USER MANUAL Version /24/2011

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1 USER MANUAL Version /24/2011

2 Table of contents Foreword Getting Started Introduction Starting Your CrossFire System Powering Your CrossFire System Login Screen CrossFire Operating System Essentials Important System Settings Computer Name Third Party Software Unauthorized Changes Understanding CrossFire System Elements Basic Terminology Users Media Buttons Basics Visual Elements Status Colors System Modes Right-click Menu Media Pages and Media Banks Media Page Changing Page Properties Media Bank Changing Bank Properties Media Types and Behaviors Media Type Creation Players and Dual Channel Setup Users Introduction Users Explained Using the User Select Screen Adding a User Deleting a User Switching Users Content Introduction Creating Content NTSC vs. PAL Standard Definition vs. High Definition Video Aspect Ratios Basics Pixel Aspect Ratio Using Video Editing Software Using Image Editing Software Video Codecs Basics Standard Definition High Definition User Manual 2

3 AVI MOV Stills Video with Audio Using Video Editing Software Audio Formats Basics WAV MP Interleaved Audio Image Formats Basics Importing Alpha Channels TGA BMP Other Formats Importing Content Importing Files Right-click menu Windows Drag-and-Drop Drive Requirements From File Formats to Media Types Video Key Files Recording Video to Hard Drive Basics Starting a Video Record Session Saving Recorded Video Record Settings Video Input Types Audio Input Types Recording Audio to Hard Drive Basics Starting an Audio Record Session Saving Recorded Audio Record Settings Audio Input Types Organizing Imported Content and Media Organizer Mode Entering Organizer Mode Organizer Panel Grid Size Options Leaving Organizer Mode Moving Media Buttons Copying Media Buttons Moving Media Buttons between Players Assigning a Reference Code to Media Buttons Page Arranger Deleting Media Buttons Media Vault Adding Media Buttons Removing Media Buttons Editors Introduction Starting an Editing Session Video Editor Transport Controls Trimming Controls In-point and Out-point Method 1 Jog Slider Method 2 Trimmer Handles Fine-tuning Reset Key Files Basics Editing Key Files User Manual 3

4 4.3.4 Changing Editor Settings Compression Types Dual Channel Resources Save To Location Recording Video and Key Files Setting Audio Recording Levels Recording Video Recording Key Record Time Remaining Looping Options Adjusting Audio Levels Adjusting Playback Volume Muting Audio Playback Creating a Still Setting the Thumbnail Image Saving Changes Canceling Edits Audio Editor Transport Controls Trimming Controls In-point and Out-point Setting Method Setting Method Fine-tuning Reset Changing Editor Settings Recording Audio Setting Audio Recording Levels Recording Record Time Remaining Looping Options Adjusting Audio Levels Saving Changes Canceling Edits Graphics Editor Canvas Guides Overscan Action Safe Guide Title Safe Guide Changing Editor Settings Background Color Guides Objects Explained Common Properties Text Object Image Object Fill Object Crawl Text Object Crawl Text Object Images and Data Fields Animation Object Data Object Intelligent Interface Support Image Rotate Lists Using the Layer Tool Window Creating New Objects Deleting Objects Duplicating Objects Changing Object Layer Order Managing Objects Selecting Multi-selecting Moving Resizing Copying Deleting Using Alignment Tools Layer Order Using Undo Assigning Effects User Manual 4

5 On Effect Off Effect Data Effect Setting Button Properties Title Behavior Bus Assignment Changing the Thumbnail Saving Changes Play List Editor Adding Media Buttons Moving and Deleting Buttons Moving Deleting Play List Modes Single Play Continuous Play Continuous With Reset Play Setting Play List Index Assigning Transitions Setting Still and Graphic Durations Looping Options Infinite Loop Loop Count Using Play List Elements as Remotes DVE Editor DVEs Explained Adding a Video DVE Adding a Live Feed DVE Locking a DVE s Aspect Ratio Using Movement Enabling and Disabling Media Assigning Default Video and Graphics Using a Background Guide Default Video and Graphics as Guides External Image Files as Guides Cropping DVE Transition Rules Non-DVE to DVE DVE to DVE Group Editor Groups Explained Editing Groups Basics Assigning a Custom Thumbnail Remote Editor Remotes Explained Editing Remotes Assigning a Custom Thumbnail Players Introduction Player Interface Explained Elements Indicators Video Player Transport Controls Preview Windows Video Preview Graphics/Live Preview Program Window Cueing Video Play List Timecode Taking Video or Graphics Setting Transitions User Manual 5

6 5.3.8 State Indicators Live Feed Volume Controls Data Tools Audio Player Transport Controls Cross Fades Playback Modes Sound-over-Sound Controlling Graphics Graphic Behaviors Revisited Graphic Controller Window Setting Bus Types Graphics and DVEs Data Tools Hot Keys and Command Keys Fundamentals Assigning Hot Keys Sharing Hot Keys Default Command Keys Changing Hot Key or Command Key Assignments Dual Channel Assignments Tools Introduction Media Finder Screen Media Marking Creating a Database Backup Repairing Missing Links Checking for Updates Creating a User Desktop Shortcut External Stats / Data Feeds Introduction Data Settings Screen Plug-ins and Plug-in Updates Integrated Data Intelligent Interface Protocol Mobile Messaging Interface RSS Feed Readers Supported Devices and Protocols PBUSII VDCP Configuration Using Data Objects in the Graphics Editor Basics Data Object Wizard Manual Data Object Dynamic Data Object Dynamic Image Object Dynamic Data Image Batch Importing Data Options Tool Window Changing Data Object Assignments No Data Value Configuring Data Objects with Multiple Rows of Data Configuring for Rotating Data Values Intelligent Interface Options Intelligent Interface Tool Window Data Effects User Manual 6

7 7.7 Controlling Data Fields Data Controllers Player Select Controller Out-of-Town Rotator Controller Remote Control Introduction Click Effects Network Configuration Basics Setting the Network Name Local Media Commands Remotely Controlling Your CrossFire System Controlling Other Systems from Your CrossFire System Controlling Vista Spyder Machines Recording and Playing Back UDP Traffic PBUSII VDCP Basics Configuration Troubleshooting Communication Issues SMPTE/LTC Timecode ClipShot Controller GPI Triggers Using ebox Controller Automation Introduction Scheduler Getting Started Enabling the Scheduler Adding Items Repeating Items Removing Items SMPTE Scheduler Getting Started Assigning Media Buttons to Timecode Events Fine-tuning Removing Assignments Settings Introduction Player Settings System Wide General Video Settings Live Feed Features Audio Master Audio Audio Genlock Settings Video Board Genlock Type Status Advanced Settings Data Settings User Manual 7

8 10.5 Image Settings Dynamic Images Image Rotate Lists System Settings Troubleshooting Technical Support Appendix A: Using Third Party Software To Create Content Creating a TGA with an alpha channel in PhotoShop CS Rendering Video from Adobe Premiere Rendering Video from Adobe After Effects Rendering Video from Adobe After Effects CS Rendering Video from Final Cut Pro Appendix B: Cable Diagrams SD Video SD Audio HD Video HD Audio Appendix C: Technical Specifications Appendix D: Supported Communication Interfaces User Manual 8

9 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 User Manual 9

10 1 Getting Started 1.1 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 Starting Your CrossFire System Powering Your CrossFire System After your system is installed it should be ready to be powered on. The front panel of your CrossFire system consists of two doors that can be opened. The door on the right-hand side contains a wing nut and the door on the left-hand side is outfitted with slots for air ventilation. Open the door on the right-hand side by turning the wing nut clock wise and pulling the door down. This exposes the built-in DVD-ROM drive and the power and reset buttons, as well as two indicator lights. The square red button is the system RESET button. This button should never be used unless you have been specifically instructed to do so by a Click Effects Technician. The round black button is the system POWER button. To power on your CrossFire system push the round black button. You will notice that one of the indicator lights comes on as an indication that your CrossFire system is powered on. NOTE Some CrossFire systems are outfitted with power supplies that require an initial charge. You will notice that when pressing the round black button your CrossFire system does not power on right away. This is because the power supply is charging. It usually takes seconds for this charge to complete. You will then notice that the CrossFire system powers on as expected. User Manual 10

11 1.2.2 Login Screen After you have powered on your CrossFire system, you should see a standard Windows login screen appear. Your CrossFire system has been configured with a single Windows user that does not require a password at login time. Click on the username in the middle of your screen to start Windows. On the Windows desktop there is a CrossFire icon installed. Double-clicking this icon will start CrossFire and will initialize the CrossFire video card(s). You can also start CrossFire from the Start Programs menu in Windows. Once you have started CrossFire you are ready to add content and play media! 1.3 CrossFire Operating System Essentials Important System Settings Your CrossFire system comes preconfigured and does not need additional system settings changes. Upon assembly and installation, Click Effects Technicians have made sure that all system settings are set for optimal performance. Changes made to the CrossFire software settings or operating system settings can easily result in unexpected behavior or system malfunction. Users should never change settings without the consent of Click Effects Technicians Computer Name The computer name of your CrossFire system is not randomly set: it is an intricate part of your system functioning properly. NEVER change the computer name of your CrossFire system. This will result in CrossFire software malfunction Third Party Software The environment within which CrossFire operates cannot be interfered with by other processes or software packages running on the CrossFire machine. Many software packages interfere with CPU processing power, and computer bus speed. These are essential hardware elements that CrossFire relies on for proper media playback. You are not allowed to install any third-party software onto your CrossFire system Unauthorized Changes Any unauthorized changes or installation of third party software can result in major system malfunction. As mentioned in your Warranty, unauthorized changes to your CrossFire system or hardware result in your Warranty being voided. Do not change anything to your CrossFire system. Always consult a Click Effects Technician. User Manual 11

12 1.4 Understanding CrossFire System Elements Basic Terminology Throughout this manual you will encounter a few recurring basic terms and definitions. Here is a quick overview of these terms that will help you understand descriptions and explanations. Preview Program Take In the Preview State, media is shown in a Preview Window that helps you verify that the correct piece of media is loaded In the Program State, media is sent to the output of your CrossFire system Taking media is the act of moving media from the Preview State to the Program State 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 Media Buttons Basics Media buttons represent the very core of your CrossFire system s media playback functionality. A typical media button s appearance has a lot of embedded information that helps you identify such things as media type, duration, current state, etc. A thumbnail gives you a visual indication of what content is linked to a media button. You can create over 5,000 media buttons per channel. It is important to know that a media button represents a link to content residing on your CrossFire system s hard disk. Should you choose to make multiple copies of a media button, CrossFire does not copy the physical file on the system s hard drive; it merely creates another link to this file. This helps keep enough hard drive space available for future content to be loaded onto the system. User Manual 12

13 Visual Elements A media button consists of the following elements: 1 Duration 2 Media Type Indicator 3 Thumbnail 4 Title Status Colors A media button will have the following highlight colors that help to identify the media button s state: - Yellow: Preview - Green: Program User Manual 13

14 - 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. User Manual 14

15 1.4.4 Media Pages and Media Banks Media Page A media page is the visual area within which media buttons are located. A single media page can contain up to 60 media buttons. Changing Page Properties At any point in time you can right-click on a media page button to change the page name or color. User Manual 15

16 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. User Manual 16

17 1.4.5 Media Types and Behaviors These are the media types available within your CrossFire system. 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 Full Screen Graphic 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 User Manual 17

18 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-over- Sound. 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 User Manual 18

19 1.4.6 Media Type Creation The media button right-click menu makes it very easy for you to create certain media types at any point in time. 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 Players and Dual Channel Setup A Player within the CrossFire software represents one physical video and audio output of the system. For systems that are assembled with two video outputs there are two players available. The player interface runs across the top of the screen and contains many video, graphic and audio controls. These controls are always the same for each channel of video. For more information see Player Interface Explained User Manual 19

20 2 Users 2.1 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. User Manual 20

21 2.3 Using the User Select Screen 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. User Manual 21

22 2.3.1 Adding a User From the User Select Screen you can add new users. Click on Add User, fill out a username in the next screen and click on OK. This will create a new user with an entirely new media collection. 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. User Manual 22

23 2.3.2 Deleting a User To delete a user, select the username from the User Select Screen and click on Delete User. For security reasons you will be prompted to confirm the deletion five times. 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 user s 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. User Manual 23

24 3 Content 3.1 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 NTSC vs. PAL Depending on your geographical location, you will have to consider creating your content in either NTSC format or PAL format. There are two major differences between NTSC and PAL: video size and frame rate (number of frames per second). Video Size Frame Rate NTSC 720 (w) x 480 (h) fps PAL 720 (w) x 586 (h) 25 fps 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 Video Aspect Ratios User Manual 24

25 3.2.2 Standard Definition vs. High Definition NTSC and PAL are Standard Definition video formats. Standard Definition is also referred to as SD. High Definition, or HD, introduces additional video formats that result in a better picture quality. Depending on the type of your CrossFire system, two High Definition video formats are supported. Video Size Frame Rate NTSC 720 (w) x 480 (h) fps PAL 720 (w) x 586 (h) 25 fps HD 720p 1280 (w) x 720 (h) fps HD 1080i 1920 (w) x 1080 (h) fps 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 Video Aspect Ratios Basics The video aspect ratio is computed by dividing the video width by the video height. Once broken down to the smallest common denominator this is either 4:3 or 16:9. NTSC and PAL video formats support both 4:3 and 16:9 aspect ratios. HD 720p and HD 1080i on the other hand only support 16:9 or Widescreen format. Pixel Aspect Ratio When switching from 4:3 to 16:9, video size does not get affected. NTSC 16:9 is still 720 (w) x 480 (h). What does change is the pixel aspect ratio. In 16:9 the pixel aspect ratio is 1.2; in 4:3 the pixel aspect ratio is 0.9. By creating a non-square pixel with a ratio of 1.2 you create widescreen content within the confines of the dimensions of the NTSC video signal. NOTE It is important to know that all video formats (NTSC, PAL, HD 720p, and HD 1080i) require non-square pixel rendering when creating content. Not only does this apply to video, but it applies to image files as well. Using Video Editing Software To learn more about setting up your video editing software (such as After Effects or Final Cut Pro) for creating content that is compatible with 4:3 or 16:9 video aspect ratios, see 13 - Appendix A: Using Third Party Software To Create Content. User Manual 25

26 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 Video Codecs Basics CrossFire uses certain video codecs for video playback. It is important to be aware of what formats are supported, because non-compatible format will be refused and you won t be able to import any media that is not rendered using a compatible codec. Standard Definition In Standard Definition video formats (NTSC, PAL) the following codecs and file formats are supported: Codec Name File Format DV25, DVCAM MPEG 2 I-Frame Sorenson, H.264, DV/DVCPRO, DVCPRO50, Animation, AVID, Apple ProRes422*.avi.avi.mov * Some codecs require a separate installation of codec files High Definition In High Definition video formats (HD 720p, HD 1080i) the following codecs and file formats are supported: Codec Name File Format DVCPRO50 MPEG 2 I-Frame HD DVCPRO, AVID, Apple ProRes422.avi.avi.mov * Some codecs require a separate installation of codec files AVI The AVI file format is the native video format used by your CrossFire system. It is preferable that you render any content in the AVI format using one of the above AVI codecs. You can obtain appropriate AVI codecs by contacting Click Effects Technical Support. It is important to know that not every AVI file is compatible with your CrossFire system. CrossFire uses specific codecs. MOV All MOV files created for Standard Definition or High Definition are subject to file conversion. MOV codecs can be used for native playback in your CrossFire system when a Standard User Manual 26

27 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 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 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 Audio Formats Basics Your CrossFire system requires audio files and interleaved audio for video to adhere to the following settings. - 48kHz bit rate - 16 bits - Stereo - PCM/WAV uncompressed 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. User Manual 27

28 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 Image Formats Basics Image files can be imported into your CrossFire system in two ways. Depending on what media type you are trying to create there are size requirements that need to be met to successfully use image files. Media Type Image Formats Size Requirements Still Bug, Overlay or Full Screen Graphic.tga,.bmp,.jpg,.gif,.tiff,.png.tga,.bmp,.jpg,.gif,.tiff,.png Image size needs to meet the video format your CrossFire system is configured for. For video sizes see Standard Definition vs. High Definition No specific size requirements. Images that exceed video sizes are subject to automatic resizing by the CrossFire Graphics Editor 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. User Manual 28

29 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 Importing Files There are two ways to import content files into your CrossFire system. - Using the media button right-click menu - Using Windows drag-and-drop functionality Right-click menu Any unused media button exposes an option on its right-click menu called Import Files After you select this option a file browser window will appear. Browse to the files you would like to import and click on OK. You can select one file or select multiple files. CrossFire will now import the files into your system. To learn more about the media button right-click menu see Media Buttons. Windows Drag-and-Drop Your CrossFire system also supports drag-and-drop from a Windows Explorer window. Using the Windows Explorer window, browse to the files you would like to import. Select one or multiple files and using the mouse drag-and-drop the files onto any unused media button. CrossFire will automatically start importing the files. Drive Requirements CrossFire requires that media content files reside on a hard drive that is fast enough for video playback. At import time, CrossFire will interrogate the source location of any type of media, and copy it to the Media Drive if necessary. After the import has completed, you will be notified of this in the form of a popup window. NOTE It is best practice to always copy media files onto the Media Drive of your CrossFire system. This will avoid additional copy times during file import. From File Formats to Media Types It is important to understand how file formats translate to media types when using CrossFire s import functionality. User Manual 29

30 File Format Video file formats:.avi,.mov Audio file formats:.wav,.mp3,.wma Image file formats:.tga,.bmp,.jpg,.gif,.tiff,.png Media Type Video or Still Audio Still 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 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 Key Files Recording Video to Hard Drive Basics The CrossFire video editor makes it easy for you to record video sent to the CrossFire s video input connection to the Media Drive. Starting a Video Record Session To start a video recording session, right-click on a media button and select Record Video This opens the CrossFire Video Editor and enables the RECORD button. To start recording, click the RECORD button; to stop recording click the STOP button. Saving Recorded Video After setting a title in the Video Editor and clicking on SAVE the newly recorded video will be saved to the CrossFire Media Drive and a new media button will be created on the CrossFire main page. Record Settings You can select what codec should be used for recording video. After setting the codec to be used you can also set the bit rate. The smaller the bit rate the lower the quality of video will be. Generally, 25Mb/s is a good rate for recording SD video using the MPEG 2 I-Frame codec. Around 100Mb/s is a good rate for recording HD video using the MPEG 2 I-Frame codec. Setting higher bit rates will result in more hard drive space used to store recorded video files. It is generally a good idea to use a bit rate that is visually acceptable. In some sports venues or arenas, lower bit rates will not be noticed when video is displayed on video screens and therefore setting a lower bit rate (higher compression) will not only yield more than acceptable video but save hard drive space as well. User Manual 30

31 Video Input Types Depending on what type of system you have these are the video input types available to you System Type Video Input Types Available Standard Definition High Definition 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 Audio Input Types Available Standard Definition High Definition Analog AES/EBU Embedded Audio AES/EBU Embedded Audio Recording Audio to Hard Drive Basics Recording audio is very similar to recording video. The CrossFire Audio Editor makes it very easy for you to record audio and save it to the CrossFire Media Drive. NOTE To be able to record audio there must be a valid video input signal coming into your CrossFire system Starting an Audio Record Session To start an audio recording session, right-click on a media button and select Record Audio This opens the CrossFire Audio Editor and enables the RECORD button. To start recording, click the RECORD button; to stop recording click the STOP button. Saving Recorded Audio After setting a title in the Audio Editor and clicking on SAVE the newly recorded audio will be saved to the CrossFire Media Drive and a new media button will be created on the CrossFire main page. Record Settings All audio will be recorded using the WAV audio format. There are no compression settings for audio. You can select what audio input type to use for recording using the record settings screen. User Manual 31

32 Audio Input Types Depending on what type of system you have these are the audio input types available to you System Type Audio Input Types Available Standard Definition High Definition Analog AES/EBU Embedded Audio AES/EBU Embedded Audio 3.4 Organizing Imported Content and Media 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 Organizer Mode The default mode of your CrossFire system is Player Mode. In Player Mode, any click on a media button will result in putting a media button in Preview or moving a media button to Program. Organizer Mode allows you to move media buttons, copy and paste media buttons, or delete media buttons. Entering Organizer Mode There are three ways to enter Organizer Mode. - From the media button right-click button, select Organizer Mode - From the Edit menu, select Organizer Mode - Use the CTRL-O Command Key shortcut Organizer Panel You will notice you are in Organizer Mode when the top section of the main CrossFire screen changes to Organizer Panel. The Organizer Panel features media page name and color options, as well as media page grid size options. Grid Size Options Media pages can have different grid sizes. The grid size ultimately determines the appearance of the media button. Available grid sizes on your CrossFire system are: - 10 x 6-6 x 4-5 x 4 User Manual 32

33 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 Moving Media Buttons One of the main operations performed in Organizer Mode is moving media buttons inside or between media pages. To move a media button first select it by clicking on it first. This will highlight the media button giving it a teal highlight color. To select multiple buttons hold down the CTRL key on the keyboard and click on each button that you would like to select. After you have selected one or more media buttons, click and drag the media button(s) to the new desired location within the page, or drop the selected items on a new media page or media bank Copying Media Buttons There are a few ways to copy media buttons using your CrossFire system. You will have to enter Organizer Mode first to be able to copy media buttons. The first way to copy media buttons is to select the source media button(s), and select Copy in the media button right-click menu. Then navigate to an empty media button on any media page, and select Paste from the right-click menu to paste the media button(s). The second way to copy media buttons it to select the source media button(s), and hit CTRL-C on your keyboard. Then navigate to an empty media button on any media page, and hit CTRL-V on your keyboard to paste the media button(s). Lastly, hold down the CTRL key on your keyboard and drag-and-drop a copy of the selected media buttons to a new location. NOTE It is important to understand that when using the CTRL-V method media buttons will be added or pasted at the first available empty media button spot available Moving Media Buttons between Players In a dual channel setup, you can move media buttons between channels or players. To move a media button from one player to another player, select the media button, select Copy in the rightclick menu, navigate to the destination player, and select Paste in the right-click menu of an unused media button. NOTE When using CTRL-C and CTRL-V in a dual channel setup the system will prompt you which player to paste the selected buttons to. User Manual 33

34 3.4.5 Assigning a Reference Code to Media Buttons A Reference Code can be used to create a link to the Media Button from either an XKeys device or a Remote Control protocol like PBUS II. To assign a Reference Code to a Media Button, right click on the Media Button and select PROPERTIES. In the Reference Code field enter the Reference Code. When using the optional XKeys device, you can now enter the Reference Code number and hit ENTER to either add the Media Button to Preview or show the Media Button in Program. User Manual 34

35 3.4.6 Page Arranger To help organize media page and media bank locations, CrossFire offers a tool called the Page Arranger. To use the Page Arranger enter Organizer Mode (see Organizer Mode) and at the top of the screen left-click on the button labeled ARRANGE. The Page Arranger shows a grid that represents all media pages and media banks available to the current user, as well as an Archive Bank that holds fourteen media pages. The Archive is useful if you have seasonal media items that you want to be stored offline or non-visible. When media pages are stored in the Archive they are not visible on any regular media bank. User Manual 35

36 3.4.7 Deleting Media Buttons There are two ways to delete a media button. - Select Delete from the media button right-click menu - Hit the Del button on your keyboard after selecting a media button Both methods will result in a confirmation window; if you select Yes in the confirmation window the media button will be permanently deleted. NOTE It is important to know that deleting a media button will not delete the physical media content file on the CrossFire system hard drive. To delete the file itself you can browse to the file using the Windows Explorer window or you can use the CrossFire trash can functionality. CrossFire will track links to media content files and will notify you when a physical file on the hard drive has been orphaned or is not used by a media button anymore. This will help you save drive space as you can delete orphaned or unused media content files with a single click Media Vault When your CrossFire system is in Organizer Mode, the Media Vault is shown at the top middle section of the screen. The Media Vault can be used to temporarily store media buttons. Adding Media Buttons To move media buttons into the Media Vault, select the media buttons in the media page and use your mouse to drag-and-drop the selected media buttons into the Media Vault. Removing Media Buttons To remove media buttons from the Media Vault and place them onto a media page, select the media buttons in the Media Vault and use your mouse to drag-and-drop the media buttons onto an empty media button in the media page. NOTE Media stored inside the Media Vault is not available for playback on your CrossFire system. It is also not returned in any search results using the Media Finder. For more information on the Media Finder see Media Finder Screen. User Manual 36

37 4 Editors 4.1 Introduction Your CrossFire system is equipped with an editor for each type of media. For an explanation of media types and their behavior see 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 Starting an editing session in CrossFire is very straightforward. To start an editing session of any kind select Edit from a used media button s right-click menu. Your CrossFire system will determine what editor to open based on the selected media button s media type. User Manual 37

38 4.3 Video Editor Number Description 1 Volume Controls 2 Audio VU Meter 3 Video Preview Window 4 Current Video Timecode 5 Video Thumbnail 6 Media Button Title 7 Media IN Point 8 Media OUT Point 9 Jog Control User Manual 38

39 4.3.1 Transport Controls Your CrossFire Video Editor has the following Transport Controls - Play - Stop - Rewind - Record Depending on what mode the Video 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 Trimming Controls Trimming Controls are one of the most important controls in the Video Editor. Using trimmers you can select the in-point and the out-point of the video clip. In-point and Out-point The in-point and out-point of video define the exact start and stop position of a particular video clip. Your CrossFire system uses the in-points and out-points when it gets ready to play a video clip. Method 1 Jog Slider The first method of setting in-points and out-points is using the Jog Slider to find the appropriate frame of video and clicking on either MARK IN or MARK OUT. MARK IN will mark the current position as the in-point to use. MARK OUT sets the current position as the out-point to use. Alternatively, you can use Video Editor hot keys I and O on your keyboard for marking a position as an in-point or an out-point. When you mark the in-point and the out-point you will notice the in-point handle and out-point handle on the Trimmer adjust positions. Method 2 Trimmer Handles The second method of setting in-points and out-points is using the Trimmer in-point handle and out-point handle. Click and drag the handle to the desired positions and the in-point and out-point will automatically be set. Fine-tuning Sometimes, you need to step frame-by-frame when you adjust an in-point or out-point. Next to the MARK IN and MARK OUT buttons there are Nudge buttons. One click on these buttons will either step the in-point or out-point forward or backward by a single frame. NOTE A shortcut to marking in and out points frame by frame is using the CTRL key on your keyboard and the left/right arrow keys on your keyboard to adjust the inpoint. The ALT key on your keyboard and left/right arrows on your keyboard are used to adjust the out-point. User Manual 39

40 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 Key Files If your CrossFire system comes equipped with a dedicated key output the CrossFire Video Editor helps you set in-points and out-points for key files. Basics A key file contains grayscale information that informs an external switcher what regions of the video (fill) file should be rendered transparent, and what regions should be rendered opaque. NOTE To start using the dedicated key channel on your system, verify that you have checked Enable Key Output in the player settings When your Crossfire system is sending its regular video output (fill) to a switcher, you can use an additional output to notify the switcher what regions of the fill signal should be rendered transparent or opaque, or any value in between. Fill Key combinations are used in a variety of ways. A good example is a so-called kiss cam. The Crossfire system plays a video file that has a region in the middle that needs to be transparent. The associated key file notifies the switcher that this area needs to be transparent. A key file is made up out of pixels ranging from white to black and all grayscale values in between. Full white is opaque, full black is transparent. Any grayscale values will be rendered partially transparent. Supported key files should have the same video format and software codec as the video file. Editing Key Files A key file must match or exceed the length and duration of the video (fill) file. The CrossFire Video Editor will warn you if your key file is too short. Editing in-points and out-points of key files follows the same logic as editing video files. It is very important that key files are trimmed and aligned with video files perfectly Changing Editor Settings Prior to recording video you will have to make sure Record Settings such as compression are set correctly. You will also have to verify that the correct video input source and audio input source are selected. To verify these settings click on the Tools menu option and select Options. This will open the Editor Settings window. User Manual 40

41 Compression Types CrossFire offers the following compression types or codecs that can be used for recording Standard Definition video Compression Type Quality Bit Rate MPEG 2 I-Frame (default) High Medium Low 50 Mb/sec 30 Mb/sec 10 Mb/sec DV25 n/a 32 Mb/sec Uncompressed n/a 173 Mb/sec CrossFire offers the following compression types or codecs that can be used for recording High Definition video Compression Type Quality Bit Rate MPEG 2 I-Frame HD (default) High Medium Low 300 Mb/sec 175 Mb/sec 50 Mb/sec Uncompressed n/a 173 Mb/sec NOTE It is recommended that the Compression setting always be set to MPEG 2 I- Frame 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. User Manual 41

42 4.3.5 Recording Video and Key Files Now that you have set the record settings you will have to make sure audio levels are coming in correctly. Starting a recording session is very similar to starting a video editing or audio editing session. To start a recording session select Record Video or Record Audio from an unused media button s right-click menu. This will open in record mode the Video Editor or the Audio Editor respectively. 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 don t 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 don t 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. User Manual 42

43 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 don t 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 Looping Options Checking the LOOP checkbox will cause video to automatically be placed in seamless loop mode when it is played. If you want the video to loop indefinitely, check the INFINITE checkbox. If you want to loop your video a specific number of times, make sure the INFINITE checkbox is not checked and then enter the number of times you want the video to repeat in the COUNT field Adjusting Audio Levels Changes made to audio levels inside the Video Editor do not affect the actual audio level of the content media file itself. It is merely an audio offset that will be applied at playback time. Adjusting Playback Volume If the audio levels are not at the optimum level (0dB or the highest yellow bar) or you want to adjust them for other reasons, move the volume fader up or down to the desired level. This audio adjustment will be saved with the video so that every time the video is played from the Media Player, you will hear the new level. Muting Audio Playback Checking the MUTE checkbox will ensure that the audio that was recorded with the video is muted when it is played from the Media Player. You can reverse this at any time by un-checking the MUTE checkbox. User Manual 43

44 4.3.8 Creating a Still Any full motion video can be turned into a single frame Still. To do so, check the STILL checkbox at the bottom right-hand corner of the Video Editor window. Once checked, the trimmer sliders snap together and the duration of the media button is reduced to one frame. Use the trimmer slider to select the correct frame of video that should be used as a Still. Click the SAVE button and you will notice the media button turns into a media button of type Still. To undo a Still created from a full motion video file, uncheck the STILL checkbox and click on the RESET button Setting the Thumbnail Image Use the jog slider to locate the frame of video you want to use as the thumbnail. Click on the thumbnail window, and the new thumbnail will be created. NOTE Try to select a frame of video that best indicates the topic of the video. You want to be able to glance at the thumbnail and know exactly which video it represents 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 Canceling Edits If you choose to cancel your edits, any changes to an existing media button or a new recording will be lost. User Manual 44

45 4.4 Audio Editor Number Description 1 Volume Controls 2 Audio VU Meter 3 Current Audio Timecode 4 Media Button Title 5 Media IN Point 6 Media OUT Point 7 Jog Control Transport Controls Your CrossFire Audio Editor has the following Transport Controls - Play - Stop - Rewind - Record User Manual 45

46 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 Trimming Controls Trimming Controls are one of the most important controls in the Audio Editor. With Trimming Controls your can trim recorded or edited media. Using trimmers you can select the in-point and the out-point of the audio clip. In-point and Out-point The in-point and out-point of audio define the exact start and stop position of a particular audio clip. Your CrossFire system uses the in-points and out-points when it gets ready to play an audio clip. Setting Method 1 The first method of setting in-points and out-points is using the jog slider to find the appropriate starting point and clicking on either MARK IN or MARK OUT. MARK IN will mark the current position as the in-point to use. MARK OUT sets the current position as the out-point to use. Alternatively, you can use Audio Editor hot keys I and O on your keyboard for marking a position as an in-point or an out-point. When you mark the in-point and the out-point you will notice the in-point handle and out-point handle on the Trimmer adjust positions. Setting Method 2 The second method of setting in-points and out-points is using the Trimmer in-point handle and out-point handle. Click and drag the handle to the desired positions and the in-point and out-point will automatically be set. Fine-tuning Sometimes, you need to step frame-by-frame when you adjust an in-point or out-point. Next to the MARK IN and MARK OUT buttons there are Nudge buttons. One click on these buttons will either step the in-point or out-point forward or backward. NOTE A shortcut to marking in and out points frame by frame is using the CTRL key on your keyboard and the left/right arrow keys on your keyboard to adjust the inpoint. The ALT key on your keyboard and left/right arrows on your keyboard are used to adjust the out-point. 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. User Manual 46

47 4.4.3 Changing Editor Settings Prior to recording audio you will have to make sure the audio input source set correctly. To verify this click on the Tools menu option and select Options. This will open the Editor Settings window Recording Audio Now that you have set the record settings you will have to make sure audio levels are coming in correctly. At the same time, verify that a valid video signal is present. Your CrossFire system cannot start recording until a valid video signal is detected. Setting Audio Recording Levels If your Audio Input Source is set to AES-EBU or Embedded Audio you don t 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. User Manual 47

48 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 don t 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 Looping Options Checking the LOOP checkbox will cause audio to automatically be placed in seamless loop mode when it is played. If you want the audio to loop indefinitely, check the INFINITE checkbox. If you want to loop your audio a specific number of times, make sure the INFINITE checkbox is not checked and then enter the number of times you want the audio to repeat in the COUNT field Adjusting Audio Levels Changes made to audio levels inside the Audio Editor do not affect the actual audio level of the media file itself. It is merely an audio offset that will be applied at playback time. If the audio levels are not at the optimum level (0dB or the highest yellow bar) or you want to adjust them for other reasons, move the volume fader up or down to the desired level. This audio adjustment will be saved so that every time the audio is played from the Media Player, you will hear the new level 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. User Manual 48

49 4.4.8 Canceling Edits If you choose to cancel your edits, any changes to an existing media button or a new recording will be lost. 4.5 Graphics Editor Number Description 1 Alignment Controls 2 Guide Buttons 3 Thumbnail Image 4 Graphic Objects 5 Layers Window User Manual 49

50 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 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 Canvas Guides Your CrossFire Graphics Editor comes equipped with two guides that are used throughout the broadcasting and event production industry. - Action Safe guide - Title Safe guide These guides help you place content on screen and help ensure that the common phenomenon of overscan will not clip your graphic objects. Overscan Any video setup has what is known as overscan. The total dimension of the video signal used gets clipped by video processing equipment such as scalars and video routers when sent to a video board or TV monitor. Action Safe Guide The Action Safe area can be considered the margin of the output which graphic objects are generally kept out of to create a buffer around the edge of the output so graphic objects don't straddle the edge of the screen. The Action Safe Guide helps you keep your graphic objects within the outer limit of the Action Safe area, indicated by the Action Safe Guide. Title Safe Guide The Title Safe area is, in television broadcasting, a rectangular area which is far enough in from the four edges, such that graphic objects show neatly: with a margin and without distortion Changing Editor Settings Prior to using the Graphics Editor you may want to change some settings. To access the Editor Settings click on the Tools menu option and select Options. This will open the Editor Settings window. Background Color The default background color of the canvas is black. To change the background color click on the Background Color box, select the desired background color, and click APPLY. NOTE The background color only applies to the graphics editor and does not affect the background color of your composition. User Manual 50

51 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 Objects Explained There are seven objects available in the Graphics Editor. Any object placed on the canvas can be selected, and moved around using the mouse. To create an object, select the appropriate Graphic Object Button. Common Properties Although each Graphic Object has very unique properties and features, there are some common properties shared among all Graphic Objects. NOTE Some of the following properties have numeric values that can be changed. To edit one of these properties, click in the property field and either type in a new value or use the value slider to assign a value. When finished, press the ENTER key on your keyboard. - Name - By default, when you create an object it gets assigned a generic name by the editor. For example, if you create two Text Objects, they will be named Text1 and Text2. You can specify a more descriptive title by clicking in the Name field and entering a new value. This makes each object easier to identify in the Layer Tool Window. - Opacity - Click in the Opacity field and type in a value from 0 to 100 percent. A setting of 0 is completely transparent, and a setting of 100 is completely opaque. - Use Alpha - When enabled, the object will render its alpha channel. When disabled all alpha channel information is ignored. - Visible - When enabled, the object is visible. - Position X, Y - This indicates the position (in pixels) of the center of the object on the canvas. The coordinates for the top-left corner of the canvas are (0,0). You can change the position of your object by entering a new value in either the X or Y field. You can also simply use your mouse to click and drag the object to the desired location. - Size W, H - These indicate the width and height of your object. - Scale X, Y - These indicate the scale of your object. By default it is always set to 100 percent. - Rotation - To rotate your graphic object, enter a value in degrees or use the rotation slider. In addition to these common properties you can also assign certain effects to graphics objects. To learn more about effects see Assigning Effects User Manual 51

52 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 Font Size Bold Italics Underline Justification 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 Object s perimeters. You can either select LEFT, CENTER or RIGHT. Multi-line By default Text Objects are single-line text only. To use multiple lines of text inside a Text Object, select the Multi-line option. User Manual 52

53 The Advanced Text Properties window offers the following properties Name Description Font Color Font Shadow Color Font Shadow Offset X, Y Kern Space Line Space All Caps Word Wrap Enable Kern Pair 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. User Manual 53

54 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 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. User Manual 54

55 The Animation Properties window has the following options Name Description File Path Lock Aspect Ratio 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 Speed Sets the speed of the animation from 1 to 20 Loop Infinite Count 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 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 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 Intelligent Interface Tool Window. User Manual 55

56 4.5.4 Image Rotate Lists You can use the Graphics Editor to turn any image into an automatically rotating list. This is an extremely powerful feature that turns an image into a rotating advertisement or other type of sponsor driven piece of content. To turn an Image Object into an automatically rotating list right-click on the Image Object, select Image Rotate List Options, and select Create. This will show the Image List Editor. In the Image List Editor simply select all files that should be part of the rotation, enter the exposure duration for each graphic, and select whether or not the list should reset to the first image when the graphic is removed from Program. User Manual 56

57 4.5.5 Using the Layer Tool Window The Layer Tool Window functions very similar to layer tool windows featured in many graphics editing software packages. The Layer Tool Window is a valuable tool that can perform many actions for you: - Creating new objects - Deleting objects - Duplicating objects - Changing object layer order - Changing object opacity Number Description 1 Visibility Button 2 Layer Name 3 Create Folder 4 Create Layer 5 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 User Manual 57

58 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 Managing Objects Selecting To start managing objects you first have to select one or more objects. You can either select an object by left-clicking on it or by selecting it in the Layer Tool Window. Once selected, an object will show a white outline and resize handles. Multi-selecting To multi-select objects hold down the CTRL key on your keyboard. You will notice multiple objects now have a white outline and resize handles. Moving To move one or more objects click on the selected object(s) with your mouse and move them to the desired location. You can also use the arrow keys on your keyboard to move the objects one pixel at a time. If you hold down the SHIFT key on your keyboard and use the arrow keys, the objects will move five pixels at a time. User Manual 58

59 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) Using Alignment Tools Multi-selecting objects is an essential starting point to using the alignment tools. Alignment tools can be very useful when designing graphics and lining up objects. Imagine having to manually set X and Y coordinates of tens of objects where two or three mouse-clicks could do the very same thing. Your CrossFire Graphics Editor Alignment Tools ensure objects are perfectly aligned. Function Center on canvas horizontally Center on canvas vertically Align top Align middle 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 User Manual 59

60 Align bottom Align left Align center Align right Equal horizontal spacing Equal vertical spacing 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 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 Using the Layer Tool Window. User Manual 60

61 To use the object s right-click context menu to change the layer order, select one of the following options: Function Description Bring to front Send to back Bring forward Send backward 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 Using Undo The Graphics Editor has multiple levels of undo. This means that any time you make an edit on the Canvas, you can always revert back to the way the Canvas was before the edit. To use Undo, select EDIT UNDO from the editor s menu or press CTRL-Z on your keyboard Assigning Effects By default, when you play a graphic, the graphic is displayed immediately without any type of transition effect. Graphics act differently from video and audio as they do not use the global transition that is applied to video clips or audio clips. There is a much more powerful and versatile way to accomplish transitions inside your graphics. Each graphic object can have its own custom effect for when it is displayed or removed from Program. There are three different types of Graphic Effects. NOTE Graphics Effects cannot be assigned to Crawl Objects and Fill Objects On Effect This is the effect that will be used to display the graphic object when it is played in Program. On Effects can be used on any graphic object except the Fill Object. Off Effect This is the effect that will be used when the graphic object is removed from Program. Off Effects can be used on any graphic object except the Fill Object. Data Effect This is the effect that will be used when Data Objects update their data while in Program. For example let s imagine you have a graphic of a score of a sporting event currently displayed in Program. A few minutes later, the score changes and your real time Data Object field is about to get updated. The Data Effect will dictate how the old value transitions to the new value. Data User Manual 61

62 Effects can only be used on Data Objects. For more information on using Data Objects and assigning Data Fields see 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 Setting Button Properties 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. User Manual 62

63 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: Bug Overlay Full Screen Graphic 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 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 Changing the Thumbnail 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 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. User Manual 63

64 4.6 Play List Editor 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 Adding Media Buttons Go to the media page that contains the buttons that you would like to add to the Play List. Select either one or multiple buttons, and drag-and-drop them into the Play List using the mouse. Alternatively, you can use the Media Finder window to find the media buttons you would like to add, and drag-and-drop directly from the Media Finder results screen into the Play List. To learn more about using the Media Finder see Media Finder Screen NOTE Any media button added to the Play List will lose its link to the original media button on the media page. Once added to the Play List, a copy is created and any changes to the original will not affect the copy that now resides in the Play List Moving and Deleting Buttons Moving To move a media button within the Play List, select it with your mouse and drag it to the preferred position. Deleting To delete a media button from the Play List, right-click on the media button and select DELETE from the context menu. NOTE Keep in mind that deleting items from the Play List has no consequence to the original media button that was added from your media Page. You are ONLY removing the item from the Play List and not from your media page or the hard drive. User Manual 64

65 4.6.3 Play List Modes There are three different types of modes for Play Lists. Single Play A Play List in Single Play mode will play the current item of the Play List once; the next media item in the Play List will be next to play when the Play List is played again. In essence, the Play List does not automatically cue up the next item in the Play List like Continuous Play and Continuous With Reset Play do. Continuous Play Use this mode if you want to play all the media items from the first one to the last. If the Play List is stopped before reaching the last item the Play List will remember the index of the last media item played. The next time the Play List media button is clicked, the Play List will start from the next clip. Continuous With Reset Play Use this mode if you want to play all the media items from the first one to the last, but you would like the index of the Play List to reset to the first index any time the Play List is stopped. The next time the Play List media button is clicked, the Play List will start from the first clip Setting Play List Index You can select what item in the Play List should be started with by setting the Play List Index. A green indicator square next to the item s index number indicates what index the Play List is currently set to. Click on any Play List item s index number to change the Play List Index. When the Play List is played in Program, this is the item that will be started with. At any point in time you can edit a Play List and you will notice that every Play List (depending on Play List type) maintains a current index of where the Play List was left off the last time it was played Assigning Transitions Every time you add a new media button to a video Play List, a default transition will be assigned. The default transition is the same as what the current System Transition is set to. You can change the transition pattern by clicking on the transition thumbnail of the media button and use the Transition Picker Control to make a new selection Setting Still and Graphic Durations When a Still or Graphic media button is dropped into a Play List, it is assigned the default still duration. To change the still duration, click in the Duration field of the media button and enter a new value. If you want to apply the same duration to all the stills in your Play List, check the APPLY TO ALL STILLS checkbox and click APPLY Looping Options Checking the LOOP checkbox will cause the Play List to continue playing from the beginning when it reaches the last item. The loop option will work with any of the three Play List modes. User Manual 65

66 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 Using Play List Elements as Remotes Each element added to a Play List can function as a Remote button. To use this feature check the IS REMOTE checkbox. This will result in each Play List element showing up in the Click Effects Network window. You can then assign actions on remote machines to each element of the Play List. To learn more about Remotes and the Click Effects Network see Remotes Explained. User Manual 66

67 4.7 DVE Editor DVEs Explained DVE stands for Digital Video Effect. In the world of broadcasting DVEs are used to perform picture-in-picture effects, horizontal and vertical squeezes and much more. In stadiums and arenas DVEs can be used for a wide variety of things. In CrossFire DVEs can be used to reposition video and achieve virtual board zoning with sponsored segments and stats lining the video. Your CrossFire system allows you to set up DVEs for the Video Playback layer and for the Live Feed layer. To create a DVE right-click on an empty media button and select CREATE DVE. This will open the 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. User Manual 67

68 4.7.2 Adding a Video DVE To add a Video DVE to the canvas click on the VIDEO button in the ADD DVE section in the bottom left-hand corner of the DVE Editor. This will add a Video DVE. The object added to the canvas functions like a placeholder of where video will appear on the output. The Video DVE added to the canvas has the appearance of a video test signal, and can be moved around and resized the same way Graphics Objects can be moved around and resized on the Graphics Editor canvas Adding a Live Feed DVE To add a Live DVE to the canvas click on the LIVE button in the ADD DVE section. Similar to a Video DVE you can resize the Live DVE and move it around on the canvas. The Live DVE has the appearance of two video cameras Locking a DVE s Aspect Ratio Because a DVE resizes video, in most situations you want to make sure that even though the video is now smaller, the aspect ratio of the video remains the same. The DVE Editor helps you in accomplishing this by offering aspect ratio locking. Select the DVE you want to lock to an aspect ratio and right-click on it to expose the context menu. Select ZONE ASPECT RATIO and select the appropriate aspect ratio. Select Custom to unlock the selected aspect ratio. Once the aspect ratio is selected, anytime you resize the DVE it will resize width and height accordingly Using Movement When engaged, DVEs can either take effect immediately or motion can be used to transition from their previous locations to the new location. You can choose to use motion on the engagement of a DVE and on the disengagement of a DVE. To use motion on engagement, check the ENGAGE MOTION option and enter the duration of the motion in number of frames. To use motion on disengagement, check the DISENGAGE MOTION option and enter the duration of the motion in number of frames Enabling and Disabling Media While creating a DVE you can also indicate whether or not the Live Feed should be enabled upon engagement of the DVE. Additionally, you can indicate whether or not the Live Feed or Video Feed should be disabled whenever the DVE is disengaged. Use MEDIA ENABLE ON ENGAGE or MEDIA DISABLE ON DISENGAGE to set these options. User Manual 68

69 4.7.7 Assigning Default Video and Graphics There are situations where you would like a certain video clip or set of graphics to be played in Program when the DVE is engaged. Think of the following situation: the default look of your video screen is a zoned board with video surrounded by graphics. In certain promotions you might want to cut to full screen Live Feed video. When you need to return to your zoned board with sponsor graphics you want this to be a seamless action. This is where assigned video and graphics come into play. First, you want to switch CrossFire to Organizer Mode to be able to select media buttons and drag-and-drop them into the DVE Editor. The DVE Editor offers a shortcut to set the player to Organizer Mode. Click on ORG MODE to set the player to Organizer Mode. The DVE Editor allows you to assign up to three graphics to a DVE. You can assign one video clip to a DVE. Anytime the DVE is engaged the associated graphics or video clip are displayed in Program. To remove an assigned video clip or graphics buttons, right-click on the media button at the bottom of the DVE Editor and select CLEAR Using a Background Guide You can either use one of the assigned default video or graphics elements as guides or you can load an image created outside of CrossFire as a background guide. Setting up a DVE can be a very precise operation, and a background guide could help significantly in getting DVEs lined up correctly and accurate to the pixel. Default Video and Graphics as Guides To use either the assigned video or graphics elements as a guide right-click on the media button at the bottom of the DVE Editor and select SET AS DVE GUIDE. External Image Files as Guides To use an external image file as a guide click the BROWSE button under the Guides section. Select the appropriate file from the file system and it will be placed on the background of the DVE Editor. To clear the background guide assigned click the CLEAR button under the Guides section 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. User Manual 69

70 DVE Transition Rules 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 didn t 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 State DVE Option Effect Video Playing - From full-screen to DVE position Black - No visual effect, DVE position is assumed Live Feed Enabled - From full-screen to DVE position Disabled - No visual effect, DVE position is assumed Enabled Engage on enable From full-screen to DVE position Disabled Engage on enable Live Feed is enabled and transitioned from an infinite location in the center of the screen, and sized to the DVE position DVE to DVE Object State DVE Option Effect Video Playing - Black - Live Feed Enabled - Disabled - 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 Enabled Disabled Engage on enable Engage on enable From previous DVE position to new DVE position. Live Feed is enabled and transitioned from previous DVE position to new DVE position. User Manual 70

71 4.8 Group Editor Groups Explained A group represents a collection of media buttons that are grouped together. For instance: if you want to always show a certain sponsor bug with a video you can create a group button that holds both the video media button and the sponsor bug. To create a group button, right-click on an empty media button in the media page and select CREATE GROUP Editing Groups Basics To add a media button to a group, select the button from the media page and drag-and-drop it into the 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. User Manual 71

72 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 Remotes Explained A remote represents a remote control trigger that can set in motion a number of different protocol specific actions. A remote can: - Trigger an action on one or multiple other CrossFire or Blaze machines on the Click Effects Network - Request a preset on a Vista Spyder machine that is available via TCP/IP - Record and playback UDP packets that are sent to the CrossFire machine To create a remote button, right-click on an empty media button in the media page and select CREATE REMOTE Editing Remotes To edit a remote button, right-click on the remote button and select EDIT IN EDITOR. This will open the Remote Editor window. To learn more about the different remote control protocols that can be used in the Remote Editor see Click Effects Network. User Manual 72

73 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. User Manual 73

74 5 Players 5.1 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 Description 1 Audio Volume 2 Audio VU Meter 3 Video Volume Controls 4 Video VU Meter 5 Reference / Sync Indicator 6 Live Video Signal Indicator 7 Live Audio Mute Button 8 Data Settings 9 Data Controllers 10 Data Information 11 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. User Manual 74

75 5.2 Player Interface Explained 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 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. User Manual 75

76 5.3 Video Player Label Number Element Name 1 Volume Controls 2 Video VU Meter 3 Rewind Button 4 Pause/Play Button 5 Stop Button 6 Loop Button 7 Stop GFX Button 8 Trans Button 9 DVE Button 10 DVE Title Transport Controls Transport Controls is a generic term for controls that affect the state of media in the system. Transport Controls affecting video are REWIND, PAUSE/PLAY, STOP and LOOP. When you click the REWIND button when video is currently playing the video will rewind to the in-point and it will pause. To start the video after a REWIND click on the PAUSE/PLAY button. When video is playing the PAUSE/PLAY button will show the pause icon; when video is paused it will show the play icon. The TRANS button will transition any items in Preview to Program. The STOP GFX button will remove all graphics from Program. User Manual 76

77 5.3.2 Preview Windows The Video Player has two Preview Windows: - Video Preview - Graphics/Live Preview Video Preview The Video Preview shows a thumbnail of the video loaded in Preview. Once video is loaded into Preview, a single click on the Video Preview window will transition the video to Program. To get a better view of the Video Preview Window, double-click on the VIDEO label located below the Video Preview Window. This will show a pop-up screen with a bigger view. To remove a Video loaded into Preview, click the CLEAR button located below the Video Preview window. Graphics/Live Preview By default the Graphics Preview window is shown. To switch to the Live Preview window doubleclick the GFX label located below the Graphics/Live Preview window; the GFX label has now changed to LIVE. To switch back to Graphics Preview double-click the LIVE label; the LIVE label has now changed back to GFX. The Graphics Preview shows a real-time Preview of all graphics loaded in Preview. Since graphics can be stacked and each graphic can contain multiple layers, the Graphics Preview window is a very valuable tool that gives you a live Preview of all graphics elements including live data fields. Once graphics are loaded into Preview, a single click on the Graphics Preview window will transition all graphics from Preview to Program. To clear Graphics loaded into Preview, click the CLEAR button located below the Graphics Preview window. The Live Preview shows the Live Feed that is connected to the video input of the CrossFire system Program Window The Program Window shows a real-time view of the output generated by your CrossFire system. To get a better view of the Program Window, click on the Expand icon located below the Program Window between the Program indicator and the Program time code. This will show a pop-up screen with a bigger view of the output. Located below the Program Window is the Program time code. When a video is playing in Program you will see the time code for the current video clip. If the current video clip is a Still the time code will list STILL. To change the format of the time code shown, see Video - Settings User Manual 77

78 5.3.4 Cueing Video When video is playing in Program, you can set up a seamless transition to the clip loaded in Preview by Cueing Preview Video. To achieve this, first make sure you have a video clip loaded in Preview. Single-click on the Video Preview window and notice the indicator next to the Program Window states CUED. This assures that the clip in Preview will start playing when the clip in Program ends, taking into account the duration of a possible transition. NOTE If the video currently in Program is a Still then cueing is not possible. Video will immediately transition from Preview to Program Play List Timecode When a video play list is actively playing, the system will show the previously discussed CUED indicator when the next play list clip is CUED to play next. The system will also indicate how much time is left in the play list. A red timecode label will appear at the top of the Player Interface Taking Video or Graphics The term take or taking refers to the industry standard term of taking media that is currently in Preview. To relate it to consumer electronics it is the same as playing media. In your CrossFire system there is a variety of ways to Take video or graphics loaded into Preview: - Click the TRANS button - Click the individual media button again - Click the Video Preview or Graphics Preview window twice By default the ENTER key on your keyboard is set up as a Command Hot Key for taking media Setting Transitions To set the transition used for video clips, click on the transition icon. This will open the Transition Picker window. To set the duration of transitions click on the number listed below FRAMES. This sets the duration of transition in number of frames. Depending on the video format selected, the number of frames per second is either frames per second or frames per second. For more information about video formats see Creating Content User Manual 78

79 5.3.8 State Indicators There are a number of state indicators on your CrossFire Video Player interface. There are indicators that let you know whether something is loaded in Preview or Program. There are indicators that inform you of the state of connected video feeds and genlock feeds. Finally, there are indicators for data feeds connected to your CrossFire system Live Feed The Live section lists controls that pertain to the Live Feed connected to your CrossFire system. The Live Feed On/Off button enables or disables the Live Feed. Additionally, there are indicators for the live feed signal and the genlock signal. If these lights are green everything is set up correctly. If at any point the lights blink red you should check signals connected to your CrossFire system. NOTE Your CrossFire system relies on valid signals connected to your system. Unreliable signals connected to your CrossFire system can cause unexpected behavior. Your CrossFire system delivers broadcast quality outputs, and expects high quality input signals for all of its functionalities. The last control listed in the Live section is the audio control. When Audio is enabled with the Live Feed it will override any current audio in the Video Player when the Live Feed is enabled. Additionally you can choose to mute the audio from the Live Feed and keep currently playing audio from an underlying video clip. To achieve this, make sure Live Feed audio is disabled. To get a preview of the video signal connected to the video input of the CrossFire system you can double-click on the GFX label below the Graphics Preview Window. This turns the Graphics Preview Window into the Live Preview Window 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 Audio Formats User Manual 79

80 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 Description 1 Volume Controls 2 Audio VU Meter 3 Pause Button 4 Stop Button 5 Loop Button Transport Controls Transport Controls is a generic term for controls that affect the state of media on the system. Transport Controls affecting video are PAUSE, STOP and LOOP. The Transport Controls of the Audio Player function completely independent of the Transport Controls for the Video Player. User Manual 80

81 5.4.2 Cross Fades Your CrossFire system automatically performs cross fades between audio clips depending on the duration of the clips you are playing. If the current clip in Program has more than 10 seconds of playing time left, and the new clip s duration is longer than 10 seconds, the system will perform a true cross fade. If either of the clips duration or time remaining is under 10 seconds, the system will fade down the clip in Program first, and then cut in the new audio clip Playback Modes By default, the way your CrossFire system plays audio clips differs from the way video clips are being played. While the first click on a video clip puts it in Preview first, a first click on an audio clip plays it directly in Program. Only if there is already audio playing in Program, a click on an audio media button will put that audio clip in Preview. Your CrossFire system does offer a playback mode for audio that exactly resembles video playback. In this mode, the first click on an audio clip puts the audio clip in Preview. Not until the second click on the media button will the audio clip play in Program. This can be set in the Player Settings window. For more information see Audio 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. User Manual 81

82 5.5.1 Graphic Behaviors Revisited Media Type Bug Overlay Full Screen Graphic Description A Bug in Program until it is sent a stop command from a stop button. A good example of a bug is the station marker on broadcast TV An Overlay is attaches itself to a Video, Still or Full Screen Graphic in Program. The Overlay will disappear as soon as the associated Video is stopped A Full Screen Graphic acts much like a Still: it will displace Video, Stills or Full Screen Graphics when moved to Program Graphic Controller Window For each graphics media button that you add to Program (and in effect add to the Graphics output layer) an individual controller appears that lets you control this specific media button or layer. This allows you to remove a single graphic, but leave other graphics on the output. User Manual 82

83 5.5.3 Setting Bus Types There are three Bus Types that can be set using the Graphic Controller Window - Video Bus - Live Bus - Graphics Bus 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 Video and Live Video Live Graphics 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 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 Graphics and DVEs When you associate Graphics with DVEs you tell the system to always load that Graphic when the DVE is engaged. This introduces the third Bus Type: Graphics Bus. The Graphics Bus is a full screen area of the output that does not get affected by any resizing performed by DVE elements. When a graphic is assigned to the Graphics Bus it does not get resized or squeezed with the Video DVE. User Manual 83

84 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 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 Hot Keys and Command Keys 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. User Manual 84

85 5.7.2 Assigning Hot Keys The Hot Key assignment process is very straightforward. You can right-click on a media button and select Assign Hot Key from the context menu. This brings up a window that shows the same media button and prompts you to enter a keystroke on the keyboard. You can use single keystrokes but also combined keystrokes such as CTRL-T and even CTRL-SHIFT-T. Click on OK and the Hot Key is saved to the list of Hot Keys. 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 Sharing Hot Keys If a keystroke is already assigned to another media button, you can choose to either replace the existing assignment with the new assignment, or you can share an assignment. When you share a Hot Key assignment, one keystroke will fire multiple media buttons at once. This can be very User Manual 85

86 useful if you want to combine media buttons or have media buttons on multiple channels fire at once Default Command Keys Your CrossFire system comes preconfigured with a set of Command Hot Keys. Common commands such as STOP, PAUSE and LOOP are linked to keystrokes on your keyboard. Command Keys can be a valuable shortcut and can save a considerable amount of time when immediate action is required. For instance, if at any point you need to stop video playing in Program, you can hit the ESC key on your keyboard which will function the same as using the mouse and clicking the STOP transport control button. The following Command Keys have been assigned by default on your CrossFire system: CTRL + SPACE Stop Audio ENTER ESC F5 F6 F7 F8 F9 F10 F11 F12 SHIFT + SPACE Space Trans Stop All Media Clear Preview Clear Graphics DVE ON/OFF Pause Video ON/OFF Pause Audio ON/OFF Loop Video ON/OFF Loop Audio ON/OFF Live ON/OFF Stop Graphics Stop Video Changing Hot Key or Command Key Assignments At any point in time you can change Hot Key and Command Key assignments on your CrossFire system. To do so open 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. Select one of the Hot Keys or Command Keys and double-click the selected Hot Key or Command Key to edit the keystroke assignments previously made. Enter a new keystroke on the keyboard and select OK to save changes. User Manual 86

87 5.7.6 Dual Channel Assignments Hot Keys and Command Keys are global assignments in your CrossFire system. This means that one Hot Key can potentially control multiple players or channels. If you share a Hot Key as described in Sharing Hot Keys, you can assign the same Hot Key to two media buttons on different channels. When the Hot Key is used, both media buttons will be controlled at the same time. NOTE You can only assign one video and/or audio media button to a Hot Key or Command Key per channel User Manual 87

88 6 Tools 6.1 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 Media Finder Screen 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. User Manual 88

89 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 Creating a Database Backup 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 Repairing Missing Links 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. User Manual 89

90 6.6 Checking for Updates 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 Creating a User Desktop Shortcut 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. User Manual 90

91 7 External Stats / Data Feeds 7.1 Introduction 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. User Manual 91

92 7.2 Data Settings Screen 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. User Manual 92

93 7.2.1 Plug-ins and Plug-in Updates Connections to stats and data feeds are added to your CrossFire system in the form of plug-ins. Each plug-in will add one or more Data Providers to your CrossFire system. A plug-in or update to a plug-in can be loaded by going to the Settings Data Settings option in the main menu. Click on the LOAD PLUGIN / UPDATE button, select the plug-in or update file and click on OK. In most cases your CrossFire system will come preconfigured with plug-ins that you might need in your production environment. If additional plug-ins are required please contact Click Effects Technical Support for assistance Integrated Data Your CrossFire system comes with data plug-ins that are integrated into the system. Integrated Data objects offer more functionality and have been designed with specific implementations in mind. Intelligent Interface Protocol Your CrossFire system comes preconfigured with an adapted support for the Intelligent Interface. One of the integrated Data Plug-ins is the Intelligent Interface plug-in. The Intelligent Interface was written with Chyron Character Generator systems in mind, and because the storage and request methods are substantially different on a Chyron system, the Intelligent Interface commands pertaining to storage and request have been modified. You can set up COM serial connections or TCP/IP connections to the device that will be sending the CrossFire machine Intelligent Interface commands. 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. User Manual 93

94 For more information about how to set up Chyron-like templates inside CrossFire see 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 RSS Feed Readers Depending on the version of your CrossFire software you can access the RSS Feed Readers functionality. If available on your system, you can set up an unlimited number of RSS Feed Readers. From the RSS tab, select the NEW button to add an RSS Feed Reader to your CrossFire system. Enter a name for the reader, the URL of the RSS feed, and the interval at which to refresh the RSS data. Click on OK and your custom RSS Feed Reader is ready for use. You can add more RSS Feed Readers by repeating the above sequence. Any custom RSS Feed Reader created from this screen automatically gets added to the Graphics Editor Data Options window. You can open the Graphics Editor to start using your custom RSS Feed Reader s fields. CrossFire supports the RSS 2.0 specification. <?xml version="1.0" encoding="utf-8"?> <rss version="2.0"> <channel> <title>rss Example</title> <description>this is an example of an RSS feed</description> <link> <lastbuilddate>mon, 28 Aug :12: </lastBuildDate> <pubdate>tue, 29 Aug :00: </pubDate> <item> <title>item Example</title> <description>this is an example of an Item</description> <link> <guid ispermalink="false"> </guid> <pubdate>tue, 29 Aug :00: </pubDate> </item> </channel> </rss> NOTE CrossFire does not support embedded HTML formatting inside RSS data. RSS data should consist of plain text. Any HTML formatting tags will be treated as plain text and will appear in the data field that displays the RSS data. User Manual 94

95 7.3 Supported Devices and Protocols 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 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 VDCP. User Manual 95

96 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 Using Data Objects in the Graphics Editor 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 isn t 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 User Manual 96

97 7.5.2 Data Object Wizard After you click on the DATA button in the Graphics Editor the Data Object Wizard appears. 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 User Manual 97

98 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. User Manual 98

99 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 player s 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. User Manual 99

100 - 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. User Manual 100

101 - 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 Field s current value. This is useful when you don t 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. User Manual 101

102 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 let s 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 player s 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 Data Options Tool Window After you have added a Data Object to the Canvas of the Graphics Editor, you can change properties or change the assigned data field that is used for this Data Object. Right-click on any object on the Canvas of the Graphics Editor and select DATA OPTIONS to open the Data Options Tool Window. 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. User Manual 102

103 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, today s 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 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 Data Controllers. User Manual 103

104 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 Assigning a Reference Code to Media Buttons Intelligent Interface Tool Window Your CrossFire system supports a subset of Intelligent Interface commands. To start using the Intelligent Interface, first enable the Intelligent Interface in the Integrated Data plug-in screen. When the Intelligent Interface has been turned on your CrossFire system is constantly collecting Intelligent Interface commands and storing them for further use. You can instantly add Template Fields from an Intelligent Interface command to the Graphics Editor using the Intelligent Interface Tool Window. To start adding Template Fields, click on Tools II Options in the Graphics Editor. User Manual 104

105 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 player s 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 Controlling Data Fields Data Controllers Depending on what external stats or data feed your CrossFire system is configured with, there are a few Data Controller Tool Windows available that help you control Data Fields that are setup to display data with multiple rows of values. To access the Data Controllers available on your system click on the Data Controller button located below the Graphics Preview window on the Video Player. In general there are two types of Data Controllers available: - Player Select Controller - Out-of-town Rotator Controller User Manual 105

106 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. User Manual 106

107 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 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. User Manual 107

108 8 Remote Control 8.1 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 Click Effects Network Configuration 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. User Manual 108

109 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 client s machine s playback state. User Manual 109

110 8.2.2 Remotely Controlling Your CrossFire System 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 Controlling Other Systems from Your CrossFire System 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 Controlling Vista Spyder Machines 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. User Manual 110

111 8.2.5 Recording and Playing Back UDP Traffic 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. User Manual 111

112 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 You can override these assignments using Media Buttons from the Media Page by simply dragging the Media Button into the item slot. User Manual 112

113 To clear an assignment, select the item from the list and click on the CLEAR button. 8.4 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 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. User Manual 113

114 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 User Manual 114

115 8.4.3 Troubleshooting Communication Issues 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 o o o o The Click Effects machine will set all VDCP Port Numbers to 0 at startup. 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. The Switcher then needs to tell the Click Effects machine to set its VDCP Port to a particular number. A VDCP Port is synonymous to a Channel in the CrossFire machine 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 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 User Manual 115

116 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 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 SMPTE Scheduler. User Manual 116

117 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. User Manual 117

118 8.7 GPI Triggers Using ebox Controller 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. User Manual 118

119 9 Automation 9.1 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 Getting Started To start using the built-in Scheduler, select Edit Scheduler to open the main Scheduler window Enabling the Scheduler 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 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. User Manual 119

120 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 Repeating Items There are four types of repeats that can be selected: - Never (one shot) - Hourly - Daily - Weekly 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. User Manual 120

121 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 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. User Manual 121

122 9.3.2 Assigning Media Buttons to Timecode 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, let s 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. Let s 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. User Manual 122

123 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 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. User Manual 123

124 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. User Manual 124

125 10.2 Player Settings The most elaborate settings windows is the Player Settings window. The Player Settings window is divided into four types of settings: System Wide settings, General settings, Video settings and Audio settings. 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. User Manual 125

126 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. Setting Media Storage Drive Definition This setting tells your CrossFire system where to save files that are recorded using the Video Editor or Audio Editor General The General Settings section lists a few basic settings for a Media Player. Setting Time of Day Format Show Countdown At Graphics Play Logging 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. User Manual 126

127 Video User Manual 127

128 Settings Setting Title Time Code Format Video Format Aspect Ratio 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. User Manual 128

129 Live Feed Setting Video Input Source Audio Input Source Audio Follows Live Input Play Video Fades Out Live 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. User Manual 129

130 Features Setting Use Transitions Stop Fades To Black Audio Fade IN Follows Video Show First Frame In Program Prompt For Still Size Approval When DVE Engaged Video Window Follows Video DVE Enable Key Output 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 don t 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 don t want this to happen you can uncheck this feature User Manual 130

131 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 Master Monitor Output 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 User Manual 131

132 Audio Setting Title Time Code Format Fade Duration Prompt For Audio Conversion Approval Mimic Video Play Logic 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. User Manual 132

133 10.3 Genlock Settings Your CrossFire system comes with Genlocking capabilities, and the Genlock Settings window offers a few settings that affect the Genlock status of the system. Genlock Settings are output specific, and must be setup for each player individually. 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. User Manual 133

134 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 Description Free Running Locking Locked 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 User Manual 134

135 10.4 Data Settings The Data Settings window offers valuable information and settings that apply to the CrossFire Data Engine, and to individual plugins that are installed on your CrossFire system. To learn more about the Data Settings window and about data and stats feeds in general, see Error! Reference source not found. - Error! Reference source not found Image Settings There are settings available for two types of images: - Dynamic Images - Image Rotate Lists Dynamic Images The Dynamic Images settings window allows you to perform the following actions: - Add a new Dynamic Image Object - Edit a Dynamic Image Object - Delete a Dynamic Image Object - Duplicate a Dynamic Image Object - Import or Export a Dynamic Image Object 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. User Manual 135

136 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 Image Rotate Lists System Settings It is strongly recommended that you do not change any of the System Settings listed in the System Settings window, unless explicitly instructed to do so by a Click Effects technician. Changes made to the System Settings can cause unexpected behavior and system malfunction. User Manual 136

137 11 Troubleshooting Issue Solution Live Feed remains black when enabled - 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 Live Feed signal is rolling - Make sure the Genlock settings are set properly. To do so, open the Genlock Settings Window. Not getting audio with Live Feed - 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 Audio distortion upon playback - 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 Data fields are not updating - 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 User Manual 137

138 Data indicator blinks red 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 My video signal indicator sometimes blinks red 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 The key output signal remains completely white Verify that the Key signal is enabled in the Player Settings Window Matrox Temperature warning 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 System is beeping Your system might be experiencing a RAID problem. Call Click Effects Technical support and trained technicians will be able to assist you right away System does not boot Please call Click Effects Tech support and indicate what message is shown on the computer screen Dropped frames upon recording - 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 User Manual 138

139 - 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 I have loaded a custom font but it won t render correctly in my graphics CrossFire can only use True Type Fonts. Any font that is not a True Type Font will not render properly 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 After you set the initial row index on each Data Object, you have to set it back to use a rotator controller. If you don t set each Data Object back to use a rotator controller the object will not rotate in Program User Manual 139

140 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 Over the phone +1 (615) Support hours: Monday Friday, 8am 6pm CST. User Manual 140

141 13 Appendix A: Using Third Party Software To Create Content 13.1 Creating a TGA with an alpha channel in PhotoShop CS3 To create an alpha channel without a gradient that fades to transparent follow these steps: 1. Create a new graphic (File New) and select Transparent for Background Contents 2. Create your graphic by adding layers with content 3. Select all content on visible layers: a. CTRL-Click on the thumbnail of the first layer that you want to select b. CTRL-SHIFT-Click on thumbnails of additional layers that you want to select 4. In the Channels tab (located next to the Layers tab) select the second icon from the left (a rectangle with a circle). This creates the alpha channel by ignoring anything selected in the previous step. 5. To preview the alpha channel you can activate the checkbox of the newly created alpha channel. This creates a red preview of the selection of your graphic that will be the alpha channel 6. Select File Save As, and select the Targa file format from the file format dropdown. Make sure the graphic is saved as a 32 bit TGA To create an alpha channel with a gradient that fades to transparent: 1. Follow steps 1-5 of the previous section 2. In the Channels tab click on the newly created alpha channel (this time click on the channel itself, not the thumbnail of the channel) 3. Now we are in channel edit mode and we can make adjustments to the alpha channel. Anything in black will be alpha; white will show content from your layers. 4. With the gradient tool, create a gradient from white (content) to black (alpha). Any gradient created this way will represent a fade from content to transparency. 5. Select File Save As, and select the Targa file format from the file format dropdown. Make sure the graphic is saved as a 32 bit TGA 13.2 Rendering Video from Adobe Premiere Create the project with the following Custom Settings: a. Width: 720px b. Height: 480px c. Pixel Aspect Ratio: 0.9 d. Frame Rate: 29.97fps e. Audio Sample Rate: Hz f. Compressor: Matrox MPEG-2 I-frame g. Audio: Master: Stereo User Manual 141

142 User Manual 142

143 User Manual 143

144 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. User Manual 144

145 User Manual 145

146 13.3 Rendering Video from Adobe After Effects Setup the composition with the following settings: a. Width: 720px b. Height: 480px c. Pixel Aspect Ratio: 0.9 d. Frame Rate: 29.97fps User Manual 146

147 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. User Manual 147

148 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. User Manual 148

149 13.4 Rendering Video from Adobe After Effects CS3 1. Setup the composition with the following settings: a. Width: 720px b. Height: 480px c. Pixel Aspect Ratio: 0.9 d. Frame Rate: 29.97fps 2. Once the video has been created make sure to use the Render Queue by pressing CTRL-M (Make Movie). User Manual 149

150 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. User Manual 150

151 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 User Manual 151

152 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 Rendering Video from Final Cut Pro 1. Create your project 2. Import your assets 3. Assemble your sequence 4. Modify / Verify your Audio and Video Settings a. Sequence Presets: DV NTSC 48kHz User Manual 152

153 User Manual 153

154 5. Verify that your Sequence Presets are set at a time base of fps. User Manual 154

155 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 7. Render your Sequence (via Export ) to Quicktime. User Manual 155

User Guide. BrightAuthor Release 2.0. BrightSign HD110, HD210, HD210w, HD410, HD810, HD1010, and HD1010w. COMPATIBLE WITH

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