DVE replay box with graphic overlaid on top

Hi,

So I’m familiar with DVE replay/live boxes, macro’s & blowing them up to full frame/shrinking down to a smaller box through memory recall,

This would be the first time I’ve had do deal with a graphic that would be displayed over the top of the DVE box for live replays, it pushes in from the right and would have a evs/replay machine as the source in the box,

I’ve thought about doing this a couple of ways,

The first one (if it can be fixed) would be most ideal

ME2 Key 1 – DVE box sized down to fit into the “graphic box” – source MiniME1

ME2 Key 2 – Mediastore 1+3 replay ‘box graphic’ over the top of the box

So using the DVE push right, having key 1 & Key 2 selected on the bkg/key1-4 bus and DVE selected as the transition type, then me2 auto.

The first problem that arises is that because the DVE box & the graphic are different resolution sizes (graphic 1920 x 1080, DVE box 1/5th of that) say the DVE transition is 10 frames duration, they both move at different times i.e , creating a weird drunk move where because one is a full frame 1920 wide image, its 10 frame duration moves quicker then the 1/5th DVE box as it’s smaller and both of them have the duration move of 10 frames.

Is there any way to lock/link them together so they move in sync other than option two below?

Can you set individual DVE transition frame durations for each Key, (I know you can set auto transition frames (On/Off) for each of the keys, but for DVE?)

As the graphic box is not square, the top left corner is cut off, resulting in the DVE box corner poking out, now I have the key of the replay box tga is there anyway I can use that to mask it out? I think I could do a DVE diamond mask that covers the corner maybe.

Option two

I would take the image into photoshop, move the pink/red border to the edge of frame, creating a more rectangle/box like graphic, then say on ME1 or MiniME1 put that as key1, then the vision switcher operator/director would cut the background of that row. Then on ME2 I would simply do KEY1 as a DVE & that ME1 or MiniME1 as the source and push it in from right of frame (basically containing it all in together, so they both move in sync)

Option 2 - wouldn’t be the ideal outcome for the client as the gfx has been modified & they would be used on other jobs elsewhere etc.

If you’ve read this far,

Thankyou for hanging in there,

Ben

Or you could use 2 keyers and 3 DVE to resize and move them together using the Custom Control STATE function and build it as “Keyframes”..

Have them Off screen in Keyframe 1 and then have them Onscreen for Keyframe 2 and then back offscreen for Keyframe 3 in the custom control.

Originally posted by ****

Good day, Ben. I faked up a version of the graphic you included and figured out some things you can try. However, the arithmetic will be a lot easier if you could manage to get a full-screen version of the graphic.

As Les suggests, I used two keyers on M/E 1, each with a DVE. Key 1 is the “background” graphic, in your case, the replay machine. Key 2 is the overlay Replay graphic. I also enabled a Diagonal Mask on Key 1 and sized it to “notch out” the top left corner. For Key 2, I enabled both the Auto-Select and DVE Key types by pressing and holding Auto-Select, then pressing DVE. That allows me to move the keyed Replay graphic using the DVE.

Since I started both as full-screen graphics, I shrunk them down and positioned them as follows:

Key 1 & 2 Size; 25%

Key 1& 2 X Position: 32% (I didn’t bother with Y position since the move is essentially all X-based.)

Key 1 Diagonal Mask Size: 54.5%

I saved that to Memory 14 with Effects Dissolve enabled.

Then I moved both DVE boxes:

Key 1 & 2 X Position: 62%

Diagonal Mask Size: 69.5%

I saved that to Memory 15, also with Effects Dissolve baked in.

You’ll note the arithmetic: The X-Delta is 30% while the Mask Delta is about half, or 15% I tried it with two different sizes and the arithmetic was consistent so I believe you could extrapolate the values, but as I said, it will be a lot easier if the Replay graphic that you use for the effect is full-screen.

The other thing to note is that I built the effect by the numbers and positioned the boxes in such a way as to make the calculations easier. I would strongly recommend that you try to keep DVE positions as whole numbers, but that isn’t really necessary.

Give it a shot and let us know how it works.

Hi Ted & Les,

Thanks for your help,

I managed to get it working using your method of memory effects dissolve, but with the diagonal mask I did position instead of size change ( X=100% when the box graphic is offscreen)

I had a go at state function on dashboard under live assist,

I did get it to work, but can you save multiple states? It looks like you can only store 1 state at a time (in dashboard).

Thanks,

Originally posted by ****

Good day, Ben. I’m glad you got the effect working to your satisfaction and I’m happy that you figured out how to use Position instead of Scale. There are actually a few different ways to skin this particular cat so I’m glad you experimented with a different set of parameters.
I’m not totally certain what you’re trying to accomplish with different “states;” perhaps Les can comment further. But if you’re question is whether or not different positions, graphic recalls, moves, etc. can be created, the answer is yes. Remember that for this effect, position 1 is a single Memory and position 2 is a different Memory; the Effects Dissolve simply “ramps” whatever parameters have changed between the two Memories to create the move. So if you built two different Memories with different parameters, and Effects Dissolve enabled, you’d essentially create a different effect.

Also remember that you can “automate” each effect using a Custom Control macro. If you built a macro that recalled both memory “pairs” with a Hold between the recalls, you could essentially use a single button to recall the entire effect. And, if the first Memory recall also had an Effects Dissolve “baked in,” you could add a second Hold to the macro, then recall the first Memory again and the box would fly back out.

Let us know if that hasn’t answered your questions; we’ll provide more details.

Hi Tedd,

Thanks for the info,
Being new to states & not having actually used it before probably created a bit of confusion/through me.
I’m familiar with running a macro to recall a memory with effects dissolve from a bank,

I do see now, when you save the state of a desk, when you power down (switch off) & power up another day, it loads the last saved state, which is quite cool, including what’s in the media stores as well), quite handy if your doing a several day OB.

Anyway thanks again Tedd & Les,

Originally posted by ****

Good day, Ben. Now I see what you were referring to in your previous post. I thought it was with regard to different box effects, but I believe you were referring to Reset States. The Reset State is a very useful function to understand, either for defining a known “startup state” for for simply setting the switcher back to a known condition. For example, I use the User-Defined Reset State to reset all the keyers to Auto-Select, put Black on all Program/Preset crosspoint rows, etc. There is also a Factory Reset which might be handy if you’re trying to troubleshoot an issue you’ve discovered. Also remember that Switcher Sets can be used to save and recall specific system configurations, and different Memories or Custom Controls. That’s handy for managing multiple shows or operators that may have different requirements.

As always, check the switcher Operations Manuals (also available online) and the Ross University tutorials.

Hope that helps.