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DVEXtreme

User's Guide

Version 2.1 with XtremePak

DVEXtreme User's Guide


P/N 181000-OPSMAN Rev. D October 1999 Printed in U.S.A. Software Version: DVEXtreme 2.1 Release Date: October 1999 The information contained in this guide is subject to change without notice or obligation.

Copyright
1999 PINNACLE SYSTEMS, INC. Contents of this publication may not be reproduced in any form without the written permission of Pinnacle Systems, Inc. Reproduction or reverse engineering of copyrighted software is prohibited.

Warning
Changes or modifications to this unit not expressly approved by the party responsible for compliance could void the users authority to operate the equipment.

FCC Compliance
This equipment has been tested and found to comply with the limits for a Class A digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference when the equipment is operated in a commercial environment. This equipment generates, uses, and can radiate radio frequency energy and, if not installed and used in accordance with the instruction manual, may cause harmful interference to radio communications. Operation of this equipment in a residential area is likely to cause harmful interference in which case the user will be required to correct the interference at his own expense. Shielded cables must be used to ensure compliance with the FCC Class A limits.

Canadian EMC Notice of Compliance


This digital apparatus does not exceed the Class A limits for the radio noise emissions from digital apparatus set out in the Radio Interference Regulations of the Canadian Department of Communications. Le present appariel numerique nemet pas de bruits radioelectriques depassant les limites applicables aux appareils numerique de la classe A prescrites dans le Reglement sur le brouillage radioelectrique edicte par le ministere des Communications du Canada.

Lithium Battery Notice


German: Achtung. Explosionsgefahr wenn die Battery in umgekehrter Polaritt eingesetzt wird. Nur mit einem gleichen oder hnlichen, vom Hersteller empfohlenen Typ, ersetzen. Verbrauchte Batterien mssen per den Instructionen des Herstellers verwertet werden. English: CAUTION - Danger of explosion if battery is replaced with incorrect type. Replace only with the same type recommended by the manufacturer. Dispose of used batteries according to the manufacturers instructions. French: ATTENTION. Il y a danger dexplosion sil a remplacement incorrect de la batterie. Remplacer uniquement avec une batterie du meme type ou dun type equivalent recommande par le constructeur. Mettre au rebut les batteries usagees conformement aux instructions du fabricant.

Power Supply Cord Notice


German: Zur sicheren Trennung des Gertes vom Netz ist der Netzstecker zu ziehen. Vergewissern Sie sich, da die Steckdose leicht zugnglich ist. English: CAUTION: THE POWER SUPPLY CORD IS USED AS THE MAIN DISCONNECT DEVICE, ENSURE THAT THE SOCKET-OUTLET IS LOCATED/INSTALLED NEAR THE EQUIPMENT AND IS EASILY ACCESSIBLE. French: ATTENTION: LE CORDON DALIMENTATION EST UTILIS COMME INTERRUPTEUR GNRAL. LA PRISE DE COURANT DOIT TRE SITUE OU INSTALLE PROXIMIT DU MATRIEL ET TRE FACILE DACCS.

End User License Agreement


PINNACLE SYSTEMS DVEXtreme SOFTWARE This is an agreement between you, the end user customer, and Pinnacle Systems, Inc. for the Pinnacle Systems software product identified above, which includes computer software and may include associated media, printed materials, and online or electronic documentation (SOFTWARE). By installing, copying, or otherwise using the SOFTWARE, you agree to be bound by the terms of this agreement. If you do not agree to the terms of this agreement, do not install or use the SOFTWARE; you may, however, return it to your place of purchase for a full refund. SOFTWARE LICENSE AND RESTRICTIONS The SOFTWARE delivered to you pursuant to these terms and conditions may embody and include certain software programs in object code (machine-readable but not human-readable form). Use of the SOFTWARE can result in the production of human-readable features such as documentation, report formats, menus, audible prompts and tone sequences. Such SOFTWARE and features constitute either the copyrighted property or proprietary trade secret information, or both, of Pinnacle Systems or its LICENSOR(s), and shall be held in confidence by you. Pinnacle Systems or its LICENSOR(s) retain title to the SOFTWARE (excluding media on which recorded), all copies thereof, and all intellectual property rights, and no title to the SOFTWARE, copies thereof or intellectual property rights is transferred to you. You are hereby granted, for internal use only, a personal, nontransferable, nonexclusive and perpetual license to use only one copy of the SOFTWARE on the computer on which the SOFTWARE was originally mounted. Except as specifically authorized by this License, you may not copy the SOFTWARE or the human-readable features referred to above for any purpose (except for a copy for backup purposes). All such copies are the proprietary information of Pinnacle Systems and its LICENSOR(s) and suppliers and are subject to their copyrights. You shall not, whether through the use of disassemblers or any other means whatsoever (including but not limited to manual, mechanical or electrical means) reverse engineer, decompile, disassemble or derive source code from the SOFTWARE, or attempt to permit any third party to do any of the foregoing, including causing the SOFTWARE to be destroyed or disabled or deriving the rules or protocols embodied in the SOFTWARE. Any attempt to do any of these things shall be a material breach of this License, which shall immediately entitle Pinnacle Systems to exercise any remedy that may exist at law or in equity. You may not transfer, loan, rent, lease, distribute or grant any rights in the SOFTWARE or accompanying documentation in any form without the prior written consent of Pinnacle Systems. LIMITED WARRANTY Pinnacle Systems warrants that the SOFTWARE licensed to you under this License will perform in accordance with Pinnacle Systems published specifications for a period of one (1) year after the date of delivery to you as evidenced by your receipt (Warranty Period). If the SOFTWARE does not conform during the Warranty Period, you agree to provide written notice of such failure to Pinnacle Systems and

Pinnacle Systems will repair or replace the SOFTWARE or refund the full purchase price.

Pinnacle Systems does not warrant that the use of the SOFTWARE will be uninterrupted or error-free and hereby disclaims all liability on account thereof. THE REMEDIES PROVIDED HEREIN ARE YOUR SOLE AND EXCLUSIVE REMEDIES FOR BREACH OF WARRANTY. THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES OR CONDITIONS, EXPRESS OR IMPLIED, INCLUDING WARRANTIES OR CONDITIONS OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. SOME STATES OR COUNTRIES DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES OR CONDITIONS, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU. LIMITED LIABILITY NOTWITHSTANDING ANY PROVISION IN THIS LICENSE TO THE CONTRARY, PINNACLE SYSTEMS OR ITS LICENSOR(S) WILL NOT BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES, HOWEVER CAUSED, OR ANY THEORY OF LIABILITY, WHETHER OR NOT PINNACLE SYSTEMS HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE OR LOSS. IN NO EVENT SHALL PINNACLE SYSTEMS' LIABILITY ARISING UNDER THIS LICENSE EXCEED THE AMOUNT PAID BY YOU FOR THE SOFTWARE GIVING RISE TO SUCH LIABILITY. THIS LIMITATION IS INTENDED TO LIMIT THE LIABILITY OF PINNACLE SYSTEMS AND SHALL APPLY NOTWITHSTANDING ANY FAILURE OF ESSENTIAL PURPOSE OF ANY LIMITED REMEDY. SOME STATES OR COUNTRIES MAY NOT ALLOW THE FOREGOING LIMITATION, SO THE FOREGOING MAY NOT APPLY TO YOU. CONFIDENTIALITY The SOFTWARE contains confidential trade secret information belonging to Pinnacle Systems or its LICENSOR(S), and you may use the SOFTWARE only pursuant to the license set forth herein. In addition, you may not disclose the SOFTWARE to any third party. RESTRICTED RIGHTS NOTICE You may terminate this License at any time by destroying all copies, mergers or modifications of the SOFTWARE and accompanying materials. Pinnacle Systems may immediately terminate your License upon notice for failure to comply with the terms and conditions of this License. Upon such termination, you agree to destroy all copies, mergers and modifications of the SOFTWARE and accompanying documents. You agree that a breach of this License will result in irreparable damages to Pinnacle Systems. This License is the entire agreement between you and Pinnacle Systems with respect to the use and licensing of the SOFTWARE, and supersedes all proposals, warranties, prior agreements or any other communications between the parties relating to the subject matter hereof. This License will be governed by and construed in accordance with the laws of California without regard to conflicts of law principles or the UN Convention on the Sale of Goods. If for any reason a court of competent jurisdiction finds any provision of this License, or portion thereof, to be unenforceable, that provision of the License shall be enforced to the maximum extent permissible so as to effect the intent of the parties, and the remainder of this License shall continue in full force and effect. Should you have any questions concerning this License, please write Pinnacle Systems, Inc., 280 North Bernardo Avenue, Mountain View, California 94043.

Company Address

Pinnacle Systems Inc. 280 North Bernardo Avenue Mountain View, CA 94043 Customer Service (U.S.): (+1) 650 930 2990 Customer Service (Europe): Customer Service Fax (U.S.): Customer Service Fax (Europe): Sales Literature: Customer Support Internet: Website: (+44) 1895 442 003 (+1) 650 930 1601 (+44) 1895 442 009 (+1) 800 4 PINNACLE broadcast-support@pinnaclesys.com http://www.pinnaclesys.com

For the latest information on DVEXtreme and Pinnacle Systems Inc., please contact our Web site: http://www.pinnaclesys.com

Contents
Introduction 1-1
Overview...........................................................................................................................1-1 Documentation Conventions..............................................................................................1-2 Documentation Terms .......................................................................................................1-3 Welcome to DVEXtreme ...................................................................................................1-4 DVEXtreme Hardware.........................................................................................1-4 DVEXtreme Software ..........................................................................................1-5 User Interface ......................................................................................................1-5 Networking..........................................................................................................1-5 Remote Control....................................................................................................1-5 GPI I/O Capability .................................................................................1-5 Integral Still Store ...............................................................................................1-5 System Inputs and Outputs...................................................................................1-6 Digital 601 Input/Output Module.........................................................................1-7 3-D Creativity......................................................................................................1-7 Imaging Effects ...................................................................................................1-7 Curvilinear Effects...............................................................................................1-8 Painterly FX and Particle FX ...............................................................................1-8 Solid Builder Mode..............................................................................................1-8 Border Effects......................................................................................................1-8 Lighting Effects ...................................................................................................1-8 Freeze Effects ......................................................................................................1-9 Effect Timeline Capabilities.................................................................................1-9 Montage Capabilities ...........................................................................................1-9 Keying.................................................................................................................1-9 XtremePak Option ...............................................................................................1-9 A Word About Windows NT ...........................................................................................1-10 Related Publications ........................................................................................................1-10 Website ...........................................................................................................................1-11 Company Address and Phone Numbers ...........................................................................1-12

Display

2-1

In This Chapter .................................................................................................................2-1 Introduction to the Display ................................................................................................2-2 Timeline Section..................................................................................................2-3 Effect Status Section ............................................................................................2-6 Effects Function Menu.........................................................................................2-8 Sequence Menu..................................................................................................2-13 Channel Status Section ......................................................................................2-15 Selection Windows ..........................................................................................................2-17 Effect File Window............................................................................................2-18 Still File Window...............................................................................................2-20

DVEXtreme User's Guide Version 2.0

Contents i

Sequence File Window ...................................................................................... 2-23 Edit Categories Dialogs................................................................................................... 2-27 Properties Dialogs ........................................................................................................... 2-29 File Management Functions ............................................................................................ 2-32 Database Management Functions .................................................................................... 2-35

Control Panel

3-1

In This Chapter .................................................................................................................3-1 Introduction to the Control Panel ......................................................................................3-2 Button Label Conventions....................................................................................3-3 General Purpose Section ......................................................................................3-4 ESC .......................................................................................................3-4 Redo / UNDO ........................................................................................3-5 TAB.......................................................................................................3-5 CTRL ....................................................................................................3-5 Shift.......................................................................................................3-6 File Management Section ....................................................................................3-6 Default / NEW .......................................................................................3-6 LOAD....................................................................................................3-7 Save As / SAVE.....................................................................................3-9 SEQ..................................................................................................... 3-11 Parameter Section.............................................................................................. 3-12 SRC ..................................................................................................... 3-12 OBJ ..................................................................................................... 3-12 Solid / GLOBAL.................................................................................. 3-13 Remote / SETUP.................................................................................. 3-13 Crop / BORDER .................................................................................. 3-13 Edge / SIZE ......................................................................................... 3-14 LOC..................................................................................................... 3-14 Axis / ROT .......................................................................................... 3-14 Skew / PERSP...................................................................................... 3-14 TARGET ............................................................................................. 3-15 Color FX / DEFOCUS ......................................................................... 3-15 Adv / WIPE ......................................................................................... 3-15 WARP ................................................................................................. 3-15 PARTCL.............................................................................................. 3-16 Color / HILITE .................................................................................... 3-16 Block / PATH ...................................................................................... 3-16 Channel Section ................................................................................................ 3-17 CHAN 1............................................................................................... 3-17 CHAN 2............................................................................................... 3-17 CHAN 3............................................................................................... 3-18 CHAN GLOBAL ................................................................................. 3-18 SWAP PRI........................................................................................... 3-18 LAYER A............................................................................................ 3-18 Stamp / LAYER B ............................................................................... 3-19 KEY .................................................................................................... 3-19 Still B / STILL A ................................................................................. 3-19 Frze B / FRZE A.................................................................................. 3-20 Edit Section ....................................................................................................... 3-21 MODIFY ............................................................................................. 3-21 Block / COPY ...................................................................................... 3-22 Insert / PASTE..................................................................................... 3-22

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GO TO.................................................................................................3-22 DELETE..............................................................................................3-22 START ................................................................................................3-23 PREV...................................................................................................3-23 (ARROW UP)...................................................................................3-24 NEXT ..................................................................................................3-24 END ....................................................................................................3-25 ADD KF ..............................................................................................3-25 (ARROW LEFT) .............................................................................3-26 (ARROW DOWN)............................................................................3-26 (ARROW RIGHT)...........................................................................3-27 Eff Dur / DUR......................................................................................3-27 Axis Section ......................................................................................................3-28 X..........................................................................................................3-28 Y..........................................................................................................3-28 Z ..........................................................................................................3-29 Status / ALL.........................................................................................3-29 Keypad Section ..................................................................................................3-30 0 through 9 ..........................................................................................3-30 - (Minus)..............................................................................................3-31 . (Period)..............................................................................................3-31 Block / CLEAR / No ............................................................................3-31 Trim / ENTER .....................................................................................3-32 Run Section .......................................................................................................3-32 AUTO REV .........................................................................................3-32 Loop / REV..........................................................................................3-32 RUN ....................................................................................................3-33 Joystick..............................................................................................................3-34 JOYSTICK ..........................................................................................3-34 Action-Oriented Reference Table.....................................................................................3-35

Operations

4-1

In This Chapter .................................................................................................................4-1 System Concepts ...............................................................................................................4-2 Manipulating Images.........................................................................................................4-2 Manipulating Images with the Joystick ................................................................4-5 Manipulating Images Numerically.......................................................................4-7 Clearing Values ...................................................................................................4-7 Understanding the 3-D Coordinate System...........................................................4-8 Crop by the numbers ..............................................................................4-9 Locate by the Numbers.........................................................................4-10 Rotation by the Numbers ......................................................................4-12 Axis by the Numbers............................................................................4-13 Order of Manipulations......................................................................................4-16 Source..................................................................................................4-16 Object ..................................................................................................4-17 Global ..................................................................................................4-17 Perspective...........................................................................................4-18 Target ..................................................................................................4-18 Summary Order of Manipulations ...................................................4-18 DVEXtreme Layer Priority...................................................................4-19

DVEXtreme User's Guide Version 2.0

Contents iii

Programming Effects....................................................................................................... 4-20 Image Manipulation Rules................................................................................. 4-20 Step 1 Start a New Effect .............................................................................. 4-22 Step 2 Assigning Inputs ................................................................................ 4-23 Step 3 Program the First Keyframe ............................................................... 4-25 Step 4 Program Additional Keyframes .......................................................... 4-26 Step 5 Run the Effect .................................................................................... 4-27 Step 6 Save a Version of the Effect ............................................................... 4-28 Unused Still and Effects Numbers ........................................................ 4-30 Step 7 Edit the Effect .................................................................................... 4-31 Deleting Keyframes ............................................................................. 4-32 Adjusting Keyframe Duration .............................................................. 4-33 Adjusting Effect Duration .................................................................... 4-34 Adjusting Channel Duration ................................................................ 4-34 Trimming Keyframe Values................................................................. 4-35 Changing Keyframe Motion................................................................. 4-36 Copying and Pasting ............................................................................ 4-42 Step 8 Run the Edited Effect ......................................................................... 4-42 Step 9 Save the Final Effect .......................................................................... 4-42 Working with Sequences ................................................................................................. 4-43 Loading Effects in the Sequence Workspace ...................................................... 4-43 Running Sequence Effects Manually.................................................................. 4-43 Saving Sequences .............................................................................................. 4-44 Loading Sequences ............................................................................................ 4-45 Running Sequence Effects by Remote Control ................................................... 4-45 TitleDeko Rolls and Crawls............................................................................................. 4-46

Reference

5-1

In This Chapter .................................................................................................................5-1 Image Manipulation Tools ................................................................................................5-2 Crop ....................................................................................................................5-2 Using Crop ............................................................................................5-2 Border .................................................................................................................5-3 Using Border .........................................................................................5-3 Border Notes..........................................................................................5-4 Edge Alignment ..................................................................................................5-5 Using Edge Alignment...........................................................................5-5 Edge Notes.............................................................................................5-5 Size .....................................................................................................................5-6 Using Size .............................................................................................5-6 Locate..................................................................................................................5-7 Using Locate..........................................................................................5-7 Rotation...............................................................................................................5-8 Using Rotation .......................................................................................5-8 Axis................................................................................................................... 5-11 Using Axis........................................................................................... 5-11 Skew ................................................................................................................. 5-12 Using Skew.......................................................................................... 5-12 Perspective ........................................................................................................ 5-13 Using Perspective................................................................................. 5-13 Target................................................................................................................ 5-14 Using Target ........................................................................................ 5-14

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Defocus..............................................................................................................5-15 Using Defocus......................................................................................5-15 Using Deep Defocus.............................................................................5-16 Color Effects......................................................................................................5-17 Using Color Effects ..............................................................................5-18 Using Clip Gain ...................................................................................5-18 Using Solarize......................................................................................5-18 Using Posterize ....................................................................................5-19 Using Primary Hue Adjustment............................................................5-19 Using Secondary Hue Adjustment ........................................................5-20 Using Color Tint Adjustment ...............................................................5-20 Wipe..................................................................................................................5-21 Using Wipes.........................................................................................5-21 Using Advanced Wipes ........................................................................5-23 Warp .................................................................................................................5-24 Using Warps ........................................................................................5-24 Using Page Scrolls and Folds (Options 0-2)..........................................5-25 Using Variants .....................................................................................5-26 Using Splashes (Options 3-4) ...............................................................5-28 Using Ball (Option 5)...........................................................................5-30 Using Basic Geometrics (Options 6-12)................................................5-31 Using Advanced Geometrics (Options 13-23).......................................5-32 Using Advanced Circular Shapes (Options 24-33)................................5-33 Using Melts (Options 34-51) ................................................................5-34 Using Cylinders (Options 52-55)..........................................................5-35 Using Custom Particle Shapes (Options 56-58) ....................................5-36 Using Mosaic (Option 59) ....................................................................5-36 Particle ..............................................................................................................5-37 Using Particle Effects...........................................................................5-38 Highlight ...........................................................................................................5-40 Using Automatic Highlights.................................................................5-40 Using Manual and Reverse Manual Highlights.....................................5-40 Using Z Highlights...............................................................................5-42 Using Global 3D Highlights .................................................................5-42 Using 3D Highlight Properties .............................................................5-44 Color .................................................................................................................5-45 Using Color..........................................................................................5-45 Path ...................................................................................................................5-46 Image Priority .................................................................................................................5-47 Using Priority ....................................................................................................5-47 Using Intersecting Planes...................................................................................5-48 Solids ..............................................................................................................................5-49 Using Solids ......................................................................................................5-49 Remote Control ...............................................................................................................5-51 Using BVW-75 Emulation .................................................................................5-51 Using Effect Limits............................................................................................5-52 Using GVG Peripheral Mode .............................................................................5-52 E-MEM Operation ...............................................................................5-53 E-MEM Notes......................................................................................5-54 E-MEM Alias Auto Clear.....................................................................5-54 Using GPI Input Triggers ..................................................................................5-55 Using GPI Output Triggers ................................................................................5-55 Setup...............................................................................................................................5-57 Using the Setup Menu........................................................................................5-57

DVEXtreme User's Guide Version 2.0

Contents v

Layer Assignment ........................................................................................................... 5-59 Layer A Assignment .......................................................................................... 5-59 Assigning Inputs 1 through 6 to Layer A.............................................. 5-59 Assigning Channels 1 through 3 to Layer A......................................... 5-62 Assigning Matte to Layer A ................................................................. 5-62 Assigning a Still to Layer A................................................................. 5-63 Layer B Assignment .......................................................................................... 5-63 Assigning Inputs 1 through 6 to Layer B.............................................. 5-65 Assigning Channels 1 through 3 to Layer B......................................... 5-65 Assigning Matte to Layer B ................................................................. 5-65 Assigning Layer B Stamp Mode........................................................... 5-65 Assigning DVE on Back ...................................................................... 5-65 Assigning a Still to Layer B ................................................................. 5-65 Assigning Stamp to Layer B................................................................. 5-66 Assigning a Shadow to Layer B ........................................................... 5-66 Assigning Trails .................................................................................. 5-67 Input Blanking Setup ...................................................................................................... 5-68 Key Functions ................................................................................................................. 5-69 Full Key ............................................................................................................ 5-69 Linear Key......................................................................................................... 5-69 Luma Key.......................................................................................................... 5-71 Genie Key.......................................................................................................... 5-71 Chroma Key ...................................................................................................... 5-72 Matte Key.......................................................................................................... 5-74 Visible............................................................................................................... 5-75 Still Assignment.............................................................................................................. 5-76 TitleDeko Rolls and Crawls ............................................................................... 5-77 Copy and Paste................................................................................................................ 5-78 Copy One .......................................................................................................... 5-78 Copy All............................................................................................................ 5-79 Copy Keyframe.................................................................................................. 5-80 Pasting Keyframes............................................................................................. 5-80 Inserting Keyframes .......................................................................................... 5-80

Index

6-1

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DVEXtreme User's Guide Version 2.0

Index
4 5 - (minus) .......................................................... 3-30

beam Y rotation ........................................... 5-42 cone angle ................................................... 5-42 intensity ....................................................... 5-42 light 1 and 2 ................................................ 5-42 X position .................................................... 5-42 Y position .................................................... 5-42 Z position .................................................... 5-42

4x3 ................................................................... 5-57

50 fields-per-second ........................................... 2-4 525 and 625 ....................................................... 1-4

6
60 fields-per-second ........................................... 2-4

.
. (period) .......................................................... 3-30 .dko .................................................................. 4-45 .eff ............................................................ 1-3, 2-19 .seq .................................................................... 1-3 .vii ................................................................... 4-45

A
About Pinnacle DVEXtreme Dialog ................. 3-28 Action-oriented reference table ......................... 3-34 Active channel ................................................. 2-15 Add effect file ....................................................... 3-8 file ............................................................... 2-30 new effect .................................................... 3-24 new keyframe .............................................. 3-24 sequence file .................................................. 3-9 still file ........................................................ 5-74 ADD KF ............................. 2-4, 3-8, 3-9, 3-24, 5-74 Address ............................................................ 1-12 Adjust advanced wipe ............................................. 3-14 axis of rotation ............................................. 3-13 borders .......................................................... 5-3 brightness .................................................... 5-17 channel duration .......................................... 4-33 contrast ........................................................ 5-17 DVE blanking ............................................. 5-66 effect duration ............................................. 4-33 focus ............................................................ 3-14 highlight color .................................... 3-15, 5-44 highlights .................................................... 5-39 keyframe duration ........................................ 4-32 motion path ........................................ 3-15, 5-45 particle effect ............................................... 5-36 perspective ................................................... 3-13 polarity ........................................................ 5-17

1
16x9 ................................................................. 5-57

3
3-D coordinate space ................................. 3-14, 5-14 creativity ....................................................... 1-7 manipulations ................................................ 1-7 space ............................................................. 4-8 understanding coordinates ............................. 4-8 3D Highlights ambient ....................................................... 5-43 attenuation .................................................. 5-43 curvature ..................................................... 5-43 diffuse ......................................................... 5-43 intensity ...................................................... 5-42 light 1 and 2 ................................................ 5-41 properties ........................................... 3-15, 5-43 specular ....................................................... 5-43 X position .................................................... 5-41 Y position .................................................... 5-42 Z position .................................................... 5-42 3D Spot Highlights beam X rotation ........................................... 5-42

DVEXtreme User's Guide Version 2.0

Index 6-1

position in 3-D space .............................3-13, 5-7 posterize level ..............................................5-17 primary color ................................................5-17 rotation ........................................................3-13 secondary color ............................................5-17 size ........................................................3-13, 5-6 skew .............................................................3-13 solarize .........................................................5-17 target size and position .................................5-14 threshold ......................................................5-17 tint ...............................................................5-17 warp shape ...................................................5-24 wipe .............................................................3-14 Advanced geometrics ....................................................5-31 wipe menu ....................................................3-14 Alias auto clear ........................................5-53, 5-54 ALL ..................................................................3-28 All field ..........................................2-11, 3-27, 3-28 Alphabet ...........................................................3-23 Ambient, 3D Highlights ....................................5-43 Amplitude .........................................................5-30 particle effect ................................................5-37 Analog I/O module ...................................................3-12 I/O option .......................................................1-6 input setup menu ..........................................3-12 status ............................................................3-12 Angle (wipe) .....................................................5-23 ARROW DOWN .........................................................3-25 LEFT ...........................................................3-25 RIGHT .........................................................3-26 UP ................................................................3-23 Aspect ratio .......................................................5-57 display ............................................................2-5 wipe function ...............................................5-23 Assign channels 1 through 3 ...........................5-61, 5-63 inputs ...........................................................4-22 inputs 1 through 6 ...............................5-58, 5-63 layer B stamp mode ......................................5-63 matte ...................................................5-61, 5-63 picon to file ..................................................2-29 shadow .........................................................5-64 stamp ...........................................................5-64 still ......................................................5-62, 5-63 still dialog ....................................................2-21 still to layer A dialog ...........................3-18, 5-74 still to layer B dialog ....................................3-18 trails .............................................................5-65 Asterisk ...............................................................3-3 Attenuation, 3D Highlights ...............................5-43 Attribute ...........................................................2-28

Auto reverse indicator ............................................ 2-6 reverse run mode ..........................................3-31 AUTO REV .............................................. 2-6, 3-31 Automatic highlight ..........................................5-39 Axis .......................................................... 3-13, 4-3 angle ............................................................5-25 angle, particle effect .....................................5-37 by the numbers .............................................4-13 cursors .................................................. 5-8, 5-56 function ........................................................5-11 menu ...................................................3-13, 5-11 of rotation .....................................................4-15 screen ............................................................ 4-8 section .................................................. 3-3, 3-27 using ............................................................5-11

B
Ball ...................................................................5-29 Basic geometrics ...............................................5-30 Beam X Rotation, 3D Spot Highlights ....................5-42 Y Rotation, 3D Spot Highlights ....................5-42 Bias ......................................... 1-9, 4-36, 4-40, 5-45 Blanking ...........................................................5-66 Block clear function .............................. 3-30, 4-7, 4-24 copy function ..............................2-12, 3-21, 5-77 de-select keyframe ........................................3-22 functions ....................................................... 1-9 path function ..............................3-15, 4-35, 5-45 select keyframe .............................................3-24 BORDER .................................................. 3-12, 4-2 Border ................................................................ 4-2 effects ............................................................ 1-8 function ......................................................... 5-3 menu .................................................... 3-12, 5-3 notes .............................................................. 5-4 types .............................................................. 5-3 using ............................................................. 5-3 wipes ............................................................5-22 Brightness .........................................................5-17 Browse ..............................................................2-29 Bursts ................................................................3-14 Button joystick .......................................................... 3-3 label conventions ........................................... 3-3 Button function NEXT ..........................................................3-23 PREV ...........................................................3-22 BVW-75 ............................................................. 1-5 emulation ............................................4-44, 5-50

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DVEXtreme User's Guide Version 2.0

By the numbers axis ............................................................. 4-13 crop ............................................................... 4-9 locate ........................................................... 4-10 rotation ........................................................ 4-12

C
Cancel ................... 2-19, 2-21, 2-23, 2-26, 2-29, 3-4 Category ........................................................... 2-28 current effect ........................................ 2-19, 3-7 current sequence .......................................... 2-23 current still .................................................. 2-21 edit ................................... 2-19, 2-21, 2-23, 2-25 edit effect ....................................................... 3-7 list ............................................................... 2-26 CCIR-601 ........................................................... 1-6 I/O module .................................................... 1-7 CD ROM ............................................................ 1-5 CHAN 1 .................................................... 2-4, 3-16 CHAN 2 .................................................... 2-4, 3-16 CHAN 3 .................................................... 2-4, 3-17 CHAN GLOBAL .............................................. 3-17 Change advanced wipe parameters ........................... 3-14 axis of rotation ............................................ 3-13 borders .......................................................... 5-3 channel duration .......................................... 4-33 default keyframe duration .............................. 2-5 DVE blanking ............................................. 5-66 effect category ............................................. 2-19 effect duration ...................................... 2-5, 4-33 focus ............................................................ 3-14 highlight color .................................... 3-15, 5-44 highlights .................................................... 5-39 key type .............................................. 3-18, 5-67 keyframe duration ........................................ 4-32 keyframe motion .......................................... 4-35 layer A input ........... 2-15, 3-17, 3-29, 5-58, 5-62 layer A key type ........................................... 2-16 layer A opacity ............................................ 2-16 layer A still .................................................. 5-74 layer B input ..................... 2-16, 3-18, 3-19, 3-29 layer B key type ........................................... 2-16 layer B opacity ............................................. 2-16 layer B still .................................................. 3-18 motion path ........................................ 3-15, 5-45 particle effect ............................................... 5-36 perspective .................................................. 3-13 priority ............................................... 3-17, 5-46 rotation ........................................................ 3-13 run direction ................................................ 3-31 sequence category ........................................ 2-23

skew ............................................................ 3-13 still category ....................................... 2-21, 5-74 target size and position ................................ 5-14 warp shape .................................................. 5-24 wipe parameters ........................................... 3-14 Channel .............................................................. 1-3 active ........................................................... 2-15 adjust duration ............................................. 4-33 combine all .................................................. 5-56 configurations ................................................ 1-6 current ........................................................... 2-9 enable ............................................................ 2-4 ID cursors .................................................... 5-56 indicators ....................................................... 2-3 isolate ................................................. 3-16, 3-17 modules ......................................................... 1-6 priority .......................................................... 1-7 section .................................................. 3-2, 3-16 status section ........................................ 2-3, 2-15 Characters red ........................................................ 4-12, 5-8 white .................................................... 4-12, 5-8 Chroma Key ..................................................... 5-70 Clean feed ........................................................ 5-56 CLEAR ..................................................... 3-30, 4-7 Clear .................................................................. 1-7 all effects ....................................................... 3-6 all keyframes ................................................. 3-6 all values .............................................. 3-30, 4-7 effect ............................................................. 3-6 entire keyframe ..................................... 3-30, 4-7 entire keyframe, all channels ................ 3-30, 4-7 individual value .................................... 3-30, 4-7 values ............................................................ 4-7 Clip gain ................................................. 3-14, 5-17 using ........................................................... 5-18 Coarse resolution ....................................... 3-5, 3-33 Colon ................................................................. 2-6 Color ......................................................... 3-15, 4-4 effects ............................................................ 4-3 effects function ............................................ 5-17 effects menu ................................................ 5-17 effects, using ................................................ 5-18 function ....................................................... 5-44 FX menu ..................................................... 3-14 illegal .......................................................... 5-18 menu ........................................................... 5-44 pick .................................... 3-27, 5-4, 5-44, 5-71 primary ........................................................ 5-17 secondary .................................................... 5-17 selection cursor ................... 3-27, 5-4, 5-44, 5-71 tint .............................................................. 5-17 using ........................................................... 5-44 Column

DVEXtreme User's Guide Version 2.0

Index 6-3

freeze/key status ...........................................2-16 input assignment ..........................................2-15 key type ........................................................2-16 opacity .........................................................2-16 still name .....................................................2-16 Combine all channels ........................................5-56 Combiner status .........................................2-4, 5-56 Comment ..........................................................2-28 Commit changes ...............................................3-20 Company Address .............................................1-12 Compound motion ....................................3-11, 4-16 Compress image ..................................................4-2 Concepts, system .................................................4-2 Cone angle, 3D Spot Highlights ........................5-42 Continuity ................................1-9, 4-36, 4-39, 5-45 Contrast ............................................................5-17 Control Panel ......................................................1-5 axis section ............................................3-3, 3-27 buttons ...........................................................1-2 channel section ......................................3-2, 3-16 edit section ............................................3-3, 3-20 file management section ......................... 3-2, 3-6 function reference table ................................3-34 general purpose section .......................... 3-2, 3-4 introduction ....................................................3-2 joystick ..................................................3-3, 3-33 keypad section .......................................3-3, 3-29 parameter section ..................................3-2, 3-11 run section ............................................3-3, 3-31 Conventions button labels ...................................................3-3 documentation ................................................1-2 Coordinate system ...............................................4-2 COPY ......................................................2-12, 3-21 Copy .................................................................4-41 all parameter values ............................3-21, 5-77 all values .............................................2-12, 3-21 buffer ................................3-21, 5-76, 5-77, 5-78 buffer display ...............................................2-12 entire keyframe ...................................3-21, 5-78 individual parameter ...........................3-21, 5-76 keyframe .............................................2-12, 3-21 one ......................................................2-12, 3-21 Copy/Paste ..........................................................1-9 Crawl ................................................................4-45 functions ......................................................4-46 Create keyframe ..................................................2-4 Crop ................................................... 1-7, 3-12, 4-2 by the numbers ...............................................4-9 menu .....................................................3-12, 5-2 CTRL ..................................................................3-5 CTRL + 2-digit numbers ............................................3-29 CHAN 1 .......................................................3-16

CHAN 2 .......................................................3-16 CHAN 3 .......................................................3-17 channel ........................................................2-15 CLEAR ................................................ 3-30, 4-7 COPY .................................................2-12, 3-21 Eff Dur ................................................3-26, 4-33 ESC ............................................................... 3-4 FRZE A ........................................................3-19 HILITE ........................................................5-43 Hilite ............................................................3-15 Joystick ......................................... 3-5, 3-33, 4-6 Joystick button ............................................... 4-7 LAYER A ...........................................3-17, 5-66 LAYER B .....................................................3-18 NEW ............................................................. 3-7 NEXT ..........................................................3-24 PATH ..................................................3-15, 5-45 PREV ...........................................................3-23 SETUP .........................................................3-12 Shift + ESC ................................................... 3-4 UNDO ........................................................... 3-5 X button ............................. 3-27, 5-4, 5-44, 5-71 CTRL + Shift + CLEAR ................................................ 3-30, 4-7 Frze B ..........................................................3-19 Joystick button ............................................... 4-7 NEXT ..........................................................3-24 PATH ..................................................3-15, 5-45 PREV ...........................................................3-23 SEQ .............................................................3-10 Cube ................................................ 1-8, 3-12, 5-48 Current channel ......................................................... 2-9 databases ...........................2-19, 2-21, 2-23, 2-33 effect ............................................................4-33 effect category ...................................... 2-19, 3-7 function ......................................................... 2-9 keyframe column ..........................................2-10 position ................................................ 2-6, 2-10 sequence category .........................................2-23 still category ........................................2-21, 5-74 Cursor ......................................................... 1-7, 2-2 axis ...................................................... 5-8, 5-56 channel ID ........................................... 5-8, 5-56 color selection .................... 3-27, 5-4, 5-44, 5-71 timeline ......................................................... 2-4 Curvature ..........................................................5-29 3D Highlights ...............................................5-43 Curvilinear .................................................. 1-7, 1-8 Customer Service ..............................................1-11 Cycle through alphabet ......................................3-23 Cylinders .......................................... 1-8, 3-14, 5-34

6-4 Index

DVEXtreme User's Guide Version 2.0

D
Database ............................................................. 1-3 current .............................. 2-19, 2-21, 2-23, 2-33 load ...................................... 2-34, 3-8, 3-9, 5-75 management buttons .................. 2-20, 2-22, 2-24 multiple ............................ 2-19, 2-21, 2-23, 2-33 new ...................................... 2-34, 3-8, 3-9, 5-75 save ...................................... 2-34, 3-8, 3-9, 5-75 Decimate .......................................................... 5-15 Deep defocus .................................. 3-14, 5-15, 5-16 verify ........................................................... 5-16 Default ............................................................... 3-6 effect ............................................................. 3-7 keyframe duration ........................................ 3-24 keyframe settings ........................................... 3-5 picon ........................................................... 2-18 size .............................................................. 3-30 DEFOCUS ....................................................... 3-14 Defocus .............................................................. 4-3 decimate ...................................................... 5-15 deep .................................................... 5-15, 5-16 function ....................................................... 5-15 menu .................................................. 3-14, 5-15 range ........................................................... 5-15 using ........................................................... 5-15 DELETE .......................... 3-8, 3-9, 3-21, 3-22, 5-74 Delete category button ............................................ 2-26 effect ........................................... 3-8, 3-21, 3-22 file ............................................................... 2-32 first keyframe .............................................. 4-31 initial keyframe ........................................... 3-22 keyframe ............................................ 3-21, 4-31 keyframe and ripple ..................................... 3-22 keyframe dialog ........................................... 4-31 letter ............................................................ 3-22 maintain effect duration ............................... 4-31 sequence ............................................... 3-9, 3-22 shrink effect duration ................................... 4-31 still .............................................................. 5-74 Demo mode ............................................. 2-14, 3-10 Depth value ...................................................... 3-28 DFOCUS ................................................... 4-3, 5-15 Dialog about Pinnacle DVEXtreme ......................... 3-28 assign still ................................................... 2-21 assign still to layer A .......................... 3-18, 5-74 assign still to layer B ................................... 3-18 cancel ............................................................ 3-4 delete keyframe ........................................... 4-31 DVE video input blanking .................. 3-17, 5-66 effect duration ............................................. 3-26 effect properties .................................. 2-27, 4-28

exit .............................................................. 2-29 goto keyframe .............................................. 3-21 GPI out number ........................................... 5-55 graphic properties ........................................ 2-27 keyframe duration ........................................ 3-26 keyframe insert duration .............................. 3-24 modify all .................................................... 3-20 name ......................................... 2-27, 2-30, 2-33 play CG crawl .............................................. 4-46 play CG roll ................................................. 4-45 properties ........................................... 2-27, 2-31 save as .................................................. 3-9, 4-27 save modification ......................................... 3-20 select color ......................... 3-27, 5-4, 5-44, 5-71 select default effect ........................................ 3-7 select effect to open ............................... 2-19, 3-7 select sequence to open ......................... 2-23, 3-8 sequence properties ...................................... 2-27 single channel effect duration ...................... 3-26 stamp to file ................................................. 3-18 still categories .............................................. 2-25 system information ...................................... 3-28 Diffuse, 3D Highlights ..................................... 5-43 Direction, wipes ............................................... 5-22 Directories ........................................................ 2-31 Display ............................................................... 1-4 aspect ratio .................................................... 2-5 copy buffer ................................................... 2-12 current position ............................................. 2-6 introduction ................................................... 2-2 standard ......................................................... 2-5 Documentation conventions ................................................... 1-2 terms ............................................................. 1-3 Down button ..................................................... 2-26 DUR ........................................................ 3-26, 4-32 Duration ............................................................. 1-9 adjust channel .............................................. 4-33 adjust effect ................................................. 4-33 adjust keyframe ........................................... 4-32 box ......................................................... 2-4, 2-5 default ......................................................... 3-24 keyframe ........................................................ 2-5 DVE use source on back. rotation ......... 4-23, 5-8, 5-63 video input blanking dialog ................ 3-17, 5-66 DVEXtreme exit ................................................................ 3-4 hardware ....................................................... 1-4 installation guide .................................. 1-5, 1-10 key .............................................................. 4-45 multiple databases ............ 2-19, 2-21, 2-23, 2-33 release notes ................................................ 1-10 rolls and crawls .................................. 4-45, 5-75

DVEXtreme User's Guide Version 2.0

Index 6-5

shotbox support ...................................3-22, 3-23 shotbox user's guide ......................................1-10 software ..........................................................1-5

E
E-MEM ...............................................................1-5 alias auto clear .............................................5-53 notes ............................................................5-53 operation ......................................................5-52 Edge .................................................................3-13 Edge alignment ...................................................4-2 function ..........................................................5-5 menu .....................................................3-13, 5-5 using ..............................................................5-5 Edit category .............................2-19, 2-21, 2-23, 2-25 effect ............................................................4-30 effect category ................................................3-8 section ...................................................3-3, 3-20 Eff Dur ..............................................................3-26 Effect .........................................................1-3, 4-19 add file ...........................................................3-8 add new ........................................................3-24 additive ........................................................4-19 adjust duration .............................................4-33 begin new .....................................................4-15 clear ...............................................................3-6 current category .....................................2-19, 3-7 delete ...........................................3-8, 3-21, 3-22 duration display ............................................2-28 edit ...............................................................4-30 edit category ...................................................3-7 file property ....................................................3-8 file window ..................................................2-18 length .............................................................2-5 limited by duration .......................................5-51 load ................................................................3-7 load sequence ...............................................4-42 management ...................................................3-7 management functions ..................................2-30 name .....................................................2-6, 2-19 new ................................................................3-6 no. to apply ..................................................2-19 no. to apply field ............................................3-7 number ..................................................2-7, 2-18 picon ............................................................2-18 programming ...............................................4-19 properties dialog ..................................2-27, 4-28 run ......................................................3-32, 4-26 run by remote control ...................................4-44 run edited version .........................................4-41 run manually ................................................4-42

save ...................................................... 3-9, 4-27 save final ......................................................4-41 scale .............................................................3-26 scale channel duration ..................................3-26 scale in Sequence Workspace .......................2-13 single channel duration dialog ......................3-26 sort ....................................................... 2-19, 3-7 start new .......................................................4-21 status section .......................................... 2-2, 2-6 time scale ...................................................... 2-4 total duration dialog .....................................3-26 unused numbers ............................................4-29 Effects border ............................................................ 1-8 curvilinear .............................................. 1-7, 1-8 freeze ............................................................ 1-9 function menu ........................................ 2-3, 2-8 imaging ......................................................... 1-7 lighting ......................................................... 1-8 painterly ........................................................ 1-8 particle .......................................................... 1-8 standard ........................................................ 1-7 warp ....................................................... 1-7, 1-8 Enable channel ......................................................... 2-4 GVG peripheral mode ..................................5-51 END ..................................................................3-24 ENTER .............................................................3-31 ESC .......................................................... 3-4, 3-10 Exit dialog ..................................................2-19, 2-29 DVEXtreme .................................................. 3-4 Expansion .......................................................... 1-7 Explode, particle effect ......................................5-37

F
Field 2 location ...................................................... 2-6 all values ......................................................2-11 option ...........................................................2-12 timecode entry ..............................................3-30 toggle ...........................................................2-11 value ............................................................2-11 File add ....................................................... 2-30, 3-8 add sequence ................................................. 3-9 add still ........................................................5-74 attribute ........................................................2-28 basic functions .....................................2-30, 2-33 category ........................................................2-28 comment ......................................................2-28 data ..............................................................2-28

6-6 Index

DVEXtreme User's Guide Version 2.0

delete .................................................. 2-28, 2-32 load single ................................................... 2-31 management buttons .................. 2-19, 2-21, 2-24 management section ............................... 3-2, 3-6 name ........................................................... 2-28 number ........................................................ 2-28 path ............................................................. 2-28 picon ........................................................... 2-28 properties ............................. 2-32, 3-8, 3-9, 5-75 read only ..................................................... 2-28 scan groups ................................................. 2-31 stamp .......................................................... 2-29 time saved ................................................... 2-28 Fine resolution .......................................... 3-5, 3-33 Floppy Disk ........................................................ 1-5 Forward direction indicator ................................ 2-6 Freeze button LED .................................................. 3-19 effects ............................................................ 1-9 layer A video, key ........................................ 3-19 layer B video, key ........................................ 3-19 mode ........................................................... 5-60 Freeze/Key Status Column ............................... 2-16 Freeze/unfreeze layer A video, key ........................................ 2-16 layer B video, key ........................................ 2-16 Frequency ......................................................... 5-28 FRZE A ............................................................ 3-19 Frze B .............................................................. 3-19 Full key ............................................................ 5-67 Function ............................................................. 2-8 current ........................................................... 2-9 reference table ............................................. 3-34

out number dialog ........................................ 5-55 out tally mode ..................................... 5-55, 5-57 out, trigger on timeline ................................ 5-55 timeline indication ....................................... 5-55 Graphic properties dialog ................................. 2-27 GVG E-MEM ....................................................... 5-52 peripheral mode .................................. 4-44, 5-51

H
Hardware ............................................................ 1-4 Highlight ............................................................ 4-4 automatic ..................................................... 5-39 color menu .................................................. 3-15 effects menu ................................................ 2-11 function ....................................................... 5-39 manual ........................................................ 5-39 menu .................................................. 3-15, 5-39 reverse manual ............................................ 5-39 sequence workspace ..................................... 2-14 Highlights global 3D ............................................ 5-39, 5-41 intensity ....................................................... 5-41 X pos, Y Pos, Z Pos ..................................... 5-41 Z Highlights ................................................ 5-41 HILITE ..................................................... 4-4, 5-39 Hilite ................................................................ 3-15 Hold motion ..................................................... 4-37 Horizontal value ............................................... 3-27

I
Icon crawl ........................................................... 4-45 key .............................................................. 2-20 roll .............................................................. 4-45 ID cursors ........................................................... 1-7 Illegal color ...................................................... 5-18 Image ................................................................. 1-3 ID cursors ...................................................... 1-7 manipulation .......................................... 4-2, 4-5 manipulation rules ....................................... 4-19 manipulation tools ......................................... 5-2 manual manipulation ................................... 3-33 numeric manipulation .................................... 4-7 path .................................................... 4-36, 4-37 sharpness .............................................. 4-3, 5-15 trim ............................................................... 4-2 Image manipulations remove .......................................................... 3-5 restore ........................................................... 3-5 Imaging effects ................................................... 1-7

G
General Purpose section .............................. 3-2, 3-4 Genie Key ........................................................ 5-69 Geometrics advanced ..................................................... 5-31 basic ............................................................ 5-30 GLOBAL ................................................ 3-12, 4-18 Global ................................................ 1-7, 4-2, 4-15 3D highlights ..................................... 5-39, 5-41 highlights menu .......................................... 5-41 manipulations ..................................... 3-12, 4-16 GO TO ............................................................. 3-21 Goto Keyframe Dialog ...................................... 3-21 GPI .................................................................... 1-5 assign function ............................................ 5-54 effect limit ................................................... 5-51 input triggers ............................................... 5-54 input/output capability ................................... 1-5

DVEXtreme User's Guide Version 2.0

Index 6-7

Indicator auto reverse ....................................................2-6 forward direction ............................................2-6 loop ................................................................2-6 reverse direction .............................................2-6 Input ...................................................................1-6 assign ...........................................................4-22 assignment column .......................................2-15 change Layer A ............................................3-29 change Layer B ............................................3-29 change on keyframe basis ....................5-58, 5-62 setup menu ...................................................3-12 Input/Output configurations ................................................1-6 modules ..........................................................1-6 Insert ..............................................3-21, 5-76, 5-78 keyframe .............................................3-21, 5-78 Installation Guide .......................................1-5, 1-10 Intensity 3D Highlights ...............................................5-42 3D Spot Highlights .......................................5-42 highlights .....................................................5-41 Interface, user .....................................................1-5 Interpolation .....................................................4-36 Intersecting planes ..........................3-17, 5-46, 5-47 Introduction to Control Panel ..............................3-2 Invert ................................................................5-17 Isolate channel ........................................................2-15 channel 1 .....................................................3-16 channel 2 .....................................................3-16 channel 3 .....................................................3-17

linear ...................................................4-45, 5-67 matte ............................................................5-72 menu ...................................................3-18, 5-67 type column ..................................................2-16 Keyframe .................................................. 1-3, 4-19 add new ........................................................3-24 adjust duration ..............................................4-32 change inputs by ..................................5-58, 5-62 change motion ..............................................4-35 commit changes ............................................3-20 create ............................................................ 2-4 de-select block ..............................................3-22 default duration ............................................3-24 delete ...................................................3-21, 4-31 delete with ripple ..........................................3-22 duration ......................................................... 2-5 duration dialog .............................................3-26 insert ...................................................3-21, 5-78 insert duration dialog ...................................3-24 markers .................................................. 2-5, 4-4 number .......................................................... 2-7 paste ....................................................3-21, 5-78 program additional .......................................4-25 program first ................................................4-24 select block ...................................................3-24 trim values ...................................................4-34 Keyframe column current ..........................................................2-10 previous, next ...............................................2-10 Keying ............................................................... 1-9 Keypad section .......................................... 3-3, 3-29

J
Joystick ......................................................3-3, 3-33 button ..................................................... 3-3, 4-7 control ............................................................4-5 image manipulation ........................................4-5 move with fine resolution ...............................4-6 movement ......................................................4-6 resolution ..............................................3-5, 3-33

L
Layer .................................................................. 1-3 A Input menu .............................3-17, 5-58, 5-62 assignment ...................................................5-58 B input menu .......................................3-18, 3-19 keyframable inputs ..............................5-58, 5-62 priority .........................................................4-18 LAYER A .......................................3-17, 5-58, 5-62 Layer A section .................................................2-15 LAYER B ................................................3-18, 3-19 Layer B section .................................................2-15 LED, power ........................................................ 3-3 Light ......................................................... 4-4, 5-39 Light 1 and 2 3D Highlights ...............................................5-41 3D Spot Highlights .......................................5-42 Lighting effects .................................................. 1-8 Linear key ...............................................................5-67 motion ........................................4-35, 4-37, 5-45

K
KEY ........................................................3-18, 5-67 Key .....................................................................1-3 assignment .....................................................1-6 chroma .........................................................5-70 full ......................................................4-45, 5-67 gain, particle effect .......................................5-37 genie ............................................................5-69 icon ..............................................................2-20

6-8 Index

DVEXtreme User's Guide Version 2.0

List of categories .............................................. 2-26 Live mode ........................................................ 5-60 LOAD ....................................................... 2-25, 3-7 Load database ......................................... 3-8, 3-9, 5-75 Dbase .......................................................... 2-34 default effect .................................................. 3-7 effect .................................................... 2-19, 3-7 layer A still ......................................... 3-18, 5-74 layer B still .................................................. 3-18 sequence ............................. 2-23, 3-8, 3-10, 4-44 single file .................................................... 2-31 still .............................................................. 2-21 LOC ................................................... 3-13, 4-2, 5-7 Local control .................................................... 1-10 Locate ................................................................ 4-2 by the numbers ............................................ 4-10 menu .................................................... 3-13, 5-7 using ............................................................. 5-7 Locked Check Box ........................................... 2-28 Look in sub-directories ..................................... 2-31 Loop ................................................................. 3-31 indicator ........................................................ 2-6 mode ........................................................... 3-31 Luma FX .......................................................... 5-17

M
Manage sequence ............................................. 3-10 Management effects ............................................................ 3-7 sequences ...................................................... 3-8 stills ................................................... 3-18, 5-74 Manipulation ............................................... 4-2, 5-2 global level ......................................... 3-12, 4-16 joystick .......................................................... 4-5 numeric ......................................................... 4-7 object level ......................................... 3-11, 4-16 order of ........................................................ 4-15 rules ............................................................ 4-19 source level ......................................... 3-11, 4-15 target ........................................................... 4-17 Manual highlight ............................................. 5-39 Markers, keyframe ............................................. 2-5 Matte assign .......................................................... 5-61 key .............................................................. 5-72 Melts ....................................................... 3-14, 5-33 Menu advanced wipe ............................................. 3-14 advanced wipes ............................................ 5-23 axis .................................................... 3-13, 5-11 border ................................................... 3-12, 5-3

color ............................................................ 5-44 color effects ................................................. 5-17 color FX ...................................................... 3-14 crop ...................................................... 3-12, 5-2 defocus ............................................... 3-14, 5-15 edge alignment ..................................... 3-13, 5-5 effects function ....................................... 2-3, 2-8 global highlight ........................................... 5-41 highlight ............................................. 3-15, 5-39 highlight color ............................................. 3-15 input setup ................................................... 3-12 key ..................................................... 3-18, 5-67 layer A input ............................. 3-17, 5-58, 5-62 layer B input ....................................... 3-18, 3-19 locate .................................................... 3-13, 5-7 particle ........................................................ 5-36 particle effect ............................................... 3-15 path .................................................... 3-15, 5-45 perspective .......................................... 3-13, 5-13 priority ............................................... 3-17, 5-46 priority parameter ........................................ 4-18 remote control ........................... 3-12, 4-44, 5-50 rotation ................................................. 3-13, 5-8 sequence ...................................................... 2-13 setup .......................................... 3-12, 5-54, 5-56 shape ........................................................... 3-14 size ....................................................... 3-13, 5-6 skew ................................................... 3-13, 5-12 solid builder ........................................ 3-12, 5-48 start ............................................................... 3-4 target .................................................. 3-14, 5-14 tree ................................................................ 2-9 warp ................................................... 5-21, 5-24 wipe ............................................................ 3-14 Mode, sequence ................................................ 2-14 MODIFY ................................... 3-8, 3-9, 3-20, 5-75 Modify all dialog .............................................. 3-20 Modules ............................................................. 1-6 Monitor SDI ................................................................ 1-4 SVGA ........................................................... 1-4 Montage ............................................................. 1-9 Mosaic .................................................... 3-14, 5-35 Motion ........................................................ 1-9, 4-4 bias .............................................................. 4-40 change keyframe .......................................... 4-35 compound ........................................... 3-11, 4-16 continuity .................................................... 4-39 entire keyframe ................................... 3-15, 5-45 entire parameter ................................. 3-15, 5-45 hold ............................................................. 4-37 individual value .................................. 3-15, 5-45 interpolation ................................................ 4-36 linear ......................................... 4-35, 4-37, 5-45

DVEXtreme User's Guide Version 2.0

Index 6-9

smooth ................................................4-36, 5-45 smooth-linear .............................4-35, 4-37, 5-45 tension .........................................................4-38 within motion ...............................................4-16 Move highlight ....................................3-23, 3-25, 3-26 perspective point ...................................4-3, 5-13 timeline cursor ...........................3-22, 3-23, 3-24 timeline cursor backward ..............................3-25 timeline cursor forward ................................3-26 Multi-standard ..................................................5-57 Multiple databases ..................2-19, 2-21, 2-23, 2-33

OK ................................2-19, 2-21, 2-24, 2-26, 2-29 Opacity column .........................................................2-16 Z Highlights .................................................5-41 Operator ............................................................. 1-3 Option analog I/O ..................................................... 1-6 field ..............................................................2-12 section ..........................................................2-12 XtremePak ............................................. 1-1, 1-9 Order of Manipulations .................... 4-2, 4-15, 4-17 Output ................................................................ 1-6

N
Name dialog .........................................2-27, 2-30, 2-33 effect .....................................................2-6, 2-19 field ..............................................................2-28 new categories ..............................................2-25 sequence ..............................................2-14, 2-23 still ...............................................................2-21 Navigate to keyframe boundaries .........................2-5 Negative value ..................................................3-30 Network card ......................................................1-5 NEW .................................................. 2-6, 3-6, 4-15 CLEAR ..........................................................3-6 NEW ..............................................................3-6 New category button .............................................2-26 category name ..............................................2-25 database ........................................ 3-8, 3-9, 5-75 Dbase ...........................................................2-34 effect ..............................................................3-6 NEXT ...............................................................3-23 Next keyframe column ......................................2-10 No .....................................................................3-30 NTSC .........................................................2-4, 5-57 Number buttons .........................................................3-29 effect .....................................................2-7, 2-18 keyframe ........................................................2-7 sequence .......................................................2-23 still ...............................................................2-20 Numeric image manipulation ..............................4-7

P
Page folds .............................................................3-14 forward .........................................................3-24 offset ............................................................5-25 reverse ..........................................................3-23 scrolls ................................................... 1-8, 3-14 scrolls, using ................................................5-25 turns .............................................................. 1-8 Painterly effects .................................................. 1-8 PAL .......................................................... 2-4, 5-57 Parameter ........................................................... 2-8 paste ....................................................3-21, 5-78 section ........................................... 2-8, 3-2, 3-11 tree ................................................................ 2-9 PARTCL .......................................... 3-15, 4-4, 5-36 Particle ............................................................... 4-4 amplitude .....................................................5-37 axis angle .....................................................5-37 effect menu ...................................................3-15 effects ............................................................ 1-8 effects, using .......................................5-35, 5-37 explode .........................................................5-37 function ........................................................5-36 key gain ........................................................5-37 menu ............................................................5-36 offset ............................................................5-37 ParticleMaker ....................................................5-37 PASTE .....................................................3-21, 5-78 Paste .................................................................4-41 keyframe .............................................3-21, 5-78 parameter ............................................3-21, 5-78 PATH ............................................... 3-15, 4-4, 5-45 Path ........................................ 2-28, 4-4, 4-36, 4-37 function ........................................................5-45 menu ...................................................3-15, 5-45 Pause indicator ........................................................ 2-5 remove ........................................ 2-5, 3-32, 4-26

O
OBJ ...................................................................3-11 Object ................................................ 1-7, 4-2, 4-15 manipulations ......................................3-11, 4-16 Offset ................................................................5-30 particle effect ................................................5-37

6-10 Index

DVEXtreme User's Guide Version 2.0

timeline ....................................... 2-5, 3-32, 4-26 Period ................................................................. 2-6 PERSP ............................................. 3-13, 4-3, 5-13 Perspective ................................................ 4-3, 4-15 function .............................................. 4-17, 5-13 menu .................................................. 3-13, 5-13 point ............................ 4-3, 4-17, 5-7, 5-13, 5-14 using ........................................................... 5-13 With Rotation ................................................ 5-9 Phone numbers ................................................. 1-12 Pick color ................................ 3-27, 5-4, 5-44, 5-71 Picon ....................................................... 2-28, 4-45 default ......................................................... 2-18 effect ........................................................... 2-18 sequence ...................................................... 2-22 still .............................................................. 2-20 Picture ................................................................ 1-3 Placement ........................................................... 1-7 Play CG Crawl Dialog ......................................... 4-46 CG Roll Dialog ............................................ 4-45 Playlist ...................................................... 1-3, 4-42 Point of rotation ........................................ 4-3, 5-11 Posterize .................................................. 3-14, 5-17 using ........................................................... 5-19 Power LED ......................................................... 3-3 PREV ............................................................... 3-22 Previous keyframe column ................................ 2-10 Primary color .......................................... 3-14, 5-17 Primary Hue Adjustment, using ........................ 5-19 Priority ............................................................... 1-7 auto ............................................................. 5-46 function ....................................................... 5-46 layer ............................................................ 4-18 menu .................................................. 3-17, 5-46 parameter menu ........................................... 4-18 Program additional keyframes .................................... 4-25 first keyframe .............................................. 4-24 Programming effects ........................................ 4-19 Progressive mode ............................................. 5-59 Properties dialog .......................................................... 2-31 dialog functions ........................................... 2-27 file ............................................................... 2-32 Properties, 3D Highlights ........................ 3-15, 5-43 Protocol BVW-75 ...................................................... 3-12 GVG peripheral .................................. 3-12, 4-44 Sony BVW-75 .................................... 4-44, 5-50

R
Radius ..................................................... 5-25, 5-28 Range ............................................................... 5-68 Z Highlights ................................................ 5-41 Read only file ................................................... 2-28 Recursive ............................................................ 1-9 Red characters ........................................... 4-12, 5-8 Redo ................................................................... 3-5 Reference table, functions ................................. 3-34 Related Publications ......................................... 1-10 Release notes .................................................... 1-10 Remote .................................................... 3-12, 5-56 control ......................................... 1-5, 2-14, 4-44 control function ........................................... 5-50 control menu ............................. 3-12, 4-44, 5-50 control, BVW-75 emulation ................ 4-44, 5-50 control, E-MEM alias auto clear .................. 5-53 control, E-MEM notes ................................. 5-53 control, E-MEM operation ........................... 5-52 control, effect limits ..................................... 5-51 control, GPI input triggers ........................... 5-54 control, GPI output triggers ......................... 5-55 control, GVG peripheral mode ............ 4-44, 5-51 control, using ............................................... 5-50 control, vision mixer control ........................ 5-50 GPI input triggers ........................................ 5-54 Sony BVW-75 emulation .................... 4-44, 5-50 Remove dialog ............................................................ 3-4 manipulations ................................................ 3-5 Resolution, course and fine ........................ 3-5, 3-33 Restore default keyframe settings ............................... 3-5 manipulations ................................................ 3-5 REV .......................................................... 2-6, 3-31 Reverse direction indicator ......................................... 2-6 manual highlight ......................................... 5-39 Roll .................................................................. 4-45 functions ...................................................... 4-46 Rolls and Crawls ..................................... 4-45, 5-75 ROT ................................................... 3-13, 4-3, 5-8 Rotation ...................................................... 1-7, 4-3 by the numbers ............................................ 4-12 degrees ........................................ 4-12, 5-8, 5-57 flag ....................................................... 4-12, 5-8 menu .................................................... 3-13, 5-8 percentage ................................... 4-12, 5-8, 5-57 point of ................................................. 4-3, 5-11 source on back ............................. 4-23, 5-8, 5-63 use DVE on back ......................... 4-23, 5-8, 5-63 using ............................................................. 5-8 RS-422 ............................................................... 1-5

DVEXtreme User's Guide Version 2.0

Index 6-11

RS-422-A ..........................................................5-50 Run ...................................................................3-32 auto reverse ..................................................3-31 change direction ...........................................3-31 edited effect ..................................................4-41 effect ...................................................3-32, 4-26 options .........................................................4-26 section ...................................................3-3, 3-31

S
SAVE .................................................................3-9 Save database ........................................ 3-8, 3-9, 5-75 Dbase ...........................................................2-34 effect .....................................................3-9, 4-27 final effect ....................................................4-41 modification dialog ......................................3-20 sequence ..............................................3-10, 4-43 Save As ...............................................................3-9 dialog ....................................................3-9, 4-27 Scale channel duration ..........................................3-26 effects in Sequence Workspace .....................2-13 total effect duration ......................................3-26 Scan groups of files ...........................................2-31 Screen axis ................................................................4-8 image ...........................................................4-17 shortcuts .......................................................2-17 Secondary color ....................................................3-14, 5-17 hue adjustment, using ...................................5-20 Section axis .......................................................3-3, 3-27 channel .................................................3-2, 3-16 channel status ........................................2-3, 2-15 edit ........................................................3-3, 3-20 effect status ............................................ 2-2, 2-6 file management ..................................... 3-2, 3-6 general purpose ...................................... 3-2, 3-4 keypad ...................................................3-3, 3-29 layer A .........................................................2-15 layer B .........................................................2-15 option ...........................................................2-12 parameter ...................................... 2-8, 3-2, 3-11 run ........................................................3-3, 3-31 timeline .................................................. 2-2, 2-3 Select block of keyframes ........................................3-24 color dialog .........................3-27, 5-4, 5-44, 5-71 default effect dialog ........................................3-7 effect to open dialog ..............................2-19, 3-7

sequence to open dialog ........................ 2-23, 3-8 SEQ .........................................................2-13, 3-10 LOAD .................................................2-22, 2-25 Sequence ............................................................ 1-3 add file .......................................................... 3-9 delete .................................................... 3-9, 3-22 file property ................................................... 3-9 file window ..................................................2-22 load ............................................. 3-8, 3-10, 4-44 load effects ...................................................4-42 management .................................................3-10 management functions ..................................2-30 menu ............................................................2-13 mode ............................................................2-14 name ...................................................2-14, 2-23 number .........................................................2-23 number to apply ............................................2-23 picon ............................................................2-22 playlist .........................................................4-42 properties dialog ...........................................2-27 run by remote control ...................................4-44 run effects manually .....................................4-42 save .....................................................3-10, 4-43 sort ...............................................................2-23 workspace ....................................................2-13 workspace, scale effects ................................2-13 SETUP .....................................................3-12, 5-56 Setup function ........................................................5-56 menu ..........................................3-12, 5-54, 5-56 using ............................................................5-56 Shadow ..................................... 1-9, 4-4, 5-39, 5-64 Shape menu ......................................................3-14 Shift ................................................................... 3-6 Shift + 2-digit numbers ............................................3-29 ADD KF ............................................... 2-5, 3-24 Adv ............................................. 3-14, 4-3, 5-23 Arrow Down ................................................3-25 Arrow Up .....................................................3-23 Axis ............................................ 3-13, 4-3, 5-11 Block (clear) ................................ 3-30, 4-7, 4-24 Block (copy) ...............................2-12, 3-21, 5-77 Block (path) ...............................3-15, 4-35, 5-45 Color ........................................... 3-15, 4-4, 5-44 Color FX ..................................... 3-14, 4-3, 5-17 Crop .............................................. 3-12, 4-2, 5-2 Default .......................................................... 3-7 DELETE .............................................3-22, 4-31 Edge .............................................. 3-13, 4-2, 5-5 Eff Dur ........................................ 2-5, 3-26, 4-33 END .............................................................3-24 Frze B ..........................................................3-19 Insert ...................................................3-21, 5-78

6-12 Index

DVEXtreme User's Guide Version 2.0

Joystick button ............................................... 4-7 LOOP ............................................................ 2-6 Loop ............................................................ 3-31 MODIFY ..................................................... 3-20 NEXT ......................................................... 3-23 PREV .......................................................... 3-23 Redo .............................................................. 3-5 Remote ...................................... 2-14, 3-12, 5-50 RUN ............................................ 2-5, 3-32, 4-26 Save As ....................................................... 3-10 Skew ........................................... 3-13, 4-3, 5-12 Solid ................................................... 3-12, 5-48 Stamp .......................................................... 3-18 START ........................................................ 3-22 Status .......................................................... 3-28 Still B ................................................. 2-25, 3-18 TAB .............................................................. 3-5 Trim ................................................... 3-31, 4-34 X button ...................................................... 3-27 Y button ...................................................... 3-27 Z button ....................................................... 3-28 Shortcuts .......................................................... 2-17 Shotbox support ............................................... 3-22, 3-23 user's guide .................................................. 1-10 Show cursor .......................................................... 5-56 properties .................................................... 2-31 rotation degree ............................................. 5-57 Shut down .......................................................... 3-4 SIZE ......................................................... 3-13, 4-2 Size .................................................................... 4-2 function ......................................................... 5-6 menu .................................................... 3-13, 5-6 range ............................................................. 5-6 using ............................................................. 5-6 Skew ......................................................... 3-13, 4-3 angle ........................................................... 5-30 function ....................................................... 5-12 menu .................................................. 3-13, 5-12 pivot point ................................................... 5-12 using ........................................................... 5-12 Slab ......................................................... 3-12, 5-48 Smooth linear motion ............................. 4-35, 4-37, 5-45 motion ................................................ 4-36, 5-45 motion interpolation .................................... 4-36 Software ............................................................. 1-5 Solarize ................................................... 3-14, 5-17 contrast ....................................................... 5-19 range ........................................................... 5-19 threshold ..................................................... 5-19 using ........................................................... 5-18 Solid ................................................................ 3-12

builder ........................................................... 1-8 builder menu ...................................... 3-12, 5-48 using ........................................................... 5-48 Sony BVW-75 emulation ......................... 4-44, 5-50 Sort effect .................................................... 2-19, 3-7 sequence ...................................................... 2-23 still ..................................................... 2-21, 5-74 Source ......................................... 1-3, 1-7, 4-2, 4-15 manipulations ..................................... 3-11, 4-15 on back, DVE .............................. 4-23, 5-8, 5-63 Specular, 3D Highlights ................................... 5-43 Splashes .................................................. 3-14, 5-28 SRC ................................................................. 3-11 Stamp ...................................... 1-9, 2-29, 3-18, 5-64 to file dialog ................................................ 3-18 Standard .................................................... 1-4, 5-57 display ........................................................... 2-5 effects ............................................................ 1-7 START ............................................................. 3-22 Start menu ............................................................. 3-4 new effect ............................................. 3-6, 4-21 Status ............................................................... 3-28 analog inputs ............................................... 3-12 combiner .............................................. 2-4, 5-56 transport ...................................................... 2-14 Still .................................................................... 1-3 add file ........................................................ 5-74 categories dialog .......................................... 2-25 current category ........................................... 2-21 delete ........................................................... 5-74 file property ................................................. 5-75 file window ....................... 2-20, 3-18, 4-45, 5-74 load layer A ........................................ 3-18, 5-74 load layer B ................................................. 3-18 management ....................................... 3-18, 5-74 management functions ................................. 2-30 name ........................................................... 2-21 name column ............................................... 2-16 no. to apply .................................................. 2-21 number ........................................................ 2-20 picon ........................................................... 2-20 sort .............................................................. 2-21 store .............................................................. 1-5 unused numbers ........................................... 4-29 STILL A ......................................... 2-25, 3-18, 5-74 Still B ...................................................... 3-18, 5-74 Stretch image ..................................................... 4-2 Strobe ............................................................... 5-60 Sub-directories ................................................. 2-31 SVGA ................................................................ 1-4 display ........................................................... 1-5 SWAP PRI ..................................... 3-17, 4-18, 5-46

DVEXtreme User's Guide Version 2.0

Index 6-13

System ................................................................1-3 aspect ratio ...................................................5-57 concepts .........................................................4-2 coordinates .....................................................4-2 information button ........................................3-28 information dialog ........................................3-28 information menu .........................................5-16 input ..............................................................1-6 output .............................................................1-6 standard .......................................................5-57

Tree ................................................................... 2-9 Trim ..................................................................3-31 Image ............................................................ 5-2 image ..................................................... 4-2, 4-9 keyframe values ............................................4-34 numeric value ...............................................3-31

U
Understanding 3-D Coordinates ......................... 4-8 UNDO ................................................................ 3-5 Unused still and effect numbers .........................4-29 Up button ..........................................................2-26 User ................................................................... 1-3 interface ........................................................ 1-5 Using advanced geometrics .....................................5-31 advanced wipes ............................................5-23 automatic highlight ......................................5-39 axis ..............................................................5-11 ball ...............................................................5-29 basic geometrics ...........................................5-30 border ............................................................ 5-3 clip gain .......................................................5-18 color .............................................................5-44 color effects ..................................................5-18 crop ............................................................... 5-2 cylinders .......................................................5-34 defocus .........................................................5-15 dual-channel variants ...................................5-27 edge alignment .............................................. 5-5 GPI input triggers .........................................5-54 intersecting planes ........................................5-47 locate ............................................................. 5-7 manual highlight ..........................................5-39 melts ............................................................5-33 mosaic ..........................................................5-35 page scrolls ..................................................5-25 particle effects .....................................5-35, 5-37 perspective ...................................................5-13 posterize .......................................................5-19 primary hue adjustment ................................5-19 priority .........................................................5-46 remote control menu .....................................5-50 reverse manual highlight ..............................5-39 rotation .......................................................... 5-8 secondary hue adjustment .............................5-20 setup .............................................................5-56 single-channel variants .................................5-27 size ................................................................ 5-6 skew .............................................................5-12 solarize .........................................................5-18 solids ............................................................5-48

T
TAB ....................................................................3-5 Table of functions .............................................3-34 Tally mode, GPI .......................................5-55, 5-57 TARGET ..........................................3-14, 4-3, 5-14 Target ........................................................4-3, 4-15 function ........................................................5-14 manipulation ................................................4-17 menu ...................................................3-14, 5-14 using ............................................................5-14 values ...........................................................5-14 Task Manager .....................................................3-4 TechFAX ..........................................................1-11 Tension ....................................1-9, 4-36, 4-38, 5-45 Three-dimensional space ..........................3-14, 5-14 Threshold, Z Highlights ....................................5-41 Tick marks ..........................................................2-4 Time scale ...........................................................2-4 Timecode colon ..............................................................2-6 field entry .....................................................3-30 notation ..........................................................2-6 period .............................................................2-6 Timeline .............................................................1-9 50 fields-per-second .......................................2-4 60 fields-per-second .......................................2-4 cursor ..................................................... 2-2, 2-4 cursor, move ........................................3-22, 3-24 field 1 location ...............................................2-6 field 2 location ...............................................2-6 GPI indication ..............................................5-55 pause ............................................2-5, 3-32, 4-26 remove pause ................................2-5, 3-32, 4-26 section .................................................... 2-2, 2-3 Tint ..........................................................3-14, 5-17 adjustment, using .........................................5-20 TitleDeko rolls and crawls ........................4-45, 5-75 Toggle field .......................................................2-11 Total length ...............................................2-5, 4-33 Trails .........................................................1-9, 5-65 Transport status ................................................2-14

6-14 Index

DVEXtreme User's Guide Version 2.0

Sony BVW-75 emulation ............................. 5-50 splashes ....................................................... 5-28 target ........................................................... 5-14 tension ....................................... 4-38, 4-39, 4-40 tint adjustment ............................................. 5-20 variants ....................................................... 5-26 warp ............................................................ 5-24 wipes ........................................................... 5-21

pattern selection .......................................... 5-21 position .............................................. 5-21, 5-23 X position .................................................... 5-23 Y position .................................................... 5-23 Working with Sequences .................................. 4-42 Workspace ........................................................ 2-13 scale effects ................................................. 2-13 www.pinnaclesys.com ...................................... 1-11

V
Value field ....................................................... 2-11 Variants .................................................. 5-25, 5-26 dual-channel ................................................ 5-27 single-channel ............................................. 5-27 Vertical value ................................................... 3-27 Video assignment .................................................... 1-6 standard ........................................................ 1-4 system ........................................................... 1-3 Visible .............................................................. 5-73 Vision mixer control ........................................ 5-50 Vortexes ........................................................... 3-14

X
X button ........................................................... 3-27 X Position 3D Highlights .............................................. 5-41 3D Spot Highlights ...................................... 5-42 X Position (wipe) .............................................. 5-23 XtremePak deep defocus .............................. 3-14, 5-15, 5-16 features .......................................................... 1-9 global 3D highlights ........................... 5-39, 5-41 intersecting planes ..................... 3-17, 5-46, 5-47 option ..................................................... 1-1, 1-9 wipe function ............................................... 5-21

W
WARP .............................................. 3-14, 4-3, 5-24 Warp .................................................... 1-7, 1-8, 4-3 function .............................................. 5-21, 5-24 menu .................................................. 5-21, 5-24 using ........................................................... 5-24 Website ............................................................ 1-11 White characters ....................................... 4-12, 5-8 Window effect file ..................................................... 2-18 sequence file ................................................ 2-22 still file ...................................... 2-20, 3-18, 5-74 Windows ............................................................ 1-2 Windows NT .................................................... 1-10 task manager ................................................. 3-4 Users Guide ......................................... 1-5, 1-10 WIPE ........................................................ 3-14, 4-3 keycap ........................................... 2-9, 3-2, 3-11 Wipe advanced ....................................................... 4-3 advanced menu ............................................ 5-23 angle ........................................................... 5-23 aspect ratio .................................................. 5-23 borders ........................................................ 5-22 direction ...................................................... 5-22 manipulations ................................................ 4-3 menu ........................................................... 3-14 menu, advanced ........................................... 3-14

Y
Y button ........................................................... 3-27 Y Position 3D Highlights .............................................. 5-42 3D Spot Highlights ...................................... 5-42 Y Position (wipe) .............................................. 5-23

Z
Z button ............................................................ 3-28 Z Highlights ..................................................... 5-41 opacity ......................................................... 5-41 range ........................................................... 5-41 threshold ..................................................... 5-41 Z Position 3D Highlights .............................................. 5-42 3D Spot Highlights ...................................... 5-42

DVEXtreme User's Guide Version 2.0

Index 6-15

Introduction

Overview
This guide provides operating instructions for Pinnacles DVEXtreme multichannel DVE. The following chapters are included: Chapter 1, Introduction summarizes the guide and describes the components and features that comprise the DVEXtreme system. Chapter 2, Display acquaints you with DVEXtremes unique graphical user interface. Chapter 3, Control Panel acquaints you with DVEXtremes Control Panel, and provides discussions of each section and button function. Chapter 4, Operations provides detailed instructions for using the DVEXtreme system. Chapter 5, Reference discusses each category of DVEXtreme effects, and outlines the functions available in each menu and dialog. Additional menus for Layers, Keys, Priority, Solids, Setup, and Remote control are also discussed.

An index is also provided for your reference.

Important

The instructions throughout this guide are valid for systems with and without the XtremePak option. All items that are specifically XtremePak related will be noted as such in the text.

Note

If your DVEXtreme system is not yet installed, refer to the DVEXtreme Installation Guide for complete installation instructions.

DVEXtreme User's Guide Version 2.0

Introduction 1-1

Documentation Conventions
The following conventions are used throughout this guide: Rear chassis connectors are indicated in bold-faced upper case letters. For example: The VIDEO IN connector is ... Control Panel buttons are indicated in bold-faced upper and lower case letters, using a sans-serif font. In an operations procedure, Control Panel buttons are preceded by the word press. For example: Press Source to ... Windows and buttons on screen are indicated in bold-faced upper and lower case text. For example: The Timeline is used to ... In the text, when two control panel buttons must be pressed to perform a function, the + symbol is used between button names. This symbol indicates that the first button is held down while the second button is pressed. For example, the label Shift + Layer A instructs you to hold down Shift and then press the Layer A button. Primary sections in the guide are shown in 18-point letters with a line above:

Section One
Secondary sections are shown in 14-point letters, with no line above:

Section Two
Tertiary sections are listed in 12-point letters with italics:

Section Three

1-2 Introduction

DVEXtreme User's Guide Version 2.0

Documentation Terms
The following terms are used throughout this guide: Operator and User refer to the person who uses DVEXtreme. System refers to the DVEXtreme unit itself. Video system refers to the mix of interconnected equipment (including a switcher, edit controller and VTRs) in which the DVEXtreme system is included. SDI refers to Serial Digital Video, a digital video signal that is distributed via a single coaxial cable with BNC connectors. Library and Database are used synonymously to describe DVEXtremes database of stills and effects. Image, Picture, and Still are used synonymously to describe still pictures. A Keyframe represents a point in time (in an effect) where an image is located somewhere in 3-D space, and an action occurs typically, some type of image manipulation. Any combination of manipulations, no matter how simple or complex, can be assigned to a keyframe. An Effect is a single keyframe or a series of keyframes either single-channel or multi-channel. DVEXtreme allows you to create and modify effects, save effects to disk, and recall effects from disk. Effects are saved on disk as files with the .eff extension. A Sequence is a playlist of up to 30 effects (both single and multichannel), that can be run manually or from an edit controller. Because all sequence effects reside in on-line memory simultaneously, there is no need to load them from disk. Similar to effects, sequences can be saved to disk and recalled from disk. Sequences are saved on disk as files with the .seq extension. A Source refers to an input video signal (to a particular channel or layer). Sources include external video inputs, key signals, and stills. A Channel represents two layers of video (Layer A and Layer B) that can be uniquely manipulated by DVEXtreme. The system can control up to three channels simultaneously. ~ ~ ~ In a two or three-channel system, DVEXtreme provides four or six video layers respectively. Each layers source can be assigned as a still, key, or live video. In any individual channel, each layer can be routed through the DVE or left as a full-screen image, but if both layers are routed through the DVE, both are manipulated simultaneously.

Key describes the effect of electronically cutting one image into another. DVEXtreme offers many different key types such as linear, full, chroma, luma and genie each of which provides a different method of cutting the foreground image into the background image.

DVEXtreme User's Guide Version 2.0

Introduction 1-3

Welcome to DVEXtreme
Pinnacles DVEXtreme is an open-platform digital video effects system capable of manipulating up to three video channels in real-time. DVEXtreme can perform rotation, true perspective, and curvilinear effects on both still and live video images simultaneously. Each DVEXtreme channel is composed of two separate video layers that can be assigned to the DVE individually or in combination. Thus, a three-channel system manipulates six video layers each of which provides flexible source assignments such as live video, key, still, matte, and even another DVEXtreme channel. All video and 3-D effects are processed at 10-bit resolution, and all effects can be saved to disk and recalled from disk with precision. You can store thousands of effects on disk with alphanumeric, numeric, and picon (picture icon) identifications, and you can also create custom categories of effects. A library of pre-created effects is provided as standard, or you can create custom effects from scratch, or by using the pre-created effects as templates. The following sections review just some of DVEXtremes powerful features.

DVEXtreme Hardware
The figure below illustrates the basic DVEXtreme system.

SVGA Monitor

SDI Video Monitor

Chassis

Alphanumeric Keyboard and Mouse Control Panel

The system consists of the DVEXtreme electronics chassis and a dedicated Control Panel. Two customer supplied components are also required for operation: SVGA menu monitor for viewing the user interface or display (as an alternative, you may use an Y/C or Composite video monitor to view the user interface) SDI (serial digital) video monitor for previewing effects

The system is available in both 525 and 625 standards. Refer to the DVEXtreme Installation Guide for hardware installation instructions and an explanation of all rear-chassis and Control Panel connectors.

1-4 Introduction

DVEXtreme User's Guide Version 2.0

DVEXtreme Software
All DVEXtreme software is provided on CD ROM for easy installation and upgradeability. Each system also includes a standard 3.5" floppy disk drive (1.44MB) for storing and transporting effects. Upon power-up, the system boots, logs on to Windows NT, and automatically launches the DVEXtreme application for use with the dedicated Control Panel. See the DVEXtreme Installation Guide for software installation and update instructions.

User Interface
All effect creation is performed with DVEXtremes Control Panel in combination with the SVGA display. Control Panel buttons are arranged in concise groups according to functionality. Primary function and channel buttons have built-in LEDs for additional user-feedback. The menu display is divided into sections or windows, each of which serves a different DVEXtreme function. Windows are reserved for the timeline, for viewing the effects and image database, for image manipulation parameters, and for creating sequences of effects. Refer to Chapter 2 Display and Chapter 3 Control Panel for complete information about DVEXtremes user interface.

Networking
Each DVEXtreme system includes a network card as standard. This card allows you to connect DVEXtreme to your facilitys network with the ability to share stills and effects across multiple platforms. Refer to your Windows NT Users Guide for details on configuring your DVEXtreme as a network node.

Remote Control
DVEXtreme is designed to be run from an edit controller or switcher using RS-422 serial communications protocol or GPI (General Purpose Interface) commands. Under RS-422 control, the system emulates a BVW-75 VTR, or uses GVG Peripheral Protocol II for serial GPI and E-MEM control from an editor or switcher. In Chapter 4, refer to the Running Sequence Effects by Remote Control section for a discussion of RS-422 and GVG peripheral control.

GPI I/O Capability


Both GPI input and output trigger capability is provided. For GPI inputs, four ports are provided for purposes of triggering specific DVEXtreme functions (such as Play, Stop, Reverse, or Freeze). For GPI outputs, two ports per channel are provided for purposes of triggering external devices. In Chapter 5, refer to the Remote Control section for a discussion of GPI control.

Integral Still Store


DVEXtreme includes a powerful still store for saving and recalling stills and keys on disk as required in full 10-bit digital format. Over 1000 stills can be stored in the database with numeric and picon (picture icon) identification, and you can also create custom categories of stills. Any still can be quickly downloaded into any layer on any channel. A wealth of image file formats are supported.

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System Inputs and Outputs


A DVEXtreme system can be configured with two or three CCIR-601 Input/Output channel modules. An Analog I/O option is also available (refer to Appendix B in the DVEXtreme Installation Guide for details). These multi-channel configurations provide flexible input and output assignments on a per-channel basis as required.
Video In 1 Video In 2 Video In 1 Video In 2 Video In 1 Video In 2 DVE Channel 1 DVE Channel 2 DVE Channel 3 Video Out Key Out Video Out Key Out Video Out Key Out

DVEXtreme Chassis

The following table lists input/output configurations:


DVEXtreme Input/Output Configurations

# DVEXtreme Channels
2 3

# Inputs
4 (2 per channel) 6 (2 per channel)

# Outputs
4 (2 per channel) 6 (2 per channel)

Note the following points regarding channel configurations: For each channel, both inputs are full 4:2:2 connections. The two inputs can be assigned either as video or key as determined simply by your input connections to the chassis. Depending upon your production requirements, you could have video-plus-video inputs on one channel and video-plus-key inputs on another. For each channel, the two outputs are dedicated to video and key. However, you can select whether the outputs are channel-specific or combined (using all available channels in the system). In a multi-channel system, inputs are not dedicated to the input module to which they are connected. Using an internal switching matrix, any video input is available to any channel.

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Digital 601 Input/Output Module


The DVEXtreme system can be configured with a maximum of three Input/Output modules, each providing a single video channel for manipulation. The CCIR-601 Digital Input/Output modules provides two CCIR-601 inputs and two CCIR-601 outputs. Inputs can be configured either as video or key.

3-D Creativity
DVEXtremes effects engine performs a variety of 3-D manipulations in real time, using simple joystick commands or via direct numeric entry (from the Control Panels keypad). Effects can be created and edited on single or multiple channels, using either individual or global timelines as required. Standard effects and features include: X, Y, and Z-axis rotations, plus X, Y, and Z-axis placement in 3-D coordinate space. Horizontal and vertical inversions of rotated images, including automatic perspective with all rotations. Smooth image positioning, placement, cropping, and expansion up to 1,000,000 times the original image size. Comprehensive edgealignment capability is also included. Comprehensive clear functions (individual parameter, all parameters, entire keyframe), plus a quick Joystick Button clear function. Numeric feedback for all joystick functions, including numeric data during effect run mode. Comprehensive keyframe (and parameter) cut/paste functions are available, for rapid effect creation and editing. On screen 2-D and 3-D image identification cursors. Source, Object, and Global levels of image manipulations for each channel in effect, each level is an individual DVE. A target function for post-manipulation positioning of images is also provided. Any combination of local channels can be manipulated, with the ability to lock channels together for simultaneous adjustment or data entry. Global control is also provided for multi-channel systems. Curvilinear effects including warps, four-corner page peels, page turns, water ripples, ball effects, explosions, tiles, and wave patterns. Channel priority can be set in any combination of levels, including an auto priority mode based on an images location in 3-D space. If the XtremePak option is installed, you can use Intersecting Planes.

Imaging Effects
DVEXtreme provides imaging effects capability for both live and frozen video, including the ability to defocus and skew an image in both the horizontal and vertical directions. You can also generate unique matte colors for any and all layers in the system, with adjustable hue, luminance, saturation, and opacity.

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Curvilinear Effects
Four categories of curvilinear effects are available: Warps allows you to control sine and sawtooth wave functions, with the ability to create bursts, radial bursts, slats, ramps, arrows, diamonds, rings, balls, splashes, hour glasses, and ripples. Page Turns allows you to create page turns with the ability to manipulate the turns size, position, axis, and angle of rotation. You can place different images on either side of the page, and you can turn multiple pages with ease (using multiple channels). Page Scrolls allows you to create page scrolls with the ability to manipulate the scrolls size, position, axis, and angle of rotation. Similar to page turns, you can place different images on either side of the scroll, with the added ability to split the page in a number of different ways. Cylinders allows you to create cylinders with the ability to manipulate the cylinders size, position, axis, and diameter. You can place different images on the inside and outside of the cylinder.

Painterly FX and Particle FX


Two new categories of advanced texture and particle effects are now available in DVEXtremes creative toolbox: Painterly FX allows you to modify the texture surfaces of an image with tiles, bubbles, corrugation, crystallization, pointillist effects, and both stained and beveled glass effects. Particle FX allows you to control the amplitude, axis, and angle of particles to create explosions, swirls, blowing sand, bursts, slats, and fuzz effects.

Solid Builder Mode


Creating rectangular solids such as cubes and slabs is easy with DVEXtremes solid builder mode. Using size or crop, you can adjust the aspect ratio and dimensions of the solid (easily forming cubes or slabs), with completely adjustable width, height, and depth. You can also assign any channel or input to any side of the cube.

Border Effects
Borders can be placed on any combination of channels, with completely adjustable hue, luminance, saturation, width and softness. A wide variety of border types are available, including metallic tubes, frames, and bevels.

Lighting Effects
A variety of comprehensive lighting effects are provided, including automatic highlights, manual highlights and reverse manual highlights, with control over the lights X and Y position, aspect, radius, angle, hue, luminance, and saturation.

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Freeze Effects
The DVEXtreme system allows you to freeze images prior to manipulation, or as part of an effect (using strobe). Interfield motion is eliminated by averaging two fields together. You can also freeze the key separately from the video signal.

Effect Timeline Capabilities


Once an effect is programmed, many additional features are available that allow you to fine tune the effects time and motion: Sophisticated tension, continuity, and bias adjustments are available for controlling an images path between keyframes. All motion types are adjustable, with smooth, linear, smooth-linear and hold motion fully programmable on a parameter-by-parameter basis. Individual keyframe duration is fully programmable, and the entire sequence duration can be scaled proportionally. Individual parameters or full keyframes can be copied and pasted within a single channel, or between channels. The system also supports block copy/paste functionality, for editing multiple keyframes.

Montage Capabilities
DVEXtremes powerful montage feature uses the on-board frame buffers for a variety of dynamic and creative effects. Images can be added or stamped to the montage buffer with ease, creating image collages with full transparency control. The resulting montage can be used in an effect or stored on disk. Dynamic recursive effects such as trails, sparkles, glows, flames and flares are easily created with the montage buffer. Drop shadows with variable offsets, color, and transparency can be placed relative to any image.

Keying
When a channels second video input is assigned as a key channel, a variety of impressive key functions are available for keying one layer over another. Functions include chroma keys, linear keys, luminance keys and Genie keys. A variety of key attributes are fully adjustable, including softness, range, threshold, and opacity.

XtremePak Option
A variety of dynamic new features are offered with the XtremePak option. These features include Wipes, Intersecting Planes, Deep Defocus and Global 3D Highlights. Throughout the text, all features that are specifically XtremePak related will be noted as such.

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A Word About Windows NT


The DVEXtreme system runs in the Windows NT environment: When an alphanumeric keyboard is used under local control (near the chassis), the system obeys all standard Windows NT conventions. When the DVEXtreme Control Panel is used in a typical edit suite configuration (away from the chassis), control panel commands are used exclusively and a mouse is not required. Windows NT is still running, but Control Panel commands take precedence.

For local control situations as noted above, this guide assumes that you are comfortable with standard Windows-based procedures, such as using Dialog Boxes. These procedures will not be discussed in this guide. If you are not familiar with Windows NT, refer to your Windows NT Users Guide or to one of the many thirdparty books on the subject.

Related Publications
Use the following references for additional information: Refer to the DVEXtreme Installation Guide for complete hardware and software installation instructions. Refer to the DVEXtreme Version 2.0 Release Notes for current information on the version 2.0 software release. Refer to the DVEXtreme Shotbox User's Guide for installation instructions, operating instructions and technical information for Pinnacles DVEXtreme Shotbox Option.

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Website
As a vital part of our on-going customer support activities, Pinnacle Systems offers several important services: Website Pinnacle Systems Website offers valuable and timely information about the company, its full range of products, and detailed information about customer service. The Website also lists all TechFAXes and pertinent application notes. Pinnacles Website address is listed below. http://www.pinnaclesys.com

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Company Address and Phone Numbers


Pinnacle Systems Inc. 280 North Bernardo Avenue Mountain View, California 94043 USA Customer Service (U.S.): Customer Service (Europe): Customer Service Fax (U.S.): Customer Service Fax (Europe): Sales Literature: Customer Support Internet: Website: (+1) 650 930 2990 (+44) 1895 442 003 (+1) 650 930 1601 (+44) 1895 442 009 (+1) 800 4 PINNACLE Broadcastsupport@pinnaclesys.com http://www.pinnaclesys.com

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Display

In This Chapter
This chapter acquaints you with DVEXtremes graphical user interface, or display. Each section of the display is explained in detail. The following topics are discussed: Introduction to the Display Timeline Section Effect Status Section Effects Function Menu Sequence Menu Channel Status Section Effect File Window Still File Window Sequence File Window Edit Categories Dialogs Properties Dialogs File Management Functions Database Management Functions

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Introduction to the Display


The DVEXtreme display is your palette for creating and editing effects. The display is divided into four primary sections.

1) 2)

Timeline Section Effect Status Section

3)

Effects Function Menu

4)

Channel Status Section

Each section is briefly described below: 1) Timeline Section At the top, the Timeline Section displays the effects keyframe and channel elements in a standard timeline format. For reference, a scale displays the individual time increments, and a Timeline Cursor indicates your current position in the effect. In addition, the Timeline Section is the screen location where the Effect File Window, Sequence File Window, and Still File Window appear Refer to the Timeline Section heading for additional information. 2) Effect Status Section The Effect Status Section lists the effects name, number, and current keyframe, plus a display that indicates the Timeline Cursors timecode location. Additional indicators show the direction and mode in which the current effect will run. Refer to the Effect Status Section heading for more information.

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3) Effects Function Menu The Effects Function Menu provides all the information required to program and edit keyframes and effects. A variety of different displays are available, depending upon which button is pressed on the Control Panel. The entire section can also be switched to the Sequence Menu, simply by pressing SEQ. Refer to the Effects Function Menu section and Sequence Menu section for additional information. 4) Channel Status Section The Channel Status Section lists a variety of important information for each channel and layer, including input, key and freeze status, opacity, and still name. Refer to the Channel Status Section heading for additional information. The following headings provide additional detailed information about each section described above.

Timeline Section
The Timeline Section is divided into eight sections.
1 5 4 6 7

2
1) 2) 3) Channel Indicators Time Scale Timeline Cursor 4) 5) 6) Keyframe Markers Keyframe Duration Duration Box

3
7) 8)

8
Standard and Aspect Ratio Pause Indicator

1) Channel Indicators These four LEDs indicate the channel (or group of channels) that are selected for programming and editing channels 1, 2, 3 and G (Global). The colored row immediately to the right of each LED is the associated timeline for that channel. To select the desired DVE channel, press the appropriate channel button on the Control Panel.
CHAN 1 CHAN 2 CHAN 3 CHAN GLOBAL

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To enable more than one channel, select any combination of the three channel buttons CHAN 1, CHAN 2, and CHAN 3. Press and hold the first button, then press the desired button(s) to add additional channels. In this multi-channel mode, all selected LEDs light. Note that in the displays Parameter Section, only the first channel selected is shown, but all selected channels are nevertheless active. As an indication of Combiner status, the Channel Indicators display green next to the selected DVE channel(s) when the Combiner is switched OFF, and red when the Combiner is switched ON.
R e d: C o m bin e r O N G re en : C om b in e r O F F

2) Time Scale The Time Scale provides a timecode reference for events along the Timeline with time flowing from left to right. It provides an easy way to view and adjust all portions of your effects with precision. Please note the following important points regarding the scale: The Time Scale is field-based and auto-scaling. As effects increase or decrease in duration, the scale increases or decreases accordingly. The label at the right shows the interval (in seconds).

Field-based means that the entire Timeline is based on a 60 fieldsper-second scale in NTSC (50 fields-per-second in PAL). The Timeline Cursor moves with field-resolution (2 fields per frame) rather than single frame resolution. For programming and editing effects, you can place the cursor at Field 1 or Field 2 locations. Refer to the Effect Status Section for information on how Field 1 and 2 locations are displayed numerically. The tick marks at the top of the Time Scale are significant. Black represents the active timeline (that portion which is included in your effect). Gray indicates the inactive timeline. The point at which the timeline changes from black to gray represents the total duration of your effect. This location is also displayed numerically in the Duration Box (see below for details).

3) Timeline Cursor The Timeline Cursor is the thin red vertical line that stretches the full height of the Timeline Section. This cursor is a reference point that represents the current timeline location when youre programming, editing, and playing effects. Placing the cursor along the active timeline (by jogging with the and arrows ) and pressing ADD KF creates a keyframe at that point.

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When you play an effect, the Timeline Cursor moves along the timeline, showing you each event as it happens. As the cursor passes each keyframe, the corresponding effect occurs, and numeric values in the Parameter Section are automatically updated. 4) Keyframe Markers Keyframe markers are small black bars that divide a channels timeline. Each marker indicates a timeline point where you have programmed a change such as an image manipulation or a change in opacity. Keyframe markers are automatically inserted when you press ADD KF, or when you press MODIFY to save keyframe modifications. For added clarity, note that each timeline row alternates between a light and dark shade of color after each marker. 5) Keyframe Duration The distance between two keyframe markers represents a keyframes duration. Please note: The default keyframe duration is one second. This duration is used each time ADD KF is pressed to insert a new keyframe. To change the default keyframe insert duration, press Shift + ADD KF, type a new value, and press ENTER. Keyframe duration can be changed by placing the Timeline Cursor exactly at the beginning of the keyframe you want to change. Use PREV and NEXT to navigate to exact keyframe boundaries. Press DUR to display the Keyframe Duration Dialog, type a new value, and press ENTER.

6) Duration Box The Duration Box always indicates the total length of the effect. This display updates when you add keyframes or change the duration of existing keyframes. To change the duration of the entire effect, press Shift + Eff Dur, type a new value, and press ENTER. 7) Standard and Aspect Ratio Immediately above the Duration Box is the Standard and Aspect Ratio display. The current system standard (NTSC or PAL) is shown, followed by the current image aspect ratio (4x3 or 16x9). Both parameters can be changed on the Setup Menu (by pressing SETUP), but note that only systems that were ordered as PAL units can be switched via software to operate as either PAL or NTSC. 8) Pause Indicator A yellow diamond on the timeline indicates a pause. When an effect is run, the timeline pauses at a diamond until another run command is issued (either by pressing RUN, or via GPI). Pauses may be placed anywhere, not just at keyframe boundaries. Press Shift + RUN to enter a pause. To remove a pause, move the timeline cursor to the desired pause and press Shift + RUN.

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Effect Status Section


The Effect Status Section is divided into eight sections.
1 2 3 4 5 6 7 8

1) 2) 3)

Current Position Display Reverse Direction Indicator Forward Direction Indicator

4) 5) 6)

Auto Reverse Indicator Loop Indicator Effect Name

7) 8)

Effect Number Keyframe Number

1) Current Position Display The Current Position Display always shows the current position of the Timeline Cursor. Standard timecode notation is used, with columns for hours, minutes, seconds and frames. The display updates when the cursor is moved or as an effect is played. The following conventions are used to indicate fields. A period between the seconds and frames columns indicates a Field 1 location. A colon between the seconds and frames columns indicates a Field 2 location. 2) Reverse Direction Indicator When the REV button is on, the Reverse Direction Indicator lights blue to indicate that effects will run in the reverse direction. The button also lights blue in the auto-reverse mode whenever an effect runs backwards. 3) Forward Direction Indicator When the REV button is off, the Forward Direction Indicator lights blue to indicate that effects will run in the forward direction. The button also lights blue in the auto-reverse mode whenever an effect runs forward. 4) Auto Reverse Indicator When the AUTO REV button is on, the Auto Reverse Indicator lights blue to indicate that effects will run in a ping-pong fashion, changing direction each time an effect reaches the end. 5) Loop Indicator When Shift + Loop is pressed, the Loop Indicator lights blue to indicate that effects will run continuously in the selected direction and mode, until RUN is pressed again to stop it. 6) Effect Name The Effect Name field shows the name of the current effect as it is stored on disk. The field updates each time a new effect is loaded. When NEW is pressed to clear the timeline and start a new effect, the Effect Name field reads UNTITLED.

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7) Effect Number The Effect Number field shows the unique number that the DVEXtreme system assigns to an effect. The field updates each time a new effect is loaded. When NEW is pressed to clear the timeline and start a new effect, the Effect Number field is blank. 8) Keyframe Number The Keyframe Number field provides the following information: The left-hand number indicates the keyframe at the Timeline Cursors present location. The right-hand number indicates the total number of keyframes in the current effect. If the Keyframe Number field is black, the Timeline Cursor is positioned precisely on a Keyframe Marker. Use PREV and NEXT to navigate to exact keyframe boundaries. If the Keyframe Number field is grayed out, the Timeline Cursor is positioned in-between keyframes. When NEW is pressed to clear the timeline and start a new effect, the Keyframe Number field reads 1 of 1.

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Effects Function Menu


The Effects Function Menu Section is divided into 14 sections.
3 4 8 5 6 7 13

9
1) 2) 3) 4) 5) Parameter Section Menu Tree Current Channel Current Function Previous Keyframe Column 6) 7) 8) 9) 10)

10

11

12
11) 12) 13) 14)

14
All Field Option Field Option Section Copy Buffer Display

Current Keyframe Column Next Keyframe Column Highlight Value Field Toggle Field

The Effects Function Menu provides all the information required to program and edit keyframes and effects. The section is divided into a number of areas, each of which is explained below. Two important definitions are used in the following descriptions: A function is defined as an image manipulation or mode that is activated by pressing a Control Panel button. Rotation (ROT button) and Input Assignment (LAYER A or LAYER B buttons) are both functions. A parameter is defined as a functions value or attribute that can be changed.

Note

1) Parameter Section The Parameter Section displays all available parameters for the selected mode or function. The information changes as different Control Panel buttons are pressed. For example: When you press ROT , all rotation parameters appear in the Parameter Section. When you press WARP, all warp parameters and functions appear in the Parameter Section.

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2) Menu Tree Each DVEXtreme function has an associated tree of parameters. Some functions such as Size have only a few levels, while other functions such as Layer A and Warp have many levels and sub-levels. All menu trees are arranged just like the Windows File Manager or Explorer making it easy to see the relationship between parameters. 3) Current Channel The Current Channel label indicates the first selected channel that you are manipulating or programming. For example: When CHAN 1 is pressed, the Current Channel label turns blue and reads CHANNEL 1. When CHAN 2 is pressed, the Current Channel label turns yellow and reads CHANNEL 2. When CHAN 3 is pressed, the Current Channel label turns green and reads CHANNEL 3. When CHAN GLOBAL is pressed, the Current Channel label turns purple and reads CHANNEL G. When multiple channels are pressed (for example CHAN 1 and CHAN 2 simultaneously), the Current Channel label indicates the first selected channel, but all selected channels are active.

4) Current Function The Current Function label indicates the active mode for all buttons in the Control Panels Parameter Section, plus the LAYER A, LAYER B, and KEY buttons in the Channel Section.
Solid G LO B A L

SRC

OBJ

Remote SETUP Axis ROT

LAYER A

Stamp LAYER B

KEY

Crop BORDER

Edge SIZE

LOC

Skew PERSP

TARGET

Color FX DFOCUS

Adv W IPE

WARP

P A R TC L

Color HILITE

Block PATH

Each label is essentially the top of the selected functions tree. The WIPE keycap shown above is only available (and only functional) when the XtremePak option is installed.

Note

Even though a selected buttons LED lights, the Current Function label provides important screen verification, especially since many buttons have shifted functions.

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For example: Press ROT . The label reads Rotation - Source, indicating that source level rotation is selected. Press OBJ. The label reads Rotation - Object, indicating that object level rotation is selected. Press Shift + Axis. The label reads Axis- Object, indicating that object level axis manipulation is selected.

5) Previous Keyframe Column The Previous Keyframe Column indicates the settings of all parameters in the keyframe immediately prior to the current keyframe (as indicated by the position of the Timeline Cursor). Please note: The timecode box at the top indicates the location of the previous Keyframe Marker in the Timeline for the selected channel. When the Timeline Cursor is at the start of an effect, the column is gray instead of white, and the timecode reads 00:00:00.

6) Current Keyframe Column The Current Keyframe Column shows the settings of all parameters in the current keyframe (as indicated by the Timeline Cursors position). The column changes color to indicate the selected channel: blue for Channel 1, yellow for Channel 2, green for Channel 3, and purple for Global. The timecode box at the top indicates the location of the Timeline Cursor for the selected channel. Please note: If the timecode box is white, the Timeline Cursor is positioned precisely on a Keyframe Marker. If the timecode box is gray, the Timeline Cursor is not on a Keyframe Marker. The timecode shown is identical to the Current Position Display. Data can only be entered and images can only be manipulated for parameters in the Current Keyframe Column. To verify the actual keyframe number, check the Keyframe Number field in the Effect Status Section.

7) Next Keyframe Column The Next Keyframe Column indicates the settings of all parameters in the keyframe immediately after the current keyframe. Please note: The timecode box at the top indicates the location of the next Keyframe Marker in the Timeline for the selected channel. When the Timeline Cursor is at the end of an effect (for the selected channel), the last keyframes timecode is shown.

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8) Highlight The Highlight stretches the across the entire Parameter Section, and indicates the active parameter for which data can be entered, or for which manipulations can occur. Move the highlight as follows: Press or to scroll up or down the tree. Press X, Y or Z to move the highlight directly to an X, Y or Z value line. Press ALL to move the highlight directly to a functions All field. Press Shift + X, Y or Z to move the highlight directly to a functions All field.

9) Value Field When a Value Field is highlighted, data can be entered as follows: Enter a number on the keypad and press ENTER. Move the Joystick in any direction. Press the Joystick button to clear only the highlighted value. Press Shift + or to increase or decrease the value.

10) Toggle Field When a Toggle Field is highlighted, that specific function can be turned on or off as follows: Press ENTER to toggle the parameter on and off. Press Shift + or to toggle the parameter.

Note

Special Toggle Fields are labeled Enable in the tree. These can be toggled simply by pressing their Control Panel button without having to highlight the specific Enable line. For example, press WARP, DFOCUS and BORDER, and watch the Toggle Field.

11) All Field For functions that have multiple value fields such as Rotation, Locate, and Size (typically X, Y and Z values), highlighting the All Field allows you to manipulate all three values with the Joystick: Move the Joystick left/right to control the X (horizontal) value. Move the Joystick up/down to control the Y (vertical) value. Twist the Joystick knob left/right to control the Z (depth) value. Press the Joystick button to clear all parameter values.

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12) Option Field When an Option Field is highlighted, a list of associated options appears in the Option Section. For functions such as Input Assignment, Warp, Particle, Key, and Border, this field provides a quick and easy way to change keyframe parameters. Options can be changed as follows: Enter the option number on the keypad and press ENTER. Press Shift + or to increase or decrease the option number.

When there are more options than can fit on a single page (for example, with WARP), use the following method to scroll the list: Press CTRL + Shift + PREV to page up. Press CTRL + Shift + NEXT to page down.

13) Option Section The Option Section lists data and information for the highlighted line in the Parameter Section: If an All Field or Value Field is highlighted, no data is listed. If a Toggle Field is highlighted, the label Enter - ON/OFF appears. If an Option Field is highlighted, the list of associated options appears. To select, enter the option number and press ENTER.

14) Copy Buffer Display The Copy Buffer Display indicates the function and number of keyframes currently stored in the Copy Buffer. Copy One function If an individual value field is highlighted and COPY is pressed to copy one parameter, the Copy Buffer Display lists the function, the level of manipulation, and the axis. For example: Rotation - Object Z. Copy All function If Shift + Block is pressed to copy all values for the selected parameter, the Copy Buffer Display indicates BLOCK, the function, and the level of manipulation. For example, BLOCK Rotation - Object. Note that this function also works if an All Field is highlighted and COPY is pressed. Copy Keyframe function If CTRL + COPY is pressed to copy an entire keyframe (all values in all parameters), the Copy Buffer Display indicates All Keyframe Params.

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Sequence Menu
A Sequence is a playlist of up to 30 effects that can be run manually or from an edit controller. All sequence effects reside in on-line memory simultaneously. To work with sequences, press SEQ. The entire Effects Function Menu section switches to the Sequence Menu, as illustrated below.
3 4 5

2
1) 2) Sequence Workspace Highlight 3) 4) Sequence Name Sequence Mode 5) Transport Status

1) Sequence Workspace The Sequence Workspace lists all available effects in a simple threecolumn format only the effect name is shown. Note the following important points: The workspace is designed for running effects, not for editing or modifying effects. Effects can be added and deleted, and the entire workspace can be saved to disk. Although effect keyframes can not be modified, effects can be scaled as required.

Note

If remote control is on when you scale an effect, the effect is re-saved with the new duration. If remote control is off, the scaling remains until you change to a new effect in the workspace, whereupon the scaled effect returns to its original duration.

For remote control purposes, each of the thirty effect slots also has an assigned timecode that appears in the Current Position Display. These timecodes are assigned at one-minute intervals, and are used to cue and play effects from an external editor. Effect 01 starts at 01:00:00, Effect 02 starts at 02:00:00, etc.

Refer to Chapter 4, Operations, for complete details on all functions.

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2) Highlight The Highlight indicates the current effect that is being run manually or automatically. Under manual control, the highlight can be moved as follows: Press , , or to move the highlight to the desired effect. Press ENTER to load the effect, and RUN to run it manually. Type a 2-digit number to move the highlight to the desired effect and load it automatically (you do not have to press ENTER). Press RUN to run the effect.

3) Sequence Name The Sequence Name field indicates the full path of the current sequence on line. The field updates each time a new sequence is loaded. If NEW is pressed, the field reads UNTITLED. 4) Sequence Mode The Sequence Mode field indicates the current workspace mode. The table below lists the different types of labels that can appear:
Sequence Mode Field Labels

Sequence Mode Label


Remote Off Remote Off - Demo BVW-75 On GVG-100 On BVW-75 GVG-100

Description
Remote Control Mode is off. Remote Control Mode is off; Demo Mode is on. Remote Control Mode is on, using BVW-75 protocol. Remote Control Mode is on, using GVG-100 protocol. Remote Control Mode is on using BVW-75 protocol; Demo Mode is on. Remote Control Mode is on, using GVG-100 protocol; Demo Mode is on.

Please note: Remote Control Mode is enabled in the Effects Function Menu by pressing Shift + Remote, then selecting the desired remote control protocol (Sony or GVG) and pressing ENTER. Demo Mode is enabled and disabled in the Sequence Menu by pressing CTRL + Shift + SEQ. When enabled, all effects run back-to-back in a continuous loop.

5) Transport Status When DVEXtreme is under edit control, the Transport Status field indicates the status of commands send from the external edit controller. GPI and transport commands such as Play, Fast Forward, Rewind, and Var (variable) Play will be shown.

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Channel Status Section


The Channel Status Section is divided into eight sections.
2 3

4
1) 2) 3) Active Channel Layer A Section Layer B Section

6
4) 5) 6)

8
7) 8) Key Type Column Still Name Column

Input Assignment Column Freeze/Key Status Column Opacity Column

At the bottom of the display, the Channel Status Section provides status-at-aglance for all of your channels, inputs, stills, and key assignments. 1) Active Channel The Active Channel column indicates the DVE channels that are currently enabled, using the standard DVEXtreme color scheme. If a channel or group of channels has been isolated (effectively turning off the other channels), only the active channels are shown in color. Press CTRL + the desired channel button(s) to isolate channels.

Note

For example, if CTRL + CHAN 2 is pressed to isolate Channel 2 and disable channels 1 and 3, only Channel 2 is highlighted in color.

2) Layer A Section The Layer A Section indicates the status of Layer A for all channels. The section is divided into five columns. 3) Layer B Section The Layer B Section indicates the status of Layer B for all channels. The section is divided into five columns which are identical in function to those in the Layer A Section. 4) Input Assignment Column The Input Assignment Column indicates the inputs assigned to each channel. Columns are identical for the Layer A and Layer B sections. To change Layer A inputs, select a channel, press LAYER A to access the Layer A Input Menu, and enter the desired number.

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To change Layer B inputs, select a channel, press LAYER B to access the Layer B Input Menu, and enter the desired number. If a still is assigned, its database number appears. If the still can not be located, only the label Still appears.

5) Freeze/Key Status Column The Freeze/Key Status Column indicates the freeze status for video and key inputs on each channel. The column is identical for both Layer A and Layer B. In each column, freeze status is shown on the left; key status is shown on the right:
Freeze Status Key Status

For example, the label On/Off indicates (for the specific channel and layer) that video is frozen, while the key is not. The labels toggle between On and Off depending upon the selected mode. To freeze or unfreeze Layer A Video, press FRZE A. To freeze or unfreeze Layer B Video, press Shift + FRZE B. To freeze or unfreeze Layer A Key, press CTRL + FRZE A. To freeze or unfreeze Layer B Key, press CTRL + Shift + FRZE B.

6) Opacity Column The Opacity Column indicates the opacity of each layer on each channel. Columns are identical for the Layer A and Layer B sections. To change Layer A opacity, select a channel, press LAYER A to access the Layer A Input Menu, highlight the opacity parameter and enter the desired value. To change Layer B opacity, select a channel, press LAYER B, highlight the opacity parameter and enter the desired value.

7) Key Type Column The Key Type Column shows the selected key type for each layer on each channel. Columns are identical for the Layer A and B sections. To change Layer As key type, select a channel, press KEY to access the Key Menu, highlight Layer As key line and enter the desired 2-digit number. To change Layer Bs key type, select a channel, press KEY, highlight Layer Bs key line and enter the desired 2-digit number.

8) Still Name Column The Still Name Column indicates the actual filename of the still currently loaded in a channels frame buffer. Columns are identical for the Layer A and Layer B sections. If a still can not be located, an asterisk ( * ) precedes the still name.

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Selection Windows
Three windows provided for selecting effects, stills, and sequences: Effect File Window Still File Window Sequence File Window

Each window is reviewed in detail in the following sections.

Important

In all DVEXtreme windows and dialogs, shortcuts (the actual names of Control Panel buttons) are displayed in-between parentheses, and written in green text for easy identification.

The figure below illustrates one example of screen shortcuts.

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Effect File Window


When you press LOAD to load an effect from disk, the Timeline Section switches to the Effect File Window, and the Select Effect to Open Dialog also appears.
2 3 4

13
1) 2) 3) 4) 5) Effect File Window Effect Picon Effect Number Effect Name Select Effect to Open Dialog

6
6) 7) 8) 9) 10)

14
11) 12) 13) 14)

10

11

12

Effect No. to Apply Current Category Edit Category Sort Current Database

Cancel OK File Management Buttons Database Management Buttons

1) Effect File Window The Effect File Window is a visual library of the effects stored in the database on disk. The window can be scrolled (by pressing PREV and NEXT ), and the effects can be sorted in a variety of ways. 2) Effect Picon An Effect Picon (picture-based icon) represents one effect stored on disk, regardless of length or complexity. Up to 14 picons can be shown at one time. Picons are images you choose, depending on how you wish to represent your effects. When you save an effect, you can leave the default picon assigned (as shown at the left) or you can assign any pre-created or stamped image as a picon. 3) Effect Number The Effect Number is automatically assigned by the DVEXtreme system when you save effects. Enter this number in the Select Effect to Open Dialog to load the desired effect, modify an effects properties, or delete an effect.

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4) Effect Name The Effect Name is an effects actual filename as stored on disk (minus the .eff extension). Effect names can be entered when an effect is saved (using the Save As Dialog). 5) Select Effect to Open Dialog The Select Effect to Open Dialog always appears with the Effect File Window. It allows you to select effects to load, change the category of effects shown in the Effect File Window, create and edit category names, change the sort method and change the database. 6) Effect No. to Apply The Effect No. to Apply field is always the active field when LOAD is pressed. To load, type the number of the effect and press ENTER. If you press TAB to highlight another field, and you then wish to load an effect, you must press TAB until the Effect No. to Apply field is active. When the field is active, the label PREV & NEXT Page through the List appears. 7) Current Category The Current Category field indicates the effects category shown in the Effect File Window. Categories are user-defined, but only one can be assigned to an effect and only one can be shown in the window. To change categories, press TAB to highlight the Current Category field, then press or to select a new category. The default category --All Effects-- displays all effects. 8) Edit Category The Edit Category button accesses the Categories Dialog, which is used to create, arrange, and delete categories. To display the dialog, press TAB to highlight the Edit Category button and press ENTER. 9) Sort The Sort By field indicates the current sort method used in the Effect File Window. To change the sort method, press TAB to highlight the Sort By field, then press or to select a new mode. 10) Current Database DVEXtreme version 2.0 includes the ability to have multiple databases. This field lists the current database in which you are working. 11) Cancel Press ESC (to press the Cancel button) to exit the dialog without loading a new effect. You do not have to tab to the button. 12) OK Press ENTER (to press the OK button) to load the selected effect. 13) File Management Buttons The three File Management Buttons allow you to add effect files, delete effect files, modify file properties, and save the database. Refer to the File Management Functions section for instructions.

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14) Database Management Buttons The three Database Management Buttons allow you to save the current database, load an existing database from disk and create a new database. Refer to the Database Management Functions section.

Still File Window


When you press STILL A or Shift + Still B to load stills, the Timeline Section switches to the Still File Window and the Assign Still dialog appears.
2 3 4

13
1) 2) 3) 4) 5) Still File Window Still Picon Still Number Still Name Assign Still Dialog

6
6) 7) 8) 9) 10)

14
11) 12) 13) 14)

10

11

12

Still No. to Apply Current Category Edit Category Sort Current Database

Cancel OK File Management Buttons Database Management Buttons

1) Still File Window The Still File Window is a visual library of the stills stored in the database on disk. Press PREV and NEXT to scroll the window. 2) Still Picon A Still Picon represents one still stored on disk. Up to 14 picons can be shown at one time. Typically, Still Picons are miniature replicas of the full size images, however, you can assign or stamp other images. When a small Key Icon appears in the upper right corner of the picon, it indicates that a key signal is associated with the still. 3) Still Number The Still Number is automatically assigned when you add stills. Enter this number in Layer A or Layer Bs Assign Still dialog to load the desired still, modify a stills properties or delete a still.

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4) Still Name The Still Name is a stills actual filename as stored on disk (minus the three character extension, such as .bmp or .tga). Still names can be entered when a still is saved or stamped (using the Save As Dialog). 5) Assign Still Dialog Pressing STILL A displays the Assign Still to Layer A dialog. Pressing Shift + STILL B displays the Assign Still to Layer B dialog.

Both dialogs allow you to select stills, change the category shown in the window, create and edit categories, change the sort method and change the database. 6) Still No. to Apply The Still No. to Apply field is always the active field when STILL A or Shift + Still B is pressed. To load a still, type the still number and press ENTER. If you press TAB to highlight another field, and you then wish to load a still, press TAB until the Still No. to Apply field is active and the label PREV & NEXT Page through the List appears. 7) Current Category The Current Category field indicates the category of stills shown in the window. Categories are user-defined, but only one can be assigned to a still and only one can be shown. To change categories, press TAB to highlight the Current Category field, then press or to select a new category. The default category --All Stills-- displays all stills. 8) Edit Category The Edit Category button accesses the Categories Dialog, which is used to create, arrange, and delete categories. To display the dialog, press TAB to highlight the Edit Category button and press ENTER. 9) Sort The Sort By field indicates the current sort method used in the Still File Window. To change the sort method, press TAB to highlight the Sort By field, then press or to select a new mode. 10) Current Database DVEXtreme version 2.0 includes the ability to have multiple databases. This field lists the current database in which you are working. 11) Cancel Press ESC (to press Cancel) to exit the dialog without loading a still. You do not have to tab to the button. 12) OK Press ENTER (to press OK) to load the selected still. 13) File Management Buttons

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The three File Management Buttons allow you to add still files, delete still files, modify file properties, and save the database. Refer to the File Management Functions section for instructions.

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14) Database Management Buttons The three Database Management Buttons allow you to save the current database, load an existing database from disk and create a new database. Refer to the Database Management Functions section.

Sequence File Window


When you press SEQ to display the Sequence Menu, and then press LOAD to load a sequence of up to 30 effects, the Timeline Section switches to the Sequence File Window, and the Select Sequence to Open Dialog also appears.
2 3 4

13
1) 2) 3) 4) 5) Sequence File Window Sequence Picon Sequence Number Sequence Name Select Seq To Open Dialog

6
6) 7) 8) 9) 10)

14
11) 12) 13) 14)

10

11

12

Seq No. to Apply Current Category Edit Category Sort Current Database

Cancel OK File Management Buttons Database Management Buttons

1) Sequence File Window The Sequence File Window is a visual library of the sequences stored in the database on disk. The window can be scrolled (by pressing PREV and NEXT ), and the sequences can be sorted in a variety of ways. 2) Sequence Picon A Sequence Picon represents one sequence stored on disk, regardless of the number of effects it contains. Up to 14 picons can be shown at one time. Picons are images you choose, depending on how you wish to represent your sequences. When you save a sequence, you can leave the default picon assigned (the DVEXtreme logo), or you can assign any pre-created or stamped image as a picon.

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3) Sequence Number The Sequence Number is automatically assigned by the DVEXtreme system when you save sequences to disk. Enter this number in the Select Sequence to Open Dialog to load the desired sequence, modify a sequences properties, or delete a sequence. 4) Sequence Name The Sequence Name is a sequences actual filename as stored on disk (minus the .seq extension). Sequence names are entered when a sequence is saved to disk. 5) Select Sequence To Open Dialog The Select Sequence to Open Dialog always appears in conjunction with the Sequence File Window. It allows you to select sequences to load, change the category of sequences shown in the Sequence File Window, create and edit category names, change the sort method and change the database. 6) Seq No. to Apply The Seq No. to Apply field is always the active field when LOAD is pressed. To load a sequence, type the number of the desired sequence and press ENTER. If you press TAB to highlight another field, and you then wish to load a sequence, press TAB until the Seq No. to Apply field is active and the label PREV & NEXT Page through the List appears. 7) Current Category The Current Category field indicates the category of sequences shown in the Sequence File Window. Categories are user-defined, but only one can be assigned to a sequence and only one can be shown in the window. To change categories, press TAB to highlight the Current Category field, then press or to select a new category. The default category --All Sequences -- displays all sequences. 8) Edit Category The Edit Category button provides access to the Categories Dialog, which is used to create, arrange, and delete sequence categories. To display the dialog, press TAB to highlight the Edit Category button and press ENTER. 9) Sort The Sort By field indicates the current sort method used in the Sequence File Window. To change the sort method, press TAB to highlight the Sort By field, then press or to select a new mode. 10) Current Database DVEXtreme version 2.0 includes the ability to have multiple databases. This field lists the current database in which you are working. 11) Cancel

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Press ESC (to press Cancel) to exit the dialog without loading a sequence. You do not have to tab to the button.

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12) OK Press ENTER (to press OK) to load the selected sequence. 13) File Management Buttons The three File Management Buttons allow you to add sequence files, delete sequence files, modify file properties, and save the database. Refer to the File Management Functions section for instructions. 14) Database Management Buttons The three Database Management Buttons allow you to save the current database, load an existing database from disk and create a new database. Refer to the Database Management Functions section.

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Edit Categories Dialogs


There are three Categories Dialogs one for Effects, one for Stills, and one for Sequences. Each dialog is used to create, arrange, and delete categories. The Effects Categories Dialog is located in the Select Effect to Open Dialog (LOAD). The Still Categories Dialog is found in two locations: ~ ~ Assign Still to Layer A Dialog (STILL A) Assign Still to Layer B Dialog (Shift + Still B)

The Sequence Categories Dialog is located in the Select Sequence to Open Dialog (SEQ, LOAD).

For effects, stills, and sequences, the functions within each Categories Dialog are the same. The only difference is that the individual categories that you create pertain to the selected function (effects, stills, and sequences). Each category is maintained in its unique database location. In all cases, the Edit Category button provides access to the specific Categories Dialog. To display the Categories Dialog, press TAB to highlight the Edit Category button and press ENTER.

3 4 2 5 6 7 1 8

1) 2) 3)

New Category Name Category List OK

4) 5) 6)

Cancel Up Down

7) 8)

Delete New

1) New Category Name The New Category Name field is always the active field when a Categories Dialog appears. Use the following methods to enter a new category name: Press and to cycle through the alphabet. Press to advance to the next character. Press to delete the character immediately prior to the cursor. Press START to go to the beginning of the name. Press END to go to the end of the name. To accept the name, press TAB to highlight the New button, and press ENTER.

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If you press TAB to highlight another field, and you then wish to create another new category, press TAB until the New Category Name field is again active. 2) Category List The Category List shows all categories in the database for that specific function (effects, stills, or sequences). To highlight a category, press TAB until the highlight appears at the top of the list, then press or to scroll through the list. When a category is highlighted, you can move a category up or down the list, or delete it. 3) OK Press TAB to highlight the OK button, then press ENTER to accept all changes in the specific Categories Dialog. If category names were created, moved, or deleted, all changes will be reflected in the Current Category field. 4) Cancel Press ESC (to press Cancel) to exit the dialog without changing any category attributes. You do not have to tab to the button. 5) Up The Up button moves a selected category up one line in the list. To use the function, first highlight a category in the list, then press TAB to highlight the Up button. Press ENTER to move the category up. 6) Down The Down button moves a selected category down one line in the list. To use the function, highlight a category in the list, then press TAB to highlight the Down button. Press ENTER to move the category down. 7) Delete The Delete button deletes a selected category from the list. To use the function, highlight a category in the list, then press TAB to highlight the Delete button. Press ENTER to delete the category. 8) New The New button adds a new category to the list. To use the function, create a category name in the New Category Name field, then press TAB to highlight the New button. Press ENTER to add the name.

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Properties Dialogs
There are three Properties Dialogs one for Effects, one for Graphics, and one for Sequences. Each dialog allows you to review or modify the properties of a selected file, with the ability to perform the following functions: Review a files date, time, and path data Add a comment to the file and change a files category Stamp a files picon with video from the current effect Browse the file system to choose any graphic to use as a picon Lock the file

Each specific Properties Dialog is automatically displayed when you save a new effect file, graphic, or sequence or when you perform a Save As function. Each Properties Dialog can also be displayed manually as follows: To display the Effect Properties Dialog, press LOAD. In the Select Effect to Open Dialog (in the Effect No. to apply field), type the file number that you want to modify, and press MODIFY. To display the Graphic Properties Dialog, press STILL A. In the Assign Still to Layer A Dialog (in the Still No. to apply field) type the file number that you want to modify, and press MODIFY. To display the Sequence Properties Dialog, press SEQ, LOAD. In the Select Sequence to Open Dialog (in the Seq No. to apply field), type the file number that you want to modify, and press MODIFY.

For effects, stills, and sequences, the functions in each Properties Dialog are essentially the same. The only difference is the specific category of file that you are modifying (effects, stills, or sequences).
1 3 4 5 6 7 8 9 10 11

1) 2) 3) 4)

Dialog Name File Data Name Comment

5) 6) 7) 8)

Category Picon Locked Check Box Stamp

9) 10) 11)

Browse OK Cancel

1) Dialog Name The Dialog Name field differentiates the three dialogs: Effect Properties, Graphic Properties, and Sequence Properties.

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2) File Data The File Data area lists important information about the selected file: Path the files full path as stored on disk, or on the network. No. the database number as automatically assigned by the DVEXtreme system. Time the date and time the file was saved. Duration if the file is an effect, the effects total duration.

3) Name The Name field displays the file name as originally entered in the Save As Dialog. The name can not be changed in the Properties Dialog. 4) Comment The Comment field allows you to enter comments for effects, stills, and sequences. 5) Category The Category field allows you to assign files to specific categories. Press TAB to highlight the Category field, then press or to select a new category. When you close the Properties Dialog and select that specific category in the Current Category field, only files in the selected category appear in the Effects, Graphics, or Sequence File Window as appropriate. Remember that each function (effects, stills, sequences) has a default category (--All Effects--, --All Stills--, --All Sequences--) that displays all files. 6) Picon The Picon field displays the picon that is currently assigned to the file. 7) Locked Check Box The Locked Check Box allows you to lock and unlock effects. A indicates locked. The following rules apply: To lock or unlock a file, press TAB to highlight the Locked Check Box, and press MODIFY (or RUN) to toggle the function. When a file is locked, the Delete function is disabled and the file cant be deleted from the database. When a file is locked, its file attribute changes to read only. In this condition, the file is protected and modifications performed in timeline can not be saved. Only the Save As function works. To allow a file to be deleted, or modified and saved, it must be unlocked.

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8) Stamp The Stamp button allows you to assign a picon to a file using the video on a selected DVE channel. Use the following steps to stamp video for a file: 1. 2. 3. 4. Load the desired effect. Select a DVE channel and place the Timeline Cursor at the desired location in your effects timeline. Access the Properties Dialog, and press TAB to highlight the Stamp button. Press ENTER to stamp the file.

Once the image is stamped, the picon is displayed in the Picon field. If you wish to stamp another image, press ESC to clear the dialog, and repeat the entire process. This is required because the timeline can not be moved when a Properties Dialog is shown. 9) Browse The Browse button allows you to assign a picon to a file using any image on disk (or on the network). Use the following steps to browse the directory and assign a picon: 1. 2. 3. In the Properties Dialog, press TAB to highlight the Browse button, then press ENTER to display the Select Image Dialog. In the Select Image Dialog, select the desired folder. Use TAB plus the and arrows and ENTER to find the desired directory. Once the directory is located, press TAB to highlight the Files of type field, use the and arrows to select the desired file format, and press ENTER to select. Press TAB to highlight the dialogs center directory area, then use the and arrows to highlight the desired file. Press ENTER to select. The image appears in the Picon field. Press ENTER to accept the image as the files new picon, or repeat the process to choose another image.

4.

5. 10) OK

Press TAB to highlight the OK button, then press ENTER to accept all changes in the specific Properties Dialog. 11) Cancel Press ESC (to press Cancel) to exit the dialog without changing any file attributes. You do not have to tab to the button.

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File Management Functions


Each of the three main dialogs (for Stills, Effects, and Sequences) includes three file management buttons which are used to add, delete, and manage files. To access effect management functions, press LOAD to display the Select Effect To Open Dialog. To access still management functions, press STILL A or Shift + STILL B to display the Assign Still Dialog. To access sequence management functions, press SEQ, then LOAD to display the Select Sequence To Open Dialog.

The three management buttons are essentially the same for effects, stills, and sequences. The only difference is the category of file that you are managing.
1

4
1) 2) Dialog Name Basic File Functions

5
3) 4)

6
Current Database Add File 5) 6) Delete File File Property

1) Dialog Name The Dialog Name field differentiates the three dialogs for Stills, Effects, and Sequences. 2) Basic File Functions The center area of each dialog contains the basic file functions for stills, effects, and sequences. Refer to the Effect File Window, Still File Window, and Sequence File Window sections for details on all basic file functions. 3) Current Database DVEXtreme version 2.0 includes the ability to have multiple databases. This field lists the current database in which you are working. 4) Add File The Add File button is used to add files to the database. Functionality is similar for effects, stills, and sequences: Press ADD KF (to press the Add File button) to display the Add Effect, Add Graphic, or Add Sequence dialog (as appropriate).

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In the Files of type field, ensure that the correct file type is selected. If not, press TAB to highlight the field, press or to select the desired type, then press ENTER to select. Select the desired folder. Use TAB plus the and arrows and ENTER to navigate to the desired directory and file.

With the desired folder selected, there are two ways to add files: Load Single File To load a single file, press TAB to highlight the dialogs directory area, then use the and arrows to highlight the desired file. Press ENTER to select. The appropriate Properties dialog appears. Press ENTER to load the file into the database. Refer to the Properties Dialogs section for details on all the Properties dialogs for effects, stills, and sequences. Scan Group of Files To scan a group of files, press TAB to highlight the Scan... button. Press RUN to display the Scan Options Dialog.

Two choices are available: ~ ~ ~ ~ Enable Show Properties to display the appropriate Properties dialog whenever a file is located. Disable Show Properties to bypass the Properties dialog and load all files in rapid order. Enable Look in sub-directories to scan all subdirectories of the current directory. Disable Look in sub-directories to scan the current directory only.

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TAB to the desired option and press MODIFY to toggle. Press ENTER to initiate the scan. If the Show Properties option was enabled, press ENTER to accept a file, or ESC to bypass that file and continue with the next. Refer to the Properties Dialogs section for details on all the Properties dialogs for effects, stills, and sequences. 5) Delete File The Delete File button is used to temporarily delete files from the appropriate window, or permanently delete files from the database. Functionality is similar for effects, stills, and sequences: In the Still, Effect, or Seq No. to apply field, type the number of the file you want to delete. Press DELETE (to press Delete File) to display the Delete Effect, Delete Graphic, or Delete Sequence dialog (as appropriate).

~ ~

press ENTER (to press Yes) to permanently delete the file from the appropriate window and the database. press CLEAR (to press No) to delete the file from the appropriate window only. The file is not permanently deleted. press ESC (to press Cancel) to cancel the procedure without deleting anything.

6) File Property The File Property button is used to access the Properties Dialog for a selected file. Functionality is similar for effects, stills, and sequences: In the Still, Effect, or Seq No. to apply field, type the number of the file whose properties you want to modify. In the Properties Dialog, you can add a comment, change a files category, stamp a files picon with video from the current effect, or browse the file system to choose any graphic to use as a picon.

Refer to the Properties Dialogs section for details on all the Properties dialogs for effects, stills, and sequences.

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Database Management Functions


DVEXtreme version 2.0 software allows you to maintain multiple databases, providing the ability to have a different database for each user, customer, or associated application. Each of the main dialogs (for Stills, Effects, and Sequences) includes three Database Management buttons which are used to save, load and create new databases. Unlike the three File Management buttons, the three Database Buttons affect the entire DVEXtreme application, not just the specific dialog in which you access the functions. The database buttons appear in each of the following dialogs, and perform the identical functions in each one: Select Effect File to Open Dialog Assign Still to Layer A Dialog Assign Still to Layer B Dialog Select Sequence File to Open Dialog

The Select Effect File to Open Dialog is divided into six sections.
1

4
1) 2) Dialog Name Basic File Functions 3) 4) Current Database Save Database 5) 6)

5
Load Database Create New Database

1) Dialog Name The Dialog Name field differentiates the three dialogs for Stills, Effects, and Sequences. 2) Basic File Functions The center area of each dialog contains the basic file functions for stills, effects, and sequences. Refer to the Effect File Window, Still File Window, and Sequence File Window sections for details on all basic file functions. 3) Current Database DVEXtreme version 2.0 includes the ability to have multiple databases. This field lists the current database in which you are working.

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4) Save Database The Save Dbase button (activated by pressing SAVE) allows you to save the currently loaded database with a new name. When pressed, the standard Save As Dialog appears. 5) Load Database The Load Dbase button (activated by pressing LOAD) allows you to load a different database from the hard disk. When pressed, the standard Open Dialog appears. 6) Create New Database The New Dbase button (activated by pressing NEW) clears the currently loaded database and allows you to create a new one. When pressed, the Caution Dialog appears.

Press ENTER (Yes) to create a new database. The Save As Dialog appears, which allows you to name the new database. Once named, the Sequence, Still, and Effect windows will be empty, and the new database is ready for programming. Press CLEAR or ESC (No) to retain the current database.

Note

Any database that you create must be stored in the C:\DVEXtreme sub-directory to be accessible.

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Control Panel

In This Chapter
This chapter is designed to acquaint you with DVEXtremes Control Panel. It includes discussions of each Control Panel section and brief descriptions of each button (and combination of buttons). The following topics are discussed: Introduction to the Control Panel Button Label Conventions General Purpose Section File Management Section Parameter Section Channel Section Edit Section Axis Section Keypad Section Run Section Joystick Action-oriented reference table

For full explanations of each image manipulation function, refer to Chapter 5, Effects Reference.

DVEXtreme User's Guide Version 2.0

Control Panel 3-1

Introduction to the Control Panel


The figure below illustrates the main sections of the Control Panel:
2 11 4 6 9 10

PINNACLE S Y S T E M S
Cancel ESC Default NEW

LOAD

Save As SAVE

SEQ

CHAN 1

CHAN 2

CHAN 3

CHAN GLOBAL Still B STILL A

SWAP PRI

Status ALL

Redo UNDO

SRC

OBJ

Solid GLOBAL

Remote SETUP Axis ROT

LAYER A

Stamp LAYER B

KEY

Frze B FRZE A

TAB

Crop BORDER

Edge SIZE

LOC

MODIFY

Block COPY

Insert PASTE

GO TO

DELETE

Block CLEAR no

CTRL

*
Shift

Skew PERSP

TARGET

Color FX DFOCUS Color HILITE

Adv WIPE

START

PREV

NEXT

END

WARP

PARTCL

Block PATH

ADD KF

Eff Dur DUR

Trim ENTER yes

AUTO REV

Loop REV

Pause RUN

1) 2) 3) 4)

General Purpose Section File Management Section Parameter Section Channel Section

5) 6) 7) 8)

Edit Section Axis Section Keypad Section Run Section

9) 10) 11)

Joystick Joystick Button Power LED

The DVEXtreme Control Panel is divided into ten areas, as follows: 1) General Purpose Section This section includes general purpose buttons that are used for highlevel functions and for accessing secondary button functions. 2) File Management Section This section includes buttons for file management functions such as creating new effects, loading existing effects, saving effects, and accessing the Sequence Menu. 3) Parameter Section This section accesses DVEXtremes image manipulation parameters such as size, location and rotation. You can also specify different levels of manipulation specifically, source, object, and global. The WIPE keycap shown in this section is only available (and only functional) when the XtremePak option is installed.

Note

4) Channel Section The top row of buttons in this section allow you to choose the channel (or group of channels) to be manipulated.

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You can select GLOBAL, for manipulating all channels simultaneously, and you can swap channel priority. The bottom row includes buttons that select stills, layers, keys and freezes. 5) Edit Section This section contains buttons for modifying single keyframes, groups of keyframes, and for navigating windows, dialogs and menus. 6) Axis Section This section includes buttons for choosing the individual axes of a selected parameter to be manipulated. 7) Keypad Section The Keypad includes standard buttons for entering data numerically, as well as trimming parameters with precision. A CLEAR button is also included for clearing selected parameters from a keyframe. 8) Run Section The three buttons in the Run Section control the direction and method by which an effect runs (or plays). 9) Joystick This section includes the Joystick that is used for manipulating images manually along the X (horizontal), Y (vertical), and Z (depth) axes. 10) Joystick Button The small button on top of the Joystick performs a parameter clear function, similar to the CLEAR button in the Keypad Section. 11) Power LED The Power LED lights when power is applied to the Control Panel. Brief descriptions of all Control Panel buttons are provided in the following sections.

Button Label Conventions


The following conventions are used with all DVEXtreme buttons:
Control Function Indicator (Magenta) Shifted Function (Yellow) Primary Function (White)

Button labels written in all white capital letters indicate the primary button function (e.g., SIZE and PATH). To select the function and access the associated menu, press the button. Button labels written in yellow upper and lower case letters indicate the shifted function (e.g., Axis and Block). To select the function and associated menu, press and hold Shift, then press the desired button. Buttons with a magenta asterisk ( * ) at the top indicate that the button has a control function (e.g., PATH and COPY). To select the function and associated menu, press and hold CTRL, then press the desired button. In the following text, when two buttons are pressed to perform a function, the + symbol is used between button names and pictures. This indicates that the first button is held while the second is pressed.

Block PATH

Note

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General Purpose Section


The figure below illustrates the General Purpose Section.
Cancel ESC

Redo UNDO

TAB

CTRL

*
Shift

The functions available in the General Purpose Section are described below.

ESC
Cancel ESC

Press ESC to escape or cancel any dialog, menu, or procedure in progress. The procedure is canceled without writing, saving, or deleting data. When you press ESC to remove a dialog, the system returns to the previous location. Please note: Press ESC to return from the Sequence Menu to the Effects Function Menu only. This is the same as pressing SEQ.

CTRL

Cancel ESC

Press CTRL + ESC to display the Windows NT Start menu, to be used only when shutting down DVEXtreme from the Control Panel. To shut down the system from the Start menu: 1. 2. 3. 4. Press (Arrow Up) to highlight the Shut Down... topic. Press ENTER to display the Shut Down Windows Dialog. Press ENTER. The system writes unsaved data to disk, then displays the Shutdown Computer Dialog. Press the Power switch on the front of the DVEXtreme chassis.

If you decide that you do not want to shut down, you can re-focus on the DVEXtreme application from the Start menu: 1. 2. 3. 4. Press to highlight the Programs topic. Press (Arrow Right) to move to the Programs Menu. Press or to highlight the DVEXtreme heading. Press ENTER to re-focus the DVEXtreme application.

CTRL

Shift

Cancel ESC

Press CTRL + Shift + ESC to display the Windows NT Task Manager.

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Redo / UNDO
Redo UNDO

Press UNDO to remove image manipulations in a keyframe, returning the keyframe to its state prior to modification. UNDO works on all keyframe channels (including GLOBAL), and the function allows unlimited levels of undo. For example: On a single channel, if you size, rotate, then adjust axis, pressing UNDO in succession removes each manipulation in reverse order. The first press removes the axis manipulation, the second press removes the rotation, the third press removes the sizing. On multiple channels, if you rotate on channel 1, size on channel 2, defocus on channel 3, and rotate all 3 images on global, pressing UNDO removes manipulations in reverse order on all channels. Once a keyframe has been modified (by pressing MODIFY) or pasted (by pressing PASTE), the UNDO function does not work.

Note

Shift

Redo UNDO

Press Shift + Redo to restore modifications that were removed by Undo. Redo works on all keyframe channels (including GLOBAL), with unlimited levels of redo available. Each press replaces manipulations in order on all channels stepping forward through all the manipulations. Press CTRL + UNDO to restore a keyframes default settings removing all image manipulations (on all channels) to their original settings at the start of the selected keyframe.

CTRL

Redo UNDO

TAB
TAB

Press TAB to move clockwise between menu items in a dialog box.

Shift

TAB

Press Shift + TAB to move counterclockwise between menu items.

CTRL
CTRL

Press CTRL in conjunction with buttons labeled with an asterisk ( * ), to access that buttons specific control function. Press CTRL + JOYSTICK to adjust an image manually with fine resolution. Releasing CTRL and manipulating the Joystick by itself adjusts an image manually with coarse resolution.

CTRL

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Shift
Shift

Press Shift in conjunction with buttons labeled with small upper and lower case letters, to access that buttons specific shift function.

File Management Section


The figure below illustrates the File Management Section.
Default NEW

LOAD

Save As SAVE

SEQ

The functions available in the File Management Section are described below.

Default / NEW
Default NEW

Effects Function Menu In the Effects Function Menu, press NEW to start a new effect. If the current effect has been saved, the system deletes all keyframes and returns each channel to its default condition (image at full size, with no manipulations present). If the current effect has been modified and has not been saved, the system asks if you want to save it. ~ ~ ~ Press ENTER (to press the Yes button) to save the effect. Press CLEAR (to press the No button) to clear all keyframes without saving the current effect. Press ESC to cancel the procedure without making any changes.

Sequence Menu In the Sequence Menu, press NEW to clear all effects from the sequence workspace. If the current sequence has been saved, the system deletes all effects in the sequence workspace. If the current sequence has not been saved, the system asks if you want to save it. ~ ~ ~
Default NEW

Press ENTER (to press Yes) to save the sequence. Press CLEAR (to press No) to clear all effects without saving the current sequence. Press ESC to cancel the procedure without making any changes.

Default NEW

Effects Function Menu Press NEW, NEW to clear all keyframes without saving the current effect. This is the same as pressing NEW, CLEAR. Sequence Menu Press NEW, NEW to clear all effects without saving the current sequence. This is the same as pressing NEW, CLEAR.

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Shift

* + Default
NEW

Effects Function Menu In the Effects Function Menu, press Shift + Default to load the default effect. If the current effect on line has not been saved, you will be prompted to save the file. If there is no default effect stored, the system performs an effect new function, as if the NEW button had been pressed.

CTRL

* + Default
NEW

Effects Function Menu In the Effects Function Menu, press CTRL + NEW to designate a default effect. The Effect Window appears and the Select Default Effect Dialog appears. In the Select Default Effect Dialog, you can: type the number of the desired default effect (in the Effect No. to Apply field) and press ENTER to select. press PREV and NEXT to scroll through the list of available effects. press TAB to highlight the Current Category field. Press or to select a different effect category. press TAB to highlight the Sort By field. Press or to select a different sort method for the effects list. press TAB to highlight the Edit Category button, and press ENTER to display the Categories Dialog.

LOAD
Effects Function Menu
LOAD

In the Effects Function Menu, press LOAD to load a pre-programmed effect or to access effect management functions. If the current effect has been saved, the Effect Window appears with a list of available effects, and the Select Effect to Open Dialog appears. If the current effect has been modified and has not been saved, the system asks if you wish to save it. ~ ~ Press ENTER to save the effect. Press CLEAR or ESC to load an effect without saving.

In the Select Effect to Open Dialog, you can: type the number of the effect you want to load (in the Effect No. to Apply field), and press ENTER to select. Press PREV and NEXT to scroll through the list of available effects. press TAB to highlight the Current Category field. Press or to select a different effect category. press TAB to highlight the Sort By field. Press or to select a different sort method for the effects list.

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press TAB to highlight the Edit Category button, and press ENTER to display the Categories Dialog. press ADD KF (to press Add File) to display the Add Effect Dialog. This dialog allows you to add effects to the current database. type an effect number (in the Effect No. to Apply field) and press DELETE (to press Delete File) to display the Delete Effect Dialog. ~ ~ ~ press ENTER (to press Yes) to permanently delete the effect from the Effect Window and the current database. press CLEAR (to press No) to delete the effect from the Effect Window only. The effect is not permanently deleted. press ESC (to press Cancel) to cancel the procedure without deleting anything.

type an effect number, then press MODIFY (to press File Property) to display the Effect Properties Dialog. This dialog is used to change effect names, add comments, select categories, lock effects, and stamp effect picons with video images from the current effect. press SAVE (to press Save DBase) to save all changes, additions, and deletions in the current database. press LOAD (to press Load DBase) to load a different database from the hard disk. press NEW (to press New DBase) to clear the currently loaded database and create a new one. The current database is automatically saved when you exit the DVEXtreme program cleanly.

Note

Sequence Menu In the Sequence Menu, press LOAD to select a sequence to load from disk, or to access sequence management functions. A sequence can contain up to thirty DVEXtreme effects. Each effect can be run individually from the Sequence Menu. If the current sequence on-line has been saved, the Sequence File Window appears and the Select Sequence to Open Dialog appears. If the current sequence has been modified and has not been saved, the system asks if you wish to save it. ~ ~ Press ENTER to save the sequence. Press CLEAR or ESC to load without saving.

In the Select Sequence to Open Dialog, you can: type the number of the sequence you want to load (in the Seq No. to Apply field) and press ENTER to select. press PREV and NEXT to scroll through the list of sequences. press TAB to highlight the Current Category field. Press or to select a different sequence category.

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press TAB to highlight the Sort By field. Press or to select a different sort method for the sequence list. press TAB to highlight the Edit Category button, and press ENTER to display the Categories Dialog. press ADD KF (to press Add File) to display the Add Effect Dialog. This dialog allows you to add sequences to the current database. type a sequence number (in the Seq No. to Apply field) and press DELETE (to press Delete File) to display the Delete Sequence Dialog. ~ ~ ~ press ENTER (to press Yes) to permanently delete the sequence from the Sequence Window and the current database. press CLEAR (to press No) to delete the sequence from the Sequence Window only. It is not permanently deleted. press ESC (to press Cancel) to cancel the procedure without deleting anything.

type a sequence number, then press MODIFY (to press File Property) to display the Sequence Properties Dialog. This dialog is used to change sequence names, add comments, select categories, lock sequences, and stamp sequence picons with video images from the current effect. press SAVE (to press Save DBase) to save all changes, additions, and deletions in the current database. press LOAD (to press Load DBase) to load a different database from the hard disk. press NEW (to press New DBase) to clear the currently loaded database and create a new one.

Note

This is the same internal database that is accessed from the Effect Management Dialog. Remember that the current database is automatically saved when you exit the DVEXtreme program cleanly.

Save As / SAVE
Save As SAVE

Effects Function Menu In the Effects Function Menu, press SAVE to save the current effect to disk. If the effect is new, the Save As Dialog appears and the next available name in the current category is highlighted. ~ This is called the auto-save mode, which automatically increments file numbers using the current category, an underscore, and the next available number (for example, stars_21). If the --All Effects-- category is selected, a numeric value is used.

If an existing effect has not been modified, no action is taken.

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If an existing effect has been modified, the Save As Dialog appears with the current filename highlighted.

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Sequence Menu In the Sequence Menu, press SAVE to save the current sequence to disk. If the sequence is new, the Save As Dialog appears and the next available name in the current category is highlighted. The rules for the auto-save mode are the same as the Effects Function Menu. If an existing sequence has not been modified, no action is taken. If an existing sequence has been modified, the Save As Dialog appears with the current filename highlighted.

Shift

* As + Save
SAVE

Effects Function Menu In the Effects Function Menu, press Shift + Save As to save the current effect to disk with a new name. The Save As Dialog appears with the next available name (based on the current category) highlighted. ~ ~ You can use the highlighted next available name, or choose a new name and destination directory. If the --All Effects-- category is selected, a numeric value is used.

Sequence Menu In the Sequence Menu, press Shift + Save As to save the current sequence with a new name. The Save As Dialog appears with the next available name (based on the current category) highlighted. You can use the highlighted next available name, or choose a new name and destination directory. If the --All Sequences-- category has been selected, a numeric value only is used for auto-saving.

SEQ
SEQ

Press SEQ to toggle between the Effects Function Menu (for effects creation) and the Sequence Menu (for loading and running up to 30 effects on-line).

Note

You can also press ESC to return from the Sequence Menu to the Effects Function Menu only.

To load and manage sequences, press LOAD while the Sequence Menu is displayed. Refer to the description of the LOAD button for details.
CTRL

Shift

SEQ

Press CTRL + Shift + SEQ to toggle the sequence demo mode on and off. When enabled, all effects run back-to-back in a continuous loop. Press RUN to start and stop the sequence looping. In Chapter 2, see the Sequence Menu section for a list of labels that appear when the mode is enabled. When demo mode is off, all Sequence Menu effects are run in a full manual mode.

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Parameter Section
The figure below illustrates the Parameter Section.
SRC OBJ Solid G LO B AL Remote SETUP Axis ROT

Crop BORDER

Edge SIZE

LOC

Skew PERSP

TARGET

Color FX DFO CUS

Adv W IPE

WARP

P A RTCL

Color HILITE

Block PATH

Note

The WIPE keycap shown above is only available (and only functional) when the XtremePak option is installed.

The functions available in the Parameter Section are described below.

SRC
SRC

Press SRC to select the Source level of image manipulation, the first of the three available manipulation levels. When pressed, the label Source appears after the selected parameter at the top of the Parameter Section. In this mode, the Object and Global levels are not being programmed. In the mathematics of DVEXtremes 3-D space, Source manipulations are applied first to the input video image allowing you to size, place, rotate, and change the images axis of rotation.

OBJ
OBJ

Press OBJ to select the Object level of image manipulation, the second of the three available manipulation levels. When pressed, the label Object appears after the selected parameter, at the top of the Parameter Section. In this mode, the Source and Global levels are not being programmed. In the mathematics of DVEXtremes 3-D space, Object manipulations are applied second. With all Source level manipulations retained, you can apply a second level of size, placement, rotation and axis adjustments mathematically downstream of Source manipulations. Visually, an effect can take on compound motion attributes.

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Solid / GLOBAL
Solid G LOB AL

Press GLOBAL to select the Global level of image manipulation, the third of the three available manipulation levels. Global manipulations are not the same as manipulations with the Global channel. When pressed, the label Global appears after the selected parameter, at the top of the Parameter Section. In this mode, Source and Object levels are not being programmed. Global manipulations are applied last in the mathematics of DVEXtremes 3-D space. With Source and Object manipulations retained, you can apply a third level of size, placement, rotation and axis adjustments downstream of the previous two levels.

Shift

Solid

+ G LOB AL

Press Shift + Solid to access the Solid Builder Menu, which provides a variety of options for building solid shapes such as cubes and slabs. Refer to the Solids section in Chapter 5 for instructions on using the Solid Builder Menu.

Remote / SETUP
Remote SETUP

Press SETUP to display the Setup Menu in the Parameter Section. This menu allows you to set a variety of system-wide parameters, such as channel ID (identification) cursors, combiner status, system aspect ratio, system standard, and rotation display. Refer to the Setup section in Chapter 5 for instructions on using the Setup Menu. Press Shift + Remote to display the Remote Control Menu in the Parameter Section. This menu controls the way DVEXtreme operates when connected to an external device such as an editor. You can enable Sony BVW-75 or GVG Peripheral protocol, and control GPI port assignments. Refer to the Remote Control section in Chapter 5 for instructions on using the Remote Control Menu. Press CTRL + SETUP to display the Input Setup Menu. If your system includes one or more optional Analog I/O Modules, each video input can be assigned independently as either digital or analog video. If your system does not include an Analog I/O Module, all inputs are digital by default. In the DVEXtreme Installation Guide, refer to Chapter 5, Analog I/O Option for details.

Shift

+ SETUP

Remote

CTRL

+ SETUP

Remote

Crop / BORDER
Crop BORDER

Press BORDER to display the Border Menu. For the selected channel, this menu allows you to add a variety of borders such as Flat, Tube Metallic, Frames, and Bevels. Once the Border Menu is displayed, pressing BORDER again toggles the current border on and off for the current keyframe only. Refer to the Border section in Chapter 5 for complete information about the Border function and menu. Press Shift + Crop to display the Crop Menu in the Parameter Section. For the selected channel, this menu allows you to crop (or trim) the top, bottom, left, and right sides of an image. See the Crop section in Chapter 5 for full information about the Crop function and menu.

Crop

Shift

+ BORDER

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Edge / SIZE
Edge SIZE

Press SIZE to display the Size Menu in the Parameter Section. For the selected channel, this menu adjusts an images horizontal and vertical size (and aspect ratio) in 2-D space while maintaining the images current location in 3-D space. Refer to the Size section in Chapter 5 for details about the Size function and menu. Press Shift + Edge to display the Edge Align Menu. For the selected channel, this menu allows you to select one image corner to move at a time, while the other three corners remain fixed. Once the Edge Align Menu is displayed, pressing Shift + Edge again toggles the mode on and off for the current keyframe only. See the Edge Alignment section in Chapter 5 for full information about the Edge Align function and menu.

Shift

Edge SIZE

LOC
LOC

Press LOC to display the Locate Menu in the Parameter Section. For the selected channel, this menu adjusts an images X, Y, and Z position in 3-D space. The size of the image does not change. See the Locate section in Chapter 5 for full information about the Locate function and menu.

Axis / ROT
Axis ROT

Press ROT to display the Rotation Menu in the Parameter Section. For the selected channel, this menu allows you to rotate an image around its X, Y, and Z axes. Refer to the Rotation section in Chapter 5 for full information about the Rotate function and menu. Press Shift + Axis to display the Axis Menu in the Parameter Section. For the selected channel, this menu allows you to change the axis of rotation moving it off center, or even off the plane of the image. Refer to the Axis section in Chapter 5 for full information about the Axis function and menu.

Shift

Axis ROT

Skew / PERSP
Skew PERSP

Press PERSP to display the Perspective Menu in the Parameter Section. For the selected channel, this menu changes the viewers point-of-view, adding or subtracting perspective for the X, Y, and Z axes. Refer to the Perspective section in Chapter 5 for full information about the Perspective function and menu. Press Shift + Skew to display the Skew Menu in the Parameter Section. For the selected channel, this menu skews an image along the X or Y axis, changing a rectangle into a parallelogram. Refer to the Skew section in Chapter 5 for full details about the Skew function and menu.

Shift

+ PERSP

Skew

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TARGET
TARGET

Press TARGET to display the Target Menu in the Parameter Section. For the selected channel, this function moves and sizes images in 2-D space, but images remain at their current location in 3-D space. Refer to the Target section in Chapter 5 for full information about the Target function and menu.

Color FX / DEFOCUS
Color FX DFOCUS

Press DEFOCUS to display the Defocus Menu in the Parameter Section. For the selected channel, this function allows you to selectively defocus the image along the horizontal and vertical axes. If the XtremePak option is installed, you can use the Deep Defocus feature. Refer to the Defocus section in Chapter 5 for full information about the Defocus function and menu. Press Shift + Color FX to display the Color Effects Menu. For the selected channel, this menu allows you to manipulate the images luminance and color values. Two categories of adjustments are provided Luma FX (which includes Clip Gain, Solarize, and Posterize functions), and Color FX (which includes Primary, Secondary, and Tint functions). Refer to the Color Effects section in Chapter 5 for full information about the Color Effects function and menu.

Shift

+ DFOCUS

Color FX

Adv / WIPE
Adv W IPE

Press WIPE to display the Wipe Menu in the Parameter Section. This function allows you to wipe an image (or a key) from Layer A of a DVE channel to Layer B or another channel, using hard or soft-edge borders. A variety of creative adjustment parameters are also available. Refer to the Wipe section in Chapter 5 for details. Press Shift + Adv to display the Advanced Wipe Menu in the Parameter Section. This menu allows you to adjust the wipes X Position, Y Position, Aspect, Angle and Transition. Refer to the Using Advanced Wipes section in Chapter 5 for more information.

Shift

Adv W IPE

Note

The Wipe function is only available when the XtremePak option is installed. If your system does not have the option installed, please contact Pinnacle Systems for details on obtaining the upgrade.

WARP
WARP

Press WARP to display the Warp Menu in the Parameter Section, and a list of available Warps (or shapes) in the Option Section. For the selected channel, this function allows you to choose from over 50 creative warps, including Page Scrolls, Page Folds, Splashes, Bursts, Melts, Vortexes, Cylinders, and Mosaics. Refer to the Warp section in Chapter 5 for full details about the Warp function and menu.

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PARTCL
P ARTCL

Press PARTCL to display the Particle Effect Menu in the Parameter Section, and a list of available Particle and Painterly effects in the Option Section. Particle and Painterly effects are special stills applied within Layer Bs frame buffer. They provide unique and creative effects such as tiles, bubbles, corrugation, crystallization, and pointillist effects. Refer to the Particle section in Chapter 5 for full details about the Particle function and menu.

Color / HILITE
Color HILITE

Press HILITE to display the Highlight Menu in the Parameter Section, and a list of options in the Option Section. For the selected channel, this function adjusts highlights, both manually and automatically, particularly with Warp effects. If the XtremePak option is installed, you can use Global 3D Highlights. Refer to the Highlight section in Chapter 5 for details about the Highlight function and menu. Press Shift + Color to display the Highlight Color Menu in the Parameter Section. For the selected channel (with highlights enabled), this function adjusts the hue, luminance, and saturation for both the light and dark highlights. Refer to the Color section in Chapter 5 for full details about the Color function and menu. Press CTRL + HILITE to access the 3D Highlight Properties Menu. This menu allows you to further refine the appearance of the 3D highlights, with functions such as Ambient light, Diffusion, Speculars, and Curvature.

Shift

Color HILITE

CTRL

Color HILITE

Block / PATH
Block PATH

Press PATH to adjust the motion for an individual value. When pressed, the Path Menu appears in the Parameter Section, along with a list of motion options in the Option Section. For the selected channel, this function adjusts the way that DVEXtreme interpolates motion between keyframes. Refer to the Path section in Chapter 5 for full details about the Path function and menu. Press Shift + Block to adjust the motion for an entire parameter, regardless of where the highlight is placed. When pressed, the Path Menu appears along with a list of motion options in the Option Section. Rules for path selection are identical to the PATH button. Press CTRL + PATH to adjust the motion for the entire keyframe (all parameters), regardless of the currently selected parameter. When pressed, the Path Menu appears along with a list of motion options in the Option Section. Rules for path selection are identical to the PATH button. When a single value field only is highlighted, pressing CTRL + Shift + PATH scans through all available motion paths for the highlighted parameter. This function allows you to change paths without going to the Path Menu. Refer to the Path section in Chapter 5 for additional details about all Path functions and the associated Path Menu. Refer to the Changing Keyframe Motion section in Chapter 4 for instructions on using Path.

Shift

Block PATH

CTRL

Block PATH

CTRL

Shift

Block PATH

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Channel Section
The figure below illustrates the Channel Section.
CHAN 1 CHAN 2 CHAN 3 CHAN GLOBAL
Still B STILL A

SWAP PRI

LAYE R A

Stamp LAYER B

KEY

Frze B FRZE A

The functions available in the Channel Section are described below.

CHAN 1
CHAN 1

Press CHAN 1 to activate DVE Channel 1 for operations, including effect programming, editing, and modification. The buttons LED lights when active, and the red channel indicator on the displays timeline lights. At the top of the Parameter Section, the label Channel 1 is shown. To manipulate more than one channel, select any combination of the three buttons. Press and hold the first channel button, then press the buttons for the additional channel(s). In the Parameter Section, only the first channel selected is shown, but all selected channels are active.

CTRL

CHAN 1

Press CTRL + CHAN 1 to isolate channel 1 and turn off DVE channels 2 and 3. In the displays Channel Status Section, only channel 1 is shown in color. To reactivate all three channels, press CTRL + CHAN 1 again. To isolate a combination of channels, hold down CTRL then press any combination of three channel buttons. Use care in this mode channels 2 and 3 can still be adjusted numerically on the timeline if their buttons are selected, even though their images are not visible.

CHAN 2
CHAN 2

Press CHAN 2 to activate DVE Channel 2 for operations, including effect programming, editing, and modification. The buttons LED lights when active. At the top of the Parameter Section, the label Channel 2 is shown. To manipulate more than one channel, select any combination of the three buttons. Press and hold the first channel button, then press the buttons for the additional channel(s). In the Parameter Section, only the first channel selected is shown, but all selected channels are active.

CTRL

CHAN 2

Press CTRL + CHAN 2 to isolate channel 2 and turn off DVE channels 1 and 3. In the displays Channel Status Section, only channel 2 is shown in color. To reactivate all three channels, press CTRL + CHAN 2 again. To isolate a combination of channels, hold down CTRL then press any combination of three channel buttons. Use care channels 1 and 3 can still be adjusted numerically on the timeline if their buttons are selected, even though their images are off.

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CHAN 3
CHAN 3

Press CHAN 3 to activate DVE Channel 3 for operations, including effect programming, editing, and modification. The buttons LED lights when active, and the red channel indicator on the timeline lights. At the top of the Parameter Section, the label Channel 3 is shown. To manipulate more than one channel, select any combination of the three channel buttons. Press and hold the first button, then press the buttons for additional channel(s). In the Parameter Section, only the first channel selected is shown, but all selected channels are active.

CTRL

CHAN 3

Press CTRL + CHAN 3 to isolate channel 3 and turn off channels 1 and 2. In the displays Channel Status Section, only channel 3 is shown in color. To reactivate all three channels, press CTRL + CHAN 3 again. To isolate a combination of channels, hold down CTRL then press any combination of three channel buttons. Use care channels 1 and 2 can still be adjusted numerically on the timeline if their buttons are selected, even though their images are off.

CHAN GLOBAL
CHAN GLOBAL

Press CHAN GLOBAL to manipulate all channels in your system simultaneously. Only selected parameters such as Size, Locate, and Rotation can be used. You can not create a global keyframe and a local keyframe (channels 1, 2, or 3) at the same time. When CHAN GLOBAL is on, local channel buttons are turned off. Press CHAN 1, CHAN 2, or CHAN 3 to reselect a local channel. At the top of the Parameter Section, the label Channel G is shown.

SWAP PRI
SWAP PRI

Press SWAP PRI to display the Priority Menu. You can change the priority of the DVE channels (e.g., which channels are visually on top of other DVE channels), as well as the video mix level where the channels overlap. If the XtremePak option is installed, you can use Intersecting Planes. The priority function only works when CHAN GLOBAL is selected. Refer to the Image Priority section in Chapter 5 for instructions on using the Priority Menu.

LAYER A
LAYER A

Press LAYER A to select the Layer A Input Menu in the displays Parameter Section. This menu allows you to route any available video input to Layer A for the selected channel. (Remember that each channel is comprised of two layers.) The menu can only be activated when channel 1, 2, or 3 is selected. Refer to the Layer Assignment section in Chapter 5 for instructions on using the Layer A Menu. Press CTRL + LAYER A to select the DVE Video Input Blanking Dialog. This engineering setup menu allows input blanking to be set for each DVE channel. Refer to the Input Blanking Setup section in Chapter 5 for instructions on using the DVE Input Blanking Dialog.

CTRL

* + LAYER A

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Stamp / LAYER B
Stamp LAYER B

Press LAYER B to select the Layer B Input Menu in the Parameter Section. This menu routes any available video input to Layer B for the selected channel. (Remember that each channel is comprised of two layers.) The menu can only be activated when channel 1, 2, or 3 is selected. Refer to the Layer Assignment section in Chapter 5 for instructions on using the Layer B Menu. Press Shift + Stamp to stamp the current active DVE video into Layer Bs frame buffer for the selected channel. This action can be repeated several times to build up a montage of images on each selected DVE channel. To clear the stamped images, press LAYER B for the selected channel and choose 00 (Off) as the input, or press NEW to clear the buffer.

Shift

+ LAYER B

Stamp

CTRL

+ LAYER B

Stamp

Press CTRL + LAYER B to stamp the current active DVE video (just like the Shift + Stamp function) and display the Stamp to File Dialog. For the selected channel, this dialog saves the stamped image to disk for use as a still. The field and frame freeze modes are configured in the Layer A and Layer B Input Menus.

KEY
KEY

Press KEY to display the Key Menu for the selected channel. This menu selects the method for keying images over background layers and channels. Refer to the Key Functions section in Chapter 5 for instructions on using the Key Menu.

Still B / STILL A
Still B STILL A

Press STILL A to load a still in Layer A for the selected channel, or to access still management functions. The Still File Window appears with a list of available stills, and the Assign Still to Layer A Dialog appears. Refer to the Still Assignment section in Chapter 5 for full instructions. Press Shift + Still B to load a still in Layer B for the selected channel, or to access still management functions. The Still File Window appears with a list of available stills, and the Assign Still to Layer B Dialog appears. All functions are identical to those outlined for Layer A. Refer to the Still Assignment section in Chapter 5 for full instructions.

Still B

Shift

+ STILL A

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Frze B / FRZE A
Frze B FRZE A

Press FRZE A to freeze Layer As video input for the selected channel. Press again to unfreeze the input. The current video freeze mode is listed in the Status Section at the bottom of the display. Press Shift + Frze B to freeze Layer Bs video input for the selected channel. Press again to unfreeze the input. The current video freeze mode is listed in the Status Section at the bottom of the display. Press CTRL + FRZE A to freeze Layer As key input for the selected channel. Press again to unfreeze the key channel. The current key freeze mode is listed in the Status Section at the bottom of the display. Press CTRL + Shift + Frze B to freeze Layer Bs key input for the selected channel. Press again to unfreeze the key channel. The current key freeze mode is listed in the Status Section at the bottom of the display.

Shift

+ FRZE A

Frze B

CTRL

*
CTRL

+ FRZE A

Frze B

Shift

+ FRZE A

Frze B

Note

If you select a channel that includes a still image, the FRZE buttons LED will be on. The freeze modes listed above are not keyframable, and they do not get saved with an effect. To program a keyframable freeze, use the Live Video and Key Freeze modes available on the Layer A Input Menu and Layer B Input Menu.

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Edit Section
The figure below illustrates the Edit Section.
MODIFY Block COPY

Insert PASTE

GO TO

DELETE

START

PREV

NEXT

END

ADD KF

Eff Dur DUR

The functions available in the Edit Section are described below.

MODIFY
MODIFY

Press MODIFY to indicate that you wish to permanently commit changes made to the current keyframe in your effect. When you adjust or edit a keyframe, the MODIFY buttons yellow LED lights. When you next press PREV, NEXT , or ADD KF to move to a different keyframe (or create a new one), the Save Modification Dialog appears. Press MODIFY or ENTER (to press the Yes button) to commit your changes. Press CLEAR or ESC (to press the No button) to move without saving the changes.

Note

Remember, for quick visual feedback, the yellow LED on the MODIFY button lights any time a change is made to a keyframe.

Shift

+ MODIFY

Press Shift + MODIFY to change all keyframes in your effect to the highlighted value. For example, if you enable a border in one keyframe, press Shift + MODIFY to enable the border in all keyframes saving the need to cut and paste the new value. The Modify All Dialog appears. Press ENTER (to press the Yes button) to modify all keyframes. Press CLEAR or ESC (to press No) to cancel the procedure. It is recommended that you select only one channel when you use the change all keyframes function.

Note

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Control Panel 3-21

Block / COPY
Block COPY

This function is called Copy One. Press COPY to copy an individual parameter (for example, an individual X, Y, or Z value). When COPY is pressed, the individual parameter (from one keyframe or from a block of marked keyframes) is placed in the Copy Buffer. Refer to the Copy and Paste section in Chapter 5 for copy one instructions. This function is called Copy All. Press Shift + Block to copy all values for the selected parameter (for example, all Rotation values). When Shift + Block is pressed, all parameter values (from one keyframe or from a block of keyframes) are placed in the copy buffer. Refer to the Copy and Paste section in Chapter 5 for copy all instructions. This function is called Copy Keyframe. Press CTRL + COPY to copy an entire keyframe all values in all parameters. When pressed, data from the entire selected keyframe (or block of keyframes) is placed in the copy buffer. Refer to the Copy and Paste section in Chapter 5 for copy keyframe instructions.

Shift

Block COPY

CTRL

Block COPY

Insert / PASTE
Insert PASTE

Press PASTE to paste parameters or keyframes from the copy buffer to a destination keyframe (or block of keyframes) on the same channel or on a different channel. The pasted keyframes overwrite existing keyframes in the destination location. Refer to the Copy and Paste section in Chapter 5 for paste instructions. Press Shift + Insert to insert keyframes at a destination location, on the same channel or on a different channel. The Copy Keyframe function (CTRL + COPY) must be used (on two or more keyframes) as a prerequisite. Refer to the Copy and Paste section in Chapter 5 for insert instructions.

Shift

+ PASTE

Insert

GO TO
GO TO

Press GO TO to display the Goto Keyframe Dialog. Type a number on the keypad and press ENTER to jump to the beginning of the selected keyframe. Press ESC to cancel the procedure without jumping to another keyframe.

DELETE
Effects Function Menu
DELETE

In the Effects Function Menu, press DELETE to delete the keyframe at the current cursor location. The Timeline Cursor must be placed at an exact keyframe boundary (using PREV or NEXT ). When the keyframe is deleted, the duration of the effect remains the same for the selected channel(s). Sequence Menu In the Sequence Menu, press DELETE to delete the highlighted effect from the sequence list. The effect is deleted from the sequence only, not the current database.

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File Name Entry Box In a file name entry field (in a dialog box), press DELETE to delete the letter or number that immediately follows the cursor. Select Effect To Open Dialog In the Select Effect To Open Dialog, type an effect number (in the Effect No. to Apply field) and press DELETE. The Delete Effect Dialog appears. Assign Still to Layer A (or B) Dialog In the Assign Still to Layer A (or B) Dialog, type a still number (in the Still No. to Apply field) and press DELETE to delete a still. The Delete Still Dialog appears. Select Sequence To Open Dialog In the Select Sequence To Open Dialog, type a sequence number (in the Seq No. to Apply field) and press DELETE. The Delete Sequence Dialog appears.
Shift

+ DELETE

In the Effects Function Menu, press Shift + DELETE to delete the keyframe at the current cursor location and shrink (or ripple) the effect by the duration of the deleted keyframe for the selected channel(s). The Timeline Cursor must be placed at an exact keyframe boundary (using PREV or NEXT ). Pressing Shift + DELETE also allows you to delete the initial keyframe of an effect.

START
Effects Function Menu
START

In the Effects Function Menu, press START to move the timeline cursor to the beginning of an effect (the first keyframe). Sequence Menu In the Sequence Menu, press START to move the Timeline Cursor to the first keyframe in the current effect. Dialog Box In a file name entry field (in a dialog box), press START to move the cursor to the beginning of a filename.
Shift

+ START

Press Shift + START to de-select a block of keyframes. The Timeline Cursor jumps to keyframe 1 and the red block markers clear.

PREV
Effects Function Menu
PREV

Press PREV to move the timeline cursor one entire keyframe backwards in an effect for the current channel only. Sequence Menu For compatibility with Shotbox operations, press PREV to run the effect from its current location to the previous keyframe on any channel. When the Timeline Cursor is located at the beginning of the effect, no action will be taken.

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Shift

PREV

Press Shift + PREV to erase a keyframe from a block selection. The red keyframe block indicator is cleared from the top of the timeline. Press CTRL + PREV to move the timeline cursor one entire keyframe backwards in an effect for all channels. Press CTRL + Shift + PREV to page reverse through the list of options (in the Options Section) for Warp and Particle effects.

CTRL

*
CTRL

PREV

Shift

PREV

(ARROW UP)
Effects Function Menu In the Effects Function Menu, press (Arrow Up) to move the highlight in a selected parameter box up one line, or to wrap around to the bottom line. Sequence Menu In the Sequence Menu, press to move the highlight up to the previous effect. Dialog Box In a file name entry field (in a dialog box), press to cycle forward through the numbers and the alphabet, allowing you to enter custom effect and still names.
Shift

For functions that include a list of menu options (such as Warp, Particle, and Layer Inputs), press Shift + to advance forward through the list of options. For numeric parameters (such as X, Y and Z values), press Shift + to increase the value in small steps. The value field must be highlighted the feature does not work if the All field is highlighted. Hold down Shift + to increase the value continuously.

NEXT
Effects Function Menu
NEXT

Press NEXT to move the timeline cursor one entire keyframe forward in an effect for the current channel only. Sequence Menu For compatibility with Shotbox operations, press NEXT to run the effect from its current location to the next keyframe on any channel. When the Timeline Cursor is located at the end of the effect, no action will be taken.
Shift

NEXT

Press Shift + NEXT to add a keyframe to a block selection. A red keyframe block indicator is added to the top of the timeline.

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CTRL

*
CTRL

NEXT

Press CTRL + NEXT to move the timeline cursor one entire keyframe forward in an effect for all channels. If each of the channels keyframes has a different duration, the system will toggle to the next closest keyframe on any channel. Press CTRL + Shift + NEXT to page forward through the list of options (in the Options Section) for Warp and Particle effects.

Shift

NEXT

END
Effects Function Menu
END

In the Effects Function Menu, press END to move the timeline cursor to the end of an effect (the last keyframe). Sequence Menu In the Sequence Menu, press END to move the Timeline Cursor to the last keyframe in the current effect. Dialog Box In a file name entry field (in a dialog box), press END to move the cursor to the end of a filename.
Shift

END

Press Shift + END to select a block of keyframes from the timeline cursors current position to the end of the effect (the last keyframe). Marked keyframes are indicated by small red squares at the top of the timeline.

ADD KF
Effects Function Menu
ADD KF

In the Effects Function Menu, press ADD KF to add a new keyframe to the effect (for the selected channels), using the current default duration. Sequence Menu In the Sequence Menu, press ADD KF to add an effect to the sequence list. The next available location is automatically found in the sequence workspace.
Shift

The Effect Window appears with a list of available effects, and the Select Effect to Open Dialog appears. Type the number of the desired effect and press ENTER to select.

+ ADD KF

Press Shift + ADD KF to display the Keyframe Insert Duration Dialog. This dialog changes the default duration at which new keyframes are inserted. In the dialog, enter a new value with the keypad (in standard timecode notation), and press ENTER to select. Press ESC to clear the dialog without changing the default duration.

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(ARROW LEFT)
Effects Function Menu In the Effects Function Menu, press (Arrow Left) to move the timeline cursor backwards by one field. The current keyframe field (below the timeline) updates as you move. Note that holding down this key can be used to scroll backwards through an effect. Sequence Menu In the Sequence Menu, press to move the highlight left one column in the sequence workspace. Dialog Box In a file name entry field (in a dialog box), press to move the cursor backward through the letters in a name, allowing you to edit the letter that immediately follows the cursor.

(ARROW DOWN)
Effects Function Menu In the Effects Function Menu, press (Arrow Down) to move the highlight in a selected parameter box down one line, or to wrap around to the top line. Sequence Menu In the Sequence Menu, press to move the highlight down to the next effect. Dialog Box In a file name entry field (in a dialog box), press to cycle backward through the numbers and the alphabet, allowing you to enter custom effect and still names.
Shift

The following Shift + functions are available: For functions that include a list of menu options (such as Warp, Particle, and Layer Inputs), press Shift + to move backwards through the list of options. For numeric parameters (such as X, Y and Z values), press Shift + to decrease the value in small steps. ~ ~ The value field must be highlighted the feature does not work if the All field is highlighted. Hold down Shift + to decrease the value continuously.

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(ARROW RIGHT)
Effects Function Menu In the Effects Function Menu, press (Arrow Right) to move the timeline cursor forward by one field. The current keyframe field (below the timeline) updates as you move. Note that holding down this key can also be used to scroll forward through an effect. Sequence Menu In the Sequence Menu, press to move the highlight right one column in the sequence workspace. Dialog Box In a file name entry field (in a dialog box), press to move the cursor forward through the letters in a name, allowing you to edit the letter that immediately follows the cursor, or add a letter if the cursor is placed at the end of a name.

Eff Dur / DUR


Eff Dur DUR

Press DUR to display the Keyframe Duration Dialog. This dialog changes the duration of the current keyframe. In the dialog, enter a new duration with the keypad (in standard timecode notation), and press ENTER to select. Press ESC to clear the dialog without changing the keyframe duration. The Timeline Cursor must be directly on a keyframe boundary for the dialog to appear. Use PREV and NEXT to easily navigate directly to keyframe markers.

Shift

Dur + Eff * DUR

Press Shift + Eff Dur to display the Total Effect Duration Dialog. This dialog scales the duration of an entire effect. In the dialog, enter a new duration with the keypad (in standard timecode notation), and press ENTER to select. Press ESC to clear the dialog without changing the effect duration.

CTRL

Dur + Eff * DUR

Select a single channel only in the timeline, then press CTRL + Eff Dur to display the Single Channel Effect Duration Dialog. This dialog scales the duration of an individual channel. In the dialog, enter a new duration with the keypad (in standard timecode notation), and press ENTER to select. Press ESC to clear the dialog without changing the channel duration.

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Axis Section
The figure below illustrates the Axis Section.
X

Status ALL

The functions available in the Axis Section are described below.

X
X

Press X to highlight the X or horizontal value for any selected parameter (in the displays Parameter Section). For manual image manipulation, all three Joystick axes control the X value. Pressing the Joystick button clears only the X value. For direct data entry, enter an X value with the keypad.

Shift

Press Shift + X to highlight the selected parameters All field. For manual image manipulation in this mode, the Joystick defaults to its normal mode: Move the Joystick left/right to control the X (horizontal) value. Move the Joystick up/down to control the Y (vertical) value. Twist the Joystick knob left/right to control the Z (depth) value. Press the Joystick button to clear all parameter values.

CTRL

To pick a color for functions that use color parameters (such as Border, Highlight, Chroma key, and Matte) press CTRL + X to display the Select Color Dialog. Input video is frozen and a cursor appears on the main video output. Use the Joystick to place the cursor on top of the desired color, and press the joystick button (or ENTER) to select. The values of the color that was under the cursor are entered as the current functions Hue, Luminance, and Saturation values.

Y
Y

Press Y to highlight the Y or vertical value for any selected parameter (in the displays Parameter Section). For manual image manipulation, all three Joystick axes control the Y value. Pressing the Joystick button clears only the Y value. For direct data entry, enter a Y value with the keypad.

Shift

Press Shift + Y to highlight the selected parameters All field. Joystick functions are identical to those described with the X button.

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Z
Z

Press Z to highlight the Z or depth value for any selected parameter (in the displays Parameter Section). For manual image manipulation, all three Joystick axes control the Z value. Pressing the Joystick button clears only the Z value. For direct data entry, enter a Z value with the keypad.

Shift

Press Shift + Z to highlight the selected parameters All field. Joystick functions are identical to those described with the X and Y buttons.

Status / ALL
Status ALL

Press ALL to highlight the selected parameters All field. For manual image manipulation in this mode, the Joystick defaults to its normal mode: Move the Joystick left/right to control the X (horizontal) value. Move the Joystick up/down to control the Y (vertical) value. Twist the Joystick knob left/right to control the Z (depth) value. Press the Joystick button to clear all parameter values.

Shift

Status ALL

Press Shift + Status to display the About Pinnacle DVEXtreme Dialog. This dialog provides information about the current DVEXtreme software version, the release date, and the line standard (625/525). Press TAB to highlight the System Information button, the press ENTER to display the System Information Dialog. This dialog provides additional hardware and software information, including the number of installed channels, serial numbers, and software versions. Press ENTER to close the System Information Dialog, then press ESC to clear the About Pinnacle DVEXtreme Dialog.

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Keypad Section
The figure below illustrates the Keypad Section.
7 8 9

Block CLEAR no

Trim ENTER yes

The functions available in the Keypad Section are described below.

0 through 9
0
through

Effects Function Menu Press buttons 0 through 9 to enter numeric values for all edit boxes in dialogs, and in the displays Parameter Section. Sequence Menu Press 2-digit combinations of numbers (from 01 to 30) to load the selected sequence workspace effect. For example: Press 0, 4 to load effect 4. Press 2, 4 to load effect 24.

0
Shift

Press Shift + a 2-digit combination of numbers (from 00 to 11) to change Layer As input to the selected source. For example: Press Shift + 0, 1 to change Layer As input to Input 1. Press Shift + 0, 8 to change Layer As input to Channel 2. Press Shift + 1, 1 to change Layer As input to Still.

through

This function only works in the Effects Function Menu. It does not work in the Sequence Menu.
0
CTRL

Press CTRL + a 2-digit combination of numbers (from 00 to 18) to change Layer Bs input to the selected source. For example: Press CTRL + 1, 0 to change Layer Bs input to Matte. Press CTRL + 1, 4 to change Layer Bs input to Trail. Press CTRL + 1, 3 to change Layer Bs input to Shadow.

through

This function only works in the Effects Function Menu. It does not work in the Sequence Menu.

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- (Minus)
_

Press - (minus) to enter a negative value for all edit boxes in the displays Parameter Section. The button can be pressed either before or after you type the desired numeric value.

. (Period)
.

The . (period) has the following functions: When entering timecode values in duration dialogs, press . (period) as a separator between timecode hours, minutes, seconds and frames. Enter . by itself to enter a duration of 1 field. Add a period . at the end of an entry to add 1 field to the desired duration. For example, an entry of 1.00. equals 1 second and 1 field.

Block / CLEAR / No

Block CLEAR no

Press CLEAR to clear an individual highlighted value (for example, an X, Y, or Z value) to its default setting. Only values for the current channel are cleared. Please note: The button on top of the Joystick has the same function as CLEAR. If the highlight is placed on the All field, all values are cleared. CLEAR is also used to answer no to dialog questions.

Shift

+ CLEAR
no

Block

Press Shift + Block to clear all values for the selected parameter (for example, all Rotation values) to their default settings. This function works even if the highlight is not on the All field. Only values for the current channel are cleared.

CTRL

+ CLEAR
no

Block

Press CTRL + CLEAR to clear the entire keyframe of all values and all image manipulation parameters for the current channel. The image is returned to its default size (1:1), with no image manipulations present.

CTRL

Shift

+ CLEAR
no

Block

Press CTRL + Shift + CLEAR to clear the entire keyframe of all values and all image manipulation parameters for all channels. All images are returned to their default size (1:1), with no image manipulations present.

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Trim / ENTER
Effects Function Menu
Trim ENTER yes

In the Effects Function Menu, pressing ENTER has the following functions: accepts all entries in dialogs. accepts all numeric entries in value fields, for a selected parameter. toggles On/Off fields, for a selected parameter. answers Yes to dialog questions.

Sequence Menu In the Sequence Menu, highlight an effect and press ENTER to prepare the effect for immediate running. Press Shift + Trim to trim a numeric value. For example:
Trim Shift

+ ENTER
yes

If the current value of Rotate Z is 4.000, press -.01, Shift + Trim to trim the value to 3.990. Press Shift + Trim by itself again, to repeat the previous trim. The trim value remains in the trim buffer until another value is entered.

Run Section
The figure below illustrates the Run Section.
AUTO REV Loop REV

Pause RUN

The functions available in the Run Section are described below.

AUTO REV
AUTO REV

Press AUTO REV to select the auto reverse run mode. The buttons LED lights and the Auto Reverse button lights below the timeline. The effect reverses direction when it reaches the end of the effect.

Loop / REV
Loop REV

Press REV to change the direction that an effect runs. When REV is off, an effect runs forward. When REV is on, the buttons LED lights and the Reverse button lights below the timeline. An effect runs backwards.

Shift

Loop REV

Press Shift + Loop to toggle the loop mode on and off. When loop is on, an effect runs continuously in the selected direction and mode, until RUN is pressed again to stop it.

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RUN
Pause RUN

Effects Function Menu Press RUN to run an effect, using the current settings of the AUTO REVERSE and Loop / REVERSE buttons. Press RUN to pause and resume an effect that is running. Press RUN to stop an effect that is running in the loop mode.

Sequence Menu Highlight an effect and press RUN to prepare the effect, and then run it.
Shift

Pause RUN

Press Shift + RUN to enter a pause on the timeline. When pressed, a yellow diamond appears on the timeline display. When the effect is run, the timeline pauses at the diamond until another run command is issued (by pressing RUN, or via GPI). Pauses may be placed anywhere, not just at keyframe boundaries. To remove a pause, move the timeline cursor to the desired pause and press Shift + RUN. Press Ctrl + RUN to enter a GPI trigger on the timeline. When pressed, a dialog box appears for GPI number selection. When a number is selected (1-6), that number appears on the Timeline display. When the effect is run, the Timeline will fire the chosen GPI at that point in the Timeline. GPI triggers may be placed anywhere, not just at keyframe boundaries. To remove a GPI trigger, move the Timeline cursor to the desired GPI trigger and press Ctrl + RUN. This mode is only active when Tally Mode is OFF.

CTRL *

Pause RUN

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Joystick
The functions available with the Joystick are described below.

JOYSTICK
The JOYSTICK is used to manually control image manipulation parameters with coarse resolution. Typically, for parameters that have X, Y, and Z values, the following functions are available if a highlight is placed on a parameters All field: Move the Joystick left/right to control X values. Move the Joystick up/down to adjust Y values. Twist the Joystick knob left/right to adjust Z values.

If a highlight is placed on any individual X, Y, or Z field in a parameter, any Joystick X, Y, or Z movement adjust that field only. The Joysticks top button is used for clearing values from a parameter, an individual value, or a keyframe. Refer to the Block / CLEAR button for details. Press CTRL + JOYSTICK to adjust an image manually with fine resolution. Releasing CTRL and manipulating the Joystick by itself adjusts an image manually with coarse resolution.

CTRL

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Action-Oriented Reference Table


The following table lists all DVEXtreme control panel functions, sorted according to actions, rather than by keycap names.
Action-Oriented List of Functions

Function
Accept all entries in dialogs Accept all numeric entries in value fields Access a buttons specific control function Access a buttons specific shift function Access effect management functions Access sequence management functions Access still management functions Access the Solid Builder Menu Activate DVE Channel 1 Activate DVE Channel 2 Activate DVE Channel 3 Add a keyframe to a block selection Add a new keyframe to the effect Add an effect to the sequence list Adjust the motion for an entire parameter Adjust the motion for an individual value Adjust the motion for the entire keyframe Advance forward through a list of menu options Adjust image manually with fine resolution Answer Yes to dialog questions Cancel any dialog, menu, or procedure ENTER ENTER CTRL Shift LOAD

Keystroke

SEQ, LOAD STILL A Shift + Solid CHAN 1 CHAN 2 CHAN 3 Shift + NEXT ADD KF ADD KF Shift + Block PATH CTRL + PATH Shift + CTRL + JOYSTICK ENTER ESC

Change all keyframes in your effect to the highlighted value Shift + MODIFY Change Layer As input to the selected source Change Layer Bs input to the selected source Change the direction that an effect runs Clear all effects from the sequence workspace Clear all effects without saving the current sequence Clear all keyframes without saving the current effect Clear all values for the selected parameter Shift + (00 to 11) CTRL + (00 to 11) REV SEQ, NEW NEW, NEW NEW, NEW Shift + Block

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Action-Oriented List of Functions (continued)

Function
Clear an individual highlighted value Clear the entire keyframe of all values, current channel Clear the entire keyframe of all values, all channels. Copy all values for the selected parameter Copy an entire keyframe Copy an individual parameter De-select a block of keyframes Decrease a value in small steps Delete the current keyframe and ripple the effect Delete the highlighted effect from the sequence list Delete the keyframe at the current cursor location Designate a default effect Display the About Pinnacle DVEXtreme Dialog Display the Axis Menu Display the Border Menu Display the Color Effects Menu Display the Crop Menu Display the Defocus Menu Display the Edge Align Menu Display the Goto Keyframe Dialog Display the Highlight Color Menu Display the Highlight Menu Display the Input Setup Menu Display the Key Menu Display the Keyframe Duration Dialog Display the Keyframe Insert Duration Dialog Display the Locate Menu Display the Particle Effect Menu Display the Perspective Menu Display the Priority Menu Display the Remote Control Menu Display the Rotation Menu Display the Select Color Dialog CLEAR

Keystroke

CTRL + CLEAR CTRL + Shift + CLEAR Shift + Block CTRL + COPY COPY Shift + START Shift + Shift + DELETE SEQ, DELETE DELETE CTRL + NEW Shift + Status Shift + Axis BORDER Shift + Color FX Shift + Crop DEFOCUS Shift + Edge GO TO Shift + Color HILITE CTRL + SETUP KEY DUR Shift + ADD KF LOC PARTCL PERSP SWAP PRI Shift + Remote ROT CTRL + X

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Action-Oriented List of Functions (continued)

Function
Display the Setup Menu Display the Single Channel Effect Duration Dialog Display the Size Menu Display the Skew Menu Display the Target Menu Display the Total Effect Duration Dialog Display the Warp Menu Display Windows NT Start menu Display Windows NT Task Manager Enter a duration of 1 field Enter a negative value Enter a pause on the timeline Enter a separator between hours, minutes, seconds, frames Enter numeric values Erase a keyframe from a block selection Freeze Layer As key input for the selected channel Freeze Layer As video input for the selected channel Freeze Layer Bs key input for the selected channel Freeze Layer Bs video input for the selected channel Highlight the selected parameters All field Highlight the selected parameters All field Highlight the selected parameters All field Highlight the selected parameters All field Highlight the X or horizontal value for selected parameter Highlight the Y or vertical value for selected parameter Highlight the Z or depth value for selected parameter Increase a value in small steps Insert keyframes at a destination location Isolate channel 1 Isolate channel 2 Isolate channel 3 Load a pre-programmed effect Load a sequence from disk SETUP

Keystroke

CTRL + Eff Dur SIZE Shift + Skew TARGET Shift + Eff Dur WARP CTRL + ESC CTRL + Shift + ESC . (period) - (minus) Shift + RUN . (period) 0 through 9 Shift + PREV CTRL + FRZE A FRZE A CTRL + Shift + Frze B Shift + Frze B Shift + X Shift + Y Shift + Z ALL X Y Z Shift + Shift + Insert CTRL + CHAN 1 CTRL + CHAN 2 CTRL + CHAN 3 LOAD SEQ, LOAD

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Action-Oriented List of Functions (continued)

Function
Load a still in Layer A for the selected channel Load a still in Layer B for the selected channel Load the default effect Manipulate all channels simultaneously Manually control image manipulation parameters Move backwards through a list of options Move clockwise between menu items Move counterclockwise between menu items Move the highlight in a parameter box down one line Move the highlight in a parameter box up one line Move the timeline cursor backwards by one field Move the timeline cursor forward by one field Move the timeline cursor to the beginning of an effect Move the timeline cursor to the end of an effect Move timeline cursor one keyframe back, current channel Run effect from current location to the previous keyframe. Move timeline cursor one keyframe back, all channels Move timeline cursor one keyframe forward, current channel Run the effect from current location to the next keyframe. Move timeline cursor one keyframe forward, all channels Page forward through a list of menu options Page reverse through a list of options Paste values or keyframes from copy buffer to a keyframe Pause and resume an effect that is running STILL A

Keystroke

Shift + Still B Shift + Default CHAN GLOBAL JOYSTICK Shift + TAB Shift + TAB START END PREV (Effects Menu) PREV (Sequence Menu) CTRL + PREV NEXT (Effects Menu) NEXT (Sequence Menu) CTRL + NEXT CTRL + Shift + NEXT CTRL + Shift + PREV PASTE RUN

Permanently commit changes made to the current keyframe MODIFY Remove modifications from a keyframe Repeat the previous trim Restore a keyframes default settings Restore modifications that were removed by Undo Run an effect Save the current effect to disk Save the current effect to disk with a new name Save the current sequence to disk UNDO Shift + Trim CTRL + UNDO Shift + Redo RUN SAVE Shift + Save As SEQ, SAVE

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Action-Oriented List of Functions (continued)

Function
Save the current sequence with a new name Scan all available motion paths for the highlighted parameter Select Source level of image manipulation Select a block of keyframes Select the Global level of image manipulation Select the Object level of image manipulation Select the auto reverse run mode Select the DVE Video Input Blanking Dialog Select the Layer A Input Menu Select the Layer B Input Menu

Keystroke
SEQ, Shift + Save As CTRL + Shift + PATH SRC Shift + END GLOBAL OBJ AUTO REV CTRL + LAYER A LAYER A LAYER B

Stamp current DVE video and display Stamp to File Dialog CTRL + LAYER B Stamp current DVE video into Layer Bs frame buffer Start a new effect Toggle between Effects Menu and Sequence Menu Toggle On/Off fields Toggle the loop mode Toggle the sequence demo mode Trim a numeric value Shift + Stamp NEW SEQ ENTER Shift + Loop CTRL + Shift + SEQ #, Shift + Trim

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Operations

In This Chapter
This chapter provides detailed instructions for using the DVEXtreme system. The following topics are discussed: System Concepts Manipulating Images Manipulating Images with the Joystick Manipulating Images Numerically Clearing Values Understanding the 3-D Coordinate System Order of Manipulations Programming Effects Working with Sequences TitleDeko Rolls and Crawls

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Operations 4-1

System Concepts
The following concepts are central to understanding DVEXtremes threedimensional image manipulation system. Coordinate system A numeric system for orienting, sizing and placing images on the screen. The 3-D coordinate system divides the screen into three dimensions or axes: X for left-right; Y for up-down; and Z for the forward-backward (depth) dimension. Image manipulation The ability to alter the shape, size, rotation, location and appearance of an image using DVEXtremes effects tools. Order of Manipulation There are three primary sets of image manipulations: Source, Object and Global. Each set allows image placement, sizing and rotation. Because the sets are applied to the image one after the other, complex motion paths can be created.

The sections that follow describe these concepts in greater detail.

Manipulating Images
DVEXtreme offers a variety of tools for manipulating images. Following are brief descriptions of each tool: Crop the ability to trim an images top, bottom, left and right edges to eliminate unwanted picture areas. Crop is a 2-D manipulation. ~ Press Shift + Crop to access the function.

Border the ability to place a border around and image. Hard-edge, soft-edge, plus a variety of pre-designed frame borders are available. Border is a 2-D manipulation. ~ Press BORDER to access the function.

Edge Alignment the ability to select one image corner to adjust, while the other three corners remain fixed. Edge Alignment is a 2-D manipulation. ~ Press Shift + Edge to access the function.

Size the ability to stretch and compress the images X and Y axes individually or in combination. When adjusted individually, X and Y sizing changes aspect ratio. When adjusted in combination with Z, you can proportionally expand or contract the settings of X and Y. Size is a 2-D manipulation. ~ Press SIZE to access the function.

Locate the ability to locate an image in 3-D coordinate space. In this mode, image size remains constant as the image is located in 3-D space. In addition, the perspective point moves with the image. ~ Press LOC to access the function.

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Rotation the ability to rotate an image around the X, Y or Z axes. You can reverse the image, and select a different source to appear on the back. Rotation is a 3-D image manipulation. ~ Press ROT to access the function.

Axis the ability to move the point of rotation anywhere in 3-D space relative to the source image. There is no fixed axis with DVEXtreme images. The axis is independent of the image and can be placed in the center of the image, on the edge or off the picture. ~ Press Shift + Axis to access the function.

Skew the ability to tilt an image in the X and Y directions, changing the rectangular image into a parallelogram. Skew is a 2-D image manipulation. ~ Press Shift + Skew to access the function.

Perspective the ability to move the perspective point along the screens X, Y and Z axes. This function changes the way the image is visually projected onto the video screen. Perspective is a 3-D image manipulation. ~ Press PERSP to access the function.

Target the ability to perform X Y positioning and sizing. When an image is moved with Target, the perspective point is fixed. ~ Press TARGET to access the function.

Defocus the ability to control image sharpness by blurring the picture horizontally and vertically. ~ Press DFOCUS to access the function.

Color Effects the ability to manipulate the images luminance and color values. ~ Press Shift + Color FX to access the function.

Wipes the ability to wipe an image (or a key) from Layer A of a DVE channel to Layer B or another channel, using hard or soft-edge borders. ~ Press WIPE to access the function.

Advanced Wipes the ability adjust the wipes X Position, Y Position, Aspect, Angle and Transition. ~ Press Shift + Adv to access the function.

Note

The Wipe and Advanced Wipe functions are only available when the XtremePak option is installed.

Warp the ability to manipulate the image with a variety of warp shapes such as page scrolls, waves, bursts, slats, cylinders, geometric shapes, rings and melts. ~ Press WARP to access the function.

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Particle the ability to manipulate the image with a variety of textures such as tiles, bubbles, corrugation, crystallization, pointillist effects, and both stained and beveled glass effects. ~ Press PARTCL to access the function.

Highlight the ability to vary the amount of light and shadow included in the effect. Highlights can be applied automatically or in a manual mode. ~ Press HILITE to access the function.

Color the ability to alter the highlight color, both inside and outside the highlight shape. ~ Press Shift + Color to access the function.

Path the ability to change the way that motion is interpolated between keyframes. ~ Press PATH to access the function.

Manipulations can be applied either individually to an image or in combination. Any number of manipulations can be applied to an image at any point along an effects timeline. When an adjustment is made to any parameter, (including motion type), a keyframe marker is placed on the timeline. Images can be adjusted manually using DVEXtremes joystick, or numerically by keying in values on the keypad and pressing ENTER. These two methods are discussed in the following sections.

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Manipulating Images with the Joystick


Each image manipulation tool typically has three adjustment parameters an X value, a Y value and a Z value. Each value performs a different function depending upon the selected tool. Performing manual image manipulations is a simple procedure: 1. 2. 3. 4. Select a channel (press CHAN 1, CHAN 2, or CHAN 3). Assign an input (refer to the Step 2 Assigning Inputs section later in this chapter for instructions). Press the Control Panel button for the desired manipulation. Use the joystick to manipulate the image.

The highlighted parameter (in the Parameter Section) determines the specific type of manipulation (either individual or All) as follows: Individual control Press the desired Control Panel button (such as ROT ). Use the and arrows to highlight any X, Y, or Z parameter, or press the X, Y or Z buttons to move the highlight directly to that line. In this mode, any joystick movement adjusts that parameter as shown below:
Y
Clockwise/Counterclockwise Movement Controls Parameter

With an individual X, Y, or Z line highlighted:

Left/Right Movement Controls Parameter

Z X

Up/Down Movement Controls Parameter

~ ~ ~

Move the Joystick left to decrease the highlighted value; move right to increase the value. Move the Joystick up to increase the highlighted value; move down to decrease the value. Twist the Joystick knob clockwise to increase the highlighted value; twist counterclockwise to decrease the value.

In each case, the image moves accordingly for the highlighted parameter only. Watch the results of this manipulation, both on your preview video monitor, and on the display monitor. All control Press the desired Control Panel button (such as ROT ). Typically, the All field is highlighted by default. If not, use the and arrows to highlight the All field, or press the All button to move the highlight directly to that line.

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NOTE

You can also press Shift + X, Shift + Y, or Shift + Z to move directly to the All field.

In this mode, joystick movement adjusts a specific image parameter as shown in the figure below:
Y
Clockwise/Counterclockwise Movement Controls Z Parameter

With the "ALL" line highlighted:

Left/Right Movement X Controls X Parameter

Up/Down Movement Controls Y Parameter

~ ~ ~

Move the Joystick left to decrease X; move right to increase X. Move the Joystick up to increase Y; move down to decrease Y. Twist the Joystick knob clockwise to increase the Z value; twist counterclockwise to decrease the Z value.

In each case, the image moves accordingly for the highlighted parameter only. Watch the results of this manipulation, both on your preview video monitor, and on the display monitor. Experiment with manual Joystick image manipulation with all DVE tools, and be sure to watch the results on both your preview monitor and the display monitor. Moving the Joystick by itself adjusts images with coarse resolution. Press CTRL + JOYSTICK to adjust images with fine resolution. This function applies to all manipulation methods discussed above.

NOTE

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Manipulating Images Numerically


Performing numeric image manipulations is a simple procedure: 1. 2. 3. 4. 5. Select a channel. Assign an input. Press the Control Panel button for the desired image manipulation. Highlight the desired parameter. Type the value on the keypad and press ENTER.

Note the following important points regarding numeric entry: An individual parameter (such as X, Y, or Z) must be highlighted. You can not enter numbers if the highlight is on the All field. Use the decimal point to enter a decimal value. For example, to enter a Size Y value of 2.5, press: SIZE, Y, 2, ., 5, ENTER. Press - (prior to typing a number) to enter a negative value for all edit boxes in the displays Parameter Section. For example, to enter a Z Rotation value of -30, press: ROT , Z, -, 30, ENTER. To increase or decrease the value in small steps, highlight the individual parameter, then press Shift + or Shift + . Hold down Shift + or Shift + to change the value continuously.

Clearing Values
Several methods are available for clearing numbers and manipulations. Press CLEAR to clear an individual highlighted value (for example, an X, Y, or Z value) to its default setting. Only values for the current channel are cleared. ~ Alternate: press the Joystick button.

Press Shift + Block to clear all values for the selected tool (for example, all Rotation values) to their default settings. Only values for the current channel are cleared. ~ Alternate: Shift + Joystick button.

Press CTRL + CLEAR to clear the entire keyframe of all values and all image manipulation parameters for the current channel. The image is returned to full size with no image manipulations present. ~ Alternate: CTRL + Joystick button.

Press CTRL + Shift + CLEAR to clear the entire keyframe of all values and all manipulations for all channels. All images are returned to full size with no image manipulations present. ~ Alternate: CTRL + Shift + Joystick button.

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Understanding the 3-D Coordinate System


All DVEXtreme image manipulations occur in 3-D (three-dimensional) space that is defined by X, Y and Z coordinates and mapped onto the video screen (which is your frame of reference). X refers to the left-right dimension (width). Y refers to up-down dimension (height), Z refers to the forwards-backwards dimension (depth).

The figure below illustrates the basics of 3-D space.


Y Axis +Y Z Axis +Z

X Axis -X +X

- Z

-Y

The center point of the screen or image (where all axes meet) is the zero point. Using the television aspect ratio of 4 x 3, the entire 3-D space is divided into numbered grid units as shown below:
Y Axis +Y
+3Y +3Z +2Y +2Z

Z Axis +Z
+4Z

X Axis -X
-4X -3X -2X -1Z -2Z

+1Y +1X -1X -1Y

+1Z +2X

+3X

+4X

+X

-2Y -3Z -3Y -4Z

-Z

-Y

Each axis has its own positive and negative regions. Locations are always referred to by the axis along which the object moves. An image moved closer to you (along Z axis) is located in -Z space. An image moved away (along Z axis) is located in +Z space.

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An image moved above center (along Y axis) is located in +Y space. An image moved below center (along Y axis) is located in -Y space. An object moved left of center (along X axis) is located in -X space. An object moved right of center (along X axis) is located in +X space.

Note that 3-D space extends beyond the window of the screen. Your knowledge of the grid system (and your practice at using numeric entries) will assist with accurate and repeatable image placement. Following are two examples that illustrate how the grid system can be used.

Crop by the numbers


Crop is a 2-D manipulation that allows you to trim an images top, bottom, left and right edges to eliminate unwanted picture areas. In this mode, you are actually cropping the key signal, and leaving the video intact. To crop by the numbers: 1. 2. 3. Select a DVE channel and assign an input. Press CTRL + CLEAR to clear the entire keyframe of all values. Press Shift + Crop to display the Crop Parameter Menu. When an image is full screen, with no manipulations applied, the numeric edge values are at their default settings, as shown below.
T op Edg e 3.0 00

Left E dge -4.000

R igh t E dge 4.0 00

B otto m Ed ge -3 .000

4.

To crop the left edge to the center, highlight the Left line and enter 0. The left edge moves right by 4 screen units cropping to the center (zero) line directly on the Y axis. All other edges remain intact.
T op E dge 3.000

Left E dge 0.000

R ig ht E dge 4.000

B ottom E dge -3.000

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5.

To crop the bottom edge to the center of the screen, highlight the Bottom line and enter 0. The bottom edge moves up by 3 screen units effectively cropping the bottom to the center (zero) line directly on the X axis. All other edges remain intact.
T op Edg e 3.00 0

Left Ed ge 0.0 00

R igh t E dge 4.0 00

B otto m Ed ge 0.0 00

6.

Practice cropping the image to the remaining corners by the numbers. You may also want to crop each edge by units of 1 (for example, to 1.000, 2.000, 3.000, -1.000, -2.000, -3.000 etc.), to get the feeling for the size of DVEXtreme screen units.

Locate by the Numbers


Locate is a 3-D manipulation that locates an image in 3-D coordinate space. Image size and shape remains constant, but the perspective point and axis of rotation moves with the image. When you locate, you are moving the image (and the entire plane on which the image rests), against the fixed 3-D grid system. To locate by the numbers: 1. 2. 3. Select a DVE channel and assign an input. Press CTRL + CLEAR to clear the entire keyframe of all values. Press LOC to display the Locate Parameter Menu. When an image is full screen, the numeric locate values are at their default settings, with the image centered on the 3-D grid.
0.0 00 Y 0.00 0 Z

C en ter P oint o f Im age at 0(X ), 0(Y ), 0 (Z ) 0.000 X

4.

To move the image one screen unit to the right, highlight the X line and enter 1.

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The entire image moves to the right by 1 screen unit along the X axis but image size remains the same.
0. 000 Y 0.00 0 Z

Ce nte r P o int of Im age a t 1(X ), 0(Y ), 0 (Z ) 1 .0 00 X

5.

To move the image one screen unit up, highlight the Y line and enter 1. The entire image moves up by 1 screen unit along the Y axis but image size remains the same.
1.000 Y 0.0 00 Z

C en ter P oint of Im age at 1(X ), 1(Y ), 0(Z )

1.000 X

6.

To move the image back (to half-size, visually) , highlight the Z line and enter 13.333. The image moves away along the Z axis by 13.333 screen units. Although the image appears to have become smaller, it has only moved back in space. Its size remains the same.
1.0 00 Y 13 .33 3 Z

C e nter Po int of Im age a t 1(X ), 1(Y ), 1 3.333 (Z)

1.0 00 X

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7.

Practice locating the image in 3-D space by the numbers. You may want to locate by units of 1 (for example, to 1.000, 2.000, 3.000, 1.000, -2.000, -3.000 etc.) on each axis to get the feeling for the size and depth of 3-D space.

Rotation by the Numbers


There are three types of rotation that you can apply to an image. Rotations can be performed around the X, Y, and Z axes with true three-dimensional perspective. Rotation values can be shown in degrees or in percentage, depending upon the setting of the Rotation Flag in the Setup Menu. When the Rotation flag is on, degrees of rotation are shown (in white characters on screen) one full turn equals 360. When the Rotation flag is off, spin percentage is shown (in red characters) with 1.000 representing one complete rotation. The following examples assume that the Rotation Flag is enabled (showing degrees).

NOTE

enter 45 to perform a one-eighth rotation, or 45 degrees enter 90 to perform a one-quarter rotation, or 90 degrees enter 180 to perform a one-half rotation, or 180 degrees enter 360 to perform one full rotation, or 360 degrees enter any fraction of a degree, up to .999 enter any fraction of a degree, up to .999 enter up to 40 rotations (14,400 degrees), on any axis, in both the positive and negative directions.

Pressing ROT on the control panel and moving the joystick left and right creates an X axis rotation or flip. The image rotates horizontally in both -X and +X space around the Y axis. The figure below illustrates an X axis rotation with perspective.
Y Axis

Pressing ROT and moving the joystick up and down creates a Y axis rotation or tumble. The image rotates vertically in both -Y and +Y space around the X axis.

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The figure below illustrates a Y axis rotation with perspective.

X Axis

Pressing ROT and twisting the joystick knob clockwise and counterclockwise creates a Z axis rotation or spin around the Z axis, as shown below.

Z Axis

Axis by the Numbers


In DVEXtremes 3-D coordinate space, the axis of rotation is not fixed it can be placed anywhere on or off the plane of the image. In each of the three rotation examples presented in the previous section, the axis of rotation is located at the exact center of the image (X 0.000, Y 0.000, Z 0.000). However, by using the 3-D grid system to place the axis of rotation off center, you can program some very creative rotational effects. Following are axis placement examples for X, Y, and Z rotations. To demonstrate changing the X axis of rotation, press Shift + Axis, and enter X 4.000, Y 0.000, Z 0.000. This moves the axis to the exact right edge the image. Now press ROT, highlight the X line, and use the joystick to rotate the image. Notice the barn-door effect.
0.000 Z Plane of the screen Axis of rotation:

0.000 Y Plane of the image

0.000 X

Axis of rotation at: X 4.000 Y 0.000 Z 0.000

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Experiment with placing the X axis in different locations by the numbers and use the rotation function to test the results.

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To demonstrate changing the Y axis of rotation, press Shift + Axis, and enter X 0.000, Y 3.000, Z 0.000. This moves the axis to the exact top edge the image. Now press ROT, highlight the Y line, and use the joystick to rotate the image. Notice the garage door effect.
0.000 Z

0.000 Y

Plane of the image Axis of rotation at: X 0.000 Y 3.000 Z 0.000 0.000 X

Axis of rotation:

Plane of the screen

Experiment with placing the Y axis in different locations by the numbers and use the rotation function to test the results with X, Y, and Z rotations. To demonstrate changing the Z axis of rotation, press Shift + Axis, and enter X 0.000, Y 0.000, Z 5.000. This moves the axis 5 screen units behind the plane of the image. Press ROT, highlight the Y line, and use the joystick to rotate the image. Notice the barrel-roll effect.

0.000 Y Plane of the image

0.000 Z

Axis of rotation at: X 0.000 Y 0.000 Z 5.000 0.000 X

Axis of rotation:

Plane of the screen

Experiment with placing the Z axis in different locations by the numbers and use the rotation function to test the results with X, Y, and Z rotations.

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Order of Manipulations
DVEXtreme features three separate levels of image manipulations for each channel: Source, Object and Global. Two additional levels, Perspective and Target, are also applied to the image prior to final output. The figure below illustrates the order of image manipulations through the DVEXtreme system for one channel.
Input Video Source Object Global Persp Target

Output Video

Image manipulations take place in a sequential fashion. Starting with input video, the output from each internal level becomes the input to the next manipulation level. Each of the three levels (Source, Object and Global) offers the same basic set of manipulations (sizing, location, axis placement and rotation). When you press NEW to begin a new effect, the Source, Object and Global axes are coincident. In this mode, a rotation performed at the Source level looks the same as one performed at the Object or Global levels. However, if the axes are displaced and the images are located with respect to each other, interesting manipulations occur as described below.

Source
Source manipulations are applied first to the input video image, allowing you to size, locate, rotate and change the images axis of rotation. Typically, you will create most effects at the Source level, but as you require more complex effects and motion, the Object and Global levels will come into play.

Sourc e R otation L evel

The figure above illustrates a simple Source level manipulation. The object is reduced, located in a corner and rotated around the Z axis. The arrow represents the direction of rotation.

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Object
Object manipulations are applied second. The picture retains all manipulations from the Source level, and a second level is applied to the image (size, location, rotation and axis placement) downstream of all Source manipulations. Effectively, the Object level is another DVE! Visually, an effect can acquire compound motion attributes, e.g., motion within motion.

S ou rc e R otation L evel

O bjec t R otation Level

The figure above illustrates an image to which both Object and Source level manipulations have been applied. Arrows represent the compound directions of rotation. The picture spinning at the Source level is manipulated again at the Object level as it revolves around the Object axis. Two manipulation levels are active, adding complex motion to the path.

Global
Global manipulations are applied third to the image after all Source and Object manipulations. The picture retains all manipulations from previous levels and a third level is applied to the image (size, location, rotation and axis placement) downstream of the previous two levels.
S ou rc e R otation L ev el

O bje c t R o tatio n L eve l

G lob al M an ip u lation Level

The figure above illustrates a combination of Source, Object and Global manipulations. Arrows represent the multiple directions of rotation and movement. The picture spinning at the Source level (and rotating around the Object axis) is again manipulated at the Global level as it moves along a winding pathway. All three sets of manipulations are active.

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Perspective
Perspective is applied after all three sets of manipulations. The perspective function projects an image (manipulated in 3-D space) onto the 2-D video screen. The perspective point is an imaginary point in 3-D space from which the source image is viewed. The figure below shows that when the video screen is between a source image and the perspective point, the screen image is reduced in size.
+Y +Z

-X

Screen Image

Source Image

Perspective Point -Z -Y

+X Video Monitor Screen

The screen image depends on the position of the perspective point and the position (and orientation) of the source image. The location of the perspective point and the source image are relative to the center of the video screen.

Target
Target is the last image manipulation to be applied after Source, Object, Global and Perspective. Target manipulations allow you to size and place the image after it has been projected onto the two-dimensional screen. Target manipulations can be used if you have a finished sequence but now want the image to be larger or smaller or located in a different region of the screen. If you use the Locate functions to move the image (for example, at the Global level), you would see the image change as it moves in relation to the perspective point. If you move the image in Target space, however, the perspective point is maintained while only position and size change.

Summary Order of Manipulations


To review, the three primary sets of image manipulations (Source, Object and Global) allow you to manipulate an image in three-dimensional space. Each set allows image location, sizing, axis, and rotation. The Perspective function maps that image onto the two-dimensional video monitor screen. The Target function allows you to place and scale the image without disturbing all previous manipulations.

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DVEXtreme Layer Priority


The DVEXtreme system offers up to three channels of video, each of which is comprised of two layers. On each channel, Layer A is always in front of Layer B, but the order of channels is determined by the settings on the Priority Parameter Menu (accessed by pressing GLOBAL, then SWAP PRI). The figure below illustrates the order of DVEXtreme layers, with channel priority set to the default 1, 2, 3 (option 00 in the Priority Parameter Menu).
Layer B Layer A Layer B Layer A Layer B Layer A Channel 3

Ch an nel 2

Channel 1

Remember that you can set any order of channel priority desired, placing any channel on the top, but the order of layer priority (within the channels) is fixed.

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Programming Effects
This section provides instructions for programming DVEXtreme effects. In brief, a simple outline can be used as a guideline for all effects programming: 1. 2. 3. 4. 5. 6. 7. 8. 9. Start a new effect Select inputs, channels, and layers Program the first keyframe Program additional keyframes Run the effect Save a version of the effect Edit the effect Run the edited effect Save the final effect

In the following sections, each step is explained in detail. Before you begin, however, please review the important Image Manipulation Rules section.

Image Manipulation Rules


The following important rules apply to all image manipulations when programming and editing keyframes on DVEXtreme: A Keyframe represents a point in time (in an effect) where an image is located somewhere in 3-D space, and an action occurs typically, some type of image manipulation. Any combination of manipulations, no matter how simple or complex, can be assigned to a keyframe. An Effect is a single keyframe or a series of keyframes either single-channel or multi-channel. An effect can be a single keyframe, or hundreds of keyframes in length. All image manipulations are additive they are carried over from parameter to parameter unless they are first cleared. For example, if you position the image using Locate X and then stretch using Size Y, when you rotate using Rotate Z, the new manipulation proportionally affects all the adjustments entered previously. New keyframes that you add at the end of the timeline acquire all the properties of the previous keyframe. For example, if you rotate and position an image in keyframe 1 (at timeline 1.00) and add a second keyframe (at timeline 2.00), the second keyframe acquires the rotation and placement from keyframe 1 (and any other properties) as its default condition.

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New keyframes that you insert in between other keyframes acquire the precise numeric vales for the effect at that point. For example: ~ ~ ~ ~ ~ ~ Press NEW, NEW to begin a new effect. Select Z rotation, and enter 90. (Ensure that the Rotation Flag in the Setup Menu is enabled to show degrees.) Press ADD KF to add a new keyframe to the timeline with the default duration of 1.00. Select Z rotation, and enter 180. Press and move the Timeline Cursor to .15 (15 frames) on the timeline halfway between the two keyframes. Look at the Current Keyframe Column on the display:
T im ecode B ox

C urren t K eyfram e C olu m n

The value in the Timecode Box shows the current timeline position, exactly halfway between the two keyframes. The highlighted value for Z rotation shows its precise setting at that timeline point halfway between 90 and 180 degrees. If you insert a new keyframe at this point, the rotation value will be 135 degrees.

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Step 1 Start a New Effect


As the first step in programming, create a new empty effect by pressing NEW. If the current effect has been saved, the system deletes all keyframes and returns each channel to its default condition (image at full size, with no manipulations present). If the current effect has been modified and has not been saved, the system asks if you want to save it.

~ ~ ~

Press ENTER (to press the Yes button) to save the effect. Press CLEAR (to press No) to clear all keyframes without saving the current effect. Press ESC (to press Cancel) to cancel the procedure.

NOTE

As a shortcut, press NEW, NEW to clear all keyframes without saving the current effect. This is the same as pressing NEW, CLEAR.

After completing the New procedure, the Timeline should be empty, the Timeline Cursor should be at timecode 00:00, the effect name should be Untitled and the keyframe should be 1 of 1.

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Step 2 Assigning Inputs


As the second programming step, it is important to assign the desired video inputs to each channel that you wish to adjust. In addition to selecting video as an input, you can select matte, a still image on disk, or the output of another DVE channel as the layers input. The selected input is listed in the Channel Status Section at the bottom of the display.

NOTE

Remember that each channel is comprised of two layers, allowing you to work with video on both Layer A and Layer B.

To assign inputs to channels: 1. 2. Ensure that the desired video inputs are physically connected to the DVEXtreme chassis. Select the desired channel. Press CHAN 1, CHAN 2, or CHAN 3. If you select more than one channel (by pressing any combination of the channel buttons simultaneously), you will assign an input to all selected channels. Press LAYER A. The Layer A Input Menu appears in the displays Effects Function Menu.

3.

Parameter Section

Option Section

The Layer A Input Menu is divided into two sections. 4. On the left, the Parameter Section displays all available input modes and parameters for Layer A (for the selected channel). On the right, the Option Section lists data and information for the highlighted line in the Parameter Section.

Ensure that the Input line is highlighted in the Parameter Section, just below the Layer A label. Note that in the Option Section, the list of available inputs is displayed.

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5.

Type the 2-digit number of the desired input and press ENTER. The following choices are available: Channel Off (option 00) Live input video (options 01, 02, 03, 04, 05, 06) Channel 1 output (option 07) Channel 2 output (option 08) Channel 3 output (option 09) Matte (option 10) Still video (option 11)

The selected input is immediately assigned to the current channel and layer. On your preview video monitor, the selected input should be a full-screen image.

NOTE

If you assigned Still (option 11), press STILL A to display the Assign Still to Layer A Dialog. Press PREV and NEXT to scroll through the visual list of stills. When you see the desired image, type the number of the still and press ENTER.

6.

Repeat the procedure (starting at step 2) for each channel that you wish to assign. To assign an input to Layer B, repeat the procedure from step 2, but press LAYER B in step 3 (instead of LAYER A). Enter the desired source on the input line (directly below the Layer B label).

NOTE

Initially, as you are first learning DVEXtreme, you may wish to only assign Layer A video. Typically, video on Layer A completely covers video on Layer B unless Layer As opacity is less than 100.00.

7.

If you plan to use rotation in your effect, and you would like to have a different source on the back of the effect, use the following steps to enable the DVE on back flag: a. b. c. d. Press LAYER B to select the Layer B Input Menu. Highlight the Use DVE line. Enter option 2, Use DVE On Back. Ensure that the desired Layer B source is selected, as outlined in step 6 above.

Refer to the LAYER A and Stamp / LAYER B sections in Chapter 3 for additional information on each layer button, including several useful keyboard shortcut methods for assigning inputs.

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Step 3 Program the First Keyframe


As the next programming step, choose how you want the first keyframe in your effect to appear, and where (on screen) you want it to be located. Here, you are selecting the size, position, and orientation of the image at the start of the effect all transitions and motion will move away from this initial point. To program the first keyframe: 1. Select the channel that you want to manipulate.

NOTE

To focus on just one channel (on screen), press CTRL + the desired channel button to isolate that channel, and turn off the other channels. In Chapter 3, refer to the Channel Section heading for more details.

2. 3.

Press the Control Panel button for the image manipulation tool that you want to apply. Use the Joystick to manipulate the image, or use numeric entries to move the image (or manipulate the image) as desired on screen. Remember, to enter numbers, an individual parameter (such as X, Y, or Z) must be highlighted. You can not enter numbers if the highlight is on the All field.

4.

Repeat steps 2 and 3 for additional channels in your effect.

NOTE

If you make a mistake in the first keyframe, use one of the many clear functions available: Press CLEAR to clear an individual parameter. Press Shift + Block to clear all values for the tool. Press CTRL + CLEAR to clear the entire keyframe.

Refer to the Clearing Values section at the beginning of this chapter for additional methods (and shortcuts) for clearing values.

Remember that you can press UNDO to remove image manipulations in a keyframe, returning the keyframe to its state prior to modification. UNDO works on all keyframe channels (including GLOBAL), and the function allows unlimited levels of undo.

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Step 4 Program Additional Keyframes


As the next programming step, choose how you want the next series of keyframes in your effect to appear, and where (on screen) you want them to be located. To program additional keyframes: 1. 2. Select the channel that you want to manipulate. Press ADD KF. In the sample Timeline below, note that a second keyframe is added for the selected channel, the Timeline Cursor moves to 01:00, and the Keyframe Number field reads 2 of 2.

Please note: 3. 4. 5. The new keyframe appears as a colored bar, with the default duration of one second. At this point, keyframes 1 and 2 are identical.

Press the Control Panel button for the image manipulation tool that you want to apply. Use the Joystick to manipulate the image, or use numeric entries to move the image (or manipulate the image) as desired on screen. Repeat steps 3 and 4 for additional image manipulations that you want to apply. Remember that any combination of manipulations, no matter how simple or complex, can be assigned to a keyframe. Repeat steps 1 through 5 for additional channels in your effect. Repeat the entire procedure to add more keyframes in your effect. Remember that keyframes and manipulations can be added at any point along the Timeline. Several methods are available: Press and to move the Timeline Cursor to any point and press ADD KF. Press PREV and NEXT to move the Timeline Cursor to exact keyframe boundaries and press ADD KF. As you move through an effect, if the Save Modification Dialog appears, press MODIFY to accept all changes.

6. 7.

NOTE

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Step 5 Run the Effect


When all of the keyframes in your effect are initially set up, you can run the effect to preview the images path, motion, and the results of the manipulations you applied. To run the effect: 1. 2. Press START to take the Timeline Cursor to the beginning of the effect. Press RUN. The effect runs forward from the first keyframe to the last, as the system interpolates all manipulations between keyframes. Note how all timecodes and all values in the Parameter Section update as the effect runs. Several run options are available: While an effect is running, press RUN at any time to pause the effect. Press RUN again to resume. Move the Timeline Cursor to any point on the Timeline, noting how the image moves. Press RUN to run the effect from that point. Move the Timeline Cursor to any point on the Timeline and press Shift + RUN to enter a pause on the timeline. A yellow diamond appears on the timeline display in the selected location. When the effect is run, the timeline pauses at the diamond until another run command is issued (by pressing RUN, or via GPI command). To remove a pause, move the timeline cursor to the desired pause and press Shift + RUN. Select a variety of run direction options: ~ ~ ~ Press AUTO REV to reverse the effects direction when it reaches the end of the effect. Press REV to change the direction that the effect runs. Press Shift + Loop to run the effect continuously in the selected direction and mode, until RUN is pressed again to stop it.

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Step 6 Save a Version of the Effect


Its always a good idea to save your effects as you go along not just at the very end when an effect is complete. In this way, you always have interim versions to fall back on, or to run for comparison. When you save an effect, DVEXtreme automatically saves all of your selected channels, inputs, stills, and key selections.

NOTE

To save the effect: 1. Press SAVE to display the Save As Dialog. The next available name in the current effect category is highlighted.

2.

In the Save As Dialog, you can use the default name (the next available name in the current category), enter a new name, or edit the default name. The following text editing options are available: Press DELETE to erase the entire name (if it is completely highlighted), or press and to move the cursor just prior to the letter that you want to change. Press and to cycle through the alphabet. Press and to move the cursor to the next character. Press DELETE to delete the character just after to the cursor. Press START to go to the beginning of the name. Press END to go to the end of the name.

Press ENTER to accept the new effect name.

NOTE

To select a different directory in which to save the effect, use TAB plus the and arrows and ENTER to navigate to the desired directory and file.

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3.

After ENTER is pressed, the Effect Properties Dialog appears, which allows you to enter the properties of the new file.

In the dialog, you can: Add a comment to the new file. Change the files category Stamp the files picon with video from the current effect Browse the file system to choose any graphic to use as a picon Lock the file (to make it read-only)

Refer to the Properties Dialogs section in Chapter 2 for details on all Properties Dialog functions. Refer to the Edit Categories Dialogs section in Chapter 2 for details on creating, arranging, and deleting categories. When all selections have been made, press ENTER to accept the data. The new file is saved to disk and its picon is added to the Effect File Window (and only visible when you press LOAD).

4.

Repeat the procedure from step 1 (as often as necessary) to save additional versions as you continue to program and refine your effect.

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Note the following important points: If you press SAVE to re-save the effect with the same name, you will be prompted to overwrite the file.

Press TAB to highlight the Yes button, or press ENTER (to press the No button to return to the Save As Dialog. If you press Yes, the File Properties Dialog does not appear. You can also press Shift + Save As to save the effect with a different name. Follow procedures 2 through 4 above, to save the effect to disk with a different name.

NOTE

If you want to re-load the effect, press LOAD to display the Effect File Window and the Select Effect to Open Dialog. Type the number of the desired effect (in the Effect No. to Apply field) and press ENTER to select. Refer to the Effect File Window section in Chapter 2 for more details.

Unused Still and Effects Numbers


Under normal DVEXtreme operating procedures, new effects and stills are saved with the next highest number irrespective of whether effects or stills have been deleted. Some end-users have asked for the ability to use the lowest available number instead. In this mode, whenever an effect or still is deleted and you then save a new file, the default location will be the lowest one available. To enable this function: 1. 2. Exit the DVEXtreme application. Using the mouse, go to the \DVEXtreme sub-directory and doubleclick on the file UseFirstNumber.reg. This action loads a flag into the registry that tells the system to use the lowest number available as the default number of the next file to be saved.

Caution

Once this operation has been performed, you cannot go back to the standard mode of operation.

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Step 7 Edit the Effect


As the next programming step (and perhaps the most important step), you will want to fine tune your effect adjusting the keyframes to the exact path, duration, motion, and manipulations desired. In addition to adding keyframes (as discussed in step 4), several comprehensive effect editing tools are available: 1. 2. Deleting keyframes Adjusting keyframe duration Adjusting effect duration Adjusting channel duration Trimming keyframe values Changing keyframe motion Copying and pasting parameters and keyframes

To edit the effect: Select the channel (or channels) that you want to edit. Select the exact keyframe that you want to edit, or select the point (in between keyframes) where you want to make a change. Press PREV and NEXT to move the Timeline Cursor to the exact keyframe that you wish to change. Press and to move the Timeline Cursor to any point along the Timeline. If you edit at a point in-between keyframes, you will create a new keyframe at that location. You may wish to run the effect to determine the point (or keyframe) that requires editing.

3.

Perform the desired keyframe, image, or effect modifications. For any keyframe, you can: Select parameters already present in the keyframe, and use the Joystick or numeric entry to adjust. Select new parameters to add to the keyframe. Press the desired Control Panel button, and adjust with the Joystick or keypad. Clear single parameters or entire keyframe values as required.

See below for instructions on several specific editing functions. 4. When all keyframe editing is complete, press MODIFY to accept all changes to the keyframe. (Remember also that you can press UNDO to remove manipulations.) If you decide not to change the keyframe, press PREV or NEXT , and when the Save Modification Dialog appears, press CLEAR or ESC. This action returns the keyframe to its state prior to editing.

NOTE

5.

Repeat the procedure for all keyframes that require editing in the effect.

Following are specific instructions on several keyframe and effect editing functions:

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Deleting Keyframes
Single keyframes can be deleted from an effect using the DELETE button. Once deleted, the Keyframe Marker is removed. Two delete options are available: Delete keyframe and maintain effect duration. Delete keyframe and shrink (ripple) effect duration.

Note also that you can delete keyframes on multiple channels, provided that the keyframes begin at precisely the same Timeline point. To delete keyframes: 1. 2. Select the channel (or channels) that you want to edit. Press PREV or NEXT to move the Timeline Cursor to the exact keyframe that you wish to delete. The Timeline Cursor must be on an exact keyframe boundary. Select the desired delete option: To delete the keyframe and maintain the effect duration, press DELETE to display the Delete Keyframe Dialog.

3.

~ ~

Press DELETE or ENTER to delete the keyframe. Press CLEAR or ESC to safely cancel the procedure.

To delete the keyframe and shrink the effect duration by the duration of the deleted keyframe, press Shift + DELETE to display the Delete Keyframe Dialog.

~ ~

Press DELETE or ENTER to delete the keyframe. Press CLEAR or ESC to safely cancel the procedure.

NOTE

Shift + DELETE is also used to delete the first keyframe of an effect (for the selected channel).

4.

Be sure to run the effect after deleting the keyframe (or keyframes), to verify if the desired result has been achieved. Typically, deleting a keyframe alters the effects motion path.

Use care when deleting keyframes. The UNDO procedure does not work for deleted keyframes. For safety, you may wish to save a version of the effect prior to deleting.

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Adjusting Keyframe Duration


On the Timeline, keyframe duration is the distance between two keyframe markers. DVEXtreme uses this interval to interpolate a motion path between image manipulations. The default duration is 1 second, but the duration can be changed using the DUR button. Note that you can change durations on multiple channels, provided that the keyframes begin at precisely the same Timeline point. To adjust keyframe duration: 1. 2. Select the channel (or channels) that you want to edit. Press PREV or NEXT to move the Timeline Cursor to the exact keyframe that you wish to adjust. The Timeline Cursor must be on an exact keyframe boundary. Note that you are adjusting the time between the current Keyframe Marker and the next.

NOTE

If the Timeline Cursor is placed at the last keyframe (the end of the effect), the Keyframe Duration Dialog will not open because there is no next keyframe to adjust.

3.

Press DUR to display the Keyframe Duration Dialog.

4.

Enter the desired duration in timecode or frames. Entries in frames will be converted to timecode. For example: To enter 15 frames, type .15 To enter 2 seconds, type 60 (50 in PAL) or 2.00 To enter 3 seconds, type 90 (75 in PAL) or 3.00 To enter 1 frame, type 1 To enter 1 field, type . (by itself) To add 1 field to a duration, type . at the end of the entry. For example, an entry of 1.00. equals 1 second and 1 field.

5.

Press ENTER to change the duration, or ESC to cancel the procedure without changing anything.

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Adjusting Effect Duration


On the Timeline, effect duration is the total length of the effect (including all channels). You can easily scale the effect by using Shift + Eff Dur. When you change effect duration, you are proportionally stretching or compressing all keyframe durations on all channels simultaneously. To adjust effect duration: 1. Press Shift + Eff Dur to display the Total Effect Duration Dialog.

2.

Enter the desired effect duration in timecode or frames. Entries in frames will be converted to timecode. For example: To enter 20 frames, type .20 To enter 5 seconds, type 150 (125 in PAL) or 5.00 To enter 3 seconds, type 90 (75 in PAL) or 3.00 To enter 1 frame, type 1 To enter 1 field, type . (by itself) To add 1 field to a duration, type . at the end of the entry. For example, an entry of 1.00. equals 1 second and 1 field.

3.

Press ENTER to scale the effect, or ESC to cancel the procedure without changing anything.

Adjusting Channel Duration


You can scale the duration of a single channel (without affecting others) by using CTRL + Eff Dur. When you change channel duration, you are proportionally scaling all keyframe durations on the selected channel simultaneously. To adjust channel duration: 1. 2. Select the single channel that you want to adjust. You can not select multiple channels in this mode. Press CTRL + Eff Dur to display the Channel Duration Dialog.

3. 4.

Enter the desired channel duration in timecode or frames. Entries in frames will be converted to timecode. Press ENTER to scale the channel, or ESC to cancel the procedure without changing anything.

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Trimming Keyframe Values


For precise editing, with much greater resolution than using Joystick, you can easily trim image manipulation values using the Shift + Trim function. To trim keyframe values: 1. 2. Select the channel (or channels) that you want to edit. Select the exact keyframe that you want to edit, or select the point (in between keyframes) that you want to change. Press PREV and NEXT to move the Timeline Cursor to the exact keyframe that you wish to change. Press and to move the Timeline Cursor to any point along the Timeline. If you trim at a point in-between keyframes, you will create a new keyframe at that location.

3.

Select the parameter that you want to edit, and highlight its X, Y, Z, or other individual value field. You can not trim if the highlight is on the All field. Type the desired trim value on keypad. Use the period ( . ) for decimal entries, and use the - button to subtract from the value. For example: To subtract 2, type -, 2 To add 90.5, type 90.5 To subtract .135, type -, .135

4.

5. 6. 7.

Press Shift + Trim. The base value is trimmed by the desired number, and the image is updated accordingly. If required, press UNDO to remove the trim. You can also press Shift + Redo to put back the trim. Press MODIFY to accept all changes to the keyframe.

Note that if multiple channels are selected, the highlighted value on each channel will be trimmed even if values are different. For example: X rotation is 90 degrees on Channel 1 and 180 degrees on Channel 2. Select Channel 1 and Channel 2, enter - 1, and press Shift + Trim. X rotation is now 89 degrees on Channel 1 and 179 degrees on Channel 2.

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Changing Keyframe Motion


DVEXtreme provides a variety of motion types that you can assign to any individual value, parameter, or keyframe. The basic motion types are Smooth Motion, Linear Motion, Smooth Linear Motion and Hold Motion, but advanced motion types such as tension, continuity, and bias are also available. The ability to assign a motion type (using the PATH function) provides you with a high degree of effect control. To change keyframe motion: 1. 2. Select the channel (or channels) that you want to edit. Select the exact keyframe that you want to edit, or select the point (in between keyframes) that you want to change. If you change path at a point in-between keyframes, you will create a new keyframe. Determine if you want to change a single value, an entire parameter, or an entire keyframe: To change the path of one value only (for example, Rotate X) highlight the value itself and press PATH. A numeric field must be selected, not a toggle field. To change the path of an entire parameter, the highlight can be anywhere in the Parameter Section. Press Shift + Block. To change the path of an entire keyframe (all parameters) the highlight can be anywhere in the Parameter Section. Press CTRL + PATH.

3.

4.

After making your selection (in step 3), the Path Menu appears with a list of motion options.

Type the 2-digit number of the desired motion type and press ENTER. Choose between the following motion types: 00 = Smooth (S): the image accelerates and decelerates smoothly across all keyframes with the smooth motion type. 01 = Linear (L): the image moves directly towards the next keyframe at a constant speed. 13 = Smooth-Linear (SL): the image always accelerates and decelerates smoothly to the very next keyframe. 02 = Hold (H): the image remains at its current size and position for the duration of the keyframe.

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03 - 12 = Tension, Bias, and Continuity (T1 - T10). Each of the ten T numbers is a storage register that contains a group of tension, bias, and continuity motion settings. Up to 10 groups of these settings can be defined, and the values of each custom setting can be changed as desired for any effect. (For example, register T2 may contain one set of tension, bias, and continuity values, while register T9 may contain a different set with entirely different tension, bias, and continuity values.)

5.

Press PATH again to return directly to the previous parameter menu. The new motion type is now indicated by a letter (S, L, H, SL, or T1 through T10) following the selected value(s).

Refer to the Block / PATH section in Chapter 3 and the Path section in Chapter 5 for additional information on the Path Menu. Descriptions of each motion type are provided below: Smooth Motion (S) With Smooth Motion assigned, the image accelerates smoothly away from the keyframe and decelerates smoothly to the next keyframe that contains a different motion type (or to the end of the effect). The images path is a smooth curve as shown below.
Keyframe 2: Smooth Motion

Deceleration, Curved Path

Acceleration, Curved Path


Keyframe 3: Smooth Motion Keyframe 1: Smooth Motion

Note the following points regarding smooth motion interpolation. ~ If one keyframe is assigned smooth motion and the next has a different motion type, the image accelerates and decelerates only to the next keyframe, whereupon the new motion type takes effect. If successive keyframes have smooth motion assigned (as illustrated above) the path is interpolated across all successive smooth motion keyframes until a keyframe with a different motion type (or the end of the effect) is reached. For example, if keyframes 1, 2 and 3 have smooth motion, the image accelerates from keyframe 1 to 2, then decelerates from keyframe 2 to 3. When a new motion type is reached, it takes effect immediately and the previous smooth interpolation stops.

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Linear Motion (L) With Linear Motion assigned, the image moves directly towards the next keyframe at a constant speed as determined by keyframe length. There is no acceleration or deceleration and the path is a straight line.
Keyframe 2: Linear Motion

Constant Speed, Direct Path Constant Speed, Direct Path


Keyframe 3: Linear Motion Keyframe 1: Linear Motion

Smooth Linear Motion (SL) Smooth Linear Motion is similar to Smooth Motion, except that the image always accelerates and decelerates smoothly to the very next keyframe without interpolating a path over successive keyframes. The images path is a smooth but direct curve, as shown below:
Keyframe 2: Smooth Linear Motion

Acceleration, Deceleration, Direct Path

Acceleration, Deceleration, Direct Path


Keyframe 3: Smooth Linear Motion Keyframe 1: Smooth Linear Motion

Hold Motion (H) With Hold Motion assigned, the image remains at its current size and position for the duration of the keyframe. When the effect reaches a keyframe with another motion type, motion continues. If a succession of keyframes includes Hold motion, the effect appears to pop from keyframe to keyframe as the effect runs:
Keyframe 2: Hold Motion

No Motion, Image "Pops"

No Motion, Image "Pops"


Keyframe 3: Hold Motion Keyframe 1: Hold Motion

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Tension Tension is one of the three parameters that you can change when you assign one of the ten T registers (T1 - T10) as the motion type. The Tension attribute sets the elasticity of the path how wide the image travels as it approaches and leaves the keyframe. Use the following procedure to demonstrate Tension. 1. Program a simple three-keyframe effect, with a box starting at the lower left, moving to top center, and ending at bottom right. Set all durations to 1:00. Set all keyframes to T1 motion (option 3). With all Tension values set to zero, preview the effect. Zero tension causes a smooth approach to the second keyframe.
Zero Tension

2.

Keyframe 2

Keyframe 1

Keyframe 3

3.

On keyframe 2 only, enter a Tension value of -5.000, and run the effect. Negative tension causes the path to swing wide before and after the second keyframe.
Negative Tension

Keyframe 2

Keyframe 1

Keyframe 3

4.

On keyframe 2 only, enter a Tension value of 5.000, and run the effect. Positive tension causes the path to approach the second keyframe from the reverse direction.
Positive Tension

Keyframe 2

Keyframe 1

Keyframe 3

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Continuity Continuity is the second of the three parameters that you can change when you assign one of the ten T registers (T1 - T10). Continuity controls the entry and exit vector directions to a keyframe, and prohibits them from coinciding. Unlike bias (where the angle between the two paths is always a 180 relationship), continuity angles go in different directions allowing you to put a bounce into an effect. Use the following procedure to demonstrate Continuity. 1. Program a simple three-keyframe effect, with a box starting at the lower left, moving to top center, and ending at bottom right. Set all durations to 1:00. Set all keyframes to T1 motion (option 3). With all Continuity values set to zero, preview the effect. Zero continuity causes entry and exit angles to be equal.
Zero Continuity

2.

Keyframe 2

Keyframe 1

Keyframe 3

3.

On keyframe 2 only, enter a Continuity of -2.000. Negative continuity causes the path to bounce off the top of keyframe two.
Negative Continuity

Keyframe 2

Keyframe 1

Keyframe 3

4.

On keyframe 2, enter a Continuity of 2.000. Positive continuity causes the path to bounce off the bottom of keyframe two.
Positive Continuity
Keyframe 2

Keyframe 1

Keyframe 3

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Bias Bias is the third of the three parameters that you can change when you assign one of the ten T registers (T1 - T10). Bias allows for changes in direction of the motion vector as it enters and exits a keyframe. The default angle between the two paths is always 180. Bias is useful for defining the highest point of a path. The figure below shows three examples of Bias settings. Use the following procedure to demonstrate Bias. 1. Program a simple three-keyframe effect, with a box starting at the lower left, moving to top center, and ending at bottom right. Set all durations to 1:00. Set all keyframes to T1 motion (option 3). With all Bias values set to zero, preview the effect. Zero bias causes entry and exit angles to be equal.
Zero Bias

2.

Keyframe 2

Keyframe 1

Keyframe 3

3.

On keyframe 2 only, enter a Bias of -2.000. Negative bias causes the path to enter keyframe 2 at a high angle and exit at a low angle.
Negative Bias

Keyframe 2

Keyframe 1

Keyframe 3

4.

On keyframe 2, enter a Bias of 2.000. Positive bias causes the path to enter keyframe 2 at a low angle and exit at a high angle.
Positive Bias
Keyframe 2

Keyframe 1

Keyframe 3

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Copying and Pasting


DVEXtreme allows you to copy individual values, all parameter values, or an entire keyframe. Refer to the Block / COPY section in Chapter 3 for details.

Step 8 Run the Edited Effect


Once your effect has been edited, run the effect again to determine the results of your editing, trimming, and image manipulation. If required, repeat Step 7 as often as required until you are satisfied with the effect.

Step 9 Save the Final Effect


When all editing is complete, save a final version of the effect. Repeat Step 6 as required, or use the Save As function to rename the effect.

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Working with Sequences


A Sequence is a playlist of up to 30 effects that can be run manually or from an edit controller. All sequence effects reside in on-line memory simultaneously. Working with Sequences entails the following procedures: Loading effects in the Sequence Workspace Running Sequence effects manually Saving Sequences Loading Sequences Running Sequence effects by remote control

Loading Effects in the Sequence Workspace


Up to 30 effects can be loaded in the Sequence Workspace, in any position desired. To load effects in the Sequence Workspace: 1. 2. 3. Press SEQ. The entire Effects Function Menu section switches to the Sequence Menu. If the Sequence Menu is empty, you can begin adding effects immediately. If there are already effects present, press NEW. When the Save Sequence Dialog appears, press ENTER to save the existing Sequence, CLEAR to clear the Sequence Workspace without saving changes, or ESC to cancel the procedure. Event 1 is highlighted by default, but if desired, you can highlight any workspace event in which you want to load an effect. Press , , or to move the highlight to the desired event line. Press ADD KF to display the Effect File Window. Type the number of the effect you want to load, and press ENTER. The effect name appears on the selected event line. Repeat steps 4 through 6 to load up to 30 effects in the workspace. If required, you can highlight an event line and press DELETE to clear the line. This allows you to load a different effect.

4.

5. 6. 7. 8.

Running Sequence Effects Manually


Any effect can be run manually. Two different methods are available: To run sequence effects manually: Press , , or to move the highlight to the desired effect. Press ENTER to load the effect, and RUN to run it manually. Type a 2-digit number to move the highlight to the desired effect and load it automatically (you do not have to press ENTER). Press RUN to run the effect.

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Saving Sequences
Once you have loaded and run your sequences, you can save the entire Sequence Workspace as a file on disk. To save a sequence file to disk: 1. 2. Press SAVE to display the Save As Dialog, with the next available name in the current sequence category highlighted. In the Save As Dialog, you can use the default name (the next available name in the current category), enter a new name, or edit the default name. The following text editing options are available: Press DELETE to erase the entire name (if it is completely highlighted), or press and to move the cursor just prior to the letter that you want to change. Press and to cycle through the alphabet. Press and to move the cursor to the next character. Press DELETE to delete the character just after to the cursor. Press START to go to the beginning of the name. Press END to go to the end of the name.

Press ENTER to accept the new sequence name.

NOTE

To select a different directory in which to save the effect, use TAB plus the and arrows and ENTER to navigate to the desired directory and file.

3.

After ENTER is pressed, the Sequence Properties Dialog appears, which allows you to enter the properties of the new file. In the dialog, you can: Add a comment to the new file. Change the files category Stamp the files picon with video from the current effect Browse the file system to choose any graphic to use as a picon Lock the file

Refer to the Properties Dialogs section in Chapter 2 for details on all Properties Dialog functions. Refer to the Edit Categories Dialogs section in Chapter 2 for details on creating, arranging, and deleting categories. When all selections have been made, press ENTER to accept the data. The new file is saved to disk and its picon is added to the Sequence File Window (and only visible when you press LOAD). 4. Repeat the procedure from step 1 (as often as necessary) to save additional versions of the sequence.

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Loading Sequences
A previous sequence can be loaded into the Sequence Workspace. To load a sequence file: 1. 2. Press LOAD to display the Sequence File Window and the Select Sequence to Open Dialog. Type the number of the desired sequence (in the Seq No. to Apply field) and press ENTER to select. Refer to the Sequence File Window section in Chapter 2 for more details.

Running Sequence Effects by Remote Control


When Remote Control is enabled (either BVW-75 Emulation or GVG Peripheral Mode), sequence effects can be run by an external edit controller or switcher. To run sequence effects by remote control: 1. 2. 3. Press SEQ to return to the Effects Menu. Press Shift + Remote to display the Remote Control Menu. Enable the desired type of remote control: Highlight the line just below the top Remote Control Menu label, and enter 1 to enable BVW-75 Emulation. In Chapter 5, refer to the Using BVW-75 Emulation section for operating details. Highlight the line just below the top Remote Control Menu label, and enter 2 to enable GVG Peripheral Mode. In Chapter 5, please refer to the Using GVG Peripheral Mode section for operating details.

Both protocols are mutually exclusive. 4. Press the SEQ button to return to the Sequence Menu. In Chapter 2, see the Sequence Menu section for a list of labels that appear in the Sequence Mode Field when the mode itself is enabled.

In this mode, effects on the Sequence Menu can be controlled externally, simply by entering the correct timecode from the external system. Each of the thirty effect slots also has an assigned timecode that appears in the Current Position Display. These timecodes are assigned at one-minute intervals, and are used to cue and play effects from an external editor. Effect 01 starts at 01:00:00, Effect 02 starts at 02:00:00, etc. For GPI-style remote control operating instructions, please refer to the Using GPI Input Triggers and Using GPI Output Triggers sections in Chapter 5.

NOTE

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TitleDeko Rolls and Crawls


DVEXtreme version 2.0 software includes the ability to take a file (or still) created in the TitleDeko application and perform limited rolls and crawls. TitleDeko is supplied as part of the Studio Tools option. The desired title file must be saved as either a roll or a crawl from within the TitleDeko application. Please note: If DVEXtreme is running, the file is saved in two different formats: ~ ~ the TitleDeko file format (.dko) the Pinnacle character generator file format (.vii), which stores the titles fill video and alpha signals in one single file

The DVEXtreme Still Properties Dialog automatically appears when you save the file. The dialog is used in the normal manner.

When you click OK, the title appears as a Picon in DVEXtremes Still File Window. The file can then be used in the following ways: As a full key or a linear key source in an effect If you stored the file as a roll in the TitleDeko application, an arrow pointing up ( ) appears in the files picon. This arrow denotes a roll.
Roll Icon

If you stored the file as a crawl, an arrow pointing right ( ) appears in the files picon. This arrow denotes a crawl.
Crawl Icon

To play a roll or crawl file: 1. 2. From within DVEXtreme, press STILL A or Shift + Still B to display the desired Assign Still to Layer Dialog. Enter the number of the desired roll or crawl still in the normal manner. The software recognizes the file as either a roll or a crawl, and automatically brings up the appropriate dialog. If a roll file was selected, the Play CG Roll Dialog appears.

3.

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Please note the following roll functions: To set the roll speed, press the (LEFT ARROW) button to decrease the speed, or the (RIGHT ARROW) button to increase the speed. You can also set the speed directly from the keypad by typing the desired number and pressing ENTER. Press RUN to start the roll. Press ESC to cancel the operation.

4.

If a crawl file was selected, the Play CG Crawl Dialog appears.

Please note the following crawl functions: To set the crawl speed, press the (LEFT ARROW) button to decrease the speed, or the (RIGHT ARROW) button to increase the speed. You can also set the speed directly from the keypad by typing the desired number and pressing ENTER. To set the vertical position of the crawl, press the (UP ARROW) to move the position up, or the (DOWN ARROW) to move the position down the screen. Press RUN to start the roll. Press ESC to cancel the operation. Press Loop to cause the crawl to loop back to the beginning and continue crawling until the ESC button is pressed.

Important

When playing a roll or a crawl file, you can not keyframe the DVE channels. A static position can be setup for each of the DVE channels and the roll or crawl is performed on the selected channel.

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Reference

In This Chapter
This chapter discusses each category of DVEXtreme effects and functions, and outlines the parameters and adjustments available in each menu and dialog. The following major topics are discussed: Image Manipulation Tools Image Priority Solids Remote Control Setup Layer Assignment Input Blanking Setup Key Functions Still Assignment Copy and Paste

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Image Manipulation Tools


DVEXtreme offers a variety of creative tools for manipulating images: Crop Size Axis Target Wipe Highlight Border Locate Skew Defocus Warp Color Edge Alignment Rotation Perspective Color Effects Particle Path

The following sections discuss the menus and functions provided for each image manipulation tool.

Crop
The Crop function permits you to trim an images top, bottom, left and right edges to eliminate unwanted picture areas. Press Shift + Crop to display the Crop Menu. Default values are shown in the illustration below:

Crop

Shift

+ BORDER

Note the following important points: Crop is a 2-D manipulation that occurs at the Source level. You can crop a window in the image, or individual sides. Crop values are based on the 8 x 6 image grid. Refer to the Crop By The Numbers section in Chapter 4 for details.

Using Crop
1. 2. 3. 4. 5. Select a channel, then press Shift + CROP to display the Crop Menu. To crop a window in the image, highlight the -ALL- line, then twist the joystick knob to select the size of the window. Move the joystick left, right, up, and down to position the window. To crop an individual side of the image, highlight the Top, Bottom, Left, or Right line. Move the joystick (along any axis) or enter a numeric value to crop the selected edge.

Refer to the Crop by the Numbers section in Chapter 4 for additional information about the Crop function.

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Border
The Border function allows you to place a border around an image using hard or soft-edge borders and a variety of pre-designed frames. Border is a 2-D manipulation that is only added at the Source level of manipulation. Press BORDER to display the Border Menu. The Option Section lists the available border types.

Crop BORDER

Note the following important points: Once the Border Menu is displayed, pressing BORDER again toggles the border on and off for the current keyframe only. When border is off, outside border softness is still active. Changing the softness value in this mode adjusts the soft-edge border. For all borders, you can adjust the border width, inside and outside softness, hue, luminance, saturation, as well as inside and outside edge softness. On flat borders only, you can vary the width of each side independently. Borders are added inwards, from the outside edge of the image regardless of the cropping. Border types and border color are not keyframable. You can only have one border type selected per channel, but each channel can have a different border. Certain border parameters are keyframable, such as width, edge softness, and border enable. If you have entered an illegal border color value (typically, a high Saturation), the numeric value itself turns red. Press CLEAR to return to a legal value.

Note

Using Border
1. 2. Select a channel, then press BORDER to display the Border Menu. Press BORDER again to enable the border in the current keyframe.

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3.

To select a border type, highlight the border type line (directly below the Enable line) and enter the number of the desired border. You can also press Shift + and Shift + to shop through all available border types. To adjust border width, highlight the border width line and move the joystick (along any axis) or enter a numeric value. To adjust border softness, highlight the Inside Softness or Outside Softness line, and move the joystick (along any axis) or enter a numeric value. To adjust border color, highlight the Hue, Luminance, or Saturation line and move the joystick (along any axis) or enter a numeric value.

4. 5.

6.

Border Notes
To program a border that changes width (for example, from 0 to 100% width), ensure that border is toggled ON in the first keyframe. Set the initial border width, then press ADD KF to add a second keyframe. Set the second border width, and run the effect. To program a soft-edge border only, ensure that border is toggled OFF, then use the Outside Softness control to adjust the soft edge width. To pick a border color from the colors present in the source video on screen, press CTRL + X to display the Select Color Dialog. Input video is frozen and a cursor appears on the main video output. Use the Joystick to place the cursor on top of the desired color, and press the joystick button (or ENTER) to select. The values of the color that was under the cursor are entered as the current functions Hue, Luminance, and Saturation values.

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Edge Alignment
The Edge Alignment function allows you to select one image corner to adjust (top left, top right, bottom left, or bottom right), while the other three image corners remain fixed. Edge Alignment is a 2-D manipulation that is very useful for positioning an image into a pre-defined background shape or cutout. Press Shift + Edge to display the Edge Alignment Menu. The Option Section lists the four edge adjustments.

Shift

Edge SIZE

Note the following important points: Once the Edge Align Menu is displayed, pressing Shift + Edge again toggles the mode on and off for the current keyframe only.

Using Edge Alignment


1. 2. 3. 4. Select a channel, then press Shift + Edge to display the Edge Alignment Menu. Press Shift + Edge again to enable the edge alignment function in the current keyframe. Highlight the Edge Select line (directly below the Enable line) and enter the number of the edge that you want to adjust. Move the joystick left/right or up/down to adjust the edge. Repeat steps 3 and 4 for each edge that you want to align.

Edge Notes
The Edge Alignment function is keyframable. To program an edge (or edges) that move from location to location in your effect, ensure that the Edge Alignment function is toggled ON in each keyframe.

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Size
The Size function provides the ability to adjust an images horizontal and vertical size (and aspect ratio) in 2-D space while maintaining the images current location in 3-D space. Press SIZE to display the Size Menu. Default values are shown in the illustration below:

Edge SIZE

Note the following important points: Size adjustments are available in the Source, Object, and Global levels of manipulation. The Size value represents a percentage of normal image size on each axis, where 1 equals 100%. Size range is 0 to 9.900 for each axis.

Using Size
1. 2. Select a channel, then press SIZE to display the Size Menu. To stretch or compress along the images X axis (horizontally), highlight the X line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. To stretch or compress along the images Y axis (vertically), highlight the Y line (or press the Y button), and move the joystick (along any axis). You can also enter a value numerically. To proportionally size the image, keeping the X and Y settings in proportion to each other, highlight the -ALL- line (or press the ALL button) and twist the joystick knob.

3.

4.

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Locate
The Locate function allows you to adjust an images X, Y, and Z position in 3-D space. The size of the image does not change. Press LOC to display the Locate Menu. Default values are shown in the illustration below:

LOC

Note the following important points: Locate adjustments are available in the Source, Object, and Global levels of manipulation. An excellent visual way to explain Locate is by comparing it to the Target function. When an image is moved with Target, the perspective point is fixed. When an image is moved with Locate, the perspective point moves with the image in 3-D space. Locate values are based on screen units and the 8 x 6 image grid.

Using Locate
1. 2. Select a channel, then press LOC to display the Locate Menu. To move the image horizontally in 3-D space, highlight the X line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. To move the image vertically in 3-D space, highlight the Y line (or press the Y button), and move the joystick (along any axis). You can also enter a value numerically. To move the image closer or farther away in 3-D space, highlight the Z line (or press the Z button), and move the joystick (along any axis). You can also enter a value numerically. To adjust the images X, Y and Z locations simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick each joystick axis adjusts its respective parameter.

3.

4.

5.

Refer to the Locate by the Numbers section in Chapter 4 for additional information about the Locate function.

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Rotation
The Rotation function is a 3-D manipulation that allows you to rotate an image around its X, Y, and Z axes. You can also reverse the image horizontally and vertically, on both the front and back sides. Press ROT to display the Rotation Menu. Default values are shown in the illustration below:

Axis ROT

Note the following important points: Rotate adjustments are available in the Source, Object, and Global levels of manipulation. At the Source level only, adjustments are available for inverting the front and back of an image. If enabled, Channel ID Cursors change to Axis Cursors when Rotation is selected. Rotation values can be shown in degrees or in percentage, depending upon the setting of the Rotation flag in the Setup Menu: ~ ~ When the Rotation flag is on, degrees of rotation are shown (in white characters) one full turn equals 360. When the Rotation flag is off, spin percentage is shown (in red characters) with 1.000 representing one complete rotation.

Rotation is additive. If you want to rotate 1 full Z-axis turn in keyframe 2, enter Z 360.000 (degrees) or Z 1.000 (percentage). If you want to rotate 2 full Z-axis turns in keyframe 3, enter Z 720.000 (degrees) or Z 2.000 (percentage). Both positive and negative values can be used. To place a different source on the back of an image, select the channels Layer B menu, select a source, then enable the Use DVE on Back flag. Refer to the Assigning DVE on Back section in this chapter for instructions.

Using Rotation
1. 2. Select a channel, then press ROT to display the Rotation Menu. To rotate the image left and right around the Y axis, highlight the X line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically.

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Default perspective is automatically added as the picture rotates.


Y Axis

3.

To rotate the image up and down around the X axis, highlight the Y line (or press the Y button), and move the joystick or enter a value numerically. Default perspective is automatically added.

X Axis

4.

To rotate the image clockwise and counterclockwise around the Z axis, highlight the Z line (or press the Z button), and move the joystick or enter a value numerically. Default perspective is added.

Z Axis

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5.

To rotate around all axes simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick each joystick axis adjusts its respective rotation parameter. To reverse the front image vertically, highlight the Front Vertical Invert line and press ENTER. To reverse the front image horizontally, highlight the Front Horizontal Invert line and press ENTER. To reverse the back image vertically, highlight the Back Vertical Invert line and press ENTER. To reverse the back image horizontally, highlight the Back Horizontal Invert line and press ENTER. The figure below illustrates the results of horizontal and vertical reversals for both the front and back images:

6. 7. 8. 9.

Normal Image

Horizontal Reverse

Vertical Reverse

Horizontal and Vertical Reverse

Note

The four reverse controls are keyframable. This allows you to reverse the image as desired at any point (or more than one point) in an effect.

Refer to the Rotation by the Numbers section in Chapter 4 for additional information about the Rotation function. Refer to the Assigning DVE on Back section in this chapter for instructions on placing the DVE on the back of Layer A, specifically for rotations allowing you to have different images on the front and back of a rotating effect.

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Axis
The Axis function allows you to move the point of rotation anywhere in 3-D space relative to the source image. There is no fixed axis with DVEXtreme images. The axis is independent of the image, and can be placed in the center of the image, on the edge or off the picture. Press Shift + Axis to display the Axis Menu. Default values are shown in the illustration below, with the axis centered in the image on the plane of the image.

Shift

Axis ROT

Note the following important points: Axis adjustments are available in the Source, Object, and Global levels of manipulation. If enabled, Channel ID Cursors change to Axis Cursors when the Axis Menu is selected. Axis values are based on screen units, and the 8 x 6 image grid. The axis is relative to the plane of the image, not the 3-D space in which the image moves.

Using Axis
1. 2. Select a channel, then press Shift + Axis to display the Axis Menu. To move the axis left and right, highlight the X line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. Use the Rotate function to check the results of the adjustment. To move the axis of rotation up and down, highlight the Y line (or press the Y button), and move the joystick or enter a value numerically. Use the Rotate function to check the results of the adjustment. To move the axis of rotation forward and backward in 3-D space, highlight the Z line (or press the Z button), and move the joystick or enter a value numerically. Use the Rotate function to check results. To adjust all axes of rotation simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick each joystick axis adjusts its respective axis parameter.

3.

4.

5.

Refer to the Axis by the Numbers section in Chapter 4 for additional information about the Axis function.

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Skew
The Skew function provides the ability to tilt an image in the X and Y directions, changing the rectangular image into a parallelogram. Press Shift + Skew to display the Skew Menu. Default values are shown in the illustration below:

Shift

+ PERSP

Skew

Note the following important points: Skew is a 2-D image manipulation. Skew values are based on screen units, and the 8 x 6 image grid. The pivot point for all skew functions is the axis of rotation.

Using Skew
1. 2. Select a channel, then press Shift + Skew to display the Skew Menu. To skew the image left and right, highlight the X line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically.

X Axis

3.

To skew the image up and down, highlight the Y line (or press the Y button), and move the joystick or enter a value numerically.
Y Axis

4.

To skew along both axes simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick in the X and Y directions. The joystick knob (Z) has no effect in this mode.

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Perspective
The Perspective function provides the ability to move the perspective point. This menu changes the viewers point-of-view, adding or subtracting perspective for the X, Y, and Z axes. Perspective is a 3-D image manipulation. Press PERSP to display the Perspective Menu. Default values are shown in the illustration below:

Skew PERSP

Note the following important points: For an excellent visual demonstration, select TARGET and adjust Z (size) to 0.500. Select ROTATE and enter Y 40.000 (degrees). Finally, select PERSP and use the joystick to manipulate perspective and note how the point-of-view changes. Perspective values are based on mathematical formulas, not on screen units or image units.

Using Perspective
1. 2. Select a channel, then press PERSP to display the Perspective Menu. To move the perspective point left and right, highlight the X line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. To move the perspective point up and down, highlight the Y line (or press the Y button), and move the joystick (along any axis) or enter a value numerically. To move the perspective point closer to you or farther away, highlight the Z line (or press the Z button), and move the joystick (along any axis) or enter a value numerically. To adjust the perspective point along all axes simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick each joystick axis adjusts its respective parameter.

3.

4.

5.

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Target
The Target function moves and sizes images in 2-D space, but images remain at their current location in 3-D space. Press TARGET to display the Target Menu. Default values are shown in the illustration below:

TARGET

Note the following important points: Target manipulations are mathematically applied after all other image manipulations. The axis of rotation moves with the image when Target is adjusted. An excellent visual way to explain Target is by comparing it to the Locate function. When an image is moved with Locate, the perspective point moves with the image in 3-D space. When an image is moved with Target, the perspective point is fixed. The Target X and Y values are based on screen units, and the 8 x 6 image grid. The Size value represents a percentage of normal image size, where 1 equals 100%.

Using Target
1. 2. Select a channel, then press TARGET to display the Target Menu. To move the image horizontally in 2-D space, highlight the X line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. To move the image vertically in 2-D space, highlight the Y line (or press the Y button), and move the joystick (along any axis). You can also enter a value numerically. To increase the size of the image in 2-D space, highlight the Z line (or press the Z button), and move the joystick (along any axis). You can also enter a value numerically. To adjust the images X, Y and Z target locations simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick each joystick axis adjusts its respective target parameter.

3.

4.

5.

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Defocus
The Defocus function provides the ability to control image sharpness by blurring the picture horizontally and vertically. Press DFOCUS to display the Defocus Menu.

Color FX DFOCUS

The following options are available: 0 selects OFF 1 selects Defocus 2 selects Decimate Note the following important points: Once the Defocus Menu is displayed, pressing DEFOCUS again toggles the feature on and off for the current keyframe only. This function defocuses video and key (if a key signal is included). If option 1 (Defocus) is selected, the defocus range is Horizontal 0 to 57, Vertical 0 to 32. If option 2 (Decimate) is selected, the defocus range is fixed at maximum, and can not be adjusted or ramped. If the XtremePak option is installed and your system is equipped with the Deep Defocus I/O modules, you can use the Deep Defocus feature. Refer to the following Using Deep Defocus section for details.

Using Defocus
1. 2. 3. Select a channel, then press DFOCUS to display the Defocus Menu. To defocus the image at a fixed maximum defocus value, choose option 2, Decimate. No adjustments can be made. To defocus the image at a variable defocus value (both horizontally and vertically), choose option 1, Defocus. To defocus the image horizontally, highlight the Horizontal line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. To defocus the image vertically, highlight the Vertical line (or press the Y button), and move the joystick along any axis or enter a value numerically. To adjust both horizontal and vertical defocusing simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick in the X and Y directions. The joystick knob (Z) has no effect in this mode. If you want to ramp the defocus value in an effect, be sure to turn Enable ON in both the starting keyframe and the ending keyframe. Otherwise, the effect will appear to pop on, rather than defocus gradually over time.

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Using Deep Defocus


The XtremePak software enables the Deep Defocus capability. When you press DFOCUS, a new menu appears if the system is equipped with the Deep Defocus I/O modules. The menu reads Deep Defocus on the top line instead of Defocus.
Color FX DFOCUS

There are now extra steps of defocus available, using the new I/O modules. This function only operates on live inputs. On stills, however, you will get the standard amount of defocus. To verify that your system has the Deep Defocus version of the I/O modules installed, press Shift + Status to display the System Information Menu. If your system is equipped with the Deep Defocus I/O modules, the I/O Board ID reads 0x91, as indicated below.

If your system is not equipped with the Deep Defocus I/O modules, the I/O Board ID reads 0xb3 on the System Information Menu, and the menu label reads Defocus when you press the DFOCUS button on the control panel.

Note

Please contact your local Pinnacle Systems Dealer for information on how to upgrade your hardware to the Deep Defocus capability.

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Color Effects
The Color Effects functions allow you to manipulate the images luminance and color values. Two categories of adjustment are provided Luma FX and Color FX. Press Shift + Color FX to display the Color Effects Menu. The figure below shows the base menu, with both Luma and Color FX turned off:

Shift

+ DFOCUS

Color FX

Note the following points: The Luma FX category provides three mutually exclusive luminance manipulation functions: ~ Clip Gain allows you to manipulate an image by changing its Contrast and or Brightness. You can also select Inverted to reverse the polarity of the images luminance. Solarize allows you to manipulate an image by attenuating its regions of luminance. Adjustments are provided for Contrast, Threshold, Range, and Invert. Posterize allows you to manipulate an image by converting its regions of Luminance and Chrominance into solid areas of color and light. Adjustments are provided for Level and Invert.

The Color FX category provides three mutually exclusive color manipulation functions: ~ Primary allows you to select a specific image hue and adjust its level of saturation across the entire image. Adjustments are provided for Hue and Sat (Saturation). Secondary allows you to change the hue of the entire image and adjust the overall level of saturation. Adjustments are also provided for Hue and Sat. Tint allows you to tint the entire picture with shades of a specific color. When enabled, the effect is a monochrome image mixed with a selected tint. Adjustments are also for Hue and Sat.

Tip

To quickly achieve a monochrome effect, select Tint (option 3) and leave the default values as is, or select Secondary (option 2) and take the saturation value to 0.00. To reverse polarity, select Luma FX, select Clip Gain (option 2) and turn Inverted On.

If you want to ramp the color or luma effects values in an effect, be sure that the desired flag is enabled in both the starting keyframe and the ending keyframe. Otherwise, the effect will appear to pop on.

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Important

With both Luma FX and Color FX, it is possible to generate illegal colors that are outside the boundaries of legal NTSC and PAL specifications. Always use your waveform monitor and vectorscope when creating these types of effects, to ensure that you maintain legal luminance and chrominance values.

Using Color Effects


1. 2. Select a channel, then press Shift + Color FX to display the Color Effects Menu. Enable the desired Luma FX and/or Color FX parameters, and adjust as desired.

The following sections discuss each Luma FX and Color FX parameter.

Using Clip Gain


1. 2. Highlight the Luma Fx selection line (below the Luma FX heading). Enter 1 to select Clip Gain. Default values are shown below:

3.

To adjust image contrast, highlight the Contrast line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. To adjust image brightness, highlight the Brightness line (or press the Y button), and move the joystick or enter a value numerically. To adjust brightness and contrast simultaneously, highlight the -ALLline (or press the ALL button), and move the joystick in the X and Y directions. The joystick knob (Z) has no effect in this mode. To invert clip gain values, highlight the Inverted line, and press ENTER.

4. 5.

6.

Using Solarize
1. 2. Highlight the Luma Fx selection line (below the Luma FX heading). Enter 2 to select Solarize. Default values are shown below:

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3.

To adjust solarization contrast, highlight the Contrast line (or press the Z button), and move the joystick (along any axis). You can also enter a value numerically. To adjust threshold, highlight the Threshold line (or press the X button), and move the joystick or enter a value numerically. To adjust the range of solarization, highlight the Range line (or press the Y button), and move the joystick or enter a value numerically. To adjust solarization contrast, threshold and range simultaneously, highlight the -ALL- line (or press the ALL button), and move the joystick. Each joystick axis adjusts its respective parameter. To invert solarization values, highlight the Inverted line, and press ENTER.

4. 5. 6.

7.

Using Posterize
1. 2. Highlight the Luma Fx selection line (below the Luma FX heading). Enter 3 to select Posterize. Default values are shown below:

3.

To adjust posterization level, highlight the Level line (or press the X button), and move the joystick (along any axis). You can also enter a value numerically. To invert posterization values, highlight the Inverted line, and press ENTER.

4.

Using Primary Hue Adjustment


1. 2. Highlight the Color Fx selection line (below the Color FX heading). Enter 1 to select Primary. Default values are shown below:

3.

To select a specific hue within the image, highlight the Hue line (or press the Z button), and move the joystick (along any axis). You can also enter a value numerically. To adjust the hues level of saturation, highlight the Sat line (or press the X button), and move the joystick or enter a value numerically. To adjust primary color hue and saturation simultaneously, highlight the -ALL- line and move the joystick.

4. 5.

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Using Secondary Hue Adjustment


1. 2. Highlight the Color Fx selection line (below the Color FX heading). Enter 2 to select Secondary. Default values are shown below:

3.

To select the hue for the overall image, highlight the Hue line (or press the Z button), and move the joystick or enter a value numerically. To adjust the hues level of saturation, highlight the Sat line (or press the X button), and move the joystick or enter a value numerically. To adjust secondary color hue and saturation simultaneously, highlight the -ALL- line and move the joystick.

4. 5.

Using Color Tint Adjustment


1. 2. Highlight the Color Fx selection line (below the Color FX heading). Enter 3 to select Tint. Default values are shown below:

3.

To select the hue for the overall image tint, highlight the Hue line (or press the X button), and move the joystick or enter a value numerically. To adjust the hues level of saturation, highlight the Sat line (or press the Y button), and move the joystick or enter a value numerically. To adjust tint hue and saturation simultaneously, highlight the -ALLline and move the joystick in the X and Y directions. The joystick knob (Z) has no effect in this mode.

4. 5.

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Wipe
The Wipe function allows you to wipe an image (or a key) from Layer A of a DVE channel to Layer B or another channel, using hard or soft-edge borders. A variety of creative adjustment parameters are available. Press Wipe to display the Wipe Menu, a sample of which is shown below.

Adv WIPE

Note

The wipe function is only available when the XtremePak option is installed. If your system does not have the option installed, please contact Pinnacle Systems for details on obtaining the upgrade.

Using Wipes
Use the following steps to create a wipe: 1. 2. On the control panel, press WIPE to display the Wipe Menu. Using the functions listed in the option section, select the signals that you wish to wipe: 3. Enter 0 to select Wipe Off. In this mode the wipe generator is disabled. Enter 1 to select Wipe Key. In this mode, the wipe pattern is applied to the key signal only. Enter 2 to select Wipe Video. The wipe pattern is applied to the video signal, irrespective of the key signal. Enter 3 to select Wipe Key Invert. The wipe pattern is applied to the video outside the key signal.

To select a pattern, highlight the Wipe Pattern line and select the desired pattern from the Options section.

4.

To adjust the wipes position (in the current keyframe), highlight the Transition line and enter the desired position or move the joystick. The parameters range is 0.000 to 1.000.

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Please note: The value 0.000 represents the wipes full starting position. The value 0.500 represents the wipes exact half-way position. The value 1.000 represents the wipes full ending position.

Therefore, for example, to have a wipe transition from fully on to fully off screen, enter a Transition value of 0.000 in keyframe 1 and 1.000 in keyframe 2. To have the wipe hold a split screen, enter a Transition value of 0.500 in each keyframe. 5. To add a border to any of these wipe patterns, highlight the Wipe Border line and toggle the parameter On. When enabled, you have full control over Hue, Sat, Luma, Border Width, Inside Softness and Outside Softness.

Please note: If Wipe Borders are Off, you can adjust the Border Softness parameter to produce a soft-edged wipe border. On all wipes, the edge softness defaults to 10. Flat borders cannot be used with any wipe pattern. The Diamond wipe pattern cannot be used with Auto Priority selected, because it produces intermittent results for the intersection.

6.

To change the direction from which the wipe moves across the screen, highlight the Reverse Enable parameter and press ENTER to select.

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Using Advanced Wipes


1. Press Shift + Adv to display the Advanced Wipe Menu.

Shift

Adv W IPE

2. 3. 4. 5. 6.

To adjust the wipes X axis position on screen, highlight the X Position line and move the joystick or enter a value numerically. To adjust the wipes Y axis position on screen, highlight the Y Position line and move the joystick or enter a value numerically. To adjust the wipes aspect ratio, highlight the Aspect line and move the joystick or enter a value numerically. To adjust the wipes angle, highlight the Angle line and move the joystick or enter a value numerically. To adjust the wipes position (in the current keyframe), highlight the Transition line and enter the desired position or move the joystick. The parameters range is 0.000 to 1.000. Please note: The value 0.000 represents the wipes full starting position. The value 0.500 represents the wipes exact half-way position. The value 1.000 represents the wipes full ending position.

Therefore, for example, to have a wipe transition from fully on to fully off screen, enter a Transition value of 0.000 in keyframe 1 and 1.000 in keyframe 2. To have the wipe hold a split screen, enter a Transition value of 0.500 in each keyframe.

Note

The Transition parameter here is identical to the Transition parameter listed on the Wipe Menu.

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Warp
The Warp function allows you to manipulate images with over 50 creative warps, including Page Scrolls, Page Folds, Splashes, Bursts, Melts, Vortexes, Cylinders, and Mosaics. Press WARP to display the Warp Menu, a sample of which is shown below.

WARP

Note the following important points: Once the Warp Menu is displayed, pressing WARP again toggles the feature on and off for all keyframes in the effect. Press CTRL + Shift + PREV and CTRL + Shift + NEXT to page through the list of available Warps. When the warp type field is highlighted, pressing Shift + and Shift + allows you to shop through all warp types. Only one Warp shape can be selected per channel; however, in a multi-channel effect, you can have different warp shapes on each channel. A full set of adjustments are provided for each selected Warp. When a new warp shape is selected, all parameters return to their default values for the selection. On a single channel, Warp and Particle effects are mutually exclusive.

Using Warps
1. 2. 3. Select a channel, then press WARP to display the Warp Menu. Press WARP again to enable warp shapes in the current effect. Select the desired warp shape, and adjust as desired.

The following sections discuss each set of warp shapes and their respective menus. Each group of options uses a unique parameter menu, and each procedure assumes that warps are enabled.

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Using Page Scrolls and Folds (Options 0-2)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter one of the following option codes: 0 selects Page Scroll 1 Light 1 selects Page Scroll 2 Lights 2 selects Page Fold

P a g e S cr o ll

S c ro ll 2 H ig h lig h ts

P a g e F o ld

Default values for all three scrolls in this category are shown below:

3.

To adjust the page offset, highlight the Page Offset line (or press the X button), and move the joystick or enter a value numerically. This adjustment folds down the corner of the page. To adjust the radius of the fold (from wide to narrow), highlight the Radius line (or press Y), and move the joystick or enter a value numerically. To adjust the axis of the fold (the corner from which the fold originates), highlight the Axis Angle line (or press Z), and move the joystick or enter a value numerically. To select one of the many variations on the basic scroll (or fold), highlight the Variants line, and enter the number of the desired variant. Refer to the Using Variants section for instructions.

4.

5.

6.

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Using Variants
Under warp options 0-2 (Page Scrolls and Page Fold), highlighting the Variants line allows you to use one of many creative variations on the basic scroll (or fold). Some variants are single channel effects, while other variants require two channels to make the full warp shape. A sample Variant Options Menu is shown below:

The illustration below shows several examples of variants.

Horizontal

Vertical

Four Way

Twin Page Scroll

Note the following important points regarding variants: Press CTRL + Shift + PREV and CTRL + Shift + NEXT to page through the list of Warp variations. Press Shift + and Shift + to shop through the variations. The following variants are single-channel effects, and can be used by themselves on any channel:
Single Channel Variants

Variant
01 02 03 04 05 06 Vertical

Description

Rev Vertical Horizontal Rev Horizontal Four Way Twin Page Scroll

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The following variants are dual-channel effects, and must be used in pairs as listed below. Both warp shapes (one loaded in each of two channels) are required to make a full warp shape.
Dual-Channel Variant Pairs

Variant
07 08 09 10 11 12 13

Description
Top Variants Top Vertical Top Rev Vertical Top Horizontal Top Rev Horizontal Top Four Way Top Twin Page Scroll

Paired with

Variant
14 15 16 17 18 19 20

Description
Bot Variants Bot Vertical Bot Rev Vertical Bot Horizontal Bot Rev Horizontal Bot Four Way Bot Twin Page Scroll

Typically, the dual-channel variant is only required when you are trying to perform a page scroll on a linear key signal only. Using two channels guarantees the scroll is in the shape of the linear key, rather than the outside edges of the image raster. Use the following steps to use a single channel variant: 1. 2. 3. 4. 5. Press NEW, NEW to clear everything and start a new effect. Select a channel, then press WARP to display the Warp Menu. Press WARP again to enable warp shapes in the current effect. Select warp shape 00, 01, or 02. Highlight the Variants line and enter the option number of the desired single-channel variant (01 - 06). Adjust the shapes Page Offset, Radius, and Axis Angle as desired.

Use the following steps to use a dual-channel variant: 1. 2. 3. 4. 5. 6. 7. Press NEW, NEW to clear everything and start a new effect. Select the two channels that you wish to use, and press their channel buttons simultaneously (e.g., CHAN 1 + CHAN 2). Press WARP to display the Warp Menu. Press WARP again to enable warp shapes in the current effect. Select warp shape 00, 01, or 02. Note the option numbers of the pair of dual-channel variants that you wish to use. See the table above for a list of dual-channel pairs. Select the first channel (e.g., CHAN 1), and enter the first number of the desired pair (e.g., 08, Top Vertical). Select the second channel (e.g., CHAN 2), and enter the second number of the desired pair (e.g., 15, Bottom Vertical).

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9.

Press the two selected channel buttons simultaneously (e.g., CHAN 1 + CHAN 2). This activates both channels, and allows you to manipulate both portions of the dual-channel variant together.

10. Adjust the shapes Page Offset, Radius, and Axis Angle as desired.

Using Splashes (Options 3-4)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter one of the following option codes: 3 selects Splash Single Wave 4 selects Splash Multi Wave

Splash Single Wave

Splash Multi Wave

Default values for both splashes in this category are shown below:

3.

To adjust the radius of the splash (the distance from the center of the image), highlight the Radius line (or press X), and move the joystick or enter a value numerically. To adjust the frequency of the splash (the perceived width of the wave, from wide to narrow), highlight the Frequency line (or press Y), and move the joystick or enter a value numerically. To adjust the amplitude of the splash (the perceived height of the wave), highlight the Amplitude line (or press Z), and move the joystick or enter a value numerically. To adjust the aspect ratio of the splash (from a circle to an oval), highlight the Aspect line and move the joystick or enter a value numerically. To adjust the horizontal position of the splash (along the X axis), highlight the X line and move the joystick or enter a value numerically.

4.

5.

6.

7.

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8.

To adjust the vertical position of the splash (along the Y axis), highlight the Y line and move the joystick or enter a value numerically.

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Using Ball (Option 5)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter the following option code: 5 selects Ball

B a ll S h a p e , L a rg e R a d iu s

Default values for the ball effect are shown below:

3. 4.

To adjust the radius of the ball, highlight the Radius line (or press X), and move the joystick or enter a value numerically. To adjust the curvature of the ball (from flat to fully-curved), highlight the Curvature line (or press Y), and move the joystick or enter a value numerically. To adjust the horizontal position of the ball (along the X axis), highlight the X line and move the joystick or enter a value numerically. To adjust the vertical position of the ball (along the Y axis), highlight the Y line and move the joystick or enter a value numerically. The Axis Angle parameter currently has no function with the Ball warp.

5.

6.

Note

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Using Basic Geometrics (Options 6-12)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter one of the following option codes: 6 selects Slats 7 selects Arrow 8 selects One Side Burst 9 selects Center Burst 10 selects Saw Tooth 11 selects Sine Wave 12 selects Bumps

Slats

Arrow

One Side Burst

Bumps

Default values for all basic geometrics in this category are shown below:

3.

To adjust the amplitude of the effect (from an unmodified image to a fully displaced image, off screen), highlight the Amplitude line (or press Y), and move the joystick or enter a value numerically. To adjust the offset of the effect (the positioning of the geometric matrix itself), highlight the Offset line (or press X), and move the joystick or enter a value numerically. To adjust the frequency of the effect (the number of times the geometric matrix is multiplied), highlight the Frequency line (or press Z), and move the joystick or enter a value numerically. To adjust the axis angle of the effect (the rotated position of the geometric matrix on screen), highlight the Axis Angle line and move the joystick or enter a value numerically. To adjust the skew angle of the effect (the rotated offset of the image behind the geometric matrix), highlight the Skew Angle line and move the joystick or enter a value numerically. To adjust the skew amplitude of the effect (the amount of displacement along the selected skew angle), highlight the Skew Amplitude line and move the joystick or enter a value numerically.

4.

5.

6.

7.

8.

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Using Advanced Geometrics (Options 13-23)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter one of the following option codes: 13 selects Hourglass Hexagon 14 selects Octagon 15 selects Diamond 16 selects Hexagon 17 selects Raindrop 18 selects Thin Hourglass 19 selects Medium 20 selects Wide Hexagon 21 selects Circle 22 selects Ellipse 23 selects Goblet

Hourglass

Octagon

Diamond

Default values for all advanced geometrics in this category are shown below:

3.

To adjust the offset of the effect (the vertical positioning of the geometric matrix), highlight the Offset line (or press X), and move the joystick or enter a value numerically. To adjust the frequency of the effect (the number of repetitions of the geometric matrix), highlight the Frequency line (or press Y), and move the joystick or enter a value numerically. To adjust the amplitude of the effect (the horizontal width), highlight the Amplitude line (or press Z), and move the joystick or enter a value numerically. The Skew parameter currently has no function with the Advanced Geometric warps.

4.

5.

Note

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Using Advanced Circular Shapes (Options 24-33)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter one of the following option codes: 24 selects Magnify Glass 1 25 selects Magnify Glass 2 26 selects Splash with Hole 27 selects Radial Burst 28 selects 5 Ring Wipe 29 selects Expand Ring 1 30 selects Expand Ring 2 31 selects Vortex 32 selects Vortex 3 Waves 33 selects Vortex 5 Waves

Pinnacle

Systems

Magnifying Glass 1

Splash with Hole

Vortex 3 Waves

Default values for all shapes in this category are shown below:

3.

4.

5.

6. 7.

8.

To adjust the radius of the effect (the effect width, or the distance from the center of the image), highlight the Radius line (or press X), and move the joystick or enter a value numerically. To adjust the frequency of the effect (the distance between waves or circular repetitions), highlight the Frequency line (or press Y), and move the joystick or enter a value numerically. To adjust the amplitude of the effect (the height of the individual waves), highlight the Amplitude line (or press Z), and move the joystick or enter a value numerically. To adjust the aspect ratio from a circle to an oval, highlight the Aspect line and move the joystick or enter a value numerically. To adjust the horizontal position of the effect (along the X axis), highlight the X line and move the joystick or enter a value numerically. To adjust the vertical position of the effect (along the Y axis), highlight the Y line and move the joystick or enter a value numerically. Interacting values of Frequency and Amplitude can cause the image inside the magnifying glass to invert.

Tip

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Using Melts (Options 34-51)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter one of the following option codes: 34 selects Melt 1 35 selects Melt 2 36 selects Melt 3 37 selects Melt 4 38 selects Melt 5 39 selects Melt 6 40 selects Melt 7 41 selects Melt 8 42 selects Melt 9 43 selects Side Melt 1 44 selects Side Melt 2 45 selects Side Melt 3 46 selects Side Melt 4 47 selects Side Melt 5 48 selects Side Melt 6 49 selects Side Melt 7 50 selects Side Melt 8 51 selects Side Melt 9

Melt 1

Melt 2

Side Melt 2

Default values for all melts in this category are shown below:

3.

To adjust the amplitude of the effect (from full screen to fully melted off screen), highlight the Amplitude line (or press X), and move the joystick or enter a value numerically. To adjust the frequency of the effect (the number of individual melting drips), highlight the Frequency line (or press Y), and move the joystick or enter a value numerically. To adjust the horizontal position of the effect (along the X axis), highlight the X line and move the joystick or enter a value numerically. To adjust the vertical position of the effect (along the Y axis), highlight the Y line and move the joystick or enter a value numerically. This adjustment allows you to melt from the top, bottom, or towards the center of the screen.

4.

5.

6.

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Using Cylinders (Options 52-55)


Two different warp shapes (one loaded in each of two channels) are required to make a full cylinder shape. Two pairs of shapes are provided: For a vertical cylinder, use shape 52 (Vert Cylinder bot) in one channel, and shape 53 (Vert Cylinder top) in the other channel. For a horizontal cylinder, use shape 54 (Horiz Cylinder bot) in one channel, and shape 55 (Horiz Cylinder top) in the other channel.

Vert Cylinder bot + Vert Cylinder top

Horiz Cylinder bot + Horiz Cylinder top

Use the following steps to create a cylinder: 1. 2. 3. 4. 5. 6. 7. 8. 9. Press NEW, NEW to clear everything and start a new effect. Select the first channel (e.g., CHAN 1), then press WARP. Press WARP again to enable warp shapes in the current effect. Highlight the Warp selection line (below the Enable heading). Enter the first number of the desired cylinder pair (e.g., 52). Select the second channel (e.g., CHAN 2), then press WARP. Press WARP again to enable warp shapes. Highlight the Warp selection line. Enter the second number of the desired cylinder pair (e.g., 53). Press the two selected channel buttons simultaneously (e.g., CHAN 1 + CHAN 2). This activates both channels and allows you to manipulate both cylinder halves together. Default values are shown below:

10. To adjust the axis angle of the cylinder, highlight the Axis Angle line (or press X), and move the joystick or enter a value numerically. This function rotates the cylinders axis to point in any direction, making different parts of the cylinders inside surface visible. In a sequence, varying Axis Angle through a complete revolution produces an end-over-end tumbling. Values near -90 degrees or +90 degrees let you look completely through the cylinder, and a value at 180 degrees makes only the outside surface visible.

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11. To adjust the radius of the cylinder (from fully rolled up to flattened out), highlight the Radius line (or press Y), and move the joystick or enter a value numerically. A Radius setting of 9.2 completely closes the cylinder (side to side), without cropping any of the top channels video.

Tip

12. To adjust the rotation of the cylinder (in conjunction with the Sit Still flag), highlight the Rotation line (or press Z), and move the joystick or enter a value numerically. 13. To enable or disable the sit still flag, highlight the Sit Still line and press ENTER to toggle the option. This flag determines whether or not the cylinder is able to roll. ~ ~ When Off, the Rotation parameter causes the cylinder to roll back and forth like a length of pipe along a table top. When On, Rotation causes the cylinder to spin in place.

Using Custom Particle Shapes (Options 56-58)


If you design you own custom stills or graphics for use with particle effects, use Warp option numbers 56 - 58. These option numbers allow you to access three special parameter menus, each with a different set of values used for manipulating your custom effects. 1. 2. 3. Load your custom-designed particle or painterly graphic into Layer Bs frame buffer. Highlight the Warp selection line (below the Enable heading). Enter one of the following option codes: 56 selects Particle 1, which includes handles for manipulating amplitude, axis angle, explode and stagger. 57 selects Particle 2, which includes handles for manipulating key gain and offset. 58 selects Particle 3, which includes handles for manipulating amplitude and offset.

Refer to the following Particle section for details on particle effect manipulation.

Using Mosaic (Option 59)


1. 2. Highlight the Warp selection line (below the Enable heading). Enter 59 to select Mosaic. Default values are shown below:

3.

To adjust the size of the mosaic tiles, highlight the Size line (or press X), and move the joystick or enter a value numerically.

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Particle
The Particle function manipulates images with textures such as tiles, bubbles, corrugation, crystallization, pointillist effects, and both stained glass effects. Press PARTCL to display the Particle Menu, a sample of which is shown below.

P ARTCL

Note the following important points: Particle and Painterly effects are special types of warps that use special stills applied in Layer Bs frame buffer. When a particle or painterly effect is enabled, Layer B (for the selected channel) is tied up.

Note

If you design you own stills for use with particle effects, use Warp option numbers 56 - 58. These numbers allow you to access parameters for manipulating your custom particle effects. See the Using Custom Particle Shapes (Options 56-58) section for details.

Once the Particle Effect Menu is displayed and a particle effect is selected, pressing PARTCL again toggles the feature on and off for all keyframes in the effect. Press CTRL + Shift + PREV and CTRL + Shift + NEXT to page through the list of available Particle effects. When the particle type field is highlighted, pressing Shift + and Shift + allows you to shop through all particle effects. When a new Particle or Painterly effect is selected, all parameters return to their default values for the selection. Only one Particle or Painterly effect can be selected per channel, however, in a multi-channel effect, you can have different particle effects on each channel. On a single channel, Particle effects and Warp effects are mutually exclusive. Therefore, to use a warp effect on an image that already includes a particle effect, assign the channel with the particle effect to Layer A of the channel that you want to warp. For example, input 1 is assigned to Channel 1, and is manipulated with a particle effect. To perform a page turn on Channel 1, select Channel 2, and assign Channel 1 (option 07) to Layer A. In addition, make sure that channel 1 remains full screen.

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Using Particle Effects


1. 2. 3. Select a channel, then press PARTCL to display the Particle Menu. Select the desired particle effect, and adjust as desired. By default, the Particle function is enabled in the current effect. If you wish to toggle the function off (or on) in the effect, press PARTCL.

Particle effects utilize two different parameter menus a 2-Parameter Menu and a 4-Parameter Menu. The figure below illustrates a sample 2-Parameter Menu.

To adjust the particle effects key gain (specifically on pointillist effects), highlight the Key Gain line (or press Y), and move the joystick or enter a value numerically. To adjust the effects offset (from minimum to maximum visual depth on screen), highlight the Offset line (or press X), and move the joystick or enter a value numerically.

The figure below illustrates a sample 4-Parameter Menu.

To adjust the amplitude of the effect (from no displacement to full displacement at the selected Axis Angle), highlight the Amplitude line (or press Y), and move the joystick or enter a value numerically. To adjust the axis angle of the image (as it appears visually behind the particle matrix), highlight the Axis Angle line (or press Z), and move the joystick or enter a value numerically. To explode or reveal the effect from fully on screen (with no effect applied) to fully off-screen (with the full effect applied), highlight the Explode line (or press X), and move the joystick or enter a value. To stagger the effect (extending the image along the selected Axis Angle), highlight the Stagger line and move the joystick or enter a value numerically.

Note

Contact Pinnacle Systems for details on ParticleMaker, a software option that runs on Windows 95 or Windows NT, and allows you to take any image and create custom Particle or Painterly Effects.

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The table below lists each particle effect in numeric order, and also lists the parameter menu used for adjustment purposes.
DVEXtreme Particle Effects

#
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32

Name
Big Grass Blowing Sand, Mid. Hole Blowing Sand, L. Arc Blowing Sand, Top Arc Blowing Sand, T.R. Arc Blowing Sand, Mid V. Gap Blowing Sand, R. Line Blowing Sand, Top Line Blowing Sand, B.L. Line Bricks, Large Bricks, Medium Bricks, Small Bubble, One Big One Bubbles Bubbles, 240 Small Ones Bubbles, One Big One Bumps Burst, Rays From Middle Burst, Rays From Bottom Burst, Star, Bottom Left Burst, Wavy Burst, Wavy "Flower" Corrugated Steel, Big Corrugated Steel, big Corrugated Steel, Medium Corrugated Steel, Small Chain Link Chair Back Weave Cheerios Crystallize, Medium Crystallize, Small Grain Dead Tree

Menu
2-Param 4-Param 4-Param 4-Param 4-Param 4-Param 4-Param 4-Param 4-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param

#
33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 Fabric Ferns Fuzz

Name

Menu
2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 4-Param 4-Param 4-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param 2-Param

Fuzz, Star Burst Fuzz, Big Grain Grass Gravel Plaster Pointillist Pointillist, Sparse Pointillist, Big Dots Slats, Vertical Slats, Like Rain Slats, Diagonal Stained Glass, Simple Beveled Glass, Type 1 Beveled Glass, Type 2 Swirl Swirl, Whole Picture Swirl, Inside Only Tiles, Hexagons Tiles, Bev. Glass, Complex Tiles, Hex Beveled Glass Tiles, Beveled Triangles Tiles, Hex Pyramids Tiles, Beveled Squares Tiles, Beveled Glass Blocks Tiles, Diamonds Tiles, Bev. Glass Pyramids Tiles, 45-45-90 Triangles Tree Bark

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Highlight
The Highlight function allows you to vary the amount of light and shadow included in the effect (particularly with Warp effects). Highlights can be applied automatically or in a manual mode. If the XtremePak option is installed, you can also use the 3D Highlights function. Refer to the Using Global 3D Highlights section for details. Press HILITE to display the Highlight Menu:

Color HILITE

Note the following important points: Once the Highlight Menu is displayed, pressing HILITE again toggles the feature on and off for the current keyframe only. The default setting is On, and Automatic. It is not necessary to press HILITE again to enable highlights in the current keyframe. When the highlight type field is highlighted, pressing Shift + and Shift + allows you to shop through all highlight modes.

Using Automatic Highlights


Automatic highlights work with warp shapes (such as Page Scrolls, Splashes and Warps), allowing you to vary the amount of light and shadow in the effect. 1. 2. 3. With a warp shape selected, select a channel and press HILITE. On the Highlight Selection line (just below the Enable line), enter 0 to select Automatic highlights. To adjust the warp shapes highlights, select the Opacity line (or press the X button), and move the joystick or enter a value numerically.

Using Manual and Reverse Manual Highlights


Manual highlights can be applied to any image including effects with shapes enabled, and manual highlights are keyframable. 1. 2. With any effect selected, select a channel and press HILITE. On the Highlight Selection line (just below Enable), enter 1 to select Manual highlights, or 2 to select Reverse Manual highlights.

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With Manual selected, the luminance of video inside the highlight spot can be adjusted. With Reverse Manual selected, the luminance of video outside the highlight spot can be adjusted. 3. To adjust the horizontal position of the highlight (along the X Axis), select the X line (or press X), and move the joystick or enter a value numerically. To adjust the vertical position of the highlight (along the Y Axis), select the Y line (or press Y), and move the joystick or enter a value numerically. To adjust the opacity (brightness), select the Opacity line (or press Z), and move the joystick or enter a value numerically. ~ ~ 6. 7. For Manual highlights, this function adjusts the opacity of the spot itself the video inside the spot. For Reverse Manual highlights, this function adjusts the opacity of the video outside the spot.

4.

5.

To adjust the size of the highlight spot, select the Radius line and move the joystick or enter a value numerically. To adjust the shape of the spot, select the Aspect line and move the joystick or enter a value numerically. The shape can be adjusted from 0 (circle) through various elliptical shapes, to 1.00 or -1.00 (a full horizontal or vertical stripe). To adjust the edge softness of the spot, select the Softness line and move the joystick or enter a value numerically. Softness can be adjusted from 0 (hard edge) to 100 (full soft edge).

8.

To illustrate the capability of manual highlights, use the following steps to program a moving highlight stripe or glint: 1. 2. 3. 4. 5. 6. 7. 8. 9. Open a new effect, select a channel, and assign a source. Press HILITE and select Reverse Manual. Set Opacity to 30.000. Set Radius to 0.800. Set X and Y to 0.00. Set Softness to 100.00. Set Axis Angle to 135.00. Set Aspect to -1.00. Adjust X until the stripe is just off the image to the left.

10. Press ADD KF to add a new keyframe. 11. Adjust X until the stripe is just off the image to the right. 12. Press START, set the effect duration to 3 seconds, and run the effect.

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Using Z Highlights
In DVEXtreme version 2.0, the Highlight Menu includes a new lighting mode for each channel called Z Highlights. This mode adds a light source to the image that interacts with 3D space. 1. 2. Select a channel and press HILITE. On the Highlight Selection line, enter 3 to select Z Highlights.

3. 4. 5.

To adjust the Opacity of the Z highlight, select the Opacity line and move the joystick or enter a value numerically. To adjust the Threshold of the Z highlight, select the Threshold line and move the joystick or enter a value numerically. To adjust the Range of the Z highlight, select the Range line and move the joystick or enter a value numerically.

Using Global 3D Highlights


Global Highlights are highlights that apply across all channels. The Global Highlight Menu includes two mutually exclusive highlight modes: 3D Highlights provide a wide highlight. 3D Spot Highlights simulate a narrow cone (or beam) of light.

Note

The Global Highlights function is only available when the XtremePak option is installed.

1. 2.

Press GLOBAL then Hilite to access the Global Highlight Menu. On the 3D Highlight Selection line, enter 1 to select 3D Highlights.

To choose the Light Source, select the Light line and enter 0 (Light 1) or 1 (Light 2). To adjust the X Axis Position of the 3D highlight, select the XPos line (or press X) and move the joystick or enter a value numerically.

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To adjust the Y Axis Position of the 3D highlight, select the YPos line (or press Y) and move the joystick or enter a value numerically. To adjust the Z Axis Position of the 3D highlight, select the ZPos line (or press Z) and move the joystick or enter a value numerically. To adjust the Intensity of the 3D highlight, select the Intensity line and move the joystick or enter a value numerically.

3.

On the 3D Highlight Selection line, enter 2 to select 3D Spot Highlights.

To choose the Light Source, select the Light line and enter 0 (Light 1) or 1 (Light 2). To adjust the X Axis Position of the 3D spot highlight, select the XPos line (or press X) and move the joystick or enter a value. To adjust the Y Axis Position of the 3D spot highlight, select the YPos line (or press Y) and move the joystick or enter a value. To adjust the Z Axis Position of the 3D spot highlight, select the ZPos line (or press Z) and move the joystick or enter a value. To adjust the Beam X Rotation of the 3D spot highlight, select the BeamXRotate line and move the joystick or enter a value. To adjust the Beam Y Rotation of the 3D spot highlight, select the BeamYRotate line and move the joystick or enter a value. To adjust the Cone Angle of the 3D spot highlight, select the Cone Angle line and move the joystick or enter a value. To adjust the Intensity of the 3D spot highlight, select the Intensity line and move the joystick or enter a value.

Note that if a Global Highlight mode is enabled and you try to select an individual channel, the UI indicates that global highlights are enabled, as shown below.

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Using 3D Highlight Properties


1. Press CTRL + HILITE to access the 3D Highlight Properties Menu. This menu allows you to further refine the appearance of the 3D highlights.

2. 3. 4. 5. 6.

To adjust the Ambient Light of the 3D highlight, select the Ambient line and move the joystick or enter a value. To adjust the Diffusion of the 3D highlight, select the Diffuse line and move the joystick or enter a value. To adjust the Speculars given off by the 3D highlight, select the Specular line and move the joystick or enter a value. To adjust the Curvature of the 3D highlight, select the Curvature line and move the joystick or enter a value. To adjust the Attenuation of the 3D highlight, select the Attenuation line and move the joystick or enter a value.

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Color
The Color function allows you to adjust the hue, luminance, and saturation for both the light and dark highlights. Press Shift + Color to display the color menu. Default values are shown below:

Shift

Color HILITE

Note the following important points: The dark highlight is the highlight underneath a warp curl, or outside a highlighted area when Reverse Manual highlights are on. The light highlight is highlight on top of a warp curl, or inside the highlighted area when Manual highlights are on.

Using Color
1. With a warp shape selected, or an effect that uses Manual or Reverse Manual highlights, select a channel and press Shift + Color to display the Highlight Color Menu. To adjust the color saturation of the light highlight, select the Light Sat line (or press X), and move the joystick or enter a value numerically. To adjust the luminance of the light highlight, select the Light Luma line (or press Y), and move the joystick or enter a value numerically. To adjust the hue of the light highlight, select the Light - Hue line (or press Z), and move the joystick or enter a value numerically. To adjust the color saturation of the dark highlight, select the Dark Sat line and move the joystick or enter a value numerically. To adjust the luminance of the dark highlight, select the Dark Luma line and move the joystick or enter a value numerically. To adjust the hue of the dark highlight, select the Dark - Hue line and move the joystick or enter a value numerically.

2.

3.

4. 5. 6. 7.

To pick a highlight color from the colors present in the source video on screen, press CTRL + X to display the Select Color Dialog. Input video is frozen and a cursor appears on the main video output. Use the Joystick to place the cursor on top of the desired color, and press the joystick button (or ENTER) to select. The values of the color that was under the cursor are entered as the current functions Hue, Luminance, and Saturation values. CTRL + X only works with the light highlight.

Note

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Path
The Path function allows you to change the way that motion is interpolated between keyframes. With an image manipulation parameter selected such as Rotation or Locate, press PATH (or Shift + Block, or CTRL + PATH) to display the Path Menu in the Parameter Section, along with a list of motion options in the Option Section.

Block PATH

Note the following important points: There are three distinct path functions. ~ Press PATH to adjust the motion for an individual value (for example, Rotation X). The individual line must be highlighted, and only that value (or axis) acquires the selected motion. Press Shift + Block to adjust the motion for an entire parameter, regardless of where the highlight is placed. Press CTRL + PATH to adjust the motion for the entire keyframe (all parameters), regardless of the currently selected parameter.

~ ~

Operational procedures for all three path functions are identical. When you press PATH, Shift + Block, or CTRL + PATH, the label at the top of the Parameter Section confirms the specific values that you are changing. If you highlight a parameters All field and press PATH, all X, Y, and Z values acquire the selected motion. This is the same as pressing Shift + Block. When a single value field only is highlighted (for example, Rotation X), pressing CTRL + Shift + PATH shops through all available paths for the highlighted parameter. This function allows you to change paths without going to the Path Menu. All path functions affect the motion from the current keyframe to the next keyframe. Therefore, to change the motion of an effect between keyframes 1 and 2, change the path in keyframe 1. Note that changing the path on the last keyframe of an effect has no effect. In the Path Menu, choose between Smooth (S), Linear (L), SmoothLinear (SL), or Hold (H). Smooth is the default setting. You can also select one of 10 user-defined tension, bias, and continuity settings (T1 through T10). The values of each custom T setting can be changed as desired for the current effect.

Refer to the Changing Keyframe Motion section in Chapter 4 for additional information on using the Path function.

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Image Priority
The Priority function allows you to change the priority of the DVE channels (e.g., which channels are visually on top of other DVE channels), as well as the video mix level where the channels overlap. In addition, with the XtremePak option installed, you can enable the Intersecting Planes feature. With CHAN GLOBAL selected, press SWAP PRI to display the Priority Menu.

SWAP PRI

Note the following important points: The priority function only works when CHAN GLOBAL is selected. In the Option Section, select between six priority options and one auto priority mode. ~ If the XtremePak option is not installed, the auto mode allows images to automatically change priority based on their Z-axis position or depth in 3-D space. If the XtremePak option is installed, the auto mode allows you to work with Intersecting Planes. Refer to the following Using Intersecting Planes section for details.

When the priority selection field is highlighted, pressing Shift + and Shift + allows you to shop through all priority options. Priority options can be changed on a keyframe-by-keyframe basis.

Using Priority
1. 2. 3. 4. Press CHAN GLOBAL to enable global control of all channels. Press SWAP PRI to display the Priority Menu. Highlight the Priority Selection line, and enter the number of the desired priority option (0 through 5, or 6 Auto). To change the mix level where the channels overlap, highlight the Channel Selection line, and enter the desired option (0 Top or 1 Middle).

5.

To adjust the mix level of the selected channel, highlight the Mix Video Level line (or press X), and move the joystick or enter a value numerically.

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Using Intersecting Planes


The ability to have two channels intersect each other is included with the XtremePak option. If you select option 6 (Auto) on the Priority Menu, channels will intersect with each other based on their Z position. The Softness value allows you to soften the intersection edge.

Note

The Intersecting Planes function is only available when the XtremePak option is installed.

Important

The intersection of channels only operates correctly with 2 channels. You can intersect three channels, but the results are unpredictable and best used only for static positions.

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Solids
The Solid Builder menu allows you to construct solid shapes. Press Shift + Solid to access the Solid Builder Menu. Default values are shown below:

Shift

Solid

+ G LOB AL

Note that the Solid Builder function is absolute and is not a toggle once applied, the offsets and dimensions are retained until changed in another keyframe.

Using Solids
1. 2. 3. 4. Press NEW to create a new effect. Assign sources to all three channels. Press Shift + Solid to display the Solid Builder Menu. Set the width, height, and depth of the solid (in screen units): To set the width, highlight the Width line (or press X), and move the joystick or enter a value numerically. To set the height, highlight the Height line (or press Y), and move the joystick or enter a value numerically. To set the depth, highlight the Depth line (or press Z), and move the joystick or enter a value numerically.

For example, to build a cube, use the default values of X 6.000, Y 6.000, and Z 6.000. To build a slab, use the values of X 8.000, Y 6.000, and Z 1.000. 5. To determine how channel 1s face is generated, highlight the Channel 1 Face Generation line and press ENTER to toggle between Size and Crop. When Size is selected, the side is stretched or compressed to fit the selected width, height, or depth. When Crop is selected, the edges of the side are cropped to fit the selected width, height, or depth. To maintain all of the video image within the solids side, choose Size to generate the face. This choice, however, could distort the image by changing the aspect ratio. To avoid blanking errors at the edge of the side, choose Crop to generate the face.

Tip

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6.

To determine where channel 1 appears in the solid object, highlight the Side Selection line below the Channel 1 Face Generation line, and enter the desired option (0 Front, 1 Top, or 2 Side).

7.

To determine how channel 2s face is generated, highlight the Channel 2 Face Generation line and press ENTER to toggle between Size and Crop. To determine where channel 2 appears in the solid object, highlight the Side Selection line below the Channel 2 Face Generation line, and enter the desired option (0 Front, 1 Top, or 2 Side). To determine how channel 3s face is generated, highlight the Channel 3 Face Generation line and press ENTER to toggle between Size and Crop.

8.

9.

10. To determine where channel 3 appears in the solid object, highlight the Side Selection line below the Channel 3 Face Generation line, and enter the desired option (0 Front, 1 Top, or 2 Side). 11. When all parameters have been entered, highlight the Make Solid line and press ENTER to generate the solid. Note that the label EXECUTE appears in all capital letters if the current menu parameters do not match the current state of the video channels thus requiring you to make a solid. If the parameters match, the label Execute appears in upper and lower case letters. 12. Press CHAN GLOBAL to activate global channel control. 13. Program your effect using global manipulations such as LOCATE, ROTATION, SIZE, AXIS, and TARGET.

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Remote Control
The Remote Control Menu controls the way DVEXtreme operates when connected to an external device such as an editor or switcher. You can select either BVW-75 Emulation, GVG Peripheral control, or Vision Mixer Control. You can also control GPI input port assignments.

Note

The Vision Mixer Control function is not implemented in the DVEXtreme version 2.0 release.

Press Shift + Remote to display the Remote Control Menu. The Remote Control Selection line is highlighted by default.
Shift

+ SETUP

Remote

The following sections discuss the various types of DVEXtreme remote control: Using BVW-75 Emulation Using Effect Limits Using GVG Peripheral Mode Using GPI Input Triggers Using GPI Output Triggers

Using BVW-75 Emulation


Use the following steps enable BVW-75 Emulation: 1. Ensure that an external device such as an edit controller is properly connected to DVEXtreme via RS-422. In Chapter 2 of the DVEXtreme Installation Guide, refer to the RS-422 Connection section for details on connecting an RS-422 line to your edit controller. Highlight the Remote Control Selection line (just below the top Remote Control Menu label), and enter 1 to enable BVW-75 emulation.

2.

When this flag is on, the rear chassis RS-422-A port uses Sony BVW75 protocol when communicating with an external editing system. The timeline can now be controlled with VTR-like commands.

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Using Effect Limits


Use the following steps select the desired type of effect limits: 1. Ensure that an external device such as an edit controller is properly connected to DVEXtreme via RS-422 or GPI. In Chapter 2 of the DVEXtreme Installation Guide, refer to the GPI Connection and RS-422 Connection sections for details on connecting RS-422 and GPI lines to your edit controller. Highlight the Remote Control Selection line and select the desired type of remote control (BVW-75 or GVG Peripheral mode). To toggle the GPI effect limit flag, highlight the Effect Limited by Dur line and press ENTER. When this flag is On, the effect timeline cues to the start of the effect and stops at the end. No preroll or postroll occurs. Use this setting for Sequence Menu effects that are triggered by GPI play commands. When this flag is Off, timeline timecode continues to run at the end of the effects duration. Use this setting with any edit controller that uses a preroll.

2. 3.

Note

This flag should be left Off when BVW-75 protocol is enabled, so that preroll and postroll can occur via editor control.

Using GVG Peripheral Mode


Use the following steps to enable GVG Peripheral Mode (E-MEM) control: 1. Ensure that your switcher is properly connected to DVEXtreme, and all special configurations have been performed. In Chapter 2 of the DVEXtreme Installation Guide, refer to the Connecting GVG Peripheral Mode section for full details. Highlight the Remote Control Selection line and enter 2 to enable GVG Peripheral Mode. When this flag is on, the RS-422-A Port uses GVG peripheral protocol when communicating with an editing system or switcher. In addition, ensure that the following flags are set: Timecode Limited by Effect = ON Device ID-1 = 1 (see important note below) Alias Auto Clear = OFF

2.

Important

DVEXtreme supports up to 7 different IDs. If there are multiple devices on the E-MEM chain, you can specify a unique address for DVEXtreme by changing the Device ID number. Grass Valley recommends not using ID#0.

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E-MEM Operation
Use the following steps to operate E-MEMs, for purposes of recalling an associated DVEXtreme effect. 1. Load or build a SEQUENCE on DVEXtreme. Each effect must be recalled into DVEXtremes Sequence Menu timeline before you learn it on the switcher. For example, using the DVEXtremes Sequence Menu, select and load effect #07 into the timeline. At the GVG switcher, select the E-MEM register with the same number as the DVEXtreme effect (for example, E-MEM register #07). Select ATTRIBUTES in the Streamline menu.
DSK __ ___ D_ _ G_ _ /\ __ ___ ___ User Pgm U_ _ _ G_ _ /\ Reg 07

2. 3.
M/E1 1_ _ G_ _ /\ __ ___ M/E2 2_ _ G_ _ /\

It will look like this:

Note

Each of the four switcher areas above can be programmed with one or two GPIs, for a maximum of 8 per E-MEM. The two spaces immediately right of each G will indicate the selected GPI. Grass Valley recommends programming the User Pgm area to insert your GPI triggers for the DVEXtreme.

4.

On the switcher, press the arrow soft key for the switcher area where the attribute is to occur. This action accesses another menu on Streamline for selecting the type of attribute to be inserted. Select GPI, then select one or two peripheral GPIs (A through E) according to the function(s) to be performed. ~ ~ Home/Atrib/^ to select user Pgm area /GPI/^ to select GPI #1 and #2 values (A through E)

5.

6. 7.

Adjust the 200/250 PERIPH address #1 (Streamline menu, Home/More/Misc/Periph/^) to #1/set. Adjust #1 as follows: ~ ~ Turn #1 ON for LEARN /RECALL of DVEXtreme effects concurrently with E-MEM register. Turn #1 OFF if only peripheral GPI trigger function is desired, without recalling effects to the start of the timeline.

For example: One E-MEM register can be used only to LEARN /RECALL an effect without running it (e.g., E-MEM #05 for DVEXtreme effect #5) by turning ON peripheral address #1 via Streamline, and not programming a GPI A - E.

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Another E-MEM (e.g., #00) could be used only to RUN FORWARD the DVEXtreme effect by programming the attributes section of Streamline with an A GPI trigger (RUN FORWARD), while turning OFF the peripheral address #1. In the latter case (E-MEM #00), the trigger function occurs without recalling the DVEXtreme effect, so the DVEXtreme effect must be loaded in the Sequence Menu timeline (manually or via a separate E-MEM RECALL as described above).

An E-MEM can LEARN / RECALL a RUN REVERSE by programming Streamline with a combination of two peripheral GPIs EB (since E = GOTO END and B = PLAY REVERSE). Note that if E-MEM #07 (as described in step 1 above) is learned with both GPI A and peripheral device address #1 ON, it can be recalled and run with one button push recall E-MEM #07. Setting address #1 to ON recalls the effect to the start of the timeline, while GPI A simultaneously initiates a RUN FORWARD.

Tip

If you only want to RECALL an effect without running it, E-MEM LEARN only peripheral #1 ON with GPI A OFF. If you only want to RUN an effect without recalling it, E-MEM LEARN only GPI A ON with peripheral #1 OFF.

E-MEM Notes
Before learning to an E-MEM register, please check the following: Each DVEXtreme effect that you want to learn must be highlighted and loaded from the DVEXtreme Sequence Menu to the timeline, before you can learn it in a switcher E-MEM register. DVEXtreme must remain in the Sequence Mode. You must enable Edit and Periph buttons at the switcher (top center panel) to use this LEARN feature. You must have PERIPHERAL # 1 in Streamline menu ON each time an DVEXtreme effect is learned to an E-MEM register, in order to recall the effect with the E-MEM.

E-MEM Alias Auto Clear


The LEARN capability on DVEXtreme allows you to learn any selected DVEXtreme effect into any of the switchers E-MEM registers. When a sequence is saved on DVEXtreme, an alias table is saved along with the sequence list. This table allows you to have different mapping options re-called along with a sequence. If a new sequence is created, DVEXtreme remembers the mapping table of the last sequence loaded. This in turn allows you to make very quick changes to DVEXtremes sequence list, without having to re-learn the mapping. On DVEXtremes Remote Control Menu, the Alias Auto Clear function allows you to go back to a straight 1-to-1 mapping on DVEXtreme.

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To use the function, highlight the Alias Auto Clear line and press ENTER to toggle between the options: When this flag is On, register-to-effect mapping is reset when a new sequence is created. Mapping reverts to 1:1, 2:2 (e.g., E-MEM #1 will always recall effect #1, E-MEM #22 will recall effect #22). This mapping remains until a new LEARN is performed from the switcher, or until a sequence is recalled that has a mapping table attached. When this flag is Off, the previous sequences register-to-effect mapping is retained when a new sequence is created. This allows you to change effects, yet have them recalled by the same previous E-MEM registers.

Using GPI Input Triggers


Use the following steps enable GPI input trigger control: 1. Ensure that GPI input lines are properly connected from an external device such as an edit controller. In Chapter 2 of the DVEXtreme Installation Guide, refer to the GPI Connection section for details on connecting GPI input ports. Highlight the Remote Control Selection line and select the desired type of remote control (BVW-75 Emulation or GVG Peripheral mode). To assign a GPI trigger function (such as Play, Stop, Reverse, or Freeze) to a GPI input port, highlight one of the four GPI Input lines, and enter the number of the desired option.

2.

3.

When DVEXtreme receives an input pulse on the selected GPI port(s), the assigned function(s) will be triggered.

Using GPI Output Triggers


Although the Remote Control Menu is not used, There are two modes in which GPI Output Ports can operate. To use the feature, press Setup to display the Setup Menu.

Remote SETUP

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Highlight the GPI Out Tally Mode line. When set to ON, DVEXtremes GPI output ports will trigger when an input is selected. For example, when input 3 is selected on any layer (on any DVE channel), GPI output port 3 will trigger. This feature can be used as an active source indication. When set to OFF, DVEXtremes GPI output ports can be programmed into the timeline to trigger at a certain point. A procedure is provided below.

Use the following steps to program a GPI output port to trigger: 1. Ensure that GPI output lines are properly connected from DVEXtreme to the external device (such as a switcher). In Chapter 2 of the DVEXtreme Installation Guide, refer to the GPI Connection section for details on connecting GPI output ports. In the Timeline, navigate to the location where you would like to insert a GPI output trigger. Press CTRL + RUN to display the GPI Out Number Dialog.

2. 3.

CTRL *

Pause RUN

+ 4. Enter the number of the GPI output port that you wish to use, and press ENTER.

Note

Two GPI output ports are available per DVE channel. Thus, on a single channel system, GPI output port numbers 1 and 2 are valid. Similarly, on a dual channel system, ports 1, 2, 3 and 4 are valid.

When a valid number has been entered, the selected number appears on the Timeline. This port will trigger when the Timeline reaches that point in the effect.

G P I O u tp u t P o rt Ind ica tio n

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Setup
The Setup Menu allows you to set a variety of system-wide parameters. Press SETUP to display the Setup Menu. Default values are shown below:

Remote SETUP

Using the Setup Menu


1. To toggle Channel ID cursors on and off, highlight the Show Cursor line and press ENTER to enable or disable the function. When this flag is on, Channel ID Cursors appear at the upper left edge of each channels on-screen image. Please note: With overlapping channels, cursors show through. Black characters on a white background indicate the active channel. White characters on black indicate the inactive channel. When either Axis or Rotation is selected, the Channel ID Cursors change to Axis Cursors. These indicate the current axis of rotation (in 3-D space) for each channel. Outputs from Digital I/O Module 1 provide the channel ID cursors. These outputs should be connected to your effects preview monitor. All other module outputs are clean feeds (without cursors).

2.

To toggle the combiner on and off, highlight the Combine All Channels line and press ENTER to enable or disable the function. When this flag is on, all output channels are combined, on all available video outputs. When the flag is off, each channels output provides that specific channel only. As an indication of Combiner status, the Channel Indicators display green next to the selected DVE channel(s) when the Combiner is switched OFF, and red when the Combiner is switched ON.
R e d: C o m bin e r O N G re en : C om b in e r O F F

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3.

To select the aspect ratio of the system output, highlight the Aspect Ratio line and enter the number of the desired ratio: 0 selects 4x3 1 selects 16x9 When you make a change, you are required to exit the application and restart the hardware.

4.

For PAL units only, to change the system standard, highlight the System Standard line and enter the number of the desired standard: 0 selects NTSC 1 selects PAL When you make a change, you are required to exit the application and restart the hardware.

5.

To toggle the rotation degree flag, highlight the Show Rotation Degree line and press ENTER to toggle the function. When this flag is enabled, degrees of rotation are shown in the Rotation Menu (in white characters). When this flag is off, spin percentage is shown (in red characters) with 1.000 representing one complete 360 rotation. For instructions on the GPI Out Tally Mode, refer to the previous Using GPI Output Triggers section.

6.

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Layer Assignment
The Layer A Input Menu and Layer B Input Menu allow you to route any available video input to Layer A and Layer B for the selected channel. The menus can only be activated when channel 1, 2, or 3 is selected.

Layer A Assignment
Select a channel, then press LAYER A to select the Layer A Input Menu.

LAYER A

Note the following important points: When an input is selected, it is listed in the Channel Status Section at the bottom of the display. When any Selection field is highlighted, pressing Shift + and Shift + allows you to shop through all input options. Some of Layer As inputs can be changed on a keyframe-by-keyframe basis. The following rules apply: ~ You can keyframe inputs 1 through 6, and Matte. ~ You can not keyframe Channels 1 through 3, or the Still input. Layer As inputs can be changed from anywhere in the Effects Menu by pressing Shift + the desired inputs 2-digit number.

Assigning Inputs 1 through 6 to Layer A


These options assign rear-chassis video inputs as the input to the layer. 1. 2. Select a channel and press LAYER A. Highlight the Layer Selection field (as shown above) and enter the number of the desired input: 0 selects Off 4 selects Input 4 1 selects Input 1 5 selects Input 5 2 selects Input 2 6 selects Input 6 3 selects Input 3 To associate an external (separate) linear key source with the selected input, highlight the Linear Key Source Selection line and enter the number of the desired key source.

3.

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The following selections are available: 0 selects Full 1 selects Input 1 2 selects Input 2 3 selects Input 3 4 selects Input 4 5 selects Input 5 6 selects Input 6 7 selects Still

To enable the key itself, use the Key Menu. Refer to the Key Functions section for instructions. The associations between video inputs and linear key sources are stored in the Windows registry, which maintains a table of your selections. They are permanently stored, until you make a change to the input/key associations, whereupon the registry is updated.

Important

Note

To properly associate a still as a linear key source for a live input: a. b. c. d. e. Select option 11 (Still) as the input to the layer. Load the still that includes the key source. Select the desired live video source as the input to the layer. Select option 7 (Still) as the associated key source. Press KEY to display the Key Menu, and enable option 1, (Linear Key).

4. 5.

6.

To freeze or unfreeze the selected linear key source, highlight the Freeze line and press ENTER to toggle. To toggle the path of the layer through the DVE, highlight the Use DVE line press ENTER. When enabled, the layer can be manipulated by the DVE. When the DVE is off, the selected layer is full screen. To select the progressive mode, highlight the Progressive line and enter the number of the desired option.

DVEXtreme is a field-based system that normally processes live inputs in field mode, and graphics (stills) in interpolated frame mode. The progressive flag allows you to force the system to process live inputs in frame mode. 0 selects Progressive Auto. In this default mode, the system processes live inputs in field mode and stills in frame mode. 1 selects Progressive On. This mode forces the system to process all live sources and internal graphics in progressive (interpolated frame) mode.

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Visually, Progressive On is especially suited for processing live graphics from a graphics device or character generator. 2 selects Progressive Off. This mode forces the system to switch off the progressive mode, and process in field mode. To select the freeze mode, highlight the Freeze line and enter the number of the desired option.

7.

This non-keyframable mode governs the way that frozen video is displayed when FRZE A button is pressed, or when one of the Live/Freeze/Strobe options is enabled (see step 8). 0 selects Freeze Off 3 selects Freeze Field 1 1 selects Freeze Frame 4 selects Freeze Interpolated 2 selects Freeze Field 0 To select the Live/Freeze/Strobe mode, highlight the Live/Freeze/Strobe line and enter the number of the desired option.

8.

This keyframable mode allows you to select whether video and/or key is live or frozen. Additionally, you can select a special strobe mode and independently adjust the live and frozen intervals in fields. 0 selects Live Video/Key 1 selects Freeze Video/Key 2 selects Freeze Video When Strobe is selected: ~ ~ 9. Highlight the Live line and enter the interval (in fields) that you want the video to be live. Highlight the Freeze line and enter the interval (in fields) that you want the video to be frozen. 3 selects Freeze Key 4 selects Strobe

To set the opacity of the layer, highlight the Opacity line and move the joystick or enter a value numerically.

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Assigning Channels 1 through 3 to Layer A


These options assign other DVEXtreme channels as the input to the layer. 1. 2. Select a channel and press LAYER A. Highlight the Layer Selection field and enter the number of the desired channel: 7 selects Channel 1 9 selects Channel 3 8 selects Channel 2

As shown above, all menu options are identical to those for the six primary inputs with the exception that an external key can not be assigned. Refer to the Assigning Inputs 1 through 6 section for instructions on Use DVE, Progressive Auto, Freeze mode, Live/Freeze/Strobe mode, and Opacity. Assigning channel(s) as input sources creates additional processing delay that will affect lip-sync.

Note

Assigning Matte to Layer A


This option assigns a matte color as the input to the layer. 1. 2. Select a channel and press LAYER A. Highlight the Layer Selection field and enter 10.

3.

To assign a linear key source to the matte color, highlight the Linear Key Source Selection line and enter the number of the desired key source. The following selections are available: 0 selects Full 4 selects Input 4 1 selects Input 1 5 selects Input 5 2 selects Input 2 6 selects Input 6 3 selects Input 3 7 selects Still

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4. 5. 6.

To adjust the saturation of the matte color, highlight the Saturation line (or press X), and move the joystick or enter a value numerically. To adjust the luminance of the matte color, highlight the Luminance line (or press Y), and move the joystick or enter a value numerically. To adjust the matte hue, highlight the Hue line (or press Z), and move the joystick or enter a value numerically.

Adjustments for Use DVE, Progressive Auto, and Opacity are identical to those for the six inputs. See the Assigning Inputs 1 through 6 to Layer A section.

Assigning a Still to Layer A


This option assigns a still image as the input to the layer. 1. 2. 3. Select a channel and press LAYER A. Highlight the Layer Selection field and enter 11. Adjustments for Linear Key Source, Use DVE, Progressive Auto, and Opacity are identical to those for the six inputs. See the Assigning Inputs 1 through 6 to Layer A section for instructions. Press STILL A and select a still image for the layer.

4.

Layer B Assignment
Select a channel, then press LAYER B to select the Layer B Input Menu.

Stamp LAYER B

Note the following important points: In addition to video, you can select matte, a still image, the output of another DVE channel, or a variety of sparkles, trails, glows, flares, or flames as the layers input. The selected input is listed in the Channel Status Section at the bottom of the display. When any Selection field is highlighted in the menu, pressing Shift + and Shift + allows you to shop through all input options. Some of Layer Bs inputs can be changed on a keyframe-by-keyframe basis. The following rules apply: ~ You can keyframe inputs 1 through 6 and Matte. ~ You can not keyframe Channels 1 through 3, Still, Stamp, Shadow, Trail, Glow, Sparkle, Flare, or Flame. Layer Bs inputs can be changed from anywhere in the Effects Menu by pressing CTRL + the desired inputs 2-digit number.

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All of Layer Bs input options are mutually exclusive. However, if you want to combine effects such as a live input plus sparkle, you can reenter one channel into another.

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Assigning Inputs 1 through 6 to Layer B


The procedure for assigning inputs 1 through 6 to Layer B (and the procedure for associating linear key sources) are identical to those outlined for Layer A. Refer to the Assigning Inputs 1 through 6 to Layer A section for instructions.

Assigning Channels 1 through 3 to Layer B


The procedure for assigning channels 1 through 3 to Layer B is identical to the procedure for Layer A. However, there are no options available for Use DVE, Progressive Auto, Freeze, and Opacity. Refer to the Assigning Channels 1 through 3 to Layer A section for instructions.

Assigning Matte to Layer B


The procedure for assigning matte to Layer B is identical to the procedure for Layer A. For instructions on using Linear Key Source, Matte Color, Progressive Auto, and Opacity, refer to the Assigning Matte to Layer A section.

Assigning Layer B Stamp Mode


To toggle the Stamp mode, highlight the Stamp Execute line and press ENTER to toggle the option.

Assigning DVE on Back


This option assigns the DVE for Layer B, and also allows you to place the DVE on the back of Layer A. 1. To select the DVE, highlight the Use DVE line and enter the number of the desired DVE option. The following selections are available: 0 selects Use DVE Off 1 selects Use DVE On 2 selects Use DVE On Back Options 0 and 1 are identical to those for Layer A. 2. Select option 2 to place the DVE on the back of Layer A, specifically for rotations and warp shapes allowing you to have different images on the front and back of a rotating or warp effect.

Assigning a Still to Layer B


This option assigns a still image as the input to the layer. 1. 2. 3. Select a channel and press LAYER B. Highlight the Layer Selection field and enter 11. Adjustments for Linear Key Source, Progressive Auto, and Opacity are identical to those for the six primary inputs. Refer to the Assigning Inputs 1 through 6 to Layer A section for instructions. Adjustments for Use DVE and Stamp Execute are identical to those for assigning a matte. Refer to the Assigning Matte to Layer B section for instructions. Press Shift + Still B and select a still image for the layer.

4.

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Assigning Stamp to Layer B


This function provides three options for stamping the layer. 1. 2. 3. Select a channel and press LAYER B. Highlight the Layer Selection field and enter 12. Highlight the Stamp line and enter the number of the desired option. 0 selects Stamp Execute Off 1 selects Stamp Execute Grab 2 selects Stamp Execute Clear Options 0 and 1 toggle the stamp function on and off for the layer. Option 2 clears the frame buffer of all stamped images. Adjustments for Linear Key Source, Progressive Auto, and Opacity are identical to those for the six primary inputs. Refer to the Assigning Inputs 1 through 6 to Layer A section for instructions. Adjustments for Use DVE are identical to those for assigning a matte. Refer to the Assigning Matte to Layer B section for instructions.

Assigning a Shadow to Layer B


This function turns Layer B into Layer As shadow. The shadow tracks all manipulations performed to Layer A. 1. 2. Select a channel and press LAYER B. Highlight the Layer Selection field and enter 13.

3. 4. 5. 6. 7. 8.

To adjust the saturation of the shadow color, highlight the Saturation line (or press X), and move the joystick or enter a value numerically. To adjust the shadow luminance, highlight the Luminance line (or press Y), and move the joystick or enter a value numerically. To adjust the shadow hue, highlight the Hue line (or press Z), and move the joystick or enter a value numerically. To adjust the horizontal offset of the shadow, highlight the X line and move the joystick or enter a value numerically. To adjust the vertical offset of the shadow, highlight the Y line and move the joystick or enter a value numerically. To adjust the shadow opacity, highlight the Opacity line and move the joystick or enter a value numerically.

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Assigning Trails
This function assigns a variety of trails to Layer B, which then tracks all manipulations performed to Layer A. 1. 2. Select a channel and press LAYER B. Highlight the Layer Selection field and enter the number of the desired option. 14 selects Trail 15 selects Sparkle 16 selects Glow 17 selects Flare 18 selects Flame

3.

To adjust the decay of the selected trail, highlight the Decay line (or press X), and move the joystick or enter a value numerically. The range is from 0 (no decay) to 100 (maximum decay). To adjust the frequency with Trail and Sparkle effects, highlight the Frequency line (or press Y), and move the joystick or enter a value numerically. The range is from 0 (minimum frequency) to 100 (maximum frequency). To adjust the trail direction with Glow, Flare and Flame effects, highlight the Direction line (or press Y), and move the joystick or enter a value numerically. While you can keyframe inputs 1 through 6 and Matte, you can not keyframe Channels 1 through 3, Still, Stamp, Shadow, Trail, Glow, Sparkle, Flare, or Flame. Therefore, once you select input 11 through 18 for Layer B, all keyframes change to that selected input.

4.

5.

Note

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Input Blanking Setup


The DVE Video Input Blanking Dialog is an engineering setup menu that allows input blanking to be set for each DVE channel. Press CTRL + LAYER A to display the DVE Video Input Blanking Dialog.

CTRL

* + LAYER A

Note

The DVE Video Input Blanking Dialog is an engineering setup menu, designed for use by qualified facility engineers only. When blanking is adjusted, you are cropping the key signal and images will no longer be full-screen. As a recommendation, first fix blanking problems at the source, then use the DVE Video Input Blanking Dialog.

To adjust blanking: 1. Press TAB to move the highlight to the desired Channel Input Blanking heading (at the top of the individual channel adjustment boxes). Press MODIFY (or RUN) to enable or disable the adjustment. Once a channels blanking adjustment panel is activated, press TAB to select a blanking adjustment field (Left, Right, Top, Bottom). Type a value with the keypad and press TAB to advance to the next field, or press ENTER to accept the value and exit the dialog. If desired, press TAB to move to the Default button, and press ENTER to return to default blanking values. To exit the menu without making changes, press ESC.

2. 3. 4. 5. 6.

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Key Functions
The Key Menu selects the method for keying images over background layers, and also allows you to enable and clip (adjust) keys. Note that the Key type can be changed on a keyframe-by-keyframe basis. Press KEY to show the Key Menu for the selected channel.

KEY

Full Key
This function assigns the selected channel as a full-raster key, the default key mode. 1. 2. Select a channel and press KEY. Highlight the Key Selection field (for Layer A or Layer B) and enter 0 to select Full Key.

There are no adjustments available for the Full Key mode.

Linear Key
This function enables the linear key mode for the selected channel, using the external key source that you selected on the Layer A Input Menu or Layer B Input Menu. 1. Ensure that a linear key source has been selected (associated) on the Layer A Input Menu or Layer B Input Menu. Refer to the Assigning Inputs 1 through 6 to Layer A section for instructions. Select a channel and press KEY. Highlight the Key Selection field (for Layer A or Layer B) and enter 1 to select Linear Key.

2. 3.

Note

The following adjustments (Enable Range, Softness, Range, and Threshold) are available for Layer A only. The only adjustment available for Linear Key on Layer B is Inverted.

3.

To adjust the softness of the key, highlight the Softness line (or press X), and move the joystick or enter a value numerically.

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A setting of 0 (zero) is a hard edge; a setting of 255 is a completely soft edge. As softness is adjusted, the threshold is not affected.
Softness Black
0

White
255

Wide Soft Edge

255

Hard Edge

255

4.

To adjust the threshold of the key (the cutoff point at which luminance values key through or clip), highlight the Threshold line (or press Z) and move the joystick or enter a value numerically. As the threshold increases, brighter values clip.
Threshold Black
0

White
255

High Threshold

255

Low Threshold

255

5.

To enable Range adjustment, highlight the Enable Range field and press ENTER to toggle. With Range disabled, the upper range of the threshold is locked at 255. You can only clip out brightness levels below a certain point. With Range enabled, you can set a clip range with the ability to use both upper and lower clip points, and vary the range from wide to narrow. With Range enabled, the Threshold adjustment varies the position of the entire range.
Width Black
0

White
255

Wide, High Threshold

255

Narrow, Low Threshold

255

6.

To adjust the range (when enabled) from wide to narrow, highlight the Range field (or press Y) and move the joystick or enter a value.

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7.

To invert (reverse) the polarity of the key source images luminance, highlight the Inverted line and press ENTER to toggle. With Inverted disabled, white letters on a black background would key properly over another source. With Inverted enabled, black letters on a white background would key properly.

Luma Key
This function is available for Layer A only. When selected, it enables the luminance key mode for the selected channel, using luminance values from the foreground source to cut and fill the hole (rather than from an external or separate key signal). 1. 2. Select a channel and press KEY. Highlight the Key Selection field (for Layer A) and enter 2 to select Luma Key.

All Luma Key clip controls are identical to those for Linear Key. Refer to the Linear Key section for instructions.

Genie Key
This function is available for Layer A only. When selected, it enables the Genie Key mode for the selected channel. A Genie Key is a special configuration that uses pre-defined key levels to wipe between three video layers: the Genie graphic itself, Layer B and the remaining background layers or channels. The illustration below shows one example of a Genie Key.
Channel 2 (Outside Source) Layer B, Channel 1 (Inside Source)

Layer A, Channel 1 (Genie Graphic)

Genie Key

Composite "Layered" Image

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To duplicate the example shown above: 1. Select channel 2, press LAYER A, and assign a video source. This source becomes the outside source for the effect. For this demonstration, leave the source full screen. Select channel 1, press LAYER B, and assign a video source. This source becomes the inside source for the effect. For this demonstration, leave the source full screen. Press LAYER A, and assign option 11 (still). Highlight the Linear Key Source Selection line and enter 7 (still). Press STILL A, and load a genie graphic (for example, Genie 3). Several genie graphics have been provided with the DVEXtreme application. Press KEY, and enter 3 to select Genie Key for Layer A. Press TARGET, move the joystick, and note how the genie graphic wipes between the two layers.

2.

3. 4. 5.

6. 7.

Note that creating a Genie Graphic requires setting the key values in the graphic to three different levels: Background Video = key value 0%. This key level allows the background source to appear on the outside of the Genie graphic. Genie Graphic (the opaque graphic) = key value 50%. This key level allows the Genie graphic shape to remain opaque the boundary between the other two sources. Layer B (background 2) = key value 100%. This key level allows the Layer B source to appear on the inside of the Genie graphic.
Set Interior of S hape to 255 (100% ) 0 (0% ) 128 (50% ) 255 (100% )

If you create your own Genie graphics, they must be saved as a TARGA file with the extension .TGA. This saves the image with the special key levels.

Chroma Key
This function is available for Layer A only. When selected, it enables the Chroma key mode for the selected channel. A Chroma Key is one in which the video that cuts the hole is a unique color rather than a luminance value. 1. 2. Select a channel, and assign a video source (live or still) that includes a chroma key background color. Press KEY to display the Key Menu.

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3.

Highlight the Key Selection field and enter 4 to select the Chroma Key mode.

4.

To select the chroma key hue, highlight the Hue line (or press Z), and move the joystick or enter a value numerically. Hue selection is illustrated using the sample color wheel below.

5.

To pick a chroma key hue from the colors present in the source video on screen, press CTRL + X to display the Select Color Dialog.

Input video is frozen and a cursor appears on the main video output. Use the Joystick to place the cursor on top of the desired color, and press the joystick button (or ENTER) to select. The hue value that was under the cursor is entered as the menus Hue value. 6. To adjust the discrimination of the color wedge, highlight the Disc line (or press X), and move the joystick or enter a value numerically.

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This function adjusts the width of the color wedge widening or narrowing the chroma key color range. Note that the width of the color wedge is centered on the selected Hue. 7. To adjust the saturation of the color wedge, highlight the Sat line (or press Y), and move the joystick or enter a value numerically.

This function increases or decreases the low color saturation levels trimming the inner tip of the color wedge. 8. 9. To adjust the offset of the selected color wedge, highlight the Offset line and move the joystick or enter a value numerically. To increase or decrease the edge softness of the color wedge, highlight the Softness line and move the joystick or enter a value numerically. A setting of 0 (zero) is a hard edge; a setting of 100 is a completely soft edge.

10. To invert the chroma key process, keying out everything but the selected hue, highlight the Inverted line and press ENTER to toggle.

Matte Key
This function is available for Layer A only. When selected, it enables the Matte Key mode for the selected channel. A Matte Key is a form of linear key that is designed specifically for images in which the video and key have already been shaped or pre-processed. One example of this is an image that was rendered on a black background, such as the DVEXtreme Logo (provided with your graphics package). In this way, the Matte Key mode prevents double-keying and avoids black fringing around the edges of the keyed image. Another example is to key a CG (character generator) title with defocused edges, and then notice the black ringing. When you toggle between Linear Key to Matte Key, notice how the ringing goes away.

Note

1. 2.

Press KEY to display the Key Menu. Highlight the Key Selection field and enter 5 to select the Matte Key mode.

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3. 4.

To adjust the softness of the matte key, highlight the Softness line (or press X), and move the joystick or enter a value numerically. To adjust the threshold of the matte key, highlight the Threshold line (or press Z), and move the joystick or enter a value numerically.

Visible
Highlight the Visible line and press ENTER to toggle the function. When enabled, the selected channel is visible. When disabled, the selected channel is hidden.

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Still Assignment
Press STILL A or Shift + Still B to load a still in Layer A or Layer B for the selected channel, or to access still management and database functions. The Still File Window appears with a list of available stills, and the Assign Still to Layer A Dialog or Assign Still to Layer B Dialog appears.

Still B STILL A

Use the following steps to assign stills: 1. 2. To scroll through the list of available stills, press PREV and NEXT. To assign a still, type the number of the desired still (in the Still No. to Apply field) and press ENTER to select. The still name and number are listed in the Channel Status Section at the bottom of the display. If an effect is loaded and a still can not be located (for example, if a network computer is turned off), an asterisk precedes the still name in the Channel Status Section. press ESC to cancel the dialog without assigning a still.

1. 2. 3.

A variety of still management and database functions are also available: To choose a different category of stills, press TAB to highlight the Current Category field, then press or to select. To select a different sort method for the list, press TAB to highlight the Sort By field, then press or to select. To display the Categories Dialog and manage your current categories, press TAB to highlight the Edit Category button, then press ENTER. Refer to the Edit Categories Dialogs section in Chapter 2 for instructions. To add stills to the current database, press ADD KF (to press Add File) to display the Add Still Dialog. To delete stills, type a still number (in the Still No. to Apply field) and press DELETE (to press Delete File) to display the Delete Still Dialog. press ENTER (to press Yes) to permanently delete the still from the Still File Window and the current database. press CLEAR (to press No) to delete the still from the Still File Window only. It is not permanently deleted.

4. 5.

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6.

press ESC (to press Cancel) to cancel the procedure without deleting anything.

To modify still properties, type a still number, then press MODIFY (to press File Property) to display the Still Properties Dialog. This dialog is used to change still names, add comments, select categories, lock still files, and stamp still picons with video images from the current effect. To save all changes, additions, and deletions in the current database, press SAVE (to press Save Dbase). The standard Save As Dialog appears. To load a different database from the hard disk, press LOAD (to press Load DBase). The standard Open Dialog appears. To clear the current database and create a new one, press NEW (to press New DBase). When pressed, the Caution Dialog appears.

7.

8. 9.

Press ENTER (Yes) to create a new database. The Save As Dialog appears, which allows you to name the new database. Once named, the Sequence, Still, and Effect windows will be empty, and the new database is ready for programming. Press CLEAR or ESC (No) to retain the current database.

Note

Any database that you create must be stored in the C:\DVEXtreme sub-directory to be accessible.

TitleDeko Rolls and Crawls


DVEXtreme version 2.0 software includes the ability to take a still created in the TitleDeko application and perform limited rolls and crawls. TitleDeko is supplied as part of the Studio Tools option. The desired title file must be saved as either a roll or a crawl from within TitleDeko, then assigned as a still in the normal manner. For operating details, refer to the TitleDeko Rolls and Crawls section in Chapter 4.

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Copy and Paste


Three copy functions are available: Copy One Copy All Copy Keyframe

Each function is explained in detail below.

Copy One
The copy one function copies an individual parameter (for example, an individual X, Y, or Z value). When COPY is pressed, the individual parameter (from one keyframe or from a block of marked keyframes) is placed in the Copy Buffer. Please note: The on-screen Copy Buffer display indicates the copied parameters, and the number of keyframes in the buffer. For example:
Block COPY

Copied values remain in the Copy Buffer until overwritten. Copied values may be pasted to a destination keyframe location in the same (or different) channel. The following example assumes that you have programmed a multi-channel multi-keyframe effect:

Example: Copy Single Source to Single Destination 1. 2. 3. 4. Select Channel 1, go to keyframe 1, and Z-rotate the image. Press COPY. Select Channel 2, and go to keyframe 2. Press PASTE. The parameter is copied from channel to channel.

Note

Because the Copy One function copies parameters only (not keyframe durations), the Insert function can not be used.

If you copy one parameter in one keyframe, you can paste to multiple keyframes provided that you mark the destination block of keyframes just prior to pasting. The following example assumes that you have programmed a multi-channel multi-keyframe effect:

Example: Copy Single Source to Multiple Destinations 1. 2. 3. 4. Select Channel 1, go to keyframe 1, and Z-rotate the image. Press COPY. Select Channel 2, and press Shift + NEXT to mark a block. Press PASTE. The parameter is copied from one keyframe to multiple keyframes.

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Highlighting a functions ALL field and pressing COPY is the same as pressing Shift + Block. If you copy one parameter in multiple keyframes, you can paste to multiple keyframes provided that you mark a destination block with an equal or greater number of keyframes. The following example assumes that you have an effect programmed on the timeline that includes 6 or more keyframes:

Example: Copy Multiple Sources to Multiple Destinations 1. 2. 3. 4. 5. 6. 7. 8. Select Channel 1, keyframe 1, and Z-rotate the image to Z 30.000. Press MODIFY. Go to keyframe 2 and Z-rotate the image to Z -30.000. Press MODIFY. Go to keyframe 1, press Shift + NEXT to mark a block. Press COPY. Go to keyframe 4 and press Shift + NEXT, NEXT, NEXT to mark a block of 4 keyframes. Press PASTE. The rotation is copied from two keyframes to four keyframes.

Copy All
The copy all function copies all values for the selected parameter (for example, all Rotation values). When Shift + Block is pressed, all parameter values (from one keyframe or from a block of keyframes) are placed in the copy buffer. Please note: The Copy Buffer display on screen indicates the copied block values, and the number of keyframes in the buffer.
Shift

Block COPY

Copied values may be pasted to a destination location in the same (or different) DVEXtreme channel.

Note

Because the Copy All function copies parameters only (not keyframe durations), the Insert function can not be used.

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Copy Keyframe
The copy keyframe function copies an entire keyframe all values in all parameters. When pressed, data from the entire selected keyframe (or block of keyframes) is placed in the copy buffer. Please note: The Copy Buffer display on screen indicates the copied keyframe parameters, and the number of keyframes in the buffer.
CTRL

Block COPY

The entire keyframe is always copied (including the layers input), regardless of the current selected parameter. Copied values may be pasted to a destination location in the same (or different) channel.

Note

If two or more keyframes are copied using the Copy Keyframe function, keyframe durations are also copied. In this mode only, the Insert function can be used.

Pasting Keyframes
Press PASTE to paste parameters or keyframes from the copy buffer to a destination keyframe (or block of keyframes) on the same channel or on a different channel. The pasted keyframes overwrite existing keyframes in the destination location.

Inserting Keyframes
Press Shift + Insert to insert keyframes at a destination location, on the same channel or on a different channel. The Copy Keyframe function (CTRL + COPY) must be used (on two or more keyframes) as a prerequisite for using the insert function. Please note: At the destination, if the Timeline Cursor is placed anywhere inside the effect (including the first keyframe of an existing effect), the inserted keyframes push down or ripple existing keyframes. If the Timeline Cursor is placed at the very beginning of a channel that is empty (no keyframes), new keyframes are created. If the Timeline Cursor is placed at the very end of an existing effect, the inserted keyframes are appended to the effect.

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