Pinnacle Systems FXDEKO User Manual

FXDEKO
Bringing a new level of Effects
to Character Generators
User’s Guide
Software Version 4.1
PPN 51002588 Revision F
TM
280 N. Bernardo, Mountain View, CA 94043
COPYRIGHT
Copyright © 2001 Pinnacle Systems, Inc., All Rights Reserved.
Portions of the software described in this document Copyright © 1985-2001 Microsoft Corporation. All Rights Reserved.
Portions of the software described in this document Copyright © 1991-2001 Arthur D. Applegate. All Rights Reserved.
The Sentry Spelling Checker Engine Copyright © 1993 Wintertree Software, Inc. All Rights Reserved.
TRADEMARKS
Microsoft is a registered trademark, and Windows and Windows NT are trademarks of Microsoft Corporation.
PINNACLE PART NUMBER: 51002588 Revision F
Table of Contents
Introduction
3
Welcome!............................................................................................................................9
How to Use This Manual...............................................................................................10
Other Documents ............................................................................................................10
How to Contact Pinnacle Systems................................................................................11
Starting Windows NT.....................................................................................................12
Starting FXDeko..............................................................................................................12
Exiting FXDeko................................................................................................................12
Exiting Windows NT.......................................................................................................13
Overview of FXDeko
The FXDeko Desktop.....................................................................................................15
About Graphic Files........................................................................................................15
Program and Preview......................................................................................................16
Creating a Graphic...........................................................................................................17
Saving a Graphic File ......................................................................................................17
Opening a Graphic File ...................................................................................................20
Keying...............................................................................................................................23
Frame Grabbing................................................................................................................24
Suppressing Motion.......................................................................................................24
Composing Text
Selecting Text...................................................................................................................26
Selecting a Typeface.......................................................................................................27
Using an International Character Set...........................................................................28
Bold and Italic..................................................................................................................29
Underlining Text ..............................................................................................................29
Rotating Text....................................................................................................................30
Skewing Text ....................................................................................................................30
Small Caps........................................................................................................................31
Changing Text Case........................................................................................................31
Changing the Text Field Box..........................................................................................32
Scaling Text ......................................................................................................................33
Character Spacing (Kerning).........................................................................................34
Character Width..............................................................................................................34
Row Spacing (Leading)..................................................................................................35
Cutting and Pasting Text................................................................................................37
Deleting Text ....................................................................................................................37
Finding and Replacing Text ...........................................................................................38
Moving Text.....................................................................................................................38
FXDeko User’s Guide
4 Table of Contents
Composing Text (cont.)
Justifying Text .................................................................................................................40
Tab Stops.........................................................................................................................42
Spell Checking Text.........................................................................................................44
Using Undo......................................................................................................................45
Baseline Editing...............................................................................................................46
Creating Styles
Specifying a Font
About Fonts.....................................................................................................................49
The Style/Font Window .................................................................................................49
Installing TrueType or Postscript Fonts .....................................................................51
Copying and Pasting a Font..........................................................................................51
Creating a Custom Typeface.........................................................................................52
Specifying a Look
About Looks....................................................................................................................54
The Style/Look Window................................................................................................54
Face...................................................................................................................................55
Face Attributes................................................................................................................56
Edge...................................................................................................................................56
Edge Attributes ...............................................................................................................57
Shadow .............................................................................................................................59
Shadow Attributes..........................................................................................................60
Underline..........................................................................................................................61
Underline Attributes.......................................................................................................62
Frame.................................................................................................................................63
Frame Attributes..............................................................................................................64
Cutting and Pasting Details and Looks .......................................................................65
Specifying a Shader
About Shaders.................................................................................................................67
Activating a Shader........................................................................................................68
Applying a Color.............................................................................................................68
Applying a Ramp.............................................................................................................69
Applying a Texture .........................................................................................................70
Applying Video...............................................................................................................73
Applying a Cel Animation.............................................................................................74
The Color Picker..............................................................................................................76
Picking a Color.................................................................................................................77
Using Preset Shaders......................................................................................................77
Working with Styles
The Current Style Window............................................................................................79
Saving a Style ..................................................................................................................80
Copying and Pasting a Style .........................................................................................80
Assigning a Style to a Style Preset..............................................................................80
Retrieving a Style ............................................................................................................81
Saving Preset Styles .......................................................................................................82
Saving a Pre-rendered Style...........................................................................................83
Graphics and Layers
Video Standard ................................................................................................................84
About Layers and Backgrounds...................................................................................84
The Layer Browser..........................................................................................................85
The Background..............................................................................................................85
Adding a Text Field.........................................................................................................87
FXDeko User’s Guide
Graphics and Layers (cont.)
Text Field Properties .......................................................................................................88
Adding a Rectangle Layer.............................................................................................89
Adding an Ellipse Layer.................................................................................................90
Specifying Layer Properties...........................................................................................90
Layer Properties...............................................................................................................91
Selecting a Layer.............................................................................................................93
Creating Real-Time Clocks.............................................................................................94
Clearing a Graphic ...........................................................................................................94
Clearing or Deleting a Layer..........................................................................................95
Cutting and Pasting Layers ...........................................................................................95
Appending a Graphic to Second Graphic....................................................................96
Reordering Layers...........................................................................................................96
Pasting Layers to the Background...............................................................................97
Combining Text Fields....................................................................................................97
Moving a Layer...............................................................................................................97
Justifying a Layer............................................................................................................98
Rotating a Layer..............................................................................................................99
Scaling a Layer .................................................................................................................99
Skewing a Layer .............................................................................................................100
Effects, Motions, and Sequences
About FXDeko Effects.................................................................................................102
Single Effect Playback..................................................................................................103
Creating a Sequence.....................................................................................................104
Browsing for Graphics in a Sequence........................................................................106
Selecting Events............................................................................................................106
Cutting and Pasting Events.........................................................................................107
Inserting and Deleting Events.....................................................................................108
Composing Rolls and Crawls.......................................................................................108
Command Event.............................................................................................................111
Creating Motions..........................................................................................................112
Playing a Motion...........................................................................................................119
Using the Timeline Option...........................................................................................120
Using a Motion in a Sequence....................................................................................124
Playing a Sequence.......................................................................................................124
Pausing Sequence Playback........................................................................................124
Using a GPI Trigger .......................................................................................................125
Stopping Sequence Playback......................................................................................126
Table of Contents 5
User Preferences
FXDeko Layouts ...........................................................................................................127
Arranging the Desktop.................................................................................................127
User Preferences............................................................................................................129
Common Preferences ....................................................................................................131
Prompts Preferences .....................................................................................................131
Paths Preferences..........................................................................................................132
Cursor Preferences........................................................................................................132
Marker Preferences .......................................................................................................134
Advanced Preferences .................................................................................................134
FXDeko User’s Guide
6 Table of Contents
Managing Files
Opening Files.................................................................................................................136
Closing Files...................................................................................................................137
Saving Files....................................................................................................................137
Sharing Files...................................................................................................................138
Deleting Files .................................................................................................................139
Browsing for Stills and Clips.......................................................................................139
Connecting to an Existing Remote Database............................................................140
Setting up a Database on Deko...................................................................................140
Accessing Stills and Clips...........................................................................................141
Storing Images...............................................................................................................143
Working with Macros
Introduction to Macros
Commands and Macros................................................................................................144
Working in the Macro Window..................................................................................145
Using the Macro Recorder
Recording a Macro........................................................................................................146
Playing a Macro.............................................................................................................147
Pausing a Macro............................................................................................................147
Stopping Macro Playback ............................................................................................148
Single-Stepping a Macro..............................................................................................148
Editing a Macro .............................................................................................................149
Saving a Macro..............................................................................................................149
Appending to a Macro.................................................................................................150
Converting a Graphic, Sequence or Motion into a Macro......................................150
Macro Programming Language
Commands......................................................................................................................151
Command Syntax ...........................................................................................................151
Parameters ......................................................................................................................152
Variables .........................................................................................................................155
Operators........................................................................................................................157
Comments.......................................................................................................................160
Conditional Commands and Loops............................................................................160
Subroutines....................................................................................................................162
Return Values.................................................................................................................163
Objects............................................................................................................................164
Data Type Conversions...............................................................................................164
FXDeko Options
Menu Commands
About FXDeko Options...............................................................................................167
Aston Import..................................................................................................................168
Automation....................................................................................................................169
Chyron Import................................................................................................................176
ClipDeko .........................................................................................................................177
FastAction Keyboard...................................................................................................184
Rocket.............................................................................................................................188
SportsWare ....................................................................................................................188
Timeline...........................................................................................................................191
Baseline...........................................................................................................................192
Channel...........................................................................................................................193
FXDeko User’s Guide
Clip...................................................................................................................................194
Menu Commands (cont.)
Edit...................................................................................................................................194
File ...................................................................................................................................196
Help .................................................................................................................................198
Layer................................................................................................................................198
Macro..............................................................................................................................199
Motion............................................................................................................................200
Options...........................................................................................................................200
Presets .............................................................................................................................201
Sequence........................................................................................................................202
Shader .............................................................................................................................203
Style.................................................................................................................................204
Text ..................................................................................................................................205
Timecode........................................................................................................................206
View.................................................................................................................................207
Window ..........................................................................................................................208
Appendixes
Shortcut Keys................................................................................................................211
Glossary..........................................................................................................................215
Index................................................................................................................................233
Table of Contents 7
FXDeko User’s Guide
Introduction
WELCOME!
9
This is the User’s Guide for FXDeko, a full-color video character generator from Pinnacle Systems, Inc. Based on the Windows NT operating system, FXDeko offers unprecedented performance in a broadcast-quality character generator, including:
The highest picture quality currently
available for television graphics
The ease of use and the networking
capabilities of Windows NT
The power of a word processor, a page
layout program and a “slide show” presentation program in a single application
Like a word processor, FXDeko offers a variety of tools for typing text and for selecting fonts and styles.
Like a page layout program, FXDeko allows total flexibility in positioning text and full-color graphic elements on the screen.
Like a presentation program, FXDeko plays back a series of graphic pages using a wide range of real-time effects.
FXDeko is unique among the Deko product line in that it provides up to three output channels and a powerful Motion Editor, for the most flexibility available in creating and playing motions.
Graphics and sequences you create on FXDeko can easily be exported for playback to other Deko products.
We think you’ll be pleased with FXDeko’s quality, power and flexibility. If you have any suggestions for features to include in future software releases, we would very much like to hear from you. See How to Contact Pinnacle Systems, Inc., page 11.
FXDeko User’s Guide
10 Introduction
HOW TO USE THIS MANUAL
The FXDeko User’s Guide is a reference manual that describes the operation of FXDeko. The User’s Guide is derived largely from FXDeko’s on-line Help screens—you’ll find pretty much the same information in both places.
One difference between this manual and the on-line Help is how we define new terms and keywords. In the on-line Help, new terms appear in green—you click on a term with the mouse to see its definition. In the User’s Guide, there is no green and no mouse. Please refer to the Glossary for definitions.
You need not read the User’s Guide cover to cover. Most chapters are arranged as a series of step-by-step “To do” instructions, such as “To add an edge” or “To rotate selected text.” A good approach is to read through the Table of Contents to get an idea of FXDeko’s capabilities, then refer to specific sections as necessary.
We strongly suggest, however, that you read the chapter, An Overview of FXDeko. It provides an overall description of FXDeko’s user interface and operating philosophy.
OTHER DOCUMENTS
Hardware issues, including installation and setup of FXDeko, are covered separately, in the comprehensive FXDeko Installation Guide.
Also included with your FXDeko is a Quick Install Guide that will have you up and running in no time.
Use the Deko Tutorial to quickly learn how to use the exciting features FXDeko offers.
We’ve provided comprehensive documentation on Automation as well as a Macro Command Reference on CD.
Be sure to read the Release Notes for information that may not be available in your printed documentation.
If you’re familiar with other Windows applications like Word or WordPerfect, we think you’ll find using FXDeko easy and natural. If you know Windows, but not Windows NT, you have nothing to worry about—their operation is almost identical.
If you’re new to Windows, we suggest that you pick up a book on the subject to familiarize yourself with the basic Windows concepts. For the most part, this User’s Guide assumes a working knowledge of Windows.
FXDeko User’s Guide
Using this Manual and Contacting Pinnacle 11
HOW TO CONTACT PINNACLE SYSTEMS
Pinnacle Systems, Inc. 280 N. Bernardo Avenue Mountain View, CA 94043
What to do before you call:
Whenever you contact Pinnacle Systems for technical support, please have the following information available:
Product name and software version number
Product serial number (in the Help menu, choose About)
Precise description of problem and attempted solutions
Exact wording of any error messages
Pinnacle Systems Technical Support by Phone:
Customer Service (U.S.): (650) 930-2990 Customer Service Fax (U.S.) (650)930-1601 Customer Service (Europe) : +44 1895 442-003 Customer Service Fax (Europe) +44 1895 442 009
Information and Technical Support on the Internet:
For the latest information on Deko upgrades, visit our website at:
www.pinnaclesys.com.
Our e-mail address for technical support is: In the U.S.: broadcast-support@pinnaclesys.com In the U.K.: broadcast-support-uk@pinnaclesys.com
FXDeko User’s Guide
12 Introduction
STARTING WINDOWS NT
To start Windows NT:
1. Turn on the power to the PC. The computer monitor shows a series
of diagnostic screens, then displays the Windows NT startup screen. Press Ctrl+Alt+Delete to log on.
2. Enter your user name and password, then press Enter. If you don’t
have a user name, log on as user "FXDeko". This user name is installed at the factory and does not require a password.
STARTING FXDEKO
Notes
Once you log on, you will see the Windows NT Program Manager. This is the main screen of Windows NT, from which you can launch any application program, including FXDeko. You must be privileged as a System Administrator or Power User to run FXDeko.For more information about Windows NT, refer to the Windows NT documentation supplied with FXDeko.
To start FXDeko:
Double-click the FXDeko program icon.
To start FXDeko automatically, every time you log on:
In the Windows NT Program manager, hold Ctrl down and drag the FXDeko program icon into the Startup group. Refer to your Windows NT documentation for more information.
EXITING FXDEKO
To exit FXDeko and return to the Program Manager:
Do one of the following:
Double-click the control icon at the left end of the FXDeko
program title bar , or choose Close from the control icon menu.
From the File menu, choose Exit.
FXDeko User’s Guide
Starting and Exiting FXDeko 13
To have FXDeko prompt before exiting:
1. From the Options menu, choose Preferences
2. Choose Prompts at the top of the Preferences dialog box.
3. Check Prompt before exiting FXDeko.
To use other applications without exiting FXDeko:
1. Do one of the following:
Click the minimize button in the upper-right corner of the
FXDeko application window.
Choose Minimize from the control icon menu.
Hold Alt down and press Tab repeatedly to switch to other
open applications.
2. When you are ready to return to FXDeko, double-click the FXDeko
icon.
EXITING WINDOWS NT
To log off from Windows NT:
1. Exit FXDeko.
2. In the Windows NT Program Manager, do one of the following:
Press Ctrl+Alt+Delete, then choose Logoff.
Double-click the control icon at the left end of the Program
Manager title bar, then choose Log off.
From the File menu, choose Logoff.
3. Click OK to log off. After you log off, Windows NT remains active,
allowing you or another user to log back on. Shared files are still accessible from other networked workstations.
To shut down Windows NT:
1. Exit FXDeko.
2. In the Windows NT Program Manager, do one of the following:
Press Ctrl+Alt+Delete, then choose Shutdown.
Double-click the control icon at the left end of the Program
Manager title bar, then choose Shutdown.
From the File menu, choose Shutdown.
3. Click OK to shut down Windows NT. Don’t turn off the power to
your computer until a message on the screen tells you it’s OK to do so. Once shut down, Windows NT must be restarted before you or
FXDeko User’s Guide
14 Introduction
another user can log back on. Shared files are not accessible from other networked workstations.
FXDeko User’s Guide
15
Overview of FXDeko
THE FXDEKO DESKTOP
All creation and playback of FXDeko graphics are done using the mouse and keyboard to interact with the various controls and windows on FXDeko’s desktop.
The appearance of the desktop depends on the current layout, as selected from the Window menu. FXDeko offers eight standard layouts for creating, editing and playing back graphics and macros. For more information on using and customizing layouts, refer to the FXDeko Layouts section of the User Preferences chapter of this manual.
ABOUT GRAPHIC FILES
The main function of FXDeko is the creation and display of graphic files. You create a FXDeko graphic, including text and background elements, in either a Preview or Program window. Once created, a graphic may be saved on disk in a graphic file.
A graphic consists of one or more layers and a background . Each layer can be text or a geometric shape—a rectangle or an ellipse. See Graphics and Layers.
Each character of text is rendered in a particular style, which specifies its font and look. Each geometric shape is rendered in a particular look. See Creating Styles.
FXDeko provides a variety of tools for typing, justifying, positioning, sizing and otherwise editing text and shapes. See Composing Text.
Graphic files may be recalled from disk individually—“opened,” in Windows terminology. You can play back a series of graphic files by entering them into a sequence. See Effects and Sequences.
FXDeko User’s Guide
16 Overview of FXDeko
PROGRAM AND PREVIEW
All graphics are created in a Preview or Program window. The Program window shows the current on-air graphic. The contents of this
window match FXDeko's video output, plus a cursor, safe-title lines and other markers. There can be one or two Program windows.
The Preview window shows a graphic that is not yet "on-air." The Preview window is used most often in the Motion Compose layout, to demonstrate motion playback, or in the Sequence Playback layout, to show the graphic that is about to become the Program graphic.
Important
To specify dual program output:
To specify single program plus preview output:
To swap the Preview and Program graphics:
FXDeko requires exclusive use of your system’s OpenGL sub­system to produce video output. To prevent disruption of FXDeko’s video output, do not run any other OpenGL applications or screen savers.
In the Channel menu do one of the following:
Click Dual Program
Click Keying and Routing. In the dialog box, select Dual
Program.
In the Channel menu do one of the following:
Click Program/Preview.
Click Keying and Routing. In the dialog box, select
Program./Preview.
From the Channel menu, select Swap (F3).
To transfer a graphic from Preview to Program:
From the Channel menu, select Preview to Program (Ctrl+F3).
To transfer a graphic from Program to Preview:
From the Channel menu, select Program to Preview.
FXDeko User’s Guide
CREATING A GRAPHIC
SAVING A GRAPHIC FILE
Creating and Saving Graphics 17
To create a FXDeko graphic:
1. Activate a Program or Preview window. If desired, clear any
previous graphic by pressing F8 once, or press F8 twice to clear the background, too.
2. Use the cursor keys or click the mouse to position the text cursor .
3. Type any desired text.
4. Use any of FXDeko’s compositional tools to select fonts and
styles, add geometric shape or text layers, position layers, etc.
5. Save the graphic, by choosing Save Graphic As (F12) from the File
menu.
To save a graphic under a new name:
1. Activate the graphic window (F5).
2. From the File menu, choose Save Graphic As (F12).
3. In the dialog box, navigate to the drive and directory where you
will store the file.
4. Type a new file name in the File Name text box, then click OK or
press Enter .
Note
FXDeko automatically attaches “.dko” to the file name. Do not type a different extension.
To save a modified graphic:
1. Activate the graphic window.
2. From the File menu, choose Save Graphic (Ctrl+S or Alt+F12) to
replace the previous version of the .dko file.
To save a graphic under a different video standard:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Do one of the following:
In the Video Standard text box, select NTSC.
In the Video Standard text box, select PAL.
In the Video Standard text box, select custom, then enter
Horizontal pixel and Vertical pixel values.
FXDeko User’s Guide
18 Overview of FXDeko
4. Click OK or press Enter.
To specify whether or not to save character glyphs:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Select whether to save graphic files with pre-rendered glyphs
Always, Never or If not already in pre-rendered style.
4. Click OK or press Enter.
Note
Graphic files that include a large font or complicated look occupy more disk space when saved with character glyphs, but can be retrieved faster.
To save a fully rendered bitmap with a graphic file:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Check Save rendered bitmap, for faster recall.
4. Click OK or press Enter.
Note
Graphic files that are saved with pre-rendered bitmaps occupy more disk space, but can be retrieved much faster.
To save a graphic with an automatic comment:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Check Add automatic comment, based on text in file. FXDeko will
automatically fill in the comment field with the characters from the graphic’s first text field.
4. Click OK or press Enter.
To use file compression when saving TIFF and Targa files:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Under When saving TIFF and Targa files, check Use file
compression.
4. Click OK or press Enter.
To save TIFF and Targa files with alpha channel:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
FXDeko User’s Guide
Creating and Saving Graphics 19
3. Under When saving TIFF and Targa files, check Save with alpha
channel (32-bit).
4. Click OK or press Enter.
FXDeko User’s Guide
20 Overview of FXDeko
OPENING A GRAPHIC FILE
To open a graphic file:
1. From the File menu, choose Open (Ctrl+O or F9).
2. In the Open dialog box, navigate to the drive and directory that
contain the file.
3. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter
Notes
Warning
The next time you call up the File Open dialog box, FXDeko will prompt you with the name of the next file in the current directory. Use the cursor up and down keys to scroll through other file names.
FXDeko can import several file types, including text (.txt), Bitmap (.dib, .rle), Windows Bitmap (.bmp), Photo CD (.pcd), PCX (.pcx), Photoshop (.psd), Windows metafile (.wmf), TIFF (.tif), Targa (.tga), JPEG (.jpg), Graphics Factory stills (.gf), videoDesigner stills(.tv), Kseries/Presto ppic (.20k), and Pinnacle (.g) files created in FlashFile, Lightning or Genie.
Unlike many Windows applications, FXDeko does not always open a new window when you open a file. If a graphic (Program or Preview) window is already open, FXDeko will open a graphic into that window, replacing the previous file. Be sure to save any modified file before opening another file in the same window.
To browse for graphic files to add to a sequence:
1. Activate the Sequence window (F11).
2. Do one of the following:
From the Sequence menu, choose Browse for Files (Ctrl+L).
Select Browser from the View window (Ctrl+L).
3. Double-click a thumbnail to enter it into the sequence
FXDeko User’s Guide
Opening Graphics 21
To open a graphic recorded under a different aspect ratio:
1. From the File menu, choose Open (Ctrl+O or F9).
2. In the dialog box, choose Options.
3. Choose one of the following in the File Open Options dialog box:
For native (.dko) files of non-native aspect ratio:
Clip to fit.
Scales a 4 x 3 graphic to fit a 16 x 9 screen horizontally, but chops off part of the top and bottom.
Chops off part of the left and right sides of a 16 x 9 graphic, leaving a 4 x 3 center.
Pad to fit.
Centers a 4 x 3 graphic, padding the right and left sides. Shrinks a 16 x 9 graphic to fit horizontally, padding the top and
bottom.
Scale to fit.
Stretches a 4 x 3 graphic horizontally, but not vertically, to fit the full 16 x 9 screen.
Compresses a 16 x 9 graphic horizontally, but not vertically, to fit the 4 x 3 screen.
For non-native (not .dko) files:
Scale to full screen
Adjusts width and height and does not maintain pixel aspect ratio.
Square pixels, preserve height
Adjusts width to maintain aspect ratio of pixels assumed to be square.
Square pixels, preserve width
Adjusts height to maintain aspect ratio of pixels assumed to be square.
4. Click OK or press Enter.
5. In the Open dialog box, navigate to the drive and directory that
contain the file.
6. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter.
Note
Clip to fit and Pad to fit maintain the graphic’s original aspect ratio. Scale to fit distorts it.
FXDeko User’s Guide
22 Overview of FXDeko
To re-open the graphic file in the active window:
From the File menu, choose Revert.
FXDeko User’s Guide
Keying and Frame Grabbing 23
To transfer a GF/Halo/Kseries/Presto image to FXDeko:
1. <Record> the GF/Halo image as a still or Kseries/Presto as ppic.
2. Insert a compatible disk formatted for DOS into one of the GF/Halo
drives.
3. <Do> dos export. Export the GF/Halo still to the DOS disk as a DOS
file with a .gf extension for GF or .20k for Kseries/Presto.
4. Remove the disk from the GF/Halo drive and insert it into a drive on
the PC running FXDeko.
5. From the File menu, choose Open, then navigate to the drive and
directory that contain the.gf file or .20k file.
6. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter.
KEYING
Note
Using FXDeko’s built-in keyer, you can key text and graphics over live video. Or, you can use FXDeko’s linear key output to key text and graphics downstream, using a switcher.
You can reverse this process to transfer graphics from FXDeko to GF/Halo. Only graphic files (still, targa, tiff and dko, g and bmp) can be shared. Text files are not compatible.
To enable FXDeko’s built-in keyer:
1. Connect an input video signal to FXDeko. See Video Inputs in the
FXDeko Installation Guide.
2. In Options menu, click Hardware Settings, click Input Selection, and
select the appropriate input signal.
3. From the Channel menu, choose Keying and Routing. Select
appropriate Channel and Video Format options, then click Close.
Important
Changes to Keying and Routing settings may affect other settings in the Keying and Routing dialog box.
FXDeko User’s Guide
24 Overview of FXDeko
To output only the key of a graphic:
From the Channel menu, choose Show Key Output.
FRAME GRABBING
To set grab options:
Do one of the following:
In the Channel menu, click Grab Options, then click to select or
de-select options from the drop-down menu. A checkmark next to an option indicates that it is selected.
In the Channel menu, click Keying and Routing, then select or
de-select Frame Grab options.
Grab With Key
Select to enable frame grabbing video input with key. This option must be selected to enable frame grabbing of shaped input video.
Input Video Is Shaped
Select to enable frame grabbing of shaped input video. This selection is not available if Grab With Key is not selected.
SUPPRESSING MOTION
To grab a frame of video:
1. Connect an input signal to FXDeko. See Video Inputs in the
FXDeko Installation Guide.
2. From the Channel menu or from the Keying and Routing dialog box,
choose Frame Grab.
Note
Use a digital input source for the highest quality frame grabbing.
To apply motion suppression when frame grabbing :
1. From the Channel Menu, choose Motion Suppress.
2. Check Motion Suppress When Grabbing.
To apply motion suppression to the current background:
1. From the Channel Menu, choose Motion Suppress.
2. Check Motion Suppress Now.
FXDeko User’s Guide
Keying and Frame Grabbing 25
To specify motion suppression options:
1. From the Channel Menu, choose Motion Suppress.
2. Do one of the following:
Check Interpolate Scan Lines to specify interpolation between
every other scan line.
Check Duplicate Scan Lines to specify duplication of every
other scan line.
3. Check either Preserve Field 1 (odd field) or Preserve Field 2 (even
field) to specify which field’s scan lines to interpolate or duplicate.
FXDeko User’s Guide
Composing Text
SELECTING TEXT
26
To select a block of text:
Drag across, then down or up the text.
Use arrow keys (↑ → ↓ ←) to move the cursor to the beginning or end of the text block, then hold Shift and press arrow keys as necessary.
To select multiple blocks of text:
Hold Ctrl as you drag across, then down or up the text.
Choose Select More from the Edit menu. For each block of text, use arrow keys (↑ → ↓ ←) to move the cursor to the beginning or end of the text block, then hold Shift and press arrow keys to select the block.
To select a word:
Double-click the word.
Use arrow keys (↑ → ↓ ←) to move the cursor to the beginning or end of the word, then hold Shift and press right or left arrow.
To select all text in a text field:
From the top left of the text, drag across, then down the text.
Press Insert and Tab to the text field, or choose Select Field from the Edit menu.
FXDeko User’s Guide
SELECTING A TYPEFACE
Selecting Text, Selecting Typefaces 27
To select all text characters in a graphic:
Choose Select All (Crl+A) from the Edit menu.
To select all text characters in the current style:
Choose Select Style from the Edit menu.
To de-select text:
Click anywhere in the text field.
Press any arrow key (↑ → ↓ ←).
To select a typeface:
1. Select the text to which you will apply the new typeface. If no text is
selected, FXDeko applies changes to the current style.
2. Do one of the following:
From the View menu, choose Browser, then choose Browse
Typefaces from the File menu.
On the text bar, click the Typeface drop-down list box.
In the Style window, choose Font, then click Browse.
In the Style window, choose Font, then click the Typeface
drop-down list box.
3. Double-click a typeface on the browser or the drop-down list, or
type the name of the typeface in the text box.
Note
If you select a custom typeface, FXDeko automatically sets the font to the size at which no scaling will occur. You may then select any font size.
FXDeko User’s Guide
28 Composing Text
To select a typeface from a graphic:
1. Move the text cursor immediately to the right of a character in the
desired typeface.
2. From the Text menu, choose Pick Font.
Note
If you check “Cursor movement sets font and look” in the Options/Preferences/Cursor dialog box, the current style will always show the style of the character to the left of the text cursor, unless a text character or layer is selected.
USING AN INTERNATIONAL CHARACTER SET
To type a character from an international character set:
1. From the View menu, choose International.
2. In the International window, click the Character Set list box, then
choose a character set from the drop-down list.
3. In the graphic window, position the insertion point where you wish
to insert the character.
4. Click the desired character in the International window.
Note
Not all TrueType fonts include every character in every character set. The International window displays a small box in place of any character that is not available in the current font.
To change the current keyboard layout:
1. From the View menu, choose Style.
2. In the Style window, choose Font, then click the Keyboard list box.
3. Type or scroll to the new keyboard layout.
Notes
Any keyboard layout installed in Windows NT is automatically available in Deko2000. In the Windows NT Program Manager, double-click Main, Control Panel, then International. Refer to Windows NT documentation for more detailed information.
Deko2000 supports most alphabet-based languages as well as several ideographic languages. For the following languages, you must install the local version of Windows NT: Arabic, Chinese, Hebrew, Japanese, Korean, and Thai.
FXDeko User’s Guide
BOLD AND ITALIC
Changing Text Appearance, Size, and Spacing 29
To change normal text to bold:
1. Select the text to be changed, or select nothing to change the
current style.
2. Do one of the following:
Press the bold button on the text bar (Ctrl+B).
Activate the Style window, select Font at the top of the Style
window, then check Bold.
3. To change text back to normal, unpress the bold button or uncheck
Bold.
To change normal text to italic:
1. Select the text to be changed, or select nothing to change the
current style.
UNDERLINING TEXT
2. Do one of the following:
Press the italic button on the text bar (Ctrl+I).
Activate the Style window, select Font at the top of the Style
window, then check Italic.
3. To change text back to normal, unpress the italic button or uncheck
Italic.
To underline text:
1. Select the text to be underlined, or select nothing to add an
underline to the current style.
2. Press the underline button on the text bar (Ctrl+U).
To change text back to normal, unpress the underline button.
FXDeko User’s Guide
30 Composing Text
ROTATING TEXT
To rotate text using the keyboard:
1. In the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the text to rotate.
4. Hold down Alt and press either the down arrow () to rotate the selected text clockwise, or the up arrow () to rotate counterclockwise.
To rotate text using the mouse:
1. Click the rotate/skew button in the Tools window.
2. Select the text to rotate.
3. Move the pointer near the dotted line surrounding selected text, so that the pointer becomes the rotation tool.
SKEWING TEXT
4. Drag to rotate selected text.
To specify a numerical value for rotation:
1. Select the text to rotate. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click the Rotation text box, then type or scroll to a value. Negative values set counterclockwise rotation of the selected text, and positive values set clockwise rotation.
To skew text using the keyboard:
1. In the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the text to skew.
4. Hold down Alt and press either the right arrow () to skew the selected text clockwise, or the left arrow (←) to skew counterclockwise.
FXDeko User’s Guide
Changing Text Appearance, Size, and Spacing 31
To skew text using the mouse:
1. Click the rotate/skew button in the Tools window.
2. Select the text to skew.
3. Move the pointer over the top-right-corner handle of the selected text, so that the pointer becomes the skewing tool.
4. Drag the handle to skew selected text.
To specify a numerical value for skewing:
1. Select the characters to skew. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click the Skew text box, then type or scroll to a value. Negative values skew text counterclockwise, and positive values skew text clockwise.
SMALL CAPS
CHANGING TEXT CASE
Note
Skew can be used to italicize text to angles different from the default italic angle.
To change lower case text to small upper case text:
1. Select the text to be capitalized, or select nothing to change the current style.
2. Do one of the following:
Press the small caps button on the text bar.
In the Style/Font window, check Small Caps.
To change text back to normal, unpress the small caps button or uncheck Small Caps.
To change the first character of each word to upper case:
1. Select the text to be changed, or select nothing to change all text in the current text field.
FXDeko User’s Guide
32 Composing Text
2. From the Text menu, choose Capitalize.
To change selected text to upper case:
1. Select the text to be changed, or select nothing to change all text in the current text field.
2. From the Text menu, choose Upper Case.
To change selected text to lower case:
1. Select the text to be changed, or select nothing to change all text in the current text field.
2. From the Text menu, choose Lower Case
CHANGING THE TEXT FIELD BOX
To change the text field box, using the keyboard:
1. From the Options menu, choose Transform/Move (Ctrl+M).
To change the text field box, using the mouse:
Important
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select a text field.
4. Hold Alt down and press arrow keys (↑↓→ ←) to move the text field box up, down, left or right.
1. Click the move button in the Tools window.
2. Select a text field.
3. Position the pointer near the border or a handle of the field, so that the pointer becomes the moving tool or a sizing tool.
4. Drag to move or size the text field box.
When you size the text field box, FXDeko does not scale the text along with the box. The text remains the same size, but wraps differently to fit within the box.
To scale the text along with the box, see Scaling a Layer.
FXDeko User’s Guide
SCALING TEXT
Changing Text Appearance, Size, and Spacing 33
To scale text using the keyboard:
1. In the Options menu, choose Transform/Scale & Width (Ctrl+W).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the text for scaling.
4. Hold down Alt and press either the up or down arrow (↑↓) to increase or decrease text size, or the right or left arrow (←) to increase or decrease text width.
To scale text using the mouse:
1. Click the scaling button in the Tools window.
2. Select the text for scaling.
3. Move the pointer to a handle on any side or corner of selected text, so that the pointer becomes one of the scaling tools.
4. Drag a handle either outward to increase or inward to decrease text size.
Corner handles control height and width together; middle handles on the right or left control width only; and middle handles on the top or bottom control height only.
Hold Ctrl down while dragging a corner handle to preserve the aspect ratio of the text — height and width scale together.
To specify a numerical value for font size:
1. Select the text to scale. If no text is selected, FXDeko applies changes to the current style.
2. Do one of the following:
On the text bar, double-click the Size text box.
In the Style/Font window , double-click the Size text box.
3. In the text box, type or scroll to a new font size.
4. Press Enter to apply the new size.
FXDeko User’s Guide
34 Composing Text
CHARACTER SPACING (KERNING)
To kern text using the keyboard:
1. In the Options menu, choose Transform/Kerning & Leading (Ctrl+K).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the characters to kern.
4. Hold down Alt and press either the right arrow () to widen the space between selected characters, or the left arrow (←) to reduce character spacing.
To kern text using the mouse:
1. Click the kerning/leading button in the Tools window.
2. Select the characters to kern.
CHARACTER WIDTH
3. Move the pointer to a handle at either side of the selected text, so that the pointer becomes the kerning tool.
4. Drag the handle either outward to widen spacing between characters or inward to decrease character spacing.
To specify a numerical value for kerning:
1. Select the characters to kern. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click or Tab to the Kerning text box, then type or scroll to the desired value. A positive kerning value increases space between characters; a negative value decreases the space. To use default kerning, specify a value of zero.
To change character width using the keyboard:
1. In the Options menu, choose Transform/Scale & Width (Ctrl+W).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the characters to change.
FXDeko User’s Guide
Changing Text Appearance, Size, and Spacing 35
4. Hold Alt down and press either the right arrow () to widen characters, or the left arrow () to decrease character width.
To change character width using the mouse:
1. Click the scale button in the Tools window.
2. Select the characters to change.
3. Move the pointer to a handle on either side of selected text, so that the pointer becomes the widening tool.
4. Drag the handle either outward to widen characters or inward to decrease character width.
To specify a numerical value for character width:
1. Select the characters to change. If no text is selected, FXDeko applies changes to the current style.
ROW SPACING (LEADING)
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click or Tab to the Width % text box, then type or scroll to a percentage of normal character width.
To change leading using the keyboard:
1. In the Options menu, choose Transform/Kerning & Leading (Ctrl+K).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the text for leading.
4. Hold down Alt and press either the up arrow () to increase the space between rows of selected text, or the down arrow () to decrease space.
FXDeko User’s Guide
36 Composing Text
To change leading using the mouse:
1. Click the kerning/leading button in the Tools window.
2. Select the text for leading.
3. Move the pointer to a handle above or below selected text, so that the pointer becomes a leading tool.
4. Drag the handle downward to increase the space between rows, or upward to reduce row spacing.
To specify a numerical value for leading:
1. Select the text for leading. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click the Leading text box, then type or scroll to the desired value. A positive value increases the space between rows; a negative value decreases it. The default value is zero.
FXDeko User’s Guide
CUTTING AND PASTING TEXT
To cut or copy text:
To paste text:
Cutting, Pasting, Finding and Moving Text 37
1. Select the text to be cut or copied.
2. Do one of the following:
To cut selected text, from the Edit menu, choose Cut (Ctrl+X),
or click the cut button on the text bar.
To copy selected text, from the Edit menu, choose Copy
(Ctrl+C), then Selected, or click the copy button on the text bar.
1. Position the cursor where you will insert the text.
2. From the Edit menu, choose Paste (Ctrl+V), or click the paste button on the text bar.
DELETING TEXT
Note
When you cut or copy text, it is saved in the Windows NT clipboard .
Unlike moving text, cutting and pasting text changes the location of the text cursor. When you move text, the cursor appears in the original location of the text even after the text has been moved, but when you cut and paste text, the cursor follows the text.
To delete text:
1. Select the text to be deleted.
2. Choose Delete (Delete) from the Edit menu.
To delete all text within a text field:
1. Select a text field.
2. From the Layer menu, choose Clear Text. The emptied layer remains in the graphic.
FXDeko User’s Guide
38 Composing Text
FINDING AND REPLACING TEXT
To find text within a graphic:
1. From the Edit menu, choose Find (Ctrl+F).
2. In the dialog box, type the text in the Find What text box.
3. If desired, check Match Case or Match Whole Word Only.
4. Choose Find Next (Ctrl+G) to find and select the next occurrence of the text.
5. Click Cancel to close the dialog box.
To find and replace text within a graphic:
1. From the Edit menu, choose Replace (Ctrl+H).
2. In the dialog box, type original text in the Find What text box.
3. Type replacement text in the Replace With text box.
4. If desired, check Match Case or Match Whole Word Only.
MOVING TEXT
5. Do one of the following:
Choose Find Next (Ctrl+G) to find and select the next
occurrence of original text. Then choose Replace to remove and replace selected text, or Find Next to skip to the next occurrence of original text.
To find and replace all occurrences of original text, choose
Replace All.
6. Click Cancel to close the dialog box.
To move text using the keyboard:
1. In the Options menu, choose Transform/Move (Ctrl+M).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the text to move.
4. Hold down Alt and press arrow keys (↑↓→ ←) to move selected text up, down, right or left.
If no text is selected:
Alt + moves the cursor row and all lower rows down.
Alt + moves the cursor row and all lower rows up.
Shift+Alt+↑ exchanges the cursor row with the row above it.
Shift+Alt+↓ exchanges the cursor row with the row below it.
FXDeko User’s Guide
Cutting, Pasting, Finding and Moving Text 39
Alt + moves all characters from the cursor to the end of the
row (or tab field) to the right.
Alt + moves all characters from the cursor to the end of the
row (or tab field) to the left.
To move text using the mouse:
1. Select the text to move.
2. Click the move button in the Tools window.
3. Move the pointer near the dotted line surrounding selected text, so that the pointer becomes the moving tool.
4. Drag to move selected text in any direction.
Note
Unlike cutting and pasting text, moving text does not change the location of the text cursor. When you cut and paste text, the cursor follows the text, but when you move text, the cursor appears in the original location of the text even after the text has been moved.
FXDeko User’s Guide
40 Composing Text
JUSTIFYING TEXT
To justify text using the mouse:
1. Select the text, or select nothing to justify the entire field of text.
2. Do one of the following:
On the text bar, click the appropriate justification button to
alter horizontal justification, vertical justification, or both, then choose the desired setting.
From the Text menu, choose Justify, then select a setting for
horizontal justification, vertical justification or both. The choices are self-explanatory, except for full and spread
justification. Full horizontal justification makes selected text, except any
row with a newline character (hard return), flush with the left and right sides of the text field box.
Full vertical justification makes the top and bottom lines of selected text flush with the top and bottom of the field box.
FXDeko User’s Guide
Justifying Text and Using Tab Stops 41
Spread justification makes all lines of selected text flush with both the left and right sides of the text field box. To do this, space is inserted between words and between letters, as controlled by the Spread % in the Style/Layers window.
To justify text using the keyboard:
1. Select the text, or select nothing to justify the entire field of text.
2. Hold Ctrl down and press one of the numbers on the numeric keypad to justify selected text in the corresponding position of the selected text field.
Note
7 8 9
Top left Top center Top right
4 5 6
Middle left Middle center Middle right
1 2 3
Bottom left Bottom center Bottom right
0
Justification off
If you select only some of the text in a field, that text will be justified in a separate field.
FXDeko User’s Guide
42 Composing Text
TAB STOPS
To set a tab stop:
1. Position the cursor where you will insert the tab stop.
2. From the Text menu, choose Tab Set.
3. Choose an alignment (Right, Left, Center or Decimal) from the drop­down menu.
4. The current tab settings for a text field are displayed at the bottom of the text field box, using the following markers:
5. Left: Right: Center: Decimal:
6. Whenever you Tab to a tab stop, a similar tab marker is displayed to the left of the first character at the tab stop.
To clear a selected tab stop:
1. Tab to the tab stop.
2. From the Text menu, choose Tab Clear.
To clear all tabs within a layer:
From the Text menu, choose Tab Clear All.
To move a tab stop:
1. Position the cursor to the left of the tab stop.
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Do one of the following:
In the Options menu, select Transform, then Move.
Click the move button in the Tools window.
4. Hold Alt and use the right or left arrow keys ( ←) to move the tab stop.
FXDeko User’s Guide
Justifying Text and Using Tab Stops 43
To cut or copy a tab stop:
1. Select the tab stop you wish to cut or copy.
2. Do one of the following:
To remove the selected tab stop from its current position,
choose Cut (Ctrl+X) from the Edit menu, or click the cut button in the Tools window.
To copy and leave the selected tab stop intact, choose Copy
(Ctrl+C), then Tabs, from the Edit menu, or click the copy button in the Tools window.
To paste a cut or copied tab stop:
1. If necessary, open the file into which you will paste the tab stop.
2. Position to text cursor where you will insert the cut or copied tab stop.
3. From the Edit menu, choose Paste (Ctrl+V), or click the paste button in the Tools window.
To change the decimal tab character:
1. From the Options menu, choose Preferences.
2. At the top of the dialog box, choose Common.
3. In the Decimal tab char text box, type a new decimal tab character .
4. Choose OK or press Enter.
To display or hide tab markers:
1. From the Options menu, choose Preferences.
2. In the dialog box, under Markers, check or uncheck Tab stops.
FXDeko User’s Guide
44 Composing Text
SPELL CHECKING TEXT
To spell check text in the current graphic:
1. Do one of the following:
From the Text menu, choose Spell Check.
Click the Spell Check button on the text bar.
2. Use dialog box options to ignore or change reported errors until the spell check is complete, or click Cancel to end the spell check at any time.
To change spell check options:
1. From the Text menu, choose Spell Check.
2. In the Spell Check dialog box, select Options.
3. Click or Tab to select from the check box options:
Ignore capitalized words
Ignores all capitalized words, such as names of people or places.
Ignore all-caps words
Ignores all-cap words, such as acronyms like “ASAP”.
Ignore words with numbers
Ignores words that contain numbers, such as “File24”.
Ignore words with mixed case
Ignores mixed-case words, such as “FXDeko”.
Report words with mixed case
Reports mixed-case words, such as “FXDeko”.
Report doubled words
Reports double occurrence of the same word, such as “the the”.
Always suggest
Always suggests alternatives to reported words.
FXDeko User’s Guide
USING UNDO
Spell Checking Text and Using Undo 45
To undo the previous action(s):
From the Edit menu, choose Undo (Ctrl+Z) for each action you wish to undo. The Edit menu tells you what will be undone.
To redo undone actions:
From the Edit menu, choose Redo (Ctrl+Y) for each action you wish to redo. The Edit menu tells you what will be redone.
To enable or disable Undo:
In the Edit menu, check or un-check Undo enabled.
Notes
The default setting is Undo enabled. Undo uses several megabytes of space on your hard drive and may slow some FXDeko operations. Disabling Undo frees space on your hard drive and may speed up FXDeko’s performance.
You cannot disable Undo, then enable Undo and use it to undo actions performed while it was disabled.
Undo will not undo changes to a macro or custom typeface, and is disabled during sequence playback. When you play a sequence, FXDeko resets the Undo buffer so that no previous actions can be undone.
FXDeko User’s Guide
46 Composing Text
BASELINE EDITING
To activate the Baseline Edit window:
Do one of the following:
From the Layer menu, choose Edit Baseline to activate the
Baseline Edit window.
If the Baseline Edit window is open but not active, check
Baseline Edit in the Window menu.
To draw a curved baseline:
1. Select the layer whose baseline you wish to modify.
2. Activate the Baseline Edit window.
3. Do one of the following:
In the Baseline menu, check Draw Curve.
Click the curve drawing tool button in the Tools window.
4. Position the drawing tool where you will begin the curve, and drag the mouse to draw the curve.
To draw a line-segment baseline:
1. Select the layer whose baseline you wish to modify.
2. Activate the Baseline Edit window.
3. Do one of the following:
In the Baseline menu, check Draw Curve.
Click the drawing tool button in the Tools window.
4. Click to begin the line, then move the line tool to the desired end point and click again. Repeat this step as desired to draw multiple line segments.
To break the line, move the cursor out of the Baseline Edit window.
FXDeko User’s Guide
Baseline Editing 47
To use a rectangle or ellipse as a baseline:
1. Select the layer whose baseline you wish to modify.
2. Activate the Baseline Edit window.
3. Click the rectangle or ellipse button in the Tools window, then drag the cursor in the Baseline Edit window to define the rectangle or ellipse.
4. Release the mouse button, then drag points as desired to edit the baseline.
Note
Holding Ctrl as you drag the cursor maintains a square or round baseline.
To apply a baseline:
Once you have drawn or edited the baseline as desired, do one of the following:
To apply the baseline and remain in Baseline Edit mode,
choose Apply Baseline (Enter) from the Baseline menu.
To apply the baseline and close the Baseline Edit window,
choose Accept Baseline (Alt+Enter) from the Baseline menu.
To delete or insert a point on a baseline:
1. If not already in the Baseline Edit mode, choose Edit Baseline from the Layer menu.
2. In the Baseline menu, check Edit Curve.
3. Do one of the following:
Click the point you wish to delete, then choose Delete Selected
Point (Delete) from the Baseline menu.
Choose Insert Point (Insert) from the Baseline menu, then click
on the curve where you wish to insert the point.
To reverse the direction of the baseline:
1. If not already in the Baseline Edit mode, choose Edit Baseline from the Layer menu.
2. In the Baseline menu, choose Reverse Baseline.
FXDeko User’s Guide
48 Composing Text
To change the type of a point on the baseline:
1. In the Baseline menu, check Edit Curve.
2. Click the point to select it.
3. In the Baseline menu, do one of the following:
Check Move To, for a point that begins a new section of the
baseline.
Check Line To, for a point connected to the previous point by
a straight line.
Check Bezier, for a point connected to the previous point by a
Bezier curve.
To adjust the continuity between two Bezier curves:
1. In the Baseline menu, check Edit Curve.
2. Click the point shared by the two curves.
3. In the Baseline menu, do one of the following:
Check Cusp for no continuity. The control points on either
side of the shared point move independently.
Check Smooth for C1 continuity.
Check Symmetric for C2 continuity.
To cancel changes to a baseline:
Do one of the following:
To cancel all changes and exit the Baseline Edit window,
choose Cancel from the Baseline menu.
If Undo is enabled, you can choose Undo (Ctrl+Z) from the
Edit menu, for each change you wish to undo.
FXDeko User’s Guide
Creating Styles
SPECIFYING A FONT
ABOUT FONTS
49
A font is a single typeface in a particular size and orientation. In FXDeko, the current font and the current look make up the current style.
The preceding Composing Text chapter described how to select and manipulate a font interactively. This section describes how to use the controls in the Style/Font Window to change the attributes of the current font.
Later sections describe how to install TrueType or Postscript fonts and how to create a Custom Typeface.
To change the attributes of the current font:
THE STYLE/FONT WINDOW
To display the Style/Font Window:
Controls in the Style/Font Window:
Do one of the following:
Use the text bar to choose the current typeface, size, bold, italic
and justification rules.
Use the Style/Font Window to control all aspects of the
current font.
1. In the View menu, Choose Style (F6).
2. Click Font at the top of the Style window.
Typeface
The name of the current typeface. Click on this box to call up a list of available typefaces. The list includes TrueType and Postscript fonts and FXDeko Custom Typefaces. The latter are indicated by the word “(deko)” after the typeface name.
FXDeko User’s Guide
50 Creating Styles
Browse
Opens the Typeface Browser window, showing the current font and a sample of each available typeface. Type the first one or two letters of the typeface name to jump to that typeface. Double-click a typeface sample to select it.
Size
The height of the current font, in screen units.
Width
Percent of normal width. Enter a percent less than 100 to condense the font, or greater than 100 to expand it.
Bold
Selects a bold version of the current typeface. If no bold version is available, this item is dimmed.
Italic
Selects an italic version of the current typeface. If no italic version is available, this item is dimmed.
Small Caps
Turns all lower case characters into small upper case characters.
Leading
Controls the spacing between rows of text. A value of zero produces the default row spacing. Values greater than zero increase the space between rows; values less than zero decrease it.
Note
Kerning
Controls the spacing between characters. A value of zero produces the default kerning. Values greater than zero increase the space between characters; values less than zero decrease it.
Rotation
Controls the angle of the baseline, in degrees.
Skew
Controls the amount of skew applied to the characters. This is independent of the italic setting.
Spacing
Chooses the type of character spacing for the font:
proportional
Characters are spaced according to their widths.
monospace
All characters are forced to have the same widths.
digits
The digits 0-9 are monospace, but all other characters are proportional.
For many typefaces, there is no difference between “proportional” and “digits” spacing. In other words, the fonts were designed with monospaced digits.
Keyboard
Selects the keyboard language layout for typing with the font.
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Specifying a Font 51
Orientation
Determines field orientation, i.e. left-to-right, top-to-bottom, etc.
Note
Right-to-left is available only for Arabic or Hebrew, and top­to-bottom and top-to-bottom-rotated are available only for Chinese, Japanese or Korean.
Pre-rendered style
Indicates that this style was previously rendered and saved so it can be typed quicker.
INSTALLING TRUETYPE OR POSTSCRIPT FONTS
To install a TrueType or Postscript font:
1. Hold Alt down and press Tab as many times as necessary to switch to the Windows NT Program Manager.
2. In the Main program group, double-click Control Panel.
3. Double-click Fonts.
Note
COPYING AND PASTING A FONT
To copy and paste a font:
4. Select the fonts to install. Refer to help for the Fonts dialog box for detailed help with font installation.
5. Cancel the Fonts dialog box and close the Control Panel (Alt+F4) to return to FXDeko.
Once fonts have been installed in Windows NT, you must restart FXDeko before those fonts are available in FXDeko.
1. Select text whose font you wish to copy.
2. From the Edit menu, choose Copy, then Font.
3. Select the text or position the cursor where you will apply the font.
4. From the Edit menu, choose Paste (Ctrl+V), or click the paste button on the text bar.
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52 Creating Styles
Note
CREATING A CUSTOM TYPEFACE
To open a Custom Typeface window:
To import an active graphic as a character into a custom typeface:
1. Activate the Program window and open the graphic you wish to
When you copy a font, it is saved in the Windows NT clipboard.
Do one of the following:
From the Window menu, choose Select Layout, then Typeface
Edit.
From the View menu, choose Custom Typeface.
From the File menu, choose Open, navigate to the drive and
directory containing an existing custom typeface, then press Enter or click OK.
import as a character.
2. Do one of the following:
Open the custom typeface, and click or use arrow keys to
select the character. Then, from the File menu, choose Import Character.
On the command bar, type cface import [code], where code
specifies the character (the default is 97). Code=0 uses the current selection.
To import a graphic from file as a character into a custom typeface:
1. Open the custom typeface.
2. Do one of the following”
Click or use arrow keys to select the character. Then, from the
File menu, choose Import Character From File. In the dialog box, navigate to the file and enter it in the File Name text box, then click OK or press Enter
On the command bar, type cface importfile [code] [name],
where code specifies the character (the default is 97, code=0 uses the current selection), and name specifies the filename to import.
Note
FXDeko copies the file into the selected character.
FXDeko can import several file types, including: Bitmap (.dib, .rle), Windows Bitmap (.bmp), Photo CD (.pcd), PCX (.pcx),
FXDeko User’s Guide
Specifying a Font 53
Photoshop (.psd), Windows metafile (.wmf), TIFF (.tif), Targa (.tga), JPEG (.jpg), Graphics Factory stills (.gf), videoDesigner stills(.tv), Kseries/Presto ppic (.20k), and Pinnacle (.g) files created in FlashFile, Lightning or Genie.
To change pin location and set width of a character:
1. In the Custom Typeface window, double-click the character you wish to edit. FXDeko displays the character in its own window.
2. In the character window, type in or scroll to X and Y values for the character’s pin location .
3. Type in or scroll to a Width value for the character’s set width.
4. To close the character window, double-click its control icon.
Note
Multiple character windows can be open at one time.
To specify custom typeface properties:
1. Activate the Custom Typeface window and open the custom typeface.
2. In the Custom Typeface window, click Properties.
3. Edit properties as desired, then click OK.
Custom Typeface Properties
Font size
The default size of the typeface, a nominal size at which no scaling will occur.
Cap height
The height of upper case characters, as a percentage of the font size.
Ascender
The maximum distance of character ascenders from the baseline, as a percentage of the font size.
Descender
The maximum distance of character descenders from the baseline, as a percentage of the font size.
Underline size
Underline height, as a percentage of the font size.
Underline position
Underline position, relative to character position, as a percentage of the font size.
Space width
Space between characters as a percentage of the font size.
Number width
Number width as a percentage of the font size.
FXDeko User’s Guide
54 Creating Styles
SPECIFYING A LOOK
ABOUT LOOKS
This section describes how to control the current style’s look. The look controls everything about the way a text character looks, including colors, edges, shadows, etc.
A look consists of a list of details. Each detail is a face, edge, frame, shadow, or underline, and has its own set of attributes which dictate color, size, shape, etc.
A look coupled with a font makes up a style.
To change the attributes of the current look:
Do one of the following:
Use the text bar to turn on and off the first face, edge, shadow,
underline and frame of a look, and to choose colors for each.
Use the Style/Look Window to control all aspects of the
current look, including additional edges, shadows, etc.
THE STYLE/LOOK WINDOW
To display the Style/Look Window:
Controls in the Style/Look Window:
1. In the View menu, Choose Style (F6).
2. Click Look (Alt+L) at the top of the Style window.
Details
The list of details for the current look. The selected detail is highlighted, and its attributes are displayed in the lower half of the window. Details come in these flavors:
Edge
An edge around the character. The edge is based on details above it in the list of details.
Face
The face of the character. Most looks have only a single face, which is usually the first detail in the list of details.
Frame
A frame behind the character.
Shadow
A shadow of the character. The shadow is based on details above it in the list of details.
Underline
An underline below the character.
FXDeko User’s Guide
FACE
Specifying a Look 55
Add
Adds a new detail to the current look. A pop-up menu lets you choose which kind of detail to add. The new detail is added after the selected detail.
Delete
Deletes the selected detail.
To add or remove a face:
1. Select the text to change. If no text is selected, a face is added to or removed from the current style.
2. Click the face button on the text bar to toggle the face on or off.
To change the color of a face:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Do one of the following:
Click the shader button next to the face button on the text bar
(only for the first face of a look).
Open the Style window (F6), select Look (Alt+L) at the top of
the Style window, click on the appropriate face detail, then click the Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or CAP. Specify shader options as desired.
To change other attributes of a face:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Look (Alt+L) at the top of the Style window.
4. In the Details list, choose the face. FXDeko displays face attributes in the lower half of the Style window.
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56 Creating Styles
FACE ATTRIBUTES
Hide
Check this box to hide the face. A hidden face can still affect other details, based on its Priority and the “From previous detail” settings of other details.
Shader
Opens the Face Shader window. Use the Face Shader to apply a color, ramp or texture to the face.
Blur Controls the amount of blur, from 0 (no blur) to 100. Priority
Determines whether the face appears in front of or behind other details. By default, FXDeko assigns a priority to each detail so that they render from front to back, in the order they appear in the Details list. Use Priority to change the rendering order. Priority ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details from different styles.
EDGE
To add or remove an edge:
1. Select the text to change. If no text is selected, an edge is added to or removed from the current style.
2. Click the edge button on the text bar to toggle the edge on or off.
This button controls only the first edge of a look.
To add additional edges:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. Next to the Details list, choose Add, then choose Edge from the popup menu. The edge is added after the selected detail.
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Specifying a Look 57
To change the color of an edge:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Do one of the following:
Click the shader button next to the edge button on the text bar
(only for the first edge of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate edge detail, then click the Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or CAP. Specify shader options as desired.
To change other attributes of an edge:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
EDGE ATTRIBUTES
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the edge. FXDeko displays Edge Attributes in the lower half of the Style window.
Hide
Hides the edge. A hidden edge can still affect other details, based on its Priority and “To next detail” settings.
Shader
Opens the Edge Shader window. Use the Edge Shader to apply a color, ramp or texture to the edge.
Blur
Controls the amount of blur, from 0 (no blur) to 100.
Shape
Specifies the shape of the edge:
Round
creates a rounded edge.
square
creates a rectangular edge.
Type
Specifies the type of edge:
outer
creates an edge that extends outward from the outer edge of the edged detail.
inner
creates an edge that extends inward from the outer edge of the edged detail.
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58 Creating Styles
border
creates an edge that extends both outward and inward from the outer edge of the edged detail.
filled
creates an edge that extends outward from the outer edge of the edged detail; the inside is filled with the edge color.
Outer Inner Border Filled
Size
Controls the size of the edge, from 0 (no edge) to 100 (very large edge).
Priority
Determines whether the edge appears in front of or behind other details. By default, FXDeko assigns a priority to each detail so that they render from front to back, in the order they appear in the Details list. Use Priority to change the rendering order. Priority ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details from different styles.
From previous detail
Specifies which other details in the look provide the shape on which this edge is based:
face
produces an edge based only on the face detail.
frame
produces an edge around the first frame detail above the edge in the Details list.
previous
produces an edge based on the “To next detail” setting of the detail immediately above the edge in the Details list.
underline
produces an edge around the first underline above the edge in the Details list.
To next detail
Determines what this edge will send to the detail immediately below it in the Details list:
previous
sends whatever was sent to the edge from the detail above it.
merged
sends the combinations of the edge and whatever was sent to the edge from the detail above it.
this
sends the edge only.
FXDeko User’s Guide
SHADOW
Specifying a Look 59
To add or remove a shadow:
1. Select the text to change. If no text is selected, a shadow is added to or removed from the current style.
2. Click the shadow button on the text bar to toggle the shadow on or off.
This button controls only the first shadow of a look.
To add additional shadows:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. Next to the Details list, choose Add, then choose Shadow from the popup menu. The shadow is added after the selected detail.
To change the color of a shadow:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Do one of the following:
Click the shader button next to the shadow button on the text
bar (only for the first shadow of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate shadow detail, then click the Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or CAP. Specify shader options as desired.
To change other attributes of a shadow:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the shadow. FXDeko displays Shadow Attributes in the lower half of the Style window.
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60 Creating Styles
SHADOW ATTRIBUTES
Hide
Hides the shadow. A hidden shadow can still affect other details, based on its Priority and “To next detail” settings.
Shader
Opens the Shadow shader window. Use the Shadow Shader to apply a color, ramp or texture to the shadow.
Blur Controls the amount of blur, from 0 (no blur) to 100.
Angle
Controls the angle that the shadow is offset from the detail(s) being shadowed. An angle of zero produces a shadow directly above the shadowed detail.
Type
Determines the type of shadow:
drop
creates a single shadow of the detail being shadowed.
deep
creates a thick shadow, as if the detail were extruded.
Drop Deep
Distance
Controls the distance of the shadow from the shadowed detail(s).
Priority
Determines whether the shadow appears in front of or behind other details. By default, FXDeko assigns a priority to each detail so that they render from front to back, in the order they appear in the Details list. Use Priority to change the rendering order. Priority ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details from different styles.
From previous detail
Specifies which other details in the look provide the shape on which this shadow is based:
face
produces a shadow based only on the face detail.
previous
produces a shadow based on the “To next detail” setting of the detail immediately above the shadow in the Details list.
frame
produces a shadow of the first frame detail above the shadow in the Details list.
FXDeko User’s Guide
UNDERLINE
Specifying a Look 61
underline
produces a shadow of the first underline above the shadow in the Details list.
To next detail
Determines what this shadow will send to the detail immediately below it in the Details list:
previous
sends whatever was sent to the shadow from the detail above it.
this
sends the shadow only.
merged
sends the combination of the shadow and whatever was sent to the shadow from the detail above it.
To add or remove an underline:
1. Select the text to change. If no text is selected, an underline is added to or removed from the current style.
2. Click the underline button on the text bar to toggle the underline on or off.
This button controls only the first underline of a look.
To change the color of an underline:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Do one of the following:
Click the shader button next to the underline button on the text
bar (only for the first underline of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate underline detail, then click the Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or CAP. Specify shader options as desired.
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62 Creating Styles
To change other attributes of an underline:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the underline. FXDeko displays Underline Attributes in the lower half of the Style window.
UNDERLINE ATTRIBUTES
Hide
Hides the underline. A hidden underline can still affect other details, based on its Priority and “To next detail” settings.
Shader
Opens the Underline Shader window. Use the Underline Shader to apply a color, ramp or texture to the underline.
Blur Controls the amount of blur, from 0 (no blur) to 100.
Shape
Specifies the shape of the underline:
round
produces an underline with rounded corners.
square
produces an underline with rectangular corners.
Height
Controls the height of the underline. The default value is 100 percent.
Width
Specifies an additional amount of underline that extends beyond the width of underlined text. A value of zero produces an underline that exactly matches the width of underlined text.
V offset
Specifies a vertical offset from the underline’s normal position. Negative values move the underline down, and positive values move it up.
Spaces
Underlines the spaces between words.
Priority
Determines whether the underline appears in front of or behind other details. By default, FXDeko assigns a priority to each detail so that they render from front to back, in the order they appear in the Details list. Use Priority to change the rendering order. Priority ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details from different styles.
FXDeko User’s Guide
FRAME
Specifying a Look 63
To next detail
Determines what this underline will send to the detail immediately below it in the Details list:
previous
sends whatever was sent to the underline from the detail above it.
this
sends the underline only.
merged
sends the combination of the underline and whatever was sent to the underline from the detail above it.
To add or remove a frame:
1. Select the text to change. If no text is selected, a frame is added to or removed from the current style.
2. Click the frame button on the text bar to toggle the frame on or off.
This button controls only the first frame of a look.
To add additional frames:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. Next to the Details list, choose Add, then choose Frame from the popup menu. The frame is added after the selected detail.
To change the color of a frame:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Do one of the following:
Click the shader button next to the frame button on the text bar
(only for the first frame of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate frame detail, then click the Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or CAP. Specify shader options as desired.
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64 Creating Styles
To change other attributes of a frame:
1. Select the text to change. If no text is selected, FXDeko applies changes to the current style.
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the frame. FXDeko displays Frame Attributes in the lower half of the Style window.
FRAME ATTRIBUTES
Hide
Hides the frame. A hidden frame can still affect other details, based on its Priority and “To next detail” settings.
Shader
Opens the Frame Shader window. Use the Frame Shader to apply a color, ramp or texture to the frame.
Blur Controls the amount of blur, from 0 (no blur) to 100.
Shape
Determines the shape of the frame:
round
creates a frame with rounded corners.
square
creates a frame with rectangular corners.
Height
Specifies the height of the frame.
Width
Specifies the width of the frame.
H offset
Offsets the frame horizontally relative to the detail being framed.
V Offset
Offsets the frame vertically relative to the detail being framed.
Descenders
Lowers the bottom of the frame to accommodate lower case descender characters like g, j and y.
Spaces
Frames the spaces between words.
Priority
Determines whether the frame appears in front of or behind other details. By default, FXDeko assigns a priority to each detail so that they render from front to back, in the order they appear in the Details list. Use Priority to change the rendering order. Priority ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details from different styles.
FXDeko User’s Guide
To next detail
Determines what this frame will send to the detail immediately below it in the Details list:
previous
sends whatever was sent to the frame from the detail above it.
this
sends the frame only.
merged
sends the combination of the frame and whatever was sent to the frame from the detail above it.
CUTTING AND PASTING DETAILS AND LOOKS
To cut or copy a detail:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. In the Details list, click on the detail you wish to cut or copy.
Specifying a Look 65
4. Do one of the following:
To remove the selected detail from its current position, choose
Cut Detail (Ctrl+X) from the Edit menu, or click the cut button in the Tools window.
To copy and leave the selected detail intact, choose Copy
Detail (Ctrl+C) from the Edit menu, or click the copy button in the Tools window.
To paste a detail into a Details list:
1. If necessary, open the Style file into which you will paste the detail.
2. Click on the detail in the Details list where you will insert the cut or copied detail.
3. From the Edit menu, choose Paste Detail (Ctrl+V), or click the paste button in the Tools window.
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66 Creating Styles
To copy and paste a look:
1. Select text whose look you wish to copy.
2. From the Edit menu, choose Copy (Ctrl+C), then Look.
3. Select the text or position the cursor where you will apply the look.
4. From the Edit menu, choose Paste (Ctrl+V), or click the paste button on the text bar.
Note
When you copy a look, it is saved in the Windows NT clipboard.
FXDeko User’s Guide
SPECIFYING A SHADER
ABOUT SHADERS
To apply color to text or graphics, FXDeko uses a shader. Each detail in a look (face, edge, frame, shadow or underline) has its own shader.
The shader determines how color is applied to the detail. FXDeko shaders come in five flavors:
Specifying a Shader 67
A color shader produces a detail with a single, solid color.
A ramp shader produces a detail with a four-color ramp and an
optional highlight.
A texture shader produces a detail with a bitmap texture.
A CAP (cel animation player) shader produces a detail with
an animation. You can play cel animations only within the context of a motion.
A keyhole shader produces a detail with keyed video. Note
that you cannot use a keyhole shader in an effect.
Any detail can have any kind of shader. For instance, a face can have a color shader, an edge a ramp shader, and a shadow a texture shader, all within a single look.
Multiple occurrences of the same type of detail within a look do not have to have the same type of shader. For example, a look with three edges can have a different shader for each edge.
You can use the same type of shader on multiple details within a graphic. In addition, each graphic’s background has its own shader. Using the
background shader, you can make a solid, ramped or textured background for any graphic. You cannot apply a CAP shader to a background.
Shaders are specified in the Shader window (F7). Any shader can be stored as a preset shader. The preset shaders can be saved in a .shd file for future use.
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68 Creating Styles
ACTIVATING A SHADER
To activate a shader for the current look’s first face, edge, shadow, underline or frame:
Click the appropriate detail shader button on the text bar.
face edge shadow underline frame
APPLYING A COLOR
Note
If you click the shader button for a detail that is not in the Details list, FXDeko automatically adds the detail.
To activate the background shader:
Click the background-shader button (Ctrl+F7) on the text bar.
To activate the shader for any detail in the current style:
1. Activate the Style window.
2. In the Style window, click the desired detail in the Details list box.
3. In the Style window, click the Shader button.
To apply a solid color to a detail:
1. Activate the detail’s shader.
2. At the top of the Shader window, choose Color. The Color button near the top of the window displays the detail’s current color.
3. Use the color picker to pick a color.
4. When you are satisfied with the color, right-click the Color button to set the detail’s shader to that color. The color is automatically applied to the detail.
FXDeko User’s Guide
APPLYING A RAMP
Specifying a Shader 69
To apply a ramp to a detail:
1. Activate the detail’s shader.
2. At the top of the Shader window, choose Ramp. The Sample box near the top of the window displays the detail’s current ramp.
3. For each of the four colors in the ramp, click the color button, use the color picker to pick a color, then right-click the color button to set it to that color.
4. Choose Options and specify ramp options as desired.
To apply highlighting to a ramp:
1. Follow above instructions for applying a ramp.
2. Click the Hilite button, then use the color picker to pick a color for the highlight.
3. When you are satisfied with the color, right-click the Hilite button to set it to that color.
4. Check the Hilite box to turn the highlight on.
5. Choose Options and specify highlight options as desired.
Ramp Options
Group
Specifies how the ramp should be applied:
letter
applies the ramp individually to each letter.
word
applies the ramp to each word.
row
applies the ramp to each row of text.
page
applies the ramp to the entire page of text.
Opacity
Controls overall transparency of the ramp, in addition to any transparency in the individual colors of the ramp. Enter a value for ramp opacity from zero (transparent) to 100 percent (opaque).
H Scale
Determines the width of the ramp relative to the group. For settings less than 100 percent, only part of the ramp is applied to the group.
V Scale
Determines the height of the ramp relative to the group. For settings less than 100 percent, only part of the ramp is applied to the group.
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70 Creating Styles
Highlight Options
Highlight Size
Specifies the size of the highlight relative to the height of the ramp, up to 100 percent.
Highlight Angle
Specifies the angle (-360 to 360) of the highlight. An angle of zero produces a horizontal highlight.
Highlight H Offset
Specifies the horizontal position of the highlight in the ramp. Negative values offset the highlight to the left, positive values to the right.
Highlight V Offset
Specifies the vertical position of the highlight in the ramp. Negative values offset the highlight down, positive values up.
APPLYING A TEXTURE
To apply a texture to a detail:
1. Activate the detail’s shader.
Notes
2. At the top of the Shader window, choose Texture.
3. Do one of the following:
In the File Name text box, type name of the texture file.
Press Browse, then double-click a thumbnail in the Texture
Browser.
4. Specify texture options as desired.
The texture is copied from its file, in its original size, and “pasted” onto the detail. Texture size doesn’t change. The larger the detail, the greater the area of texture that is applied to it.
In addition to FXDeko (.dko) graphics, FXDeko can import several file types, including: Bitmap (.dib, .rle), Windows Bitmap (.bmp), Photo CD (.pcd), PCX (.pcx), Photoshop (.psd), Windows metafile (.wmf), TIFF (.tif), Targa (.tga), JPEG (.jpg), Graphics Factory stills (.gf), videoDesigner stills(.tv), Kseries/Presto ppic (.20k), and Pinnacle (.g) files created in FlashFile, Lightning or Genie, to use as textures.
Multiple FXDeko graphics can use the same texture file.
To replace one texture with another:
1. Specify a texture shader as described above.
2. In the Shader window, click Replace.
3. On the FastAction keyboard, type a different texture filename in the counter and press <Alt><Read Program>. Deko searches the open graphic for the first object that has a texture marked. Replace, then
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Specifying a Shader 71
replaces the texture filename with the texture filename in the counter.
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72 Creating Styles
Texture Options
File Name
The name of the texture file. If you check the File Name check box (the default), FXDeko saves
only the name of the texture file when saving the graphic. Any changes you make to the texture file will be reflected in the graphic as well.
If you un-check File Name, FXDeko copies the bitmap from the original texture file and saves it as part of the graphic. The word “unnamed” appears in the File Name text box to indicate that the texture is being stored with the graphic. The graphic will increase in size by approximately the size of the texture file. Any subsequent changes you make to the original texture file will not affect the texture bitmap saved with the graphic.
Details using textured shaders can save only the name of the texture file; they cannot store an unnamed texture.
Group
Specifies how the texture should be applied:
letter
applies the texture individually to each letter.
word
applies the texture to each word.
row
applies the texture to each row of text.
page
applies the texture to the entire page of text.
Opacity
Controls the texture’s opacity, from zero (transparent) to 100 (opaque).
Autoscale
Scales texture based on word, character, row, or page. Works in conjunction with specific vertical and horizontal scaling.
V scale
Scales texture vertically based on user-specified value. Works in conjunction with Autoscale feature.
H scale
Scales texture horizontally based on user-specified value. Works in conjunction with Autoscale feature.
Replace
Tags the texture for replacement with a user-specified texture when the replace_texture command is issued.
H offset
Offsets the texture relative to its horizontal alignment.
V offset
Offsets the texture relative to its vertical alignment.
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H Alignment
Specifies how the original texture is aligned with the selected detail(s), depending on the Group setting:
left
aligns the left edge of the texture with the left edge of the group.
center
aligns the center of the texture with the center of the group.
right
aligns the right edge of the texture with the right edge of the group.
Left+right
Aligns the left edge of the texture with the left edge of the group and the right edge of the texture with the right edge of the group. You can use this setting to make “fancy” frames.
V Alignment
Specifies how the original texture is mapped onto the selected detail(s), depending on the group setting:
top
aligns the top of the texture with the top of the group.
APPLYING VIDEO
middle
aligns the middle of the texture with the middle of the group.
baseline
aligns the middle of the texture with the baseline of the group.
bottom
aligns the bottom of the texture with the bottom of the group.
To apply keyed video to a detail:
1. Activate the detail's shader.
2. At the top of the Shader window, choose Keyhole.
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APPLYING A CEL ANIMATION
To apply a cel animation to a detail:
1. Open the detail’s shader.
2. At the top of the Shader window, choose CAP.
3. Specify CAP options as desired.
Notes
A typical way to use the CAP shader is to create a rectangle and choose CAP for the rectangle’s face shader. Make the rectangle large enough or it will clip the edges of the animation. Deko reads in the CAP file series and displays the first one as a static graphic on the detail. Deko only plays the cel animation in the context of a motion.
A graphic can accommodate more than one animation. Performance may degrade as Deko encounters large animations or a lot of details in a graphic.
Cel Animation Options
File Name
The first file name of the animation.Each file (cel) within the animation should be named with successive cel numbers, e.g. globe001.tga, globe002.tga, globe003.tga, etc. There are two File Open options:
Square Pixels Preserve Height
Adjusts width to maintain aspect ratio of pixels assumed to be square.
No Scaling
Specifies square pixels without any scaling.
Frames
The number of cels (files) to play. Deko defaults to a number based on the assumption that the animation ends when it encounters a file name that breaks the sequence of numbers.
Forward/Backward
Specifies in which direction the animation plays.
Oscillate
Reverses direction of the animation each time it plays.
Continuous
Plays cel animation through any pause in the motion. Automatically puts a pause at the end of the motion so that the animation continues when the motion ends.
Rate
The rate of animation playback in images per second.
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Specifying a Shader 75
To play a cel animation:
1. Open the graphic that includes the CAP shader in the Preview window.
2. Activate the Motion window. Select Clear Motion from the Motion menu, if necessary, to restore default settings to the Motion window.
3. Click the second default motion descriptor to select it from the script list on the lefthand side of the Motion window.
4. Click the arrow next to the Object text box and select Layer from the drop-down menu.
5. Enter the layer number of the layer that contains the CAP shader in the Layer number text box.
6. Specify other motion descriptor parameters as desired.
7. To view the cel animation, play the motion or, if you have the Timeline option, scrub through the timeline.
Notes
A graphic can accommodate more than one animation. Performance may degrade as Deko encounters large animations or a lot of details in a graphic.
To keep a cel animation playing once a motion ends:
In the Shader window, under CAP shader options, select Continuous. Deko automatically puts a pause at the end of the motion so that the animation continues when the motion ends.
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76 Creating Styles
THE COLOR PICKER
Use FXDeko’s color picker to pick colors for the color shader and ramp shader.
RGB
Selects the RGB color space. Click a color on the palette, or enter numerical values up to 100 percent for each of red, green and blue.
HSV
Selects the HSV color space. Click a color on the palette, or enter numerical values to specify:
Hue
the spectral shade of the color, represented by an angle (0-360) around the color wheel or vector scope.
Sat
the color’s saturation, its percentage of pure color. Black, white and gray have zero saturation. A 100 percent saturated color is pure color—it contains no white or gray.
Value
the brightness of the color, represented by the maximum of either red, blue or green. While not a true luminance amount, Value is closely related to the brightness of a color.
Opacity
Controls the translucence of the color. An opacity of zero produces a completely transparent color, while 100 percent is completely opaque.
Selected Component
Selects the color component RGB or HSV to display in the Selected Component Bar. In the picture above, Value is the selected component. If Opacity is selected, FXDeko displays a gray scale in the Selected Component Bar.
Un-selected Components
The large square displays the two un-selected RGB or HSV
FXDeko User’s Guide
PICKING A COLOR
Specifying a Shader 77
components. In other words, if Value is the Selected Component, this square shows Hue along the vertical axis and Saturation along the horizontal axis. If Opacity is the Selected Component, FXDeko displays a gray scale in this square.
Current Color
Shows the current color, the color whose numerical values appear above.
Eyedropper
Enables selection of a color directly from the desktop.
To pick a color:
1. Choose a color space by selecting RGB or HSV.
2. Use the color picker to pick a color, or enter numerical amounts for Red, Green and Blue or Hue, Saturation and Value. Enter an amount for Opacity, if desired.
3. To deposit the color into a color shader or ramp shader, right-click on one of the color buttons near the top of the Shader window.
USING PRESET SHADERS
To pick a color from anywhere on the desktop:
1. Move the mouse pointer over the eyedropper button, then press and hold the left mouse button down.
The cursor changes to an eyedropper.
2. Keep holding the left mouse button down, and move the eyedropper cursor anywhere on the desktop. With the mouse pointer over the desired color, release the mouse button.
The 18 Preset Shader buttons appear at the bottom of the Shader window. Any type of shader may be assigned to any preset.
To apply a preset shader to a detail:
1. Activate the detail’s shader.
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78 Creating Styles
2. In the Shader window, click the preset button.
To assign the current shader to a preset shader button:
Do one of the following:
Right-click the preset shader button.
Activate the Shader window (F7), then choose Preset Shader
Set from the Shader menu and select a preset shader from the drop-down menu.
To save the current preset shaders:
1. Activate the Shader window (F7).
2. From the File menu choose Save Preset Shaders (Ctrl+S or Alt+F12) or Save Preset Shaders As (F12).
3. To name the file, navigate in the Save As dialog box to the drive and directory where you will store the file, type a name in the File Name text box, then click OK or press Enter.
Note
When you save a preset shader file, FXDeko automatically attaches “.shd” to the file name. Do not type a different extension.
FXDeko User’s Guide
WORKING WITH STYLES
THE CURRENT STYLE WINDOW
The Current Style window shows the current style.
This window shows sample text in the current font and look, in the actual size it would appear if typed in the default Program window. If you are creating a style with a very large font, you can enlarge the window to accommodate the larger sample characters. You can change what sample text is displayed by clicking Sample in the Typeface Browser and typing in new sample text.
79
To move the Current Style window:
1. In the Window menu, make sure Freeze is not checked.
2. Move the selection cursor over the window’s title bar.
3. Drag the window anywhere on the desktop.
To re-size the Current Style window:
1. In the Window menu, make sure Freeze is not checked.
2. Move the selection cursor anywhere over the border of the window. The cursor becomes a sizing cursor.
3. Drag the border to change the window’s size.
To return the Current Style window to its original position:
1. Move the selection cursor over the window’s title bar.
2. Drag the window offscreen left. The window will pop back to its original spot in the lower left corner.
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SAVING A STYLE
To save an unnamed style or to rename a style:
1. Activate the Style window (F6).
2. Choose Save Style As (F12) from the File menu.
3. In the dialog box, navigate to the drive and directory where you will store the file.
4. Type a file name in the File Name text box, then click OK or press Enter.
Note
To save a modified style:
1. Activate the Style window (F6).
2. Choose Save Style (Ctrl+S or Alt+F12) from the File menu. FXDeko
COPYING AND PASTING A STYLE
To copy and paste a style:
1. Select text whose style you wish to copy.
2. From the Edit menu, choose Copy (Ctrl+C), then Style.
3. Select the text or position the cursor where you will apply the style.
4. From the Edit menu, choose Paste (Ctrl+V), or click the paste button
When you save a style file, FXDeko automatically attaches “.sty” to the file name. Do not type a different extension.
replaces the previously saved version of the file.
on the text bar.
ASSIGNING A STYLE TO A STYLE PRESET
Note
When you copy a style, it is saved in the Windows NT clipboard.
To assign the current style to a preset style button:
1. If the Preset Style window is not visible, choose Preset Styles (Alt+F7) from the View menu.
2. Right-click the preset style button.
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Saving and Copying/Pasting Styles 81
To pick up a style from a graphic and assign it to a preset style button:
1. Activate a graphic window.
2. Move the text cursor immediately to the left of a character in the desired style.
3. Select the character or choose Pick Style from the Text menu. The style of that character is now the current style.
4. Right-click the preset button.
RETRIEVING A STYLE
Note
If “Moving cursor sets font and look” is checked in the Options/Preferences/Cursor dialog box, you can omit step 3.
To pick up multiple styles from a graphic and assign them to preset style buttons:
1. Activate a graphic window.
2. From the Text menu, choose Pick Presets. FXDeko assigns the first style in the graphic to the first preset button, the next style to the second preset button, and so on.
To select a preset style for typing:
1. Activate the Preset Style window (Alt+F7).
2. Click on one of the eight preset styles. That style is now the current style.
To retrieve a style from a preset styles (.pst) file:
1. Activate the Preset Style window (Alt+F7).
2. Choose Open (Ctrl+O or F9) from the File menu.
3. In the dialog box, navigate to the drive and directory that contain the preset styles file.
4. Type the file name in the File Name text box or choose it from the File Name list box, then click OK or press Enter.
5. In the Preset Style window, click a preset button. That preset is now the current style.
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82 Working with Styles
To retrieve a style from a style (.sty) file:
1. Activate the Style window (F6).
2. Choose Open (Ctrl+O or F9) from the File menu.
3. In the dialog box, navigate to the drive and directory that contain the style file.
4. Type the file name in the File Name text box or choose it from the File Name list box, then click OK or press Enter. The style in the .sty file is now the current style.
SAVING PRESET STYLES
To save the eight preset styles in a Presets file:
1. Activate the Preset Style window (Alt+F7).
2. Choose Save Preset Styles As (F12) from the File menu.
3. In the dialog box, navigate to the drive and directory where you will store the file.
4. Type a new file name in the File Name text box, then click OK or press Enter.
Note
When you save a preset style file, FXDeko automatically attaches “.pst” to the file name. Do not type a different extension.
To save modified preset styles:
1. Activate the Preset Style window (Alt+F7).
2. Choose Save Preset Styles (Ctrl+S or Alt+F12) from the File menu.FXDeko replaces the previously saved version of the file.
FXDeko User’s Guide
SAVING A PRE-RENDERED STYLE
To save the current style as a pre-rendered style:
1. Activate the Style window (F6).
2. From the File menu choose Render and Save Style, then navigate to
3. Type a file name in the File Name text box, then click OK or press
Saving and Copying/Pasting Styles 83
the drive and directory where you will store the file.
Enter.
Notes
When saving a pre-rendered style, FXDeko renders each character in the style’s font using the style’s look. For complicated styles, this can take several minutes.
A pre-rendered style file occupies more disk space than a normal style file. However, when you type pre-rendered characters, they appear more quickly than characters that must be rendered “on the fly” as they are typed.
Pre-rendered styles are indicated at the bottom of the Style/Font window by a check next to Pre-rendered Style, and in the Preset Style window by an (R) in front of the typeface name.
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Graphics and Layers
VIDEO STANDARD
You can create FXDeko graphics in standard 4 x 3 aspect ratio or in the wider 16 x 9 aspect ratio used for some feature films, music videos and commercials. The default video standard is standard NTSC.
To change the current video standard:
1. From the Options menu, select Hardware Settings, then choose Common.
2. Select a Video Standard (NTSC, PAL, NTSC 16x9 or PAL 16x9).
Notes
When you change the video standard, FXDeko automatically changes related input/output settings (number of scan lines, pedestal, blanking width, etc.).
If this is the first time you are switching to a new standard, you must recalibrate all levels and delays—FXDeko maintains a separate set of values for each standard.
ABOUT LAYERS AND BACKGROUNDS
Each graphic consists of a background and one or more layers.
The layers:
A layer is one element of a FXDeko graphic. A graphic can have as many layers as needed. Each layer is one of two types:
Text Layer—also called a text field. A solid white box indicates
Geometric Shape Layer—a rectangle or an ellipse. A solid
a selected text layer. If no layers are selected, the current text layer is indicated by a solid white box, while a dotted white box indicates other text layers.
contrasting box indicates a selected rectangle or ellipse.
When more than one layer of any kind are selected, handle markers indicate the most recently selected layer.
FXDeko User’s Guide
THE LAYER BROWSER
Adding Layers to a Graphic 85
Layers are rendered in order from front to back, starting with the first layer. Using the Layer menu or the Layer Browser, layers may be selected, reordered, hidden, moved, rotated, scaled, etc.
The background:
Behind the final layer is the background , a full-screen rectangle that is either off or on.
When off, the background is effectively transparent. This is
where “live video” shows through when FXDeko graphics are keyed over external video.
When on, the background’s shader determines its color. Like
all FXDeko shaders, the background can be a solid color, a ramp or a texture.
The Layer Browser shows a thumbnail image of each layer in the current graphic, and displays the layer’s name and order. Type the first one or two letters of the layer name to jump to that layer’s thumbnail.
THE BACKGROUND
You can click a thumbnail to select a layer, or reorder layers by dragging and dropping them within the browser.
There are several Layer Browser tools: Show Layer
Hide Layer
Lock Layer
Unlock Layer
Zoom Layer to Fill Thumbnail
Show Actual Perspective of Layer on Thumbnail
To turn the background on:
Do one of the following:
Click the background button on the text bar.
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In the Layer menu, check Show Background.
To turn the background off:
Do one of the following:
Click the background button on the text bar.
From the Edit menu, choose Clear Background (Ctrl+F8).
In the Layer menu, un-check Show Background.
To apply a color, ramp or texture to the background:
1. Follow the above instructions to turn on the background.
2. Activate the Background Shader window (Ctrl+F7).
3. Select a color, ramp, or texture shader.
To open a graphic directly into the background:
1. Activate a graphic window.
2. From the File menu, choose Replace Background (Ctrl+F9).
3. In the dialog box, navigate to the drive and directory that contain the file.
4. Choose the file from the File Name list box or type the file name in the File Name text box, then click OK or press Enter.
To open a graphic into the background, using the Browser:
1. Activate a graphic window.
2. From the View menu, choose Browser (Ctrl+L).
3. From the File menu, choose Browse Backgrounds.
4. In the Browser window, double-click the thumbnail you wish to use for the background texture.
To turn the background into a layer:
In the Layer menu, choose Background to Layer.
Note
The background turns into a full-screen rectangle, but keeps the shader it had as a background. The graphic now has a transparent background.
If the background is an unnamed texture, you cannot turn it into a layer.
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To replace the background key with luminance from a graphic file:
1. Activate a graphic window.
2. From the File menu, choose Replace Background Key.
3. In the dialog box, navigate to the drive and directory that contain the graphic file.
4. Choose the file from the File Name list box or type the file name in the File Name text box, then click OK or press Enter.
ADDING A TEXT FIELD
Note
This is useful if your graphic has a “companion” graphic in which the luminance represents the key of the original.
To add a text field to a graphic, using the keyboard:
From the Layer menu choose Add Text Field. FXDeko adds a text layer based on the boundaries of the safe title area.
To add a text field to a graphic, using the mouse:
1. Click the add-text-field button in the Tools window.
2. In the graphic, the cursor becomes a text layer cursor.
3. Drag the cursor to define the text field box.
Notes
Holding Ctrl as you drag the cursor maintains a square field box.
FXDeko always adds a new text field as the frontmost layer.
To create a new field or fields for selected text:
1. Select the text you wish to move to a new field or fields.
2. Do one of the following:
To put selected text into a single new field, choose Text to
Field from the Text menu.
To create a new field for each discrete group of selected text,
choose Text to Multiple Fields from the Text menu.
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To specify text field properties:
1. Select the text field.
2. Do one of the following:
From the Layer menu, choose Properties.
Open the Style window (F6) and choose Layer at the top of the
window.
3. Specify text field properties as desired.
TEXT FIELD PROPERTIES
Name
The user-specified name of the layer.
Box
Defines the text field box. All values refer to the original text field box, before any transformation — scaling, rotation or skewing.
Left, Top
The left and top edges of the text field box, in screen units.
Width, Height
The width and height of the text field box.
Aspect
The ratio of width to height.
Fixed aspect
Maintains field aspect ratio whenever width or height changes.
Transform
Defines how the text field box is transformed from its original position:
H Scale, V Scale
Horizontal and vertical scale factors.
Rotation
Text field rotation in degrees.
Skew
Text field skew amount.
H Origin, V Origin
The center of rotation.
Same priority as previous layer
Specifies that the current layer appears in the same plane as the layer in front of it. In other words, FXDeko renders this layer as if it were part of the layer in front of it.
Hidden
Hides the text field.
More
Displays more Text Field Properties.
Justification
Specifies default justification for text within the text field:
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Adding Layers to a Graphic 89
Horizontal
Justifies text between the left and right edges of the text field.
Vertical
Justifies text between the top and bottom of the text field.
Spread %
When Horizontal justification is set to “spread,” specifies how much additional space to add between the letters within a word, compared to the space added between words.
Word wrap
Automatically wraps words to the next row, as necessary, to keep text within the text field box.
Auto-scaling
None
No automatic text scaling.
Scale to fit box
Scales text up or down to exactly fit the text field.
Shrink to fit box
Scales text down, if necessary, to fit within the text field.
ADDING A RECTANGLE LAYER
To add a rectangle to a graphic, using the keyboard:
Text initialization
Determines how the text field is initialized when its graphic is opened.
String
A text string to display in the field or the name of a macro file.
Usage
Specifies whether FXDeko use text, a macro (which must return a string), or data in an .aut file, or requests data from an automation host to initialize the field.
Update freq
Specifies how often, in seconds, to run a macro or request data from an automation host.
From the Layer menu choose Add Rectangle. A rectangle layer is added at the center of the screen.
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To add a rectangle to a graphic, using the mouse:
1. Click the rectangle button in the Tools window.
In the graphic, the cursor becomes a rectangle cursor.
2. Drag the cursor to define the rectangle.
Note
ADDING AN ELLIPSE LAYER
To add an ellipse to a graphic, using the keyboard:
To add an ellipse to a graphic, using the mouse:
Holding Ctrl as you drag the cursor maintains a square rectangle.
FXDeko always adds a new layer as the frontmost layer.
From the Layer menu choose Add Ellipse. An ellipse layer is added at the center of the screen.
1. Click the ellipse button in the Tools window.
2. In the graphic, the cursor becomes a ellipse cursor.
3. Drag the cursor to define the ellipse.
SPECIFYING LAYER PROPERTIES
Note
Holding Ctrl as you drag the cursor constrains the ellipse to a circle.
FXDeko always adds a new layer as the frontmost layer.
To specify properties of a layer:
1. Select the layer.
2. Do one of the following:
From the Layer menu, choose Properties.
Open the Style window (F6) and choose Layer at the top of the
window.
3. Specify layer properties as desired.
FXDeko User’s Guide
LAYER PROPERTIES
Adding Layers to a Graphic 91
Name
The user-specified name of the layer.
Box
Defines the box surrounding the ellipse or rectangle. All values refer to the original box, before any transformation — scaling, rotation or skewing.
Left, Top
The left and top edges of the ellipse or rectangle, in screen units.
Width, Height
The width and height of the ellipse or rectangle.
Aspect
The ratio of width to height.
Fixed aspect
Maintains the shape’s aspect ratio, whenever the width or the height changes.
Transform
Defines how the box is transformed from its original position.
H Scale, V Scale
Horizontal and vertical scale factors.
Rotation
Rotation in degrees.
Skew
Skew amount.
H Origin, V Origin
The center of rotation.
Same priority as previous layer
Specifies that the current layer appears in the same plane as the layer in front of it. In other words, FXDeko renders this layer as if it were part of the layer in front of it.
Hidden
Hides the layer.
Lock
Prevents selection or modification of the layer.
Justification
Specifies default justification for text within the text field:
Horizontal
Justifies text between the left and right edges of the text field.
Vertical
Justifies text between the top and bottom of the text field.
Spread %
When Horizontal justification is set to “spread,” specifies how much additional space to add between the letters within a word, compared to the space added between words.
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Word wrap
Automatically wraps words to the next row, as necessary, to keep text within the text field box.
Keyhole
Cuts through all elements behind a layer to show keyed video on the layer. You can perform motions on the keyhole layer. This differs from a keyhole shader in that it is applied to the whole layer, whereas a keyhole shader is applied only to a detail and cannot be animated.
Auto-scaling
None
No automatic text scaling.
Scale to fit box
Scales text up or down to exactly fit the layer.
Shrink to fit box
Scales text down, if necessary, to fit within the layer.
Text initialization
Determines how the layer is initialized when its graphic is opened.
String
A text string to display in the field, or a record number, or the name of a macro file, or the query string created by the Database window. See Usage below.
Usage
Specifies whether FXDeko use text, a macro (which must return a string), or data in an .aut file, or requests data from an automation host to initialize the field.
Update freq
Specifies how often, in seconds, to run a macro or request data from an automation host.
FXDeko User’s Guide
SELECTING A LAYER
Justifying a Layer 93
Layer markers let you know at a glance what layers are selected.
If no layers are selected, the current text layer is indicated by a
solid white box, while a dotted white box indicates other text layers.
A solid white box indicates a selected text layer.
A solid contrasting box indicates a selected rectangle or
ellipse.
When more than one layer are selected, the most recently
selected layer is indicated with handles.
To select a layer in the active graphic:
Do one of the following:
Click on an ellipse, rectangle or the box around a text field.
Page Up or Page Down to the layer.
Choose Layer Browser from the View menu, then click the
thumbnail image of the layer in the browser.
Choose it from the list at the bottom of the Layer menu.
To select the layer in front of the current layer:
Do one of the following:
Activate the graphic window and press Page Up.
In the Layer menu, click Select Previous Layer (Alt+Page Up).
To select the layer behind the currently selected layer:
Do one of the following:
Activate the graphic window and press Page Down.
In the Layer menu, click Select Next Layer (Alt+Page Down).
To select all layers in the active graphic:
Choose Select Layers from the Edit menu.
To select multiple layers in the active graphic:
1. Check the Select More toggle in the Edit menu.
2. Use one of the above methods to select each layer individually.
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To deselect all selected layers:
Press the Escape key.
CREATING REAL-TIME CLOCKS
Deko’s Clocks feature makes it easy to create real-time clocks. Deko maintains a list of user-defined clocks in the file, clocks.clk.
To define a new clock or edit an existing clock:
1. Do one of the following:
Open the Layer Properties window for the current text layer,
then click the View Clocks button in the window.
In the View menu, click Clocks.
2. Do one of the following:
If you are adding a new clock, in the Clock List dialog box, click
Add, and specify a clock ID.
If you are editing an existing clock, specify the clock ID.
CLEARING A GRAPHIC
3. Click Configure and specify clock parameters.
To display a clock in the current text layer:
1. Open the Layer Properties window.
2. Under Auto Update, click Clock.
3. Type in the clock ID or select it from the Clock List.
4. Click the arrows next to the On/Off box to turn the clock on.
To clear the layers from the active graphic:
From the Edit menu, choose Clear Layers (F8). FXDeko replaces the layers with a single, empty text field.
To clear the background from the active graphic:
From the Edit menu, choose Clear Background (Ctrl+F8).
To clear the layers and the background from the
active graphic:
From the Edit menu, choose Clear All (press Alt+F8 or press F8 twice in rapid succession).
FXDeko User’s Guide
To have FXDeko prompt you to save modified files before clearing them:
1. From the Options menu, choose Preferences.
2. Choose Prompts at the top of the Preferences dialog box.
3. In the Prompts dialog box, check Prompt to save before clearing or
CLEARING OR DELETING A LAYER
To delete one or more layers:
1. Select the layer(s).
2. From the Layer menu, choose Delete Layer (Delete).
To delete all layers:
Justifying a Layer 95
opening window.
From the Edit menu, choose Clear Layers (F8).
Note
To clear text from a text field:
CUTTING AND PASTING LAYERS
To cut or copy a layer:
Clear Layers replaces all the layers in the graphic with a single, empty text field. The Background remains intact.
1. Select a text field.
2. From the Layer menu, choose Clear Text. The empty text field remains in the graphic.
1. Select the layer to be cut or copied.
2. Do one of the following:
To cut the selected layer, from the Edit menu, choose Cut
(Ctrl+X), or click the cut button on the text bar.
To copy the selected layer, from the Edit menu, choose Copy
(Ctrl+C), then Selected, or click the copy button on the text bar.
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To paste a layer:
1. If you are moving the layer to a different file, open the destination file.
2. Select a layer.
3. From the Edit menu, choose Paste (Ctrl+V), or click the paste button on the text bar.
FXDeko pastes the layer directly in front of the selected layer.
APPENDING A GRAPHIC TO SECOND GRAPHIC
To append one graphic to another graphic:
1. Open the first graphic file.
2. From the File menu, choose Append Layers (Alt+F9).
3. In the dialog box, navigate to the drive and directory containing the second graphic file.
REORDERING LAYERS
4. Choose the file from the File Name list box or type it in the File Name text box, then click OK or press Enter.
Note
FXDeko appends the second graphic’s layers behind those of the first. The second graphic’s background is not used.
To reorder layers in the active graphic:
Do one of the following:
Select Layer Browser from the View menu. In the browser, drag
and drop thumbnail images to reorder layers as desired. Note that Deko indicates where you are about to drop an image by darkening the edges of image before and the image after.
From the Layer menu, choose Reorder Layers. Deko renumbers
layers based on their positions on the screen from top to bottom and from left to right. The layer nearest the top of the screen becomes the frontmost layer.
Select the layer. From the Layer menu, choose one of the
following:
Send Back One Layer (Ctrl+-)
Swaps the layer with the layer behind it.
Bring Forward One Layer (Ctrl++)
Swaps the layer with the layer in front of it.
FXDeko User’s Guide
Send to Back (Alt+-)
Makes the layer the backmost layer, just in front of the background.
Bring to Front (Alt++)
Makes the layer the frontmost layer.
PASTING LAYERS TO THE BACKGROUND
To paste all layers in the active graphic to the background:
From the Layer menu, choose Layers to Background.
Justifying a Layer 97
Note
COMBINING TEXT FIELDS
To combine multiple text fields into a single text field:
Note
MOVING A LAYER
To move a layer using the keyboard:
FXDeko copies the layers to combine them in the background. The original layers remain until you choose Clear Layers (F8) from the Edit menu.
1. Select the text fields you wish to combine. Hold Ctrl and drag the mouse to select the fields.
2. From the Layer menu, choose Text to Field.
FXDeko combines the fields into a single, new field.
1. From the Options menu, choose Transform/Move (Ctrl+M).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press arrow keys (↑↓→ ) to move the layer up, down, left or right.
To move a layer using the mouse:
1. Click the move button in the Tools window.
2. Select the layer.
FXDeko User’s Guide
98 Graphics and Layers
3. Position the pointer near the border of the layer, so that the pointer becomes the moving tool.
4. Drag to move the layer in any direction.
To specify numerical values for layer position:
1. Select the layer.
2. Activate the Style window.
3. Choose Layer at the top of the Style window.
4. In the Style window, enter values for Left, Top, Width and Height.
JUSTIFYING A LAYER
To justify a rectangle, ellipse, or text layer:
1. Select the rectangle, ellipse, or text layer.
2. Do one of the following:
On the text bar, click the appropriate justification button to
alter horizontal justification, vertical justification, or both, then choose the desired setting.
From the Text menu, choose Justify, then select a setting for
horizontal or vertical justification or both.
Hold Ctrl down and press one of the numbers on the numeric
keypad to justify the rectangle or ellipse in the corresponding position of the Program window.
7 8 9
Top left Top center Top right
4 5 6
Middle left Middle center Middle right
1 2 3
Bottom left Bottom center Bottom right
0
Justification off
FXDeko User’s Guide
ROTATING A LAYER
Changing a Layer’s Appearance or Size 99
To rotate a layer using the keyboard:
1. From the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press either the down arrow () to rotate the layer clockwise, or the up arrow () to rotate it counterclockwise.
To rotate a layer using the mouse:
1. Click the rotate button in the Tools window.
2. Select the layer.
3. Position the pointer near the border of the layer, so that the pointer becomes the rotation tool.
SCALING A LAYER
4. Drag to rotate the layer.
To specify a numerical value for rotation:
1. Select the layer.
2. Activate the Style window.
3. Choose Layer at the top of the Style window.
4. Double-click the Rotation text box, then type or scroll to a value.
To scale a layer using the keyboard:
1. From the Options menu, choose Transform/Scale & Width (Ctrl+W).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press either the up or down arrow (↑↓) to increase or decrease layer size, or the right or left arrow ( ) to increase or decrease layer width.
FXDeko User’s Guide
100 Graphics and Layers
To scale a layer using the mouse:
1. Click the scale button in the Tools window.
2. Select the layer.
3. Position the pointer over a handle on any side or corner of the layer, so that the pointer becomes a scaling tool.
4. Drag to scale the layer.
To specify a numerical value for layer scaling:
1. Select the layer.
2. Activate the Style window.
3. Choose Layer at the top of the Style window.
4. In the Style window, enter values for H Scale and V Scale.
SKEWING A LAYER
Note
When you scale a text field, FXDeko scales all text within the field. To change the size of the text field without scaling the text, change the Box value in Text Field Properties.
To skew a layer using the keyboard:
1. From the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press either the right arrow () to skew the selected layer clockwise, or the left arrow () to skew counterclockwise.
To skew a layer using the mouse:
1. Click the skew and rotate button in the Tools window.
2. Select the layer.
3. Position the pointer over the top-right-corner handle of the selected layer, so that the pointer becomes the skewing tool.
4. Drag the handle to skew the layer.
FXDeko User’s Guide
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