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happy with your purchase of Ross Technology.
Our mission is to:
Provide a Superior Customer Experience
1.
•offer the best product quality and support
Make Cool Practical Technology
2.
•develop great products that customers love
Ross has become well known for the Ross Video Code
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employees. I hope you enjoy reading it below.
If anything at all with your Ross experience does not live
up to your expectations be sure to reach out to us at
solutions@rossvideo.com.
know in your heart is right. (You may rent
helicopters if necessary.)
David Ross
CEO, Ross Video
dross@rossvideo.com
Ross Video Code of Ethics
Any company is the sum total of the people that make
things happen. At Ross, our employees are a special
group. Our employees truly care about doing a great job
and delivering a high quality customer experience every
day. This code of ethics hangs on the wall of all Ross
Video locations to guide our behavior:
We will always act in our customers' best interest.
1.
We will do our best to understand our customers'
2.
requirements.
We will not ship crap.
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We will be great to work with.
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We will do something extra for our customers, as
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an apology, when something big goes wrong and
it's our fault.
We will keep our promises.
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We will treat the competition with respect.
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We will cooperate with and help other friendly
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We will go above and beyond in times of crisis. If
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there's no one to authorize the required action in
times of company or customer crisis - do what you
2 • Thank You For Choosing Ross — Carbonite Operation Manual (v10.1)
Page 3
Document Information
•Ross Part Number: 4802DR-110-10.1
•Release Date: April, 2015. Printed in Canada
•Equipment: This document applies to all Carbonite
frames and control panels.
2015 Ross Video Limited, Ross®, CrossOver®,
MiniME™, and any related marks are trademarks or
registered trademarks of Ross Video Limited. All other
trademarks are the property of their respective companies.
PATENTS ISSUED and PENDING. All rights reserved.
No part of this publication may be reproduced, stored in
a retrieval system, or transmitted in any form or by any
means, mechanical, photocopying, recording or
otherwise, without the prior written permission of Ross
Video. While every precaution has been taken in the
preparation of this document, Ross Video assumes no
responsibility for errors or omissions. Neither is any
liability assumed for damages resulting from the use of
the information contained herein.
Patents
Patent numbers US 7,034,886; US 7,508,455; US
7,602,446; US 7,802,802 B2; US 7,834,886; US
7,914,332; US 8,307,284; US 8,407,374 B2; US
8,499,019 B2; US 8,519,949 B2; US 8,743,292 B2; GB
2,419,119 B; GB 2,447,380 B; and other patents pending.
Important Regulatory and Safety
Notices to Service Personnel
Before using this product and any associated equipment,
refer to the “Important Safety Instructions” listed in
the front of your Setup Manual to avoid personnel injury
and to prevent product damage.
basis, plug in circuit boards or other replacement parts
may be supplied free of charge while defective items
undergo repair. Return packing, shipping, and special
handling costs are the responsibility of the customer.
Software upgrades for switchers may occur from time to
time, and are determined by Ross Video. The upgrades
are posted on the Ross Video website, and are free of
charge for the life of the switcher.
This warranty is void if products are subjected to misuse,
neglect, accident, improper installation or application,
or unauthorized modication.
In no event shall Ross Video Limited be liable for direct,
indirect, special, incidental, or consequential damages
(including loss of prot). Implied warranties, including
that of merchantability and tness for a particular
purpose, are expressly limited to the duration of this
warranty.
This warranty is TRANSFERABLE to subsequent
owners, subject to Ross Video's notication of change
of ownership.
Environmental Information
The equipment that you purchased required the
extraction and use of natural resources for its
production. It may contain hazardous substances that
could impact health and the environment.
To avoid the potential release of those substances into
the environment and to diminish the need for the
extraction of natural resources, Ross Video encourages
you to use the appropriate take-back systems. These
systems will reuse or recycle most of the materials from
your end-of-life equipment in an environmentally friendly
and health conscious manner.
The crossed-out wheeled bin symbol invites you to use
these systems.
Warranty and Repair Policy
Ross Video Limited (Ross) warrants its switchers and
related options, to be free from defects under normal use
and service for a period of ONE YEAR from the date of
shipment. Fader handle assemblies are warranted for the
life of the product. If an item becomes defective within
the warranty period Ross will repair or replace the
defective item, as determined solely by Ross.
Warranty repairs will be conducted at Ross, with all
shipping FOB Ross dock. If repairs are conducted at the
customer site, reasonable out-of-pocket charges will
apply. At the discretion of Ross, and on a temporary loan
If you need more information on the collection, reuse,
and recycling systems, please contact your local or
regional waste administration.
You can also contact Ross Video for more information
on the environmental performances of our products.
Company Address
Ross Video Limited — 8 John Street Iroquois, Ontario,
Canada, K0E 1K0
Carbonite Operation Manual (v10.1) — Document Information • 3
Page 4
Ross Video Incorporated — P.O. Box 880, Ogdensburg,
New York, USA, 13669-0880
(+1)613-652-4886General Business
Ofce:
(+1)613-652-4425Fax:
(+1)613-652-4886Technical
Support:
(+1)613-349-0006After Hours
Emergency:
E-Mail
(Support):
E-Mail
(General):
Website
techsupport@rossvideo.com
solutions@rossvideo.com
www.rossvideo.com
Technical Support
At Ross Video, we take pride in the quality of our
products, but if a problem does occur, help is as close as
the nearest telephone.
Our 24-Hour Hot Line service ensures you have access
to technical expertise around the clock. After-sales
service and technical support are provided directly by
Ross Video personnel. During business hours (eastern
standard time), technical support personnel are available
by telephone. Outside of normal business hours and on
weekends, a direct emergency technical support phone
line is available. If the technical support personnel who
is on call does not answer this line immediately, a voice
message can be left and the call will be returned shortly.
Our Technical support staff are available to react to any
problem and to do whatever is necessary to ensure
customer satisfaction.
Supporting Documentation
Ross Video provides a wide variety of helpful
documentation for the setup and support of your
equipment. Most of this documentation can be found
either on the Product Resources disk that came with your
equipment, on the Ross Video website
(www.rossvideo.com), or on the Ross Video Community
site (community.rossvideo.com)
•Carbonite Online Help for DashBoard — visit
help.rossvideo.com/carbonite.
•Operation Manual (4802DR-110) — operational
instructions for all Carbonite switchers
•Carbonite Setup Manual (4802DR-120) — setup
and conguration instructions for Carbonite,
Carbonite+, and Carbonite MultiMedia frames
•Carbonite eXtreme Setup Manual (4803DR-120)
— setup and conguration instructions for
Carbonite eXtreme frames
•Carbonite QuickStart Poster (4802DR-200) —
setup information and specications for the
Carbonite, Carbonite+, and Carbonite MultiMedia
frames
•Carbonite eXtreme QuickStart Poster(4803DR-200) — setup information and
specications for the Carbonite eXtreme frame
•Upgrade Notes (4802DR-500) — upgrade
instructions, new features, and known issues for a
given software version
•Carbonite eXtreme Upgrade for NK-3G144-X
— upgrade instructions for the NK-3G144-X router
to a Carbonite eXtreme switcher
To Store a Set........................................................................48
To Load a Set........................................................................48
Carbonite Operation Manual (v10.1) — Contents • 7
Page 8
Features
Thank you for buying a Ross Video Carbonite Series
Multi-Denition Live Production Switcher. The
Carbonite series builds on the Ross Video reputation for
designing switchers that t the needs of any production
environment.
MultiMedia Inputs
Custom Controls
This feature brings the power of macros to the switcher
operator. A series of button presses can be easily recorded
and assigned to any custom control button. Step through
complex show openings as easily as pressing Custom
Control buttons 1, 2, then 3.
Note: The C10 does not support recording or running custom
controls from the control panel. Custom controls can be recorded
and run from the Custom Control node in DashBoard.
The four MultiMedia inputs on the Carbonite MultiMedia
frame can be used for de-interlacing SDI video signals,
or inputting Analog Component, Analog Composite, or
non-HDCP HDMI video signals. These inputs also
support normal SDI.
Analog Reference Input and Output
The switcher supports both external and internal reference
sources. The external reference can be an input from a
house sync to the single reference input BNC. The
internal reference can also be used as a house sync with
selectable tri-level sync or analog black burst with
independent H/V settings for each of the two reference
output BNCs.
Although tri-level sync is recommended as your reference
source for all HD applications, analog black burst can
be used when operating the switcher.
3G and 1080p 29.97 Video Formats
The switcher supports the 1080p 59.94Hz, 1080p 50Hz,
and 1080p 29.97Hz video formats. To operate in these
modes, the switcher must be restarted and some features
and resources are limited or unavailable.
Integrated Up/Down Converters
All switchers come with integrated up/down converters
and frame synchronizers (FSFC) capable of converting
1080i or 720p to SD, as well as convert SD signals to
1080i, or cross-convert 720p to 1080i.
Format conversion is not supported on the Carbonite
frame when the switcher is operating in 720p or 1080pSF.
The Carbonite MultiMedia frame supports de-interlacing
on the multimedia inputs, except for progressive
segmented frame (pSF) formats. The multimedia inputs
support de-interlacing of the 720p format.
In a 3G or 1080p 29.97Hz switcher mode, the FSFC
functionality is limited on the Carbonite MultiMedia and
Carbonite+ switchers, and is not available on the
Carbonite and Carbonite eXtreme switchers.
Device Control
The switcher can control a number of external devices,
such as video servers and robotic cameras. For a complete
list of supported devices, and information on how to set
up and control these devices, visit the Ross Video website
(rossvideo.com/production-switchers/carbonite/interface-list).
OverDrive®Caprica Support
Carbonite can be controlled from OverDrive®using the
Caprica interface. This interface allows OverDrive®to
perform memory recalls, most transitions (MediaWipe
is not supported directly), and run custom controls on
the switcher. For information on setting up Caprica to
interface with the switcher, refer to the documentation
that came with your Caprica server.
Carbonite must be in a 2.5 ME mode to be controlled by
Caprica.
DVE (Fly Key)
The advanced 2D DVE comes standard with each
switcher, and can be used for performing over the
shoulder, or picture in picture shots. This allows all key
types to be zoomed, cropped, and repositioned
horizontally and vertically to create the look you want,
or you can use one of the useful pre-built 2D effects to
perform 2D background transitions.
The Carbonite+ and Carbonite MultiMedia frames have
eight channels of DVE, or 4 channels in a 3G MiniME
or 3G 2.5 ME switcher mode. The Carbonite and
Carbonite eXtreme frames can select between 8 channels
of DVE and no FSFC resources, or 4 channels of DVE
and 6 FSFC resources.
Effects Dissolve
The Effects Dissolve feature allows you to interpolate
from one memory to another using a memory recall. The
switcher will interpolate from the starting memory to the
destination memory, creating a smooth, two key frame
effect.
™
8 • Features — Carbonite Operation Manual (v10.1)
Page 9
SourceEffect
DestinationEffect
Only elements such as clip level and pattern position can
be interpolated in the effects dissolve. Other elements,
such as crosspoint selection, pattern, and next transition
data are recalled rst, and then the switcher will slew to
the recalled memory.
An effects dissolve can be performed on as many
elements and MEs as required, based on the memory that
is being recalled.
General Purpose Interface
The switcher is equipped with 34 GPI I/Os that can be
assigned as either an input or output independently.
The GPI inputs allow the switcher to interface with
peripheral equipment such as editors. Each GPI input
can be used to perform simple editing and switcher
functions such as fade to black or an auto transition.
LiveEDL
Edit Decision Lists (EDL) are les used by non-linear
editing (NLE) suites to aid in post-production. Your
switcher can capture EDL data in a le that you load into
your NLE suite.
For information on using the LiveEDL feature, visit the
Ross Video Website (rossvideo.com).
Media-Store
Up to four (4) independent channels of still/animations
are available switcher-wide, allowing for thousands of
full screen stills and logos that can be cached and used
on the switcher.
Animation-Store comes standard with 8 Gigabytes of
cache. Channels 1 and 3 have 4 Gigabytes, and channels
2 and 4 have 4 Gigabytes. The number of images cached
increases considerably when smaller, non-full screen
images like logos are loaded from USB.
MediaWipe
A MediaWipe allows you to use an animation from the
Media-Store to perform background and key transitions.
When the transition starts, the switcher plays the selected
animation over top of the background and keys that are
being transitioned. A cut is then performed behind the
animation to bring up the next shot when the animation
ends.
UltraChrome
The UltraChrome chroma keyers uses advanced video
processing technology to provide exceptional blue spill
reduction and clean edges, even with difcult source
material. Glass, smoke, translucent materials, and natural
shadows are handled superbly.
Two oating Chroma Keys are available across both ME
outputs.
MemoryAI Recall Mode
We take the guessing out of memory recalls by ensuring
that a memory recall will not affect what is currently
on-air. MemoryAI uses the content of the memory to
congure the Next Transition area and Preview bus for
the background and keyers so that the next transition
takes the same sources on-air that were on-air in the
memory.
For example, store a memory that has a key on-air with
CAM1 and CAM2 selected on the background. When
this memory is recalled normally, it pops the same key
on-air with CAM1 and CAM2 on the background. When
the memory is recalled with MemoryAI turned on, CAM1
is selected on the preset bus, and CAM2 is selected on a
key that is not on-air. The transition area is then set up
for a background transition to bring CAM2 onto the
background, take any on-air keys off, and take a key
on-air with CAM1.
Memory System
Storage for 100 complete switcher snapshots per ME,
MiniME™, and MultiScreen comes standard with all
switchers. All of these memories can be stored to a USB
media drive, providing custom tailored memories for
every operator and every show.
ME Effect System
The ME (Multi-level Effect) systems are standard. The
number of MEs depends on the chosen switcher model.
Each ME provides four keyers supporting pattern mask,
box mask, self-key, linear key, and UltraChrome
advanced chroma key for each ME and is available to
each keyer.
Half ME
The half ME option is available for any 2 ME switcher
and adds a third ME with limited functionality.
Carbonite Operation Manual (v10.1) — Features • 9
Page 10
Table 1: Half ME vs. Full ME Comparison
KEY1KEY2
PGM/
PST
KEY3PGM
CLEAN
FEED
KEY4
Full MEHalf ME
™
Yes (if frame
supports it)
Auto Select, Self
Key, Chroma
Key, and DVE
Dissolve, Cut,
Wipe, DVE, and
MediaWipe
Key Types
Transition Types
MiniME
NoFloating FSFCs
Auto Select and
Self Key
Dissolve, Cut,
and MediaWipe
™
The MiniME™is an additional ME that is provided with
the switcher to perform basic dissolves and cuts. Each
MiniME™has 2 keyer, background, and preset buses.
Unlike a full ME, the MiniME™only supports dissolves
and cuts, restricts key 1 to DVE keys only, and has no
preview output. Key 2 on a MiniME™is the same as an
ME keyer. The MiniME™shares all the same sources as
the ME.
YesNoMiniME
YesNoMultiScreen
42Keyers
Key
YesNoPattern Mask
Figure 1: HD Layouts
If the switcher is operating in a standard-denition video
format, the MultiViewer can be set to output
high-denition. In HD output mode, the MultiViewer is
only available on specic output BNCs and only supports
29 different layouts.
MediaManager
The MediaManager allows you to easily manage stills
and animations on the switcher in a graphics interface.
MultiViewer
All Carbonite switchers come standard with two
broadcast-quality integrated MultiViewer generators.
Each MultiViewer generator allows you to view up to
16 video sources, in 32 different layouts, from a single
output BNC. Any video source on the switcher, including
ME 1 and ME 2 Program, Preview, and Media-Store
channels, can be assigned to any box on the MultiViewer
output. All boxes on the MultiViewer output include
mnemonic source names and red and green tallies.
Note: If the switcher is operating in 3G video mode, the number
of video sources and layouts is reduced.
Figure 2: HD in SD Layouts (480i 4:3)
Clean Feed Output
Clean feed is typically used for bilingual and live-to-tape
productions. It provides a second Program output that is
derived from a different location than the standard
program output. A frequent application is the recording
of shows for later airing without call-in phone numbers
inserted.
The clean feed output can come from before or between
the keyers.
10 • Features — Carbonite Operation Manual (v10.1)
Page 11
MultiScreen
Key
MiniME1MiniME3
MiniME2
MultiScreen1
Edge
Area
Edge
Area
All Carbonite switchers come standard with two
integrated MultiScreen generators. Each MultiScreen
can break a scene into up to four outputs that can be sent
to independent projectors or displays to make a unied
picture. Integrated edge blending allows you to
compensate for the overlap in projector outputs, or the
outside bezel of your display.
Each screen in the MultiScreen output uses a MiniME
to create the background and keys of the output. This
allows you to have two MultiScreen generators with two
screens each, or one MultiScreen generator with three or
four screens.
™
Pattern and Matte/Wash Generators
A single pattern generator dedicated to wipes comes
standard, and is equipped with 10 classic wipes. Most
wipes can be rotated, bordered, multiplied, aspectized,
and repositioned.
Matte/Wash Generator
A matte generator and complex wash generator per ME,
capable of multi-color washes comes standard. Any one
of the color generators can be assigned to MATTE, or
wipe pattern edges. An additional simple color generator
is available for an Aux Bus.
Tally Outputs
The switcher has 34 assignable tally relays located in the
rack frame. Each tally can be assigned to any number of
combinations of input and output or bus.
CarboNET Support
The CarboNET PMC translator allows you to connect
the control panel to the frame over ethernet. The control
panel connects to the CarboNET over the standard serial
link and then the CarboNET connects to the frame over
ethernet.
Carbonite Operation Manual (v10.1) — Features • 11
Page 12
Control Panel Overview
This chapter provides a basic introduction to the
Carbonite switcher, including an overview of the different
areas on the control panel, using the menu system, as
well as an introduction to the various ports, and video
buses.
Control Panel Areas
Each Carbonite control panel is made up of a number of
distinct areas that control different aspects of the
switcher. Some of these areas may vary in size or
function, depending on the control panel you have.
Figure 3: C2X Control Panel
Figure 4: C10 Control Panel
Pattern/Menu Selection Buttons — These buttons
1.
are used to select a pattern for a wipe transition, or
to access switcher menus. The C10/C1 control
panels have the name of the menus below the
pattern button.
Custom Control Command Buttons — These
2.
buttons are used to start, stop, edit, and navigate
through custom controls.
Menu Navigation and Memory Control Buttons
3.
— These buttons are used to access switcher
menus, move back and forth between menus. On
the C10, these buttons are also used to store and
recall switcher memories.
Main Display and Selection Knobs — The three
4.
selection knobs are used to adjust and select various
menu items or values. The knobs are rotated to
choose a value, and pressed to make a selection.
The main display shows the menu system of the
switcher.
Key Type Buttons — These buttons are used to
5.
choose the type of key you want to use. Use these
buttons with the key select buttons to select the
keyer, and the type of key you want to use.
Key Select Buttons — These buttons are used to
6.
choose which keyer is selected. The key type
buttons and key bus follow the selected keyer.
Aux Bus Select Buttons — These buttons are used
7.
to choose which aux bus is selected. The aux bus
follows the selected aux bus.
Custom Control Bank Select Buttons — These
8.
buttons are used to choose which custom control
bank is selected. The custom control bus follows
the selected custom control bank.
Video Source Buses — These buses are broken
9.
into the Preset, Program, and Key/Aux/Custom
Control buses. The Preset bus is the bottom row of
source buttons and selects the video source that
will be taken on-air with the next background
transition. The Program bus is the middle row of
source buttons and selects the video source that is
currently on-air on the background. The
Key/Aux/Custom Control bus is the top row of
source buttons and selects the video source that is
chosen on the selected keyer or aux bus, or the
custom control that is chosen on the selected
custom control bank.
Mnemonic Displays — The mnemonic display
10.
shows the name of the source assigned to the source
button directly below it. The mnemonic
display-name and color for each video source can
be adjusted.
On-Air Lights — These lights glow red to show
11.
which keyers are currently on-air.
Transition Area — These buttons are used to
12.
select which video source buses will be included
in the next transition and what type of transition
will be performed. The Cut and Auto Trans buttons
are used to perform transitions. The user button on
the C2S/C2X/C3S/C3X control panel is not
implemented at this time.
Manual Transition Fader Bar — The fader is
13.
used to manually control the rate of a transition.
What is being transitioned, and the type of
transition, are controlled from the Transition Area.
Keyer Transitions Buttons — These buttons are
14.
used to perform cuts or auto transitions on keys
directly, without having to include them as part of
the next transition.
Positioner — The positioner is used to control
15.
some wipe, border, and wash parameters, as well
as some external devices.
12 • Control Panel Overview — Carbonite Operation Manual (v10.1)
Page 13
ME Selection Buttons — These buttons are used
16.
to assign the control panel row to an ME,
MiniME™, or MultiScreen.
Effects Memory Area — This area is used to store
17.
and recall memories on the assigned ME, and to
select the various transition rates used on the
switcher.
Memory Store/Recall Buttons — These buttons
18.
are used to store or recall memories to one or more
MEs at the same time. On the C3S/C3X control
panels, there are additional buttons for selecting
specic MEs, MiniME™s, or MultiScreens.
Carbonite Operation Manual (v10.1) — Control Panel Overview • 13
Page 14
Menu System
The menu system is accessed either by pressing MENU
and the Pattern/Menu Selection button for the menu you
want to access, or through an auto-follow for selected
functions.
Menu Navigation
The menu system allows you to access all of the setup
and conguration information for the Carbonite switcher.
In some cases, a menu can be accessed either by pressing
the MENU button and navigating to the menu, or by
double-pressing a button on the control panel.
1.
Press MENU. The Pattern/Selection Mnemonics
change to the menu names. On the C10/C1, the
Pattern/Menu Selection buttons light up.
Press the Pattern/Menu button for the menu you
2.
want to navigate to. The rst page of the menu
is shown on the display.
3.
Press NEXT to navigate to the next page of the
current menu. If the NEXT button is not lit, there
are no other pages to the current menu.
System
Note: (*)The MVFrmt menu item is only used for the SD
MultiViewer in HD option.
Reference (Ref)
Tip: If you want to return to the first page of a menu, press and
hold NEXT and press HOME (STORE on the C10/C1). You can
also navigate up one level in a menu tree by pressing and
holding NEXT and pressing UP (RECALL on the C10/C1).
Auto-Follow Menus
The switcher navigates to auto-follow menus
automatically when you select certain functions on the
switcher. For example, when you press the KEY 1 SEL
button, the key adjustment menu is shown on the display.
Auto-Follow functionality also applies to video source
buttons that have external devices assigned to them. If
you select a source button that an external device is
assigned to, the peripheral control menu for that specic
device is shown.
Menu Trees
The items on the branches of the menu tree can change,
depending on the selections that are made on that branch.
The menu trees below show the default state of the menu
system.
The Status and Options menus display the software
version and reference format and the hardware serial
number.
Note: The ColFrm and RefO menu items are not available on
the Carbonite eXtreme frame.
14 • Menu System — Carbonite Operation Manual (v10.1)
Note: The FSFC menu item is labelled Type when a MultiMedia
input on the MultiMedia frame is selected.
Personality (Pers) (C10/C1)
Personality (Pers)
Reset
User
Note: The MemBnk option is only available on the
C2S/C2X/C3S/C3X control panel.
Save/Load
Carbonite Operation Manual (v10.1) — Menu System • 15
Page 16
Switcher Basics
Before using your switcher, it is important to become
familiar with the how audio and video is handled by the
switcher. Some important concepts includes video
sources, video layering and re-entry, and preview. For
information on setting up video inputs, refer to the Setup
Guide that came with your switcher.
Figure 6: Audio Flow Through the Switcher
Audio and Video Processing
Video and audio signals are processed and passed through
the switcher in different ways, depending on how the
switcher is being used or is set up. A better understanding
of how the switcher is processing these signals help you
to achieve the production you want.
Video Processing and Flow
Video is processed in a number of blocks in the switcher.
After video comes into the switcher, the frame
synchronizers / format converters are applied (depending
on the frame you have). At this point any required color
correction is also applied. After input the video signal is
routed through the crosspoint. The crosspoint can route
any input to any output for straight switching, or to the
video processor and DVE and back for video
manipulation. Just before the video signal is sent to the
output, the processing of the ancillary data is performed.
When you are performing a transition, or keying, the
embedded audio is carried in the ancillary data of the
background video signal. The ancillary data from the
background source is replaced with the ancillary data
from the preset source, and the ancillary data for keyed
sources is stripped. In the case of the MultiViewer, you
can select which ancillary data stream is included in the
MultiViewer output.
Video Sources
The switcher has access to two basic types of video
sources, external and internal. All video sources can be
assigned to video source buttons. By pressing a video
source button on a bus, the video source assigned to that
button is selected on that bus.
•External — External video sources come from
cameras, video servers, character generators, or
other external devices into the switcher.
•Internal — Internal video sources come from
internally generated video, such as Media-Store
channels, matte color, and black.
To Select a Source on a Bus
Figure 5: Video Flow Through the Switcher
Audio Processing and Flow
Unlike video, the switcher does not handle audio signals
independently. An audio signal is embedded into the
ancillary data of a video signal before is comes into the
switcher. As the signal comes into the switcher and is
manipulated, you must ensure not to perform an operation
that will force the ancillary data to be stripped.
Specically, this includes any format conversion on the
input video signal or stripping of the ancillary data.
To select a video source on a bus, you must identify the
ME, MiniME™, Aux, or MultiScreen and bus you want
to assign a video source to, and then press the source
button you want to select on that bus.
The user buttons on the control panel can be assigned to
any ME, MiniME™, Aux Bus, or MultiScreen for quick
access, or any button can be held to allow you to select
the ME, MiniME™, Aux, or MultiScreen.
Tip: Source selection can also be made from the Buses tab
on the Live Assist node in DashBoard. Key bus source
selections can also be made using the Key Source button on
the Keyers tab on the Live Assist node in DashBoard.
Select the ME, MiniME™, Aux, or MultiScreen
1.
that you want to select a source on.
•ME — press the user button assigned to the
ME, or press and hold a user button assigned
Page 17
to an ME/MiniME™and press ME1 or ME2
on the key bus.
•MiniME™— press the user button assigned
to the MiniME™, or press and hold a user
button assigned to an ME/MiniME™and
press MinME1-4 on the key bus.
•Aux — press the user button assigned to the
Aux, or press and hold a user button assigned
to an Aux and press AUX 1-8 on the key bus.
•MultiScreen — press the user button
assigned to the MultiScreen, or press and
hold a user button assigned to an
ME/MiniME™and press MultS1 or MultS2
on the key bus.
Tip: You can also press AUX X and press the knob
for the Aux Bus you want to select.
Select the bus you want to select a source on.
2.
•Background Bus — use the
BACKGROUND bus.
•Preset Bus — use the PRESET bus.
•
Key Bus — press KEY 1 SEL to assign the
KEY/AUX/CUSTOM CONTROL bus to
Key 1
•Aux Bus — use the KEY/AUX/CUSTOM
CONTROL bus.
Select the source you want to use on the bus. Use
3.
the Shift button to access additional sources.
Tip: You can assign special sources to an Aux Bus by pressing
and holding the AUX X button and pressing the AUX PGM
(Program), AUX PV (Preview), or AUX CLN (Clean Feed)
source button on the Preset bus. These are the first three
buttons on the row.
Figure 7: Video Layering
Tip: You can select a MiniME™on an ME or different MiniME
to re-enter it. Up to two MiniME™re-entries, including an ME is
allowed.
ME Re-Entry
Re-entry is the term used to describe the process of
selecting another ME on an ME. For example, if you
select ME 1 on ME 2, ME 1 is said to be re-entered onto
ME 2. Re-entry takes the output of an ME and uses it as
the background or key on the other ME. If you select an
ME on the background bus, the ME becomes background
video source of the other ME. If you select an ME on a
Key Bus, the ME becomes the key source of the other
ME.
Keep the following in mind when working with
re-entries:
•You cannot re-enter ME 2 into ME 1, or ME 3 into
ME 2.
•You cannot re-enter an ME, or the Clean Feed of
an ME, into itself.
Re-Entry Timing
To maintain proper video timing through the switcher,
each ME or MiniME™exists in a specic timing window.
These windows restrict what can be re-entered into what.
™
For information on assigning video inputs to source
buttons, refer to the Setup Guide that came with your
switcher.
Video Layering
How video is layered in the output of the switcher
depends on how an ME is re-entered onto the other, and
what keyers are on-air for the ME. If we assume that
each ME has all keyers on-air, and that ME 1 is re-entered
into the ME 2, the layering will start with ME 1
Background and progress to ME 2 Keyer 4.
FlexiClean provides a second program output that is
derived from a different location than the standard
program output. A frequent application is the recording
of shows for later airing without call-in phone numbers
inserted.
The clean feed output can come from before or between
the keyers.
Figure 13: Clean Feed Modes
Video Preview
Video preview allows you to use an additional monitor
to preview what the next shot is going to be. The preview
for an ME shows what is selected for the next transition
on that ME. This includes the keys and background video
sources that will be on-air after the next transition.
MultiViewer
Each MultiViewer generator allows you to view up to
16 video sources, in 32 different layouts, from a single
output BNC. Any video source on the switcher, including
ME 1 and ME 2 Program, Preview, and Media-Store
channels, can be assigned to any box on the MultiViewer
output. All boxes on the MultiViewer output include
mnemonic source names and red and green tallies.
If the switcher is operating in a standard-denition video
format, the MultiViewer can be set to output
high-denition. In HD output mode, the MultiViewer is
only available on specic output BNCs and only supports
29 different layouts.
Figure 11: ME 2
Select ME 1 as a source on the Background Bus
3.
of ME 2. Notice that the output of ME 1 is now
being used as the background of ME 2.
You can copy the entire contents of an ME to another
keyer in the same, or a different ME. The entire contents
of the destination ME is replaced with the contents of
the source ME.
When you copy an ME, the switcher tries to assign
resources to the destination ME to match the source ME.
If these resources are not available, the switcher may
need to steal resources. If you are performing the copy
from the control panel you will be asked to conrm the
stealing of any required resources. From DashBoard you
will not be asked and the required resources will be
stolen.
Note: If you copy from the half ME to a full ME, keys 3 and 4
are defaulted.
Page 19
To Copy an ME Using the Control Panel
Note: You must have at least a 2 ME control panel to perform
an ME copy from the control panel. If you only have a 1 ME
control panel, you must perform the copy from DashBoard.
This procedure copies the contents of ME 1 to ME 3 as
an example. Use the same procedure for any ME
combination.
1.
Press and hold the BKGD button on the
transition area of the ME that you want to copy
to.
This is the destination ME that you want to copy
to.
2.
Press the BKGD button on the transition area of
the ME you want to copy.
This is the source ME that you want to copy
from.
To Copy an ME Using DashBoard
1.
On the Live Assist node, click on the ME Copy
tab.
2.
Click a Source button to select the ME you
want to copy.
3.
Click a Destination button to select the ME
that you want to copy to.
The DashBoard control system allows remote access to
multiple pieces of Ross Video equipment, including
openGear®cards, Carbonite production switchers, and
BlackStorm video servers. From the DashBoard client
you can control the various cards in your openGear
frame, load media into a channel on BlackStorm, or set
up a Chroma Key on Carbonite.
Download and install the latest version of DashBoard
from http://www.opengear.tv/. Review the documentation
that comes with DashBoard for informationon installing
and launching DashBoard.
Note: If you are using Carbonite eXtreme, you must use
DashBoard 6.0 BETA, or higher.
Tip: For detailed instructions on using DashBoard with
Carbonite, navigate to the online help at
help.rossvideo.com/carbonite.
Connecting to the Switcher
You must manually connect DashBoard to the switcher
to establish communications. Once connected, DashBoard
will remember the connection until you remove it.
To Manually Connect to Carbonite from
DashBoard
You need the IP address of your switcher to connect to
it manually from DashBoard.
1.
Click File > New > TCP/IP openGear
Frame.
2.
In the IP Address eld, enter the IP address of
the switcher frame.
Tip: The IP address can be found by pressing MENU
> SYSTEM > NEXT > NEXT > IP Addr.
Status
The Status node provides a read only overview of the
state of a number of important switcher components and
equipment.
®
The following items are available on the Status node:
•Software Version — the current version of the
software running on the switcher
•Serial Number — the serial number of the frame
•Video Mode — the video format that the switcher
is operating in
•Video Reference Source — the source of video
reference to the switcher
•External Reference — the video format of the
external reference, if connected
•Reference — status of whether the switcher has
locked to the reference format
•Field Dominance — the switching eld
•Ancillary Mode — how ancillary data is handled
(strip or pass)
•Temperature — status of the ambient temperature
in the frame
•CPU Temperature (C) — the temperature of the
frame CPU in degrees Celsius
•FPGA Temperature (C) — the temperature of
the frame FPGA in degrees Celsius
•Fan #1 — status of fan 1 in the frame (left fan)
•Fan #2 — status of fan 2 in the frame (right fan)
•Timecode — the current timecode being received
by the switcher
Configuration
The Conguration node provides a graphical interface
to switcher settings such as Reference, Inputs, Outputs,
and MultiViewer. You can switch between the different
by selecting the tabs at the bottom of the DashBoard
window.
Note: Carbonite Configuration in DashBoard requires a screen
resolution of 1920×1080.
Live Assist
3.
In the Display Name eld, enter the name you
want to appear in the Tree View.
The Live Assist node provides a graphical interface to
functions such as keying, transition, and memory settings
of the switcher. You can switch between the different
settings by selecting the tabs at the bottom of the
DashBoard window.
Page 21
PaneLINK
Live Assist can be set to either mirror actions on the
switcher control panel, or only show actions on the
currently selected ME and Keyer on the current tab. For
example, with PaneLINK turned on, pressing KEY 1SEL, WIPE, and then SELF KEY causes Live Assist
to show the Keyers tab, the Trans tab, and then the
Keyers tab again. With PaneLINK turned off, Live
Assist does not switch between tabs.
The PaneLINK button is located at the bottom right
corner of the window.
Custom Controls
The Custom Control node provides a graphics interface
for recording, editing, and running custom controls.
MediaManager
The MediaManager node allows you to connect to the
MediaManager web interface from within DashBoard.
Tip: You can either launch the MediaManager directly using
the switcher IP address, or you can access it using the
MediaManager node in DashBoard. If you are logging into
MediaManager from DashBoard, you must have Internet
Explorer®10, or higher, installed.
The ViewControl interface through DashBoard allows
you to coordinate control of the Carbonite switcher,
XPression Live Graphics System, and the BlackStorm
Playout Server all through a touchscreen interface.
Through ViewControl you can select sources, perform
transitions, and run custom controls.
Keep the following in mind when working with
ViewControl
•ViewControl requires DashBoard 5.1, or later.
•Only the sources assigned to the MultiViewer
boxes are available for direct selection. Custom
controls can be used to select other sources.
•A running custom control, or a custom control that
is paused or held, are not shown on the
ViewControl interface.
•The control panel does not follow key and bus
selections made on ViewControl.
ViewControl Overview
The ViewControl interface provides quick access to a
number of custom control buttons as well as the transition
functionality of the switcher.
Figure 15: Bus Selection Buttons
Keyer Transition Buttons
The Keyer Transition buttons allow you to perform a cut
or dissolve of the keys on the Program bus, without
having to include them as part of the next transition.
These buttons act the same as the Keyer Transition
Buttons on the control panel.
Tip: The Cut buttons turn red when a key is on-air.
Custom Control Buttons
The custom control buttons can be assigned to any
custom control on the switcher and given unique names
and icons. The button groups on the left (shown below)
are organized into groups, or tabs.
Figure 14: Custom Control Buttons
Bus Selection Buttons
The bus selection buttons allow you to select the different
buses on different ME outputs of the switcher.
To select a source on a bus, press the bus selection button,
and press the MultiViewer box for the source you want
to select. For example, to select camera 1 on ME 2 Key
3, press M2 K3 and then press the box for the camera 1
source.
Figure 16: Keyer Transition Buttons
Transition Buttons
The transition buttons allow you to select what is
included in the next transition, what type of transition is
to be performed, and perform the transition. These
buttons function similarly to the buttons in the Transition
Area on the control panel.
Tip: The Transition Buttons on ViewControl only control the
transition area of ME 2. To control ME 1 you can create a
custom control to perform the effect you want and assign it to
one of the custom control buttons.
When you assign a custom control to a button, you can
give that button a unique name and assign an icon to it.
The images for the icons must be on a USB drive in the
frame when you assign them. Once assigned the icons
are stored in the frame and the USB can be removed.
Each of the tabs can be named.
The conguration of the tabs and custom control
assignment to buttons are stored with the switcher
personality settings.
To Set up the Custom Control Buttons
If you want to assign icons to the custom control buttons,
you must have the images you want to use for the icons
stored on a USB drive installed in the frame. After the
images have been assigned you can remove the USB
drive.
1.
Click theicon in the upper right corner of
the window.
Set up additional custom control buttons as
7.
required.
8.
Press Done when you are done setting up
custom control buttons.
Figure 18: ViewControl Edit Button
Press the custom control button that you want to
2.
set up.
3.
Enter a name for the button in the Button Name
eld.
Tip: You can change the name of a tab by selecting
a button on the tab and then entering a new name in
the Group Name field.
4.
Click the Bank button and select the number of
the bank you want to select a custom control
from.
5.
Click the CC X button and select the number of
the custom control you want to assign to the
button.
Navigate the les on the USB drive and click
6.
the image you want to assign as the icon for the
button.
Tip: Press Default Icon to switch back to the default
Transitions are used to change the background video and
take keys on and off-air. A transition can include any
combinations of background and keyers for an ME. The
background and each keyer can be transitioned
independently and at the same time using the dedicated
KEY CUT and KEY AUTO buttons.
Performing Transitions
What you can include in the transition, and the type of
transition you can perform, depend on the number of
media resources you have, and if you are performing a
background and keyer transition at the same time.
Keep the following in mind when performing
transitions:
•If any of the sources going on-air have an assigned
GPI output, the GPI output is triggered and the
switcher then waits the congured pre delay
interval before performing the transition. If you
perform a transition with the fader handle, the GPI
output is triggered but the pre delay interval is
ignored.
•If any of the sources going on-air are assigned to
a video server, you can have the video server play
when the source is taken on-air by using the RlClip
knob to select On.
•If any of the sources going on-air are assigned to
a video server, the switcher waits for the congured
pre delay interval before performing the transition.
If you perform a transition with the fader handle,
the pre delay interval is ignored.
•If the fader is moved during an auto transition,
control of the transition is passed to the fader. You
must complete the transition with the fader. This
allows you to override any auto transition in
progress with the fader.
•A key only transition can be performed by pressing
the KEY CUT or KEY AUTO button for the key
you want to transition.
•You can pause an auto transition by pressing the
AUTO TRANS button during the transition. Press
the button again to continue the transition.
•On a MiniME™, Background and key 2 only
support Dissolve and Cut transitions. Key 2 can
support a Dissolve, DVE, or Cut transition.
•There is no preview output for a MiniME™.
Understanding the Transition Menu
When you select a transition type button, the menu
system displays a number of options that allow you to
adjust how a transition is performed or appears. The
options that are available depend on the type of transition
that is selected.
Table 2: Transition Menu Items
DescriptionMenu Item
Time
RlClip
Dirctn
Key X
Border
Soft
Attrib
selects the amount of time (Transition Rate), in frames,
that an auto transition takes
selects whether GPI outputs assigned to input sources
are triggered before a transition
selects the direction that the wipe is performed (forward
or reverse), as well as turns the Flip-Flop feature on or
off
selects the amount of time, in frames, that an auto
transition dissolve for the keyer takes
selects the pattern for the wipe transitionPattrn
selects the horizontal position for the wipe patternX Pos
selects the vertical position for the wipe patternY Pos
selects the aspect ratio for the wipe patternAspect
turns the border feature on and selects the size of the
border on the wipe pattern
selects the amount of softness that is applied to the wipe
border
selects the color for the wipe border from a pre-set listLoad
adjusts the hue of the wipe border colorBHue
adjusts the saturation of the wipe border colorBSat
adjusts the luminance of the wipe border colorBLum
selects the rotation for the wipe patternRot
multiplies the wipe pattern horizontally (1-32)HMult
multiplies the wipe pattern vertically (1-32)VMult
selects an animation for a media transitionBrowse
used with the Value knob to adjust parameters for the
MediaWipe (Media-Store Attributes on page 51)
selects how the Attrib adjustments are savedFunc
turns the Transition Limit feature on or offLimit
selects the pattern for the DVE transitionEffect
To Perform a Transition
All transitions, with the exception of cuts on the
background or key bus, have the same basic setup. To
perform a transition, you must select what sources you
want to transition on what buses, and how you want the
transition to appear.
(BKGD, KEY 1, KEY 2, KEY 3, KEY 4) you
want to include in the next transition. To select
multiple keys and background, press and hold
the rst element, and select the additional
elements.
Select the video sources you want to take on-air.
2.
For a background transition you must select the
source you want to transition to on the preset
bus.
3.
Select the type of transition (DISS, WIPE, DVE,
MEDIA) you want to perform.
Note: On the C2S/C2X/C3S/C3X control panel, the
USER button is not implemented at this time.
4.
Use the RlClip knob to select whether you want
any video server clips assigned to a source being
taken on-air to play with the transition (On), or
not (Off).
Perform the transition.
5.
Tip: You can preview the transition on the preview
output by pressing and holding the transition type
button and perform the Auto Trans or Fader transition.
You cannot preview the independent key-only
transitions or a MiniME™transition.
To Abort a Transition During the Pre-Delay
During the pre-delay time, you can abort the transition
completely.
•While the switcher is waiting for the pre-delay
countdown to complete, perform one of the following
•Press any source button on any bus other than the
source button on the background bus that is
going-on air.
•
Press the BKGD or Key X button in the next
transition area.
•
Press the CUT or AUTO TRANS button.
•If a key is included in the transition, press one of
the dedicated key transition button.
•Recall a memory. The pre-delay countdown and
transition are aborted and the memory register is
recalled.
Cut Transitions
A Cut is an instantaneous transition between video
sources. Unlike all the other transition types, there are
no intermediate steps between the video source that is
on-air, and the video source you are transitioning to.
•
Auto Transition — press AUTO TRANS.
The transition is performed at the set
transition rate
•
Cut — press CUT
•Fader — move the fader from one limit to
the other. The rate at which you push the
fader determines the rate of the transition.
If a pre-delay has been set, the switcher will
apply the pre-delay interval before performing
the transition.
To Override the Pre-Delay Setting
During the pre-delay time, you can override the pre-delay
count and cut the sources on-air immediately.
•While the switcher is waiting for the pre-delay
countdown to complete, perform one of the following
•Press the source button on the background bus
that is going-on air. The pre-delay countdown and
the transition are aborted and the source is cut to
air on the background bus.
•Initiate a transition with the fader handle. The
pre-delay countdown is aborted and the transition
proceeds as you move the fader handle.
Figure 19: Example Cut Transition
A cut is performed either by selecting difference sources
on a background or key bus, or by pressing a CUT button.
Dissolve Transitions
A Dissolve is a gradual fade between video sources. For
a Background transition, the video signal on the
Background bus and the video signal on the Preset bus
are mixed together until the Preset bus video signal
completely replaces the Background bus video signal.
Figure 20: Example Dissolve Transition
To Set Up a Dissolve
A dissolve transition requires that you set a background
and key transition rate for the auto transition. A fader
transition does not use the transition rate.
Use the Time knob to set the length of the
background transition.
Tip: You can also select a time by pressing one of
the 5 through 60 buttons.
Tip: If you have a C2S/C2X/C3S/C3X control panel,
press ME RATE in the Effects Memory area for the
ME you want to change the rate for, use the keypad
to enter the new rate, and press Enter.
3.
Press NEXT.
4.
Use the Key X knobs to select the length of the
key transitions.
Tip: If you have a C2S/C2X/C3S/C3X control panel,
press KEY RATE in the Effects Memory area
repeatedly to select the Keyer you want to set the rate
for, use the keypad to enter the new rate, and press
Enter.
Wipe Transitions
A Wipe is a gradual transition where one video signal is
replaced with another according to a wipe pattern. In the
example below, a line wipe is being used.
™
Tip: If you have a C2S/C2X/C3S/C3X control panel,
press KEY RATE in the Effects Memory area
repeatedly to select the Keyer you want to set the rate
for, use the keypad to enter the new rate, and press
Enter.
3.
Use the Dirctn knob to select the direction that
the wipe travels.
4.
Press the Dirctn knob to select whether the wipe
runs forward during the rst transition and then
reverse during the second (FF), or if it always
goes in the same direction.
5.
Press NEXT.
6.
Use the Pattrn knob to select the wipe pattern
you want to use. You can also select the pattern
by pressing the pattern button directly.
7.
Use the X Pos and Y Pos knobs to position the
wipe pattern. You can also use the positioner.
8.
Press NEXT.
9.
Use the Aspect knob to adjust the aspect ratio
of the mask.
Not all patterns can be adjusted.
10.
Use the Border and Soft knobs to apply a
border to the mask.
Refer to the section To Apply a Border to aPattern on page 26 for information on borders.
Figure 21: Wipe Transition
For Key transitions, the key is wiped on or off-air with
the transition and the background remains untouched.
The duration of a wipe transition depends on either the
transition rate for the ME, or the rate at which the fader
is moved.
To Set Up a Wipe
A wipe transition requires that you select a wipe pattern,
set the direction and number/size of wipe pattern, as well
as set a background and key transition rate for the auto
transition. A fader transition does not use the transition
rate.
1.
Press WIPE.
2.
Use the Time knob to set the length of the
background transition.
Tip: If you have a C2S/C2X/C3S/C3X control panel,
press ME RATE in the Effects Memory area for the
ME you want to change the rate for, use the keypad
to enter the new rate, and press Enter.
11.
Press NEXT. If a border is applied to the wipe,
you must press NEXT multiple times to get to
the next step.
12.
Use the Rot knob to rotate the pattern.
Not all patterns can be rotated.
13.
Use the HMult knob to multiply the pattern
horizontally.
14.
Use the VMult knob to multiply the pattern
vertically.
To Apply a Border to a Pattern
1.
Press WIPE > NEXT > NEXT.
2.
Use the Border knob to adjust the size of the
border around the pattern.
3.
Use the Soft knob to adjust the softness of the
pattern border.
4.
Press NEXT.
Select a default or custom color for the border.
5.
•
Default — use the Load knob to select a
preset color for the border.
Custom — press NEXT and use the BHue,
BSat, and BLum knobs to select your own
color.
DVE Transitions
A DVE transition is a gradual transition where one video
signal is replaced with another according to a 2D DVE
pattern.
Keep the following in mind when performing DVE
transitions:
•You must include the background when performing
a DVE transition on a Chroma Key, Self Key, or
Auto-Select Key. If you do not include the
background, a dissolve transition is performed.
•Performing a DVE transition on a DVE Key
without including the background scales the
transition effect to the size of the DVE Key. This
transition does not consume an additional DVE
resource.
•Performing a DVE transition on a DVE Key with
the background included does not scale the
transition effect. This transition consumes the
second DVE resource.
To Set Up a DVE Transition
A DVE transition requires that you select the DVE
pattern and duration for the transition.
1.
Press DVE.
Tip: You can use the same procedure for a MiniME
or MultiScreen.
2.
Use the Time knob to set the length of the
background transition.
Tip: If you have a C2S/C2X/C3S/C3X control panel,
press ME RATE in the Effects Memory area for the
ME you want to change the rate for, use the keypad
to enter the new rate, and press Enter.
Tip: If you have a C2S/C2X/C3S/C3X control panel,
press KEY RATE in the Effects Memory area
repeatedly to select the Keyer you want to set the rate
for, use the keypad to enter the new rate, and press
Enter.
3.
Use the Dirctn knob to select the direction that
the wipe travels.
4.
Press the Dirctn knob to select whether the wipe
runs forward during the rst transition and then
reverse during the second (FF), or if it always
goes in the same direction.
5.
Press NEXT.
6.
Use the Effect knob to select the DVE pattern
you want to use. You can also select most of the
patterns by pressing, or double-pressing, the
pattern button directly.
•
PushL — Push Left ( )
•
PushR — Push Right (double-press )
•
PushU — Push Up ( )
•
PushD — Push Down (double-press )
•
SqzHor — Squeeze Horizontally ( )
•
SqzVert — Squeeze Vertically
(double-press )
•
SqzCtr — Squeeze to the Center ( )
•
PushUL — Push to Upper-Left ( )
•
PushUR — Push to Upper-Right
(double-press )
•
PushDL — Push to Lower-Left
(double-press )
•
PushDR — Push to Lower-Right
(double-press )
•
SqzUR — Squeeze to Upper-Right ( )
•
SqzUL — Squeeze to Upper-Left ( )
•
SqzDR — Squeeze to Lower-Right
(double-press )
•
SqzDL — Squeeze to Lower-Right
(double-press )
•
™
CirclL — Circle Left ( )
•
CirclR — Circle Right (double-press )
•
FlyTru — Fly Through (double-press )
•
Strtch — Stretch Horizontally to Black ( )
•
Tumble — Tumble Down (double-press )
•
1000lb — Falls and then Bounces
•
SqzU — Squeeze Up
•
SqzD — Squeeze Down
•
SqzL — Squeeze Left
•
SqzR — Squeeze Right
MediaWipe Transitions
A MediaWipe allows you to use an animation to cover
a transition. When the transition starts, the switcher plays
the selected animation over top of the background and
keys that are being transitioned. When the cut point is
reached, the switcher performs a cut transition.
It is important to use a full-screen image in the animation
at the cut point so that the cut is not visible on-air.
Keep the following in mind when performing
MediaWipe:
•Although you can select a still image for a media
transition, it is not recommended.
•Only Auto Transition should be used for Media
transitions. Using the fader to perform the transition
manually could result in jumps in the animation.
•The duration of the transition (Time) is set by the
length of the animation and the play speed of the
animation.
•The audio associated with a MediaWipe is only
available on the MultiViewer output.
To Set Up a MediaWipe
A MediaWipe requires that you select the animation you
want to use. How the animation plays and appears during
the transition is stored in the animation. Refer to
Media-Store on page 49 for information animations.
10.
Press and hold the MEDIA button and press CUT
to set the new cut frame.
Transition Limits
The Transition Limit allows you to set the point in a
transition where an auto transition stops. When active,
the point in the transition where the auto transition will
stop is indicated by a ashing segment on the transition
progress bar next to the fader handle. The auto transition
proceeds to this point and stops. The second auto
transition starts from the transition limit point and goes
back to where the rst transition started.
Tip: If you turn Limit off when the transition has stopped at the
transition limit point, the next transition starts from the transition
limit point and goes forward to complete the transition, instead
of going back to the start.
To Set Up a Transition Limit
1.
Press MEDIA.
Tip: Press and hold the MEDIA button and select the
Media-Store channel you want to assign the animation
to on the Preset bus. The Media-Store channels must
be assigned to source buttons with the bus map to be
selectable. The Media-Store Mode must be set to
Swish+.
2.
Use the Dirctn knob to select the direction that
the wipe travels.
3.
Press the Dirctn knob to select whether the wipe
runs forward during the rst transition and then
reverse during the second (FF), or if it always
goes in the same direction.
4.
Press NEXT.
5.
Press the Browse knob.
6.
Use the Browse knob to select the location
where the animation is stored. You can also load
an animation by entering the media number using
the pattern buttons.
If you have not set a cut frame for the animation,
9.
use the fader to move through the animation to
the point where you want the video behind the
animation to cut to the new video source.
A transition limit is set using the fader of the ME that
you want to set up the transition limit on. The transition
limit is specic to the ME it is set on.
Set up the transition you want to perform.
1.
2.
Press NEXT until Limit is shown on the menu.
Tip: You can use the same procedure for a MiniME
or MultiScreen.
Move the fader to the position in the transition
3.
where you want to set the transition limit point.
4.
Toggle the Limit knob (On) to set the transition
limit point.
The segment on the transition progress bar next
to the fader handle ashes, indicating the location
of the transition limit point.
The transition limit is set and active for the ME you set
it on. You can turn transition limit on and off by toggling
the Limit knob while the fader is at either the top or
bottom limit. If the fader is not on a limit when you
toggle the transition limit on, a new transition limit will
be set. Double-press the Limit knob to reset the transition
limit point.
GPI Output Triggers
Each video source can have a GPI output assigned to it.
This GPI can be used to trigger an external device, such
as a video server, to play the cued clip when the video
sources from the video server are taken on-air. This
trigger can be set up to occur automatically any time the
video source is transitioned on-air, or it can be triggered
manually.
An automatic GPI output trigger can be overridden if
required.
Note: The Next Button Secondary Function must be set to
GPO to be able to trigger a GPI output manually using the NEXT
button.
Keep the following in mind when working with GPI
output triggers:
•
The RlClip knob must be set to On to trigger a
GPI output with a transition.
•Edge triggered GPI outputs remain triggered for
the congured duration.
•Level triggered GPI outputs toggle between high
and low each time they are triggered.
To Manually Trigger a GPI Output
The GPI must already be set up as a output and the Next
button functionality must be set to GPO before you can
manually trigger it.
1.
Press and hold the NEXT button.
While holding the Next button, the
mnemonic/pattern buttons light for each GPI
output that is currently triggered.
Press the mnemonic/pattern button for the GPI
2.
output you want to trigger. The number of the
GPI is shown on the mnemonics of the buttons.
The numbers on the pattern buttons on the
C10/C1 correspond to the GPI.
To Override a GPI Output
The RlClip personality option must be set to User for
you to override GPI output triggering.
Prepare the transition as required, but do not
1.
perform the transition.
Press the transition type button again to bring up
2.
the transition menus.
3.
Use the RlClip knob to select whether the GPI
output is triggered (On), or is not triggered (Off).
Use the VMult knob to multiply the pattern
vertically.
Mattes
Patterns, Washes, and Mattes are internally generated
graphical elements that can be used for key or
background ll, key shapes, and transition effects. The
switcher has a limited number of pattern and matte
generators dedicated to each ME.
Patterns
Pattern generators are used for wipes, masks, and washes.
Each pattern generator can create a single pattern output
that can be adjusted to create a specic look.
Patterns can be applied to the following:
•
Wipes — Press WIPE.
•Masks — Select the key you want apply the mask
to and use the Mask knob to select Pattern.
•
Washes — Select the matte generator (BG) on a
background or key bus and use the Wash knob to
select On.
To Set Up a Pattern
When a pattern generator is assigned to a wipe, mask, or
wash, the pattern setting are displayed. Selecting the
WIPE button, KEY SEL button, or the matte generator
(BG) returns to this menu. When a pattern generator is
assigned the pattern settings are part of the setup menu.
1.
Use the Pattrn knob to select the wipe pattern
you want to use. You can also select the pattern
by pressing the pattern button directly.
2.
Use the X Pos knob to position the wipe pattern
horizontally. You can also use the positioner.
3.
Use the Y Pos knob to position the wipe pattern
vertically. You can also use the positioner.
4.
Press NEXT.
5.
Use the Aspect knob to adjust the aspect ratio
of the patten. Not all patterns can be adjusted.
6.
Use the Border knob to apply a border to the
wipe.
7.
Press NEXT. If a border is applied to the wipe
or mask, you must press NEXT multiple times
to get to the next step.
8.
Use the Rot knob to adjust the aspect ratio of
the patten. Not all patterns can be rotated.
9.
Use the HMult knob to multiply the pattern
horizontally.
Washes
Washes are applied to matte generators selected on the
background or key buses and allow you to apply a
two-color effect based on a selected pattern.
To Set Up a Wash
A wash applies colors to a pattern selected for a matte.
The rst color is preset to the matte color, but both are
selectable. Selecting the source button again, or KEY
SEL button returns to this menu. Refer to the sections
on mattes and patterns for information on setting them
up. You can load a preset color instead of creating the
rst custom color.
1.
Use the Hue 1 knob to adjust the hue of the rst
custom color.
2.
Use the Sat 1 knob to adjust the saturation of
the rst custom color.
3.
Use the Lum 1 knob to adjust the luminance of
the rst custom color.
4.
Press NEXT.
5.
Use the Wash knob to select On.
6.
Press NEXT.
7.
Use the Size knob to select the size of the wash
pattern.
8.
Press NEXT > NEXT > NEXT > NEXT.
9.
Use the Hue 2 knob to adjust the hue of the
second custom color.
10.
Use the Sat 2 knob to adjust the saturation of
the second custom color.
11.
Use the Lum 2 knob to adjust the luminance of
the second custom color.
Mattes
Mattes are solid color signals that can be applied to
backgrounds and keys, and borders. Color selection is
done either by picking a preset color, or by adjusted hue,
saturation, and luminance to create a custom color.
Mattes can be applied to the following:
•
Background — Select the matte generator (BG)
on a background or key bus. The full region of the
background or key is lled with the selected color.
•
Border — Assign a border to a WIPE transition
or a key. The wipe border is lled with the selected
color.
When a matte generator is assigned to a background or
key, the matte setting are displayed. Selecting the source
button again, or KEY SEL button returns to this menu.
When a matte generator is assigned to a key border or
wipe border, the matte settings is part of the setup menu,
and become active when Border is set to greater than
0.
1.
Press NEXT.
2.
Use the Load knob to select the preset color you
want to use.
3.
Press the Load knob to load the selected color.
If you want to use the preset color, ignore the
rest of this procedure.
4.
Press NEXT.
5.
Use the Hue knob to adjust the hue of your
custom color.
6.
Use the Sat knob to adjust the saturation of your
custom color.
7.
Use the Lum knob to adjust the luminance of
your custom color.
Keying is the term used to describe when you insert (or
electronically cut) portions of one scene into another, or
place titles over background images. Keys are made up
of two basic components, an alpha, that cuts the hole in
the background video, and a ll, that lls the hole with
different video.
Keys, like MEs, are layered onto the background video
signal from the lowest numbered key to the highest on
an ME.
Note: DashBoard Live Assist will not notify you of error
messages or if a confirmation is required. For example, if there
are no available resources for the DVE Key, or Chroma Key,
you are trying to create, the switcher will not create the key and
no notification will be shown.
Figure 22: Key Priority
If you are using a MiniME™, key 1 only supports a DVE
key type, and key 2 only supports the Self Key, Auto
Select, and Chroma Key types. Key priority on a
MiniME™is the same as on an ME.
Understanding the Keying Menu
Mask
M-Frce
M-Inv
Border
Soft
DescriptionMenu Item
overrides the shaped setting for the keyMode
selects the type of mask that is applied to the key (Masks
on page 39)
turns the force mask feature on or off (To Pattern Maska Key on page 39)
turns the invert mask feature on or off (To Pattern Maska Key on page 39)
adjusts the size of the mask or DVE keySize
selects the pattern for the pattern maskPattrn
selects the horizontal position of the mask or DVE keyX Pos
selects the vertical position of the mask or DVE keyY Pos
selects the aspect ratio for the mask pattern or DVE keyAspect
turns the border feature on and selects the size of the
border on the mask pattern or DVE key
selects the amount of softness that is applied to the mask
or DVE key border
selects the color for the border from a pre-set listLoad
adjusts the hue of the border colorBHue
adjusts the saturation of the border colorBSat
adjusts the luminance of the border colorBLum
selects the rotation for the mask patternRot
multiplies the mask pattern horizontally (1-32)HMult
multiplies the mask pattern vertically (1-32)VMult
press to toggle between HCrop, Left/R, and L/RghtHCrop
•HCrop — adjusts the horizontal cropping of the
DVE key
•Left/R — adjusts the cropping of the left side of
the DVE key
•L/Rght — adjusts the cropping of the right side of
the DVE key
When you select a key type button (), the menu
system displays a number of options that allow you to
adjust how a the key appears. The options that are
available depend on the type of key that is selected.
The switcher supports Self, Auto Select, Chroma, and
DVE keys in each ME.
Table 3: Keying Menu Items
DescriptionMenu Item
removes lower-saturated colors from the video imageClip
Gain
Linear
Invert
32 • Keying — Carbonite Operation Manual (v10.1)
adjusts the transition between video image, and the parts
of the video image that are removed
adjusts the overall transparency of the key videoTransp
sets the clip, gain, and transparency values for self keys
back to the default
reverses the polarity of the key alpha so that the holes in
the background are cut by dark areas of the key alpha
instead of bright areas
adjusts the vertical cropping of the DVE keyVCrop
•Top/B — adjusts the cropping of the top of the
DVE key
•T/Bttm — adjusts the cropping of the bottom of
the DVE key
press to toggle between Left/R and L/RghtLeft/R
•Left/R — adjusts the cropping of the left side of
the box mask
•L/Rght — adjusts the cropping of the right side of
the box mask
press to toggle between Top/B and T/BttmTop/B
•Top/B — adjusts the cropping of the top of the
box mask
•T/Bttm — adjusts the cropping of the bottom of
the box mask
Page 33
Self Keys
A Self Key is a key in which the luminance, or
brightness, values of the key source are used as the alpha
for the key.
Tip: To select a Self Key on the C10 control panel you must
press the AUTO SELECT button. The Auto Select key defaults
to a Self Key when there is no alpha associated to the video
source. If there is an alpha associated to the video source, you
must press and hold the AUTO SELECT button and press the
source button again, like you were setting up a Split Key.
To Set up a Self Key
A self key is set up by selecting the keyer and video
source you want to use, and adjusting the key parameters.
Note: The mode is reset to Normal when a different
source is selected on the key bus, the alpha is
changed, or a memory is recalled.
10.
Press NEXT.
11.
Use the Mask knob to apply a mask to the key.
Auto Select Keys
An Auto Select key is a key in which two video signals
are required to make the key. The alpha is used to cut
the hole in the video and the ll is used to ll the hole.
These signals often originate from external devices such
as character generators, external still stores, or other
graphics systems.
Tip: You can return the clip and gain values to the default
settings by pressing the Make Linear knob.
Select the keyer that you want to set up a Self
1.
Key on.
Tip: You can use the same procedure for a MiniME
or MultiScreen.
Select the video signal, on the key bus, that you
2.
want to use for the key.
3.
Press SELF KEY.
4.
Use the Clip knob to remove lower-saturated
colors from the video image.
5.
Use the Gain knob to adjust the transition
between the video image and the parts of the
video image that are removed.
6.
Use the Transp knob to adjust the transparency
of the key from opaque (0%) to fully transparent
(100%).
7.
Press NEXT.
8.
Use the Invert knob to reverse the polarity of
the key alpha (On) so that the holes in the
background are cut by dark areas of the key alpha
instead of bright areas.
9.
Use the Mode knob to override the shaped
setting for the key.
•
Normal — use the shaped/unshaped setting
from the key setup.
•
Addtve — set to an additive keyer for a
shaped source.
•
Full — set the alpha to fully opaque (white).
The Clip, Gain, Make Linear, and Key
Invert functions are disabled in this mode.
To Set Up an Auto Select Key
An auto select key is set up by selecting the keyer and
video source you want to use, and adjusting the key
parameters. The pairing of the video and alpha video
™
signals is done when conguring video inputs. Refer to
the Setup Guide that came with your switcher for
information on setting up Auto Keys.
Tip: You can return the clip and gain values to the default
settings by pressing the Make Linear knob.
Select the keyer that you want to set up an Auto
1.
Select on.
Tip: You can use the same procedure for a MiniME
or MultiScreen.
Select the video signal, on the key bus, that you
2.
want to use for the key.
3.
Press AUTO SELECT.
4.
Use the Clip knob to remove lower-saturated
colors from the video image.
5.
Use the Gain knob to adjust the transition
between the video image and the parts of the
video image that are removed.
6.
Use the Transp knob to adjust the transparency
of the key from opaque (0%) to fully transparent
(100%).
7.
Press NEXT.
8.
Use the Invert knob to reverse the polarity of
the key alpha (On) so that the holes in the
background are cut by dark areas of the key alpha
instead of bright areas.
9.
Use the Mode knob to override the shaped
setting for the key.
™
Carbonite Operation Manual (v10.1) — Keying • 33
Page 34
•
Normal — use the shaped/unshaped setting
from the key setup.
•
Addtve — set to an additive keyer for a
shaped source.
•
Full — set the alpha to fully opaque (white).
The Clip, Gain, Make Linear, and Key
Invert functions are disabled in this mode.
Note: The mode is reset to Normal when a different
source is selected on the key bus, the alpha is
changed, or a memory is recalled.
10.
Press NEXT.
11.
Use the Mask knob to apply a mask to the key.
The Auto Select key uses the pre-assigned Auto Key
association to select the proper video and alpha. If you
want to temporarily select a different video source for
the alpha, press and hold the AUTO SELECT button
and select the video source you want to use as the new
ll.
UltraChrome Chroma Key
An UltraChrome Chroma Key is a key in which the hole
is cut based on a color value, or hue, rather than a
luminance value or alpha signal. The color is removed
and replaced with background video from another source.
The default color is blue.
Chroma Key adjustments are persistent and are not
affected by a soft reset or switcher reboot. However,
initializing the Chroma Key or performing a factory reset
returns all adjustments to default values.
Chroma Key Modes
The UltraChrome Chroma Key operates in one of two
modes, Basic or Advanced, depending on the complexity
of the Chroma Key you are setting up.
•Basic Mode — In basic mode, UltraChrome
provides a simple background/foreground chroma
key with adjustment for background spill and edge
softness.
•Advanced Mode — In advanced mode,
UltraChrome provides advanced background
shadow and translucency control, as well as control
over background/foreground transition areas.
Although it is possible to switch back and forth between
advanced and basic mode, the additional image correction
of the advanced mode is only applied in the advanced
mode. For example, if you use the basic mode to set up
the Chroma Key and then switch to the advanced mode,
the entire image may change as the image correctors
provided by the advanced mode are applied at their
default settings.
Chroma Key Basic Mode
The following chroma key parameters can be adjusted
in Basic Mode:
•Background Gain — Allows you to modify the
range of colors that are considered background and
are masked out of the Chroma Key.
•Edge Softness — Allows you to adjustthe amount
of edge softening applied to the foreground. This
helps blend the foreground into the new
background.
•Foreground Clip/Hue/Reject — Allows you to
modify the range of colors that are considered
foreground and are not masked.
•Spill Range — Allows you to remove background
color casts that may spill into the foreground image
(green color cast on the foreground from a
green-screen for example).
To Set Up a Chroma Key in Basic Mode
The UltraChrome chroma key tries to automatically
adjust for the scene you are trying to chroma key. For
the best results, initialize the key rst, and then identify
the areas where you need to adjust the key.
Select the keyer that you want to set up an
1.
Chroma Key on.
Note: You can use the same procedure for a
MiniME™.
Select the video signal, on the key bus, that you
2.
want to use for the key.
3.
Press CHR KEY.
4.
Use the Mode knob to select Basic.
5.
Use the Color knob to select the color you want
to key out.
6.
Press the Init knob to initialize the chroma key.
Every time the key is initialized, the switcher
resets all the Chroma Key parameters to their
default settings.
7.
Press NEXT.
8.
Use the Type knob to select Bkgd and use the
Value knob to adjust the background gain.
•Increasing the gain value causes the
background to appear more opaque. This
results in less of the background color being
removed.
34 • Keying — Carbonite Operation Manual (v10.1)
Page 35
•Decreasing the gain value causes the
background to appear more transparent. This
results in more of the background color being
removed.
9.
Use the Type knob to select Edge.
10.
Use the Cntrl knob to select Sens and use the
Value knob to set the edge sensitivity.
•
Low — Reduces the level of detail in the
edges of the chroma key as well as the overall
noise in the key image that can be the result
of certain lighting conditions or high detail
camera settings. This is the default setting.
•
High — Include the maximum detail in the
edges of the chroma key.
11.
Use the Cntrl knob to select Soft and use the
Value knob to add or remove edge softening of
the foreground image and alpha channel.
•Increasing the softness value increases the
amount of softness applied to the foreground
edges and alpha channel.
•Decreasing the softness value decreases the
amount of softness applied to the foreground
edges and alpha channel.
12.
Use the Type knob to select Foregd.
13.
Use the Cntrl knob to select Clip and use the
Value knob to adjust the foreground clipping.
•Increasing the clip value removes
lower-saturated colors from the foreground
image.
•Decreasing the clip value includes
lower-saturated colors in the foreground
image.
14.
Use the Cntrl knob to select Hue and use the
Value knob to select the central (base) color for
the foreground.
•Increasing the hue value moves
counter-clockwise around the color wheel to
select a base color.
•Decreasing the hue value moves clockwise
around the color wheel to select a base color.
15.
Use the Cntrl knob to select Reject and use the
Value knob to include or reject hues adjacent to
the base color
•Increasing the Reject value decreases the
amount of adjacent hues that are included in
the foreground.
•Decreasing the Reject value increases the
amount of adjacent hues that are included in
the foreground.
16.
Use the Type knob to select Spill and use the
Value knob to remove any color cast onto the
foreground.
•Increasing the range value causes more of
the foreground colors to be corrected for
background color spill.
•Decreasing the range value causes fewer of
the foreground colors to be corrected for
background color spill.
17.
Press NEXT.
18.
Use the Mask knob to apply a mask to the key.
Chroma Key Advanced Mode
An UltraChrome chroma key, in advanced mode, breaks
the image into ve elements which determine, or partially
determine, which part of the image is keyed out, or
removed.
•Background — Background elements are those
pixels in the source video that are the same color
as the one you chose to key out. Note that the
Shadow and translucent areas (see below) are
completely contained within the Background area.
•Shadow — Shadow elements are those pixels in
the source video with colors that are within the
Background range, but with lower luminance
values, depending on the shadow range. You
modify the Shadow range to cover darker areas of
the background (e.g. where the foreground is
casting a shadow on the background screen).
•Translucency — Translucent elements are those
pixels in the source video that are in the
Background range, but with higher luminance
values than the Shadow range. You can control the
upper-end of the Translucency range by setting a
wider hue-range to constrain the area. You can also
control the transparency of the Translucent area.
•Transition — Transition elements are those pixels
in the source video with colors that are not within
any of the previous three ranges and are also not
considered part of the Foreground area. These are
typically the pixels near the edge of the foreground,
where it blends into the background.
•Foreground — Foreground elements are those
pixels that are not within the Background, Shadow,
Translucency, or Transition ranges. This is the area
with colors that will not be keyed out and will
remain solid.
Carbonite Operation Manual (v10.1) — Keying • 35
Page 36
•Spill Suppress — Spill Suppression elements are
those pixels in the Foreground that have a
noticeable tint of the Background color. This
typically occurs around the edge of the foreground
subject as glow from the background blue-screen
or green-screen “spills” onto them.
•Edge Softness — Edge Softness lets you apply
varying degrees of softening to the Foreground
edges to help it blend in with the underlying
background image that it is being keyed over.
•Luminance — Luminance allows you to control
the overall brightness of Shadow, Translucency,
and Transition areas as well as partial reections
to more closely match the Foreground brightness.
To Set Up a Chroma Key in Advanced Mode
The UltraChrome chroma key tries to automatically
adjust for the scene you are trying to chroma key. For
the best results, initialize the key rst, and then identify
the areas where you need to adjust the key.
Select the keyer that you want to set up an
1.
Chroma Key on.
Note: You can use the same procedure for a
MiniME™.
Select the video signal, on the key bus, that you
2.
want to use for the key.
3.
Press CHR KEY.
4.
Use the Mode knob to select Adv.
5.
Use the Color knob to select the color you want
to key out.
6.
Press the Init knob to initialize the chroma key.
Every time the key is initialized, the switcher
resets all the Chroma Key parameters to their
default settings.
7.
Press NEXT.
8.
Use the Type knob to select Bkgd.
9.
Use the Cntrl knob to select NegHue and use
the Value knob to adjust the range of hues that
are included in the Background, expanding
counter-clockwise around the color wheel.
10.
Use the Cntrl knob to select PosHue and use
the Value knob to adjust the range of hues that
are included in the Background, expanding
clockwise around the color wheel.
11.
Use the Cntrl knob to select Sat and use the
Value knob to adjust the saturation range of the
background color.
•Increasing the saturation range value includes
a wider range of saturation values to be
included in the background.
•Decreasing the saturation range value
includes a narrower range of saturation values
to be included in the background.
12.
Use the Type knob to select Edge.
13.
Use the Cntrl knob to select Sens and use the
Value knob to set the edge sensitivity.
•
Low — Reduces the level of detail in the
edges of the chroma key as well as the overall
noise in the key image that can be the result
of certain lighting conditions or high detail
camera settings. This is the default setting.
•
High — Include the maximum detail in the
edges of the chroma key.
14.
Use the Cntrl knob to select Soft and use the
Value knob to add or remove edge softening of
the foreground image and alpha channel.
•Increasing the softness value increases the
amount of softness applied to the foreground
edges and alpha channel.
•Decreasing the softness value decreases the
amount of softness applied to the foreground
edges and alpha channel.
15.
Use the Type knob to select Foregd.
16.
Use the Cntrl knob to select Clip and use the
Value knob to adjust the foreground clipping.
•Increasing the clip value removes
lower-saturated colors from the Foreground
image.
•Decreasing the clip value includes
lower-saturated colors in the Foreground
image.
17.
Use the Cntrl knob to select Hue and use the
Value knob to select the central (base) color for
the foreground.
•Increasing the hue value moves
counter-clockwise around the color wheel to
select a base color.
•Decreasing the hue value moves clockwise
around the color wheel to select a base color.
18.
Use the Cntrl knob to select Reject and use the
Value knob to include or reject hues adjacent to
the base color.
36 • Keying — Carbonite Operation Manual (v10.1)
Page 37
•Increasing the reject value decreases the
amount of adjacent hues that are included in
the foreground.
•Decreasing the reject value increases the
amount of adjacent hues that are included in
the foreground.
19.
Use the Type knob to select Lum.
20.
Use the Cntrl knob to select BkLuma and use
the Value knob to change the overall brightness
of Shadow, Translucent, and Transition areas.
•Increasing the background luminance value
increases the brightness of Background,
Translucent, and Transition areas.
•Decreasing the background luminance value
decreases the brightness of Background,
Translucent, and Transition areas.
21.
Use the Cntrl knob to select Refl and use the
Value knob to change the brightness of
semi-transparent reections (like reections from
glasses).
•Increasing the reections value increases the
brightness of semi-transparent reections.
•Decreasing the reections value decreases
the brightness of semi-transparent reections.
22.
Use the Type knob to select Shadow.
23.
Use the Cntrl knob to select Gain and use the
Value knob to adjust the shadow appearance.
•Increasing the gain value creates darker
shadows.
•Decreasing the gain value creates lighter
shadows.
24.
Use the Cntrl knob to select Range and use the
Value knob to adjust the range of the shadow
colors.
•Increasing the range value widens the shadow
area by including lower-luminance
background colors. The increased range
comes as a result of colors moving from the
translucent area to the shadow area.
•Decreasing the range value narrows the
shadow area by excluding high-luminance
colors. These excluded colors move back into
the translucent area.
25.
Use the Type knob to select Spill.
26.
Use the Cntrl knob to select Clip and use the
Value knob to adjust spill suppress clipping.
•Increasing the clip value removes
higher-saturated colors from spill suppress
correction.
•Decreasing the clip value includes
higher-saturated colors in spill suppress
correction. If your foreground image contains
bright-colored areas that are suffering from
background spill, decrease the clip value to
have it corrected.
27.
Use the Cntrl knob to select Hue and use the
Value knob to select the central, or base, color
for spill suppress correction. If the color spill
does not appear to be the same color as the
background, use this control to adjust which hue
is considered to be "spilled" into the foreground.
•Increasing the hue value moves
counter-clockwise around the color wheel
while selecting a base color.
•Decreasing the hue value moves clockwise
around the color wheel while selecting a base
color.
28.
Use the Cntrl knob to select Reject and use the
Value knob to include or reject adjacent hues to
the base.
•Increasing the reject value increases the
amount of adjacent hues that are included in
spill correction.
•Decreasing the reject value decreases the
amount of adjacent hues that are included in
spill correction.
29.
Use the Type knob to select Trans.
30.
Use the Cntrl knob to select Gain and use the
Value knob to adjust the appearance of the
Transition colors.
•Increasing the gain value makes the transition
area pixels more opaque.
•Decreasing the gain value makes the
transition area pixels more transparent.
31.
Use the Type knob to select Trnslc.
32.
Use the Cntrl knob to select Gain and use the
Value knob to adjust the appearance of the
translucent colors.
•Increasing the gain value causes the
translucent colors to appear more opaque.
•Decreasing the gain value causes the
translucent colors to appear more transparent.
Carbonite Operation Manual (v10.1) — Keying • 37
Page 38
33.
Use the Cntrl knob to select Range and use the
Value knob to adjust the range of the translucent
colors.
•Increasing the range value widens the
translucent area by including more hues from
the background range (the lower-end of the
range is dened by the shadow range you
just set).
•Decreasing the range value narrows the
translucent area by excluding hues.
34.
Press NEXT.
35.
Use the Mask knob to apply a mask to the key.
DVE Keys
The DVE key allows you to apply digital video effects,
such as scale, crop, aspect ratio, position, and border to
video image or another key type. When the DVE is
applied to another key type, it is said to be ying (Fly
Key).
Keep the following in mind when working with a Fly
Key:
•The Fly Key feature consumes a single DVE
channel for self keys and chroma keys, but two
DVE channels for an auto select key.
•The Fly Key feature is not available when the
switcher is in Standard mode.
•The Fly Key feature cannot be applied to a DVE
key.
•The Key Invert feature is not available for a Fly
Key.
•The self key Fly Key can be used with all
MultiScreen layouts. The auto select key Fly Key
can only be used with the Dual Vert or Dual Horiz
MultiScreen layouts.
•A chroma key should be initialized and adjusted
before the DVE (Fly Key) is applied to it.
To Set Up a DVE Key
Select the video signal, on the key bus, that you
2.
want to use for the key.
3.
Press DVE.
4.
Use the X Pos, Y Pos, and Size knobs to
position and size the key. You can also use the
positioner.
5.
Press NEXT.
6.
Use the Aspect knob to adjust the aspect ratio
of the key.
7.
Use the Border knob to apply a border to the
key.
Refer to the section To Apply a Border to a DVEKey on page 39 for information on borders.
8.
Press NEXT.
Crop the key horizontally as follows:
9.
a)
Use the HCrop knob to crop the key
horizontally on both the left and right sides
at the same time.
b)
Press HCrop and use the Left/R knob to
crop the key horizontally on the left side
only.
c)
Press Left/R and use the L/Rgt knob to crop
the key horizontally on the right side only.
Crop the key vertically as follows:
10.
a)
Use the VCrop knob to crop the key
vertically on both the top and bottom sides
at the same time.
b)
Press VCrop and use the Top/B knob to
crop the key vertically on the top side only.
c)
Press Top/B and use the T/Bttm knob to
crop the key vertically on the bottom side
only.
11.
Press NEXT.
12.
Use the Mask knob to apply a mask to the key.
The DVE resources for this key may not be available.
Depending on how your switcher is congured, you may
be asked to steal the resources from another element, or
be prevented from using the resources.
Select the keyer that you want to set up a DVE
1.
key on.
Tip: You can use the same procedure for a MiniME
or MultiScreen.
38 • Keying — Carbonite Operation Manual (v10.1)
To Apply a DVE to a Key (Fly Key)
The DVE resources for this key may not be available.
Depending on how your switcher is congured, you may
be asked to steal the resources from another element, or
be prevented from using the resources.
™
You should set up your key as you want it before
applying the Fly Key.
Page 39
1.
Press and hold SELF KEY, AUTO SELECT,
or CHR KEY for the key you want to apply the
DVE to and press DVE.
Tip: Hold the SELF KEY, AUTO SELECT, or CHR
KEY button again and press DVE to turn off the Fly
Key.
2.
Press the KEY X SEL button for the key you
are setting up.
3.
Use the X Pos, Y Pos, and Size knobs to
position and size the key. You can also use the
positioner.
4.
Press NEXT.
5.
Use the Aspect knob to adjust the aspect ratio
of the key.
6.
Use the Border knob to apply a border to the
key.
Refer to the section To Apply a Border to a DVEKey on page 39 for information on borders.
7.
Press NEXT. If a border is applied to the pattern,
you must press NEXT multiple times to get to
the next step.
Crop the key horizontally as follows:
8.
a)
Use the HCrop knob to crop the key
horizontally on both the left and right sides
at the same time.
b)
Press HCrop and use the Left/R knob to
crop the key horizontally on the left side
only.
c)
Press Left/R and use the L/Rgt knob to crop
the key horizontally on the right side only.
Tip: You can use the same procedure for a MiniME
or MultiScreen.
Select the video signal, on the key bus, that you
2.
want to use for the key.
3.
Press DVE.
4.
Use the Border knob to turn on the border and
adjust the size of the border around the key.
5.
Use the Soft knob to adjust the softness of the
border.
6.
Press NEXT.
Select a default or custom color for the border.
7.
•
Default — use the Load knob to select a
preset color for the border.
•
Custom — press NEXT and use the BHue,
BSat, and BLum knobs to select your own
color.
Masks
A Mask is a technique in which a pattern is combined
with the key source to block out unwanted portions of
the key source.
Two types of masks are available, Box masks and Pattern
masks. All key types can be masked.
•Box Mask — uses a simple box shape to mask out
a portion of the key
•Pattern Mask — uses a pattern from the pattern
generator to mask out a portion of the key
A Pattern Mask cannot be applied to a DVE key.
To Pattern Mask a Key
™
Crop the key vertically as follows:
9.
a)
Use the VCrop knob to crop the key
vertically on both the top and bottom sides
at the same time.
b)
Press VCrop and use the Top/B knob to
crop the key vertically on the top side only.
c)
Press Top/B and use the T/Bttm knob to
crop the key vertically on the bottom side
only.
10.
Use the Mask knob to apply a mask to the key.
To Apply a Border to a DVE Key
Select the keyer that you want to set up a DVE
1.
key border on.
Pattern masks can be adjusted for size, location, rotation,
and multiplication.
Select the keyer that you want to set up a mask
1.
for.
2.
Press NEXT. Depending on the key type and
features set up for the key, you must press NEXT
multiple times to get to the next step.
3.
Use the Mask knob to select Pattrn.
4.
Press Edit Params.
5.
Use the M-Frce knob to force the area inside
the mask region to the foreground (On).
Force mask is not available for all key types.
6.
Use the M-Inv knob to invert the masked area
with the unmasked area (On).
Carbonite Operation Manual (v10.1) — Keying • 39
Page 40
The portion of the key that was masked out is
now visible, and the portion that was visible is
masked.
The portion of the key that was masked out is
now visible, and the portion that was visible is
masked.
7.
Press NEXT.
8.
Use the Size knob to adjust the size of the mask
region. You can also twist the positioner.
9.
Press NEXT.
10.
Use the Pattrn knob to select the mask pattern
you want to use. You can also select the pattern
by pressing the pattern button directly.
11.
Use the X Pos and Y Pos knobs to position the
mask. You can also use the positioner.
12.
Press NEXT.
13.
Use the Aspect knob to adjust the aspect ratio
of the mask.
Not all patterns can be adjusted.
14.
Use the Border and Soft knobs to apply a
border to the mask.
Refer to the section To Apply a Border to aPattern on page 26 for information on borders.
15.
Press NEXT. If a border is applied to the pattern,
you must press NEXT multiple times to get to
the next step.
16.
Use the Rot knob to rotate the pattern.
Not all patterns can be rotated.
17.
Use the HMult knob to multiply the pattern
horizontally.
18.
Use the VMult knob to multiply the pattern
vertically.
To Box Mask a Key
Box masks can be adjusted for size, location, rotation,
and multiplication.
6.
Press NEXT.
7.
Use the X Pos and Y Pos knobs to position the
mask. You can also use the positioner.
8.
Use the Size knob to adjust the size of the mask
region. You can also twist the positioner.
9.
Press NEXT.
Adjust the position of the left and right sides of
10.
the box mask as follows:
a)
Use the Left/R knob to adjust the position
of the left side of the box mask.
b)
Press the Left/R knob.
c)
Use the L/Right knob to adjust the position
of the right side of the box mask.
Adjust the position of the top and bottom sides
11.
of the box mask as follows:
a)
Use the Top/B knob to adjust the position
of the top side of the box mask.
b)
Press the Top/B knob.
c)
Use the T/Bttm knob to adjust the position
of the bottom side of the box mask.
Split Keys
A Split key allows you to assign a different alpha source
for a key than the ll/alpha associations that are set up
during conguration, or to use a separate alpha source
for a Self key.
A split key can be applied to an AUTO SELECT, or
SELF KEY.
To Set Up a Split Key
Select the keyer that you want to set up a mask
1.
for.
2.
Press NEXT. Depending on the key type and
features set up for the key, you must press NEXT
multiple times to get to the next step.
3.
Use the Mask knob to select Box.
4.
Use the M-Frce knob to force the area inside
the mask region to the foreground (On).
Force mask is not available for all key types.
5.
Use the M-Inv knob to invert the masked area
with the unmasked area (On).
40 • Keying — Carbonite Operation Manual (v10.1)
A split key works on an Auto Select or Self Key that
has been set up and you want to apply a different alpha
to.
Set up your key with the video source you want
1.
to use.
2.
Press and hold the Auto Select or Self Key,
depending on the key type you are splitting.
Press the source button on the key bus for the
3.
alpha source you want to use.
Tip: If the new alpha source is not assigned to a
source button, press any other button on the key bus
Page 41
and use the Alpha knob to select a different alpha
source.
Key Copy
You can copy the entire contents of a keyer to another
keyer in the same, or a different ME. The entire contents
of the destination keyer are replaced with the contents
of the source keyer.
When you copy a key, the switcher tries to assign
resources to the destination key to match the source key.
If these resources are not available, the switcher steals
resources in the following order.
From off-air keys that are not the source key.
1.
From the source key, if it is not on-air.
2.
From on-air keys that are not the source key.
3.
From the source key, even if it is on-air.
4.
To Copy a Key
This procedure copies the contents of Key 1 to Key 3 as
an example. Use the same procedure for any key
combination.
To Perform a Key Swap
This procedure swaps the contents of Key 2 and Key 3
as an example. Use the same procedure for any key
combination.
1.
Press and hold the KEY 2 SEL button.
2.
Press the KEY 3 button in the next transition
area.
1.
Press and hold the KEY 3 SEL button.
This is the destination keyer that you want to
copy to.
2.
Press the KEY 1 SEL button.
This is the source keyer that you want to copy
from.
Key Swap
You can swap the entire contents of any two keyers in
the same, or different MEs. The video source, position,
and key type are all swapped between keyers. This allows
you to change the apparent key priority, or layering, of
the keys in the video output. For example, key 3 appears
over key 2. If you perform a swap between key 3 and
key 2, it appears as if key 2 is now over key 3.
Keep the following in mind when performing a key swap:
•Key swap does not change the on-air status of a
keyer.
•If a DVE key is set to freeze, it will be unfrozen
by the swap.
•A key swap can be recorded as part of a custom
control.
•You cannot swap between keyers on different MEs
on a C10/C1 control panel.
Carbonite Operation Manual (v10.1) — Keying • 41
Page 42
Memory Functions
A memory register is a snapshot of the current state of
the switcher that can include one or multiple ME,
MiniME™, or MultiScreen outputs. Up to 100 memory
registers (10 banks of 10 registers) per ME, MiniME™,
or MultiScreen can be stored and recalled on the switcher.
Each of these memory registers can store as little as the
information of one ME, or as much as the current state
of the entire switcher, including all ME, MiniME™,
MultiScreen outputs, Aux Buses, and DVE settings.
Memory Access Mode
Use the numbers on the mnemonic buttons to
2.
select the bank and register you want to store the
memory to.
Tip: The C1 uses pattern buttons to select the bank
and register. For example, pressand thento
select bank 4, register 9.
The memory has been stored to the selected memory
register and the ME 1 RECALL button is selected.
To Store a Memory on the Effects Memory Area
Note: This procedure applies to the C2S, C2X, C3S, and C3X
only.
Switcher memories can be accessed either through Direct
Access or Bank mode.
•Direct Access — enter the bank and memory
number to store or recall a memory
•Bank — enter the memory number to store or
recall a memory (the bank is locked)
To Set the Memory Access Mode
The memory access mode applies to both memory storing
and recalling.
1.
Press STORE.
2.
Use the Mode knob to select the memory access
mode you want to use.
Storing Memories
When you store a memory, you are storing the complete
state of that panel row. This includes the current state of
all the areas on the ME, including keyer settings,
transition rates, wipe and pattern selections, and source
selections. In addition to the current state of the panel,
the current settings for the various keyers, such as chroma
key settings, and clip and gain settings, are also stored.
To Store a Memory
Note: This procedure does not apply to the C3X or C3S.
To store a memory, you must select which ME to store
the memory for, and then use the mnemonic buttons to
select the bank and register to store the memory in.
1.
Press and hold STORE and select the source
buttons on the key bus to select the ME,
MultiScreen, or MiniME™that you want to store
the memory for.
1.
Press Store in the Effects Memory area for the
ME you want to store the memory to.
Select the recall mode that you want to store with
2.
the memory. Toggle the button on (lit) to have
it stored with the memory.
•
PGM — selects the PGM recall mode
•
MEM AI — selects the Memory AI recall
mode
•
EFF DISS — selects the Effects Dissolve
recall mode
3.
Press BANK.
Press the number for the bank you want to select.
4.
Press the number for the memory register you
5.
want to select.
The memory is stored in the selected location
and the Effect Memory area is assigned to recall.
To Store a Memory on the Global Memory Area
Note: This procedure applies to the C3S and C3X only.
1.
Press STORE next to the display.
Select the MEs, MultiScreens, or MiniME™s that
2.
you want to store the memory for.
Use the numbers on the mnemonic buttons to
3.
select the bank and register you want to store the
memory to.
Recalling Memories
When you recall a memory, the existing conguration
of that ME is replaced with the settings stored in the
memory.
Keep the following in mind when recalling memories:
•How a memory is recalled depends on the how the
Memory Attributes are set.
•Recalling a memory that includes a new
Media-Store image to be loaded from a USB drive
may result in the currently loaded image to be
displayed for a few frames while the new image is
loaded.
•Recalling a memory that includes a source assigned
to a camera also recalls the shot stored in the
memory for that camera if the CamRcl memory
attribute is set to Recall. There is no delay in the
memory recall so camera movement may be visible
while the shot is recalled.
•You can exit without recalling a memory register
by pressing any button other than a Wipe Pattern,
dedicated key transition, CUT, AUTO TRANS, or
source button.
•You can override the video source stored in a
memory by pressing and holding a source button
and recalling the memory (Bus Hold). The held
source button overrides the source that is recalled
with the memory for that bus. The memory is not
affected by a Bus Hold and will recall properly
without the Bus Hold.
•Enabling Memory AI mode changes the way key
elements are recalled. If a key is currently on-air,
the element for that key is recalled in the next
available off-air key. If there is no available off-air
keys, the element is not recalled. All resource
sharing is set to FLOAT mode so that key elements
may be recalled to other keys than originally stored.
To Recall a Memory
Note: This procedure does not apply to the C3X or C3S.
To recall a memory, you must select which ME to recall
the memory for, and then use the mnemonic buttons to
select the bank and register to recall the memory from.
1.
Press and hold RECALL and select the source
buttons on the key bus to select the ME,
MultiScreen, or MiniME™that you want to recall
the memory for.
Use the numbers on the mnemonic buttons to
2.
select the bank and register you want to recall
the memory from.
To Recall a Memory on the Effects Memory Area
Note: This procedure applies to the C2S, C2X, C3S, and C3X
only.
1.
Press Recall in the Effects Memory area for the
ME you want to recall the memory to.
Select the recall mode that you want use with
2.
the memory. Toggle the button on (lit) to select
the recall mode, or toggle none of them on to
have the memory recalled as it was stored.
•
PGM — selects the PGM recall mode
•
MEM AI — selects the Memory AI recall
mode
•
EFF DISS — selects the Effects Dissolve
recall mode
3.
Press BANK.
Press the number for the bank you want to select.
4.
Press the number for the memory register you
5.
want to select.
Tip: Press the memory number button again to undo
the last recall. This can be turned off from the
Personality menu.
To Recall a Memory on the Global Memory Area
Note: This procedure applies to the C3S and C3X only.
To recall a memory, you must select which ME to recall
the memory for, and then use the pattern buttons to select
the bank and register to recall the memory from.
1.
Press RECALL next to the display.
Select the MEs, MultiScreens, or MiniME™s that
2.
you want to recall the memory for.
Use the numbers on the mnemonic buttons to
3.
select the bank and register you want to recall
the memory from.
Tip: Press the memory number button again to undo
the last recall. This can be turned off from the
Personality menu.
Tip: The C1 uses pattern buttons to select the bank
and register. For example, pressand thento
select bank 4, register 9.
Tip: Press the memory number button again to undo
the last recall. This can be turned off from the
Personality menu.
Memory Recall Mode
The Memory Recall mode sets how a memory is recalled.
This includes whether a memory is recalled on-air, or
only on the program bus, or if effects such as Effects
Dissolve or DVE Dissolve are used.
Use the Value knob to select the memory recall
mode you want to use.
•
Memory — the memory recall mode (PGM,
MemAI, or EffDis) stored with the memory
is used
•
PGM — all elements are recalled as stored
(default)
•
MemAI — current on-air elements are
unchanged and the transition area is
congured to take the on-air elements of the
memory on-air with the next transition
•
EffDis — on-air elements listed below are
transitioned to the elements stored in the
memory
•Matte colors (background, wash or
borders)
•Keyer settings like clip, gain,
transparency
•Mask position and size
•Chroma key settings, except the
background color
•Pattern settings like size, position,
aspect, border, softness, rotation
•DVE settings like size, position, aspect,
border, softness, cropping
•Media-Store x/y position
•Transition Progress
•
Memory — the duration stored in the
memory is used
•
1-999fr — sets a specic duration in frames
Tip: If you have a C2S/C2X/C3S/C3X control panel,
press EFF RATE in the Effects Memory area for the
ME you want to change the rate for, use the keypad
to enter the new rate, and press Enter. A value of 0
selects the duration stored in the memory.
Memory Attributes
Memory Attributes allow you to specify what elements
are recalled with a memory, as well as adding effects to
memory recalls. These elements include the
background/preset buses, keyer bus, Aux bus, and
Media-Store selections, as well as keyer on-air status,
and transition selections.
In addition to setting which sources to recall with the
memory, effects such as performing an auto transition
after the memory recall or running a custom control after
the memory recall, can also be included.
Memory attributes can be set both when the memory is
stored, and when it is recalled. This allows you to store
a set of attributes with a memory and then recall it as
stored, or override the attributes stored in the memory
and apply different ones when the memory is recalled.
A memory attribute does not need to be stored in the
memory to be recalled.
Tip: It is recommended that if you are new to working with
memories, use the memory store attributes to set how you want
a memory to be recalled and set the recall attributes to be
Memory.
To Set the Program Bus Source Attribute
To Set the Effects Duration
Effects duration applies to Effects Dissolves, and sets
the length of time that the switcher will use to transition
from the on-air scene to the scene stored in the memory.
Tip: If you have a C2S/C2X/C3S/C3X control panel, press EFF
DISS in the Effects Memory area to turn Effects Dissolve on
(lit) or off (unlit) for that ME.
1.
Press RECALL > NEXT.
Tip: If you want to store the effects dissolve rate in
the memory, press STORE > NEXT.
2.
Use the Attrib knob to select EffDur.
3.
Use the Value knob to select duration you want
to use to transition from the current on-air scene
to the one stored in the memory.
The switcher stores conguration and operation data in
a number of registers that contain the individual entries
for items such as memories or personality settings. These
registers can be stored as a single archive le, or as a
register set that contains all the individual register of that
type; all memories for example. These les are stored
into Sets on USB drive. Different Sets can be created for
different shows or applications, allowing you to quickly
locate and recall the switcher congurations.
The switcher stores information in the following registers:
•Memory — contains all the memories for all MEs
•Custom Control — contains all the custom control
banks and macros
•Personality — contains all the user interface
settings, such as transition rates, that are stored
under the PERS menu
•Installation — contains all the external device
setup, and software settings for the switcher
To Store a Set
To Load a Set
Switcher Sets can only be loaded from a USB drive. The
USB drive must be present before you try to load the
settings.
Insert your USB drive into the USB Port on the
1.
switcher. You must wait 5 seconds for the
switcher to recognise the USB drive.
2.
Press MENU > LOAD.
3.
Use the Load knob to select the set (0-9) you
want to load the switcher registers from.
Press the selected set. Only registers with an (*)
4.
shown on the menu exist in the set.
•
ALL — recall all registers from the set
•
Mems — recall only the memory registers
from the set
•
Cust — recall only the custom control
registers from the set
•
Pers — recall only the personality registers
from the set
•
Inst — recall only the installation registers
from the set
Switcher Sets can only be stored to a USB drive. The
USB drive must be present before you try to store the
Set. A total of 10 Sets of switcher setup information can
be stored onto the same USB drive.
Insert a USB drive into the USB Port on the
1.
switcher. You must wait 5 seconds for the
switcher to recognise the USB drive.
2.
Press MENU > SAVE.
3.
Use the Save knob to select the set (0-9) you
want to store the switcher registers to.
Press the knob to select the registers you want
4.
to store to the selected set. If an (*) is shown on
the menu, that register already exist in the set
and will be overwritten.
•
ALL — store all registers to the set
•
Mems — store only the memory registers
to the set
•
Cust — store only the custom control
registers to the set
•
Pers — store only the personality registers
to the set
•
Inst — store only the installation registers
to the set
•You can run or stop an animation by pressing the
button on the top of the positioner.
Media-Store allows you to load stills, animations, or
audio les from the USB drive and make them available
across all MEs. Two channels of Media-Store with alpha,
or four channels without alpha, are provided.
Keep the following in mind when working with
Media-Stores:
•A still, animation, or audio can be loaded either by
browsing the le system, or by entering the still
number using the pattern buttons.
•You can clear a Media-Store channel by loading
media number 000.
•If you are loading an Auto Key into a Media-Store
channel, you must have another Media-Store
channel associated with the current one to load the
alpha into.
•An FTP connection using RossLinq can be created
from an external device directly to a Media-Store
channel on the switcher.
Working With Media-Store
Animations
Media-Store animations are used for things animated
backgrounds, branding "bugs", or media transitions. You
can set up an animation to loop, play automatically when
take on-air, play in reverse, or even play at different
speeds.
You can play an animation manually by selecting the
source button for the Media-Store channel with the
animation you want to play, and pressing Run. The knob
changed to Stop as the animation is playing.
Keep the following in mind when working with
Media-Store animations:
•When you load an animation to an off-air
Media-Store channel, or the animation goes off-air
with a transition, the preview shows the cut point
(CutFr) for that animation, and not the rst frame
of the video.
•You can manually cycle through frames by turning
the Run knob while the animation is stopped.
•
Double-pressing the Run knob stops playback and
re-cues the animation to the rst frame.
•You can shuttle forwards and backwards through
the animation by turning the positioner clockwise
or anti-clockwise when the animation is stopped.
Shuttle speed is increased and decreased by turning
the positioner more or less in each direction.
Working With Media-Store Audio
Audio can be added to the playout of a Media-Store
channel either by loading the le directly, or by naming
the audio le the same as the animation or still you want
it to play out with. When you load the still or animation,
the switcher will automatically load the audio le of the
same name.
Keep the following in mind when working with
Media-Store audio:
•Media-Store audio is only available on the
MultiViewer outputs. The source of the audio is
set by the ancillary source that is selected for the
MultiViewer.
•Audio les must be 20-bit or 24-bit wav les at a
48kHz sample rate.
•Audio les must be in the same folder and have
the same name as the still or animation they are to
be associated with.
•An audio le does not need to be of the same length
as the animation it is associated with.
•A still with audio or audio only have the Auto Play
and Looping attributes. These apply to the audio
playout.
•The looping time of an animation with audio is the
length of the animation.
•Audio is embedded in the ancillary data of the
output video stream. You must have ancillary data
set to pass to include the audio in the output.
•A Media-Store channel can be loaded with Audio
only.
Media-Store Modes
Media-Store channels can be set up to operate
independently, or paired, with one channel providing the
key, and the other the alpha.
•Swish — Two channels of Media-Store are
available. Each channel can contain an image or
channel 1 can contain an image and an associated
alpha in channel 3. Channels 2 and 4 are reserved
for media transitions.
•Swish+ — Four channels of Media-Store are
available. Channel 2 (video) and channel 4 (alpha)
can also be used for media transitions. Channels 2
and 4 are not reserved.
Use the Media knob to select the Media-Store
mode.
•
Swish — two (2) channels are available or
channel 1 for key and channel 2 for alpha
(channels 2 and 4 are reserved for Media
Transitions)
•
Swish+ — four (4) channels are available
3.
Press the Media knob.
4.
Press the Confrm knob.
Loading Stills or Animations
Stills or animations can be loaded into Media-Store
channels either from USB or the internal cache using the
media number, or by browsing to the le.
Note: The internal cache is used for sample images only and
cannot be used to store user stills or animations.
Media numbers are 4-digit numbers that are assigned to
stills or animations and allow you to load stills or
animations directly using the pattern buttons. Each media
number is made up of three sections, the Place (0-1), the
Bank (00-99), and the Item Number (0-9). The Place is
either 0 for internal stills, or 1 for external.
Media-Store File Specifications
Media-Store images and animations can be TGA, PNG,
or JPG le formats. For animations, the les must be
numbered to indicate the order they go in, and the name
and the number must be separated with an underscore.
For audio, 20-bit or 24-bit wav les of the same name
as the still or animation are used to associate audio with
a still or animation.
Together, these les are treated as a single animation
named Anim that is 100 frames long.
If you are loading a le from USB, insert your
1.
USB drive into the USB Port on the switcher.
You must wait 5 seconds for the switcher to
recognise the USB drive.
If the les on your USB are new, it takes about
2 seconds per le for the switcher to generate
the thumbnail for the MediaManager. Once all
the thumbnails are generated, they are displayed
in the MediaManager window.
Press the source button for the Media-Store
2.
channel that you want to load a still into. If the
le has an alpha, the paired channel will load the
alpha as well.
3.
Press the Browse knob.
Use the left knob to navigate to the le you want
4.
to load. Press the knob to make a selection.
•
<..> — up one
•
USB(1) — the USB drive
•
Internal(0) — the internal cache
•
<folder> — a sub-folder of the name
"folder"
•
image — a still of the name "image"
•
image.tga .wav — a still with an associated
audio le (not in the database)
•
image [V][A] — a still with an associated
audio le (in the database)
•
animation [V10] — a 10 frame animation
of the name "animation" (in the database)
•
animation.tga[10] .wav — a 10 frame
animation with an associated audio le (not
in the database)
•
animation [V10][A] — a 10 frame
animation with an associated audio le (in
the database)
Tip: If you want to associate an audio file with the still
or animation but the .wav does not appear in the
name, ensure that the audio file is named the same
as the still or animation and in the same folder.
Note: An animation must start with _001 as the end of the
name of the first frame.
Files names cannot contain symbols such as ! @ # & *
( ) / , ? ' " and cannot start with an underscore (_).
To Load a Still or Animation
Stills or animations can be loaded from the USB drive,
or from the internal cache. Only the default images that
came with your switcher are available on the internal
cache.
A still or animation can be loaded using the Media
Number for the still and the pattern buttons.
To Load Stills Using Media Numbers
How you load a still using the media number depends
on whether the Place or Media are locked. If the Place
is locked, you only have to enter the 3-digit Media
number. If the Place and Media are locked, you only have
to enter the last digit of the Media number.
Note: Loading 000 clears the current Media-Store channel.
Page 51
Insert your USB drive into the USB Port on the
1.
switcher. You must wait 5 seconds for the
switcher to recognise the USB drive. If you are
loading a le from the internal cache, you do not
need the USB drive.
Press the source button for the Media-Store
2.
channel that you want to load a still into. If the
le has an alpha, the paired channel will load the
alpha as well.
Using the pattern buttons, enter the media
3.
number for the still you want to load.
For example, press 1051 to select the USB(1)
drive, Media 051.
4.
Press Select.
Media-Store Capture
Still images can be captured from any input BNC, as well
as the program, preview, and clean feed from any ME.
To Capture a Still
If you are capturing to a USB, insert your USB
1.
drive into the USB Port on the switcher. You
must wait 5 seconds for the switcher to recognise
the USB drive.
Press the source button for the Media-Store
2.
channel that you want to capture a still into.
3.
Press the Capt knob.
4.
Press the P/B or E/E knob to select the mode
you want the Media-Store in.
•
E/E — electronic-to-electronic, or record,
mode allows you to record a still
•
P/B — playback mode allows you to review
your still
5.
Use the P/B or E/E knob to select the video
source that you want to perform the capture of.
6.
Press NEXT.
7.
Use the USB knob to select the location that you
want to store the captured still to.
8.
Use the Alpha knob to select whether you want
to capture the alpha signal (Yes) or not (No).
You must have an input BNC selected as the
capture source to capture the alpha.
9.
Press NEXT.
10.
Use the Capt knob to select a number for the
still you want to capture.
11.
Press the Capt knob to perform the capture. The
new media item is stored and the media number
is increased by one.
Media-Store Attributes
Attributes are applied to the image or animation directly,
regardless of the channels that the image or animation
are loaded in. If you adjust the attributes of the still in
one channel, these settings are applied to that image or
animation in all other channels that the same image or
animation is loaded into.
Understanding the Attributes Menu
When you select a still or animation, the menu system
displays a number of attributes that allow you to adjust
how a the image or animation appears. The options that
are available depend on the type of Media-Store image
or animation that is selected.
Table 4: Attributes Menu Items
DescriptionMenu Item
selects the horizontal position of the image or animationX Pos
selects the vertical position of the image or animationY Pos
Shaped
AutoPly
MediaX
CutFr
GPO
GPOFr
Mute
To Set Media-Store File Attributes
The attributes that you can set depend on whether the
le you are setting them for is a still or animation.
selects shaped or unshaped for the alpha of the image
or animation
selects whether the animation loops automatically or notLooping
selects whether the animation plays in reverse or notReverse
selects whether the animation starts playing automatically
when taken on-air or not
selects the speed that an animation plays at (0.1-10)Speed
selects the media number that you want to use to recall
the still or animation
selects the point, in frames, from the start of the animation
that the background cut occurs
selects the GPI output that you want to trigger by a media
transition
selects the time, in frames, from the start of the media
transition that the GPI output is triggered
selects whether the associated audio is turned on or off
during playback
Insert your USB drive into the USB Port on the
1.
switcher. You must wait 5 seconds for the
switcher to recognise the USB drive. If you are
loading a le from the internal cache, you do not
need the USB drive.
channel that you want to load a still into. If the
le has an alpha, the paired channel will load the
alpha as well.
3.
Press NEXT.
4.
Use the Attrib knob to select the attribute you
want to set, and the Value knob to select the
value you want to assign to the attribute.
•
X Pos — selects the horizontal position of
the image or animation
•
Y Pos — selects the vertical position of the
image or animation
•
Shaped — selects shaped or unshaped for
the alpha of the image or animation
•
Looping — selects whether the animation
loops automatically or not
•
Reverse — selects whether the animation
plays in reverse or not
•
AutoPly — selects whether the animation
starts playing automatically when taken
on-air or not
•
Speed — selects the speed that an animation
plays at (0.1-10)
•
MediaX — selects the media number that
you want to use to recall the still or animation
•
CutFr — selects the point, in frames, from
the start of the animation that the background
cut occurs
•
GPO — selects the GPI output that you want
to trigger by a media transition
•
GPOFr — selects the time, in frames, from
the start of the media transition that the GPI
output is triggered
•
Mute — selects whether the associated audio
is turned on or off during playback
5.
Use the Func knob to select how you want to
save the attributes.
•
Save — saves the adjustments for the
selected Attrib value only
•
SavAll — saves the adjustments for all
Attrib values
•
Revert — undoes the adjustments for the
selected Attrib value only
•
RevAll — undoes the adjustments for all
Attrib values
6.
Press the Func knob to make the selection.
To Lock a Media Number Place and Bank
Locking the Media Number Place and Bank means that
you do not have to enter them when loading a still. Lock
setting are specic to the channel they are set on.
Press the source button for the Media-Store
1.
channel that you want to set the Place and Bank
lock settings for.
2.
Press the Browse knob.
3.
Press NEXT.
4.
Use the Place knob to select USB or Internal.
5.
Press the Place knob to toggle the lock on or
off. Locked is shown with [] around the name.
6.
Use the Media knob to select the bank you want
to lock to.
7.
Press the Media knob to toggle the lock on or
off. Locked is shown with [] around the name.
MediaManager
The MediaManager provides a graphical interface to the
operation of the Media-Store from. The layout of the
MediaManager window is stored in Perspectives. The
last loaded Perspective is used when the browser is
refreshed or opened.
From the Menu Bar at the top of the window you can
manage Perspectives.
Tip: You can either launch the MediaManager directly using
the switcher IP address, or you can access it using the
MediaManager node in DashBoard. If you are logging into
MediaManager from DashBoard, you must have Internet
Explorer®10, or higher, installed.
Using MediaManager
To use the MediaManager, you must have a computer
connected to the same subnet as the switcher, the IP
address of your switcher, and the Google Chrome
browser installed on your computer. In the web browser,
navigate to the IP address of the switcher, the
MediaManager is displayed.
When you are communicating with the switcher, a
moving status indicator is shown in the lower right corner
of the browser window. If you lose communications with
the switcher, refresh the browser window to reconnect.
Refreshing the browser will reset your Perspectives.
Keep the following in mind when logging in and using
the MediaManager:
•Ross Video recommends using Google Chrome
v14.0 running on Windows 7®or Mac®OS X
Lion to connect to the MediaManager.
•Your browser must have JavaScript and cookies
enabled.
•Ross Video recommends that you do not connect
more than 5 MediaManager clients to a single
switcher at the same time.
The MediaManager Window
The MediaManager window provides a graphical
interface to the Media-Store. From this window, you can
load stills or animations from the internal cache or USB
into a Media-Store channel or edit the on-air properties.
Media-Store channels have a red background when on-air
and green when going on-air with the next transition.
Play the animation loaded in
the Media-Store channel.
Figure 23: MediaManager Window
Tip: The film-strip symbol () on a thumbnail indicates that
the media item is an animation, the key symbol () indicates
that the still or animation has an alpha, and the speaker symbol
() indicates that the media item has audio associated with
it.
Stills and animations can be loaded into a channel by
either selecting the channel and double-clicking on the
le, or by dragging a le and dropping it onto the
channel. When a channel or le is selected, the properties
for the animation or still can be viewed in the ITEMDETAILS area.
Looping
Reverse
Eject
Turns Looping of the
animation on or off.
Toggle the direction that the
animation is played in.
Loads the animation again.Recue
Eject the current still or
animation from the Media-Store
channel. This is the same as
loading media number 000 on
the panel.
Playlists
Playlists allow you to create a rundown of stills or
animations that you want to load into a Media-Store
channel. Using the left and right arrows, you can advance
to the next or previous still or animation in the playlist.
Note: Items on the playlist are not pre-cached. As you advance
to the next item in the list, the switcher must load that still or
animation. Depending on what you are loading, and if the item
has been loaded before, this could take a few seconds.
Note: If the files on your USB are new, it takes about 2 seconds
per file for the switcher to generate the thumbnail for the
MediaManager. Once all the thumbnails are generated, they
are displayed in the MediaManager window.
Animation Controls
The MediaManager interface allows you to manually
control the play-out of an animation.
Figure 25: Playlist
Table 6: Playlist Controls
DescriptionNameIcon
Previous
Advance to the previous item
in the playlist. The item in the
playlist that is being shown on
the Media-Store channel
indicated with a check-mark.
The playlist does not loop back
to the top when it reaches the
last item.
Advance to the next item in the
playlist.
Up and Down
Up and Down
Delete
Load or Save
Playlist
Expand or
Collapse
Move the currently selected
item up in the playlist.
Move the currently selected
item down in the playlist.
Delete the selected item from
the playlist. This does not
delete the item, or clear the
Media-Store channel.
Clears the current playlist.New Playlist
Allows you to load, save, or
delete a playlist on the
switcher. If you delete a playlist
that was loaded into a
Media-Store channel, it does
not clear that channel.
Expand or Collapse the playlist
area for the Media-Store
channel.
Once programmed, a custom control can be played back
by pressing a button. The custom control can be as simple
as triggering an output GPI pulse, or as complex as
recalling a specic memory register on an ME,
performing a switcher transition, and selecting a group
of keys.
Note: The C10 does not support recording or running custom
controls from the control panel. Custom controls can be recorded
and run from the Custom Control node in DashBoard.
You can record, edit, and run custom controls from the
Custom Control node in DashBoard.
Custom Control Setup
The custom control interface on your switcher can be
customized to show custom control names on the
mnemonics just below the Custom Control bus, or
automatically add delays between each custom control
event as you are recording a custom.
To Set Custom Control Options
1.
Press BANK 1 > EDIT > NEXT.
2.
Use the Row knob to select the control panel
row that you want to set how the custom control
names appear on the mnemonics.
3.
Use the CCMem knob to set how custom control
names are shown on the mnemonics.
•
Off — only video source names are shown
•
Split — mnemonics are split with custom
control names on the top and source names
on the button
•
Full — only custom control names are shown
4.
If you selected Split, use the MColor knob to
select whether the mnemonics use the bus map
color (Xpt) or the custom control color (CC).
5.
Press NEXT.
6.
Use the CCPaus knob to set whether pauses
are added automatically after each event.
•
Manual — pauses are not added
automatically
•
Record — each command is automatically
separated from the previous command by a
pause equal to the real-time delay between
the user entering commands
Recording Custom Controls
When you create a custom control, you record a series
of button presses on the panel, as well as special
functions, that are played back when you run the custom
control.
Almost any action or setting can be stored in a custom
control, with the following exceptions:
•Diagnostic Functions
•Conrmation Dialogs
•Panel-Specic Functions
To Record a Custom Control
A basic custom control records a series of button presses
on the control panel.
Tip: If the CCPaus feature is set to Record, pauses will
automatically be added between button pressed. If it is set to
Manual you will have go back and edit the custom control to
add the pauses.
1.
Press MENU > BANK 1 > START/STOP.
2.
Use the Bank knob to select the bank that the
custom control you want to record will be stored
on, or select the bank button directly.
3.
Use the CC knob to select the custom control
that you want to record to, or select the custom
control on the bus directly. If the custom control
already has a macro recorded, an * is shown next
to the number.
4.
Press Record Start to start recording. On the
C1 this is the START/STOP button.
Insert the events you want to record. These can
5.
include source selections, key types, transitions,
and menu selection, for example. Special
functions can also be inserted.
Each custom control can have a maximum of 99
events, plus the End event.
6.
Press Record Stop to nish recording. On the
C1 this is the START/STOP button.
Tip: Press CANCEL if you do not want to store your
changes to the custom control.
Special Functions
Special functions allow you to include events not
associated with a button press into a custom control. A
special function can be inserted into any existing custom
control, or used when creating a new custom control.
Allows you to place a command in a custom control
that will stop the custom control at the hold event.
You must press the custom control button again, or
use a GPI trigger, to continue the custom control.
Pause
Allows you to place a command in a custom control
that will stop a custom control at the pause event. The
length of the pause is set when the pause is inserted.
When holding the INSERTbutton, pauses are shown
as Px, where x is the length of the pause in frames.
Loop
Allows you to have a custom control run continuously
until stopped, or a Cancel/Cancel All custom control
command is executed from another custom control.
GPO
Allows you to trigger a pre-selected GPI output using
a custom control. The specic GPI output is set when
the GPO command is inserted.
CutKey
Allows you create a custom control that will cut keys
on or off. The specic key and whether the key is cut
on or off is set when the key cut command is inserted.
TrnKey
Allows you to create a custom control that will
transition keys on or off. The specic key and whether
the key is transitioned on or off is set when the key
transition command is inserted.
IncKey
Allows you to create a custom control that will
include a key with the next transition to take the key
on-air, or off-air. The specic key and whether it
should go on-air, or off-air is set when the include
key command is inserted.
Resume
Allows you to resume a particular custom control that
is at a hold. The specic custom control is set when
the resume is inserted. If the target custom control is
not at a hold event, the resume command will not start
the target custom control.
Allows you to stop a particular custom control. The
specic custom control is set when the cancel is
inserted.
CancelAll
Allows you to stop all running custom controls.
State
Allows you to embed the entire state of the switcher
into a custom control. A state in a custom control
behaves just like a memory.
To Insert a Special Event into a Custom Control
A special function can be inserted into any existing
custom control, or used when creating a new custom
control.
Start recording or editing your custom control
1.
where you want to insert the special event.
2.
Press INSERT.
3.
Use the INSERT knob to select the event you
want to insert.
You can also press and hold the INSERT button
and press the source button on the custom control
bus for the event you want to insert. The event
names are shown on the mnemonics.
•
Hold — press the Insert knob to insert a
hold event
•
Pause — use the Secs and Frames knobs
to enter the length of the pause event
•
Loop — press the Loop knob to loop the
custom control back to the beginning
•
GPO — use the Pin knob to select the GPI
output
•
CutKey — use the Key knob to select the
key, and the State knob to select whether
you want the key cut on or off
•
TrnKey — use the Key knob to select the
key, and the State knob to select whether
you want the key transitioned on or off
•
IncKey — use the Key knob to select the
key, and the State knob to select whether
the key should be transitioned on-air or
off-air with the next transition
•
Resume — use the Bank knob to select the
custom control bank, and the CC knob to
select which custom control to resume
Cancel — use the Bank knob to select the
custom control bank, and the CC knob to
select which custom control to cancel
•
CancelAll — press the CancelAll knob to
insert a cancel all custom controls command
•
State — press the Insert knob to insert the
state
4.
Press the Insert knob to insert the event.
5.
Press START/STOP.
Running a Custom Control
Once a custom control has been programmed, you can
run that custom control by pressing the button that the
custom control was recorded to.
Keep the following in mind when running custom
controls:
•A custom control will continue to run until it
reaches a hold event, is stopped by another custom
control, you edit a custom control, or the custom
control reaches the end.
•When a custom control is running, the button on
the custom control bus is red.
•When a custom control is held (at a Hold event),
the button on the custom control bus ashes white.
•You can run multiple custom controls at the same
time. The number of running custom controls is
shown on the display when in custom control mode.
•You can stop a running custom control by pressing
the red custom control button on the custom control
bank.
•A maximum of 128 custom controls can be run at
the same time.
To Run a Custom Control
Once a custom control has been recorded, you can run
that custom control at any time.
1.
Press MENU.
Select the bank that the custom control you want
2.
to run is on by pressing the bank button.
Select the custom control you want to run by
3.
pressing the source button on the custom control
bus.
The custom control starts to play immediately.
Editing Custom Controls
After you have recorded a custom control, you can go
back and edit that custom control to add or remove
events.
To Edit a Custom Control
When editing a custom control, you can delete and insert
events at any point in the custom control, or append
events to the end.
Tip: When editing a custom control, press RUN EVENT to run
the currently selected event. This can help you diagnose
problems in a custom control.
1.
Press MENU > BANK 1 > EDIT.
2.
Use the Bank knob to select the bank that the
custom control you want to record will be stored
on, or select the bank button directly.
3.
Use the CC knob to select the custom control
that you want to edit, or select the custom control
on the bus directly. The custom control will have
an * next to the number.
4.
Use the Func knob to select where and how you
want to edit the custom control.
•
Edit — select the position in the custom
control to edit events
•
Append — add events to the end of the
custom control
5.
Press the Func knob to start editing.
Tip: You can also start editing a custom control by
pressing and holding EDIT and selecting the bank and
custom that you want to edit to.
The display changes to show the name and
duration of the custom control, and the currently
selected event in the custom control.
Delete an event in a custom control as follows:
6.
Use the left knob to select the event you want
a)
to delete. You can also use the PREV and
NEXT buttons.
b)
Press DELETE.
Insert an event into a custom control as follows:
7.
Use the left knob to select the event you want
a)
to insert an event before. You can also use
the PREV and NEXT buttons.
Each custom control can be given a unique name and
mnemonic color. The name is shown in the mnemonic
display when CCMnem is set to Split or Full.
To Name a Custom Control
The procedure to name or rename a custom control is the
same.
1.
Press MENU > BANK 1 > EDIT
2.
Use the Bank knob to select the bank that the
custom control you want to name is stored on,
or select the bank button directly.
3.
Use the CC knob to select the custom control
that you want to name, or select the custom
control on the bus directly.
4.
Use the Func knob to select Rename.
5.
Press the Func knob.
Select a name as follows:
6.
a)
Use the Pos knob to select the character
position to edit. A name can have up to 8
character.
b)
Use the Char knob to select a character for
the current position.
Deleting Custom Controls
Any custom control on the switcher can be deleted to
remove unused customs to free up space for new custom
controls.
To Delete a Custom Control
There is no undo for this delete function.
1.
Press MENU > BANK 1 > DELETE
2.
Use the Bank knob to select the bank that the
custom control you want to delete is stored on,
or select the bank button directly.
3.
Use the CC knob to select the custom control
that you want to delete, or select the custom
control on the bus directly.
4.
Press the Func knob.
5.
Press the Confrm knob to delete the custom
control.
Copying and Pasting Custom
Controls
The contents, or events, of a custom control can be copied
from one custom control and pasted to another. Along
with the events, the name and mnemonic settings are also
copied.
To Copy and Paste a Custom Control
7.
Press NEXT.
8.
Use the Size knob to select the text size for the
mnemonic label.
•
Small — 6 characters displayed on the top
line, and 2 on the bottom
•
Medium — 4 characters displayed on the
top line, and 4 on the bottom
•
Large — rst 2 characters are displayed
9.
Use the Color knob to select the background
color of the mnemonic.
10.
Use the Inv knob to swap the color of the text
and the background.
The Invert (Inv) selection is not applied when
the mnemonic is in split mode. In split mode, the
top half of the display is inverted, and the bottom
is not.
1.
Press MENU > BANK 1 > Edit.
2.
Use the Bank knob to select the bank that the
custom control you want to copy is on, or select
the bank button directly.
3.
Use the CC knob to select the custom control
that you want to copy, or select the custom
control on the bus directly. If the custom control
has a macro recorded, an * is shown next to the
number.
4.
Use the Func knob to select Copy.
Tip: If you do not have a C10 or C1 control panel, you
can press the Copy mnemonic button to perform the
copy instead of using the Func knob.
5.
Press the Func knob to perform the copy.
Select the custom control that you want to paste
6.
into.
7.
Use the Func knob to select Paste.
Tip: If you do not have a C10 or C1 control panel, you
can press the Paste mnemonic button to perform the
copy instead of using the Func knob.
The SideShot connects to the switcher and provides quick
access to all 24 custom controls on each custom control
bank. Refer to the instructions that came with SideShot
for setup information.
Figure 26: SideShot Button Mapping
The four buttons on the right side of the module select
the active custom control bank, and the remaining buttons
trigger the custom control on the bank. The mnemonic
for the custom control is inverted if the custom control
is running.
If required, the switcher can be reset to return it to a
user-dened default setting, or the factory default state.
A reset can be performed for the entire switcher, or
individual components, such as keys.
•
NoRst — the Aux bus is not reset
•
Reset — the Aux bus is reset with a
switcher reset
Repeat this for the remaining Aux buses.
9.
10.
Press NEXT > NEXT > NEXT.
11.
Press RState Save and Confrm.
Soft Reset
The software reset returns the switcher to the default
state. Black is selected on all buses, all keys are cut
off-air, and the transition rate is set back to default. This
is useful if you need to return the switcher to a known
state.
To Reset the Switcher Software
1.
Press and hold MENU.
2.
Press Reset All (RESET on the C10/C1).
Custom Reset Settings
You can customize many of the default switcher
parameters and save them as a user-dened reset settings.
These custom reset settings can then be recalled when
you want to return the switcher to a previous state.
To Save a Custom Reset Setting
You can customize many of the default switcher
parameters and save them as a user-dened custom reset.
Tip: Custom reset settings can also be set from the Memory
> RState tabs on the Live Assist node in DashBoard.
1.
Press MENU > RESET > NEXT.
2.
Use the Attrib knob to select Media.
3.
Use the Media knob to select Media1.
4.
Use the Value knob to select whether the
Media-Store channel is reset with a switcher reset
or not.
•
NoRst — the Media-Store channel is not
reset
•
Reset — the Media-Store channel is reset
with a switcher reset
Repeat this for the remaining Media-Store
5.
channels.
6.
Use the Attrib knob to select Aux.
7.
Use the Aux knob to select Aux 1.
8.
Use the Value knob to select whether the Aux
bus is reset with a switcher reset or not.
To Load a Custom Reset Setting
Tip: Custom reset settings can also be set from the Memory
> RState tabs on the Live Assist node in DashBoard.
1.
Press MENU > RESET.
2.
Press RState Load.
You can also press and hold MENU and press
Reset All (RESET on the C10/C1).
Factory Default Settings
You can restore the switcher to the factory default state.
All installation and personality settings are reset.
To Factory Reset the Switcher
1.
Press MENU > RESET > NEXT > NEXT.
2.
Press the Factry Reset knob.
3.
Press the Confrm knob to load the factory
default settings.
Resetting Individual Components
You can reset only the component that you want, instead
of the entire switcher. Individual MEs, keys, aux buses,
dissolves, wipes, and menu items can be reset.
Table 7: Resetting Individual Components
ResultButtons to PressTo Reset
all wipe parameters, including
position, pattern, and border, are
reset
all dissolve parameters are resetDISS and RESETDissolves
key parameters for key X including
clip, gain, and mask, are reset, but
not key type, or chroma key color
selection (each keyer is reset
individually) (X is the number of the
key)
ME X parameters, including source
selections, are reset (each ME is
reset individually) (# is the number
of the ME)
A pairing of two video signals, a key video and a key
alpha, to create a key. In the switcher, you associate the
ll and alpha so that the switcher knows which alpha to
use when the video is selected.
Auto Transition
An automatic transition in which the manual movement
of the fader handle is simulated electronically. The
transition starts when the AUTO TRANS button is
pressed and takes place over a pre-selected time period,
measured in frames.
Chroma Key
Chroma Key is a key in which the hole is cut based on
a color value, or hue, rather than a luminance value or
alpha signal. The color is removed and replaced with
background video from another source.
Cut
An instantaneous switch from one video signal to another.
Dissolve
A transition from one video signal to another in which
one signal is faded down, while the other is
simultaneously faded up. The terms mix or cross-fade
are often used interchangeably with dissolve.
Dynamic Host Configuration Protocol
An Ethernet protocol where a device, such as the
switcher, is given an IP address by the network host. This
eliminates the need to manually enter the network
parameters and IP address.
Field
One half of a complete picture (or frame) interval
containing all of the odd, or all of the even, lines in
interlaced scanning. One scan of a TV screen is called a
eld; two elds are required to make a complete picture
(which is a frame).
Frame
One complete picture consisting of two elds of
interlaced scanning lines.
File Transfer Protocol
A network protocol that is used to transfer les from one
host computer to another over a TCP-based network.
Gain
Gain represents the range of signal values present in a
video signal from a lowest to a highest point (from black
to white for example). Increasing gain expands this range,
while decreasing gain compresses this range. Clipping
occurs if applied gain changes cause output signal values
to fall outside the allowable range. Generally, increasing
the gain for a specic color component causes the video
signal colors to become increasingly saturated with that
color. Similarly, decreasing the gain for a specic color
component progressively removes that color component
from the output video signal.
Gamma
Gamma corrections introduce non-linear corrections to
a video signal. A gamma correction can be described as
taking a point on the output versus input video signal
line and pulling it perpendicularly away from the line.
The result is a Bezier curve between the start, the new
point, and the end point. Generally, increasing the gamma
value adds more of the component to the video signal in
the location of the gamma offset point. Decreasing the
gamma value reduces the amount of the component in
the video signal in the location of the gamma offset point.
Moving the gamma offset point allows you to select
which part of the input video signal receives the gamma
correction. For example, if you increase the red gamma
correction to the part of the video signal that has no red
component you will add red to those areas while having
little effect on areas that already contain a signicant
amount of red. This allows you to add a red tint to the
image while minimizing the amount of red-clipping that
occurs.
General Purpose Interface
A simple high/low signal that is used to trigger an action
either on an external device or on the switcher. A GPI
can be an input or an output to the switcher.
High Definition
A high denition (720p or 1080i) video signal.
Hue
The characteristic of a color signal that determines
whether the color is red, yellow, green, blue, purple, etc.
(the three characteristics of a TV color signal are
chrominance, luminance, and hue). White, black, and
gray are not considered hues.
Hue Rotation
Hue rotate affects the color of the entire video signal by
rotating the input video hues. This produces an output
video signal with colors that are shifted from their
original hues. By rotating colors around the wheel, hue
values will shift. For example, a clockwise rotation where
yellows become orange, reds become magenta, blues
become green. The more rotation applied, the further
around the wheel colors are shifted.
Key
An effect produced by cutting a hole in the background
video, then lling the hole with video or matte from
another source. Key source video cuts the hole, key ll
video lls the hole. The video signal used for cut and ll
can come from the same, or separate, sources.
Key Alpha
The video signal which cuts a hole in the background
video to make a key effect possible. Also called Key
Video or Source. In practice, this signal controls when
a video mixer circuit will switch from background to key
ll video.
Key Invert
An effect that reverses the polarity of the key source so
that the holes in the background are cut by dark areas of
the key source instead of bright areas.
Key Mask
A keying technique in which a pattern is combined with
the key source to block out unwanted portions of the key
source.
Key Video
A video input which is timed to ll the hole provided by
the key source video. An example of key video is the
video output of a character generator.
Linear Key
Linear keys make it possible to fully specify the
transparency of a key from opaque, through transparent,
to fully off. The transparency is specied by the key
alpha that is associated with the key video. A keyer
capable of a linear key converts the key signal voltage
directly to the transparency effect on the screen.
Self Key
A key effect in which the same video signal serves as
both the key signal and key ll.
Shaped Key
An additive key where the Key Alpha cuts a hole based
on the monochrome value of the alpha. Shades of gray
are translated into either white or black, giving the key
a hard edge. Shaped Key alphas are sometimes used with
Character Generators to cut very precise holes for the
ll.
Split Key
A Split key allows you to assign a different alpha source
for a key than the ll/alpha associations that are set up
during conguration or to use a separate alpha source
for a Self key.
Tally
An indicator which illuminates when the associated
button, or control, is selected or is on-air.
Unshaped Key
A multiplicative key where the Key Alpha cuts a hole
based on the gradient values of the alpha. Shades of gray
are translated into transparency levels, giving the key a
soft edge. Unshaped Key alphas can also be considered
true linear alphas. Key alphas are set to unshaped by
default.
Mnemonics
A green, orange, or yellow display used to show the
names of a source above or below the source button or
used as a custom command or pattern button.
Offsets
Offsets shift the video signal by a set amount. Depending
on the offset applied, different parts or all of the video
signal may be affected. Clipping occurs if applied offsets
cause output signal values to fall outside the allowable
range.
Pre-Delay
A pre-delay is a delay that is inserted into a transition
between the triggering of a GPI output and performing
the transition. The length of the pre-delay is usually the
length of time your video server requires to start playing
a clip or your character generator required to load a page.
RossTalk
An ethernet based protocol that allows the control over
Ross devices using plain english commands.