Grass Valley Channel Composer User Manual

Channel Composer User Manual
Document version: 1.6.2 - 3/25/13
1 Support ..................................................................................................................................................... 5
2 About this document ................................................................................................................................. 6
3 Channel Composer Concepts .................................................................................................................. 8
3.1 Objects ........................................................................................................................................... 9
3.2 Templates ..................................................................................................................................... 10
3.3 Formats ........................................................................................................................................ 10
3.4 Assets, Metadata, Scene Parameters and Test Media ............................................................... 11
3.5 Main Event ................................................................................................................................... 12
3.6 Projects and Channel Packs ........................................................................................................ 13
3.7 Channel Pack Activation and Scheduling .................................................................................... 14
3.8 Workflow ....................................................................................................................................... 16
4 Channel Composer: getting started ....................................................................................................... 17
4.1 System Requirements (Mac) ........................................................................................................ 17
4.2 Installation Mac ............................................................................................................................ 17
4.3 Requirements (Windows) ............................................................................................................. 18
4.4 Installation Windows .................................................................................................................... 18
4.5 Starting Channel Composer ......................................................................................................... 19
4.6 Setting preferences and customizing Channel Composer ........................................................... 19
5 Working with Projects ............................................................................................................................. 22
5.1 Creating or opening an existing project ....................................................................................... 22
5.2 Importing a Project ....................................................................................................................... 23
5.3 Merging Projects .......................................................................................................................... 24
5.4 Restoring a Backup ...................................................................................................................... 25
5.5 Exporting a Project ....................................................................................................................... 25
5.6 Exporting a Project to disk ........................................................................................................... 26
5.7 Managing Exports ........................................................................................................................ 29
6 Working with Templates ......................................................................................................................... 31
6.1 Opening a Template ..................................................................................................................... 31
6.2 Creating a new Template ............................................................................................................. 31
6.3 Renaming a Template .................................................................................................................. 31
6.4 Deleting a Template ..................................................................................................................... 31
6.5 Copying a Template ..................................................................................................................... 32
6.6 Displaying Object properties on the Timeline .............................................................................. 32
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6.7 In Points and Out Points .............................................................................................................. 33
6.8 Keyframing ................................................................................................................................... 34
6.9 Template settings ......................................................................................................................... 36
6.10 Commands .............................................................................................................................. 37
6.11 Template Rules ....................................................................................................................... 38
6.12 Try-out mode ........................................................................................................................... 39
6.13 Pixel Perfect ............................................................................................................................ 40
6.14 Creating an Operator Panel .................................................................................................... 41
6.15 Adding Objects ........................................................................................................................ 42
6.16 Modifying an Object's properties ............................................................................................. 43
6.17 Transform gizmo ..................................................................................................................... 43
6.18 Layering Objects ..................................................................................................................... 44
6.19 Grouping Objects .................................................................................................................... 44
6.20 Locking Objects ....................................................................................................................... 44
6.21 2D and 3D-mode ..................................................................................................................... 45
6.22 Prefabs .................................................................................................................................... 45
6.23 Copying Objects ...................................................................................................................... 45
6.24 Deleting Objects ...................................................................................................................... 45
7 Object Types .......................................................................................................................................... 46
7.1 Introduction ................................................................................................................................... 46
7.2 Live ............................................................................................................................................... 51
7.3 RTic-compatible Tickers ............................................................................................................... 52
7.4 Subtitles ........................................................................................................................................ 56
7.5 Controllers .................................................................................................................................... 65
7.6 GPIO Command ........................................................................................................................... 70
8 Working with Assets, Metadata and Scene Parameters ........................................................................ 72
8.1 Adding Assets .............................................................................................................................. 72
8.2 Metadata ...................................................................................................................................... 72
8.3 Scene Parameters ....................................................................................................................... 73
9 Working with Applets .............................................................................................................................. 76
9.1 Creating a new Applet .................................................................................................................. 76
9.2 Renaming an Applet ..................................................................................................................... 76
9.3 Deleting an Applet ........................................................................................................................ 76
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10 Working with Formats ............................................................................................................................. 77
10.1 Opening the Format Timeline ................................................................................................. 77
10.2 Creating a new Format ........................................................................................................... 77
10.3 Renaming a Format ................................................................................................................ 77
10.4 Deleting a Format .................................................................................................................... 78
10.5 Adding Templates to a Format ................................................................................................ 78
10.6 Timing Templates .................................................................................................................... 78
10.7 Opt-out .................................................................................................................................... 78
10.8 Adding applets to a Format ..................................................................................................... 79
10.9 Timing applets ......................................................................................................................... 79
10.10 Simulcast ................................................................................................................................. 80
11 Channel Pack Validation ........................................................................................................................ 81
11.1 Basic testing and further analysis ........................................................................................... 82
11.2 Basic testing ............................................................................................................................ 82
11.3 Further analysis ....................................................................................................................... 82
11.4 Starting playback statistics ...................................................................................................... 82
11.5 Interpreting playback statistics ................................................................................................ 83
12 Quick Reference ..................................................................................................................................... 87
12.1 The Channel Composer workspace ........................................................................................ 87
12.2 The main menu ....................................................................................................................... 88
12.3 Main toolbar ............................................................................................................................ 94
12.4 View mode icons .................................................................................................................... 96
12.5 The Stage ................................................................................................................................ 96
12.6 The Template Timeline ........................................................................................................... 97
12.7 The Format Timeline ............................................................................................................. 100
12.8 Project window ...................................................................................................................... 102
12.9 Objects window ..................................................................................................................... 103
12.10 Object window ....................................................................................................................... 104
12.11 Project Assets window .......................................................................................................... 106
12.12 Scene Parameters window ................................................................................................... 107
12.13 History window ...................................................................................................................... 107
12.14 Library window ...................................................................................................................... 108
12.15 Text styles window ................................................................................................................ 108
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13 Hotkeys................................................................................................................................................. 109
13.1 Global .................................................................................................................................... 109
13.2 Stage ..................................................................................................................................... 111
13.3 Template Timeline ................................................................................................................. 111
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1 Support

Contact information: http://www.grassvalley.com/support/contact U.S Technical Support: +1 800-547-4989 or +1 530 478 4148 or E-mail: Please use our online form All other countries Technical Support: +800 80 80 20 20 or +33 1 48 25 20 20 or E-mail: callcentre@grassvalley.com FAQ: http://grassvalley.novosolutions.net/ Training: https://grassvalley.csod.com/LMS/catalog/Main.aspx?tab_page_id=-67&tab_id=6
Answers to frequently asked questions can be found on our forum on the Grass Valley website: http://forum.grassvalley.com/forum/
If applicable, register yourself on the forum page:
> Smart Playout Center > Channel Composer.
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2 About this document

This manual is written for users with a basic understanding of broadcasting and Channel design. We recommend that users who are new to these concepts take the Channel Composer training.
This document describes Channel Composer version 1.6.2. Information in this manual may at some points differ from your Channel Composer application due to differences in version. Screenshots show the Channel Composer Mac interface.
A number of Example Projects are included in Channel Composer and can be found under File > Example Projects. Following topics are explained:
Play Video: demonstration of basic video playback.
Tickers: various examples of Tickers.
Clocks and Counters: various examples of Clocks and Counters.
Squeeze back: an example of a squeeze back of the main video.
Keying: demonstrates the two main ways of keying, by Player and by Object.
Soft cuts: explains Template soft cutting.
Scaling: various methods for upscaling, for example from SD to HD, and downscaling.
Quality Assurance: various techniques that can be used to counter graphics artifacts commonly seen
in broadcasting.
Optimization: various techniques for playback optimization.
Controllers: examples of Controllers; Controllers are an alternative to keyframing for animating
Objects.
Ground Reflection: demonstrates the Group Object’s ability to generate reflections of its members on the ground plane.
Sports: an example of the usage of Channel Composer for a sports info Channel.
Music: an example of a typical music Channel.
Simulcast: an example of a basic HD-SD simulcast project.
Tickers: shows how to set up RTic compatible tickers.
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Channel Composer video tutorials are available on the Grass Valley website: http://www.grassvalley.com/apps/doc_show?&set=ips&c=^channel%20composer$|Channel%20Compose r&super=broadcast&skin=gvcmsnew&sort=rev > Videos.
Following tutorials are available:
Creating a Play Clip Template and Format.
Creating a Logo Bug Template and Format.
Creating a 3D Picture-in-Picture Template and Format.
Creating a Ticker Template and Format.
Creating a Clip title Template and Format.
Creating a Clip title Wipe Template and Format.
Creating a 3D picture-in-picture Template and Format.
Working with Controllers.
Creating a Dynamic Textbox Template.
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3 Channel Composer Concepts

Channel Composer is used to create 2D and 3D-scenes. Look-and-feel, presentation and content metadata is assembled to a complete Channel design, ready for on-air presentation. This chapter describes the basic Channel Composer concepts.
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3.1 Objects
The Objects window lists all the Objects added to a
Channel Composer works with Objects such as Clip, Box, Still, Animation, Plane and so on. Objects have properties, such as opacity, position and scale that can be modified and animated.
The example shows the Object properties window for a Clip Object.
Project (or all Objects included in the selected Template when the Filter icon is active as shown in the example on the left.)
Each Object is placed on its own layer. Objects on higher layers overlap Objects on lower layers.
In Channel Composer, one and the same Object can be used in different Templates while its properties can have different values per Template.
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3.2 Templates
Templates are used to transform Objects’ properties such as opacity, position and scale in time. The example above shows a Template used to play a Clip. The column on the left lists the Objects included in the Template. Each Object has its own track on the Timeline. The player head (the yellow vertical line) can be moved, paused and rewinded to preview animations on the Stage.
Define a Template for on-screen transitions that you want to able to control and time independently from each other.
3.3 Formats
A format is a list of secondary Events (Templates and Applets) that together provide a certain on-air look and behavior when executed.
The example above shows the Format Play Clip. The column on the left lists the Templates and Applets included in this Format. Templates and Applets are timed on the Format Timeline using offsets relative to the main Asset.
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3.4 Assets, Metadata, Scene Parameters and Test Media
p or Still, can refer to
An Object, for example a Cli fixed content or to dynamic content.
Example fixed content: a logo.
Example dynamic content: video clips;
the Template plays out a different video clip each time it is activated.
All the fixed files that belong to a Channel design are added to the Channel Composer Project as Assets. These Assets are included in the Channel Pack when the Project is exported to the TX/MAM database. Thus, all the fixed design elements needed for playout - logos, straps, and so on - are available in the Channel Pack.
To refer to dynamic content, Scene Parameters are defined. These parameters are dynamically updated with the assets’ filename when Events are scheduled. Dynamic content is fetched from Storage for playout.
Example:
Scene Parameter Event ID Scene Parameter Value when
scheduled
clip 12345 a0000548.avf
clip 12346 a0000978.avf
clip 12347 a0000564.avf
An Object can also refer to a file's metadata fields. This metadata information can be played out, or is used to schedule Events. For examples, clip title and artist information is derived for playout from the clips' <title> and <artist> metadata fields.
For testing purposes, test media (images, videos) can be added to the Test Media library. Note that test media will not be included in the Channel Pack when the Project is exported.
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3.5 Main Event

In this paragraph we will briefly explain the concepts ´main Asset´ and ‘main Event’ that this manual at some points refers to.
A Playlist lists main Events. Each main Event consists of secondary Events (Templates and Applets).
Example: in a music show Format, Events are built of the following secondary Events:
Playout the clip.
The clip is the main Asset. The dynamic reference to the music clip file (scene parameter usually linked to the File property of the Clip Player object) is updated with the clip asset’s filename when the Events are scheduled. Dynamic content is fetched from Storage for playout.
Fade in the logo 5 seconds after the start of the main Event.
The logo is a fixed Asset that is included in the Channel Pack
Fade out the logo 3 seconds before the end of the main Event.
The secondary Events are timed relative to the main Asset’s duration.
Example playlist in Playout Control, listing main Events.
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3.6 Projects and Channel Packs
Project
Channel Pack
A Project contains all the elements that together compose a Channel’s on-air design: fixed Assets, Objects, Templates, Applets and Formats. Projects are designed in Channel Composer and are then exported to the TX/MAM-database as a Channel Pack. Formats are now available for scheduling.
Before playout, the Channel Pack is transferred from the TX/MAM database to the playout nodes. Dynamic content is fetched from Storage and is also transferred to the playout nodes.
Formats
Objects
Assets
Templates
Applets
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Schedule
Channel Pack
Events are scheduled with
the Assets, Templates, Applets and Formats from:
Event
Channel Pack ID: 2400
Event
Event
Channel Pack ID: 2312
Event

3.7 Channel Pack Activation and Scheduling

When creating a Schedule, the Cobalt scheduling process will apply the Channel Pack that is active at the Events’ planned start time. This means that Events are scheduled with the Formats from this Pack. Events in a Playlist play out the Formats they were scheduled with.
Example:
Start time: 13/02/12 12:00:00
Event
Start time: 13/02/12 12:03:00
Start time: 13/02/12 and so on
Start time: 14/02/12 12:00:00
Start time: 14/02/12 12:03:00
Event
Start time: 14/02/12 and so on
Activation starts: 13/02/12 12:00:00
Activation starts: 14/02/12 12:00:00
Example Activation date and time set for a Channel Pack.
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The Channel Pack's activation period can be specified:
in Channel Composer when exporting the Project to the TX/MAM database
via the ‘Manage Exports’ option
using the Channel Pack Manager.
Channel Composer ‘Export’ and ‘Manage Export’ options are described in Chapter 5. Note that you can also view (not modify) Channel Packs in POC.
When scheduling Events in an active Playlist that uses a different Channel Pack than the currently loaded Pack, leave at least one minute for this Pack to load. In other words, schedule Events at least one minute in advance of start of playout.
Example Channel Packs overview in POC. The currently active Pack is highlighted. Note that Channel Packs have an asset ID. When a Channel Pack is changed and exported, a new pack with a new asset ID is created.
If a Channel Pack is changed after it has been used in a Schedule, you need to regenerate the Schedule (with the new Pack ID) to apply these changes.
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3.8 Workflow
Channels are designed in Channel Composer.
The Project is then exported to the Cobalt (TX/MAM) database and includes all the design
elements needed for playout.
Formats are now ready for scheduling.
Before playout, the Channel Pack is transferred from the TX/MAM database to the playout nodes.
Dynamic content is fetched from Storage and also transferred to the playout nodes.
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4 Channel Composer: getting started

4.1 System Requirements (Mac)

A Mac computer with a multi-core Intel processor (64-bit).
Mac OS X v10.6 (Snow Leopard) or later.
Memory: 4GB of RAM.
Video card:
o 512MB of VRAM or more.
o OpenGL 2.1 and the following OpenGL extensions:
EXT_framebuffer_multisample
EXT_framebuffer_blit
ARB_texture_rectangle
APPLE_flush_buffer_range
o NOT recommended: Nvidia Quadro cards.
o Recommended: ATI Radeon HD5670 or better, Nvidia Geforce GT320 or better.
A USB-dongle with a Channel Composer license.
[See the following link for an overview of the OpenGL support on Mac OS X for your system and video card: http://developer.apple.com/graphicsimaging/opengl/capabilities/]
[See the readme included with the installation image for most recent requirements.]

4.2 Installation Mac

Double-click the Channel Composer image (.dmg file) to mount the disk image.
The disk image icon appears on the desktop and the next window opens.
Install the dongle driver (SentinelSystemDriver).
Drag the Channel Composer icon on the Applications folder, to copy Channel Composer to your
Applications folder.
You can now start Channel Composer from the Applications folder.
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4.3 Requirements (Windows)

An Intel/AMD 64-bit multiprocessor PC.
A 64bit edition of Windows Vista or Windows 7.
Memory: 4GB of RAM.
Video card:
o 512MB of VRAM or more.
o OpenGL 2.1 and the following OpenGL extensions:
EXT_framebuffer_multisample
EXT_framebuffer_blit
ARB_texture_rectangle
ARB_map_buffer_range
o NOT recommended: Nvidia Quadro cards.
o Recommended: Nvidia Geforce GTS250 or better.
A USB dongle with a Channel Composer license.
[See the readme included with the installation image for most recent requirements.]
We strongly recommend installing the Sentinel System Driver (dongle driver) that is distributed as part of the Channel Composer disk image.
It is not possible to run Channel Composer via Windows Remote Desktop.

4.4 Installation Windows

Double-click the installer exe file and follow the instructions.
It is recommended to run Channel Composer as an Administrators group user. The easiest way to achieve this is to mark the application to run as Administrator: in Windows Explorer, access 'Channel Composer.exe' properties, navigate to 'Compatibility' tab and tick 'Run as Administrator' checkbox. Channel Composer does not really require elevated privileges to run, but in doing so a wider range of thread scheduling priorities become available thus allowing for faster response times. Note that Channel Composer does not create or modify any files unless instructed by the user, i.e. to save a project on disk. To that effect it is perfectly safe to run Channel Composer as Administrators group user.
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4.5 Starting Channel Composer

To start Channel Composer, double-click the Channel Composer icon.
Channel Composer opens. You can now start working with Projects. Chapter 5 explains the options in this window.

4.6 Setting preferences and customizing Channel Composer

The Channel Composer workspace can easily be customized. One way to do this is by adding or removing (View > Windows) windows, or by scaling and repositioning windows (drag and drop). Windows can also be added together by dragging a window on top of another. Double-click the window's title to dock and undock windows. Other options to customize Channel Composer include:
Channel Composer > Preferences
On the toolbar > Channel Composer > Preferences, you can define preferences, for:
Nexos:
Broadcast Format
Multi-Sampling Anti Aliasing: use to improve the design's
visual quality on your workstation (remove edge line roughness and jagged edges). Note that higher sample rates impact performance of your workstation.
Players: set the big buffer pool size in MB.
File:
Specify the default Project folder.
Autosave: disable (default) or enable autosave every x
minutes
History: the number of actions tracked in history.
Guides: the color of the guides and snap distance.
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Grid: the color of the grid, spacing and snap distance.
Backup System: number of backups to keep.
Networking: specify the FTP transfer mode.
View > Windows On the toolbar View > Windows, you can define which windows you
want to display or hide. Options are:
Project Navigator
History
Library
Project Assets
Objects
Object Properties
Template Timeline
Text Styles
Scene Parameters
Format Timeline
Main menu > View
Template Rules
On the main menu > View , you can set a number of options for the Stage:
Zoom In: zoom in on the Stage.
Zoom Out: zoom out from the Stage.
Zoom to 100%: scale the Stage to 100%.
Fit in Window: fit the Stage in the available workspace.
Rulers: show or hide rulers.
Grid: show or hide the grid.
Guides: show or hide guides.
Snap to Guides: enable or disable ‘snap to guides’.
Snap to Grid: enable or disable ‘snap to grid’.
Pixel Perfect Information: show or hide pixel perfect
information.
Windows: select the windows you want to display.
Clean View Mode: activate to hide all windows and display the
Stage only, deactivate to show windows and the Stage.
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Main toolbar
On the toolbar, you can set a number of options for the Stage:
Zoom In: zoom in on the Stage.
Zoom Out: zoom out of the Stage.
Percentage: zoom the stage to the selected percentage.
Fit: fit the Stage in the available workspace.
Curtains: Objects may be placed outside of the active Stage
area to allow animation on to and off of the Stage. The curtains button covers this outside area for a clear view of what the final Channel output will be.
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5 Working with Projects

Channel Composer works with Projects. When exported to disk or the TX/MAM database, the Project is bundled into a Channel Pack [see also paragraph 3.6]. Options are:
Create a new Project.
Open an existing Project.
Import a Project from a Channel Pack on disk or from the TX/MAM database.
Restore a backup.
Merge Projects.

5.1 Creating or opening an existing project

Following options are available from the Channel Composer Welcome screen, and from the File option on the main menu:
Create a new Project.
Open an existing Project.
Open an existing Project from a list of recent
Projects.
Import a Project.
In the Welcome window, Channel Composer preferences can be set. This can be necessary when the Project you want to open uses a different broadcast format than Channel Composer’s current format (Channel Composer opens with the broadcast format last used). After changing the broadcast format, you have to restart Channel Composer.
Instead of changing Channel Composer’s broadcast format, you can load the Project with the currently active format and thus change the Project’s broadcast format. Note that this can result in an incorrect output resolution and playback speed.
New Project
Restore a Backup.
For a new Project, specify:
Name
Location
Author
Description
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New Projects contain three default Templates:
nexosInit: this Template is automatically started after a nexos restart and places the Color Bar Object on-screen (default). This template can be further customized at will.
packInit: this Template is automatically started when a new Channel Pack is started, before the first Template in this Pack. This Template can be further customized at will, for example to start a Live Player.
Template: an empty Template that contains an Out Point for the Color Bar Object (default). We advise to remove the Color Bars to save resources [see also the Example Project Optimization].
File > Project Settings
File > Merge Project
File > Preferences Preferences can be viewed and modified under File >
Project properties can be viewed under File > Project Settings.
Note that Export and Channel Pack Asset Type options can be reset here.
The Merge option can be found under the File option.
Preferences.

5.2 Importing a Project

Projects can be imported from a Channel Pack on disk or from the TX/MAM database.

5.2.1 Importing a Project from a Channel Pack on disk

Click File > Import Project > from Disk.
Browse to the folder the Channel pack is located in and select the applicable Channel Pack (.cpk
file).
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5.2.2 Importing a Project from the TX/MAM database

File > Import Project > from TX/MAM Database
Select Project
Select destination folder
Click File > Import Project > from TX/MAM
Database.
Specify the (virtual) IP-address of the TX/MAM
server.
Fill in the login credentials for the TX/MAM
server. Note that this user must be defined in Cobalt Asset Manager and should have read rights for the Channel Pack Asset Type.
Click Next to continue, or Cancel to discard.
Select the Channel Pack you want to import.
Click Next to continue or Cancel to discard.
Select a destination folder for the Project.
Click Next to start the import, Back to go to the
previous screen or Cancel to discard.
You can use the Channel Pack Manager to list the Channel Packs that have been exported to a TX/MAM database.

5.3 Merging Projects

Merging Projects is an easy means to reuse parts of a Project (Templates, Formats, and Applets). For example, to reuse a set of ‘ticker’ and ‘play video’ Templates and Formats, place these items in a separate Project, then merge this Project with other Projects to reuse. Merging Projects can also be useful when working with several people on a Project.
The Merge Project functionality has been enhanced with the option to do a replacement merge. Using this type of merge, objects and assets in the merged-in project replace objects and assets of the same name in the original project.
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File > Merge Click File > Merge.
Select the type of merge and Project you want to
merge with the current projects.
Select the appropriate option if performing a
replacement merge.
Click Open to merge, Cancel to discard.

5.4 Restoring a Backup

Each time a Channel Composer Project is saved, a backup is automatically created. This backup contains all project data, except for Project Assets.
To restore a backup:
Click File >Restore Backup.
Select the backup you want to restore and click Restore.

5.5 Exporting a Project

When a Project is exported, a Channel Pack is created. Options are:
Export to disk, for example to create a backup: create a Channel Pack and export to the specified destination folder.
Export to the TX/MAM database: create a Channel Pack and export to the TX/MAM database when the design is ready, or to share with other people working on different workstations or locations. Once exported to the TX/MAM database, the Channel Pack can be used for scheduling. You can specify the Project’s activation period during export, or at a later stage.
rd
Export to Playout: create a Channel Pack and export to a playout server for 3 testing purposes.
Before you can export Projects, at least one CPK (Channel Pack) Asset Type and Format Asset Type must be available in Cobalt/TX/MAM.
To be able to work with Exports, you also need read/write rights for the appropriate Channels and CPK (Channel Pack) Asset Types. These user rights are set in Cobalt Asset Manager.
party scheduling or
Channel Packs can be validated against a test schedule. For more information see chapter 12.
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5.6 Exporting a Project to disk

Click File > Export Project > to Disk.
Specify the destination folder and Channel Pack name.

5.6.1 Exporting a Project to the TX/MAM database

File
Specify the IP-address of the TX/MAM database server.
Specify the user name and password for the TX/MAM database.
If you select the Remember database server option, the database server specified will be saved as a property of the Project.
Click File > Export Project > to TX/MAM Database.
(To reset, click Project > Project Settings > Export TX/MAM database server > Reset.)
Click Next to continue, Cancel to discard.
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Select a Channel Pack Asset type from the Asset types listed. The Project will be exported
as an Asset of this type.
If you select the Remember Asset type option, the Asset type specified will be saved as a property of the Project.
(To reset, click Project > Project Settings > Export > Channel Pack asset type > Reset.)
Click Next to continue, Back to go to the previous screen or Cancel to discard.
To export the Project to the playout server without activation, leave the Activate Channel Pack
option unchecked and click Next. You can activate the pack at a later Stage via File > Manage Exports.
To activate the Project on one or more
Channels, click the Activate Channel Pack option.
Click the icon to add a Channel to the
activation list. To specify an activation date and time, click the arrow icon.
Click OK to save, Cancel to discard.
Click the icon to delete a Channel from the
activation list.
Click Next to export and activate the Project,
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Back to go to the previous screen or Cancel to discard.
Note that only one Channel Pack can be active simultaneously per Channel.
The Project is exported. All elements needed for playout – Assets, Objects, Templates, Applets and Formats – are included in the Channel Pack.
Dynamic content will be fetched from Storage, using the Scene Parameters defined in the Project.

5.6.2 Exporting a Project to Playout

Click File > Export Project > to Playout…
Specify the playout server(s) you want to export the Project to:
o Server IP
o Channel number
o Activation time
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5.7 Managing Exports

This option lets you manage Channel Packs. Options:
View Project Packs, per Channel or Project in chronological order (Grouped).
Remove a Pack from the database.
Modify the activation properties of a Channel Pack (Channel, activation date/time).
View Channel Pack contents.
To open, go to File > Manage Exports. The Manage Exports window opens.
Specify the IP-address of the TX/MAM database server.
Specify the user name and password used for the export. This is a Cobalt user.
Note that this user should have read and/or write rights for the applicable Channel Pack Asset Type and Channel. These user rights are set in Cobalt Asset Manager.
The example below shows Channel Packs per Project (Grouped). The icon indicates that a Pack is currently active in Cobalt. The Info window shows properties of the selected Pack. The Contents window shows Templates, Formats, Applets and Scene Parameters included in the selected Pack.
Channel Composer User Manual - Channel Composer User Manual- document version: 1.6.2 - 29
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