Avid® Motion Graphics User’s Guide
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Copyright 1996 Daniel Dardailler. Permission to use, copy, modify, distribute, and sell this software for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation, and that the name of Daniel Dardailler not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission.
This product includes software developed by the Apache Software Foundation (http://www.apache.org/). © DevelopMentor This product may include the JCifs library, for which the following notice applies: JCifs © Copyright 2004, The JCIFS Project, is licensed under LGPL (http://jcifs.samba.org/). See the LGPL.txt file in the Third Party Software directory on the installation CD. Avid Interplay contains components licensed from LavanTech.
Contents Symbols and Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 If You Need Help. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Accessing the Online Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Avid Training Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Layout Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Select Menu Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Save Now Menu Option. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 SaveOnExit Menu Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Lock Menu Option . . . . . . . . . . . . . . . . . . . . .
Preview Pane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Related Feature: Viewport Pane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Model Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Material Pane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Texture Pane . . .
Design Products . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Mouse Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Keyboards and Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 About Projects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Objects . . . . .
Library Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 Setting the Library Graphic Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 Changing the Name of a Library Graphic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231 Using Avid Motion Graphics Journalist with iNEWS . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Graphics Organization in Journalist for iNEWS . . . . . . . . . . . . . . . .
Editing Graphics Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274 Adding a New Graphic to a Rundown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276 Special News Control Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277 Checking Status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278 Ready and Not Ready Status. . . . . . . . . . . . .
Configure a Channel Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292 Open an Avid Motion Graphics Project for a Channel . . . . . . . . . . . . . . . . . . . . . . 293 Open an Avid Motion Graphics Project for a Group . . . . . . . . . . . . . . . . . . . . . . . . 295 Chapter 8 Avid Motion Graphics Plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297 Avid Motion Graphics Photoshop Exporter Plug-in . . . . . . . . . . . . . . . . . .
Before You Begin... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Playing Deko Graphics in AMG Compositions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327 Playing Deko Graphics in AMG Control or AMG News Control . . . . . . . . . . . . . . . 329 Motions with Pauses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330 Cancelling a Previewed Graphic . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Symbols and Conventions Using This Guide Congratulations on your purchase of Avid Motion Graphics. Avid Motion Graphics is the foundation for reliable, high-productivity media production. It is designed for media facilities and broadcasters using the industry's most proven real-time storage software technology, delivering stable operation, high performance media access, and class-leading value.
If You Need Help Symbol or Convention Meaning or Action This symbol indicates a single-step procedure. Multiple arrows in a list indicate that you perform one of the actions listed. (Windows), (Windows only), (Macintosh), or (Macintosh only) This text indicates that the information applies only to the specified operating system, either Windows or Macintosh OS X. Bold font Bold font is primarily used in task instructions to identify user interface items and keyboard sequences.
Accessing the Online Documentation Accessing the Online Documentation The Avid Motion Graphics online documentation contains all the product documentation in PDF format. You can access the documentation in the Avid Motion Graphics Documentation folder on the Avid Motion Graphics installer device. n You need to download and install Acrobat Reader on your Avid Motion Graphics Server before you can access the PDF documentation. To access the online documentation from the installer device: 1.
1 Avid Motion Graphics Overview Avid Motion Graphics is a product suite geared for media producers in the media enterprise, professional video, and education market segments who produce graphics for several applications including news, sports, live events (concerts, houses of worship), post production, channel branding, game shows, reality TV, corporate video, and educational purposes.
Product Suite Product Suite The Avid Motion Graphics platform is built on a powerful rendering engine that lets everyone involved in graphics development make the most of their media. The product suite provides a foundation for a variety of media applications, including news, sports, live events, post production, and channel branding. The following table describes the different Avid Motion Graphics products.
System Tools Product Description Avid Motion Graphics Creation Avid Motion Graphics Creation is a software-only graphics design application with the same advanced 2D/3D creation tools and advanced 2D/3D real-time rendering as the full-featured Avid Motion Graphics system. You can create stunning imagery with this complete next-generation creative toolset for quick transfer to the online Avid Motion Graphics system.
System Tools System Tools Description Avid Motion Graphics Font Package Allows use of graphics previously created in Deko and users can create new graphics using fonts from this package in Avid Motion Graphics too.Installed on the Avid Motion Graphics Server. AMG Transcode AMG Transcode is an application that allows you to convert from multiple types of clips into a known usable format, which allows playback in real-time and has aligned audio.
System Options System Options The following table describes the options that may be added to your Avid Motion Graphics system Options Description Avid Motion Graphics Journalist Avid Motion Graphics Journalist is for the journalists who need template graphics for easy fulfillment of data.
Key Features Feature Description Workflow integration Enables you to integrate graphics into the newsroom and edit suite while transitioning to the new platform. Empowers you to create powerful newsroom graphics from advanced templates. Object-based environment Allows each object to contain its own parameters and animation properties, and to be combined in an infinite variety of ways.
Key Features Feature Description Enhanced materials with soft clipping planes, Provides a wide range of creative options to develop specular effects, bumpmapping, advanced materials, a differentiated look and feel for any application. shaders and shadows Group effects Lets you animate entire groups of objects, such as multi-line scoreboards with a variety of preset animations.
Key Features Feature Description Data-driven graphics Lets you dynamically update graphics, such as financial charts, sports scores, and election results via integration with ODBC sources, RSS feeds, XML files, and/or third-party data sources and applications. Advanced GPU technology support Supports the latest advances in GPU and I/O technology, as well as formats from NTSC up to 2K, including film resolutions and custom formats.
2 Graphics Design Workspace The following describes the Avid Motion Graphics design products workspace created for those users who produce graphics and compositions, which are used for news, sports, live events (concerts, houses of worship), post production, channel branding, game shows, reality TV, corporate video, and educational purposes.
Design Product Suites Design Product Suites You can use the Avid Motion Graphics design products to create graphics you want to present on-air, such as lower thirds, frames for text, clocks, leaderboards, full-screen bulleted lists, templates for interfaced data, and pops, for quickly popping partial graphics onto a master graphic. The graphics are saved as a composition. The composition contains all the objects and all the properties of those objects, including the animation.
Design Product Suites Product Suite Description Avid Motion Graphics Creation Avid Motion Graphics Creation is one of three graphics design applications. It is for graphics departments where graphics designers need separate graphics creation for later playout. They can import and edit third-party graphics objects using the full Avid Motion Graphics feature set for creation in a software only package, which can be installed on a laptop with a powerful graphics card and plenty of memory.
Understanding the Workspace Understanding the Workspace The Avid Motion Graphics workspace consists of a layout, which is a set of five areas containing panes and tools that are installed with the product. The size and location of the areas and panes are set by default in each of the different basic layouts. Not all of the available panes are displayed in each layout, but users can customize which panes are displayed, their sizes, and where they are located in the window.
Understanding the Workspace In addition to the areas and panes, the application layouts feature menu bars and tools in the panes that offer additional information and functionality. The following table describes the areas and panes displayed when using the default layout. Area Description 1 - Assets The Assets area displays different types of asset panes. The asset panes are tabbed libraries of graphic objects, materials, and effects, which can all be used in composition creation.
Understanding the Workspace Adding and Removing Panes in a Workspace By default, panes are grouped into different areas in the user interface for basic ease of access. All panes can be moved to different areas, thereby creating custom layouts, depending on the user’s preferences. To add or remove panes in a workspace: 1. Open the View menu, located at the top of your window. The View menu lists the five workspace area options: Assets, Menu, Animation, Viewports, and Model. 2.
Understanding the Workspace Working with Layouts The application is installed with some preset layout types. When you first start the application, the Default layout is displayed. You can select a different layout from the Layout menu. The following table lists the preset layouts and their descriptions. Layout Type Description Animation The Animation layout provides a larger viewport in the Edit pane providing a most efficient workspace for those users working with motion and animated graphics.
Understanding the Workspace To save a custom layout: 1. Select the Save Now option from the Layout menu. a dialog box opens. 2. Type the name for your custom layout. 3. Click the Ok button. The new custom layout now appears in the Layout drop-down list of preset layouts from which to choose. Panes and Areas Because of the multiple areas in to which panes may be moved, you can customize the areas in your workspace.
Understanding the Workspace Saving Presets From the Materials pane you can name any material object that you have used in order to make it distinct. After you have made an object distinct from an original preset, you can then drag and drop it to the Material library to save it. You can also do this with shaders, texts, and most other objects that appear in the Model pane. Backing Up and Recovering Projects To ensure that you can recover a project you must enable automatic backups.
Menu Bar Menu Bar The Avid Motion Graphics user interface has a menu bar located near the top of the window. There are five menu items; File, View, layout, and Help. The following sections describe each Menu item and their options. File Menu The File menu contains sub-menu options for all of the actions you can perform with respect to projects and compositions within the window. For more information, see Project Menu Options, Composition Menu Options, Preferences Menu Options, and Exit Menu Options.
Menu Bar Project Menu Options The following table describes the Project menu options. Project Menu Option Menu Option Description New Creates a new, blank project with a single default composition Open Opens your project without loading compositions. n When using Avid Motion Graphics Control to playout your graphics select Open. Do not select Open All to open your project. AMG Control loads your compositions automatically.
Menu Bar Composition Menu Options The following table describes the Composition menu options. Composition Menu Option Menu Option Description New Creates a new, blank composition Load Published .Opens the FileLoader window to the preset Admin Projects directory, allowing you to select which previously published composition to load. n Load Selected Loads one or more unloaded compositions that you have selected in the StormLogic pane.
Menu Bar Composition Menu Option Menu Option Description Publish Selected Publishes one or more composition(s) that you have selected in the StormLogic pane. You cannot publish a composition if your Admin Projects path isn’t defined. n Using the Publish Selected feature creates a (_published/user) folder in the defined Admin Projects directory that contains the exported composition folder, .scn file, and template thumbnail. Published compositions can be loaded into projects.
Menu Bar Preferences Menu Options The following table describes the Preferences menu options. The Preferences options allow you to configure properties for Viewports, text, paths, desktop shortcuts, and other settings for the Avid Motion Graphics design products. For more information about preferences, see the Avid Motion Graphics Setup and Configuration Guide. n Tabs are grouped by Project-specific and Machine-specific preferences.
Menu Bar Preferences Menu Option Menu Option Description Text Allows you to enable Unicode Shaping and Spell Check features. Misc Allows you to change the default timeline length.
Menu Bar Preferences Menu Option Menu Option Description Paths Allows you to set your project and asset directory paths. The User Projects path is intended for local project storage. The Admin Projects path is intended for sharing projects and publishing compositions. Compositions are automatically published to the Admin Projects directory. The Common Library path is intended for sharing objects, materials, textures, fonts, an so on.
Menu Bar Preferences Menu Option Menu Option Description Desktop Shortcuts Allows you to create project specific shortcuts on your desktop. Shortcut Layout associates a predefined workspace layout with your project. Create Open Lazy creates an Open, not Open All, shortcut on your desktop for the project currently open. Create Open All creates an Open All shortcut on your desktop for the project currently open.
Menu Bar Exit Menu Options The following table describes the Exit menu options. Exit Menu Option Menu Option Description Exit Exits Avid Motion Graphics. If you haven’t saved your work a message displays asking, “There are changes, Quit anyway? View Menu The View Menu lists the five major workspace areas and each area’s pane display options. Selecting a pane adds it to your workspace area.
Menu Bar Assets Area Menu Option Description In Use Displays or removes the In Use pane in the Assets area files In Use Displays or removes the Files In Use pane in the Assets area Python Displays or removes the Python pane in the Assets area Menu Option The following table describes the Menu option. Menu Option Menu Option Description Tools This option enables or disables the Tool bar that appears at the top of the Viewport pane.
Menu Bar Animation Menu Option Menu Option Description Immediate Out The Immediate Out pane is used for generating template thumbnails for later use in Avid Motion Graphics Control. Custom Allows you to create Custom timelines. Viewports Area Pane Options The following table describes the Viewports menu options. Viewports Menu Option Menu Option Description Edit Enables or disables the Edit pane in the Viewport. Program Enables or disables the program pane in the Viewport.
Menu Bar Model Menu Option Menu Option Description Form Used to enable or disable the Form pane in the Model area. Icon Used to enable or disable the Icon pane in the Model area. System Used to enable or disable the System pane in the Model area. Pivot Used to enable or disable the Pivot pane in the Model area. Sound Used to enable or disable the Sound pane in the Model area. Production Used to enable or disable the Production pane in the Model area.
Menu Bar Select Menu Options The following table describes the Select menu options. n To change the layout of your workspace, LMB-click or hover over the Select option in the Layout Menu. Select one of the default layouts or a previously created custom layout. Select Menu Option Menu Option Description Animation This layout ia a default for animation work. Default This is the default layout. Design This is a default layout for design work.
Menu Bar Lock Menu Option The following table describes the Lock menu option. Lock Menu Option Menu Option Description Lock When enabled, this feature locks your workspace layout. When locked you are prevented from clicking and dragging panes from one location to another. You can still resize panes, and add/remove panes through the View Menu. Delete Menu Option The following table describes the Delete menu option.
Assets Area Assets Area The Assets area contains the Library, Effects, Browser, StormLogic, and In Use panes. The StormLogic pane is for managing compositions, while the other panes in this area are for composition-level asset management. Aside from the StormLogic pane, each of the other panes displays their content in a tabular arrangement by category. For instance, the Library pane has icons each of which represents a different library category.
Assets Area When your compositions (templates) are complete, meaning they’re ready for playout, they should be nested above the WorkArea, within the StormLogic level, as shown in the following illustration. n While compositions are allowed within the Storm Logic Level, they’re not allowed to be at the same level because StormLogic is at the root level of a project, acting as a ‘group’ that contains all of a project’s compositions, assets, and parameter based Python files.
Assets Area There are helpful actions accessible in the StormLogic or WorkArea levels of the StormLogic pane, using a right mouse-click to access the menu options. The following table describes the right-click menu options accessible through the StormLogic pane. Right-Click Menu Option Description Save StormLogic Saves your project’s StormLogic. Load Published Allows you to load a previously published composition New Composition Creates a new composition under the WorkArea disclosure.
Assets Area There are helpful actions accessible at the Composition level of the StormLogic pane, using a right mouse-click to access the menu options. The following table describes the right-click context menu options accessible through the StormLogic pane for the Compositions level. Right-Click Menu Option Sub-Menu Option Description New Creates a new composition under the WorkArea disclosure. Load Loads the currently selected composition(s). Save Saves the currently selected composition(s).
Assets Area Right-Click Menu Option Sub-Menu Option Capture Thumbnail Description Captures a thumbnail of the Edit Pane, in the Viewport Area. Anamorphic Letterbox Crop Set Category Categories help to keep compositions better organized. None Removes the previously set category for that composition. New Opens a dialog box for naming a new category and applying it. As new categories are created, they appear in the Set Category list along with None and New.
Assets Area Library Pane The Library pane is comprised of preset library categories that contain different objects, shapes, graphic images, materials, textures, and so on, which are the fundamental building blocks of your compositions. You can also create custom images and add them to these different libraries. Each library category is represented by a different icon displayed at the top of the Library pane. You can select an icon to display objects in that particular library.
Assets Area Library Icon Description Font library - this is a library of different predefined fonts objects that can be used in compositions. MediaIn Timer library - this library contains different predefined timers that can be used with objects in compositions. Data Font Fix library - this is a library of different predefined font fix objects that can be used in compositions. Pivot library - this is a library of different predefined pivot objects that can be used in compositions.
Assets Area 4. Close the Preference window 5. Right-click in the Library pane to display a menu of options. 6. Mark the Show Common Library Check box. Resizing Asset Library Pane Icons The Library pane uses icons to display different types of assets.
Assets Area You can make these Icons larger by placing the pointer over the divider line between the disclosure arrow and the name of the category, as shown in the following illustration. This works for any divider line in the user interface. The pointer becomes a cross hair, which allows you to drag the divider line to the right, enlarging the items, and making them easier to identify.
Assets Area Effects Pane The Effects Pane is a collection of preset effects for modifying the appearance and behavior of your composition assets. You can also create custom effects and add them to these different collections. The different effects are represented by a different icon displayed at the top of the Effects pane. Icons at the top of the Effects Pane represent the various effect categories; each category corresponds with a pane in the Avid Motion Graphics workspace.
Assets Area Effects Icon Description MediaIn Effects - this is a library of different predefined media effects, which can be applied to objects and can be used in compositions. Font Effects - this is a library of different predefined font effects, which can be applied to fonts and can be used in compositions. Timer Effects - this is a library of different predefined timer effects, which can be applied to objects and can be used in compositions.
Assets Area 3. Drop the effect on to the object you want to modify, as shown in the following illustration. To delete an effect: 1. Navigate to the appropriate pane, the Object Pane is used in the following example.
Assets Area 2. Right-click on the effect disclosure or effect name to display the effect menu. 3. Select the Effect Delete option. Using this menu, you can also reset an effects adjustable attributes by selecting the Effect Reset or enable effect dragging by selecting the Effect Drag Enable option. Object Effects and the attributes that pertain to them appear at the bottom of the Object pane.
Assets Area You can also use the quick navigational presets to display the lists of folders in each predefined location. Each predefined location is represented by a different icon, displayed at the top of the Browser Pane just under the navigation tools. Navigation Tool Icon Description Move up one drive Select a Disk Drive Select a Drive path Create New Folder You can also use the quick navigational presets to display the list of folders in each predefined directories.
Assets Area The following table lists the icons for the different Browser pane icons and their names. All paths are C:\users\\Documents except for the fonts path which is C:\Windows\Fonts. Browser Pane Icon Directory Name \dbs - database path \obs - object path Texture path Audio path plugin path fonts path \python path \sets path \ipf path \desktop path OS Browser 61
Assets Area Browser Paths Avid Motion Graphics allows you to set your browser paths. To set your browser path: 1. Navigate to your preferred directory. For instance, if you’re setting the path for the texture icon, you’d navigate to where your textures are stored. 2. Right-click over the corresponding icon (for instance, the texture icon) to display the options. 3. Right-click the Set Shortcut option. Now, you can access your textures by clicking the texture icon.
Assets Area In Use Pane The In Use Pane organizes composition assets into an easy-to-navigate categorical interface. The assets for the composition you’re currently editing are listed in the In Use pane. Any shared (global) assets are also listed. To reduce project size and free up system resources, Avid Motion Graphics supports cross-composition asset sharing.
Assets Area The following illustration shows an example of a composition with redundant materials. The Live Bug and Breaking News graphics were created using separate materials for each of the four chevron surface objects: Live-Bug_BLUE, Live-Bug_RED, Breaking-News_BLUE, and Breaking-News_RED. Ideally, these graphics would use just two shared materials. n Depending on your system configuration most materials won’t cause noticeable delays in project load time.
Assets Area To eliminate the redundant materials in the previous example, two materials were shared between all four chevrons, as shown in the following illustration. First, the Live-Bug_BLUE and Live-Bug_RED were applied to each of the corresponding (blue/red) chevrons. After the previous actions complete, the blue chevrons share the material, Live-Bug_BLUE, and the red chevrons share the material, Live-Bug_RED; and, the materials, Breaking-News_BLUE and Breaking-News_RED, are unused and un-referenced.
Assets Area Deleting, Unused Materials When a project is complete, it’s good practice to use the Delete unreferenced items feature for eliminating redundant materials, textures, fonts, and timers. To delete un-referenced items from the In Use Pane: 1. Right-click over the materials In Use Pane to display options. 2. Do one of the following: t Select the Delete unreferenced items option. t Select the Delete option to delete one material at a time. The following Clean dialog box opens.
Assets Area 3. Do one of the following: t Click Ok to apply to only the un-referenced focused material. t Click Cancel to apply to only the un-referenced focused material. t Click Clean all to apply to all un-referenced items currently in the In Use pane. t Click Cancel all to apply to all un-referenced items currently in the in Use pane After eliminating the unused materials, only shared materials remain in the In Use Pane. Renaming Materials You can rename materials in the In Use pane.
Menu Area Menu Area The Menu Area is located directly above the Viewport and by default contains the Tools pane. Tools Pane The Tools Pane provides access to all of the tools you need for manipulating objects in the Viewport. There are a set of gizmos that allow you to transform objects. There are also tools for displaying statistical data and altering the Viewport.
Menu Area Icon Tool Name Keyboard Shortcuts Rotate e Allows manual heading, pitch, and roll rotational object transformations. Heading: rotation about the Z-axis Pitch: rotation about the X-axis Roll: rotation about the Y-axis Scale r Allows manual X, Y, and Z axis scalar object transformations. Excessively or negatively scaling objects can cause undesired behavior.
Menu Area Icon Tool Name Keyboard Shortcuts Display Statistics Alt + s Displays various statistical data in the Viewport. Use this tool to monitor your systems performance; particle systems, 3D-objects, animations, and so on are often resource intensive. Display Global Axis Alt + e Displays X, Y, and Z axes. To adjust which planes appear as grids in the Viewport, navigate to the Viewport Pane and under Viewport Planes turn on or off axes.
Menu Area Icon Tool Name Keyboard Shortcuts Description Display Grid Alt + g Displays grid(s). GridSnap N/A Auto-aligns the guide bar to the closest grid intersection. Enable Video Input 1 N/A Enables video input one. Enable Video Input 2 N/A Enables video input two.
Animation Area Animation Area Avid Motion Graphics uses a variety of animation timelines, setting itself apart from traditional timeline keyframe editors, and giving graphic designers more control. The Animation area contains various panes designated for different animation types. You can create animations within and between compositions. The Animation area is located immediately below the Viewports area. n Animations from the various timelines are also referred to as productions.
Animation Area Animation Controls Description Pause/Resume Go to next keyframe Go to end Loop mode The following table describes the Animation area tool icons. Timeline The following table describes the Animation area tool buttons, which are accessible at the bottom of each of the Animation area panes (In/Out, Self In/Self Out, Brother In/Brother Out, Immediate In/Immediate Out). Animation Timeline Tool Button Name of Tool Description Frame window This button enables the Frame Window feature.
Animation Area Animation Timeline Tool Button Name of Tool Autofit Description Automatically interpolates frames between two keyframes, or before a single keyframe, to form a spline transition. Bezier Curves During Animation You can precisely adjust the timing and velocity of your animation in the animation timeline by setting keyframes to a Bezier curve. To view the Bezier curve while animating: 1. Click to select a segment from the timeline. 2. Press the U key on your keyboard.
Animation Area In and Out Panes In and Out pane productions determine how compositions (templates) are brought to air, and sequentially off air. In pane animations determine how a composition’s graphics are animated when brought to air, if no other compositions are already on air. When there are existing compositions on air, the Brother In animation is used in place of the In pane animation. Out pane animations are used when a composition is taken off air, if no other compositions follow.
Animation Area Brother In and Brother Out Panes Brother In and Brother Out productions determine how two compositions animate on air and off air when transitioning between each other. By definition, Brothers are objects or groups at the same hierarchy level. For instance, three compositions within a group (parent) share a brother relationship.
Animation Area Self In and Self Out Panes Self In and Self Out productions determine how a single composition transitions between itself, if the same composition is consecutively taken to air. Self In and Self Out animations are intended for use with replaceable field attributes. As new, updated replaceable field attributes are re-populated, the Self Out animation airs, followed by the Self In animation.
Viewports Area Viewports Area The Viewports area contains panes for editing and viewing your graphics. Three panes reside in the Viewports Area; Edit pane; Program pane; Preview pane. By default, Avid Motion Graphics opens in Edit Mode and only the Edit pane is enabled in the Viewports Area. The Edit pane functions as a virtual 3D canvas, from the perspective of a fixed camera, where you arrange and animate graphics for your composition. This is what is output when you later take a composition to air.
Viewports Area You can use keyboard and mouse controls to manipulate the camera’s vector coordinates, and therefore adjust your view of the 3D environment in the Edit Pane. The following table describes the mouse and keyboard shortcuts that can be used in the Viewports area panes. Keyboard Shortcut Description Focus Ctrl + Left-Click Click and drag zooms in the selected area. 2D Navigation Ctrl + Middle-Click Wheel zooms in/out progressively (5% increments).
Viewports Area As shown in the following illustration, when you drag an object from the Library pane to the Edit pane in the Viewport area, a connection line clarifies which object you selected and where it is placed in the Edit pane. The horizontal and vertical pixel coordinates appear next to the mouse pointer, providing the exact coordinates for the location. The Tool icons located at the top of the viewport on the Tools pane provide quick access to tools referred to as gizmos.
Viewports Area Tools Pane Icon Gizmo Type Path Display Statistics Display Global Axis Display Camera Data Display Alpha Channel Display Wireframe Freezes Interface Snowflake Reset Camera View camera point of interest Display Safety Frame Grid GridSnap Enable Video Input 1 81
Viewports Area Edit Pane The Edit pane is for designing, laying out, and animating your graphics. As you edit your graphics, the composition continuously renders, in real time, in the Edit pane. Program Pane The Program pane displays your graphics as they are taken to air via external applications, like Avid Motion Graphics Control. For more information, see Avid Motion Graphics Control.
Viewports Area Related Feature: Viewport Pane The Viewport pane is located in the Model Area and provides adjustable attributes for the Edit pane, in the Viewports area, as shown in the following illustration.
Model Area The following table describes the different sections in the Viewport pane. Viewport Section Description Grid Section The Grid section provides Check boxs to display or hide the See through grid feature, and to show or hide rulers. You can display or hide the X, Y, and Z plane grids by checking or clearing the Check boxes in The Visible Planes section. The Subdiv. X,Y, and Z fields are used to adjust the number of grid lines.
Model Area • Capture Pane • Render Movie Pane • System Pane • Light Pane • Pivot Pane • Sound Pane • Object Pane 85
Model Area Material Pane The Material pane contains the tools and controls that allow you to add color to and modify other surface attributes of the objects in your compositions. In the following illustration, the Cylinderfront object is the focus of material work. A blue color has been applied to the object. From this pane you can adjust the shade properties specular, shininess, and emission of the material as well as the texture.
Model Area The following sections describe the various areas in the Material pane. Category Shortcuts Located near the top of the Material pane are two Category Short cut buttons, as shown in the following illustration. You can click the Library button to open the material Library category and the Effects button to open the material Effects category. Selected Material Also located near the top of the Material pane is the currently selected material display.
Model Area Click to use the Gradient icon to change the background color of the Material Preview. Material Preview The Material Preview Is located Just below the color disclosure arrow. To capture a thumbnail of your material, right-click over the Material Preview and select Capture Thumbnail option. You can also double-click on the Material Preview to display this menu option. To change the Material Preview object, right-click over the Material Preview and select the Model select option.
Model Area Color Disclosure The color disclosure area is located below the Material Preview area. The Color disclosure icon allows you to control the red, green, blue and Alpha channel fields. The Eyedropper icon is the color picker tool with which you select colors. There is also a Hexadecimal Color Code field, and Alpha Channel Fine Adjustment tool, Hue (H), Saturation (S), Brightness (B) controls, Red (R), Green (G), Blue (B) Channel controls.
Model Area The Cull face options hide the selected side(s) of the material. Use Cull face to reduce your resource load when working with resource-intensive materials.
Model Area The following table lists and describes the color menu options. Color Menu Options Description MAYT_COLOR N/A Add key Creates a keyframe in the currently selected animation pane in the Animation area. The location of the timeline playhead determines where the keyframe is inserted. Copy Copies the selected color’s vector coordinates. Paste Pastes a copied color’s vector coordinates.
Model Area The Shade selector has three options from which to select; Off, Flat, and Gouraud. These options adjust how shade attributes are applied to your materials, as shown in the following illustration. The shade area allows you to select various material shader attributes, such as specular, shininess, and emission. Main Texture The Main Texture area is located at the bottom of the Material pane.
Model Area Unique Material Attributes Many Avid Motion Graphics materials have unique attributes the following table lists and describes two examples. Unique Material Attribute Description Luma (Luminance) materials have at least one additional texture field. The First Pass Luminance texture field is listed for the material Matte Luma.
Model Area Texture Pane The Texture pane contains the tools and controls that allow you to add new textures, or modify existing textures. Selecting an object, in either the Object pane or the Edit pane, populates the Texture pane with the object’s texture attributes and controls. There are several methods for applying textures to your objects; the Texture Library, located in the Library pane, provides basic textures and a variety of texture presets.
Model Area To use Common Library textures, right-click anywhere in the Texture Library and select the Show Common Library option. If you don’t have a Common Library path set or if the path isn’t accessible an error window displays. For more on setting the Common Library Path, see Preferences: Paths. n Avoid using.tif files, instead use.tga, because they require less memory. To apply a texture to an object: 1.
Model Area The site disclosure displays your projects global default audio-in and video-in assets and the MediaIn assets for your currently selected composition are listed below the global MediaIn assets. The Media File Browser field is located below the Site Disclosure area as are the MediaIn Play controls. To share MediaIn assets between all of your compositions: 1. Do one of the following: t Navigate to the Texture category of the In Use pane. t Navigate to the Material category of the In Use pane.
Model Area 2. Right-click over the asset you want to share. The following menu displays. 3. Select the To Shared option. The MediaIn pane now displays next to the MediaIn asset in the disclosure area.
Model Area Font Pane The Font pane is for managing your fonts, their corresponding attributes and controls. By default, when added to compositions, text objects are two-dimensional and don’t have material or texture attributes. To create 2D and 3D text objects with adjustable font attributes: 1. Navigate to the Library pane. 2. Add a text object from the Object library. 3. Click the Text disclosure arrow to display the various text objects (Roll, Text Sequence, Text, etc.). 4.
Model Area 6. Left-click and drag a font object from the Font library onto your text object in the Edit pane The font attributes now appear in the Font pane when the text object is selected. n You can custom-size text objects when adding them to your composition with the Shift-key. Left-click and drag the text object into the Edit pane. Press the Shift-key where you’d like the upper left corner of the text object to start. The following table describes the various types of text objects.
Model Area Text Object Description Ticker Text inputs move horizontally, from right to left, similar to a news ticker. Clocks: Clock Using your system’s time, this clock-text object automatically updates in real time; HH:MM:SS is the default format. Example Clocks: Counter A counter is a clock object with the Counter Effect applied (from the Timer Effects category of the Effects pane).
Model Area FonFix Pane The FontFix pane allows you to substitute images and three-dimensional objects for user specified font characters. n FontFix supports both two-dimensional images and three-dimensional objects. The FontFix feature is useful for automation applications. In the following example, a data bind inputs data for the various text objects and FontFix character substitutions.
Model Area The character substitute is displayed in the Char Code field on the FontFix pane, as shown in the following example. n You can create a FontFix thumbnail by right-clicking on the FontFix object and selecting the Capture option. These thumbnails display in the FontFix Object list.
Model Area To create a FontFix object for character substitution: 1. Navigate to the FontFix Pane. If the pane isn’t already open, select View from the Menu bar at the top of your workspace, hover over Model and select FontFix. 2. Add a text object to your composition from the Object library. 3. Apply a font object to your text object (from the Font library).
Model Area 4. Click the text object in the Edit pane or from the Object pane’s object list. n The FontFix object list is located just below the Library shortcut on the FontFix pane. 5. Select a font for your text, from the Font pane’s Family and Styles section. n Use a unique font for FontFix objects to help avoid accidental character substitutions. 6. Do one of the following: t Navigate to the FontFix library, located in the Library pane.
Model Area Viewport Pane The Viewport pane of the Model area contains parameters that can set the x, y, z grids, visible panels, fog and pipe colors of the Viewport area. The pipe color determines the background color of your Viewport, and thus your animation; the default color is black.
Model Area You can access the Viewport pane effects by navigating to the Pipe Effects Library, in the Effects pane, or you can click the Effects shortcut icon, at the top left of the Viewport pane, as shown in the following. Effect Description Pipe Color Effect The Pipe Color Effect determines the background color of the Edit Pane, the default color is black. Switch Camera Effect Allows you to adjust the camera coordinates of the Viewports Area panes.
Model Area Timer Pane The Timer Pane provides attributes and controls for your timer objects. Timer objects are used for automating time based, and often cyclic, animations. Adjusting the timer type to Loop Swing, Loop Cycle, or No Loop Die adjusts how the timer behaves The following table describes the three Timer object Type settings.
Model Area To create a timer and bind it to the objects material color field: 1. Add a timer to your composition from the Timer Library category in the Library pane. 2. Navigate to the Timer Pane. 3. Press and hold the Alt key, left-click and drag the field titled “Goto”, and drop the Goto field over the red color value field (or whichever color field you want to automate). as shown in the following illustration.
Model Area Form Pane The Form pane provides attributes and controls for creating and managing replaceable fields. Replaceable fields can be created for most adjustable attributes in the Avid Motion Graphics Workspace. Text fields, transformation values, texture files, and such each support the Form Pane’s replaceable field feature. n Replaceable fields are placeholders that are editable prior to playout from your Newsroom or Playout system, such as Avid Motion Graphics Control.
Model Area The following illustration shows the corresponding replaceable fields as they appear prior to, and during playout from Avid Motion Graphics Control. Data Pane The Data pane provides attributes and controls for data objects. Data objects can be used with binds for text field content generation, text, tickers, and sequences. Avid Motion Graphics allows designers to integrate data and objects into powerful autonomous graphics.
Model Area Excel Data Object The Excel data object loads the defined Microsoft Excel spreadsheet or particular range of data from it, in the Data Pane n Before importing your Excel data, save and close your Excel document. Microsoft Excel and the Avid Motion Graphics Data Pane cannot simultaneously load an excel file, and doing so may result in undesired behaviors. To load an entire Excel spreadsheet: 1. Do one of the following: t Click the magnifying glass icon to open the file browser.
Model Area This references the following: To load a specified Excel spreadsheet named data range t Use the following format: [enter_sheet_name$enter_named_data_range] To create a Microsoft Excel Named Data Range: 1. Open the Microsoft Excel spreadsheet. 2. Highlight the cells to import into the Avid Motion Graphics Data pane. 3. Right-click over the highlighted cells, a menu displays. 4. Click the Define Name… option. A dialog box opens.
Model Area 5. Enter a name for this range. 6. Click the OK button. 7. Within brackets [ ] enter the spreadsheet name, a dollar symbol ($), and the name defined for this named data range. [Sheet1$Define Name…] To populate the Data pane spreadsheet with your Excel data: 1. Ensure that you saved your spreadsheet and closed Microsoft Excel prior to accessing the file through the Avid Motion Graphics Data pane. 2.
Model Area Float3 Data Object A Float3 data object provides three floating vector coordinates that can be bound to other attributes and objects for automated behaviors. Floats are real numbers(1.23456789). The following illustration shows an example of a bind (highlighted in red) between a Float3 data object and an objects's displacement transformation values.
Model Area Float Data Object A Float data object provides a single floating vector coordinate that can be bound to another attribute for automated behaviors. Floats are real numbers(1.23456789) Integer Data Object Integers are whole numbers, numbers that can be written without a fractional or decimal point component. For instance, 0, 1, 2, 3, 4, 5, and so on.
Model Area llString Data Object An llString data object is used for storing text and binary data.
Model Area ODBC Data Object An ODBC data object provides an interface for importing ODBC data.
Model Area Python Data Object A Python data Object provides a text field for writing, testing, and binding Python script. For more information about using Python script, see Python Scripts for Automated Behaviors. RSS Data Object An RSS data object populates the Data pane spreadsheet with input from an RSS file or a live feed from a URL.
Model Area String Data Object The String data object provides a text field in which you can enter a string of text, or binary code. Strings are used for storing text and binary data. XML Data Object An XML data object populates the Data pane spreadsheet with XML data from a file or a live feed from a URL.
Model Area User Data Object The User Data object allows you to store data objects in the Data Library (blue font) for later use. To add a User Data object to your Data library, left-click and drag it into the Data Object library pane from the Data pane. as shown in the following illustration.
Model Area Python Scripts for Automated Behaviors Python code is an optional feature for each of the Avid Motion Graphics data types.The following provides an example of how Python script can be used within Avid Motion Graphics, and a brief guide for creating an automated stock arrow. In the following example, the arrows in the composition automatically change orientation and color based on the data input from a live data feed.
Model Area As shown in the following illustration, the Python data object doesn’t have a code toggle box. This is because its purpose is to provide a Python script field, to allow manual evaluation, and to define when the code is to be evaluated. n This is not intended as a complete Python instruction. To create the automated Python script stock arrow 1. In the Object Library, select the Curves disclosure arrow to display the list of curve objects. 2.
Model Area 4. Change the shape of the Pointer curve object is done by dragging vectors, or by using the delete-key to remove vectors. In this example the curved arrow was transformed into a triangle-shaped stock arrow. 5. In the Material Pane, change the color of the PointerBevel material to red (Hex FF0000). n The pointer object can have three separate materials applied to its lateral, front, and back surfaces.
Model Area 6. Add a Float data object from the Data library. Locate the float data object in the Data pane, Click to select it, and mark the Code Check box. This adds a Python script field to the data object in the Data pane. 7. Python code uses If and Else statements for many automated behaviors. Decide how you want the graphics to behave and write two generic If and Else statements in the Python Script Field. For instance, If the value is positive the arrow is green and oriented upwards.
Model Area 9. Middle-click and drag object attributes to add their tags to the Python scripting window. The following script appears after dragging the Float data object’s field into the scripting window. itemset("Float","MAP_FLOAT_PAR", 0) The label, MAP_FLOAT_PAR, corresponds to the default attribute tag for the Float data object field. n The top line, which is displayed when you RMB-click on an attribute or field, is the attribute tag.
Model Area Writing Python Script Following are two examples of Python scripts. Both examples are similar, however the second covers additional Python script features.
Model Area You can add delay and transition definitions to the end of each itemgo line in the following format itemgo (“/Pointer”, “OBJ_ORIENTATION[2]“, A0, B5, C.5) A. Transformation Rotate R-Field Value, the current value of the field is “0” degrees. B. Transition Delay (seconds), the script will wait “5” seconds before executing. C. Transition Length (seconds), it will take “0.5” seconds for the attributes to change itemgo("/Pointer", "OBJ_ORIENTATION[2]", 0, 5, .
Model Area Example Python Script 2: Key 1 if the value of the data float field is greater than or equal to 0 2 Set the material color vectors to (R:0 G:1 B:0 A:1) for the material named Phong, delay 5 seconds, and transition in .5 seconds 3 Set the Roll (R) transformation value to 0, delay 5 seconds, and transition in .5 seconds 4 [Blank Line] 5 Else (otherwise) 6 Set the material color vectors to (R:1 G:0 B:0 A:1) for the material named Phong, delay 5 seconds, and transition in .
Model Area If it functions correctly, copy and paste the code into your data object’s Python code field, in the Data pane. As shown in the following, when the float field is changed from a negative value to a positive value, the Python script delays five (5) seconds, and then in half a second (0.5) transitions the material color from red to green and changes the roll transformation value 180 degrees.
Model Area Bind Pane Avid Motion Graphics binds are simple in concept, yet they yield complex functionality; making it possible to synchronize external data sources and native attributes with and within its user interface. You can synchronize UI attributes, quantitative data, and text-string data to produce flawless and informative graphics. The Bind pane provides attributes and controls for binds. Binds are formed between two or more attributes and can be used for a variety of applications.
Model Area Numeric Data Binds The Data Bar composition is an example of a numeric data bind. Numeric values from an Excel spreadsheet can be used to automatically update the charts appearance in real-time. n When using numeric values from an excel spreadsheet, some additional set up is required on the Update button bind frequency.
Model Area Timer Binds The following Live Sports composition is an example of a timer bind. A timer object that’s set to loop swing automates the flares X-Displacement value causing the flare to continuously move back and forth along the top edge of the bevel box object. Creating Binds Binds are created between two or more attributes. In this section the “binding” attribute refers to the attribute that’s referenced by the “bound” attribute.
Model Area To create a bind, press the Alt-key, middle-click over the binding attribute, drag and then release the middle-click over the attribute(s) that you want bound. If the bind was correctly executed, the bound attribute field is colored red. This method is best for creating binds between attributes in panes that are simultaneously visible in the workspace. Copy/Paste Binds The copy/paste bind method allows you to create binds without having to rearrange the panes in your workspace.
Model Area Right-click over the bound attribute, a menu is displayed. Select the Paste Bind option. If the bind was correctly executed, the bound attribute field is colored red.
Model Area Removing Binds To remove a previously formed bind, right-click over the bind. A menu displays. Select the Free Bind option. If the bind was correctly removed the, bound attribute field is no colored red, returning to its default appearance.
Model Area Miscellaneous Bind Menu Options Bind Menu Option Description Add Key Adds a keyframe to the currently focused Animation Area Pane (In Pane, Out Pane, Self In Pane, and so on). View Bind When enabled, this feature displays the contents of a bound attribute’s field, instead of the bind descriptor. From Script Opens a window for entering script parameters for the bound attribute. Output Filter The Offset Bind pane feature is an output filter that adjusts the value of a bind.
Model Area To String The Prefix Bind pane feature adds a string, or sequence of characters before the attribute to which it is bound. For instance, if a negative symbol (-) is entered as the prefix, and the attribute to which it is bound to has a value of five (5), the resulting output is negative five (-5). The Postfix Bind pane feature appends a string, or sequence of characters after the attribute to which it is bound.
Model Area Render Movie Pane The Render Movie pane (below) is for rendering your graphics to picture and movie files. Configurable attributes allow you to customize everything from pipe and production selection, to resolution, fps, and anti-aliasing configuration. The Render Movie pane is not enabled as part of Avid Motion Graphics default workspace. To use this pane, from the menu bar, click the View menu, mark the Check box to select the Model option corresponding to the Render Movie pane.
Model Area The following illustration is a compilation of fifteen image-files that were rendered using the Render Movie pane. The animation was three seconds long and rendered at five fps. The following sections cover how to render your graphics to picture and movie files. n Because the steps are nearly identical for rendering your graphics as pictures or movies, the Rendering your graphics as a movie file section doesn’t include all of the steps.
Model Area 3. At the end of the directory path, add a prefix file name for your images. C:\Users\Avid\Pictures\Rendered_Pictures. Each image file will have a numeric value appended to its file name (Rendered_Pictures1.png, Rendered_Pictures2.png) n Capturing to the same directory path without changing the prefix file name for your files, will overwrite your original files. 4. Click the disclosure arrow for the Production selector to define the production to render pictures from for instance, TemplateIn.
Model Area To configure render settings: 1. Fields Toggle: If enabled, your graphics are rendered at half the defined Y-value. In the following example, image files will render at 1920 X 540, instead of 1920 X 1080. 2. The Resolution section allows you to define the picture resolution. 3. The From GFX Button, when selected, this feature sets your resolution to the GFX default, e.g., 720 X 576. 4. Pad IN causes the rendering process to start (n) seconds before playing the production. 5.
Model Area 8. After configuring the Render Movie pane for capturing pictures, select Capture. The Render Movie pane automatically stops after the production animation ends, or at the end of the set duration. Also, you can manually stop the rendering process at any time by selecting Stop. The specified production, TemplateIn, automatically renders from the start of the defined production timeline. To render graphics as movie files: 1.
Model Area 3. Select a video codec from the codec menu. 4. Adjust your movie quality settings in the Quality Tab. 5. The Run movie player button starts your system’s default movie player.
Model Area System Pane The System pane is used in combination with the Bind pane to create automated time-based text objects. For instance, you can create a bind between one of the System pane’s fields and a text-object’s text field, which would populate the text field with various time based inputs, such as the time or date. To apply the Time effect: 1. Do one of the following: t Click the Effects shortcut icon at the top of the System pane. t Navigate to the Modes Effects tab in the Effects library.
Model Area 2. Double-click the Time effect to add it. When correctly added, the Time effect, its corresponding attributes, and controls become available in the System pane. The Object Library tab, in the Library Pane, contains a pre-configured Clock object, as shown in the following. The clock format is defined by a bind created between its text field and the HH:MM:SS field in the System pane.
Model Area To create a system-time based text object: 1. Add a text object.Navigate to the Object library and open the Text object list 1. by selecting its disclosure arrow. 2. Do one of the following: t Double-click over the Text object. t Click and drag the Text object into the Edit pane, in the Viewports area. 3. Click the View menu, located in the Menu bar at the top of your workspace, hover over the Model option and click System to enable the System pane. 4. Apply the time effect.
Model Area In the folloeing illustration, the bind was made from the binding field, HH:MM, to the bound field, the Textobjects text field. When the bind is correctly executed, the bound attribute field is colored red, and the text object in the Edit pane displays your system’s current time. To enable the 24-hour format: t Mark the Check box labeled, 24h in the System pane. To enable the 12-hour format: t Un-check the Check box labeled, 24h in the System pane.
Model Area To disable the Pad Zero feature: t Un-check the Check box labeled, Pad Zero, in the System pane The following illustration depicts the differences between the 12 and 24-hour formats and the Pad Zero effect. You can add a postfix text-string (For instance, AM or PM) to your system-time based text object To add a postfix text-string 1. Create a bind between the AM/PM field in the System pane, and the text field’s bind attribute, Postfix, in the Bind pane. 2.
Model Area Light Pane The Light Pane allows you to add and control light objects in your compositions. Each time you start Avid Motion Graphics, three default light objects populate the light object list. All three default light objects are set to the Local Type and have Global Influence. Additionally, the three lights are enabled and not visible, as objects, in the Viewport. Create realistic, three-dimensional environments by adding various types of light objects to your compositions.
Model Area The following table describes the four types of light objects. Light Object Type Description Default By default projects contain three light objects, each of which is prefixed with light(n). Infinite An Infinite light object emits parallel rays of light in a single direction towards the origin of your composition. This type of light object has adjustable coordinates so that it can project parallel rays of light from the front, rear, or sides of your composition.
Model Area Light Object Type Description Spotlight A Spotlight object emits light in an adjustable pattern onto the objects in your composition. This type of light object is ideal lighting applications that require precisely placed light projections. The following table covers the various Light Pane parameters accessible for different light types. Parameters Description Light Influence Object: The Object Influence setting applies light to objects you have added the Enable Custom Lights effect to.
Model Area Parameters Description Coordinates Infinite, Local, and Spotlight Light objects each have adjustable XYZ-coordinates. The Spotlight object also has adjustable HPR-Euler angles. Position: Adjusts the position of your light object within the Viewport’s three-dimensional space. Position Matrix: The matrix feature consists of the X, Y, and Z position coordinates and is useful when you animate in three-dimensions. Euler: (spotlight only) Adjusts the angles of your spotlight objects.
Model Area Parameters Description Modes Tab: Spotlight Cone: Adjusts the diameter and depth of your spotlight object. Euler: Adjusts the angles of your spotlight objects. Cone Delta: Adjusts contrast between the center of your spotlight’s focus and its edges. Attenuation: Adjusts the intensity of light at the borders of your spotlight’s focus.
Model Area Pivot Pane The Pivot pane is for creating pivots between objects. A pivot is a point within the three-dimensional space of the Edit pane (Viewports Area) that is shared between two or more objects through a bind. The purpose of a pivot is to automate animations between two objects; for instance, if a graphic is on air at the bottom of the screen, with the use of a pivot another graphic could go on air and displace the first graphic so that they don’t overlap.
Model Area Sound Pane The Sound Pane is for managing your composition’s sound files. The Sound Pane also contains a sound file selector and controls for various attributes. The Sound Pane is integrated with the MediaIn Pane; a pane designated for media file management, primarily your audio and video inputs. To synch your sound and video sources, use the Sound pane’s Delay feature. Default sound assets, AudioIN1 and AudioIN2, don’t have default, corresponding MediaIn files.
Model Area To define a MediaIn file for your Sound asset, use the MediaIn file selector located at the bottom of the Sound Pane. Left-click the MediaIn file selector icon, if the MediaIn pane is currently enabled as part of your workspace, it automatically opens, displaying your various MediaIn assets and a MediaIn file selector. Click the MediaIn file selector, or click the search icon for a full Windows browser window, and choose your desired MediaIn, Sound file.
Model Area n To edit at the composition level, select a composition from the StormLogic pane and its objects populate the Object pane Alternatively, while editing at the project (StormLogic) level, that is adding Presenter and Presenter Group effects or manually creating animations/pivots between compositions, your compositions and composition-groups are accessible through the Object pane.
Model Area To edit at the project level, select a group (Composition Group, StormLogic level, or WorkArea level) from the StormLogic pane and your project’s hierarchy populates the Object pane. In the Object pane, select a composition or group to access its parameters and presenter/presenter group effects. While editing at the project level, the content of the Library pane, Effects pane, and so on, is grayed out because those panes are for editing at the composition level.
Model Area Based on your current selection (either an object or a composition) the Object pane provides a variety of customizable parameters for fine tuning your graphics. The following table describes Object pane tools. Object Pane Tool Description Object Cull Tool Temporarily hides an object or group.
Model Area Object Pane Tool Description Transformation Reset Resets the transformation (parameter) fields to their default values for the currently selected object, or group.
Model Area Object Pane Tool Description Matrix Tool Interactive representation of an object or group’s transformation matrix coordinates. Use this tool for animating an object or group’s matrix coordinates, or for adding the matrix coordinates to the Form pane for later modification with a playout editor, like Avid Motion Graphics Control. To add an object or group’s matrix coordinates to the animation timeline, click and drag the Matrix icon onto the animation timeline of your choice.
Model Area Object Pane Tool Description Type Selector Tool Basic: As the default type, this setting includes the scale, rotate, and displace parameters (last three rows, right). Eccentric: Allows you to adjust the center pivot point for an object or group (top row, right). Scale, Rotate, and Displace parameters are relative to an object’s eccentric pivot point. Eccentric Center Presets.
Model Area Object Pane Tool Description Scale Provides controls for adjusting an object or group’s dimensional multiplier. Excessive and/or negative scaling may result in undesired behaviors. You can simultaneously change an object or group’s X, Y, and Z Scale transformation values, select the link icon, shown as by the arrow in the following.
Model Area Object Pane Tool Description Rotate Provides controls for adjusting an object or group’s heading, pitch, and roll parameters. Heading: Rotation about the Z-axis, Pitch: Rotation about the X-axis, Roll: Rotation about the Y-axis. Displace Provides controls for adjusting an object or group’s X, Y and Z coordinate parameters. The Move tool, located in the Tools pane (Menu Area), can be used for manual adjustments with a gizmo.
Model Area The following table describes methods to adjust parameter field values in the Object pane. Method Description Keyboard Double-click over any numeric parameter field, enter your desired value, and then press the Enter key. Mouse: Click & Drag Over any numeric parameter field, left-click and hold while dragging your cursor up/down, or right/left, to make positive and negative adjustments.
Model Area The four buttons at the top of the Transformation section affect the way an object appears in a composition. The following table describes the buttons found in the Transformation section. Transformation Buttons Description Cull button - allows you to remove a selected object within a composition without deleting it. Visible button - displays a bounding box around the selected object in a composition. Reset button - resets all of the matrix settings to the original coordinates.
Model Area The Basic type displays the Scale, Rotate, and Displace preset coordinates. The Eccentric type displays an additional set of preset coordinates for the Center presets of an object. The following table lists the icons for the preset coordinates.
Model Area As you enhance and refine the graphics in your composition, more controls and tools become available with which you can work. In the following illustration, the object selected is a cylinder to which a color was added. Notice that now there are tools and controls available on the Material pane with which you can make adjustments to the color. All of the adjustments you make to your graphics can be saved as presets so they can be reused in other graphics and compositions.
3 Project Workflows The following describes the Avid Motion Graphics design products and the project workflows used with them.
Design Products Design Products You can use the Avid Motion Graphics design products to create graphics you want to present on-air, such as lower thirds, frames for text, clocks, leader boards, full-screen bulleted lists, templates for interfaced data, and pops, for quickly popping partial graphics onto a master graphic. The graphics are saved as a composition. The composition contains all the objects and all the properties of those objects, including the animation.
Design Products Mouse Controls Throughout this user’s guide mouse controls and shortcuts are used. Mouse controls include the following: • Left mouse button — Click or left click • Middle mouse button — Middle-click or scroll wheel • Right Mouse Button — Right-click The following table lists categories and functional areas where mouse controls are commonly used. Category Functions 2D Navigation Used for quick or incremental zooming, and for panning over your graphics.
Design Products Keyboards and Shortcuts There are two different types of keyboards used with Avid Motion Graphics.The standard QWERTY keyboard shown in the following illustration is one type: Keyboard shortcuts exist for graphics design and playout control. Many shortcuts are possible with a standard, QWERTY keyboard. Alternatively, the Avid Motion Graphics Programmable keyboard, shown in the following illustration, provides programmable keys (macros) and additional keyboard shortcuts.
About Projects About Projects An Avid Motion Graphics project consists of compositions, which contain graphics, in the form of objects. For more information about, see Compositions and Objects.
About Projects The following table describes the components of projects. Component Icon Name and Description Project Folder - Contains project assets, compositions, and other parameter-based Python files. Project Shortcut File - Starts Avid Motion Graphics and loads the pertaining project. Project Thumbnail File - Provides a project thumbnail for quick identification. Objects Objects are all assets, whether native to the program or imported.
About Projects The following illustration the Object pane shows the group labeled with a slash “/” is the default composition group, and is the parent to every object and group within the composition. The group labeled “Group” has a parent relationship with the objects contained within it, labeled “BevelBox” and “Cone”. It also has a brother relationship with the object labeled “Cosmos”.
About Projects The “BevelBox” and “Cone” objects have a brother relationship. Modifying a group that has a parent relationship will also affect the objects it contains. For example, animating the group labeled “Group” will also animate the “BevelBox” and “Cone” objects. n By design, it’s not possible to delete the composition group (“/” slash), or for that group to have a brother relationship with other objects or groups.
About Projects Object Attributes and Effects Each object type has a unique set of attributes. For instance, in the following example, the SurfQuad object shown in the Object Pane, has adjustable Transformation and Surf Quad attributes. The Transformation disclosure lists attributes for adjusting the object’s scale, axis point, and 3D vector coordinates. The Surf Quad disclosure lists attributes for adjusting the object’s resolution, dimensions, and material.
About Projects Effects Avid Motion Graphics Effects allow you to make complex, eye-catching graphics for a wide range of different applications. The following illustration shows an example of the Fractal effect, which when applied transforms a planar, surface object into a jagged, mountainous terrain. The Effects Pane displays the various effect categories in a tabular arrangement at its top.
About Projects Project Preferences and Presets Project preferences can be set using the File menu, Preferences option. Selecting this option opens the Preferences window. For more information, see Preferences Menu Options. Avid Motion Graphics supports various presets. For instance, your favorite workspace layouts, commonly used objects, fonts, and so on. For more about saving your commonly used workspace layouts, see Layout Menu. n The following example creates a font preset in the Font pane.
About Projects 5. Enter a descriptive name for the effect. 6. Click the Ok button. After presets are created they are displayed in the corresponding pane’s Presets disclosure list. Project Organization There are some important considerations you must keep in mind when compositing a project for effectively organizing your projects. During the graphics editing portion of your workflow, compositions must be within the WorkArea level (group).
About Projects Compositions at the StormLogic Level When you’re finished editing a composition or group of compositions, meaning they’re ready for playout, it is a good practice to put them within the StormLogic level (group). This step is done in the Object pane, but the change is reflected in both the StormLogic pane and Object pane. To place composition(s) within the StormLogic level: 1. Drag the composition(s) onto the WorkArea level group.
Compositions Compositions When you first start your Avid Motion Graphics software, your project has a single default composition, a group that acts as a container for your graphic and media objects. The empty Edit Pane, in the Viewport Area, represents the current content of the composition, which is eventually taken to air. Any additional compositions you create appear in the StormLogic Pane, in the WorkArea disclosure list.
Compositions In the following Wall Street composition illustration, all of the graphical elements in the composition are contained within a single composition. When the composition is played out, all of its elements go to air simultaneously. In the previous Wall Street composition, if you wanted to use a different header, or want to report on only two of the three markets shown in the illustration, the header and bottom bars should each be contained within their own compositions.
Compositions Each of the compositions in the following illustration contains particular types of graphics. For instance, the first composition in the WorkArea is a two-line lower third and the fourth is a live-bug, which appears on the upper right of the screen when taken to air. Dividing your graphics into more than one composition provides more options during playout. If both the two-line lower third, and the live-bug graphics were within the same composition, they’d have to go on air together.
Compositions Compositions and Objects The following table describes the default objects that can be added to compositions. Object Type Description Clone Creates an identical copy of a currently existing object. An object’s material and texture are linked with its clone’s attributes.However, its transformation values, found in the Object pane, and are independent. Curves A set of objects that can be manipulated through Bezier curves, among other means.
Compositions Object Type Description Particles Includes a variety of highly customizable particle systems. In the example, the snowflake is a modified version of the Rain particle system. Primitives A set of basic, three-dimensional geometric shapes and two dimensional surfaces. Objects in the Object Library with the prefix, Surf-, behave as surfaces and can have surface effects applied. Text Roll, Text Sequence, Text, Ticker, Clock, and Counter are the preset texts.
Compositions Compositions and Object Effects The following table describes the effects that can be applied to objects in compositions. Effects Description Alpha Channel Provides an alpha channel type selector. Billboard Causes an object to rotate automatically to face the camera, regardless of the camera’s position.
Compositions Effects Description Clickable Enabled — Clicking objects with this effect applied changes the effects ‘Clicked state’ from 0: OFF to 1: ON. Disabled — Prevents you from selecting or moving objects with this effect applied. To create clickable objects that control other attributes in your composition, bind the Clickable Effect to attributes with ON/OFF modes.
Compositions Effects Description Enable Custom Lights Objects with this effect applied only receive light from light objects that you have preselected Example Object with Enable Custom Lights Effect applied. To add a light to your object’s custom light list, select it from the light list in the lower portion of the Enable Custom Lights effect tab. When a light object is referenced by an object’s Enable Custom Lights Effect, it may not be deleted from the Light Pane.
Compositions Effects Description Enable Shadows Objects with this effect applied can either receive or cast shadows, or both. Shadows are customized by adjusting the Receive and Cast effect attributes: Off, All Lights, Selected Lights. The All Lights option includes all of the lights in your current composition. The Selected Lights option allows you to choose which shadows your object will receive or cast.
Compositions Effects Description Trail Trails an object’s path of motion by repeating frames. The resulting effect is a streaking trail of your objects motion. In the example, the Trail Effect was applied to the group containing the individual clock pendulum components. Example Transparency Applies varying levels of transparency to an object. The Transparency Effect also includes a Cull Face setting that determines which object faces will be rendered.
Compositions Effects Description Bloom Impostor Creates pixel-feathering around intense light sources, replicating an imaging artifact of real-world camera lenses. Example Blur Impostor Blurs pixels, depending on attribute settings, for realistic depth perception or creative effects.
Compositions Effects Description Glow Impostor Combines blur and brightness for simulating lens effects, realistic lighting, or many other creative applications. Mosaic Impostor Simulates the appearance of looking at your texture through a tiled mosaic pane of glass.
Compositions Effects Description Pencil Impostor Outlines textures in pencil for a hand drawn, or outlined look. Shadow Impostor Enabling this creates a drop shadow behind the object.
Compositions Effects Description Sobel Edge Impostor Enabling this outlines the exterior edges of your object.
Compositions Effects Description Fractal (Primative \Surface) Morphs surface objects to create rugged terrain. Sinusoidal (Primative \Surface) Morphs surface objects through sinusoidal manipulations. Example Objects in the Object library with the prefix, Surf, act as surfaces and can have Primitive\Surface effects applied. The example shows a Surf Sphere object before (left) and after (right) applying the sinusoidal effect.
Compositions Sinusoidal Effect Creation The Sinusoidal primitive surface effect morphs surface objects through sinusoidal manipulations. You can apply the Sinusoidal effect to a Surf Quad object to achieve a realistic look on a flag, To apply the Sinusoidal effect to a Surf Quad Object: 1. Select a Surf Quad object from the Object library. 2. Apply the Sinusoidal Effect, bound to a timer, to the Surf Quad Object. 3.
Compositions The Sinusoidal Effect easily transforms a planar Surf Quad into a realistic, automated flag. Apply these same principles to create realistic waves, as found in nature. For instance, the Sinusoidal Effect can be used to synthesize ocean waves, as seen in the following example.
Compositions Creating Composition Templates Compositions can function as templates, or compositions that are used with playout applications such as, Avid Motion Graphics Control, and are modifiable prior to going on air. Text objects, image files, color properties, and data sources are only a few of the many replaceable form attributes that can be used during template creation. Compositions should meet the five requirements listed below to function as templates.
Compositions The following table describes the five basic requirements for a composition to function as a template. Requirements Description Example Descriptive Name — Each composition needs a descriptive name. It’s important to use a consistent naming convention so you can easily identify compositions a rundown list. Thumbnail — Each composition needs a thumbnail. Thumbnails provide a visual representation of your composition for quick identification when compiling a rundown.
Compositions Requirements Description Example Replaceable Field — Templates by definition are dynamic, and replaceable fields allow playout controllers and project administrators to edit titles, images, media files, and more on the fly. In/Out Animations — In and Out animations instruct your playout application, such as Avid Motion Graphics Control, how to transition graphics on and off air.
Compositions Backup Feature Avid Motion Graphics provides an easily configurable, backups feature so that you’ll never have to worry about losing your work. You can choose to backup your project each time you save, or every so many minutes, or both. the following describes how to configure the backups feature. To set the Backups path: 1. From the File menu, select the Preferences option. 2. Click the Machine tab. 3. Click the Paths tab. 4. Set the path to where you want project backups saved.
Compositions 6. Set the maximum number of stored backups. This supports values between zero (0) and forty (40); if set to zero (0) no backups are stored even if Enable backup creation when saving feature is enabled. To access existing backups: 1. From the File menu, select the Project option 2. Click the Recover option. 3. Select the desired backup file from the Backup file list displayed.
Compositions 3. Right-click over the asset, a menu displays. 4. Select the To Shared option. Sharing a group, such as Group, shares any materials it contains, and any materials that are added to it. In the following illustration, assets in the Group folder are shared by association. Create a new composition, or navigate to another existing composition. Open the In Use tab and notice that you can now access the assets you shared from any composition.
Compositions Multi User Collaboration Compositions are modular-like, and can be moved from project to project. This allows project administrators to import, compile, and perform final edits on compositions from multiple projects, which may have originated from multiple designers. Local export and import of compositions is accomplished by exporting compositions from various projects to a local folder, then creating a project, and importing the previously exported compositions to create an admin-project.
Compositions The following table lists the features used for moving compositions from project to project and their descriptions. Features Description Export Isolates and moves compositions from various local projects so that you can combine them into a single project. Export, for compositions, is intended for local workflows. You may still export to network directories; however, the Publish Selected feature is intended for this, and automatically publishes your compositions to your predefined directory.
Compositions The Presenter Effect Features The Presenter effect section of the Object pane consists of three main tabs with which to apply productions to objects within compositions or to compositions within projects. The Modes tab (shown in the following illustration) provides various command based buttons that can be used for testing productions. Additionally, these buttons can be used with binds for automation.
Compositions The Out tab (Shown in the following) provides presets for Out, Brother Out, Self Out, and Immediate Out productions. The first Presets disclosure and Run button are for setting the Out production, and the rest are labeled within the Advanced disclosure.
Compositions When creating a production from either the In or Out tab, click the Presets disclosure to display a list of the types of production from which you can choose. then, click the type Production you want to create from the list. Clicking Run, runs the production in the Edit pane (in the Viewports Area) for the object or group that had the Presenter effect applied.
Compositions Presenter Group Effects with Compositions To access the Presenter Group effect for compositions, click the StormLogic level from the StormLogic pane, or select a group from the StormLogic pane, which contains compositions. Then, change your focus to the Object pane. Click to select a group from the Object pane to which you want to apply the Presenter Group effect in order to create a production.
Compositions The Overlap tab, As shown in the following illustration, provides access to Between Children and Between Parent and Child parameters. Between Children: Includes an In/Out - Out/In timing slider. Between Parent and Child: Includes an In timing slider, and an Out timing slider. The Take Tab, As shown in the following illustration, provides playout controls, which function with Single, and Multiple Presenter Choice Types.
Compositions Next/Previous - takes the next or previous composition on air, relative to the Selected value. Out takes the composition, which corresponds with the Selected value, off air. The Cascade tab, As shown in the following illustration, is only accessible when the Presenter, Choice Type is set to Through. This tab provides adjustable In and Out delays, which adjust the amount of time between each template as they are taken on and off air.
Compositions Through - when Through is selected, selecting a composition takes it to air, along with any composition(s) that are listed above it in the group’s hierarchy. For instance, in the following example, taking the composition Live_Bug to air also takes Special_Report_Text and L3_Graphics to air as well. • Modes tab - provides access to Layer settings, the ZClear and the Click Select Takes Check boxes, when checked, enable these features.
Compositions Creating a Composition The graphics you create are saved as compositions and listed in the projects folder in your C: drive. Each composition contains all the objects and all the properties of those objects. You can create and save your composition before you actually add graphic objects to it. To start the Avid Motion Graphics program: 1. Do one of the following: t n Double click the Avid Motion Graphics desktop icon.
Compositions Saving Projects and Compositions It is important to develop a naming convention that is unique to your workflow so that recalling projects and compositions can be done efficiently. To save all the current compositions that are open in the StormLogic pane: 1. From the File menu select File > Project > Save. The FileLoader dialog box opens allowing you to name the project and select a directory for the project containing the compositions. 2. Type a name for the project in the Name Text box.
4 Avid Motion Graphics Journalist Avid Motion Graphics Journalist a solution for journalists and producers to add graphics to the rundowns that they create. This application allows for use of the NRCS Integrated ActiveX plug-in along with flexibility in determining the level of functionality that journalists are exposed to for fulfillment of graphics data and adjustment of templates.
Avid Motion Graphics Journalist Client Overview Avid Motion Graphics Journalist Client Overview Depending upon your newsroom computer system, the Avid Motion Graphics Journalist client user interface (UI) my look slightly different from the UI described in this documentation. For information about Avid Motion Graphics Journalist with ENPS, see “Using Avid Motion Graphics Journalist with ENPS” on page 234.
Avid Motion Graphics Journalist Client Overview Avid Motion Graphics Journalist User Interface The Avid Motion Graphics Journalist user interface (UI) is a window consisting of two main areas, the Template and Graphic Database, along with controls that are installed as part of the plug-in. The following illustration shows the Avid Motion Graphics Journalist plug-in opened in the iNEWS user interface. The following table lists descriptions for the areas of the Journalist plug-in.
Avid Motion Graphics Journalist Client Overview Template Area The Template area is where project templates are displayed. This is where you can open a template and fulfill any replaceable text or graphics. For more information about templates, see “Creating Graphics from Templates” on page 220. The Template area contains the Info button. The Info button displays the version number for the plug-in, as shown in the following illustration.
Creating Graphics from Templates Creating Graphics from Templates A journalist uses templates to create graphics that are then stored in the Avid Motion Graphics Journalist database. From the database, graphics can be dragged and dropped into the playlist for use.Templates and graphics though visibly similar are different in their creation and purpose. • Templates are unfulfilled graphics, meaning the values (replaceable data) have not yet been entered and saved.
Creating Graphics from Templates The Template Editor is used to fill and preview the contents of a graphic template. It allows you to enter certain information into the template. Each template has different fields depending on how the template was designed. Text fields, Option selectors, Toggles, Tab, File selectors, and other controls can appear as a part of a template dialog. The Template Editor contains the areas described in the following table.
Creating Graphics from Templates The Template Editor dialog box contains the buttons described in the following table. Button Description The Save & New button creates a new graphic with the current values and template but doesn't close the Template Editor dialog box. This allows the user to continue creating more graphics using the current template. The Save button saves the graphic with the current values and closes the Template Editor dialog box.
Creating Graphics from Templates 4. In the Values area, fulfill the replaceable fields to create the new graphic. Depending on how the template was designed, the Values area displays a series of editable fields, which the user fills, to create the graphic. Right-clicking on these fields displays a list of options from which to select and fill values for the graphic. 5. (Optional) you can give the graphic a custom title by editing the Title field.
Creating Graphics from Templates You can also edit existing graphics in Journalist. To open an existing graphic to edit: t Double-click the graphic in the Graphic Database area list. The template editor opens displaying the graphic, as shown in the following illustration.
Working with Database Graphics Working with Database Graphics When using an iNEWS newsroom computer system, all graphics available in the database are displayed in the Graphics Database area. n The Graphics Database area is not available when using an ENPS system. The following table shows the names and description of each field heading in the Graphics Database area. Field Heading Description Graphic ID The Graphic ID is a unique ID assigned to each graphic by the system.
Working with Database Graphics Field Heading Description Page The Page field is used to display any page number assigned to this graphic. Page numbers are optional, so this field might be left empty. Page numbers are assigned by the user to a graphic. When a page number is assigned, it can be used later to perform a search. First Value The first field value displays the characters or information entered, using the template editor, in the first replaceable field of the graphic.
Working with Database Graphics Filter Dialog Box When you press the Find button in the Journalist plug-in, a Filter dialog box opens, as shown in the following illustration. The Filter dialog box allows you to refine your search for graphics by entering words, page numbers, Library objects, Objects Created by me, Objects created by others and objects that have been changed. The following table describes the filters. n All entries in the Filter dialog box are case-sensitive.
Working with Database Graphics Filter Description Objects Created by When the Objects Created by box is checked and a name is entered in the text field, the search retrieves all of the objects created by the user specified in the text field. Objects Changed The objects changed filter allows the user to specify a time and date-type of criteria by which the results produced by all the other options are filtered.
Working with Database Graphics Locking Graphics After creating and saving a new graphic from an existing template, you can lock the graphic so that only the user who created the graphic can change the graphic’s values, thus making it a Library Graphic. To lock a graphic: 1. Right-click on the Graphic in the Graphic Database area. A menu opens. 2. Select the Lock Graphic option from the menu. 3. Right-click on the Graphic in the Graphic Database area and when the Menu opens, select Set as Library Graphic.
Working with Database Graphics Library Graphics Frequently used graphics can be marked as Library graphics. It is a good practice for users to name their library graphics with a unique name so they may be easily identified. Setting the Library Graphic Option Marking a graphic as a Library graphic adds a library book icon to the graphic in the Graphic Database area. This marker identifies this graphic as a Library Graphic and locks the graphic by the user enabling the option.
Working with Database Graphics To remove the graphic from the library: 1. Right-click on the Graphic in the Graphic Database area. A menu opens. 2. Select the Remove From Library Option. The library book icon is replaced with a user icon in the Graphic Database area, as shown in the following illustration. n When a graphic is removed from the library, the locked status is also remove from that graphic.
Using Avid Motion Graphics Journalist with iNEWS Using Avid Motion Graphics Journalist with iNEWS The following information serves as a “how to” guide for using Avid Motion Graphics Journalist with iNEWS. It is important to understand how graphics are created, how Journalist can be used to create and use graphics, and how to avoid any pitfalls. To add a graphic to a rundown: t Drag and drop the graphic into the script area in iNEWS.
Using Avid Motion Graphics Journalist with iNEWS Graphics Organization in Journalist for iNEWS Because of the added functionality of the Lib and Find buttons, there is flexibility in how you can build and use graphics. The following are some suggestions for organizing graphics in Avid Motion Graphics Journalist. General Library Graphics Create library graphics that are to be used generally, such as the standard reporter-anchor lower thirds.
Using Avid Motion Graphics Journalist with ENPS Using Avid Motion Graphics Journalist with ENPS The Avid Motion Graphics Journalist client in iNEWS consists of the Template area and a Template Editor, but unlike iNEWS, graphic items are not displayed in the plug-in, but rather displayed in the ENPS item list. The following illustration shows the Avid Motion Graphics Journalist client running in detached mode, with the ENPS item list displayed behind Avid Motion Graphics Journalist.
Using Avid Motion Graphics Journalist with ENPS To open the Avid Motion Graphics Journalist in ENPS: 1. In ENPS, click the following button: An option menu displays, as shown in the following illustration. 2. Select the AMG Journalist option. To create an item in ENPS: 1. Drag an item from the list to the Rundown. 2. Add information to the replaceable fields. 3. Click Save. This returns you to the Template area view and the item appears in the ENPS item list. 4.
5 Avid Motion Graphics Control Avid Motion Graphics Control is for non-newsroom graphics and control room operators. For those who need to control sequenced or non-sequenced graphics, and need the ability to adjust graphics on-the-fly. This application provides full graphics control for playout flexibility. Its different modes of operation keep playout simple in any situation, live sports, channel branding, game shows, news, tickers, or election graphics.
Playout Control Playout Control There are many tools that can help the operator to control the playout of graphics in a manner that best suits the needs of each individual type of production. Avid Motion Graphics Control is able to playout graphics simultaneously, sequentially, in random order, and combine them as needed.
Motion Graphics Control User Interface Motion Graphics Control User Interface The Avid Motion Graphics Control user interface consists of different areas and controls that are installed as part of the software. The following table describes the areas of the Avid Motion Graphics Control user interface. Area Number Description 1 - Section area This area contains different types of rundowns, in the form of sections. 2 - Program Bar area This area contains a list of compositions.
Motion Graphics Control User Interface Area Number Description 7 - Template List area This area displays the templates available in a selected project. 8 - Edit Template Area The edit template area allows you to edit templates. Settings Area The settings area of the user interface is located in the upper right-hand corner of the Avid Motion Graphics Control user interface.
Motion Graphics Control User Interface Settings Features Description The Numerical Page Buffer is the area that displays the page number assigned to a template, if one is assigned. You use the number pad on the keyboard to enter the page number, which is displayed here. After you enter the number, you can pres the Enter key on the keyboard and the template is displayed, and ready for use.
Motion Graphics Control User Interface Grouped Templates You can group templates in the Rundown area. To group templates in the Rundown area 1. Select each composition you want to group. when selected, their status icons look like the following: 2. Press Ctrl + G. 3. Enter a group name. 4. Click OK. The selected templates now behave as a group in the Rundown area. To un-group templates in the Rundown area 1. Select the group. 2. Press Ctrl + G.
Motion Graphics Control User Interface The two templates become a MetaTemplate, as shown in the following: 2. Right-click on the MetaTemplate to display menu options as shown in the following:. The menu options allow editing, duplicating, field Re-ordering, Saving, un-grouping, and deleting of Templates or MetaTemplates (Quick groups).
Motion Graphics Control User Interface Automation Fields Order or Tab Reorder Feature Avid Motion Graphics Control and Avid Advanced Device Manager (ADM) contain a an Automation Fields Order feature (also known as Tab Reorder feature), which simplifies the procedure of filling replaceable fields for MetaTemplates containing an automation workflow.
Motion Graphics Control User Interface 2. Select the Automation Fields Order option from the menu. The Automation Fields Order window opens displaying a list of replaceable fields and their type, as shown in the following illustration. 3. Click on a field then drag and drop to change the order of the fields to suite your workflow order. 4. Click the Ok button 5. Save the MetaTemplate n This process does not rewrite the original template order.
Settings and Configuration Settings and Configuration The settings dialog box is used to configure Avid Motion Graphics Control. To access the settings dialog box, click the Settings button located in the upper right side of the Avid Motion Graphics Control window. The Settings dialog box opens, displaying the About tab with Software version information.
Settings and Configuration General Tab The General tab contains sections for setting language, spell checking, clock format, encoding and previews. It also contains a Load Settings button: Pressing this button allows you to load previously created settings. The Save Settings button allows you to save the setting on each of the settings tabs in one file.
Settings and Configuration Renders Tab The Renders tab provides a selector for setting the quantity of Avid Motion Graphics render units. This tab provides Main and BackUp unit selectors. Use the Management icon to access, configure, and save servers. Select the number near the top of the Renders tab to configure each of your Render Units. Selecting the Management icon starts the Servers Info dialog box.
Settings and Configuration Paths Tab • Projects - Choose the directory where your projects are located. Projects in this folder populate the Project Browser area, in the lower left of the Avid Motion Graphics Control user interface. • Templates - Choose the directory where your composition-templates are located. • Resources - Choose the directory where your resources are located. • Quicks - Choose the directory where your MetaTemplates are located.
Settings and Configuration n The Quicks path should match the “METATPL Folder” path, which is set through the Avid Advanced Device Manager Configuration Tool, as shown in the following: • Plugins - Select the plug-ins toggle box to enable plug-ins, and then click the ellipsis button to specify where the plugins are located.
Settings and Configuration Sections Tab • Default Section Type - Select the radio button that corresponds to the type of sections you want to create each time you use Avid Motion Graphics Control. RunDown is set by default. When you create new sections, in the Section area of the user interface, you decide which type of section it will be.
Settings and Configuration Miscellaneous Tab Within the Miscellaneous tab, you can choose to log the commands performed by Avid Motion Graphics Control, such as play and eject, and set to the log path. You can also set the number of maximum log files and maximum log file size, as well as direct the keyboard layout to a different path.
Settings and Configuration The Settings dialog box opens and displays the information on the About tab, as shown in the following: To configure General settings: 1. Click the General tab. The General tab opens. 2. Select your language using the Language drop-down arrow. 3. Set your spell check to the desired dictionary, if not using the default. 4. Leave all other options on their default.
Settings and Configuration To configure Render settings: 1. Click the Renders tab. The Render tab opens. 2. Select the number of render units to which this Avid Motion Graphics Control system can connect. As you increase the number of render units, additional numbered tabs appear for each render unit, which you must configure. 3. Set the StormLogic listen port. Each render unit setup consists of the main unit, and if you have them, a backup, and preview units.
Settings and Configuration To configure settings for a main render unit: 1. In the Settings dialog box on the Renders tab, click the tab number that corresponds to the render unit. 2. Click the Main Unit button. 3. Enter the IP address, Storm Port, Language, and section for the main unit. 4. Click the Ok button. n A backup render unit is an option but not required as part of the render unit setup. (Optional) To configure settings for a backup render unit: 1.
Settings and Configuration To configure Paths settings: 1. Click the Paths tab. The Paths tab opens. 2. Click the ellipsis button in the Projects section to browse to the projects folder. 3. Click the ellipsis button in the Templates section to browse to the templates folder. 4. Click the ellipsis button in the Resources section to browse to the resources folder. 5. In the Plug-ins section, mark the check box to use plug-ins. 6.
Settings and Configuration 2. In the Default section type area of this tab, click the radio button that corresponds to the type of sections you want to create each time you use Avid Motion Graphics Control. The default is the RunDown type. Later, when you create your sections, in the Section area of the user interface, an icon is displayed so you can tell at a glance the type of section in which you are working.
Settings and Configuration To configure Miscellaneous settings: 1. Click the Miscellaneous tab. Within the Miscellaneous tab, you can choose to log the commands performed by Avid Motion Graphics Control, such as play and eject, and set the log path. You can also set the number of maximum log files and maximum log file size, as well as direct the keyboard layout to a different path.
Avid Motion Graphics Control Shortcuts was taken OUT before the defined time has run out. The all, First, and last options accordingly apply the marking unfinished advertise to the all, First, and last advertise template. Avid Motion Graphics Control Shortcuts Keyboard shortcuts available when working in the Avid Motion Graphics Control application are listed in the following table.
Avid Motion Graphics Control Shortcuts Shortcut Description Focus ‘-’ or ‘+’ (numeric keypad) Selects the section indicated by the number and keeps the focus on the Sections area Global Ctrl+‘-’ or Ctrl+‘+’ (numeric keypad) Selects first/last selection and the focus go to the canvas Global Arrow Up/Arrow Down Focuses on the previous, or next template in the rundown list, in the Rundown area Shift+Arrow Up/Shift+Arrow Down Focuses previous/next section jumping (n) items in the Rundown Rundown lis
Avid Motion Graphics Control Shortcuts Shortcut Description Focus Items OnAir in RED (next take OUT): will be Off Air Items OnAir in GREY (Remain): will continue On Air All the Selected items (SEL): will NOT be taken On Air. Remain Feature: Function Keys Pressing a Function-key (F1, F2, F3, etc.) causes the Rundown corresponding on air template to turn grey, which indicates it remains on air even when you press the space bar (take), while other templates that are not grey are taken off air.
Avid Motion Graphics Control Shortcuts Shortcut Description Focus Ctrl+Space Bar Items OnAir in RED (next take OUT): will be Off Air. Rundown Items OnAir in GREY (Remain): will continue On Air. Remain Feature: Pressing a Function-key (F1, F2, F3, etc.) causes the corresponding on air template to turn grey, which indicates it remains on air even when you press the space bar (take), while other templates that are not grey are taken off air. All the Selected items (SEL): will NOT be taken On Air.
Avid Motion Graphics Control Shortcuts Shortcut Description Focus Backspace Focus returns to the last template to be taken on air. If several items are marked, each time you press the Backspace key the focus changes, cycling between the templates.
Avid Motion Graphics Control Shortcuts Shortcut Description Focus T Focus to Template List area. Templates Ctrl+T Hides/Shows Template List area. Templates Ctrl+Tab Jumps from the Project Browser Area (project folder list) to the Template List Area (template thumbnails).
Virtual Keyboard Virtual Keyboard At the bottom of the Avid Motion Graphics Control user interface there ia a resize button. Double-clicking this resize button opens the virtual keyboard, as shown in the following illustration. The virtual keyboard allows a user to map certain actions, in the form of macros, to specific keys on the virtual keyboard or to the keys on the Avid Motion Graphics Keyboard. The virtual keyboard is also used with a mouse or a touch screen monitor.
Creating Keyboard Layouts Button Icon Description Record Macro Creating Keyboard Layouts The virtual keyboard allows a user to map certain actions, in the form of macros, to specific keys on the virtual keyboard. Macros are combinations of keystrokes that perform a defined action or set of actions and assign that action to just one key. This saves time making the action more efficient. Combinations of different macros can be saved and named as a specific keyboard layout.
Creating Keyboard Layouts The Edit Macro Etq dialog box opens. 6. Type in the short label to replace A1 label on the key. 7. Click the OK button. The Edit Macro Eqt Short Label changes allowing you to enter a Long Tip. 8. Enter a longer description of what action results from pressing this button. This text displays as a descriptive tool tip when you hover over the key on the virtual keyboard, as shown in the following illustration. To save this macro as a keyboard layout: 1.
Creating Keyboard Layouts 2. Type a name for this keyboard layout. In the previous example, News_Rundown is the name. 3. Click the OK button. To load a previously saved virtual keyboard layout: 1. Click the Keyboard Layout button. An Open dialog box displays all Keyboard layout options available. 2. Click to select a layout. 3. Click the Open button. To clear all existing macros from your virtual keyboard: t Click the Clear Keyboard Layout button.
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6 Avid Motion Graphics News Control Avid Motion Graphics News Control is designed for the news graphics operators who need graphics rundown automation with manual control. This application allows for automated graphics playout connected to the NRCS rundown, on-the-fly graphics adjustment, and third-party production automation integration.
News Control User Interface News Control User Interface The Avid Motion Graphics News Control application is allows operators to broadcast graphics in a MOS environment. Producers and journalists can mark rundowns as on air, and the operators can load those rundowns and play out the graphics.
News Control User Interface Control Area The Control area is located across the top portion of the window. This area contains all of the controls, which an operator can use to load rundowns, start playout, add new graphics, edit graphics, and so forth. To use some of these controls, you must have a rundown loaded or a graphic selected; otherwise, the controls are not enabled.
News Control User Interface n Control Keyboard Shortcut Description ADVANCE button Ctrl Pressing this button replaces the current played graphic by the next cued graphic. Hot-key assignments can be modified in the controller.ini configuration file. Rundown Area When a rundown is loaded, all of its stories and graphics compositions are shown in the Rundown area. The Rundown area lets you view what is currently on air and also what goes to air next.
Basic News Control Operations In the Rundown area, an on air graphic row is highlighted in red, a cued graphic is highlighted in yellow, while a selected graphic is highlighted in blue. Stories appearing in the Rundown area are gray and depicted by a story icon, as shown in the following illustration. Message Area The message area is located below the Rundown area and remains blank unless a message is generated by the application. Any messages for the operator are displayed in this area.
Basic News Control Operations Modifying the Position of a Graphic in a Story Graphics that are part of a story can be moved between the limits of that story. To modify the position of a graphic: 1. Do one of the following: t Click to select a cued graphic from the Rundown area. t In the Rundown area, move to the graphic you want to select using the up or down keys on the keyboard. 2.
Basic News Control Operations 2. Do one of the following: n t Press the EDIT button to open the Template Editor dialog box. t Press the Enter key on the keyboard to open the Template Editor dialog box. The Template editor dialog box opens displaying the name of the graphic of which you selected. The Template Editor contains the following: Name Description SNAPSHOT This is the image of the selected template. This allows users to view the graphic. TITLE This is the name of the graphic.
Basic News Control Operations Name Description SAVE Button Saves the graphic with the current values and closes the dialog. CLOSE Button Closes the Template Editor without saving the graphics. PREVIEW Button Updates the Snapshot area to show the graphic appearance with the current values. MOVIE Button Creates pre-rendered graphics, a movie, that is displayed in the Snapshot area with the IN and OUT transitions for that graphic using the current data.
Special News Control Operations 2. Press the Add New button in the Control area. 3. Click to select a Template. The Template Editor dialog box opens. 4. Fill in the data values for the graphic. 5. Press the SAVE button in the Control area. Special News Control Operations Beyond selecting and restarting rundowns, playing cued graphics, and stopping them, there are some special operations that can be performed using Avid Motion Graphics News Control.
Special News Control Operations Checking Status The availability of the system to display a rundown depends on whether or not the players are running and have the required templates loaded and also if the Avid Motion Graphics News Control application has a connection to MOS Gateway so it can receive rundown related messages. To check the status of the system: t Press the STATUS button. This results in a message that reads, Checking System Status. This message is followed by more system information.
Advanced News Control Operations Clearing Renders In some situations, a graphic might not stop when News Control sends the stop signal. For instance, there might be an error in the template design, such as in the template animations. You can fix this situation by pressing the CLEAR RENDERS button, which stops all graphics in all players, and clears the output.
Advanced News Control Operations Searching for Rundown Graphics Users can search for a specific graphic by entering some text in the search box located in the Control area. By default the system searches for the first graphic with matching content. The starting position is the current selected graphic or the first graphic in the rundown if there is no match found. Users can also change the search criteria selecting a different search criteria from the drop-down list located next to the search box.
Channels Pressing the ADVANCE button always plays the cued graphic. If there was a graphic already on-air, pressing the ADVANCE button stops that graphic. If the cued graphic and the on-air graphic use the same template, pressing the ADVANCE button makes a transition between the two graphics, providing that both of the templates allow transitions. Playing Locked Graphics Locked Graphics are useful for combining several graphics at the same time.
Channels Channel Auto-Activation There is always one active channel. The active channel can be changed. It also changes automatically after each action to select the channel whose cued graphic is in the upper position. This is done to maintain a coherence between the position of the graphics and the order they are in which they are played. As an example, before forcing a take action on channel A, no matter what channel is active, the user must press Activate Channel A prior to pressing the Take button.
7 Avid Motion Graphics Operations Console Avid Motion Graphics Operations Console allows remote configuration, management, analysis and monitoring of individual or multiple Avid Motion Graphics rendering engines.
Avid Motion Graphics Operations Console User Interface Avid Motion Graphics Operations Console User Interface Main User Interface Elements The User Interface consists of three main areas: the Menu bar, the Channel Setup and Groups section, and the Channel spaces.
Avid Motion Graphics Operations Console User Interface Channel Setup Tab When you first start the Avid Motion Graphics Operations Console, you see the Channel Setup tab without any channels in the Channel List. The Channel Setup tab is used to add and configure channels in the Operations Console. Channels are saved when you close the application. All added channels appear in the Channel List. Adding Channels To Add a Channel: 1. In the Channel Label field, type a label for the channel. 2.
Avid Motion Graphics Operations Console User Interface Reconfiguring Channels To change parameters for an existing Channel: 1. Select the channel you want to remove in the Channels list. 2. Change the Channel label, Host or Chassis channel. 3. Click the Apply button All Tab The All tab displays channels previously added to the Operations Console. You can view channel headers with summary information or expand channels to view details about them.
Avid Motion Graphics Operations Console User Interface Group Tabs Four groups of channels allow monitoring and control of customized sets of channels. You can view summary information in headers of collapsed channels. Expanded channels allow you to view more detail about the corresponding Avid Motion Graphics engine.
Avid Motion Graphics Operations Console User Interface • Red - indicates that the driver is not up to date or is not installed AJA firmware - Green - indicates that the input-output card firmware is installed and up to date - Yellow - indicates that the installed driver is newer than required - Red - indicates that the driver is not up to date or is not installed The Program and preview area displays snapshots from the Program and Preview outputs of the Avid Motion Graphics Channel.
Avid Motion Graphics Operations Console User Interface To open the Avid Motion Graphics project for all channels of a group: 1. Right click the group header. 2. Choose the project you want to open. The project is opened on all channels of the group. n A project needs to be open in order to play out Avid Motion Graphics compositions using Avid Motion Graphics Control, Avid Motion Graphics Journalist, ADM, Avid iNEWS Command or Avid Motion Graphics News Control.
Common Tasks Edit Menu Menu Item Purpose Cut Cuts selected text in Channel label and Host fields Copy Copies selected text in Channel label and Host fields Paste Pastes text from clipboard into Channel label or Host fields View Menu Menu Item Purpose Full Screen Turns full screen view mode on/off Help Menu Menu Item Purpose Help & Manual Opens online Avid Motion Graphics Operations Console Manual About Displays information about the Avid Motion Graphics Operations Console Common Tasks Add
Common Tasks 2. Click the Channel Setup tab; type a label for the channel; enter an IP address or hostname for the Avid Motion Graphics Server in the Host field; choose either Chassis Channel A or Chassis Channel B, and click Add. 3. Click the All tab and ensure that the channel appears.
Common Tasks Configure a Channel Group To configure a Channel Group: 1. Start the Avid Motion Graphics Operations Console and add a channel. For more information, see Add a new Channel. 2. Click the All tab. 3. Assign channels to groups by clicking the appropriate buttons on the channel headers. 4. Click the corresponding groups and ensure that the channels appear.
Common Tasks Open an Avid Motion Graphics Project for a Channel To open an Avid Motion Graphics project for a Channel 1. Click the group that contains the channel with which you want to work. 2. Right-click on the Channel header and choose Open Project.
Common Tasks 3. Navigate to the location of your Avid Motion Graphics projects and select the project you want to open. 4. The project opens on the Avid Motion Graphics channel, allowing you to play out the project's compositions using the playout controls.
Common Tasks Open an Avid Motion Graphics Project for a Group To open an Avid Motion Graphics project for a Group 1. Choose a Group tab. 2. select Action > Group > Open Project, select an Avid Motion Graphics project on the X drive, and click OK. You can also open a project by Right-clicking on the Group header.
Common Tasks 3. Review the channels in the group ensuring that the required project name appears for each channel.
8 Avid Motion Graphics Plug-ins The Avid Motion Graphics plug-ins are used or exporting 2D/3D graphics from Adobe® Photoshop® and Autodesk®3ds Max® :The following main topics describe : • Avid Motion Graphics Photoshop Exporter Plug-in • Avid Motion Graphics 3DS Max Exporter Plug-in
Avid Motion Graphics Photoshop Exporter Plug-in Avid Motion Graphics Photoshop Exporter Plug-in Using the avid Motion Graphics Photoshop Exporter plug-in you can export .psd files as composition templates for further editing within Avid Motion Graphics, or for use with a playout program, like Avid Motion Graphics Control. The plug-in’s user friendly interface allows you to configure your templates and save your commonly used settings for later use.
Avid Motion Graphics Photoshop Exporter Plug-in To start a session: t Do one of the following: - If you’re exporting a.psd file, which was previously exported, select it's Export Session for a quicker export process. then click the Next button. - If you’re exporting a.psd file for the first time, or with different layer properties/export settings, select Start New Session, and then click the Next button. An export session simply the settings and layer properties for a previously exported .psd file.
Avid Motion Graphics Photoshop Exporter Plug-in Photoshop Exporter User Interface The following table describes the Avid Motion Graphics Photoshop Exporter’s interface. Interface Feature Description Output Settings The output settings include two fields, which allow you to specify a file name and set the export path. Layers List For more information about the Layers List, see Layers List. Back, Quit, Export Buttons Back: Returns to the main AMG Photoshop Exporter window.
Avid Motion Graphics Photoshop Exporter Plug-in Interface Feature Description Export Check Boxes Export all: when checked/enabled, each of the.psd file’s layers are exported. Export as template: when checked/enabled, animations and replaceable fields are included in the export. Disabling this feature exports only the.psd file’s layers. Export images: when checked/enabled, all images export. If you’ve already exported the .
Avid Motion Graphics Photoshop Exporter Plug-in The following table describes the columns, which appear in the Layers List. Column Heading Description Icon The exporter supports three types of layers; text, image, and layerset layers. Each type is represented by a different icon, as depicted in the first column of the Layers List. Layers The Layers column, denotes the name of each layer. Export Option The Export Option column provides a toggle box for each of the layers in your.psd file.
Avid Motion Graphics Photoshop Exporter Plug-in Advanced Settings for Layers List The Advanced feature provides additional settings. Click the More button to access the advanced settings for the Layers List. n There are unique settings for Text Layers and Image Layers. Advanced settings for text layers: • Text fx in/out are the same as Effect In and Effect Out. • Text fx speed signifies the ength of the in/out effects.
Avid Motion Graphics Photoshop Exporter Plug-in Advanced settings for image layers Effect in/out are the same as Effect In and Effect Out in the Layers list. Fade/duration/delay applies a fade effect to the image, and defines the duration/delay of the fade effect. Buttons The following lists the buttons and their functions. Preferences Pressing the preferences button displays the Preferences dialog box.
Avid Motion Graphics Photoshop Exporter Plug-in • When checked to enable, Remember last directory/file name saves the directory and file name of the current export session for later use. • When checked to enable, Load default template settings auto-loads a file with your predefined template settings. This is enabled only if you’ve created a template settings file. • Text/Image layers edit able by default automatically checks the Editor box for your template’s text/image layers.
Avid Motion Graphics Photoshop Exporter Plug-in Template Settings Pressing the Template Settings button displays the Template settings dialog box. • Presets lists previously saved template presets that you can choose from, and allows you to save new presets. • Animation in/out define how the template goes on air. By default In and Out animations counter each other, e.g., setting the Animation In to From Left causes the Animation Out to automatically change to From Right.
Avid Motion Graphics Photoshop Exporter Plug-in n n • Displacement X/Y by default, the X/Y displacements are set to the .psd files width and height. Displacement X and Y are used only if the Animations In and Out are set to, None. • Animation length defines the length of the Template In and Template Out animations (productions). When set, the Text fx delay field auto-adjusts, so both templates In/Out are adjusted to the text fx In/Out.
Avid Motion Graphics Photoshop Exporter Plug-in Save Sessions Pressing the Save Session button opens a window for entering the current export session’s name and save your current export session as metadata within the.psd file. You can load export sessions either in the initial Avid Motion Graphics Photoshop Exporter window, or from the Manage Sessions window. Manage Sessions Pressing the Manage Sessions button displays the Manage Sessions window.
Avid Motion Graphics Photoshop Exporter Plug-in About Pressing the About button displays a window about this version of the Avid Motion Graphics Photoshop Exporter. Tips and Best Practices The following describes some of the tips and best practices when using Avid Motion Graphics Photoshop Exporter Plug-in. • Instead of opening the AMG Photoshop Exporter through the File menu and selecting the Scripts Option, you can create a keyboard shortcut to start the exporter.1.
Avid Motion Graphics 3DS Max Exporter Plug-in Avid Motion Graphics 3DS Max Exporter Plug-in Using the Avid Motion Graphics 3DS Max Exporter plug-in you can export Autodesk 3DS Max scenes as compositions for further editing in Avid Motion Graphics, or for use with playout programs, like Avid Motion Graphics Control. n If you intend to export text fonts, 3DS Max must be run as administrator because the exporter must communicate with Windows’ registry.
Avid Motion Graphics 3DS Max Exporter Plug-in By default a file dialog displays in the 3DS Max scripts directory. Double-click the 3DS Max Exporter. With a valid license, the exporter starts within a few seconds.
Avid Motion Graphics 3DS Max Exporter Plug-in The 3DS Max Exporter User Interface In the Scene info section, as shown in the following illustration, you can see the amount of objects, vertices, faces, lights, cameras, and frames that will be exported.
Avid Motion Graphics 3DS Max Exporter Plug-in The following list describes the other areas in the Avid Motion Graphics 3DS Max Exporter Plug-in. • Export Area: Geometries and texts: You can choose whether to export all objects or just the selected ones. Scale: Allows you to set a multiplier, which applies to the size of the exported scene.
Avid Motion Graphics 3DS Max Exporter Plug-in hostinfo.txt file and your license may soon expire. Help: Opens the 3DS Max Exporter help document. Cancel: Cancels the export and closes the exporter window. Export: Initiates the export process, which cannot be interrupted. About the 3DS Max Export Process The following list describes the many actions performed during the export process. • Geometries and extruded texts: Geometries and extruded texts (which are treated as geometries) are saved as.obj files.
Avid Motion Graphics 3DS Max Exporter Plug-in Baked textures are supported, but the scene needs to be baked in a certain way. Unlike previous version of the 3DS Max Exporter, you don't need to do anything to export a baked texture. The application exports it automatically if it detects a Shell Material in the object. Material texture channels: Only diffuse, bump, luminance and alpha channels are supported.
Avid Motion Graphics 3DS Max Exporter Plug-in The Customize User Interface window displays. 2. In the Action list, click Run Script. 3. Click the Hotkey text box and enter the shortcut you prefer. n If that shortcut is already assigned to another action, it displays in the Assigned to text field. 4. Click the Assign button. n If the hotkey was already assigned, you’ll overwrite the previous action, so make sure before doing so that you mean to make this assignment. 5.
9 Avid Motion Graphics Tools A variety of Avid Motion Graphics Tools are available for use with your Avid Motion Graphics system.
Avid License Control Avid License Control Avid License Control must be installed on any computer with a licensed component. For instance, the servers pass licenses to Journalist clients and News Control clients. For more information, see the Avid Motion Graphics Setup and Configuration Guide. AMG Advanced Device Manager This device manager is used for the iNEWS Command workflow or Intelligent Interface Integration (III).
AMG Transcode Using AMG Transcode If your clips are contained in several different folders and you want to preserve the same folder structure, you need to create different jobs in the Transcode application. The Transcode application lets you process multiple jobs simultaneously. The application’s user interface has three main sections: • Job List - a list of defined jobs and their current statuses. You can select any job from the list to add files or change settings at any time.
AMG Transcode 2. Add source files to the selected job (in the Job List) by clicking the Add Source Files button. A dialog appears letting you choose a file. You can make multiple selections from your disk. Reclick the button to add more source files to your job. n You can right-click to add source files or drag and drop files from Windows Explorer to your Source List. Files are validated as they are added, so you can also add more files to a job even after the job started. 3.
AMG Transcode 6. Start transcoding by clicking the Start Transcode button. The process will take each clip in order and transcode it using the selected options. The job’s status will update, and then each of the clips in the Source List will update with the status as they are processed. More than one source file can be transcoded simultaneously by using the option provided in the Configuration dialog. Use the Configure button to access extra configuration values.
Deko Translator Deko Translator Deko Translator is an application that allows you to translate your existing Deko Graphic assets into native AMG compositions. Because of differences in methodology between Deko and AMG, other types of Deko assets (motions, effects, and macros) cannot be translated. The compositions created by Deko Translator provide a basis for porting Deko Graphic assets to AMG. Animations or other enhancements should be added using native AMG features.
Deko Translator Creating an AMG Project with Deko Translator Although it is possible to convert a large group of Deko Graphics into a single AMG Project, this will affect the project load time. We recommend grouping a smaller number of graphics into a single project. To create an AMG project with Deko Translator: 1. Use the Browse button to select a target folder in which to create the translated AMG project.
Deko Translator - Add Folder - adds all graphic files from the selected folder - Add File - adds a single graphic file - Remove - removes the selected graphic file - Remove All - removes all graphic files - Move Up - moves the selected graphic up in the list - Move Down - moves the selected graphic down in the list 4. Click the Settings button to open the controls for the Clip Database File and the AMG Common Assets Folders. n a.
Deko Translator c. (Optional) Set the Message Level to control the amount of detail displayed during the translation process. Use "Info" for less information; "Detail" will provide additional information. d. (Optional) Error Limit can be used to limit the number errors that are acceptable in a single graphic before that translation is abandoned. e. n When finished configuring the Settings, click the Save Settings button. All message levels are logged in the log file.
Deko Player Deko Player Deko Player is a component of AMG that lets you easily play your existing Deko graphics to air. Each Deko graphic plays out exactly as it would on a Deko, including motions and effects. In its simplest use, Deko Player lets you produce full screen output. Advanced users can utilize other features of AMG to enhance that output.
Deko Player To ensure clean back-to-back playout of compositions that include Deko Player objects, set the Presenter Group Choice Type in the WorkArea setting of the project. Also, there are many other configuration settings—including Clip Databases, Paths, Preferences, and so forth—that must be set to ensure Deko Player performs correctly. Use the Configure button to modify any configuration settings and save your changes by clicking the Save Settings Now button.
Deko Player After a Deko Player object is added to the composition, the Deko Player user interface (in the Object pane of the Model area) appears and lets you control all aspects of the Deko Player. 2. Select a Deko graphic to be played. 3. Choose a replaceable layer and modify its value. There are four different types of replaceable layers for the selected Deko graphic. - Power Clip Layer - Choose a clip from the list of available power clips in the Deko Clip database.
Deko Player 4. Cue the Deko graphic. The Cue button loads the selected graphic into the Deko Preview window and causes the associated effect/motion to begin playing. Since a pause is automatically inserted at the start of the effect/motion, the graphic is now fully cued and ready to be taken to air. If the graphic has no associated effect/motion, a cut effect is used. n The cueing process might take several seconds. 5. Take the Deko graphic to air. The Take button plays the cued graphic.
Deko Player then use the Space bar to process the clear operation when you are ready. Otherwise for back-to-back graphics, you must select the next template before playing off the current template; playing off the current template without such a selection will result in cleared program output. Motions with Pauses If you have Deko Motions that contain multiple pauses, you need to take each pause in the motion in order to step though each pause. Replicate this in the TemplateIn animation.
Deko Player Defining Replaceable Data Using AMG Control or AMG News Control You can control the replaceable data of a Deko graphic from AMG Control or AMG News Control. This powerful feature lets you populate the data of a Deko graphic from the main AMG controlling application. To define replaceable data: 1. In the Deko Player, select a replaceable layer’s field, the field not the entry in the list. 2. Drag it to the Form pane in AMG. A field is created in the Form pane for that layer. 3.
10 Avid Motion Graphics Keyboard and Mouse Shortcuts This appendix contains some keyboard shortcuts available when working in Avid Motion Graphics: • Keyboards • Avid Motion Graphics Design UI Shortcuts • Avid Motion Graphics Control Shortcuts Keyboards Many shortcuts are possible with a standard, QWERTY keyboard, such as the one shown in the following illustration.
Avid Motion Graphics Design UI Shortcuts Alternatively, the Avid Motion Graphics keyboard, as shown in the following illustration, provides programmable buttons and additional keyboard shortcuts. Avid Motion Graphics Design UI Shortcuts Keyboard shortcuts available when working in the design UI (Avid Motion Graphics, Avid Motion Graphics Production and Avid Motion Graphics Creation) are listed in the following table.
Avid Motion Graphics Design UI Shortcuts Shortcut Description Focus Middle Click Creates vectors in a curve. Right click to change from bezier to smooth or corner.
Avid Motion Graphics Design UI Shortcuts Shortcut Description Focus ALT+Middle click Click and Drag to track/pan the camera 3D Navigation (Viewport) ALT+Right Click Click and Drag to dolly 3D Navigation (Viewport) F Frames the selected object 3D Navigation (Viewport) ALT+X Changes the camera’s focus to the x-axis, and displays the x-axis grid 3D Navigation (Viewport) ALT+Y Changes the camera’s focus to the y-axis, and displays the y-axis grid 3D Navigation (Viewport) ALT+Z Changes the ca
Avid Motion Graphics Design UI Shortcuts Shortcut Description Focus Ctrl+Left Click Press and hold the Ctrl key and click either the Library Pane Shortcuts or Effects shortcut icon at the top of a pane to access libraries directly within that pane. The following illustration shows the Light Library, which is populated in the Light pane, along with the project’s light objects.
Avid Motion Graphics Control Shortcuts Avid Motion Graphics Control Shortcuts Keyboard shortcuts available when working in the Avid Motion Graphics Control application are listed in the following table. Some keystroke combinations only work when the cursor is located in a certain area of the user interface; the Focus column in the table specifies the area of the user interface when that is the case. When the Focus column is listed as Global, the shortcut works in all areas of the user interface.
Avid Motion Graphics Control Shortcuts Shortcut Description Ctrl+‘-’ or Ctrl+‘+’ (numeric keypad) Selects first/last selection and the focus go to the canvas Global Arrow Up/Arrow Down Focuses on the previous, or next template in the rundown list, in the Rundown area Shift+Arrow Up/Shift+Arrow Down Focuses previous/next section jumping (n) items in the Rundown Rundown list Ctrl+Arrow Up/Ctrl +Arrow Down Focuses on the first (arrow up) or last (arrow down) template in the rundown list Rundown Pag
Avid Motion Graphics Control Shortcuts Shortcut Description Focus Items OnAir in RED (next take OUT): will be Off Air Items OnAir in GREY (Remain): will continue On Air All the Selected items (SEL): will NOT be taken On Air. Remain Feature: Function Keys Pressing a Function-key (F1, F2, F3, etc.) causes the Rundown corresponding on air template to turn grey, which indicates it remains on air even when you press the space bar (take), while other templates that are not grey are taken off air.
Avid Motion Graphics Control Shortcuts Shortcut Description Focus Ctrl+Space Bar Items OnAir in RED (next take OUT): will be Off Air. Rundown Items OnAir in GREY (Remain): will continue On Air. Remain Feature: Pressing a Function-key (F1, F2, F3, etc.) causes the corresponding on air template to turn grey, which indicates it remains on air even when you press the space bar (take), while other templates that are not grey are taken off air. All the Selected items (SEL): will NOT be taken On Air.
Avid Motion Graphics Control Shortcuts Shortcut Description Focus Backspace Focus returns to the last template to be taken on air. If several items are marked, each time you press the Backspace key the focus changes, cycling between the templates.
Avid Motion Graphics Control Shortcuts Shortcut Description Focus T Focus to Template List area. Templates Ctrl+T Hides/Shows Template List area. Templates Ctrl+Tab Jumps from the Project Browser Area (project folder list) to the Template List Area (template thumbnails).
A 11 Avid Motion Graphics Glossary A Animation Animation is the representation of all parameter adjustments for any single object and how those change over time entered on the timeline. Each object has its own animation represented on the timeline. B Bind A bind attaches the value of one parameter to a different parameter, thereby creating a linking of events.
C C Code Code refers to a Python script that affects the parameters of any object. Composition A composition the container that holds all objects and all properties of those objects, including the animation for any specific purpose and that can be recalled for playback. Composition Transition A composition transition is a set of parameters and adjustments that dictate how a composition is replaced by another composition.
G Frame Rate Frame rate is a function of the hardware, not of the composition. You can mix and match – use clips with different frame rates from the hardware settings – the output abides by the frame rate for the device in all cases.. G Gizmo A Gizmo is a tool or tool set that allows for the manipulation of objects in 3D space. For instance, moving, rotating, scaling, framing, centering, curving, size incrementing and de-incrementing of an object in a Viewport.
M Leaderboard A leaderboard is a graphic used for displaying a list of individuals, teams, candidates or companies along with one or two statistics for each, such as a rank, score, votes, value, hometown, and so on. Lower Third A lower third is a format typically used in news or sports broadcasting. Viewers see video of a reporter or an event on the top two-thirds of their screen.
S Preset A preset is a default or user saved and recalled set of parameters and values that represent a font, a primitive, a shader, an effect, an object, a transition or an animation. The user interface (UI) can also have preset layouts. Project A project holds a list of compositions for any common purpose. It includes Master versions of the compositions that only an administrator can modify.
T T Timeline A timeline is the structure by which events are laid down and relate to each other in a composition. Timer A timer acts independently and dictates how an object behaves, it’s local behavior. V Viewport A viewport is a section in a section of the Avid Motion Graphics Layout a where you can view and work with a composition design.
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