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  • 1.  Push to air button

    Posted 05-04-2026 13:56

    Hey guys,

    So I am looking for a way to push text from a textobject to an onair item. Let's say I have something like a technical problem screen and I want to be able to update the text with a quick animation without hotswapping to a different take item. So I managed to do it with the help of a script and a bit of a workaround, but I noticed that the trigger always needs to be the actual textobject that changes in order for script to actually update the textobject. With the help of this screenshot I managed to get the text to update if I use something like a list widget and I change to a different object there, but when I was trying to use another textobject with a counter widget to trigger the update. The scenedirector would run, but the script wouldn't execute or update the text.

    Does anybody have any ideas on how that could be fixed?



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    Best wishes,
    Johannes
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  • 2.  RE: Push to air button

    Posted 05-05-2026 02:26

    Johannes,
    I hope I understand what you are trying to achieve. But as I see it, you only want to change the score from a Datalinq score to a manual score (or backup score). In that case, I think you could solve it with two widgets. See the attached screenshots.
    Widget 1 is your switch
    Widget 2 is your backup score (data)
    hope this will work for you. And if it has to animate the switch could also trigger a scenedirector.

    image
    image

     



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    Robert Simons
    XPression Artist
    NEP GFX
    Hilversum Netherlands
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  • 3.  RE: Push to air button

    Posted 8 days ago
      |   view attached

    Hi Simon,

    the problem actually shifted in the meantime.

    So I managed to have score changes with a counterwidget play an scenedirector first and then update the "old" score to the current score at the end of the scenedirector. But now I want to add a condition to the script that checks if the score is getting bigger or smaller and then plays either the score up or down scenedirectors.

    I put the current setup I use in the attached files. There you can see the animation working but only up and not down. I already managed to have a second scenedirector with the other animation but I'm missing the "onsettext" script to check if the number got bigger or smaller.

    The original post came from a similar position where I wanted to push text from the original textbox to a onair textobject without the need of a datalinq or a secondary textfield that the gets animated into. So basically a datalinq but without external data. So I want to use the "onsettext" script to update onair text without external data but with the same textfield. So to paint a picture. I have a lower third with the text "technical problem" after a minute I might know what the issue is and I would want to update the text in said lower third. But I would like to avoid a second takeitem with a back2back setup and use the original textbox of the original takeitem and just push this new text to the already onair item.

    Sorry for this cluster of issues and thoughts.



    ------------------------------
    Best wishes,
    Johannes
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    Attachment(s)

    xpf
    ScoreSwapAnimation.xpf   38 KB 1 version