Text Object The Text Object is a basic text element that can be placed on the canvas. You can enter a single line of text or choose to have a multi-line text element for displaying longer text. To edit the text either double-click the Text Object or change the text in the Text Properties panel on the righthand side of the Graphics Editor. You can change basic font properties from the Text Properties panel, and you can change Advanced Text Properties by clicking on the OPTIONS button in the Text Properties window. The Text Properties window offers the following properties Name Description You can use any True Type font installed on your CrossFire system. If you have custom True Type fonts that you would like to use, you can install these fonts in the Fonts window under the Windows XP Control Panel Change the size of the font used in the Text Object Sets font to Bold Sets font to Italics Sets font to Underline Sets the justification of your text inside the Text Objects perimeters. You can either select LEFT, CENTER or RIGHT. By default Text Objects are single-line text only. To use multiple lines of text inside a Text Object, select the Multi-line option.
Font
Multi-line
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The Advanced Text Properties window offers the following properties Name Font Color Font Shadow Color Description Click on the CHANGE button to change the color of the text Click on the CHANGE button to change the color of the shadow of the text Sets the offset of the shadow compared to the text. To have shadow appear to the bottom right of the Text Object enter positive values for X and Y. To have shadow appear to the top left of the Text Object enter negative values for X and Y Changes the spacing between characters. Changes the spacing between lines Forces the text to be displayed in all upper case characters Automatically creates multiple lines of text to fit the text inside the width of the Text Object. You must have the Multi-line option enabled for Word Wrapping to take affect. Enables Kern Pair. When enabled, character space is applied to character pairs as a number to be added to the existing default character spacing.
Image Object The Image Object allows you to import image files created in applications such as Adobe PhotoShop. The following image files are supported TGA (32 bits only) BMP (24 bits only) JPG GIF TIFF PNG NOTE If you want to design an image file with an alpha channel for transparency it must be exported as a 32 bit TGA file with alpha. This is the only format supported by your CrossFire system for using alpha channels in graphics. To learn more about using third-party software to create image files with alpha channels 13 - Appendix A: Using Third Party Software To Create Content. By default, any Image Object created will have a locked aspect ratio. This means that any resize attempts made with the mouse will result in the aspect ratio remaining the same. If you want to size width or height individually, uncheck the LOCK ASPECT RATIO checkbox. Now you can change the width or height individually.
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Fill Object A Fill Object is a solid colored rectangle that you can use to enhance your graphics. To change the color of the Fill Object click on the CHANGE button next to the fill color box. This will launch a color picker window from which you can select the new color. Crawl Text Object The Crawl Text Object is much like a regular Text Object, with the addition of the ability to scroll the text from right to left within the boundaries of the Crawl Text Object. You can use the same font options and advanced font options as described for the Text Object. Also, you can set the crawl speed which can range from 1 to 50. Crawl Text Object Images and Data Fields A double-click on a Crawl Text Object, or selecting the text inside the Text Properties window will show the Crawl Text Editor. In this editor you can edit the text for the Crawl Text Object, and you can add additional elements to your crawl text: Inline crawl images / logos Data fields
To add an image to your crawl text open the crawl text editor and in the image section select ADD. This will prompt you to select the location of the image file to be used. Once the image file is selected, the image is added to the list of available crawl images. Set the caret to the location you want the image to appear and select from the list the image you want to insert. Click on INSERT AT CURSOR to insert the appropriate coding to your crawl text that will be rendered as a crawl image. To learn more on how to use data fields inside your Crawl Text Object please see 7.5.2 - Data Object Wizard - Dynamic Data Object. Animation Object The Animation Object allows you to add animations to your composition. Animations can be anything from a spinning logo to an animated lower third graphic. Supported file formats for animations are TGA sequences, QuickTime MOV files or Uncompressed AVI files. Your Animation Objects can contain transparency or alpha. Alpha is only supported with TGA graphics files or with MOV files rendered with the Animation codec. To learn more about how to create animations using software like Adobe After Effects and how to make sure TGA file sequences meet the CrossFire file syntax specifications, see 13 - Appendix A: Using Third Party Software To Create Content. NOTE With any file format, there is a 300MB total size limitation. If your animation exceeds this size your CrossFire system might reject the file(s) or unexpected behavior might occur Please be patient when loading an Animation Object into your graphics editor. The entire animation needs to be loaded into memory and sometimes this can take a few seconds.
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The Animation Properties window has the following options Name File Path Description The file path to the folder (TGA sequence) or the file (QuickTime MOV or Uncompressed AVI) When resized using the mouse, the width and height are adjusted proportionally to the original aspect ratio of the animation Sets the speed of the animation from 1 to 20 Enables or disables looping When checked, the animation will loop indefinitely When the Infinite checkbox is unchecked, you can enter the total number of times an animation should loop
NOTE At any point in time you can use the STOP and PLAY audition buttons to Preview your Animation Object. Data Object A Data Object is an advanced text object that can be dynamically updated with new information. Each Data Object can be assigned to a data field from stats data providers or data feeds, or it can be changed by manually updating data. Data objects are the foundation for creating graphics with real-time data for sporting events, weather information, election returns, and many other types of data streams you may want to interface with. In the world of sports, Crossfire has custom plugins for many of the current stats providers. There are three types of Data Objects: - Manual Data Object - Dynamic Data Object - Dynamic Image Data Object To learn more about Data Objects and how to use the Graphics Editor to set up Data Objects for live data see 7.5 - Using Data Objects in the Graphics Editor. Any of the text properties of a Data Object can be edited using the Text Properties window and Advanced Text Properties Window. For more information on Text Objects see 4.5.3 - Objects Explained - Text Object. Intelligent Interface Support Your CrossFire system supports a subset of the Chyron Intelligent Interface. To learn more about using Intelligent Interface data to update your Data Objects see 7.5.4 - Intelligent Interface Tool Window.
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Number 1 2 3 4 5
Description Visibility Button Layer Name Create Folder Create Layer Delete Layer
You can select multiple layers by holding down the CTRL key on your keyboard. Any selected layer will appear highlighted in blue, and the physical objects they represent on the canvas will show a white outline and multiple resize handles. Creating New Objects Using the Layer Tool Window you can create new objects. Click on the middle icon at the bottom of the Layer Tool Window and select the type of object you would like to create. The object gets
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placed on the canvas just like it would when you select one of the New Object buttons in the graphics editor. For each object added to the canvas a new layer appears in the Layer Tool Window. Indicated by an icon and the title you can easily identify your object in the Layer Tool Window. Any selected object on the canvas is highlighted in blue in the Layer Tool Window. Deleting Objects Select the object by clicking on the layer in the Layer Tool Window. Right-click on the layer to open the context menu and select DELETE, or hit the DELETE button on your keyboard to delete the object from the canvas. You can also click on the trash can icon to delete any selected layer. Lastly, you can drag and drop the selected layer onto the trash can icon to delete the selected layer. Duplicating Objects The Layer Tool Window makes it easy to duplicate objects. Right-click on the layer you want to duplicate and select DUPLICATE from the context menu. You will notice that an exact copy of the original object or objects is created on the canvas. Changing Object Layer Order Select the layer or layers you want to change the layer order or z-order for. Click and drag them to the desired location in the layer stack. You can also open the context menu by right-clicking on the layer and selecting one of the four z-order related options: Bring to Front: this will move the layer all the way to the front of the z-order related to its containing folder Send to Back: this will move the layer all the way to the back of the z-order related to its containing folder Bring Forward: this will move the layer up one position in the z-order Send Backward: this will move the layer down one position in the z-order
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Resizing To resize an object move the mouse over the boundaries of the selected object or its resize handles; you will notice the mouse pointer changes to reflect the type of resizing available at that particular location. Once the desired type of resizing is found click and hold down the left mouse button, and drag the mouse to resize the object. NOTE If you have additional objects selected, any changes made to one of the selected objects will be reflected on the other objects as well. Any changes made to objects using your mouse can also be made using the object properties window. To apply a property value from the primary selected object to other selected objects, select the property field and hit the ENTER key on your keyboard. Copying To copy objects select one object or multi-select multiple objects you want to copy. Right-click on the object(s) and choose COPY from the context menu. Right-click anywhere on the canvas and choose PASTE from the context menu. You can also press CTRL-C to copy object(s) and press CTRL-V to paste a copy of the object(s) in the desired location on the canvas. Deleting To delete an object(s) from the canvas select the object(s) you want to delete. Right-click on the object(s) and select DELETE from the context menu (or press the Delete key on your keyboard).
Description Centers one or multiple objects on the canvas horizontally (X-axis only) Centers one or multiple objects on the canvas vertically (Y-axis only) Aligns the top boundary of multiple objects to the top of the primary selected object Aligns the vertical middle of the boundary of multiple objects to the middle of the primary selected object
Align middle
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Aligns the bottom boundary of multiple objects to the bottom of the primary selected object Aligns the left boundary of multiple objects to the left of the primary selected object Aligns the horizontal center of multiple objects to the horizontal center of the primary selected object Aligns the right boundary of multiple objects to the right of the primary selected object Spaces multiple objects so that the number of horizontal pixels between each object is exactly the same Spaces multiple objects so that the number of vertical pixels between each object is exactly the same
Align center
Align right
NOTE The primary selected object is always the object selected first when selecting multiple objects in the Graphics Editor. There are additional alignment options that are located on the context menu of each object. To display the context menu, right click on an object or multi-selected objects. The following alignment options are available from the context menu: Function Align on canvas Size to canvas full screen Size to canvas screen width Size to canvas screen height Snap to guides Description Aligns one or multiple objects to the left, right, top or bottom boundaries of the canvas Resizes one or multiple objects to fit the entire canvas Resizes one or multiple objects to fit the canvas width Resizes one or multiple objects to fit the canvas height Snaps an object or multiple objects to either the title safe or action safe guides
Layer Order There are two ways to change the layer order or z-order of objects. - Using the right-click context menu - Using the Layer Window For more information on using the Layer Window see 4.5.5 - Using the Layer Tool Window.
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To use the objects right-click context menu to change the layer order, select one of the following options: Function Bring to front Description Brings the selected object to the front of the layer stack or z-order. The object will sit on top of all other objects Sends the selected object to the back of the layer stack or z-order. The object will sit under all other objects Brings the selected object one layer up Sends the selected object one layer down
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Effects can only be used on Data Objects. For more information on using Data Objects and assigning Data Fields see 7.5 - Using Data Objects in the Graphics Editor You can select from a list of different effects that can be modified to create a unique look for your graphic. In addition to some more elaborate effects, the following base effects are available in the Graphics Editor Effect Fade Cover Push Reveal Soft Blinds Description Fades the object in or out Moves the new data in to its new location, covering existing data Moves the new data in to its new location, pushing out existing data Moves the old data out from the desired direction, revealing the new data Creates a window blinds effect when displaying the new data
To apply an effect to an object: - Select the object or objects on the canvas - Depending on what you are trying to achieve, select the appropriate effect from either the ON EFFECT or OFF EFFECT dropdown list - If the object is a Data Object, you can set the DATA EFFECT as well - Click on the OPTIONS button next to the effect selection to set additional properties for the effect Click on PLAY or STOP to audition the effects assigned. The PLAY button will show you what the ON EFFECT looks like; the STOP button performs all OFF EFFECTS.
4.5.10
Title All the media button properties can be edited using the MEDIA BUTTON PROPERTIES window. You can set the Media Button Title. Click in the Title field to set the Title that will be visible from the media page.
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Behavior There are three types of behaviors for graphics on your CrossFire System. Using the Behavior dropdown you can select BUG, OVERLAY or FULL SCREEN GRAPHIC. The following is a definition of the Graphics Behaviors: A Bug stays in Program until it is physically removed. A good example of a Bug is the station marker on broadcast TV An Overlay attaches itself to a Video, Still or Full Screen Graphic in Program. The Overlay will disappear as soon as the associated Video is stopped or displaced A Full Screen Graphic acts much like a Still: it will displace Video, Stills or Full Screen Graphics when moved to Program
Bug
Overlay
Bus Assignment Your CrossFire system has multiple ways of displaying graphics. Graphics will always appear on top of any video playing back, or live feed enabled showing your cameras or other type of video input connected to the system. Using the Bus Assignment options you can set a graphic to overlay on video only, live feed only or both video and live feed. This can be useful if you want to link a certain logo to the live feed only. Once the live feed is turned off, the graphic disappears.
4.5.11
There are two ways to create a thumbnail. You can click on the thumbnail icon which will take a snapshot of the entire canvas and converts it to a thumbnail. You can also click on the CLICK TO EDIT button below the thumbnail window. This will turn the canvas into Thumbnail Picker Mode. The Thumbnail Picker tool appears on the canvas and you can position it and resize it to indicate exactly what portion of the canvas should be converted to a thumbnail. Click on the green checkmark to use the selected thumbnail. You can think of the Thumbnail Picker as a camera that lets you zoom in.
4.5.12
Saving Changes
To save any changes click on the SAVE button which should be highlighted green. If you changed the thumbnail this will be reflected on the media button on the media page as soon as you hit the SAVE button. To save outstanding changes to a new button, click on SAVE AS. You will be prompted to enter a new title to identify the new button on the media page. Once completed a new media button will appear on the media page in the first available spot.
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4.6
A Play List can be used to create a sequential list of media. Play Lists can be configured to play individual media clips once or play all the media clips, transitioning between video clips and cross fading audio.
There are three types of Play Lists - Video Play List (video or stills) - Audio Play List - Graphics Play List To create a Play List, right-click on a media button and select CREATE PLAY LIST
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Infinite Loop If you want the Play List to loop indefinitely, check the INFINITE checkbox. Loop Count Enter the number of loops in the COUNT text box to loop the Play List for a specific number of times. NOTE If a Play List is not set to loop the thumbnail will change to reflect the finished state when the Play List has reached its last Play List Item. The next time you click on this Play List you will be prompted to reset the Play List.
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4.7
DVE Editor
The DVE Editor looks very similar to the Graphics Editor. It has an editing canvas and properties that you can adjust to set up objects on the canvas. The DVE editor has two objects that can be added to the canvas: a Video DVE and a Live DVE. It is important to remember that when using the DVE Editor, you are creating a media button that will determine the physical appearance of the output. You are setting parameters of where video will appear on the video board, where the Live Feed will be shown, and what happens to graphics that are displayed. NOTE You can only add one Video DVE and one Live DVE to the DVE Editor canvas.
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4.7.9 Cropping
At times when you resize video or live feed elements, areas that are usually not visible due to overscan become visible. You can use the cropping features on the context menu of either the Video object or the Live object to clean up the edges of the Video Feed or the Live Feed.
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4.7.10
What happens during a transition from a non-DVE situation to a DVE, or a transition between one DVE and another, depends on a lot of factors. What is important to remember is that if you didnt assign a Live Feed DVE in the editor, your CrossFire system will lock the Live Feed (if necessary) to the Video DVE. Non-DVE to DVE Object Video State Playing Black Live Feed Enabled Disabled Enabled DVE Option Engage on enable Effect From full-screen to DVE position No visual effect, DVE position is assumed From full-screen to DVE position No visual effect, DVE position is assumed From full-screen to DVE position Live Feed is enabled and transitioned from an infinite location in the center of the screen, and sized to the DVE position
Disabled
Engage on enable
DVE to DVE Object Video State Playing DVE Option Effect If needed, associated video clip will be loaded and played. From previous DVE position to new DVE position No visual effect, new DVE position is assumed From previous DVE position to new DVE position. No visual effect, new DVE position is assumed From previous DVE position to new DVE position. Live Feed is enabled and transitioned from previous DVE position to new DVE position.
Engage on enable
Disabled
Engage on enable
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4.8
Group Editor
To delete a media button from a group, select the media button in the list of media buttons and click on DELETE. Click on OK to accept changes.
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Assigning a Custom Thumbnail By default, the system Group thumbnail is assigned to any Group media button. You can select a custom thumbnail by right-clicking on any group member button and selecting Use thumbnail for Group.
4.9
Remote Editor
To create a remote button, right-click on an empty media button in the media page and select CREATE REMOTE.
To learn more about the different remote control protocols that can be used in the Remote Editor see 8.2 - Click Effects Network.
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Assigning a Custom Thumbnail By default, the system Remote thumbnail is assigned to any Remote media button. You can select a custom thumbnail by selecting Tools Assign custom thumbnail from the Remote Editor menu bar. This will open a Windows Explorer window and will allow you to navigate to a graphics file that will be used for the Remote thumbnail. For best results, select a JPG or BMP file.
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5
5.1
Players
Introduction
In Player Mode your CrossFire system displays the Player Interface at the top section of your screen. From the Player Interface you can control all media types in Preview or Program, as well as access data settings and change transition settings.
Number 1 2 3 4 5 6 7 8 9 10 11
Description Audio Volume Audio VU Meter Video Volume Controls Video VU Meter Reference / Sync Indicator Live Video Signal Indicator Live Audio Mute Button Data Settings Data Controllers Data Information Data Refresh
The Player Interface allows easy access to transport controls, settings, and transition behaviors. This chapter gives an in-depth description of all aspects of the Player Interface.
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5.2
5.2.1 Elements
The Player Interface consists of two elements: - Video Player - Audio Player The Video Player contains controls for Video media types, and Graphics media types. The Audio Player is completely independent from the Video Player. It has its own set of transport controls, and audio clips will remain playing regardless of what happens on the Video Player. The Video Player and the Audio Player each have their own set of volume controls and VU meters.
5.2.2 Indicators
In both the Audio Player and the Video Player there are indicators that help you identify whether there are objects loaded in PREVIEW or PROGRAM. There are two states to the PREVIEW and PROGRAM indicators: a dimmed state and a highlighted state. Each Player element has specific indicators for states that will be described in the respective Player description paragraphs.
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5.3
Video Player
Label Number 1 2 3 4 5 6 7 8 9 10
Element Name Volume Controls Video VU Meter Rewind Button Pause/Play Button Stop Button Loop Button Stop GFX Button Trans Button DVE Button DVE Title
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5.3.10
Volume Controls
The Video Player has one Volume Slider that affects overall Video player volume. The Video Player Volume Slider adjusts both audio channels at the same time. To mute the Video Player, click the MUTE button located above the Video Player Volume Controls. To learn more about CrossFire Digital Audio Basics 3.2.5 - Audio Formats
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5.3.11
Data Tools
With the Data Tools you can control all data-related features offered by your CrossFire system. The Data Tools allow you to access the Data Settings screen, select a Data Controller or bring up a Data Provider help screen. The Data Tools Buttons are located below the Graphics Preview Window.
To learn more about the data features of your CrossFire system see 7 - External Stats / Data Feeds
5.4
Audio Player
Number 1 2 3 4 5
Description Volume Controls Audio VU Meter Pause Button Stop Button Loop Button
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5.4.4 Sound-over-Sound
While you have audio playing in Program, you can use a functionality called Sound-over-Sound. This allows you to play two audio clips side-by-side with both audio clips going out the output of the CrossFire system. To play two clips side-by-side you can CTRL-SHIFT click on an audio media button while another audio clip is already playing in Program.
5.5
Controlling Graphics
The video output of your CrossFire system contains multiple layers. The bottom layer is the Video Playback layer. The middle layer is the Live Feed layer. The top layer is the Graphics layer. Within the Graphics layer of the output, there is a possibility for countless individual layers of graphics objects. When you have composed a Bug, Full Screen Graphic or Overlay using the Graphics Editor these graphics objects are then saved to a media button, and whenever you play one or multiple media buttons of any of the graphics behaviors you literally add layer upon layer to the Graphics layer of the output.
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Overlay
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You can either assign a graphic to both Bus Types, or to the Video or Live Bus only. The following is an overview of what happens when certain Bus Types are selected Bus Type(s) Selected Description Your Graphic will show when Program does not contain Video or Live Feed, when there is only Live Feed showing or when Video is playing back Your Graphic will show when the output is empty or Video is playing back. When the Live Feed is enabled, your Graphic will be taken offline and will wait for the Live Feed to be disabled Your Graphic will only show when the Live Feed is enabled. In any other case your Graphic will remain offline When a DVE is engaged, the graphic will ignore the video or live position and scaling of the DVE and maintain its size and location relative to the full screen video format
Video
Live
Graphics
Using Bus Types can be useful when, for instance, you want to tie a logo bug to the Live Feed. When the Live Feed is turned on, the bug appears; when the Live Feed is turned off, it automatically disappears. NOTE Changing the Bus Type does not need to be done each time a Graphic is played. Instead, a Graphic will remember its last state and load this state by default. Also, the Bus Type assignment must be made while the graphic is in Preview. The Bus Type cannot be changed while the Graphic is in Program
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Using this functionality, you can create graphics that gets resized and follow the Video DVEs (these graphics would not be assigned to the Graphics Bus but rather the Video Bus or the Live Bus). You can also create graphics that never get resized by any DVE elements. Any graphic associated to a DVE is automatically assigned to the Graphics Bus and will never resize with DVE elements. To learn more about DVEs see 4.7.1 - DVEs Explained.
5.6
Data Tools
With the Data Tools you can control all data-related features offered by your CrossFire system. The Data Tools allow you to access the Data Settings screen, select a Data Controller or bring up a Data Provider help screen. The Data Tools Buttons are located below the Graphics Preview Window.
To learn more about the data features of your CrossFire system see 7 - External Stats / Data Feeds.
5.7
5.7.1 Fundamentals
Hot Keys and Command Keys provide a very powerful feature. Hot Keys allow you to tie media buttons to keystrokes on your keyboard. Even without knowing the Media Page and Media Bank the media button is located on, you can hit a keystroke on the keyboard and play the associated media button(s) in Program in no-time. Using a Hot Key is very similar to using the mouse to click on the media button. The first time you use the Hot Key, a video item will go into Preview. The second time you use the Hot Key the item will go to Program and will be shown on the output of your CrossFire system, except for when you are using hot keys to control audio and the default audio playback method is selected. Command Keys are special Hot Keys that perform system commands.
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Another way to assign Hot Keys is by going into the Hot Key editing window by selecting Edit Edit Hot Keys from the CrossFire main menu at the top of your screen. This will bring up a window with all Hot Keys and Command Keys assigned in the system. Drag-and-drop any media button from the media pages onto the Hot Key assignment window and you will be prompted to enter a keystroke. Once you have entered a keystroke on the keyboard and selected OK the new Hot Key assignment will be saved.
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useful if you want to combine media buttons or have media buttons on multiple channels fire at once.
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6
6.1
Tools
Introduction
Your CrossFire system comes with a variety of Tools that make media management easy. Also, there are some tools that will help you perform certain tasks such as creating a database backup, and creating a user desktop shortcut.
6.2
The Media Finder Screen is a particularly useful tool. With over 5000 media buttons per channel, it is sometimes hard to find a clip that is needed for playback or editing.
The Media Finder Screen has an entry field that performs instant searching of all of your media items. Simply start typing in the search field, and with each character entered instant results are shown in the results field. You can sort results by clicking on the column headers. To change between ascending and descending sorting, click the same column header again.
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When you have found the item you are looking for, double-click the item in the results field, and the Media Finder Screen will close and CrossFire will automatically open the page that contains the item you selected. The media button you were looking for is now selected and highlighted in teal. NOTE If only one media button matches your text entered in the search field the Media Finder Screen will automatically close and redirect you to the media button. To open the Media Finder Screen you can use the shortcut combination CTRL-F on your keyboard or you can go to the main menu and select Edit Find Media. NOTE The Media Finder Screen can be used in conjunction with the Play List Editor to drag-and-drop search results directly into the Play List Editor.
6.3
Media Marking
There can be times where you have media items that are only meant to be played once per event. The Media Marking option can help you identify which media button has been played at least once already. When Media Marking is enabled, each media button that has been played at least once will be highlighted in red. To turn on/off Media Marking you can use the shortcut combination CTRL-M on your keyboard or you can select Settings Media Marking. Each time you turn off Media Marking the CrossFire system clears any state information of previously marked buttons. This means that the next time you enable Media Marking all buttons appear to be un-marked.
6.4
Your CrossFire system automatically creates database backups on a regular basis. If you would like to manually create a backup file of your CrossFire database select File Backup Database from the CrossFire main menu at the top of your screen.
6.5
In the unlikely event that media buttons have become orphaned or unlinked (which means the link to the underlying media content file has become invalid) CrossFire offers the option to repair missing links. CrossFire has a built-in repair mechanism that finds files and determines if these files were once linked to Media Buttons. To use the Repair Missing Links tool, go to the main menu of CrossFire and select File Repair Missing Links.
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6.6
If your CrossFire system is connected to the internet you can check for available updates at any time. In the main menu, click on Help Check for Updates and the CrossFire system will let you know if there are any available updates for you to download.
6.7
Because your CrossFire system can be setup with multiple users it might be useful to bypass the User Select screen upon startup. This can be achieved by setting up a Desktop Shortcut for a user. To create a Desktop Shortcut for a user, select File Repair Create Desktop Shortcut To User from the CrossFire main menu at the top of your screen.
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7
7.1
Your CrossFire system has excellent built-in features that allow you to connect to various external stats and data feeds. From scoreboard controllers to stats feeds such as the official Major League Baseball stats CrossFire offers a transparent connection that simplifies the usage of individual stats and data fields. At the core of external stats and data feeds is the CrossFire Data Engine. The Data Engine connects to all data feeds and presents elements of these feeds as data fields that successively can be used in the Graphics Editor for creation of Full Screen Graphics, Overlays or Bugs.
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7.2
The Data Settings Screen presents a number of options and readouts that help understand and administrate the various data and stats plug-ins that can be loaded into your CrossFire system. To open the Data Settings Screen click on Settings Data Settings in the CrossFire menu bar.
At the top of the screen you can see a read-out of the log of the CrossFire Data Engine. Should any connection issues occur, you will be able to troubleshoot the connection issue by reviewing the log messages. Below the Data Engine log are the settings tabs for Plug-ins, Integrated Data, and RSS Feed readers.
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The Properties window also contains a log window which allows you to verify that commands are being sent and received by your CrossFire system. To show this screen at startup, check the LAUNCH THIS WINDOW AT STARTUP check box.
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For more information about how to set up Chyron-like templates inside CrossFire see 7.5.4 Intelligent Interface Tool Window. Mobile Messaging Interface You can use your CrossFire system to display mobile text messages inside graphics. Certain mobile text (SMS) gateway providers have integrated with the Click Effects Mobile Messaging Interface and can provide services that will allow spectators to send mobile text messages directly to the CrossFire system.
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7.3
Aside from the Data Engine and its Data Providers and data fields, your CrossFire system also provides built in support for Devices and Protocols based on COM serial or COM over Ethernet (EBox) connections. To find out what devices and protocols are supported go to Remote in the Main Menu, and select a COM port listed in the first section of the Remote menu. This brings up the Remote window where a selection can be made for Protocol. Make sure the PortEnabled property is set to True to ensure your CrossFire machine is actively listening for incoming data.
PBUSII Your CrossFire system comes standard with full PBUSII remote control support. Some local media assignment is required in the setup process of using PBUSII. For more information about how to setup and test PBUSII on your CrossFire system see 8.3 - PBUSII. VDCP Your CrossFire system comes standard with full VDCP remote control support. You can use any switcher that can remote control external pieces of gear via VDCP to control the CrossFire system. For more information about how to setup and test VDCP on your CrossFire system see 8.4 - VDCP.
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7.4
Configuration
In most cases your CrossFire system is configured and should not need any changes in the Data Settings window. In case there is no data showing up in graphics that are using data fields please refer to Troubleshooting.
7.5
7.5.1 Basics
A Data Object in the Graphics Editor is a Text Object that a Data Provider updates with the latest data, or in the case of Manual Data Objects a user updates with the latest data available. To add a Data Object to the Canvas of the Graphics Editor click on the DATA button in your Graphics Editor. All of the visual properties of a Data Object are exactly the same as those of Text Objects: you can change properties such as font, font size, text alignment, etc. A very useful property that normally isnt used much for Text Objects is the SHRINK TO FIT option that is found in the Advanced Text Properties window. Because incoming data could potentially contain text of various sizes, the SHRINK TO FIT option always ensures that text does not get clipped if there are too many characters. Think of a player name for instance: names vary in size a lot and it is very likely that a player with a long name will cause text characters to be clipped if SHRINK TO FIT is not selected. NOTE The SHRINK TO FIT option only adjusts the width of the text. It does not affect the height of the text
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The Data Object Wizard helps you make the right selection out of the Data Objects offered by your CrossFire system. The options available are: - Manual Data Object - Dynamic Data Object - Dynamic Data Image Object
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Manual Data Object A Manual Data Object is a data object that can be manually updated from the Media Page of your CrossFire system. In essence it is a placeholder for future data that is not bound to a data source like a stats provider. Enter a description in the Manual Data Object name field and click on OK to close the Data Object Wizard. When you right-click on a Media Button that contains a Manual Data Object you get the option to UPDATE MANUAL DATA. This brings up an editor window that allows you to change Manual Data Object when the Media Button is idle, in Preview or in Program. The description entered for each Manual Data Object helps identify what object you are updating. As soon as you click on APPLY in the editor window the data changes take effect. Dynamic Data Object A Dynamic Data Object is a data object that is automatically updated when data is changed by a data or stats provider, or by an external data feed such as a scoreboard controller. In the Data Object Wizard first select the Data Provider. After a Data Provider is selected the Category Select dropdown is populated with categories. Select a category which populates the Data Field Select dropdown with all data object that match the category selected. Select the Data Object and click on OK to add the Data Object to the Canvas of the Graphics Editor. Dynamic Data Objects are completely automated and do not require intervention from the user to perform data updates. When data is changed inside the Data Provider it is automatically refreshed in all graphics.
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Dynamic Image Object A Dynamic Image Object is an Image that is automatically updated depending on the value of a certain data field. This allows you to associate images with certain data values. For instance: if you want to show a sponsor logo depending on the inning number you can set up a list of imageto-data links that tell the CrossFire system what image to display when a certain data value is detected. This also allows you to just add one image that can automatically be updated with a players headshot image. So instead of needing countless templates for all of the players in the lineup you can create one template that dynamically changes to the player you would like to show information for. You can select a previously created Dynamic Image Object and add it to the Canvas of the Graphics Editor, or you can create a new Dynamic Image Object. When you choose to create a new Dynamic Image Object, the Dynamic Image Wizard is opened. Fill out a name and description on the first page of the Dynamic Image Wizard. The name entered will be used in the Graphics Editor to identify Dynamic Image Objects. Click on the NEXT button when you have entered a name and a description.
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Select the Data Provider, Category and Data Field to base this Dynamic Image on. You are setting up a collection of images that will be linked to data values so you will want to select the data field that contains these data values. Click the NEXT button when you have selected a data field.
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In the final screen of the wizard, add expected data values to the Values field by clicking on the ADD button. The system will offer a list of current values, but you can also enter a new value not currently listed.
After you have added a value to the list you can assign an Image file to it by selecting the value and clicking the button next to the Image field. Browse to the file on your file system and click on OK. To clear all assignments click on CLEAR ALL. To delete a value-assignment select the value in the list and click on DELETE. To edit a value-assignment select the value in the list and click on EDIT. Select a Default Image that will be shown when none of the value-assignments match the Data Fields current value. This is useful when you dont have a headshot for a particular player. In this case you can choose to show the team logo as the Default Image. Click on the button located next to the Default Image field and browse to the Image file on your file system.
To edit existing Dynamic Data Image Objects outside of the Graphics Editor go to the Settings Image Settings Dynamic Images option. From the Dynamic Image Management window, select the Dynamic Image Object you would like to edit and click on EDIT. This opens the Dynamic Image wizard where you can change image assignments made to data field values.
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Dynamic Data Image Batch Importing In the final screen of the Dynamic Data Image Wizard you can batch import image files and have them automatically linked to data values. To achieve this ensure that the file name of each image file ends with the following syntax: _[data value].[extension]. Here, [data value] represents the expected data value of the Data Field and [extension] represents the file extension. So lets say you are creating a Dynamic Data Image Object and want it to be a headshot for players on a team, and the headshot is based on the players jersey number. A list of properly formatted files would look something like this: AndruwJones_25.tga TonyAbreu_13.tga RafaelFurcal_15.tga Your CrossFire system will automatically create data value to image assignments for all files that match this file name syntax.
Changing Data Object Assignments To change the assignment of a Data Object simply select the new Data Provider, Category, and Data Field. This ensures the Data Object will now be assigned to the newly selected data field and any time its data field is updated, the Data Object will hold the new value. No Data Value On non-event days your CrossFire system might be offline and it might not be receiving any data or stats from external stats feeds or stats providers. Data Objects inside your graphics would show up as empty Text Fields which would make it difficult to make visual changes to graphics. The No Data Value field on the Source tab of the Data Options Tool Window can be used to assign a temporary value to a Data Object field in case there is no data available.
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Configuring Data Objects with Multiple Rows of Data There are two types of data fields: single value data fields and data fields with multiple rows of data. A single value data field can be an inning number, todays attendance, or the venue name of the current event. A data field with multiple rows of data is very much like a data table in a database. If you have a database that has a table that holds player information such as name, jersey number, position, etc. there will be multiple entries for each column inside this data table. A Data Field with multiple rows of data is much like a column in a database: you can select from a number of rows of available data. The concept of setting up a Data Object to select from multiple available values can be daunting. The Data Options Tool Window helps you configure Data Objects so that the Data Object always displays the correct row of data. On the Value Selection tab of the Data Options Tool Window there are two selection types available: you can use a built-in Data Controller or you can set the index of the row of data manually which is considered an advanced option. A Data Controller is a specific built-in tool that knows exactly how to select rows of data from a stats feed. A perfect example of a Data Controller is the Player Select Controller which offers a lineup or roster of players to choose from. To learn more about Data Controllers see 7.7 Controlling Data Fields. Manually setting the row number of data to be displayed is an advanced feature that requires a great understanding of the external data or stats feed. Troubleshooting a manually configured Dynamic Data Object field might be difficult. To set the row number of the Data Object field simply click on the + and buttons or type the index number in the index field. You will notice that as you change the index number the Data Object field changes values. Configuring for Rotating Data Values If you would like to setup a data field to rotate at a certain time interval controlled by an out-oftown controller, you will have to set the initial indices of each rotating data field so that the out-oftown controller knows how to address each rotating field. To set the initial index on a field, go to the Value Selection tab in the Data Options Tool Window and set the index manually. Once you have set the index make sure to set Value Selection back to Automatically. Note the Out-of-Town Controller name is mentioned. To learn more about Out-of-Town Controllers and Data Controllers in general see 7.7.1 - Data Controllers.
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Intelligent Interface Options If you have selected a text field or image object that has been enabled for use with the Intelligent Interface it will now assume the value of the Template Field as it is sent to your CrossFire machine via the Intelligent Interface. The Template Index value determines what Template Field value the text field or image object will be set to. To enable or disable a text field or image object for use with the Intelligent Interface check or uncheck the ENABLE II UPDATE check box in the II Options tab. Intelligent Interface templates are identified by a template index number. To link the graphic you are working on to a template index number, change the Reference Code of the media button. To learn more about setting Reference Codes on media buttons see 3.4.5 - Assigning a Reference Code to Media Buttons.
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Select the Template ID from the drop down list for which you want to add Template Fields to the Graphics Editor. Select the fields you would like to add to the Graphics Editor and click OK. The fields will automatically get added to the Graphics Editor canvas. NOTE Selecting a Template ID from the Intelligent Interface Tool Window will automatically set the Reference Code of the media button. If the Reference Code was previously set to a different code it will be replaced by the newly selected code. Position the newly added Template Fields and hit SAVE to save changes to the Media Button. Now, your graphic is fully automated and will listen to Intelligent Interface commands to update its text fields and image objects.
7.6
Data Effects
Data Effects can provide great visual effects for on-screen or broadcast situations. Think of a score changing, or a players headshot changing from one player to the next. Without a Data Effect the new data would simply snap into place. Data Effects provide a way to assign fades, pushes, covers, wipes and many more effects that will be performed to introduce the new value for a particular Data Object Field. When, for instance, a Push Effect is selected and the data changes the existing value will be pushed out by the new value. A fade would perform a perfect cross-fade from the existing value to the new value. Your CrossFire system offers you a wide variety of effects that can spice up graphics that contain Data Object Fields. Data Effects are available to both text based and image based graphics objects.
7.7
In general there are two types of Data Controllers available: Player Select Controller Out-of-town Rotator Controller
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Player Select Controller The Player Select Controller does exactly what it says: it helps select a player from a lineup or roster of players. This allows you to create one template graphic with Data Objects that can serve as a player headshot slate that covers the entire team roster. Once you select a player in the Player Select Controller, your CrossFire system will change all applicable Data Objects to reflect the selection of this player.
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Out-of-Town Rotator Controller The Out-of-Town Rotator Controller offers a valuable functionality in that it controls data fields that are marked as Rotating fields. Take, for instance, a grid of Major League Baseball scores. You can choose to display one set of scores at a time that get rotated, or you can rotate multiple scores. To setup Data Objects for control by the Out-of-Town Rotator Controller see 7.5.2 - Data Object Wizard.
The Out-of-Town Rotator Controller has two modes of operation. The default mode of operation is automatic where it rotates Data Objects on a time-based interval. You can also choose to manually operate the rotation of Data Objects by clicking on the STOP button followed by NEXT or PREVIOUS. The STOP button cancels the automatic rotation. To set the interval used for automatic rotation of Data Objects change the value in the INTERVAL field on the Out-of-Town Controller.
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8
8.1
Remote Control
Introduction
Any CrossFire system can be remotely controlled by another CrossFire or Blaze system using the Click Effects Network. If you want to set up your CrossFire system to control another CrossFire or Blaze system, you can create Remote media buttons that will show up in the Click Effects Network window on other CrossFire or Blaze machines on the same Ethernet network. If you want your CrossFire system to respond to Remote media buttons on another CrossFire or Blaze machine on the network, you can assign local media buttons to Remote media buttons from those machines listed in the Click Effects Network window. You can also take advantage of industry standard remote control protocols such as PBUSII and VDCP to control your CrossFire system. A third option for remote control is an optional SMPTE card that can be purchased with the system. When a SMPTE reader card is installed on your CrossFire system you can synchronize media with incoming SMPTE/LTC timecode.
8.2
8.2.1
Basics The starting point for setting up Remote Control functionality using the Click Effects Network is creating Remote buttons on a system that will function as the server. This server system will be the system that will control another CrossFire or Blaze system. On the server system, right-click on any empty media button and select CREATE REMOTE CONTROL. Fill out a name and click OK. It is best to choose a name that describes the functionality of the Remote button, as this name will be visible on client machines. On the client system, open the Click Effects Network Window by going to the main menu and selecting Remote Click Effects Network. In the Click Effects Network Window you can see all Remote media buttons available on the network and you can assign media or commands to these media buttons.
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Setting the Network Name By default, Click Effects machines will show up in the Click Effects Network window by their system name. To change this name and set a more descriptive name that more uniquely identifies the machine within the Click Effects Network you can set the Network Name. To do this click on Edit Set Network Name and fill out the new Network Name. Click on OK and the next time you open the Click Effects Network window you will see the machine show up by its newly assigned name. Local Media Sometimes you want to play local media on the server system while at the same time the client machine is remotely controlled as well. You can make local media assignments to any Remote media button on the server machine. To do so open the Click Effects Network Window and make assignments to local Remote media buttons. Commands While most of the time you will assign media buttons to Remote media buttons on the network, you can also assign Commands like STOP and PAUSE. This way, you can remotely control a clients machines playback state.
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8.2.2
When your CrossFire system is set up as a client system that will be remotely controlled, simply open the Click Effects Network Window and make media assignments to Remote media buttons available on the network.
8.2.3
When your CrossFire system is set up as a server system that will control other systems on the network simply create Remote media buttons needed to make assignments to from remote machines on the network.
8.2.4
Your CrossFire system can be used to trigger Vista Spyder presets. To create a Remote media button that triggers a Vista Spyder machine, right-click on an empty media button, and select CREATE REMOTE. In the Remote Editor set the Device to Vista Spyder. From the Preset dropdown list select the Vista Spyder Preset you would like to trigger. Click SAVE to save changes.
Any time you click on this Remote Button, the CrossFire system will attempt to communicate with the Vista Spyder machine, and tell it to load a particular preset.
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8.2.5
Your CrossFire system can be used to record and playback generic UDP traffic. This can be useful if you have external equipment that is known to communicate using UDP. If you know the UDP port these pieces of equipment operate on you can fill this out in the Remote Editor after setting the Device to Generic UDP.
Click on START RECORDING TRAFFIC to start a UDP record session. The incoming UDP traffic will be displayed in the window as UDP traffic arrives. Click on STOP RECORDING TRAFFIC to finalize the record session and click on SAVE to save all changes to the Remote media button.
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Any time you click on the Remote Button you just created your CrossFire system will play back the UDP traffic that was recorded on the particular UDP port.
8.3
PBUSII
You can use the PBUSII protocol to remotely control your CrossFire system. To set up a PBUSII connection to the switcher make sure there is an RS232 connection from the switcher to a COM port on the CrossFire system. When an RS232 connection has been established you can go into the Com Port Settings window to set up PBUSII specific settings.
First make sure the proper Server ID is selected. The Server ID is the ID that is assigned to the CrossFire system inside the switcher. When the switcher talks to the CrossFire system it will identify the CrossFire system by its Server ID. Next, assign Media Buttons or Commands to any of the 256 available PBUSII slots. The available slots are listed on the left. Use the scroll bar to see all 256 items. When you enter the PBUSII settings screen the CrossFire system automatically changes into Organizer Mode. From this mode you can drag Media Buttons from the CrossFire Media Page onto the available PBUSII slots. By default the Commands listed on the right have been assigned to item 1 16. You can override these assignments using Media Buttons from the Media Page by simply dragging the Media Button into the item slot.
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To clear an assignment, select the item from the list and click on the CLEAR button.
8.4
8.4.1
VDCP
Basics
VDCP is a communication protocol that allows Switchers to remotely control your CrossFire system. VDCP is a two-way communication: the Switcher is constantly asking your CrossFire system for a status update of its state which is subsequently returned by your CrossFire system. VDCP was designed in a way that allows for the Switcher to retrieve the entire Media Button collection (clip collection or ID list) from your CrossFire system. This means that the Switcher will take full control of your CrossFire system once the Media Button collection is known. You can override a clip that was started by the Switcher by clicking on Media Buttons in the media page, but the Switcher can always take control back and play a new clip. Because of the elaborate nature of the VDCP protocol, the only configuration of your CrossFire system is to set an identification number. Once this 'Unit Number' is set, the switcher can start sending commands and take control. From this point on, no further interaction is needed.
8.4.2
Configuration
1. Navigate to the Com Port Settings window. Select the Remote option from the main menu on your CrossFire machine and select the Com Port you wish to edit. 2. In the Com Port Settings window, set the Protocol to VDCP_Louth
3. Set the PortEnabled property to True. This will open the Com Port for communication.
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4. Select the VDCP (Louth) tab at the top of the Com Port Settings window. 5. Click on the VDCP Settings header 6. Set the Unit Number (in Ross switchers, this is the Sub Address)
7. Click on the VDCP Activity header 8. Click on the Show button under VDCP Rx/Tx Log Window 9. If a successful connection has been made you will see activity in the log window
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8.4.3
If the VDCP log is showing Rx/Tx data Here is a list of things you will want to verify first: - Has the correct Unit Number been entered in both the Click Effects machine and in the Switcher? The Unit Number corresponds to the Sub Address in the switcher. - Has the switcher been set up to send Port Commands to the Click Effects machine? o The Click Effects machine will set all VDCP Port Numbers to 0 at startup. o When the switcher asks the Click Effects machine what its status is, the Click Effects machine responds that its VDCP Port is not active and that the VDCP Port Number is 0. o The Switcher then needs to tell the Click Effects machine to set its VDCP Port to a particular number. o A VDCP Port is synonymous to a Channel in the CrossFire machine o If there are entries in the Rx/Tx window that contain "port 0" the switcher has not told the Click Effects machine what port to select. Please adjust the switcher to ensure Port Commands are being sent. - Has the VDCP Port Number inside the Click Effects system changed to a non-zero number? To verify this, open the Com Port Settings window for the VDCP protocol and select the VDCP (Louth) tab. Select VDCP Settings and read out the PortNumber value. If there is no Rx/Tx activity in the VDCP log Verify that there are no cabling issues Shut down the Click Effects software and open Windows Hyperterminal with the following settings to verify that there is data flowing between the two machines o Baud rate 38400 o Stop bits 1 o Parity Odd o Flow control None
If the switcher is reporting VTR timeouts Verify that the Unit Number (Click Effects system) and the Sub Address (Switcher) match Verify that a port has been selected on the Click Effects machine (port should be a nonzero number) Verify that there are no physical issues with the cabling
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Screenshots
VDCP Log - the first 9 entries show a port number of 0. Entry 10 shows a port number of 1 at which point the Click Effects machine was properly told by the switcher to select VDCP Port 1 (Channel 1).
Com Port Settings window - the PortNumber has changed from 0 to 1 indicating the switcher properly told the system to select VDCP Port 1.
8.5
SMPTE/LTC Timecode
If your CrossFire system was purchased with a SMPTE/LTC Timecode reader card option you can schedule content based on incoming SMPTE/LTC Timecode. SMPTE/LTC Timecode is used in many venues to synchronize multiple pieces of equipment. To learn more about the SMPTE Scheduler see 9.3 - SMPTE Scheduler.
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8.6
ClipShot Controller
The JL Cooper ClipShot Controller is a device that can be used to remotely control a portion of the collection of Media Buttons that are available in your CrossFire system. If your system was purchased with the JL Cooper ClipShot Controller option, you can set up the buttons that will show up on the JL Cooper ClipShot Controller by selecting Remote ClipShot Controller from the CrossFire main menu.
Each light in the he top row represent an available bank. There are 10 banks available on a JL Cooper ClipShot Controller. Each bank contains 40 buttons. To change the active bank, click on the small light below the bank number. When you enter the ClipShot Controller settings window, your CrossFire system automatically switches to Organizer Mode. You can now drag Media Buttons from the CrossFire Media Page onto any ClipShot Controller button. You can also take any of the available Commands listed on the right side of the ClipShot Controller window and drag them onto ClipShot Controller buttons. NOTE You can only assign Commands to the bottom row of ClipShot Controller buttons. A Command assigned to a particular button will automatically get copied across all ClipShot Banks at the same location. After you have changed the ClipShot Controller button assignment, click on APPLY to upload the changes to the external ClipShot Controller device.
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8.7
If your system was purchased with the external eBox Controller option, you have a set of GPI triggers available. Some switchers support GPI triggers and the eBox provides 24 triggers for starting CrossFire Media Buttons or controlling other CrossFire commands.
To turn on the GPI functionality of the external eBox Controller, check GPI ENABLED. You can start making media assignments by selecting the GPI trigger number from the list and dragging Media Buttons onto the Media Button drop zone on the right. To clear a GPI trigger assignment click on the GPI trigger number and then click on the CLEAR button.
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9
9.1
Automation
Introduction
There are two ways in which your CrossFire system can be automated. You can use the built-in Scheduler to schedule content or you can use the optional SMPTE Scheduler to automate playback based on SMPTE timecode. The SMPTE Scheduler is only available if a SMPTE/LTC Reader card is installed in your system.
9.2
Scheduler
Your CrossFire system can be automated using the built-in Scheduler. The Scheduler allows you to schedule playback of content, commands, and remote triggers at any point in time. A variety of options makes the CrossFire Scheduler highly flexible. Not only can you schedule actions on your CrossFire system, but via the use of Remotes you can also schedule actions on other pieces of equipment.
9.2.1
Getting Started
To start using the built-in Scheduler, select Edit Scheduler to open the main Scheduler window.
9.2.2
By default the Scheduler is turned off. To turn on the Scheduler check SCHEDULER ENABLED. This will add the text SCHEDULER ON to the CrossFire main screen title bar as a visual indication the Scheduler is turned on.
9.2.3
Adding Items
To add a Media Button to the Scheduler, drag-and-drop a Media Button from the CrossFire Media Page onto the Scheduler Drop Zone. The Drop Zone is indicated by the following text: To schedule a media item for later play, drag-and-drop one here or click the New button.
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By default, all Media Buttons added to the Scheduler are enabled. You can disable a Scheduler entry by selecting that entry from the list and unchecking the ITEM ENABLED check box. Set up the Next Play Time for the Media Button by specifically selecting a date and time, or by selecting a time frame from now using the second drop down list. Finish the Next Play Time assignment by clicking on the appropriate SET button. The new Next Play Time will be reflected in the Scheduler list. Each item will show a countdown to its next scheduled play time.
9.2.4
Repeating Items
There are four types of repeats that can be selected: - Never (one shot) - Hourly - Daily - Weekly
9.2.5
Removing Items
To remove an item from the Scheduler, select it from the list and click the REMOVE button. This will permanently remove the item from the Scheduler.
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9.3
SMPTE Scheduler
If your CrossFire system was purchased with a SMPTE/LTC Timecode Reader Card option you can schedule content based on incoming SMPTE/LTC Timecode. SMPTE/LTC Timecode is used in many venues to synchronize multiple pieces of video, audio, lighting, or other equipment.
9.3.1
Getting Started
To start scheduling playback of content, commands, and remote triggers, select Remote Edit SMPTE Assignments from the CrossFire main menu bar.
First, you will have to turn on the SMPTE Scheduler. To do so, check the SMPTE Enabled option. NOTE If the SMPTE Enabled option is not checked your CrossFire system will not automate playback of any items scheduled in the SMPTE Scheduler. The SMPTE Scheduler shows a readout of the incoming timecode at the top of the window. The green numbers represent the current SMPTE timecode as it is sent to the CrossFire system. NOTE By default, the optional SMPTE Timecode reader card used in your CrossFire system is set to read timecode at a frame rate of 29.97fps (drop frame). To change the frame rate of the SMPTE Timecode reader card please contact Click Effects technical support.
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9.3.2
To assign a Media Button to SMPTE/LTC Timecode, click on the NEW button. This expands the SMPTE Scheduler window and shows the assignment details area. Entries into the SMPTE Scheduler are sorted by Events. Each Event is assigned a main timecode and actions within that Event are listed by an offset to the Event. Events To further explain Events and assignments within Events, lets take a look at the example scenario of a basketball game opener show that is fully scheduled and synchronized to timecode. This opener show involves automated audio playback, lighting changes, and player introduction at certain timecode values. We know that this opener show starts at timecode value 01:00:00:00. The first thing we will want to do is create a new Event in the SMPTE Scheduler window at 01:00:00:00. Next, we will add the playback items and commands that are part of the Event.
Lets say at the beginning of the Event an opener video is played. To achieve this, click on ADD and drag the opener video into the Media Button drop zone. Set the timecode offset to 0 minutes, 0 seconds, and 0 frames. Next, thirty seconds into the Event a player video needs to be started. Again, click on ADD and drag-and-drop the player video into the Media Button drop zone. This time set the offset to 0 minutes, 30 seconds, and 0 frames. You can continue to add video clips, groups, and remote buttons to finalize the Event.
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Fine-tuning Fine-tuning can be achieved by making slight adjustments to the frame values of the offsets entered for the Actions of this Event. Make your adjustments, restart the timecode and see if everything locks up with the adjusted values. If for some reason the main Event timecode needs to be adjusted, no adjustments are needed for the Actions within this Event as these Actions have been entered as offsets, not as timecode values.
9.3.3
Removing Assignments
To remove an assignment, select it in the list first and click on REMOVE. You can remove an entire Event and all of its assignments by selecting the Event and clicking on REMOVE under the Event list box.
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10 Settings
10.1 Introduction
To set up your CrossFire system for playback, one of the first things you will want to verify is the Player Settings. This is where you can set features such as the Video Format used, the type of Live Feed you are receiving, and much more. Another important settings window is the Genlock Settings window. If your production environment uses a Genlock signal to time all devices, it is highly recommended you make sure your CrossFire system is genlocked to this signal as well. In addition to the Player Settings and the Genlock Settings, there are a few other settings windows such as Data Settings, Image Settings, and System Settings.
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Except for the System Wide settings MEDIA STORAGE DRIVE, all settings are specific to a Media Player. To move between settings for each Media Player select the appropriate Media Player from the Media Player dropdown. The following is an overview of all settings and their definitions.
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10.2.1
System Wide
All but one of the settings listed in the Player Settings window are Media Player specific settings. MEDIA STORAGE DRIVE is the only setting that affects all Media Players.
Definition This setting tells your CrossFire system where to save files that are recorded using the Video Editor or Audio Editor
10.2.2
General
The General Settings section lists a few basic settings for a Media Player.
Definition Affects how the current time is displayed on the time of day section of the Media Player. You can select from 12 hour or 24 hour format. Your CrossFire system shows a countdown notification when video is within 10 seconds of ending. You can adjust when the countdown notification is shown This allows you to temporarily disable the graphics option on your CrossFire system Play Logging keeps track of the media items that you play and the duration each item is in Program. You can use the Click Effects Logging application to generate play log reports.
Show Countdown At
Graphics
Play Logging
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10.2.3
Video
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Settings Setting Definition The text entered under title affects the name displayed on the Media Player video section, and the name displayed on the tab for each player. It is a great way to give each player a distinctive name that helps operators identify where the output of this player is routed to. A good example is naming your player after the video screen it will be displaying media on: i.e. Main Video Screen Located underneath the Program window on the video section of the Media Player is the time code display. This is where time code is displayed for video currently playing. You can choose from a set of predefined time code formats Perhaps one of the most important settings on your system is the video format. Depending on the type of system you have purchased you can select NTSC, PAL or HD formats. This setting only applies to NTSC and PAL. It allows you to switch between NTSC/PAL widescreen (16x9) and normal NTSC/PAL. This setting does not affect the physical output size of your system it sets the pixel aspect ratio used in the Graphics layer on your system.
Title
Video Format
Aspect Ratio
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Live Feed Setting Definition Depending on the type of CrossFire system you have, there are a few video input types you can choose from: - SDI - Composite - Component These options available for this setting also depend on the type of CrossFire system that you are using: - Embedded Audio - Analog Audio - AesEbu Enable this setting to always fade in Live Feed audio when the Live Feed is engaged. By default, the Live Feed layer sits on top of the video playback layer, and any action performed on the video playback layer does not affect the Live Feed layer. Enabling this settings allows you to automatically turn off the Live Feed when a video clip is transitioned to Program.
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Features Setting Use Transitions Definition Tells the CrossFire system whether or not to use transitions when new media items are being played. By default you have to click the STOP button on the Media Player twice to fade video to black. If you want video to fade to black on the first STOP request can do so by checking this feature. You can choose to either cross-fade audio (default) upon transition or audio will cut in if your disable this feature When enabled and there is no video in Program, your CrossFire system will show the first frame of video or any video clip currently in Preview on the output of the system By default, your CrossFire system will prompt for approval when it finds that a still image file that is being imported does not meet the Video Format dimensions. If you dont want to be asked again for approval you can uncheck this feature You can set up your CrossFire system to scale the playback of video by using a DVE. If this type of setup is a permanent one, you can use this feature to zoom in on the scaled video so you have a full monitor view of what is currently in Program This feature tells the CrossFire whether or not to use the Key channel. There are some advanced features listed in addition to the default setting to Cross Fade Keys. By default your CrossFire system will Cross Fade key signals upon video transitions. If you dont want this to happen you can uncheck this feature
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10.2.4
Audio
The Audio section consists of Master Audio features and Audio Controls features. Audio Controls features affect the Audio Player only, while any changes made to Master Audio will affect the audio levels across the Video Player and the Audio Player.
Master Audio Setting Balance Definition Affects the balance on the audio output of your CrossFire system This is the master audio level adjustment slider of your CrossFire system. This would be the best place to make adjustments to the incoming audio level and make sure audio is at 0dB (top yellow LED) for best audio performance Use the Monitor Output to make adjustments to the audio level on the Preview Audio output of your CrossFire system
Master
Monitor Output
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Audio Setting Title Definition Change this value to change the title displayed on the Audio Player section of the Media Player Located underneath the Preview and Program indicators of the Audio Player is the time code display. This is where time code is displayed for audio currently playing. You can choose from a set of predefined time code formats You can adjust this value which will affect the duration of cross-fades and fade-outs When, at import time, CrossFire detects that audio files do not meet CrossFire specifications it will convert these files. Before the conversion your CrossFire system will prompt for conversion approval. If you wish to not be prompted again you can uncheck this option By default, audio will be played directly in Program if there is nothing currently playing. This is different from video which will always go to Preview first. If you wish to mimic video playback you can select this option and audio will always go to Preview first.
Fade Duration
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Video Board Use the dropdown to select the index of the output or player for which you are setting genlock properties. Genlock Type Depending on the type of CrossFire system you are using there are four different types of genlock available: - Internal - Ref In - SDI A - SDI B When set to Internal, the system is Free Running, which means the system is not listening for an external Genlock signal. When set to Ref In, the system expects a blackburst (SD) or tri-level sync (HD) genlock signal on the Ref In connection of your CrossFire system. Please see 14 - Appendix B: Cable Diagrams for more information about CrossFire system connections. When set to SDI A, the system interrogates the SDI A video input signal and determines a genlock based on the timecode of this signal. Please see 14 - Appendix B: Cable Diagrams for more information about CrossFire system connections.
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When set to SDI B, the system interrogates the SDI B video input signal and determines a genlock based on the timecode of this signal. Please see 14 - Appendix B: Cable Diagrams for more information about CrossFire system connections. When a genlock signal is not readily available, but the SDI signals coming into the CrossFire machine are genlocked, the CrossFire system can genlock to those signals. NOTE It is of great importance that your CrossFire system is genlocked properly. The CrossFire system expects solid input signals, and genlock is important for the system to be able to read all input signals correctly. Invalid input signals or running a system without genlock enabled can result in unexpected behavior and malfunction of the system. Status When changing Genlock Settings it is important to verify the status of the settings. The Status field shows one of the following messages: Status Message Free Running Locking Locked Description The system is not looking for a genlock system and is running without genlock enabled The system is actively trying to lock to the incoming genlock signal The system has successfully locked to the incoming genlock signal
Advanced Settings In some scenarios finetuning is required to achieve perfect genlocking. Your CrossFire system offers finetuning of the following genlock settings: - Horizontal Delay - Vertical Delay - Output Horizontal Delay - Output SC Phase
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When you click the NEW button to add a Dynamic Image Object, or the EDIT button to edit an existing Dynamic Image Object you will be taken to the Dynamic Image Wizard. For more information about the Dynamic Image Wizard 0 - Data Object Wizard - Dynamic Image Object. To delete a Dynamic Image Object, click on the DELETE button. This is a permanent action and can potentially affect multiple graphics objects. Any images that have been setup to be a Dynamic Image Object in your graphics templates will now revert to static image objects.
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To duplicate a Dynamic Image Object, click on the DUPLICATE button. This will create an exact copy of the original Dynamic Image Object, and add it to the list. The name of the original Dynamic Image Object is prefaced by Copy of. Your CrossFire system also allows the import of Dynamic Images from a location on the hard drive. Click on the IMPORT button to browse to a Dynamic Image file. Finally, you can export any Dynamic Image Object to a location on the hard drive by clicking the EXPORT button. Image Rotate Lists The Image Rotate Lists settings window allows you to edit, import, and export Image Rotate Lists much like the Dynamic Images settings window.
To edit an Image Rotate List, click on the EDIT button and the Image List Editor is shown. To import or export an Image Rotate List, click on the IMPORT / EXPORT buttons. For more information about the Image List Editor see 4.5.4 - Image Rotate Lists.
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11 Troubleshooting
Issue Live Feed remains black when enabled Solution If your Video Input is either Composite or Component, and the input signal was not valid or no signal was present at the time the CrossFire software started you can experience a black signal upon enabling the Live Feed. Exit out of CrossFire and start CrossFire again to resolve this issue - Verify that you have the correct Video Input source selected in the Player Settings Window - Verify that you have connected the Video Input cable to the correct connection on the harness or the back of the video card of the CrossFire machine Make sure the Genlock settings are set properly. To do so, open the Genlock Settings Window. Make sure you have selected the appropriate Audio Input source in the Player Settings Window - Verify that you have connected the Audio Input on the Audio Harness to the appropriate audio wire Verify the Genlock settings in the Genlock Settings Window Invalid media might be causing frames to be dropped in the playback process. Verify that the media has been rendered according to CrossFire compliant media properties Verify that your internet connection is up Make sure mapped drives have been logged into. Some data providers need access to mapped network drives that might have to be logged into first -
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If you have verified the solutions for data fields are not updating and the data indicator light is still blinking red, open the Data Settings Window and check the Data Engine Log for indicators as to what might be causing connection problems The CrossFire system Video Input might be connected to a switcher that drops frames between signal changes. Make sure the Video Input signal is free of frame drops and timecode shifts as this might cause unexpected behavior Verify that the Key signal is enabled in the Player Settings Window Your CrossFire system requires adequate ventilation space above and below the system case. If there is not enough airflow the system might run hot and a temperature warning might be displayed. Ensure there is enough ventilation inside your production environment to keep operating temperatures low Your system might be experiencing a RAID problem. Call Click Effects Technical support and trained technicians will be able to assist you right away Please call Click Effects Tech support and indicate what message is shown on the computer screen You might be recording from an unapproved Video Input source. If your CrossFire system is connected to a DVD player you will see dopped frames upon recording. A DVD player does not generate a constant video signal that send a constant timecode to the video card of the CrossFire system. This will offset the CrossFire system to a point where it will start dropping frames - Your CrossFire system might not be genlocked correctly. Verify the Genlock settings in the Genlock Settings Window -
The key output signal remains completely white Matrox Temperature warning
System is beeping
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- Decrease the data rate for video recording. It is not necessary to record at a high data rate because in most cases you will not need high data rates for playback. Decreasing data rates will result in more reliable recording sessions I am getting a Memory Exception CrossFire has a limit as far as the number of animations that can be displayed at the same time. If the total size of animations displayed exceeds 600MB you will cause the system to run out of memory CrossFire can only use True Type Fonts. Any font that is not a True Type Font will not render properly After you set the initial row index on each Data Object, you have to set it back to use a rotator controller. If you dont set each Data Object back to use a rotator controller the object will not rotate in Program
I have set up a Dynamic Data Object to rotate using the out-of-town rotator controller, but it will not rotate when I transition it to Program
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12 Technical Support
In case there is a problem with your CrossFire system that needs immediate attention of a Click Effects technician please contact Click Effects Tech Support: On the web http://support.clickeffects.com/ Over the phone +1 (615) 460-7330 Support hours: Monday Friday, 8am 6pm CST.
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2. Once the video has been created press CTRL-M (Export Movie). Ensure that the Export Movie Settings match those below in the images. NOTE If the New Project settings were created appropriately then all the settings in the Export Movie Settings window should auto select to the correct format. If the settings in the New Project window were not setup properly then settings that are required in the Export Movie Settings may no even appear as options for Export.
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2. Once the video has been created make sure to use the Render Queue by pressing CTRL-M (Make Movie).
3. Once the composition is in the Render Queue click to change the Output Module settings where the word Lossless appears. 4. This will open the Output Module Settings. Click on Format Options and choose Matrox MPEG-2 I-frame from the drop down list.
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5. Once this is complete click OK. 6. If the video being created has audio click on the checkbox next to Audio Output to enable the audio stream in the AVI file. Modify the audio settings to the following: a. 48kHz b. 16-bit c. Stereo
7. Once this is complete click OK. Setup in the Render Queue where the AVI file is to be saved and click the Render button.
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2. Once the video has been created make sure to use the Render Queue by pressing CTRL-M (Make Movie).
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3. Once the composition is in the Render Queue click to change the Output Module settings where the word Lossless appears. 4. This will open the Output Module Settings. Click on Format Options and choose Matrox MPEG-2 I-frame from the drop down list.
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5. Once this is complete click OK. 6. If the video being created has audio click on the checkbox next to Audio Output to enable the audio stream in the AVI file. Modify the audio settings to the following: a. 48kHz b. 16-bit c. Stereo
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7. Once this is complete click OK. Setup in the Render Queue where the AVI file is to be saved and click the Render button.
4. Modify / Verify your Audio and Video Settings a. Sequence Presets: DV NTSC 48kHz
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5. Verify that your Sequence Presets are set at a time base of 29.97 fps.
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6. Verify Sequence Settings a. Frame: 720 x 480 b. Frame Aspect: NTSC DV (3:2) c. Pixel Aspect: NTSC CCIR 601 / DV d. Field: Lower (Even) e. Comp: Sorenson 3 f. Audio: 48k, 16-bit
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14.2 SD Audio
14.3 HD Video
14.4 HD Audio
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Storage
Storage Time (per channel) Capacity (per channel)
System
Network Ports Power Supply Chassis Weight
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Storage
Storage Time (per channel) Capacity (per channel)
System
Network Ports Power Supply Chassis Weight
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Westerstrand - Basketball
Data Interfaces Interface NHL NBA IDS Scoreboard Feed TVI HITS (via Intelligent Interface) IDS Scoreboard Feed DTVI (via Intelligent Interface)
PGA ShotLink MLBAM NFL GSIS DakStats - Baseball IndyCar Track Timing MTP SBC NASCAR Scoring Feed StatCrew - Baseball - Football - Basketball - Volleyball Beaver Creek Gymnastics PA Sports Ticker - NHL - NCAA Football - NCAA Basketball - NCAA Womens Basketball - NCAA Hockey Elias Soccer Stats Out-of-town Scores
For an up-to-date listing of supported Remote Control Interfaces, Serial Data Interfaces, and Stats Interfaces please visit our website at http://www.clickeffects.com/
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