TM
FXDEKO
Bringing a new level of Effects
to Character Generators
User’s Guide
Software Version 4.1
PPN 51002588 Revision F
280 N. Bernardo, Mountain View, CA 94043
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3
Table of Contents
Introduction
Welcome!............................................................................................................................9
How to Use This Manual...............................................................................................10
Other Documents ............................................................................................................10
How to Contact Pinnacle Systems ................................................................................11
Starting Windows NT.....................................................................................................12
Starting FXDeko ..............................................................................................................12
Exiting FXDeko ................................................................................................................12
Exiting Windows NT.......................................................................................................13
Overview of FXDeko
The FXDeko Desktop.....................................................................................................15
About Graphic Files ........................................................................................................15
Program and Preview......................................................................................................16
Creating a Graphic ...........................................................................................................17
Saving a Graphic File ......................................................................................................17
Opening a Graphic File ...................................................................................................20
Keying...............................................................................................................................23
Frame Grabbing................................................................................................................24
Suppressing Motion.......................................................................................................24
Composing Text
Selecting Text ...................................................................................................................26
Selecting a Typeface.......................................................................................................27
Using an International Character Set ...........................................................................28
Bold and Italic ..................................................................................................................29
Underlining Text ..............................................................................................................29
Rotating Text ....................................................................................................................30
Skewing Text ....................................................................................................................30
Small Caps ........................................................................................................................31
Changing Text Case........................................................................................................31
Changing the Text Field Box..........................................................................................32
Scaling Text ......................................................................................................................33
Character Spacing (Kerning).........................................................................................34
Character Width ..............................................................................................................34
Row Spacing (Leading)..................................................................................................35
Cutting and Pasting Text ................................................................................................37
Deleting Text ....................................................................................................................37
Finding and Replacing Text ...........................................................................................38
Moving Text .....................................................................................................................38
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Table of Contents
Composing Text (cont.)
Justifying Text .................................................................................................................40
Tab Stops .........................................................................................................................42
Spell Checking Text .........................................................................................................44
Using Undo......................................................................................................................45
Baseline Editing...............................................................................................................46
Creating Styles
Specifying a Font
About Fonts.....................................................................................................................49
The Style/Font Window.................................................................................................49
Installing TrueType or Postscript Fonts .....................................................................51
Copying and Pasting a Font..........................................................................................51
Creating a Custom Typeface .........................................................................................52
Specifying a Look
About Looks ....................................................................................................................54
The Style/Look Window................................................................................................54
Face ...................................................................................................................................55
Face Attributes ................................................................................................................56
Edge...................................................................................................................................56
Edge Attributes ...............................................................................................................57
Shadow.............................................................................................................................59
Shadow Attributes ..........................................................................................................60
Underline ..........................................................................................................................61
Underline Attributes .......................................................................................................62
Frame .................................................................................................................................63
Frame Attributes..............................................................................................................64
Cutting and Pasting Details and Looks .......................................................................65
Specifying a Shader
About Shaders.................................................................................................................67
Activating a Shader........................................................................................................68
Applying a Color.............................................................................................................68
Applying a Ramp .............................................................................................................69
Applying a Texture .........................................................................................................70
Applying Video ...............................................................................................................73
Applying a Cel Animation .............................................................................................74
The Color Picker..............................................................................................................76
Picking a Color.................................................................................................................77
Using Preset Shaders......................................................................................................77
Working with Styles
The Current Style Window............................................................................................79
Saving a Style ..................................................................................................................80
Copying and Pasting a Style .........................................................................................80
Assigning a Style to a Style Preset ..............................................................................80
Retrieving a Style ............................................................................................................81
Saving Preset Styles .......................................................................................................82
Saving a Pre-rendered Style...........................................................................................83
Graphics and Layers
Video Standard ................................................................................................................84
About Layers and Backgrounds...................................................................................84
The Layer Browser..........................................................................................................85
The Background..............................................................................................................85
Adding a Text Field.........................................................................................................87
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Graphics and Layers (cont.)
Text Field Properties .......................................................................................................88
Adding a Rectangle Layer.............................................................................................89
Adding an Ellipse Layer.................................................................................................90
Specifying Layer Properties...........................................................................................90
Layer Properties...............................................................................................................91
Selecting a Layer.............................................................................................................93
Creating Real-Time Clocks .............................................................................................94
Clearing a Graphic ...........................................................................................................94
Clearing or Deleting a Layer..........................................................................................95
Cutting and Pasting Layers ...........................................................................................95
Appending a Graphic to Second Graphic ....................................................................96
Reordering Layers ...........................................................................................................96
Pasting Layers to the Background ...............................................................................97
Combining Text Fields....................................................................................................97
Moving a Layer...............................................................................................................97
Justifying a Layer............................................................................................................98
Rotating a Layer..............................................................................................................99
Scaling a Layer.................................................................................................................99
Skewing a Layer.............................................................................................................100
Effects, Motions, and Sequences
About FXDeko Effects .................................................................................................102
Single Effect Playback..................................................................................................103
Creating a Sequence .....................................................................................................104
Browsing for Graphics in a Sequence ........................................................................106
Selecting Events ............................................................................................................106
Cutting and Pasting Events .........................................................................................107
Inserting and Deleting Events.....................................................................................108
Composing Rolls and Crawls .......................................................................................108
Command Event.............................................................................................................111
Creating Motions ..........................................................................................................112
Playing a Motion...........................................................................................................119
Using the Timeline Option...........................................................................................120
Using a Motion in a Sequence....................................................................................124
Playing a Sequence.......................................................................................................124
Pausing Sequence Playback........................................................................................124
Using a GPI Trigger.......................................................................................................125
Stopping Sequence Playback......................................................................................126
User Preferences
FXDeko Layouts ...........................................................................................................127
Arranging the Desktop.................................................................................................127
User Preferences............................................................................................................129
Common Preferences ....................................................................................................131
Prompts Preferences .....................................................................................................131
Paths Preferences ..........................................................................................................132
Cursor Preferences ........................................................................................................132
Marker Preferences .......................................................................................................134
Advanced Preferences .................................................................................................134
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Table of Contents
Managing Files
Opening Files .................................................................................................................136
Closing Files...................................................................................................................137
Saving Files ....................................................................................................................137
Sharing Files...................................................................................................................138
Deleting Files .................................................................................................................139
Browsing for Stills and Clips .......................................................................................139
Connecting to an Existing Remote Database............................................................140
Setting up a Database on Deko...................................................................................140
Accessing Stills and Clips ...........................................................................................141
Storing Images ...............................................................................................................143
Working with Macros
Introduction to Macros
Commands and Macros................................................................................................144
Working in the Macro Window..................................................................................145
Using the Macro Recorder
Recording a Macro........................................................................................................146
Playing a Macro.............................................................................................................147
Pausing a Macro............................................................................................................147
Stopping Macro Playback............................................................................................148
Single-Stepping a Macro..............................................................................................148
Editing a Macro .............................................................................................................149
Saving a Macro..............................................................................................................149
Appending to a Macro .................................................................................................150
Converting a Graphic, Sequence or Motion into a Macro ......................................150
Macro Programming Language
Commands......................................................................................................................151
Command Syntax...........................................................................................................151
Parameters ......................................................................................................................152
Variables .........................................................................................................................155
Operators ........................................................................................................................157
Comments .......................................................................................................................160
Conditional Commands and Loops ............................................................................160
Subroutines ....................................................................................................................162
Return Values.................................................................................................................163
Objects ............................................................................................................................164
Data Type Conversions ...............................................................................................164
FXDeko Options
About FXDeko Options...............................................................................................167
Aston Import..................................................................................................................168
Automation ....................................................................................................................169
Chyron Import................................................................................................................176
ClipDeko .........................................................................................................................177
FastAction Keyboard ...................................................................................................184
Rocket .............................................................................................................................188
SportsWare ....................................................................................................................188
Timeline...........................................................................................................................191
Menu Commands
Baseline...........................................................................................................................192
Channel...........................................................................................................................193
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Clip...................................................................................................................................194
Menu Commands (cont.)
Edit...................................................................................................................................194
File ...................................................................................................................................196
Help .................................................................................................................................198
Layer................................................................................................................................198
Macro ..............................................................................................................................199
Motion ............................................................................................................................200
Options ...........................................................................................................................200
Presets.............................................................................................................................201
Sequence ........................................................................................................................202
Shader.............................................................................................................................203
Style.................................................................................................................................204
Text ..................................................................................................................................205
Timecode ........................................................................................................................206
View.................................................................................................................................207
Window..........................................................................................................................208
Appendixes
Shortcut Keys................................................................................................................211
Glossary ..........................................................................................................................215
Index................................................................................................................................233
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9
Introduction
WELCOME!
This is the User’s Guide for FXDeko, a full-color video character generator from
Pinnacle Systems, Inc. Based on the Windows NT operating system, FXDeko
offers unprecedented performance in a broadcast-quality character generator,
including:
·
·
·
The highest picture quality currently
available for television graphics
The ease of use and the networking
capabilities of Windows NT
The power of a word processor, a page
layout program and a “slide show”
presentation program in a single application
Like a word processor, FXDeko offers a variety of tools for typing text and for
selecting fonts and styles.
Like a page layout program, FXDeko allows total flexibility in positioning text and
full-color graphic elements on the screen.
Like a presentation program, FXDeko plays back a series of graphic pages using
a wide range of real-time effects.
FXDeko is unique among the Deko product line in that it provides up to three
output channels and a powerful Motion Editor, for the most flexibility available in
creating and playing motions.
Graphics and sequences you create on FXDeko can easily be exported for
playback to other Deko products.
We think you’ll be pleased with FXDeko’s quality, power and flexibility. If you
have any suggestions for features to include in future software releases, we
would very much like to hear from you. See How to Contact Pinnacle Systems,
Inc., page 11.
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Introduction
HOW TO USE THIS MANUAL
The FXDeko User’s Guide is a reference manual that describes the operation of
FXDeko. The User’s Guide is derived largely from FXDeko’s on-line Help
screens—you’ll find pretty much the same information in both places.
One difference between this manual and the on-line Help is how we define new
terms and keywords. In the on-line Help, new terms appear in green—you click
on a term with the mouse to see its definition. In the User’s Guide, there is no
green and no mouse. Please refer to the Glossary for definitions.
You need not read the User’s Guide cover to cover. Most chapters are arranged
as a series of step-by-step “To do” instructions, such as “To add an edge” or
“To rotate selected text.” A good approach is to read through the Table of
Contents to get an idea of FXDeko’s capabilities, then refer to specific sections
as necessary.
We strongly suggest, however, that you read the chapter, An Overview of
FXDeko. It provides an overall description of FXDeko’s user interface and
operating philosophy.
OTHER DOCUMENTS
Hardware issues, including installation and setup of FXDeko, are covered
separately, in the comprehensive FXDeko Installation Guide.
Also included with your FXDeko is a Quick Install Guide that will have you up
and running in no time.
Use the Deko Tutorial to quickly learn how to use the exciting features FXDeko
offers.
We’ve provided comprehensive documentation on Automation as well as a
Macro Command Reference on CD.
Be sure to read the Release Notes for information that may not be available in
your printed documentation.
If you’re familiar with other Windows applications like Word or WordPerfect, we
think you’ll find using FXDeko easy and natural. If you know Windows, but not
Windows NT, you have nothing to worry about—their operation is almost
identical.
If you’re new to Windows, we suggest that you pick up a book on the subject to
familiarize yourself with the basic Windows concepts. For the most part, this
User’s Guide assumes a working knowledge of Windows.
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Using this Manual and Contacting Pinnacle
11
HOW TO CONTACT PINNACLE SYSTEMS
Pinnacle Systems, Inc.
280 N. Bernardo Avenue
Mountain View, CA 94043
What to do before you call:
Whenever you contact Pinnacle Systems for technical support, please have the
following information available:
·
·
·
·
Product name and software version number
Product serial number (in the Help menu, choose About)
Precise description of problem and attempted solutions
Exact wording of any error messages
Pinnacle Systems Technical Support by Phone:
Customer Service (U.S.):
(650) 930-2990
Customer Service Fax (U.S.) (650)930-1601
Customer Service (Europe)
Customer Service Fax (Europe)
:
+44 1895 442-003
+44 1895 442 009
Information and Technical Support on the Internet:
For the latest information on Deko upgrades, visit our website at:
www.pinnaclesys.com.
Our e-mail address for technical support is:
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Introduction
STARTING WINDOWS NT
To start Windows NT:
1. Turn on the power to the PC. The computer monitor shows a series
of diagnostic screens, then displays the Windows NT startup
screen. Press Ctrl+Alt+Delete to log on.
2. Enter your user name and password, then press Enter. If you don’t
have a user name, log on as user "FXDeko". This user name is
installed at the factory and does not require a password.
Once you log on, you will see the Windows NT Program
Manager. This is the main screen of Windows NT, from which
you can launch any application program, including FXDeko.
You must be privileged as a System Administrator or Power
User to run FXDeko.For more information about Windows
NT, refer to the Windows NT documentation supplied with
FXDeko.
Notes
STARTING FXDEKO
To start FXDeko:
Double-click the FXDeko program icon.
To start FXDeko automatically, every time you log
on:
In the Windows NT Program manager, hold Ctrl down and drag the
FXDeko program icon into the Startup group. Refer to your
Windows NT documentation for more information.
EXITING FXDEKO
To exit FXDeko and return to the Program
Manager:
Do one of the following:
·
·
Double-click the control icon at the left end of the FXDeko
program title bar, or choose Close from the control icon menu.
From the File menu, choose Exit.
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Starting and Exiting FXDeko
13
To have FXDeko prompt before exiting:
1. From the Options menu, choose Preferences
2. Choose Prompts at the top of the Preferences dialog box.
3. Check Prompt before exiting FXDeko.
To use other applications without exiting FXDeko:
1. Do one of the following:
·
Click the minimize button in the upper-right corner of the
FXDeko application window.
·
·
Choose Minimize from the control icon menu.
Hold Alt down and press Tab repeatedly to switch to other
open applications.
2. When you are ready to return to FXDeko, double-click the FXDeko
icon.
EXITING WINDOWS NT
To log off from Windows NT:
1. Exit FXDeko.
2. In the Windows NT Program Manager, do one of the following:
·
·
Press Ctrl+Alt+Delete, then choose Logoff.
Double-click the control icon at the left end of the Program
Manager title bar, then choose Log off.
·
From the File menu, choose Logoff.
3. Click OK to log off. After you log off, Windows NT remains active,
allowing you or another user to log back on. Shared files are still
accessible from other networked workstations.
To shut down Windows NT:
1. Exit FXDeko.
2. In the Windows NT Program Manager, do one of the following:
·
·
Press Ctrl+Alt+Delete, then choose Shutdown.
Double-click the control icon at the left end of the Program
Manager title bar, then choose Shutdown.
·
From the File menu, choose Shutdown.
3. Click OK to shut down Windows NT. Don’t turn off the power to
your computer until a message on the screen tells you it’s OK to do
so. Once shut down, Windows NT must be restarted before you or
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Introduction
another user can log back on. Shared files are not accessible from
other networked workstations.
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Overview of FXDeko
THE FXDEKO DESKTOP
All creation and playback of FXDeko graphics are done using the mouse and
keyboard to interact with the various controls and windows on FXDeko’s
desktop.
The appearance of the desktop depends on the current layout, as selected from
the Window menu. FXDeko offers eight standard layouts for creating, editing
and playing back graphics and macros. For more information on using and
customizing layouts, refer to the FXDeko Layouts section of the User
Preferences chapter of this manual.
ABOUT GRAPHIC FILES
The main function of FXDeko is the creation and display of graphic files. You
create a FXDeko graphic, including text and background elements, in either a
Preview or Program window. Once created, a graphic may be saved on disk in a
graphic file.
A graphic consists of one or more layers and a background. Each layer can be
text or a geometric shape—a rectangle or an ellipse. See Graphics and Layers.
Each character of text is rendered in a particular style, which specifies its font and
look. Each geometric shape is rendered in a particular look. See Creating Styles.
FXDeko provides a variety of tools for typing, justifying, positioning, sizing and
otherwise editing text and shapes. See Composing Text.
Graphic files may be recalled from disk individually—“opened,” in Windows
terminology. You can play back a series of graphic files by entering them into a
sequence. See Effects and Sequences.
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Overview of FXDeko
PROGRAM AND PREVIEW
All graphics are created in a Preview or Program window.
The Program window shows the current on-air graphic. The contents of this
window match FXDeko's video output, plus a cursor, safe-title lines and other
markers. There can be one or two Program windows.
The Preview window shows a graphic that is not yet "on-air." The Preview
window is used most often in the Motion Compose layout, to demonstrate
motion playback, or in the Sequence Playback layout, to show the graphic that is
about to become the Program graphic.
FXDeko requires exclusive use of your system’s OpenGL sub-
Important
system to produce video output. To prevent disruption of
FXDeko’s video output, do not run any other OpenGL
applications or screen savers.
To specify dual program output:
In the Channel menu do one of the following:
·
·
Click Dual Program
Click Keying and Routing. In the dialog box, select Dual
Program.
To specify single program plus preview output:
In the Channel menu do one of the following:
·
·
Click Program/Preview.
Click Keying and Routing. In the dialog box, select
Program./Preview.
To swap the Preview and Program graphics:
From the Channel menu, select Swap (F3).
To transfer a graphic from Preview to Program:
From the Channel menu, select Preview to Program (Ctrl+F3).
To transfer a graphic from Program to Preview:
From the Channel menu, select Program to Preview.
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Creating and Saving Graphics
17
CREATING A GRAPHIC
To create a FXDeko graphic:
1. Activate a Program or Preview window. If desired, clear any
previous graphic by pressing F8 once, or press F8 twice to clear the
background, too.
2. Use the cursor keys or click the mouse to position the text cursor.
3. Type any desired text.
4. Use any of FXDeko’s compositional tools to select fonts and
styles, add geometric shape or text layers, position layers, etc.
5. Save the graphic, by choosing Save Graphic As (F12) from the File
menu.
SAVING A GRAPHIC FILE
To save a graphic under a new name:
1. Activate the graphic window (F5).
2. From the File menu, choose Save Graphic As (F12).
3. In the dialog box, navigate to the drive and directory where you
will store the file.
4. Type a new file name in the File Name text box, then click OK or
press Enter.
FXDeko automatically attaches “.dko” to the file name. Do
not type a different extension.
Note
To save a modified graphic:
1. Activate the graphic window.
2. From the File menu, choose Save Graphic (Ctrl+S or Alt+F12) to
replace the previous version of the .dko file.
To save a graphic under a different video standard:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Do one of the following:
·
·
·
In the Video Standard text box, select NTSC.
In the Video Standard text box, select PAL.
In the Video Standard text box, select custom, then enter
Horizontal pixel and Vertical pixel values.
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Overview of FXDeko
4. Click OK or press Enter.
To specify whether or not to save character glyphs:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Select whether to save graphic files with pre-rendered glyphs
Always, Never or If not already in pre-rendered style.
4. Click OK or press Enter.
Graphic files that include a large font or complicated look
occupy more disk space when saved with character glyphs, but
can be retrieved faster.
Note
To save a fully rendered bitmap with a graphic file:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Check Save rendered bitmap, for faster recall.
4. Click OK or press Enter.
Graphic files that are saved with pre-rendered bitmaps occupy
more disk space, but can be retrieved much faster.
Note
To save a graphic with an automatic comment:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Check Add automatic comment, based on text in file. FXDeko will
automatically fill in the comment field with the characters from the
graphic’s first text field.
4. Click OK or press Enter.
To use file compression when saving TIFF and
Targa files:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
3. Under When saving TIFF and Targa files, check Use file
compression.
4. Click OK or press Enter.
To save TIFF and Targa files with alpha channel:
1. From the File menu choose Save Graphic As (F12).
2. In the Save Graphic As dialog box, choose Options.
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Creating and Saving Graphics
19
3. Under When saving TIFF and Targa files, check Save with alpha
channel (32-bit).
4. Click OK or press Enter.
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Overview of FXDeko
OPENING A GRAPHIC FILE
To open a graphic file:
1. From the File menu, choose Open (Ctrl+O or F9).
2. In the Open dialog box, navigate to the drive and directory that
contain the file.
3. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter
Notes
The next time you call up the File Open dialog box, FXDeko
will prompt you with the name of the next file in the current
directory. Use the cursor up and down keys to scroll through
other file names.
FXDeko can import several file types, including text (.txt),
Bitmap (.dib, .rle), Windows Bitmap (.bmp), Photo CD (.pcd),
PCX (.pcx), Photoshop (.psd), Windows metafile (.wmf), TIFF
(.tif), Targa (.tga), JPEG (.jpg), Graphics Factory stills (.gf),
videoDesigner stills(.tv), Kseries/Presto ppic (.20k), and
Pinnacle (.g) files created in FlashFile, Lightning or Genie.
Unlike many Windows applications, FXDeko does not always
open a new window when you open a file. If a graphic
(Program or Preview) window is already open, FXDeko will
open a graphic into that window, replacing the previous file.
Be sure to save any modified file before opening another file in
the same window.
Warning
To browse for graphic files to add to a sequence:
1. Activate the Sequence window (F11).
2. Do one of the following:
·
·
From the Sequence menu, choose Browse for Files (Ctrl+L).
Select Browser from the View window (Ctrl+L).
3. Double-click a thumbnail to enter it into the sequence
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Opening Graphics
21
To open a graphic recorded under a different aspect
ratio:
1. From the File menu, choose Open (Ctrl+O or F9).
2. In the dialog box, choose Options.
3. Choose one of the following in the File Open Options dialog box:
For native (.dko) files of non-native aspect ratio:
·
Clip to fit.
Scales a 4 x 3 graphic to fit a 16 x 9 screen horizontally, but
chops off part of the top and bottom.
Chops off part of the left and right sides of a 16 x 9 graphic,
leaving a 4 x 3 center.
·
·
Pad to fit.
Centers a 4 x 3 graphic, padding the right and left sides.
Shrinks a 16 x 9 graphic to fit horizontally, padding the top and
bottom.
Scale to fit.
Stretches a 4 x 3 graphic horizontally, but not vertically, to fit
the full 16 x 9 screen.
Compresses a 16 x 9 graphic horizontally, but not vertically, to
fit the 4 x 3 screen.
For non-native (not .dko) files:
·
·
·
Scale to full screen
Adjusts width and height and does not maintain pixel aspect
ratio.
Square pixels, preserve height
Adjusts width to maintain aspect ratio of pixels assumed to be
square.
Square pixels, preserve width
Adjusts height to maintain aspect ratio of pixels assumed to be
square.
4. Click OK or press Enter.
5. In the Open dialog box, navigate to the drive and directory that
contain the file.
6. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter.
Clip to fit and Pad to fit maintain the graphic’s original aspect
ratio. Scale to fit distorts it.
Note
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Overview of FXDeko
To re-open the graphic file in the active window:
From the File menu, choose Revert.
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Keying and Frame Grabbing
23
To transfer a GF/Halo/Kseries/Presto image to
FXDeko:
1. <Record> the GF/Halo image as a still or Kseries/Presto as ppic.
2. Insert a compatible disk formatted for DOS into one of the GF/Halo
drives.
3. <Do> dos export. Export the GF/Halo still to the DOS disk as a DOS
file with a .gf extension for GF or .20k for Kseries/Presto.
4. Remove the disk from the GF/Halo drive and insert it into a drive on
the PC running FXDeko.
5. From the File menu, choose Open, then navigate to the drive and
directory that contain the.gf file or .20k file.
6. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter.
You can reverse this process to transfer graphics from FXDeko
to GF/Halo. Only graphic files (still, targa, tiff and dko, g and
bmp) can be shared. Text files are not compatible.
Note
KEYING
Using FXDeko’s built-in keyer, you can key text and graphics over live video. Or,
you can use FXDeko’s linear key output to key text and graphics downstream,
using a switcher.
To enable FXDeko’s built-in keyer:
1. Connect an input video signal to FXDeko. See Video Inputs in the
FXDeko Installation Guide.
2. In Options menu, click Hardware Settings, click Input Selection, and
select the appropriate input signal.
3. From the Channel menu, choose Keying and Routing. Select
appropriate Channel and Video Format options, then click Close.
Changes to Keying and Routing settings may affect other
settings in the Keying and Routing dialog box.
Important
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Overview of FXDeko
To output only the key of a graphic:
From the Channel menu, choose Show Key Output.
FRAME GRABBING
To set grab options:
Do one of the following:
·
In the Channel menu, click Grab Options, then click to select or
de-select options from the drop-down menu. A checkmark next
to an option indicates that it is selected.
·
In the Channel menu, click Keying and Routing, then select or
de-select Frame Grab options.
Grab With Key
Select to enable frame grabbing video input with key. This option
must be selected to enable frame grabbing of shaped input video.
Input Video Is Shaped
Select to enable frame grabbing of shaped input video. This
selection is not available if Grab With Key is not selected.
To grab a frame of video:
1. Connect an input signal to FXDeko. See Video Inputs in the
FXDeko Installation Guide.
2. From the Channel menu or from the Keying and Routing dialog box,
choose Frame Grab.
Use a digital input source for the highest quality frame
grabbing.
Note
SUPPRESSING MOTION
To apply motion suppression when frame grabbing:
1. From the Channel Menu, choose Motion Suppress.
2. Check Motion Suppress When Grabbing.
To apply motion suppression to the current
background:
1. From the Channel Menu, choose Motion Suppress.
2. Check Motion Suppress Now.
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Keying and Frame Grabbing
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To specify motion suppression options:
1. From the Channel Menu, choose Motion Suppress.
2. Do one of the following:
·
·
Check Interpolate Scan Lines to specify interpolation between
every other scan line.
Check Duplicate Scan Lines to specify duplication of every
other scan line.
3. Check either Preserve Field 1 (odd field) or Preserve Field 2 (even
field) to specify which field’s scan lines to interpolate or duplicate.
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Composing Text
SELECTING TEXT
To select a block of text:
Drag across, then down or up the text.
Use arrow keys (• ® ¯ ¬ ) to move the cursor to the beginning or end
of the text block, then hold Shift and press arrow keys as necessary.
To select multiple blocks of text:
Hold Ctrl as you drag across, then down or up the text.
Choose Select More from the Edit menu. For each block of text, use arrow
keys (• ® ¯ ¬ ) to move the cursor to the beginning or end of the text
block, then hold Shift and press arrow keys to select the block.
To select a word:
Double-click the word.
Use arrow keys (• ® ¯ ¬ ) to move the cursor to the beginning or end
of the word, then hold Shift and press right or left arrow.
To select all text in a text field:
From the top left of the text, drag across, then down the text.
Press Insert and Tab to the text field, or choose Select Field from the Edit
menu.
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Selecting Text, Selecting Typefaces
27
To select all text characters in a graphic:
Choose Select All (Crl+A) from the Edit menu.
To select all text characters in the current style:
Choose Select Style from the Edit menu.
To de-select text:
Click anywhere in the text field.
Press any arrow key (• ® ¯ ¬ ).
SELECTING A TYPEFACE
To select a typeface:
1. Select the text to which you will apply the new typeface. If no text is
selected, FXDeko applies changes to the current style.
2. Do one of the following:
·
From the View menu, choose Browser, then choose Browse
Typefaces from the File menu.
·
On the text bar, click the Typeface drop-down list box.
·
·
In the Style window, choose Font, then click Browse.
In the Style window, choose Font, then click the Typeface
drop-down list box.
3. Double-click a typeface on the browser or the drop-down list, or
type the name of the typeface in the text box.
If you select a custom typeface, FXDeko automatically sets the
font to the size at which no scaling will occur. You may then
select any font size.
Note
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Composing Text
To select a typeface from a graphic:
1. Move the text cursor immediately to the right of a character in the
desired typeface.
2. From the Text menu, choose Pick Font.
If you check “Cursor movement sets font and look” in the
Note
Options/Preferences/Cursor dialog box, the current style will
always show the style of the character to the left of the text
cursor, unless a text character or layer is selected.
USING AN INTERNATIONAL CHARACTER SET
To type a character from an international character
set:
1. From the View menu, choose International.
2. In the International window, click the Character Set list box, then
choose a character set from the drop-down list.
3. In the graphic window, position the insertion point where you wish
to insert the character.
4. Click the desired character in the International window.
Not all TrueType fonts include every character in every
character set. The International window displays a small box
in place of any character that is not available in the current
font.
Note
To change the current keyboard layout:
1. From the View menu, choose Style.
2. In the Style window, choose Font, then click the Keyboard list box.
3. Type or scroll to the new keyboard layout.
Any keyboard layout installed in Windows NT is
Notes
automatically available in Deko2000. In the Windows NT
Program Manager, double-click Main, Control Panel, then
International. Refer to Windows NT documentation for more
detailed information.
Deko2000 supports most alphabet-based languages as well as
several ideographic languages. For the following languages,
you must install the local version of Windows NT: Arabic,
Chinese, Hebrew, Japanese, Korean, and Thai.
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Changing Text Appearance, Size, and Spacing
29
BOLD AND ITALIC
To change normal text to bold:
1. Select the text to be changed, or select nothing to change the
current style.
2. Do one of the following:
·
Press the bold button on the text bar (Ctrl+B).
·
Activate the Style window, select Font at the top of the Style
window, then check Bold.
3. To change text back to normal, unpress the bold button or uncheck
Bold.
To change normal text to italic:
1. Select the text to be changed, or select nothing to change the
current style.
2. Do one of the following:
·
Press the italic button on the text bar (Ctrl+I).
·
Activate the Style window, select Font at the top of the Style
window, then check Italic.
3. To change text back to normal, unpress the italic button or uncheck
Italic.
UNDERLINING TEXT
To underline text:
1. Select the text to be underlined, or select nothing to add an
underline to the current style.
2. Press the underline button on the text bar (Ctrl+U).
To change text back to normal, unpress the underline button.
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Composing Text
ROTATING TEXT
To rotate text using the keyboard:
1. In the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the text to rotate.
4. Hold down Alt and press either the down arrow (¯ ) to rotate the
selected text clockwise, or the up arrow (• ) to rotate
counterclockwise.
To rotate text using the mouse:
1. Click the rotate/skew button in the Tools window.
2. Select the text to rotate.
3. Move the pointer near the dotted line surrounding selected text, so
that the pointer becomes the rotation tool.
4. Drag to rotate selected text.
To specify a numerical value for rotation:
1. Select the text to rotate. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click the Rotation text box, then type or scroll to a value.
Negative values set counterclockwise rotation of the selected text,
and positive values set clockwise rotation.
SKEWING TEXT
To skew text using the keyboard:
1. In the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the text to skew.
4. Hold down Alt and press either the right arrow (®) to skew the
selected text clockwise, or the left arrow (¬ ) to skew
counterclockwise.
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Changing Text Appearance, Size, and Spacing
31
To skew text using the mouse:
1. Click the rotate/skew button in the Tools window.
2. Select the text to skew.
3. Move the pointer over the top-right-corner handle of the selected
text, so that the pointer becomes the skewing tool.
4. Drag the handle to skew selected text.
To specify a numerical value for skewing:
1. Select the characters to skew. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click the Skew text box, then type or scroll to a value.
Negative values skew text counterclockwise, and positive values
skew text clockwise.
Skew can be used to italicize text to angles different from the
default italic angle.
Note
SMALL CAPS
To change lower case text to small upper case text:
1. Select the text to be capitalized, or select nothing to change the
current style.
2. Do one of the following:
·
Press the small caps button on the text bar.
·
In the Style/Font window, check Small Caps.
To change text back to normal, unpress the small caps button or
uncheck Small Caps.
CHANGING TEXT CASE
To change the first character of each word to upper
case:
1. Select the text to be changed, or select nothing to change all text in
the current text field.
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Composing Text
2. From the Text menu, choose Capitalize.
To change selected text to upper case:
1. Select the text to be changed, or select nothing to change all text in
the current text field.
2. From the Text menu, choose Upper Case.
To change selected text to lower case:
1. Select the text to be changed, or select nothing to change all text in
the current text field.
2. From the Text menu, choose Lower Case
CHANGING THE TEXT FIELD BOX
To change the text field box, using the keyboard:
1. From the Options menu, choose Transform/Move (Ctrl+M).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select a text field.
4. Hold Alt down and press arrow keys (• ¯ ® ¬ ) to move the text
field box up, down, left or right.
To change the text field box, using the mouse:
1. Click the move button in the Tools window.
2. Select a text field.
3. Position the pointer near the border or a handle of the field, so that
the pointer becomes the moving tool or a sizing tool.
4. Drag to move or size the text field box.
When you size the text field box, FXDeko does not scale the
text along with the box. The text remains the same size, but
wraps differently to fit within the box.
Important
To scale the text along with the box, see Scaling a Layer.
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Changing Text Appearance, Size, and Spacing
33
SCALING TEXT
To scale text using the keyboard:
1. In the Options menu, choose Transform/Scale & Width (Ctrl+W).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the text for scaling.
4. Hold down Alt and press either the up or down arrow (• ¯ ) to
increase or decrease text size, or the right or left arrow (® ¬ ) to
increase or decrease text width.
To scale text using the mouse:
1. Click the scaling button in the Tools window.
2. Select the text for scaling.
3. Move the pointer to a handle on any side or corner of selected text,
so that the pointer becomes one of the scaling tools.
4. Drag a handle either outward to increase or inward to decrease text
size.
Corner handles control height and width together; middle handles
on the right or left control width only; and middle handles on the
top or bottom control height only.
Hold Ctrl down while dragging a corner handle to preserve the
aspect ratio of the text — height and width scale together.
To specify a numerical value for font size:
1. Select the text to scale. If no text is selected, FXDeko applies
changes to the current style.
2. Do one of the following:
·
On the text bar, double-click the Size text box.
·
In the Style/Font window, double-click the Size text box.
3. In the text box, type or scroll to a new font size.
4. Press Enter to apply the new size.
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Composing Text
CHARACTER SPACING (KERNING)
To kern text using the keyboard:
1. In the Options menu, choose Transform/Kerning & Leading
(Ctrl+K).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the characters to kern.
4. Hold down Alt and press either the right arrow (®) to widen the
space between selected characters, or the left arrow (¬ ) to reduce
character spacing.
To kern text using the mouse:
1. Click the kerning/leading button in the Tools window.
2. Select the characters to kern.
3. Move the pointer to a handle at either side of the selected text, so
that the pointer becomes the kerning tool.
4. Drag the handle either outward to widen spacing between
characters or inward to decrease character spacing.
To specify a numerical value for kerning:
1. Select the characters to kern. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click or Tab to the Kerning text box, then type or scroll to
the desired value. A positive kerning value increases space
between characters; a negative value decreases the space. To use
default kerning, specify a value of zero.
CHARACTER WIDTH
To change character width using the keyboard:
1. In the Options menu, choose Transform/Scale & Width (Ctrl+W).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the characters to change.
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Changing Text Appearance, Size, and Spacing
35
4. Hold Alt down and press either the right arrow (®) to widen
characters, or the left arrow (¬ ) to decrease character width.
To change character width using the mouse:
1. Click the scale button in the Tools window.
2. Select the characters to change.
3. Move the pointer to a handle on either side of selected text, so that
the pointer becomes the widening tool.
4. Drag the handle either outward to widen characters or inward to
decrease character width.
To specify a numerical value for character width:
1. Select the characters to change. If no text is selected, FXDeko
applies changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click or Tab to the Width % text box, then type or scroll to a
percentage of normal character width.
ROW SPACING (LEADING)
To change leading using the keyboard:
1. In the Options menu, choose Transform/Kerning & Leading
(Ctrl+K).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the text for leading.
4. Hold down Alt and press either the up arrow (• ) to increase the
space between rows of selected text, or the down arrow (¯ ) to
decrease space.
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Composing Text
To change leading using the mouse:
1. Click the kerning/leading button in the Tools window.
2. Select the text for leading.
3. Move the pointer to a handle above or below selected text, so that
the pointer becomes a leading tool.
4. Drag the handle downward to increase the space between rows, or
upward to reduce row spacing.
To specify a numerical value for leading:
1. Select the text for leading. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Font at the top of the Style window.
4. Double-click the Leading text box, then type or scroll to the desired
value. A positive value increases the space between rows; a
negative value decreases it. The default value is zero.
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Cutting, Pasting, Finding and Moving Text
37
CUTTING AND PASTING TEXT
To cut or copy text:
1. Select the text to be cut or copied.
2. Do one of the following:
·
·
To cut selected text, from the Edit menu, choose Cut (Ctrl+X),
or click the cut button on the text bar.
To copy selected text, from the Edit menu, choose Copy
(Ctrl+C), then Selected, or click the copy button on the text bar.
To paste text:
1. Position the cursor where you will insert the text.
2. From the Edit menu, choose Paste (Ctrl+V), or click the paste button
on the text bar.
When you cut or copy text, it is saved in the Windows NT
clipboard.
Note
Unlike moving text, cutting and pasting text changes the
location of the text cursor. When you move text, the cursor
appears in the original location of the text even after the text
has been moved, but when you cut and paste text, the cursor
follows the text.
DELETING TEXT
To delete text:
1. Select the text to be deleted.
2. Choose Delete (Delete) from the Edit menu.
To delete all text within a text field:
1. Select a text field.
2. From the Layer menu, choose Clear Text.
The emptied layer remains in the graphic.
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Composing Text
FINDING AND REPLACING TEXT
To find text within a graphic:
1. From the Edit menu, choose Find (Ctrl+F).
2. In the dialog box, type the text in the Find What text box.
3. If desired, check Match Case or Match Whole Word Only.
4. Choose Find Next (Ctrl+G) to find and select the next occurrence of
the text.
5. Click Cancel to close the dialog box.
To find and replace text within a graphic:
1. From the Edit menu, choose Replace (Ctrl+H).
2. In the dialog box, type original text in the Find What text box.
3. Type replacement text in the Replace With text box.
4. If desired, check Match Case or Match Whole Word Only.
5. Do one of the following:
·
Choose Find Next (Ctrl+G) to find and select the next
occurrence of original text. Then choose Replace to remove
and replace selected text, or Find Next to skip to the next
occurrence of original text.
·
To find and replace all occurrences of original text, choose
Replace All.
6. Click Cancel to close the dialog box.
MOVING TEXT
To move text using the keyboard:
1. In the Options menu, choose Transform/Move (Ctrl+M).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the text to move.
4. Hold down Alt and press arrow keys (• ¯ ® ¬ ) to move selected
text up, down, right or left.
If no text is selected:
·
·
·
·
Alt + ¯ moves the cursor row and all lower rows down.
Alt + • moves the cursor row and all lower rows up.
Shift+Alt+• exchanges the cursor row with the row above it.
Shift+Alt+¯ exchanges the cursor row with the row below it.
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Cutting, Pasting, Finding and Moving Text
39
·
·
Alt + ® moves all characters from the cursor to the end of the
row (or tab field) to the right.
Alt + ¬ moves all characters from the cursor to the end of the
row (or tab field) to the left.
To move text using the mouse:
1. Select the text to move.
2. Click the move button in the Tools window.
3. Move the pointer near the dotted line surrounding selected text, so
that the pointer becomes the moving tool.
4. Drag to move selected text in any direction.
Unlike cutting and pasting text, moving text does not change
Note
the location of the text cursor. When you cut and paste text,
the cursor follows the text, but when you move text, the cursor
appears in the original location of the text even after the text
has been moved.
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Composing Text
JUSTIFYING TEXT
To justify text using the mouse:
1. Select the text, or select nothing to justify the entire field of text.
2. Do one of the following:
·
·
On the text bar, click the appropriate justification button to
alter horizontal justification, vertical justification, or both, then
choose the desired setting.
From the Text menu, choose Justify, then select a setting for
horizontal justification, vertical justification or both.
The choices are self-explanatory, except for full and spread
justification.
Full horizontal justification makes selected text, except any
row with a newline character (hard return), flush with the left
and right sides of the text field box.
Full vertical justification makes the top and bottom lines of
selected text flush with the top and bottom of the field box.
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Justifying Text and Using Tab Stops
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Spread justification makes all lines of selected text flush with
both the left and right sides of the text field box. To do this,
space is inserted between words and between letters, as
controlled by the Spread % in the Style/Layers window.
To justify text using the keyboard:
1. Select the text, or select nothing to justify the entire field of text.
2. Hold Ctrl down and press one of the numbers on the numeric
keypad to justify selected text in the corresponding position of the
selected text field.
7
8
9
Top left
Top center
Top right
4
5
6
Middle left
Middle center Middle right
1
2
3
Bottom left
Bottom center Bottom right
0
Justification off
If you select only some of the text in a field, that text will be
justified in a separate field.
Note
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Composing Text
TAB STOPS
To set a tab stop:
1. Position the cursor where you will insert the tab stop.
2. From the Text menu, choose Tab Set.
3. Choose an alignment (Right, Left, Center or Decimal) from the drop-
down menu.
4. The current tab settings for a text field are displayed at the bottom
of the text field box, using the following markers:
5. Left:
Right:
Center:
Decimal:
6. Whenever you Tab to a tab stop, a similar tab marker is displayed
to the left of the first character at the tab stop.
To clear a selected tab stop:
1. Tab to the tab stop.
2. From the Text menu, choose Tab Clear.
To clear all tabs within a layer:
From the Text menu, choose Tab Clear All.
To move a tab stop:
1. Position the cursor to the left of the tab stop.
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Do one of the following:
·
·
In the Options menu, select Transform, then Move.
Click the move button in the Tools window.
4. Hold Alt and use the right or left arrow keys (® ¬ ) to move the
tab stop.
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To cut or copy a tab stop:
1. Select the tab stop you wish to cut or copy.
2. Do one of the following:
·
·
To remove the selected tab stop from its current position,
choose Cut (Ctrl+X) from the Edit menu, or click the cut button
in the Tools window.
To copy and leave the selected tab stop intact, choose Copy
(Ctrl+C), then Tabs, from the Edit menu, or click the copy
button in the Tools window.
To paste a cut or copied tab stop:
1. If necessary, open the file into which you will paste the tab stop.
2. Position to text cursor where you will insert the cut or copied tab
stop.
3. From the Edit menu, choose Paste (Ctrl+V), or click the paste button
in the Tools window.
To change the decimal tab character:
1. From the Options menu, choose Preferences.
2. At the top of the dialog box, choose Common.
3. In the Decimal tab char text box, type a new decimal tab character.
4. Choose OK or press Enter.
To display or hide tab markers:
1. From the Options menu, choose Preferences.
2. In the dialog box, under Markers, check or uncheck Tab stops.
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Composing Text
SPELL CHECKING TEXT
To spell check text in the current graphic:
1. Do one of the following:
·
·
From the Text menu, choose Spell Check.
Click the Spell Check button on the text bar.
2. Use dialog box options to ignore or change reported errors until the
spell check is complete, or click Cancel to end the spell check at any
time.
To change spell check options:
1. From the Text menu, choose Spell Check.
2. In the Spell Check dialog box, select Options.
3. Click or Tab to select from the check box options:
Ignore capitalized words
Ignores all capitalized words, such as names of people or places.
Ignore all-caps words
Ignores all-cap words, such as acronyms like “ASAP”.
Ignore words with numbers
Ignores words that contain numbers, such as “File24”.
Ignore words with mixed case
Ignores mixed-case words, such as “FXDeko”.
Report words with mixed case
Reports mixed-case words, such as “FXDeko”.
Report doubled words
Reports double occurrence of the same word, such as “the the”.
Always suggest
Always suggests alternatives to reported words.
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Spell Checking Text and Using Undo
45
USING UNDO
To undo the previous action(s):
From the Edit menu, choose Undo (Ctrl+Z) for each action you wish
to undo. The Edit menu tells you what will be undone.
To redo undone actions:
From the Edit menu, choose Redo (Ctrl+Y) for each action you wish
to redo. The Edit menu tells you what will be redone.
To enable or disable Undo:
In the Edit menu, check or un-check Undo enabled.
The default setting is Undo enabled. Undo uses several
megabytes of space on your hard drive and may slow some
FXDeko operations. Disabling Undo frees space on your hard
drive and may speed up FXDeko’s performance.
Notes
You cannot disable Undo, then enable Undo and use it to undo
actions performed while it was disabled.
Undo will not undo changes to a macro or custom typeface,
and is disabled during sequence playback. When you play a
sequence, FXDeko resets the Undo buffer so that no previous
actions can be undone.
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46
Composing Text
BASELINE EDITING
To activate the Baseline Edit window:
Do one of the following:
·
From the Layer menu, choose Edit Baseline to activate the
Baseline Edit window.
·
If the Baseline Edit window is open but not active, check
Baseline Edit in the Window menu.
To draw a curved baseline:
1. Select the layer whose baseline you wish to modify.
2. Activate the Baseline Edit window.
3. Do one of the following:
·
·
In the Baseline menu, check Draw Curve.
Click the curve drawing tool button in the Tools window.
4. Position the drawing tool where you will begin the curve, and drag
the mouse to draw the curve.
To draw a line-segment baseline:
1. Select the layer whose baseline you wish to modify.
2. Activate the Baseline Edit window.
3. Do one of the following:
·
·
In the Baseline menu, check Draw Curve.
Click the drawing tool button in the Tools window.
4. Click to begin the line, then move the line tool to the desired end
point and click again. Repeat this step as desired to draw multiple
line segments.
To break the line, move the cursor out of the Baseline Edit window.
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To use a rectangle or ellipse as a baseline:
1. Select the layer whose baseline you wish to modify.
2. Activate the Baseline Edit window.
3. Click the rectangle or ellipse button in the Tools window, then drag
the cursor in the Baseline Edit window to define the rectangle or
ellipse.
4. Release the mouse button, then drag points as desired to edit the
baseline.
Holding Ctrl as you drag the cursor maintains a square or
round baseline.
Note
To apply a baseline:
Once you have drawn or edited the baseline as desired, do one of
the following:
·
To apply the baseline and remain in Baseline Edit mode,
choose Apply Baseline (Enter) from the Baseline menu.
·
To apply the baseline and close the Baseline Edit window,
choose Accept Baseline (Alt+Enter) from the Baseline menu.
To delete or insert a point on a baseline:
1. If not already in the Baseline Edit mode, choose Edit Baseline from
the Layer menu.
2. In the Baseline menu, check Edit Curve.
3. Do one of the following:
·
Click the point you wish to delete, then choose Delete Selected
Point (Delete) from the Baseline menu.
·
Choose Insert Point (Insert) from the Baseline menu, then click
on the curve where you wish to insert the point.
To reverse the direction of the baseline:
1. If not already in the Baseline Edit mode, choose Edit Baseline from
the Layer menu.
2. In the Baseline menu, choose Reverse Baseline.
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Composing Text
To change the type of a point on the baseline:
1. In the Baseline menu, check Edit Curve.
2. Click the point to select it.
3. In the Baseline menu, do one of the following:
·
·
·
Check Move To, for a point that begins a new section of the
baseline.
Check Line To, for a point connected to the previous point by
a straight line.
Check Bezier, for a point connected to the previous point by a
Bezier curve.
To adjust the continuity between two Bezier curves:
1. In the Baseline menu, check Edit Curve.
2. Click the point shared by the two curves.
3. In the Baseline menu, do one of the following:
·
Check Cusp for no continuity. The control points on either
side of the shared point move independently.
·
·
Check Smooth for C1 continuity.
Check Symmetric for C2 continuity.
To cancel changes to a baseline:
Do one of the following:
·
To cancel all changes and exit the Baseline Edit window,
choose Cancel from the Baseline menu.
·
If Undo is enabled, you can choose Undo (Ctrl+Z) from the
Edit menu, for each change you wish to undo.
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Creating Styles
SPECIFYING A FONT
ABOUT FONTS
A font is a single typeface in a particular size and orientation. In FXDeko, the
current font and the current look make up the current style.
The preceding Composing Text chapter described how to select and manipulate
a font interactively. This section describes how to use the controls in the
Style/Font Window to change the attributes of the current font.
Later sections describe how to install TrueType or Postscript fonts and how to
create a Custom Typeface.
To change the attributes of the current font:
Do one of the following:
·
Use the text bar to choose the current typeface, size, bold, italic
and justification rules.
·
Use the Style/Font Window to control all aspects of the
current font.
THE STYLE/FONT WINDOW
To display the Style/Font Window:
1. In the View menu, Choose Style (F6).
2. Click Font at the top of the Style window.
Controls in the Style/Font Window:
Typeface
The name of the current typeface. Click on this box to call up a list
of available typefaces. The list includes TrueType and Postscript
fonts and FXDeko Custom Typefaces. The latter are indicated by
the word “(deko)” after the typeface name.
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Creating Styles
Browse
Opens the Typeface Browser window, showing the current font
and a sample of each available typeface. Type the first one or two
letters of the typeface name to jump to that typeface. Double-click a
typeface sample to select it.
Size
The height of the current font, in screen units.
Width
Percent of normal width. Enter a percent less than 100 to condense
the font, or greater than 100 to expand it.
Bold
Selects a bold version of the current typeface. If no bold version is
available, this item is dimmed.
Italic
Selects an italic version of the current typeface. If no italic version
is available, this item is dimmed.
Small Caps
Turns all lower case characters into small upper case characters.
Leading
Controls the spacing between rows of text. A value of zero
produces the default row spacing. Values greater than zero increase
the space between rows; values less than zero decrease it.
Kerning
Controls the spacing between characters. A value of zero produces
the default kerning. Values greater than zero increase the space
between characters; values less than zero decrease it.
Rotation
Controls the angle of the baseline, in degrees.
Skew
Controls the amount of skew applied to the characters. This is
independent of the italic setting.
Spacing
Chooses the type of character spacing for the font:
proportional
Characters are spaced according to their widths.
monospace
All characters are forced to have the same widths.
digits
The digits 0-9 are monospace, but all other characters are
proportional.
For many typefaces, there is no difference between
“proportional” and “digits” spacing. In other words, the fonts
were designed with monospaced digits.
Note
Keyboard
Selects the keyboard language layout for typing with the font.
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Orientation
Determines field orientation, i.e. left-to-right, top-to-bottom, etc.
Right-to-left is available only for Arabic or Hebrew, and top-
to-bottom and top-to-bottom-rotated are available only for
Chinese, Japanese or Korean.
Note
Pre-rendered style
Indicates that this style was previously rendered and saved so it
can be typed quicker.
INSTALLING TRUETYPE OR POSTSCRIPT FONTS
To install a TrueType or Postscript font:
1. Hold Alt down and press Tab as many times as necessary to switch
to the Windows NT Program Manager.
2. In the Main program group, double-click Control Panel.
3. Double-click Fonts.
4. Select the fonts to install. Refer to help for the Fonts dialog box for
detailed help with font installation.
5. Cancel the Fonts dialog box and close the Control Panel (Alt+F4) to
return to FXDeko.
Once fonts have been installed in Windows NT, you must
restart FXDeko before those fonts are available in FXDeko.
Note
COPYING AND PASTING A FONT
To copy and paste a font:
1. Select text whose font you wish to copy.
2. From the Edit menu, choose Copy, then Font.
3. Select the text or position the cursor where you will apply the font.
4. From the Edit menu, choose Paste (Ctrl+V), or click the paste button
on the text bar.
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Creating Styles
When you copy a font, it is saved in the Windows NT clipboard.
Note
CREATING A CUSTOM TYPEFACE
To open a Custom Typeface window:
Do one of the following:
·
From the Window menu, choose Select Layout, then Typeface
Edit.
·
·
From the View menu, choose Custom Typeface.
From the File menu, choose Open, navigate to the drive and
directory containing an existing custom typeface, then press
Enter or click OK.
To import an active graphic as a character into a
custom typeface:
1. Activate the Program window and open the graphic you wish to
import as a character.
2. Do one of the following:
·
·
Open the custom typeface, and click or use arrow keys to
select the character. Then, from the File menu, choose Import
Character.
On the command bar, type cface import [code], where code
specifies the character (the default is 97). Code=0 uses the
current selection.
To import a graphic from file as a character into a
custom typeface:
1. Open the custom typeface.
2. Do one of the following”
·
·
Click or use arrow keys to select the character. Then, from the
File menu, choose Import Character From File. In the dialog
box, navigate to the file and enter it in the File Name text box,
then click OK or press Enter
On the command bar, type cface importfile [code] [name],
where code specifies the character (the default is 97, code=0
uses the current selection), and name specifies the filename to
import.
FXDeko copies the file into the selected character.
Note
FXDeko can import several file types, including: Bitmap (.dib,
.rle), Windows Bitmap (.bmp), Photo CD (.pcd), PCX (.pcx),
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Photoshop (.psd), Windows metafile (.wmf), TIFF (.tif), Targa
(.tga), JPEG (.jpg), Graphics Factory stills (.gf), videoDesigner
stills(.tv), Kseries/Presto ppic (.20k), and Pinnacle (.g) files
created in FlashFile, Lightning or Genie.
To change pin location and set width of a character:
1. In the Custom Typeface window, double-click the character you
wish to edit. FXDeko displays the character in its own window.
2. In the character window, type in or scroll to X and Y values for the
character’s pin location.
3. Type in or scroll to a Width value for the character’s set width.
4. To close the character window, double-click its control icon.
Multiple character windows can be open at one time.
Note
To specify custom typeface properties:
1. Activate the Custom Typeface window and open the custom
typeface.
2. In the Custom Typeface window, click Properties.
3. Edit properties as desired, then click OK.
Custom Typeface Properties
Font size
The default size of the typeface, a nominal size at which no scaling
will occur.
Cap height
The height of upper case characters, as a percentage of the font
size.
Ascender
The maximum distance of character ascenders from the baseline, as
a percentage of the font size.
Descender
The maximum distance of character descenders from the baseline,
as a percentage of the font size.
Underline size
Underline height, as a percentage of the font size.
Underline position
Underline position, relative to character position, as a percentage of
the font size.
Space width
Space between characters as a percentage of the font size.
Number width
Number width as a percentage of the font size.
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Creating Styles
SPECIFYING A LOOK
ABOUT LOOKS
This section describes how to control the current style’s look. The look controls
everything about the way a text character looks, including colors, edges,
shadows, etc.
A look consists of a list of details. Each detail is a face, edge, frame, shadow, or
underline, and has its own set of attributes which dictate color, size, shape, etc.
A look coupled with a font makes up a style.
To change the attributes of the current look:
Do one of the following:
·
Use the text bar to turn on and off the first face, edge, shadow,
underline and frame of a look, and to choose colors for each.
·
Use the Style/Look Window to control all aspects of the
current look, including additional edges, shadows, etc.
THE STYLE/LOOK WINDOW
To display the Style/Look Window:
1. In the View menu, Choose Style (F6).
2. Click Look (Alt+L) at the top of the Style window.
Controls in the Style/Look Window:
Details
The list of details for the current look. The selected detail is
highlighted, and its attributes are displayed in the lower half of the
window. Details come in these flavors:
Edge
An edge around the character. The edge is based on details
above it in the list of details.
Face
The face of the character. Most looks have only a single face,
which is usually the first detail in the list of details.
Frame
A frame behind the character.
Shadow
A shadow of the character. The shadow is based on details
above it in the list of details.
Underline
An underline below the character.
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Add
Adds a new detail to the current look. A pop-up menu lets you
choose which kind of detail to add. The new detail is added after
the selected detail.
Delete
Deletes the selected detail.
FACE
To add or remove a face:
1. Select the text to change. If no text is selected, a face is added to or
removed from the current style.
2. Click the face button on the text bar to toggle the face on or off.
To change the color of a face:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Do one of the following:
·
·
Click the shader button next to the face button on the text bar
(only for the first face of a look).
Open the Style window (F6), select Look (Alt+L) at the top of
the Style window, click on the appropriate face detail, then
click the Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or
CAP. Specify shader options as desired.
To change other attributes of a face:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Look (Alt+L) at the top of the Style window.
4. In the Details list, choose the face. FXDeko displays face attributes
in the lower half of the Style window.
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Creating Styles
FACE ATTRIBUTES
Hide
Check this box to hide the face. A hidden face can still affect other
details, based on its Priority and the “From previous detail”
settings of other details.
Shader
Opens the Face Shader window. Use the Face Shader to apply a
color, ramp or texture to the face.
Blur
Controls the amount of blur, from 0 (no blur) to 100.
Priority
Determines whether the face appears in front of or behind other
details. By default, FXDeko assigns a priority to each detail so that
they render from front to back, in the order they appear in the
Details list. Use Priority to change the rendering order. Priority
ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details
from different styles.
EDGE
To add or remove an edge:
1. Select the text to change. If no text is selected, an edge is added to
or removed from the current style.
2. Click the edge button on the text bar to toggle the edge on or off.
This button controls only the first edge of a look.
To add additional edges:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. Next to the Details list, choose Add, then choose Edge from the
popup menu. The edge is added after the selected detail.
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To change the color of an edge:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Do one of the following:
·
·
Click the shader button next to the edge button on the text bar
(only for the first edge of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate edge detail, then click the
Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or
CAP. Specify shader options as desired.
To change other attributes of an edge:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the edge. FXDeko displays Edge
Attributes in the lower half of the Style window.
EDGE ATTRIBUTES
Hide
Hides the edge. A hidden edge can still affect other details, based
on its Priority and “To next detail” settings.
Shader
Opens the Edge Shader window. Use the Edge Shader to apply a
color, ramp or texture to the edge.
Blur
Controls the amount of blur, from 0 (no blur) to 100.
Shape
Specifies the shape of the edge:
·
Round
creates a rounded edge.
square
·
creates a rectangular edge.
Type
Specifies the type of edge:
·
outer
creates an edge that extends outward from the outer edge of
the edged detail.
·
inner
creates an edge that extends inward from the outer edge of the
edged detail.
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Creating Styles
·
·
border
creates an edge that extends both outward and inward from the
outer edge of the edged detail.
filled
creates an edge that extends outward from the outer edge of
the edged detail; the inside is filled with the edge color.
Outer
Inner
Border
Filled
Size
Controls the size of the edge, from 0 (no edge) to 100 (very large
edge).
Priority
Determines whether the edge appears in front of or behind other
details. By default, FXDeko assigns a priority to each detail so that
they render from front to back, in the order they appear in the
Details list. Use Priority to change the rendering order. Priority
ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details
from different styles.
From previous detail
Specifies which other details in the look provide the shape on
which this edge is based:
·
face
produces an edge based only on the face detail.
·
frame
produces an edge around the first frame detail above the edge
in the Details list.
·
·
previous
produces an edge based on the “To next detail” setting of the
detail immediately above the edge in the Details list.
underline
produces an edge around the first underline above the edge in
the Details list.
To next detail
Determines what this edge will send to the detail immediately below
it in the Details list:
·
previous
sends whatever was sent to the edge from the detail above it.
·
merged
sends the combinations of the edge and whatever was sent to
the edge from the detail above it.
·
this
sends the edge only.
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SHADOW
To add or remove a shadow:
1. Select the text to change. If no text is selected, a shadow is added
to or removed from the current style.
2. Click the shadow button on the text bar to toggle the shadow on or
off.
This button controls only the first shadow of a look.
To add additional shadows:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. Next to the Details list, choose Add, then choose Shadow from the
popup menu. The shadow is added after the selected detail.
To change the color of a shadow:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Do one of the following:
·
·
Click the shader button next to the shadow button on the text
bar (only for the first shadow of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate shadow detail, then click the
Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or
CAP. Specify shader options as desired.
To change other attributes of a shadow:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the shadow. FXDeko displays Shadow
Attributes in the lower half of the Style window.
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Creating Styles
SHADOW ATTRIBUTES
Hide
Hides the shadow. A hidden shadow can still affect other details,
based on its Priority and “To next detail” settings.
Shader
Opens the Shadow shader window. Use the Shadow Shader to
apply a color, ramp or texture to the shadow.
Blur
Controls the amount of blur, from 0 (no blur) to 100.
Angle
Controls the angle that the shadow is offset from the detail(s) being
shadowed. An angle of zero produces a shadow directly above the
shadowed detail.
Type
Determines the type of shadow:
·
drop
creates a single shadow of the detail being shadowed.
·
deep
creates a thick shadow, as if the detail were extruded.
Drop
Distance
Deep
Controls the distance of the shadow from the shadowed detail(s).
Priority
Determines whether the shadow appears in front of or behind other
details. By default, FXDeko assigns a priority to each detail so that
they render from front to back, in the order they appear in the
Details list. Use Priority to change the rendering order. Priority
ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details
from different styles.
From previous detail
Specifies which other details in the look provide the shape on
which this shadow is based:
·
face
produces a shadow based only on the face detail.
·
previous
produces a shadow based on the “To next detail” setting of
the detail immediately above the shadow in the Details list.
·
frame
produces a shadow of the first frame detail above the shadow
in the Details list.
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·
underline
produces a shadow of the first underline above the shadow in
the Details list.
To next detail
Determines what this shadow will send to the detail immediately
below it in the Details list:
·
previous
sends whatever was sent to the shadow from the detail above
it.
·
·
this
sends the shadow only.
merged
sends the combination of the shadow and whatever was sent
to the shadow from the detail above it.
UNDERLINE
To add or remove an underline:
1. Select the text to change. If no text is selected, an underline is
added to or removed from the current style.
2. Click the underline button on the text bar to toggle the underline on
or off.
This button controls only the first underline of a look.
To change the color of an underline:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Do one of the following:
·
·
Click the shader button next to the underline button on the text
bar (only for the first underline of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate underline detail, then click the
Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or
CAP. Specify shader options as desired.
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To change other attributes of an underline:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the underline. FXDeko displays
Underline Attributes in the lower half of the Style window.
UNDERLINE ATTRIBUTES
Hide
Hides the underline. A hidden underline can still affect other
details, based on its Priority and “To next detail” settings.
Shader
Opens the Underline Shader window. Use the Underline Shader to
apply a color, ramp or texture to the underline.
Blur
Controls the amount of blur, from 0 (no blur) to 100.
Shape
Specifies the shape of the underline:
·
round
produces an underline with rounded corners.
·
square
produces an underline with rectangular corners.
Height
Controls the height of the underline. The default value is 100
percent.
Width
Specifies an additional amount of underline that extends beyond
the width of underlined text. A value of zero produces an underline
that exactly matches the width of underlined text.
V offset
Specifies a vertical offset from the underline’s normal position.
Negative values move the underline down, and positive values
move it up.
Spaces
Underlines the spaces between words.
Priority
Determines whether the underline appears in front of or behind
other details. By default, FXDeko assigns a priority to each detail
so that they render from front to back, in the order they appear in
the Details list. Use Priority to change the rendering order. Priority
ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details
from different styles.
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To next detail
Determines what this underline will send to the detail immediately
below it in the Details list:
·
previous
sends whatever was sent to the underline from the detail above
it.
·
·
this
sends the underline only.
merged
sends the combination of the underline and whatever was sent
to the underline from the detail above it.
FRAME
To add or remove a frame:
1. Select the text to change. If no text is selected, a frame is added to
or removed from the current style.
2. Click the frame button on the text bar to toggle the frame on or off.
This button controls only the first frame of a look.
To add additional frames:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. Next to the Details list, choose Add, then choose Frame from the
popup menu. The frame is added after the selected detail.
To change the color of a frame:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Do one of the following:
·
·
Click the shader button next to the frame button on the text bar
(only for the first frame of a look).
Open the Style window (F6), select Look at the top of the Style
window, click on the appropriate frame detail, then click the
Shader button.
3. In the Shader window, choose Color, Ramp, Texture, keyhole, or
CAP. Specify shader options as desired.
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Creating Styles
To change other attributes of a frame:
1. Select the text to change. If no text is selected, FXDeko applies
changes to the current style.
2. Activate the Style window.
3. Choose Look at the top of the Style window.
4. In the Details list, choose the frame. FXDeko displays Frame
Attributes in the lower half of the Style window.
FRAME ATTRIBUTES
Hide
Hides the frame. A hidden frame can still affect other details, based
on its Priority and “To next detail” settings.
Shader
Opens the Frame Shader window. Use the Frame Shader to apply a
color, ramp or texture to the frame.
Blur
Controls the amount of blur, from 0 (no blur) to 100.
Shape
Determines the shape of the frame:
·
round
creates a frame with rounded corners.
·
square
creates a frame with rectangular corners.
Height
Specifies the height of the frame.
Width
Specifies the width of the frame.
H offset
Offsets the frame horizontally relative to the detail being framed.
V Offset
Offsets the frame vertically relative to the detail being framed.
Descenders
Lowers the bottom of the frame to accommodate lower case
descender characters like g, j and y.
Spaces
Frames the spaces between words.
Priority
Determines whether the frame appears in front of or behind other
details. By default, FXDeko assigns a priority to each detail so that
they render from front to back, in the order they appear in the
Details list. Use Priority to change the rendering order. Priority
ranges from 0 (closest to viewer) to 1000 (farthest from viewer).
Priority also controls the rendering order of overlapping details
from different styles.
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To next detail
Determines what this frame will send to the detail immediately
below it in the Details list:
·
·
·
previous
sends whatever was sent to the frame from the detail above it.
this
sends the frame only.
merged
sends the combination of the frame and whatever was sent to
the frame from the detail above it.
CUTTING AND PASTING DETAILS AND LOOKS
To cut or copy a detail:
1. Activate the Style window.
2. Choose Look at the top of the Style window.
3. In the Details list, click on the detail you wish to cut or copy.
4. Do one of the following:
·
·
To remove the selected detail from its current position, choose
Cut Detail (Ctrl+X) from the Edit menu, or click the cut button
in the Tools window.
To copy and leave the selected detail intact, choose Copy
Detail (Ctrl+C) from the Edit menu, or click the copy button in
the Tools window.
To paste a detail into a Details list:
1. If necessary, open the Style file into which you will paste the detail.
2. Click on the detail in the Details list where you will insert the cut or
copied detail.
3. From the Edit menu, choose Paste Detail (Ctrl+V), or click the paste
button in the Tools window.
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To copy and paste a look:
1. Select text whose look you wish to copy.
2. From the Edit menu, choose Copy (Ctrl+C), then Look.
3. Select the text or position the cursor where you will apply the look.
4. From the Edit menu, choose Paste (Ctrl+V), or click the paste button
on the text bar.
When you copy a look, it is saved in the Windows NT
clipboard.
Note
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SPECIFYING A SHADER
ABOUT SHADERS
To apply color to text or graphics, FXDeko uses a shader.
Each detail in a look (face, edge, frame, shadow or underline) has its own shader.
The shader determines how color is applied to the detail.
FXDeko shaders come in five flavors:
·
·
A color shader produces a detail with a single, solid color.
A ramp shader produces a detail with a four-color ramp and an
optional highlight.
·
·
A texture shader produces a detail with a bitmap texture.
A CAP (cel animation player) shader produces a detail with
an animation. You can play cel animations only within the
context of a motion.
·
A keyhole shader produces a detail with keyed video. Note
that you cannot use a keyhole shader in an effect.
Any detail can have any kind of shader. For instance, a face can have a color
shader, an edge a ramp shader, and a shadow a texture shader, all within a single
look.
Multiple occurrences of the same type of detail within a look do not have to have
the same type of shader. For example, a look with three edges can have a
different shader for each edge.
You can use the same type of shader on multiple details within a graphic.
In addition, each graphic’s background has its own shader. Using the
background shader, you can make a solid, ramped or textured background for
any graphic. You cannot apply a CAP shader to a background.
Shaders are specified in the Shader window (F7). Any shader can be stored as a
preset shader. The preset shaders can be saved in a .shd file for future use.
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ACTIVATING A SHADER
To activate a shader for the current look’s first face,
edge, shadow, underline or frame:
Click the appropriate detail shader button on the text bar.
face
edge shadow underline frame
If you click the shader button for a detail that is not in the
Details list, FXDeko automatically adds the detail.
Note
To activate the background shader:
Click the background-shader button (Ctrl+F7) on the text bar.
To activate the shader for any detail in the current
style:
1. Activate the Style window.
2. In the Style window, click the desired detail in the Details list box.
3. In the Style window, click the Shader button.
APPLYING A COLOR
To apply a solid color to a detail:
1. Activate the detail’s shader.
2. At the top of the Shader window, choose Color. The Color button
near the top of the window displays the detail’s current color.
3. Use the color picker to pick a color.
4. When you are satisfied with the color, right-click the Color button
to set the detail’s shader to that color. The color is automatically
applied to the detail.
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APPLYING A RAMP
To apply a ramp to a detail:
1. Activate the detail’s shader.
2. At the top of the Shader window, choose Ramp. The Sample box
near the top of the window displays the detail’s current ramp.
3. For each of the four colors in the ramp, click the color button, use
the color picker to pick a color, then right-click the color button to
set it to that color.
4. Choose Options and specify ramp options as desired.
To apply highlighting to a ramp:
1. Follow above instructions for applying a ramp.
2. Click the Hilite button, then use the color picker to pick a color for
the highlight.
3. When you are satisfied with the color, right-click the Hilite button
to set it to that color.
4. Check the Hilite box to turn the highlight on.
5. Choose Options and specify highlight options as desired.
Ramp Options
Group
Specifies how the ramp should be applied:
·
·
·
·
letter
applies the ramp individually to each letter.
word
applies the ramp to each word.
row
applies the ramp to each row of text.
page
applies the ramp to the entire page of text.
Opacity
Controls overall transparency of the ramp, in addition to any
transparency in the individual colors of the ramp. Enter a value for
ramp opacity from zero (transparent) to 100 percent (opaque).
H Scale
Determines the width of the ramp relative to the group. For settings
less than 100 percent, only part of the ramp is applied to the group.
V Scale
Determines the height of the ramp relative to the group. For
settings less than 100 percent, only part of the ramp is applied to
the group.
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Highlight Options
Highlight Size
Specifies the size of the highlight relative to the height of the ramp,
up to 100 percent.
Highlight Angle
Specifies the angle (-360 to 360) of the highlight. An angle of zero
produces a horizontal highlight.
Highlight H Offset
Specifies the horizontal position of the highlight in the ramp.
Negative values offset the highlight to the left, positive values to
the right.
Highlight V Offset
Specifies the vertical position of the highlight in the ramp. Negative
values offset the highlight down, positive values up.
APPLYING A TEXTURE
To apply a texture to a detail:
1. Activate the detail’s shader.
2. At the top of the Shader window, choose Texture.
3. Do one of the following:
·
·
In the File Name text box, type name of the texture file.
Press Browse, then double-click a thumbnail in the Texture
Browser.
4. Specify texture options as desired.
The texture is copied from its file, in its original size, and
“pasted” onto the detail. Texture size doesn’t change. The
larger the detail, the greater the area of texture that is applied
to it.
Notes
In addition to FXDeko (.dko) graphics, FXDeko can import
several file types, including: Bitmap (.dib, .rle), Windows
Bitmap (.bmp), Photo CD (.pcd), PCX (.pcx), Photoshop (.psd),
Windows metafile (.wmf), TIFF (.tif), Targa (.tga), JPEG (.jpg),
Graphics Factory stills (.gf), videoDesigner stills(.tv),
Kseries/Presto ppic (.20k), and Pinnacle (.g) files created in
FlashFile, Lightning or Genie, to use as textures.
Multiple FXDeko graphics can use the same texture file.
To replace one texture with another:
1. Specify a texture shader as described above.
2. In the Shader window, click Replace.
3. On the FastAction keyboard, type a different texture filename in the
counter and press <Alt><Read Program>. Deko searches the open
graphic for the first object that has a texture marked. Replace, then
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replaces the texture filename with the texture filename in the
counter.
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Texture Options
File Name
The name of the texture file.
If you check the File Name check box (the default), FXDeko saves
only the name of the texture file when saving the graphic. Any
changes you make to the texture file will be reflected in the graphic
as well.
If you un-check File Name, FXDeko copies the bitmap from the
original texture file and saves it as part of the graphic. The word
“unnamed” appears in the File Name text box to indicate that the
texture is being stored with the graphic. The graphic will increase in
size by approximately the size of the texture file. Any subsequent
changes you make to the original texture file will not affect the
texture bitmap saved with the graphic.
Details using textured shaders can save only the name of the
texture file; they cannot store an unnamed texture.
Group
Specifies how the texture should be applied:
·
·
·
·
letter
applies the texture individually to each letter.
word
applies the texture to each word.
row
applies the texture to each row of text.
page
applies the texture to the entire page of text.
Opacity
Controls the texture’s opacity, from zero (transparent) to 100
(opaque).
Autoscale
Scales texture based on word, character, row, or page. Works in
conjunction with specific vertical and horizontal scaling.
V scale
Scales texture vertically based on user-specified value. Works in
conjunction with Autoscale feature.
H scale
Scales texture horizontally based on user-specified value. Works in
conjunction with Autoscale feature.
Replace
Tags the texture for replacement with a user-specified texture when
the replace_texture command is issued.
H offset
Offsets the texture relative to its horizontal alignment.
V offset
Offsets the texture relative to its vertical alignment.
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H Alignment
Specifies how the original texture is aligned with the selected
detail(s), depending on the Group setting:
·
left
aligns the left edge of the texture with the left edge of the
group.
·
·
center
aligns the center of the texture with the center of the group.
right
aligns the right edge of the texture with the right edge of the
group.
·
Left+right
Aligns the left edge of the texture with the left edge of the
group and the right edge of the texture with the right edge of
the group. You can use this setting to make “fancy” frames.
V Alignment
Specifies how the original texture is mapped onto the selected
detail(s), depending on the group setting:
·
·
·
·
top
aligns the top of the texture with the top of the group.
middle
aligns the middle of the texture with the middle of the group.
baseline
aligns the middle of the texture with the baseline of the group.
bottom
aligns the bottom of the texture with the bottom of the group.
APPLYING VIDEO
To apply keyed video to a detail:
1. Activate the detail's shader.
2. At the top of the Shader window, choose Keyhole.
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APPLYING A CEL ANIMATION
To apply a cel animation to a detail:
1. Open the detail’s shader.
2. At the top of the Shader window, choose CAP.
3. Specify CAP options as desired.
A typical way to use the CAP shader is to create a rectangle
Notes
and choose CAP for the rectangle’s face shader. Make the
rectangle large enough or it will clip the edges of the
animation. Deko reads in the CAP file series and displays the
first one as a static graphic on the detail. Deko only plays the
cel animation in the context of a motion.
A graphic can accommodate more than one animation.
Performance may degrade as Deko encounters large
animations or a lot of details in a graphic.
Cel Animation Options
File Name
The first file name of the animation.Each file (cel) within the
animation should be named with successive cel numbers, e.g.
globe001.tga, globe002.tga, globe003.tga, etc. There are two File
Open options:
·
Square Pixels Preserve Height
Adjusts width to maintain aspect ratio of pixels assumed to be
square.
·
No Scaling
Specifies square pixels without any scaling.
Frames
The number of cels (files) to play. Deko defaults to a number based
on the assumption that the animation ends when it encounters a file
name that breaks the sequence of numbers.
Forward/Backward
Specifies in which direction the animation plays.
Oscillate
Reverses direction of the animation each time it plays.
Continuous
Plays cel animation through any pause in the motion. Automatically
puts a pause at the end of the motion so that the animation
continues when the motion ends.
Rate
The rate of animation playback in images per second.
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To play a cel animation:
1. Open the graphic that includes the CAP shader in the Preview
window.
2. Activate the Motion window. Select Clear Motion from the Motion
menu, if necessary, to restore default settings to the Motion
window.
3. Click the second default motion descriptor to select it from the
script list on the lefthand side of the Motion window.
4. Click the arrow next to the Object text box and select Layer from the
drop-down menu.
5. Enter the layer number of the layer that contains the CAP shader in
the Layer number text box.
6. Specify other motion descriptor parameters as desired.
7. To view the cel animation, play the motion or, if you have the
Timeline option, scrub through the timeline.
A graphic can accommodate more than one animation.
Performance may degrade as Deko encounters large
animations or a lot of details in a graphic.
Notes
To keep a cel animation playing once a motion ends:
In the Shader window, under CAP shader options, select
Continuous. Deko automatically puts a pause at the end of the
motion so that the animation continues when the motion ends.
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THE COLOR PICKER
Use FXDeko’s color picker to pick colors for the color shader and ramp shader.
RGB
Selects the RGB color space. Click a color on the palette, or enter
numerical values up to 100 percent for each of red, green and blue.
HSV
Selects the HSV color space. Click a color on the palette, or enter
numerical values to specify:
Hue
the spectral shade of the color, represented by an angle (0-360)
around the color wheel or vector scope.
Sat
the color’s saturation, its percentage of pure color. Black, white and
gray have zero saturation. A 100 percent saturated color is pure
color—it contains no white or gray.
Value
the brightness of the color, represented by the maximum of either
red, blue or green. While not a true luminance amount, Value is
closely related to the brightness of a color.
Opacity
Controls the translucence of the color. An opacity of zero produces
a completely transparent color, while 100 percent is completely
opaque.
Selected Component
Selects the color component RGB or HSV to display in the Selected
Component Bar. In the picture above, Value is the selected
component. If Opacity is selected, FXDeko displays a gray scale in
the Selected Component Bar.
Un-selected Components
The large square displays the two un-selected RGB or HSV
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components. In other words, if Value is the Selected Component,
this square shows Hue along the vertical axis and Saturation along
the horizontal axis. If Opacity is the Selected Component, FXDeko
displays a gray scale in this square.
Current Color
Shows the current color, the color whose numerical values appear
above.
Eyedropper
Enables selection of a color directly from the desktop.
PICKING A COLOR
To pick a color:
1. Choose a color space by selecting RGB or HSV.
2. Use the color picker to pick a color, or enter numerical amounts for
Red, Green and Blue or Hue, Saturation and Value. Enter an amount
for Opacity, if desired.
3. To deposit the color into a color shader or ramp shader, right-click
on one of the color buttons near the top of the Shader window.
To pick a color from anywhere on the desktop:
1. Move the mouse pointer over the eyedropper button, then press
and hold the left mouse button down.
The cursor changes to an eyedropper.
2. Keep holding the left mouse button down, and move the
eyedropper cursor anywhere on the desktop. With the mouse
pointer over the desired color, release the mouse button.
USING PRESET SHADERS
The 18 Preset Shader buttons appear at the bottom of the Shader window. Any
type of shader may be assigned to any preset.
To apply a preset shader to a detail:
1. Activate the detail’s shader.
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Creating Styles
2. In the Shader window, click the preset button.
To assign the current shader to a preset shader
button:
Do one of the following:
·
·
Right-click the preset shader button.
Activate the Shader window (F7), then choose Preset Shader
Set from the Shader menu and select a preset shader from the
drop-down menu.
To save the current preset shaders:
1. Activate the Shader window (F7).
2. From the File menu choose Save Preset Shaders (Ctrl+S or Alt+F12)
or Save Preset Shaders As (F12).
3. To name the file, navigate in the Save As dialog box to the drive
and directory where you will store the file, type a name in the File
Name text box, then click OK or press Enter.
When you save a preset shader file, FXDeko automatically
attaches “.shd” to the file name. Do not type a different
extension.
Note
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WORKING WITH STYLES
THE CURRENT STYLE WINDOW
The Current Style window shows the current style.
This window shows sample text in the current font and look, in the actual size it
would appear if typed in the default Program window. If you are creating a style
with a very large font, you can enlarge the window to accommodate the larger
sample characters. You can change what sample text is displayed by clicking
Sample in the Typeface Browser and typing in new sample text.
To move the Current Style window:
1. In the Window menu, make sure Freeze is not checked.
2. Move the selection cursor over the window’s title bar.
3. Drag the window anywhere on the desktop.
To re-size the Current Style window:
1. In the Window menu, make sure Freeze is not checked.
2. Move the selection cursor anywhere over the border of the
window. The cursor becomes a sizing cursor.
3. Drag the border to change the window’s size.
To return the Current Style window to its original
position:
1. Move the selection cursor over the window’s title bar.
2. Drag the window offscreen left. The window will pop back to its
original spot in the lower left corner.
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Working with Styles
SAVING A STYLE
To save an unnamed style or to rename a style:
1. Activate the Style window (F6).
2. Choose Save Style As (F12) from the File menu.
3. In the dialog box, navigate to the drive and directory where you will
store the file.
4. Type a file name in the File Name text box, then click OK or press
Enter.
When you save a style file, FXDeko automatically attaches
“.sty” to the file name. Do not type a different extension.
Note
To save a modified style:
1. Activate the Style window (F6).
2. Choose Save Style (Ctrl+S or Alt+F12) from the File menu. FXDeko
replaces the previously saved version of the file.
COPYING AND PASTING A STYLE
To copy and paste a style:
1. Select text whose style you wish to copy.
2. From the Edit menu, choose Copy (Ctrl+C), then Style.
3. Select the text or position the cursor where you will apply the style.
4. From the Edit menu, choose Paste (Ctrl+V), or click the paste button
on the text bar.
When you copy a style, it is saved in the Windows NT
clipboard.
Note
ASSIGNING A STYLE TO A STYLE PRESET
To assign the current style to a preset style button:
1. If the Preset Style window is not visible, choose Preset Styles
(Alt+F7) from the View menu.
2. Right-click the preset style button.
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To pick up a style from a graphic and assign it to a
preset style button:
1. Activate a graphic window.
2. Move the text cursor immediately to the left of a character in the
desired style.
3. Select the character or choose Pick Style from the Text menu. The
style of that character is now the current style.
4. Right-click the preset button.
If “Moving cursor sets font and look” is checked in the
Options/Preferences/Cursor dialog box, you can omit step 3.
Note
To pick up multiple styles from a graphic and assign
them to preset style buttons:
1. Activate a graphic window.
2. From the Text menu, choose Pick Presets. FXDeko assigns the first
style in the graphic to the first preset button, the next style to the
second preset button, and so on.
RETRIEVING A STYLE
To select a preset style for typing:
1. Activate the Preset Style window (Alt+F7).
2. Click on one of the eight preset styles. That style is now the current
style.
To retrieve a style from a preset styles (.pst) file:
1. Activate the Preset Style window (Alt+F7).
2. Choose Open (Ctrl+O or F9) from the File menu.
3. In the dialog box, navigate to the drive and directory that contain
the preset styles file.
4. Type the file name in the File Name text box or choose it from the
File Name list box, then click OK or press Enter.
5. In the Preset Style window, click a preset button. That preset is
now the current style.
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Working with Styles
To retrieve a style from a style (.sty) file:
1. Activate the Style window (F6).
2. Choose Open (Ctrl+O or F9) from the File menu.
3. In the dialog box, navigate to the drive and directory that contain
the style file.
4. Type the file name in the File Name text box or choose it from the
File Name list box, then click OK or press Enter. The style in the .sty
file is now the current style.
SAVING PRESET STYLES
To save the eight preset styles in a Presets file:
1. Activate the Preset Style window (Alt+F7).
2. Choose Save Preset Styles As (F12) from the File menu.
3. In the dialog box, navigate to the drive and directory where you will
store the file.
4. Type a new file name in the File Name text box, then click OK or
press Enter.
When you save a preset style file, FXDeko automatically
attaches “.pst” to the file name. Do not type a different
extension.
Note
To save modified preset styles:
1. Activate the Preset Style window (Alt+F7).
2. Choose Save Preset Styles (Ctrl+S or Alt+F12) from the File
menu.FXDeko replaces the previously saved version of the file.
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SAVING A PRE-RENDERED STYLE
To save the current style as a pre-rendered style:
1. Activate the Style window (F6).
2. From the File menu choose Render and Save Style, then navigate to
the drive and directory where you will store the file.
3. Type a file name in the File Name text box, then click OK or press
Enter.
When saving a pre-rendered style, FXDeko renders each
character in the style’s font using the style’s look. For
complicated styles, this can take several minutes.
Notes
A pre-rendered style file occupies more disk space than a
normal style file. However, when you type pre-rendered
characters, they appear more quickly than characters that
must be rendered “on the fly” as they are typed.
Pre-rendered styles are indicated at the bottom of the
Style/Font window by a check next to Pre-rendered Style, and
in the Preset Style window by an (R) in front of the typeface
name.
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Graphics and Layers
VIDEO STANDARD
You can create FXDeko graphics in standard 4 x 3 aspect ratio or in the wider 16 x
9 aspect ratio used for some feature films, music videos and commercials. The
default video standard is standard NTSC.
To change the current video standard:
1. From the Options menu, select Hardware Settings, then choose
Common.
2. Select a Video Standard (NTSC, PAL, NTSC 16x9 or PAL 16x9).
When you change the video standard, FXDeko automatically
changes related input/output settings (number of scan lines,
pedestal, blanking width, etc.).
Notes
If this is the first time you are switching to a new standard, you
must recalibrate all levels and delays—FXDeko maintains a
separate set of values for each standard.
ABOUT LAYERS AND BACKGROUNDS
Each graphic consists of a background and one or more layers.
The layers:
A layer is one element of a FXDeko graphic. A graphic can have as many layers
as needed. Each layer is one of two types:
·
Text Layer—also called a text field. A solid white box indicates
a selected text layer. If no layers are selected, the current text
layer is indicated by a solid white box, while a dotted white box
indicates other text layers.
·
Geometric Shape Layer—a rectangle or an ellipse. A solid
contrasting box indicates a selected rectangle or ellipse.
When more than one layer of any kind are selected, handle markers indicate the
most recently selected layer.
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Layers are rendered in order from front to back, starting with the first layer. Using
the Layer menu or the Layer Browser, layers may be selected, reordered, hidden,
moved, rotated, scaled, etc.
The background:
Behind the final layer is the background, a full-screen rectangle that is either off
or on.
·
·
When off, the background is effectively transparent. This is
where “live video” shows through when FXDeko graphics are
keyed over external video.
When on, the background’s shader determines its color. Like
all FXDeko shaders, the background can be a solid color, a
ramp or a texture.
THE LAYER BROWSER
The Layer Browser shows a thumbnail image of each layer in the current graphic,
and displays the layer’s name and order. Type the first one or two letters of the
layer name to jump to that layer’s thumbnail.
You can click a thumbnail to select a layer, or reorder layers by dragging and
dropping them within the browser.
There are several Layer Browser tools:
Show Layer
Hide Layer
Lock Layer
Unlock Layer
Zoom Layer to Fill Thumbnail
Show Actual Perspective of Layer on Thumbnail
THE BACKGROUND
To turn the background on:
Do one of the following:
·
Click the background button on the text bar.
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Graphics and Layers
·
In the Layer menu, check Show Background.
To turn the background off:
Do one of the following:
·
·
·
Click the background button on the text bar.
From the Edit menu, choose Clear Background (Ctrl+F8).
In the Layer menu, un-check Show Background.
To apply a color, ramp or texture to the background:
1. Follow the above instructions to turn on the background.
2. Activate the Background Shader window (Ctrl+F7).
3. Select a color, ramp, or texture shader.
To open a graphic directly into the background:
1. Activate a graphic window.
2. From the File menu, choose Replace Background (Ctrl+F9).
3. In the dialog box, navigate to the drive and directory that contain
the file.
4. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter.
To open a graphic into the background, using the
Browser:
1. Activate a graphic window.
2. From the View menu, choose Browser (Ctrl+L).
3. From the File menu, choose Browse Backgrounds.
4. In the Browser window, double-click the thumbnail you wish to use
for the background texture.
To turn the background into a layer:
In the Layer menu, choose Background to Layer.
The background turns into a full-screen rectangle, but keeps
the shader it had as a background. The graphic now has a
transparent background.
Note
If the background is an unnamed texture, you cannot turn it
into a layer.
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To replace the background key with luminance from
a graphic file:
1. Activate a graphic window.
2. From the File menu, choose Replace Background Key.
3. In the dialog box, navigate to the drive and directory that contain
the graphic file.
4. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter.
This is useful if your graphic has a “companion” graphic in
which the luminance represents the key of the original.
Note
ADDING A TEXT FIELD
To add a text field to a graphic, using the keyboard:
From the Layer menu choose Add Text Field. FXDeko adds a text
layer based on the boundaries of the safe title area.
To add a text field to a graphic, using the mouse:
1. Click the add-text-field button in the Tools window.
2. In the graphic, the cursor becomes a text layer cursor.
3. Drag the cursor to define the text field box.
Holding Ctrl as you drag the cursor maintains a square field
box.
Notes
FXDeko always adds a new text field as the frontmost layer.
To create a new field or fields for selected text:
1. Select the text you wish to move to a new field or fields.
2. Do one of the following:
·
·
To put selected text into a single new field, choose Text to
Field from the Text menu.
To create a new field for each discrete group of selected text,
choose Text to Multiple Fields from the Text menu.
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To specify text field properties:
1. Select the text field.
2. Do one of the following:
·
·
From the Layer menu, choose Properties.
Open the Style window (F6) and choose Layer at the top of the
window.
3. Specify text field properties as desired.
TEXT FIELD PROPERTIES
Name
The user-specified name of the layer.
Box
Defines the text field box. All values refer to the original text field
box, before any transformation — scaling, rotation or skewing.
Left, Top
The left and top edges of the text field box, in screen units.
Width, Height
The width and height of the text field box.
Aspect
The ratio of width to height.
Fixed aspect
Maintains field aspect ratio whenever width or height changes.
Transform
Defines how the text field box is transformed from its original
position:
H Scale, V Scale
Horizontal and vertical scale factors.
Rotation
Text field rotation in degrees.
Skew
Text field skew amount.
H Origin, V Origin
The center of rotation.
Same priority as previous layer
Specifies that the current layer appears in the same plane as the
layer in front of it. In other words, FXDeko renders this layer as if it
were part of the layer in front of it.
Hidden
Hides the text field.
More
Displays more Text Field Properties.
Justification
Specifies default justification for text within the text field:
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Horizontal
Justifies text between the left and right edges of the text field.
Vertical
Justifies text between the top and bottom of the text field.
Spread %
When Horizontal justification is set to “spread,” specifies how
much additional space to add between the letters within a word,
compared to the space added between words.
Word wrap
Automatically wraps words to the next row, as necessary, to keep
text within the text field box.
Auto-scaling
·
·
·
None
No automatic text scaling.
Scale to fit box
Scales text up or down to exactly fit the text field.
Shrink to fit box
Scales text down, if necessary, to fit within the text field.
Text initialization
Determines how the text field is initialized when its graphic is
opened.
String
A text string to display in the field or the name of a macro file.
Usage
Specifies whether FXDeko use text, a macro (which must return a
string), or data in an .aut file, or requests data from an automation
host to initialize the field.
Update freq
Specifies how often, in seconds, to run a macro or request data
from an automation host.
ADDING A RECTANGLE LAYER
To add a rectangle to a graphic, using the keyboard:
From the Layer menu choose Add Rectangle. A rectangle layer is
added at the center of the screen.
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To add a rectangle to a graphic, using the mouse:
1. Click the rectangle button in the Tools window.
In the graphic, the cursor becomes a rectangle cursor.
2. Drag the cursor to define the rectangle.
Holding Ctrl as you drag the cursor maintains a square
rectangle.
Note
FXDeko always adds a new layer as the frontmost layer.
ADDING AN ELLIPSE LAYER
To add an ellipse to a graphic, using the keyboard:
From the Layer menu choose Add Ellipse. An ellipse layer is added
at the center of the screen.
To add an ellipse to a graphic, using the mouse:
1. Click the ellipse button in the Tools window.
2. In the graphic, the cursor becomes a ellipse cursor.
3. Drag the cursor to define the ellipse.
Holding Ctrl as you drag the cursor constrains the ellipse to a
circle.
Note
FXDeko always adds a new layer as the frontmost layer.
SPECIFYING LAYER PROPERTIES
To specify properties of a layer:
1. Select the layer.
2. Do one of the following:
·
·
From the Layer menu, choose Properties.
Open the Style window (F6) and choose Layer at the top of the
window.
3. Specify layer properties as desired.
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LAYER PROPERTIES
Name
The user-specified name of the layer.
Box
Defines the box surrounding the ellipse or rectangle. All values
refer to the original box, before any transformation — scaling,
rotation or skewing.
Left, Top
The left and top edges of the ellipse or rectangle, in screen units.
Width, Height
The width and height of the ellipse or rectangle.
Aspect
The ratio of width to height.
Fixed aspect
Maintains the shape’s aspect ratio, whenever the width or the
height changes.
Transform
Defines how the box is transformed from its original position.
H Scale, V Scale
Horizontal and vertical scale factors.
Rotation
Rotation in degrees.
Skew
Skew amount.
H Origin, V Origin
The center of rotation.
Same priority as previous layer
Specifies that the current layer appears in the same plane as the
layer in front of it. In other words, FXDeko renders this layer as if it
were part of the layer in front of it.
Hidden
Hides the layer.
Lock
Prevents selection or modification of the layer.
Justification
Specifies default justification for text within the text field:
Horizontal
Justifies text between the left and right edges of the text field.
Vertical
Justifies text between the top and bottom of the text field.
Spread %
When Horizontal justification is set to “spread,” specifies how
much additional space to add between the letters within a word,
compared to the space added between words.
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Word wrap
Automatically wraps words to the next row, as necessary, to keep
text within the text field box.
Keyhole
Cuts through all elements behind a layer to show keyed video on
the layer. You can perform motions on the keyhole layer. This
differs from a keyhole shader in that it is applied to the whole layer,
whereas a keyhole shader is applied only to a detail and cannot be
animated.
Auto-scaling
·
·
·
None
No automatic text scaling.
Scale to fit box
Scales text up or down to exactly fit the layer.
Shrink to fit box
Scales text down, if necessary, to fit within the layer.
Text initialization
Determines how the layer is initialized when its graphic is opened.
String
A text string to display in the field, or a record number, or the name
of a macro file, or the query string created by the Database window.
See Usage below.
Usage
Specifies whether FXDeko use text, a macro (which must return a
string), or data in an .aut file, or requests data from an automation
host to initialize the field.
Update freq
Specifies how often, in seconds, to run a macro or request data
from an automation host.
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SELECTING A LAYER
Layer markers let you know at a glance what layers are selected.
·
If no layers are selected, the current text layer is indicated by a
solid white box, while a dotted white box indicates other text
layers.
·
·
A solid white box indicates a selected text layer.
A solid contrasting box indicates a selected rectangle or
ellipse.
·
When more than one layer are selected, the most recently
selected layer is indicated with handles.
To select a layer in the active graphic:
Do one of the following:
·
·
·
Click on an ellipse, rectangle or the box around a text field.
Page Up or Page Down to the layer.
Choose Layer Browser from the View menu, then click the
thumbnail image of the layer in the browser.
·
Choose it from the list at the bottom of the Layer menu.
To select the layer in front of the current layer:
Do one of the following:
·
·
Activate the graphic window and press Page Up.
In the Layer menu, click Select Previous Layer (Alt+Page Up).
To select the layer behind the currently selected
layer:
Do one of the following:
·
·
Activate the graphic window and press Page Down.
In the Layer menu, click Select Next Layer (Alt+Page Down).
To select all layers in the active graphic:
Choose Select Layers from the Edit menu.
To select multiple layers in the active graphic:
1. Check the Select More toggle in the Edit menu.
2. Use one of the above methods to select each layer individually.
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To deselect all selected layers:
Press the Escape key.
CREATING REAL-TIME CLOCKS
Deko’s Clocks feature makes it easy to create real-time clocks. Deko maintains a
list of user-defined clocks in the file, clocks.clk.
To define a new clock or edit an existing clock:
1. Do one of the following:
·
Open the Layer Properties window for the current text layer,
then click the View Clocks button in the window.
·
In the View menu, click Clocks.
2. Do one of the following:
·
If you are adding a new clock, in the Clock List dialog box, click
Add, and specify a clock ID.
·
If you are editing an existing clock, specify the clock ID.
3. Click Configure and specify clock parameters.
To display a clock in the current text layer:
1. Open the Layer Properties window.
2. Under Auto Update, click Clock.
3. Type in the clock ID or select it from the Clock List.
4. Click the arrows next to the On/Off box to turn the clock on.
CLEARING A GRAPHIC
To clear the layers from the active graphic:
From the Edit menu, choose Clear Layers (F8). FXDeko replaces the
layers with a single, empty text field.
To clear the background from the active graphic:
From the Edit menu, choose Clear Background (Ctrl+F8).
To clear the layers and the background from the
active graphic:
From the Edit menu, choose Clear All (press Alt+F8 or press F8
twice in rapid succession).
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To have FXDeko prompt you to save modified files
before clearing them:
1. From the Options menu, choose Preferences.
2. Choose Prompts at the top of the Preferences dialog box.
3. In the Prompts dialog box, check Prompt to save before clearing or
opening window.
CLEARING OR DELETING A LAYER
To delete one or more layers:
1. Select the layer(s).
2. From the Layer menu, choose Delete Layer (Delete).
To delete all layers:
From the Edit menu, choose Clear Layers (F8).
Clear Layers replaces all the layers in the graphic with a
single, empty text field. The Background remains intact.
Note
To clear text from a text field:
1. Select a text field.
2. From the Layer menu, choose Clear Text. The empty text field
remains in the graphic.
CUTTING AND PASTING LAYERS
To cut or copy a layer:
1. Select the layer to be cut or copied.
2. Do one of the following:
·
·
To cut the selected layer, from the Edit menu, choose Cut
(Ctrl+X), or click the cut button on the text bar.
To copy the selected layer, from the Edit menu, choose Copy
(Ctrl+C), then Selected, or click the copy button on the text bar.
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To paste a layer:
1. If you are moving the layer to a different file, open the destination
file.
2. Select a layer.
3. From the Edit menu, choose Paste (Ctrl+V), or click the paste button
on the text bar.
FXDeko pastes the layer directly in front of the selected layer.
APPENDING A GRAPHIC TO SECOND GRAPHIC
To append one graphic to another graphic:
1. Open the first graphic file.
2. From the File menu, choose Append Layers (Alt+F9).
3. In the dialog box, navigate to the drive and directory containing the
second graphic file.
4. Choose the file from the File Name list box or type it in the File
Name text box, then click OK or press Enter.
FXDeko appends the second graphic’s layers behind those of
the first. The second graphic’s background is not used.
Note
REORDERING LAYERS
To reorder layers in the active graphic:
Do one of the following:
·
·
·
Select Layer Browser from the View menu. In the browser, drag
and drop thumbnail images to reorder layers as desired. Note
that Deko indicates where you are about to drop an image by
darkening the edges of image before and the image after.
From the Layer menu, choose Reorder Layers. Deko renumbers
layers based on their positions on the screen from top to
bottom and from left to right. The layer nearest the top of the
screen becomes the frontmost layer.
Select the layer. From the Layer menu, choose one of the
following:
Send Back One Layer (Ctrl+-)
Swaps the layer with the layer behind it.
Bring Forward One Layer (Ctrl++)
Swaps the layer with the layer in front of it.
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Send to Back (Alt+-)
Makes the layer the backmost layer, just in front of the
background.
Bring to Front (Alt++)
Makes the layer the frontmost layer.
PASTING LAYERS TO THE BACKGROUND
To paste all layers in the active graphic to the
background:
From the Layer menu, choose Layers to Background.
FXDeko copies the layers to combine them in the background.
The original layers remain until you choose Clear Layers (F8)
from the Edit menu.
Note
COMBINING TEXT FIELDS
To combine multiple text fields into a single text field:
1. Select the text fields you wish to combine. Hold Ctrl and drag the
mouse to select the fields.
2. From the Layer menu, choose Text to Field.
FXDeko combines the fields into a single, new field.
Note
MOVING A LAYER
To move a layer using the keyboard:
1. From the Options menu, choose Transform/Move (Ctrl+M).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press arrow keys (• ¯ ® ¬ ) to move the layer
up, down, left or right.
To move a layer using the mouse:
1. Click the move button in the Tools window.
2. Select the layer.
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3. Position the pointer near the border of the layer, so that the pointer
becomes the moving tool.
4. Drag to move the layer in any direction.
To specify numerical values for layer position:
1. Select the layer.
2. Activate the Style window.
3. Choose Layer at the top of the Style window.
4. In the Style window, enter values for Left, Top, Width and Height.
JUSTIFYING A LAYER
To justify a rectangle, ellipse, or text layer:
1. Select the rectangle, ellipse, or text layer.
2. Do one of the following:
·
On the text bar, click the appropriate justification button to
alter horizontal justification, vertical justification, or both, then
choose the desired setting.
·
·
From the Text menu, choose Justify, then select a setting for
horizontal or vertical justification or both.
Hold Ctrl down and press one of the numbers on the numeric
keypad to justify the rectangle or ellipse in the corresponding
position of the Program window.
7
8
Top center
5
9
Top right
6
Top left
4
Middle left
1
Middle center Middle right
2
3
Bottom left Bottom center Bottom right
0
Justification off
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ROTATING A LAYER
To rotate a layer using the keyboard:
1. From the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press either the down arrow (¯ ) to rotate the
layer clockwise, or the up arrow (• ) to rotate it counterclockwise.
To rotate a layer using the mouse:
1. Click the rotate button in the Tools window.
2. Select the layer.
3. Position the pointer near the border of the layer, so that the pointer
becomes the rotation tool.
4. Drag to rotate the layer.
To specify a numerical value for rotation:
1. Select the layer.
2. Activate the Style window.
3. Choose Layer at the top of the Style window.
4. Double-click the Rotation text box, then type or scroll to a value.
SCALING A LAYER
To scale a layer using the keyboard:
1. From the Options menu, choose Transform/Scale & Width
(Ctrl+W).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press either the up or down arrow (• ¯ ) to
increase or decrease layer size, or the right or left arrow (® ¬ ) to
increase or decrease layer width.
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To scale a layer using the mouse:
1. Click the scale button in the Tools window.
2. Select the layer.
3. Position the pointer over a handle on any side or corner of the
layer, so that the pointer becomes a scaling tool.
4. Drag to scale the layer.
To specify a numerical value for layer scaling:
1. Select the layer.
2. Activate the Style window.
3. Choose Layer at the top of the Style window.
4. In the Style window, enter values for H Scale and V Scale.
When you scale a text field, FXDeko scales all text within the
field. To change the size of the text field without scaling the
text, change the Box value in Text Field Properties.
Note
SKEWING A LAYER
To skew a layer using the keyboard:
1. From the Options menu, choose Transform/Rotate & Skew (Ctrl+R).
2. In the Options menu, choose Transform and set increment of
change to Coarse or Fine (Ctrl+spacebar).
3. Select the layer.
4. Hold down Alt and press either the right arrow (®) to skew the
selected layer clockwise, or the left arrow (¬ ) to skew
counterclockwise.
To skew a layer using the mouse:
1. Click the skew and rotate button in the Tools window.
2. Select the layer.
3. Position the pointer over the top-right-corner handle of the selected
layer, so that the pointer becomes the skewing tool.
4. Drag the handle to skew the layer.
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To specify a numerical value for skewing:
1. Select the layer.
2. Activate the Style window.
3. Choose Layer at the top of the Style window.
4. Double-click the Skew text box, then type or scroll to a value.
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Effects, Motions, and Sequences
ABOUT FXDEKO EFFECTS
You can play back graphic files individually or in series, using a variety of
effects.
Transitional Effects
A Transitional Effect replaces the on-air (Program) graphic with another
(Preview) graphic.
altpush/left/right
Pushes the Preview graphic’s rows on screen alternately from the
left or right.
clear
Clears the layers, background or all of the Program graphic.
climb
Each row of the Preview graphic rolls on screen from the bottom of
the row.
cut
The Preview graphic replaces the Program graphic.
dissolve
The Program graphic fades out as the Preview graphic fades in.
push up/down/left/right
The Preview graphic pushes the Program graphic offscreen.
repeat thru
Repeats the previous effect on each subsequent file up to the
specified file.
slide up/down/left/right
The Preview graphic slides on top of the Program graphic.
slideoff up/down/left/right
The Program graphic slides off to reveal the Preview graphic.
wipe up/down/left/right
The Program graphic is wiped off in place, revealing the Preview
graphic.
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Text Effects
Text effects operate primarily on text fields:
roll
Text scrolls continuously up the Program graphic, bottom to top.
crawl
Text moves continuously across the Program graphic, right to left.
reveal
Text is typed onto the Program graphic, one character, word or row
at a time.
Motion Effects
You can use the Motion Editor to create special effects, “motion scripts”, that are
not necessarily based on specific graphics. You can save these custom effects in
motion (.mot) files and specify them within a sequence, just as you would any
other effect. See the Creating Motions later in this chapter.
SINGLE EFFECT PLAYBACK
To open an Effect Playback window:
Do one of the following:
·
From the Windows menu, choose Select Layout, then Effect
Playback.
·
From the View menu, choose Effect Playback (Shift+F11).
To play a single effect on the current graphic:
1. Activate the Effect Playback window.
2. Enter the following information in the Effect Playback window:
Channel
The channel for playback output.
Effect
The FXDeko effect to be played on the current graphic.
Layers
The graphic element, e.g. layers, background, row, etc., on which to
perform the effect. Options depend on the specified effect. Leave
this column blank to perform the effect on the entire graphic.
Rate
The numerical value for the rate at which FXDeko performs the
effect.
Units
The unit of measurement for rate.
Hold
When checked, loads the graphic in and waits for a trigger to play
the effect.
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3. If you wish to save the effect as a .efx file, click Save and enter a file
name, then click OK.
4. Click the play button in the Effect Playback window.
To imbed an effect into a graphic:
5. Open a graphic in the Preview window.
6. In the View menu, click Style.
7. In the Style window, click Graphic.
8. Click the Select button and navigate to the effect (.efx) file.
9. Save the graphic.
Notes
When you open the graphic in the Preview window, Deko
automatically plays the associated effect. If Deko cannot find
the associated effect file in the designated directory search
path, it prompts you to browse for the file.
CREATING A SEQUENCE
To open a Sequence window:
Do one of the following:
·
From the Windows menu, choose Select Layout, then
Sequence Playback.
·
From the View menu, choose Sequence (F11).
To create a sequence:
1. Activate the Sequence window.
2. From the Sequence menu, choose Clear Sequence, if necessary, to
clear all events.
3. Use the Tab or arrow keys to move to the various fields, enter the
following information for each event in the sequence:
control/time
Controls the timing of the event:
(blank)
Starts as soon as the previous event is done.
pause
Waits for a GPI trigger, right mouse click, or a Pause Sequence
(Pause) or Play Sequence (Alt+Enter) command before playing.
hold
Displays the first frame of the effect, then waits for a trigger
before continuing.
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delay
Pauses “Time” fields before playing.
stop
Stops the sequence, returning control to the user. To resume
playback, choose Play Sequence (Alt+Enter).
tcode
Starts event playback based on input and output times, using a
timecode reader. If Deko does not detect a connected timecode
reader, it will trigger tcode events based on the system clock.
skip
Skips to the next event. This is useful for inserting a comment.
loop
Repeats subsequent events “Time” times, until an “end” is
encountered. Loops can be nested.
end
Ends the current loop.
go to
Skips to event number in “Time” field.
Effect
See About FXDeko Effects for descriptions of effects.
Layers
The graphic element, e.g. layers, background, row, etc., on which to
perform the effect. Options depend on the specified effect. Leave
this column blank to perform the effect on the entire graphic.
File Name
The name of the graphic file on which to perform the effect. Press
Ctrl+L or click the Browse button to select the file from the Graphic
Browser window.
Rate
The rate at which FXDeko performs the effect, as specified here or
with Sequence/Playback Rate.
Units
The unit of measurement for rate.
To save a sequence:
1. Activate the Sequence window.
2. From the File menu, choose Save Sequence As (F12).
3. In the dialog box, navigate to the drive and directory where you will
store the file.
4. Type a file name in the File Name text box, then click OK or press
Enter.
When you save a sequence, FXDeko automatically attaches
“.seq” to the file name. Do not type a different extension.
Note
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To append a sequence to the active sequence:
1. Activate the Sequence window in which you will insert the second
sequence.
2. From the File menu, choose Append to Sequence.
3. In the Append Sequence dialog box, navigate to the drive and
directory that contain the sequence (.seq) file you wish to append.
4. Choose the file from the File Name list or type it in the File Name
text box, then click OK or press Enter.
BROWSING FOR GRAPHICS IN A SEQUENCE
To browse for graphic files to add to a sequence:
1. Activate the Sequence window (F11).
2. Do one of the following:
·
·
From the Sequence menu, choose Browse for Files (Ctrl+L).
Select Browser from the View window (Ctrl+L).
3. Double-click a thumbnail to enter it into the sequence.
To automatically advance to the next event while
browsing for graphics to put into a sequence:
1. Activate the Sequence window (F11).
2. In the Sequence menu, select Auto Advance From Browser.
If the next event is empty, FXDeko duplicates the last event.
Note
SELECTING EVENTS
To select a single event:
Do one of the following:
·
·
Double-click the event number.
Use arrow keys (• ¯ ) to position the cursor on the event, then
hold Shift and press the down arrow (¯ ).
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To select multiple events:
Do one of the following:
·
·
Drag the mouse across the event numbers.
Use arrow keys (• ¯ ) to position the cursor on the first or last
event you wish to select, then hold Shift and press an arrow
key (• ¯ ) to highlight the events.
To select all events from the current to the first
event:
Do one of the following:
·
·
Press Shift+Home.
Press Ctrl+Shift+Home.
Which keys you press depends on how you have “Home and
End key behavior” set in Options/Preferences/Cursor.
Note
To select all events from the current to the last event:
Do one of the following:
·
·
Press Shift+End.
Press Ctrl+Shift+End.
Which keys you press depends on how you have “Home and
End key behavior” set in Options/Preferences/Cursor.
Note
CUTTING AND PASTING EVENTS
To cut or copy an event or group of events:
1. Select an event or group of events.
2. Do one of the following:
·
·
To cut events, choose Cut Events (Ctrl+X) from the Edit menu,
or click the cut button on the text bar.
To copy events, choose Copy Events (Ctrl+C) from the Edit
menu, or click the copy button on the text bar.
To paste events into a sequence
1. Position the cursor at the event where you will insert cut or copied
events.
2. From the Edit menu, choose Paste Events (Ctrl+V), or click the
paste button on the text bar.
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INSERTING AND DELETING EVENTS
To insert a blank event above the current event:
Choose Insert Event (Alt+Insert) from the Sequence menu.
To delete the current event:
Choose Delete Event (Alt+Delete) from the Sequence menu.
To delete a group of events:
1. Select the group of events to be deleted. See Selecting Events.
2. Press Delete.
COMPOSING ROLLS AND CRAWLS
To compose a graphic for a roll effect:
1. Activate a graphic window (F5).
2. In the Text menu, select Vertical Scrolling. A scrollable graphic can
be higher than one screen height.
3. Compose the text for the roll, scrolling down as necessary.
4. Save the graphic.
To run a roll effect:
1. Activate the Sequence window (F11).
2. Enter the graphic’s file name, specify “roll” as the effect, and enter
a playback rate.
3. Press Alt+Enter to run the effect.
To adjust duration or spacing for smooth roll
playback:
1. Activate the Sequence window (F11).
2. From the Sequence menu, choose Smooth Roll Playback
Adjustment, then select one of the following from the drop-down
menu:
·
None—Turns off Smooth Roll Playback Adjustment. FXDeko
will not suggest any adjustments.
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·
·
Full and Half Vertical Resolution Rates—FXDeko suggests
adjustments based on acceptability of full and half vertical
resolution rates. Allows some aliasing.
Only Full Vertical Resolution Rates—FXDeko suggests
adjustments based on acceptability of full vertical resolution
rates only. Allows only clean rates.
3. Choose OK or press Enter.
When you enter a playback rate for a roll effect, FXDeko
displays any suggested adjustments in a dialog box. You can
choose to decrease or increase duration of the roll or original
line spacing of the graphic. Line spacing adjustments are not
offered when they would not be effective, e.g. if the document is
non-scrollable or if you choose a page-per-second rate.
Note
To compose a graphic for a crawl effect:
1. Activate a graphic window (F5).
2. In the Text menu, select Horizontal Scrolling.
3. Compose the text for the crawl. If you are composing more than one
row of text to crawl, use the Enter key to create up to three
additional rows.
4. Save the graphic.
By default, text composed without horizontal scrolling
selected crawls across the bottom of the screen.
Notes
You can create multi-row crawls of up to four rows of text.
To run a crawl effect:
1. Activate the Sequence window (F11).
2. Enter the graphic’s file name, specify “crawl” as the effect, and
enter a playback rate.
3. Press Alt+Enter to run the effect. See Creating a Sequence.
To crawl text across a specific row of the screen:
1. Follow the above instructions for composing a graphic for a
“crawl” effect.
2. Before you save the graphic, move the cursor to the top row of text.
Press Alt+¯ to move the text down to the desired screen location.
3. Follow the above instructions for running the crawl effect.
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To run a continuous crawl:
1. In the View menu, click Automation.
2. In the Automation window, specify the following:
·
·
·
Automation enabled
Type: III
Default Doc: Preview
3. In the View menu, click Effect playback.
4. In the Effect Playback window, select Crawl as the effect, click the
Options button, then click the Continuous box.
5. Send crawl text via the Y command. The format for the Y command
is: Y\Keyboard chars\\<CR><LF>
6. Use the Esc key to stop the crawl.
The Y command sends text only and will ignore any imbedded
changes.
Notes
You cannot continuously crawl multiple rows of text.
To imbed speed changes in a roll or crawl graphic:
1. Position the cursor where you would like the speed change to
occur.
2. In the Text menu, select Insert Speed.
3. Click Pause or select a speed from the drop-down menu. You can
specify speed changes in 1/10 page increments up to 1 page per
second. Deko inserts a visible marker to show where the imbedded
change is.
Imbedded speed changes only work if you specify Pages per
Second as units of rate when applying the roll or crawl effect.
Notes
Leave space between changes for smooth ease in and out.
Do not use the + and – keys to change speed during playback
of a roll or crawl with imbedded speed changes.
To edit imbedded speed changes:
1. Select the marker for the imbedded speed change you would like to
edit.
2. In the Text menu, select Edit Speed.
3. Click Pause or select a speed from the drop-down menu.
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COMMAND EVENT
One additional, powerful, sequence feature, command event, is available with the
Automation option. Command event runs the macro specified in the File Name
column during sequence playback.
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CREATING MOTIONS
Using the FXDeko Motion Editor, you can create special effects, called motions,
which are not based on specific graphics. A Motion window contains a motion
script, which is a series of one or more motions. The motion script is saved in a
motion (.mot) file. Once you have created a motion script and saved it in a motion
file, you can specify the file within a sequence, just as you would any other
effect.
To activate a Motion window:
From the View menu, choose Motion.
To open the Motion Compose Layout on your
desktop:
In the Window menu, choose Select Layout, then click Motion
Compose.
To open an existing motion (.mot) file:
1. Activate the Motion window.
2. From the File menu, select Open Motion.
3. Navigate to the drive and directory that contain the file.
4. Double-click the file name to open the file.
To create a new motion script:
This process clears the Motion window. If you have been
working in the Motion window, be sure to save your work in a
.mot file before proceeding.
Note
1. Activate the Motion window.
2. From the Motion menu, select Clear Motion.
3. Do one of the following:
·
·
·
Click a motion descriptor to select it from the script list on the
lefthand side of the Motion window.
Right-click anywhere in the descriptor box, then click Insert
Motion Descriptor.
Click the Add Descriptor button on the Motion toolbar.
4. Use the Motion Editor to specify the following for the selected
motion descriptor:
Object
The graphic element(s) FXDeko will apply the motion.
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Graphic
Moves all layers and the background.
All Layers
Moves all layers.
Background
Moves the background.
Layer
Moves each layer specified in this motion.
Row
Moves each row in the layer(s) specified in this motion.
Word
Moves each word in the layer(s) specified in this line of the
motion script.
Character
Moves each character in the layer(s) specified in this motion.
Effect
The motion to perform on the specified object (graphic element).
Effects listed below include standard effects plus effects available
only with the DVE Effects Group 2 option.
Screenmove
Moves the object relative to its screen position.
Layermove
Moves the object relative to its layer’s bounding box.
Objectmove
Moves the object relative to its bounding box.
Objectwipe
Wipes the object relative to its bounding box.
Screenwipe
Wipes the object relative to its position on the screen.
Folds
A user-specified number of sections peel off from the center or
on from the outer edges of the object.
Page Turn
Peels the object on or off.
Ripple
Creates a water ripple effect on the object as it fades in (on) or
out (off).
Shards
Sections of the object move outward from the center of the
object’s bounding box and apart (off), or inward, convening at
the center of the bounding box (on).
Tiles
An array of rectangular “tiles” of the object randomly fall off a
“wall” (off), or the tiles randomly rearrange themselves to form
the object (on).
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Page Scroll (DVE Effects Group 2)
The object “rolls up” off or unrolls on.
Cylinder (DVE Effects Group 2)
The object rolls into a cylindrical shape and rolls off or unrolls
from a cylinder and rolls on.
Magic Carpet (DVE Effects Group 2)
The object undulates from a specified fixed point as it fades off
or on. Deko controls opacity to enhance this effect unless you
specify opacity separately.
Accordion (DVE Effects Group 2)
Forms pleats on the object which fold and unfold from a
specified fold axis as the object fades off or on. Deko controls
opacity to enhance this effect unless you specify opacity
separately.
3D Ripple (DVE Effects Group 2)
Creates a 3D water ripple effect on the object as it fades off or
on. Deko controls opacity to enhance this effect unless you
specify opacity separately.
Layer Name or Number
For selected objects: layer, row, word or character, specifies the
layer name or number. Deko supplies a drop-down list of layer
names and numbers for the current graphic. A numbered list of
layers also appears at the bottom of the Layer menu.
You can specify a wildcard layer for similarly named layers. For
example, in a graphic with the layers: Rectblue, Rectgold,
Rectgreen, and Rectpink, you can designate Rect* as the layer
name to apply the effect to all four of these layers.
If you specify a hidden layer either explicitly or with a wildcard, the
layer will be shown during the motion. This is useful for creating a
“travelling glow” in the motion.
All Remaining applies the motion to each layer that is not explicitly
specified in the motion script.
Layers (including the background) not explicitly specified in the
motion are considered static (no motion). FXDeko treats adjacent
static layers as a single object. It is generally a good idea to place
static portions of a graphic in the back layers. You do not have to
make them part of the background.
Preview/Program
Specifies whether the FXDeko applies the motion to the Preview
graphic or to the Program graphic.
5. Specify any of the following motion descriptor parameters. Click the
arrow next to the parameter and choose a value from the drop-down
list.
Position
Horizontal
This specifies the horizontal path of the motion from the
object’s starting position to its ending (home) position. If you
do not specify X Position, the object(s) will not move
horizontally.
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Vertical
This specifies the vertical path of the motion from the object’s
starting position to its ending (home) position. If you do not
specify Y Position, the object(s) will not move vertically.
Ease
Refine the rate at which horizontal or vertical motion occurs, to
keep it constant throughout, or cause it to slow down or speed
up.
constant
Moves at a constant rate.
ease in
Starts slow and accelerates to full speed.
ease in fast
Starts slow and accelerates up to full speed, faster than
ease in.
ease out
Starts at full speed and decelerates.
ease out fast
Starts at full speed and decelerates, faster than ease out.
ease in and out
Accelerates, then decelerates.
ease out and in
Decelerates, then accelerates.
Size
This specifies the width or height of the object throughout the
selected motion. If you do not specify a size value, (OVR) might
appear next to the parameter to indicate that Deko is overriding
standard sizing to enhance the current DVE effect (this only
happens with some DVE effects).
Horizontal
This specifies width of the object throughout the selected
motion, in arbitrary units from 0.00 to 10.0 (full width).
Vertical
This specifies height of the object throughout the selected
motion, in arbitrary units from 0.00 to 10.0 (full scale).
Ease
Refine the rate at which horizontal or vertical growth occurs, to
keep it constant throughout, or cause it to slow down or speed
up.
constant
Grows at a constant rate.
ease in
Starts growing slowly and accelerates to full speed.
ease in fast
Starts growing slowing and accelerates up to full speed,
faster than ease in.
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ease out
Starts growing at full speed and decelerates.
ease out fast
Starts at growing full speed and decelerates, faster than
ease out.
ease in and out
Accelerates growth, then decelerates growth.
ease out and in
Decelerates growth, then accelerates growth.
Rotation
Specifies rotation of the object in degrees on the X, Y, or Z axis.
Ease
Refine the rate at which rotation occurs, to keep it constant
throughout, or cause it to slow down or speed up.
constant
Rotates at a constant rate.
ease in
Starts rotating slowly and accelerates to full speed.
ease in fast
Starts rotating slowly and accelerates up to full speed,
faster than ease in.
ease out
Starts rotating at full speed and decelerates.
ease out fast
Starts rotating at full speed and decelerates, faster than
ease out.
ease in and out
Accelerates rotation, then decelerates rotation.
ease out and in
Decelerates rotation, then accelerates rotation.
Opacity
This specifies opacity of the selected object(s) throughout the
motion, in arbitrary units from 0.0 (zero opacity) to 1.0 (full opacity).
If you do not specify an opacity value, (OVR) might appear next to
the parameter to indicate that Deko is overriding standard opacity
to enhance the current DVE effect (this only happens with some
DVE effects).
Ease
Refine the rate at which opacity increase or decreases, to keep
it constant throughout, or cause it to slow down or speed up.
constant
Increases or decreases opacity at a constant rate.
ease in
Starts to increase or decrease opacity slowly and
accelerates to full speed.
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ease in fast
Starts to increase or decrease opacity slowly and
accelerates up to full speed, faster than ease in.
ease out
Starts to increase or decrease opacity at full speed and
decelerates.
ease out fast
Starts to increase or decrease opacity at full speed and
decelerates, faster than ease out.
ease in and out
Accelerates, then decelerates increase or decrease in
opacity.
ease out and in
Decelerates, then accelerates increase or decrease in
opacity.
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To add a motion to the current motion script:
Do one of the following:
·
Right-click anywhere in the descriptor box, then click Insert
Motion Descriptor.
·
Click the Add Descriptor button on the Motion toolbar.
To delete the selected motion descriptor:
Do one of the following:
·
Right-click anywhere in the descriptor box, then click Delete
Motion Descriptor.
·
Click the Delete Descriptor button on the Motion toolbar.
To append a motion to the active motion:
1. Activate the Motion window.
2. From the File menu, choose Append to Motion.
3. In the Append Motion dialog box, navigate to the directory that
contains the motion (.mot) file to append to the open file.
4. Choose the file from the File Name list or type it in the File Name
text box, then click OK or press Enter.
To save a new motion script:
1. From the File menu, choose Save Motion (Ctrl+S or Alt+F12) or
Save Motion As (F12).
2. In the dialog box, navigate to the drive and directory where you will
store the .mot file.
3. Type a new file name in the File Name text box, then click OK or
press Enter. FXDeko automatically adds the .mot extension to the
file name. Do not type in a different extension.
When you save a motion script, FXDeko automatically
attaches “.mot” to the file name. Do not type a different
extension.
Note
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PLAYING A MOTION
The Motion Editor provides tools for specifying playback rate and playing the
motions in the current .mot file.
To specify the playback rate of motions in the
current .mot file:
1. Enter a numerical value in the Playback rate box on the Motion
Editor toolbar.
2. Click the arrow to the right of the Units of playback rate box and
select seconds or frames.
To specify in/out times for a motion descriptor:
1. Click and hold either end of an offset bar to view the current in or
out time for the corresponding descriptor.
2. Drag the offset bar to change in and out times equally, or drag only
one end of the offset bar right or left to adjust the in or out time.
3. Drag the offset bar to change in and out times equally, or drag only
one end of the offset bar right or left to adjust the in or out time.
You can select multiple offset bars, by holding Ctrl and
clicking the end of each bar, and adjust them as a group.
Note
To specify a pause:
Click the pause button just below the offset bar for the motion
descriptor. During playback, FXDeko will pause the motion at the
specified in time. Click play to resume playback. Note that if you
use a Cap shader with the Continuous option selected, Deko
automatically pauses the end of the motion.
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To play the selected motion:
Do one of the following
·
·
Click the Play button on the Motion Editor toolbar.
Use the shortcut key Shift+Alt+p.
To pause and resume a motion during playback:
1. Click the Pause button on the Motion Editor toolbar.
2. Click the Pause button again to resume the motion.
To stop a motion during playback:
Click the Stop button on the Motion Editor toolbar.
USING THE TIMELINE OPTION
If your FXDeko has the Timeline option enabled, the Motion Editor provides a
timeline graph, which displays the selected motion parameter as y and the time--
or duration--for the motion as x. Units of measurement of motion or time change
to suit selected motion parameters. The figure below shows what your Motion
window looks like with Timeline enabled.
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To play the motion using the scrub bar:
Click and hold the scrub bar arrow and drag the scrub bar across
the timeline in either direction on the x axis.
You can edit a motion with the scrub bar enabled, but you
cannot edit a motion during playback.
Note
To change the path for the selected motion
parameter:
The path indicator next to the graph shows how the timeline
represents the path of the motion relative to the output screen.
Click the arrow next to the path indicator and select a new path from
the drop down list. Choices depend upon what parameter is
currently selected.
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To specify motion parameters:
Motion parameters are listed next to the timeline graph. Click the
parameter to highlight it, then use the timeline tools as necessary to
edit the parameter.
Position
X Position
This specifies the horizontal path of the motion from the
object’s starting position to its ending (home) position. If you
do not specify X Position, the object(s) will not move
horizontally. Click the path indicator arrow to the left of the
timeline to select a horizontal path:
Left to Home
Center to Home
Right to Home
Left to Right
Offset
Absolute
Absolute to Home
Y Position
This specifies the vertical path of the motion from the object’s
starting position to its ending (home) position. If you do not
specify Y Position, the object(s) will not move vertically. Click
the path indicator arrow to the left of the timeline to select a
vertical path:
Top to Home
Offset
Center to Home
Bottom to Home
Top to Bottom
Absolute
Absolute to Home
Scale
The timeline expresses X scaling and Y scaling of the object
throughout the selected motion, in arbitrary units from 0.00 to 10.0
(full scale). If you do not specify scaling values, (OVR) might
appear next to the parameter to indicate that Deko is overriding
standard sizing to enhance the current DVE effect (this only
happens with some DVE effects).
Rotate
The timeline expresses rotation of the object throughout the
motion, in degrees, on the X, Y, or Z axis.
Skew
The timeline expresses skewing of the object throughout the
motion, in negative (leftward skewing) or positive (rightward
skewing) arbitrary units.
Kern
The timeline expresses kerning of the object throughout the motion,
in negative (inward kerning) or positive (outward kerning) arbitrary
units.
Opacity
The timeline expresses opacity of the selected object(s) throughout
the motion, in arbitrary units from 0.0 (zero opacity) to 1.0 (full
opacity). If you do not specify an opacity value, (OVR) might
appear next to the parameter to indicate that Deko is overriding
standard opacity to enhance the current DVE effect (this only
happens with some DVE effects).
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Blur Face
The timeline expresses x blurring and y blurring of the face of a
character throughout the motion, in arbitrary units from 0.0 to 1.0.
This parameter only applies to motions on characters. Deko
overrides standard opacity and scaling to enhance blurring, unless
you specify opacity and scaling separately.
Timeline Tools
You can use the Timeline Tools on the Motion Editor toolbar to select, edit, add,
delete, or move points on the timeline.
Edit points
Allows you to change the type of the selected point.
Insert points
Inserts one or more points. Click anywhere on the timeline to insert.
Delete points
Deletes the selected point.
Next point
Selects the next point.
Previous point
Selects the previous point.
Move
Enables moving the selected point.
Line / Curve / Cusp / Smooth / Symmetrical
Determine the nature of the point.
Reset graph
Resets the timeline graph to its default shape.
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USING A MOTION IN A SEQUENCE
To use a motion in a sequence event:
1. In the Sequence window, move the cursor to the event.
2. Choose Motion in the Effect column, then select the motion (.mot)
file from the drop-down list of saved motion files.
PLAYING A SEQUENCE
To specify the starting event:
1. Activate the Sequence window.
2. Press the up or down arrow (• ¯ ) to move the cursor to an event.
FXDeko always begins a sequence with the current event.
To play a sequence:
1. Activate the Sequence window.
2. Do one of the following:
·
·
Click the play button in the Sequence window.
Choose Play Sequence (Alt+Enter) from the Sequence menu.
In the Sequence window, the play button lights up green to
indicate that sequence playback is in progress.
PAUSING SEQUENCE PLAYBACK
To pause sequence playback:
Do one of the following:
·
Click the pause button in the Sequence window.
·
Choose Pause Sequence (Pause) from the Sequence menu.
The play button light goes off and the pause button lights up
yellow to indicate that a sequence has been paused.
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To specify a pause in a sequence:
Do one of the following:
·
In the Control column, select pause. During playback, FXDeko
reads the next file into the Preview window, then pauses the
sequence and displays the message “Sequence paused. Press
Alt+Enter to continue.”
·
In the Control column, select hold. FXDeko displays the first
frame of the effect, then waits for a trigger.
To resume a paused sequence:
Do one of the following:
·
·
Right-click the mouse.
Click the pause button in the Sequence window.
·
·
·
Choose Pause Sequence (Pause) from the Sequence menu.
Choose Play Sequence (Alt+Enter) from the Sequence menu.
Click the play button in the Sequence window.
·
Use a GPI trigger.
The pause button light goes off and the play button lights up
green.
USING A GPI TRIGGER
To connect a GPI trigger:
1. Connect the triggering device to an available com port, if it is not
already connected.
2. Restart FXDeko.
To enable GPI triggering:
1. Activate the Sequence window (F11).
2. From the Sequence menu, choose GPI Settings.
3. In the GPI Trigger Settings dialog box, check GPI Enabled, enter the
Com port name (e.g. COM2), then choose OK.
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STOPPING SEQUENCE PLAYBACK
To stop sequence playback:
Do one of the following:
·
·
Press Esc.
Click the stop button in the Sequence window.
Choose Stop Sequence Playback (Ctrl+Pause) from the Sequence menu.
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User Preferences
FXDEKO LAYOUTS
FXDeko offers eight standard layouts for creating, editing and playing back
graphics and macros:
Graphic Compose
To compose text and graphics.
Style Edit
To create and edit styles.
Effect Playback
To play a single effect.
Sequence Playback
To control the playback of a series of graphic files.
Macro Edit
To create and edit macros.
Macro Record
To see a macro as it is being recorded.
Motion Compose
To create and edit motions.
Typeface Edit
To create and edit user-defined custom typefaces.
In addition to the eight standard layouts, you can save any configuration of your
FXDeko desktop as a custom layout.
ARRANGING THE DESKTOP
To change the FXDeko layout:
1. Choose Select Layout from the Window menu. The current layout
has a check next to it.
2. Choose from the list of available FXDeko layouts.
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User Preferences
To save the current layout as a custom layout:
1. Choose Save Layout As from the Window menu.
2. In the dialog box, type a name for the layout, then click OK or press
Enter.
To save a layout as the starting layout:
1. From the Options menu, choose Preferences.
2. In the dialog box, select the tab for Common preferences.
3. Specify the layout name as the Starting Layout.
4. Click OK or press Enter.
To save current settings and user preferences:
In the Options menu, check Save Settings Now.
To automatically save current settings each time you
exit FXDeko:
In the Options menu, check Save Settings on Exit.
To show or hide a window:
In the View menu, click an unchecked item to view it, or click a
checked item to minimize it.
To show or hide a toolbar or status bar:
In the View menu, click an unchecked item to show it, or click a
checked item to hide it.
To reset windows in the current layout to default
positions:
From the Window menu, choose Reset.
To freeze windows so they cannot be moved or sized:
From the Window menu, choose Freeze.
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USER PREFERENCES
To specify preferences:
1. From the Options menu, choose Preferences.
2. In the dialog box, select the tab for the type of preferences you
wish to specify: Common, Prompts, Paths, Cursor, Marker or
Advanced.
Hardware settings are described in the FXDeko Installation
Guide.
Note
To save current preferences:
In the Options menu, check Save Settings Now.
To automatically save current preferences each time
you exit FXDeko:
In the Options menu, check Save Settings on Exit.
To reset preferences to factory default settings:
1. From the Options menu, choose Preferences.
2. In the dialog box, choose the type of preference you wish to
change: Common, Prompts, Paths, Cursor, Markers or Advanced.
3. In the dialog box, choose Set this page to defaults, then click OK or
press Enter.
To reset all preferences, hardware settings or
software settings to factory defaults:
1. From the Options menu, choose Factory Defaults.
2. Select the type of settings you wish to change:
·
·
·
User Preferences as set in Options/Preferences
Hardware Settings as set in Options/Hardware Settings
Software Settings, which includes all program settings not
explicitly set in Hardware Settings or Preferences — current
preset styles and shaders, window freeze status, etc.
3. Click OK or press Enter.
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131
COMMON PREFERENCES
Starting Layout
The desktop layout that appears each time you start FXDeko.
Color used where graphic is transparent
The color FXDeko uses to fill all transparent areas of a graphic
(areas filled with live video when the FXDeko keyer is turned
on).The default color is dark gray. To select a new color, click the
color button.
Decimal tab char
The character that FXDeko uses as a decimal point when decimal-
aligning rows of text. The default decimal tab character is a period.
On re-boot, automatically log on to NT
Check this box to have FXDeko automatically started whenever
you re-boot Windows NT. You must enter your password for this
feature to work properly.
Restrict Graphics to Deko500
Limits FXDeko to Deko500 capabilities.
Keyboard
If you have the FastAction Keyboard option you can choose to
enable the FastAction Function Keys or use the function keys as
you would on a standard keyboard. You can also turn FastAction
Lights on or off.
You can enable the Enhanced Keypad for fast action access to
graphic files. The enhanced numeric keypad is available even
without the FastAction Keyboard option. Deko displays the
enhanced keypad counter on your VGA monitor.
PROMPTS PREFERENCES
Prompt to save before clearing or opening a window
Prompts you to save a modified graphic or macro before clearing it
or opening a file into it.
Prompt to save before closing a window
Prompts you to save any modified file before closing its window or
exiting FXDeko.
Prompt if file not found
Displays an error prompt any time FXDeko cannot find a graphic,
style, or custom typeface file used in a graphic. If this option is not
selected, FXDeko skips missing files during sequence playback,
and displays missing textures as solid black.
Prompt before exiting FXDeko
Prompts you for verification each time you attempt to exit the
program.
Prompt on file open if name matches but extension does not
Prompts you to verify that you wish to open a file if the file name
you entered has an extension that does not match the file type for
the currently active window.
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User Preferences
Prompt if a graphic is being converted from a different video
standard or file format
Displays a prompt any time you try to open a graphic file recorded
in a different resolution. This can happen if the graphic was
recorded under a different video standard (PAL, NTSC, PAL 16x9,
or NTSC 16x9) or imported from another file format (Windows
bitmaps, Targa files, etc.).
Although FXDeko automatically converts these graphics to the
current resolution, the conversion process takes time, which can
slow recall time and sequence playback. You may want to re-record
these files in the current resolution using the Save As (F12)
command from the File menu.
PATHS PREFERENCES
Current Directory
Specifies the four current directories based on file types:
graphics (.dko), sequences (.seq), automation (.aut)
styles (.sty), preset styles (.pst), shaders (.shd)
macros (.mcr)
motions (.mot)
Search Path
Specifies the four directory search paths based on file types:
graphics (.dko), sequences (.seq), automation (.aut)
styles (.sty), preset styles (.pst), shaders (.shd)
macros (.mcr)
motions (.mot)
CURSOR PREFERENCES
Text cursor style
Controls how the text cursor is displayed, as an I - beam or as a box.
Does not affect how the cursor functions.
I-beam cursor
Box cursor
Cursor movement
Determines how the cursor moves:
·
By pixels
The cursor moves in 1-pixel (fine) or 10-pixel (coarse)
increments. The status bar displays current dot and line
position with the origin at the top left corner. The number of
pixels on the full screen depends on the video standard:
720x486 for NTSC or 720x576 for PAL.
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·
By screen units
The cursor moves in screen units. Increments are independent
of the current video standard, and equal either 1/500 (fine) or
1/50 (coarse) of screen height. The status bar displays current
x and y coordinates, with the origin at the center of the screen.
To select “coarse” or “fine”, choose Transform/Coarse or Fine
(Ctrl+spacebar) from the Options menu.
Show text cursor
Shows or hides the text cursor.
Moving cursor sets font and look
Automatically changes the current style, whenever you move the
text cursor, to reflect the style of the character to the left of the
cursor.
Home and End key behavior
Determines whether the Home and End keys behave as they
typically do in Windows applications, or as they do on a traditional
television character generator.
Key
Char. Generator
Windows
sends cursor to
Home
sends cursor to
start
beginning of text field
of row
Shift+Home
selects text from
selects text from
cursor to beginning
of row
cursor to beginning
of text field
Ctrl+Home
sends cursor to
sends cursor to
beginning of row
beginning of text field
End
sends cursor to right
of last character in
text field
sends cursor to end
of row
Shift+End selects text from cursor
through last character
in text field
selects text from
cursor through end
of row
Ctrl+End
sends cursor to end
of row
sends cursor to right
of last character in
text field
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User Preferences
MARKER PREFERENCES
Show
Specifies whether to display (checked) or hide (unchecked) the
following markers:
Safe title area (% from edge of screen)
Specifies the top, bottom, right and left of the safe title area.
Values represent a percentage of the distance from the specified
edge of the screen to the opposite edge.
ADVANCED PREFERENCES
Resolution
Specifies screen units, the number of vertical measurement units
per screen. Typical (but not mandatory) settings are 486 for NTSC
and 576 for PAL. This is a reference number only, not related to the
pixel resolution of the output frame buffer. You can set it to any
convenient value.
Text rendering
Specifies a time limit for FXDeko to render text. If FXDeko is unable
to fully render text within this time, it automatically substitutes low-
resolution text.
Low-resolution text appears jaggy on the desktop monitor, without
details (such as edges and shadows).
Once FXDeko has finished rendering, it replaces the low-resolution
text with the fully rendered text.
FXDeko never displays low-resolution text on video output,
only on the desktop.
Note
Scaling
Sets default preference for auto-scaling text layers.
None
no automatic text scaling.
Scale to fit box
scales text up or down to exactly fit the text field.
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Shrink to fit box
scales text down, if necessary, to fit within the text field
Word wrap enabled
Enables word wrap automatically for all new text fields.
Font size based on
FXDeko allows you to specify whether to base font size on row
height or cap height.
Show actual font size in Presets box
The buttons in the Preset Style window display sample text in
actual font sizes. Turn this preference off to have sample text
displayed in standard font sizes.
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Managing Files
OPENING FILES
To open an existing file:
1. From the File menu, choose Open (Ctrl+O or F9).
2. In the Open dialog box, navigate to the drive and directory that
contain the file.
3. Choose the file from the File Name list box or type the file name in
the File Name text box, then click OK or press Enter.
4. The next time you call up the File Open dialog box, you will be
prompted with the name of the next file in the current directory.
Use the cursor up and down keys to scroll through other file
names.
Unlike many Windows applications, FXDeko does not always
Warning
open a new window when you open a file. If a window of the
appropriate type is already open, FXDeko opens the file into
that window, replacing the previous file. Be sure to save any
modified file before opening another file in the same window.
To open a new file:
1. Activate a window for the type of file you wish to open.
2. From the File menu, choose New (Ctrl+N). This command varies
depending on what type of window is active. For example, if a Style
window is active, the command is New Style.
When you open a new file, it is opened into a new window.
Other open files remain open behind the new file.
Note
To re-open the current file:
From the File menu, choose Revert.
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To open one of the four most recently opened files:
Choose a file from the list near the bottom of the File menu.
CLOSING FILES
To close the file in the active window:
1. Save the file, if desired.
2. Do one of the following:
·
·
Double-click the control icon in the upper left corner of the
active window.
From the File menu, choose Close (Ctrl+F4). This command is
different for each type of file. For example, if a Macro window
is active, the command is Close Macro.
To close all open files and exit FXDeko:
1. Save any files, if desired.
2. Do one of the following:
·
·
Double-click the control icon in the upper left corner of the
FXDeko application window.
From the File menu, choose Exit (Alt+F4).
To have FXDeko prompt to save modified files
before closing them:
1. From the Options menu, choose Preferences.
2. In the FXDeko Preferences dialog box, choose Prompts.
3. Select “Prompt to save before closing,” then click OK or press
Enter.
SAVING FILES
FXDeko always saves the file in the active window. An asterisk (*) next to a file
name on a window’s title bar indicates that the file has been modified since it was
last saved.
FXDeko automatically attaches the standard extension to the file name. For
example, a macro file named myfile is saved as myfile.mcr.
Standard extensions in FXDeko include:
.dko (Deko Graphic) .mcr (Macro)
.pst (Preset Styles)
.seq (Sequence)
.shd (Preset Shader) .fac (Custom Typeface)
.sty (Style)
.mot (Motion)
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Managing Files
To save an untitled file or to save a file under a new
name:
1. From the File menu choose Save As (F12). This command varies
depending on what type of window is active. For example, if a
Preset Style window is active, the command is Save Preset Styles
As.
2. In the dialog box, navigate to the drive and directory where you will
save the file.
3. FXDeko prompts with the name of the most recently saved file and
appends a numeric suffix. You can use up or down arrows to
increment or decrement this number. Or, type a new file name in the
File Name text box, then click OK or press Enter.
To create a new directory:
1. From the File menu choose Create Directory.
2. In the dialog box, navigate to the drive and directory where you will
add the new directory.
3. Type a directory name in the Directory Name text box, then click OK
or press Enter.
When you create a new directory, the new directory does not
automatically become the current directory.
Note
To save an existing file:
From the File menu, choose Save (Ctrl+S or Alt+F12). FXDeko
replaces the previous version of the file.
SHARING FILES
If FXDeko is networked to other computers, you can share files with other users
on the network. Using File Manager, you can make any directory a shared
directory, allowing other users to access all files in that directory. By default, a
directory is not shared unless you explicitly share it, or one of its parent
directories is already shared.
For more information, please refer to Sharing a Directory in File Manager Help.
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DELETING FILES
This procedure permanently erases files from your computer’s
disk drive.
Warning
To delete a file or group of files:
1. From the File menu, choose Delete File (Ctrl+Delete).
2. In the dialog box, navigate to the drive and directory that contain
the file(s).
3. Choose the file(s) from the File Name list box or type the file name
in the File Name text box, then click OK or press Enter.
4. Click OK or press Enter to confirm the deletion.
BROWSING FOR STILLS AND CLIPS
You can integrate FXDeko with Thunder and Lightning. Lightning is a high
performance, network based, image storage and management system, used in on-
air broadcast and production. Thunder works similarly, and has the added
capability to store and manage clips as well as still images. Once you install the
Thunder Browse software, you can open and edit a Lightning image in Deko,
associate a Thunder clip with a Deko graphic, and store Deko files in a Lightning
database on your Deko’s hard drive or a networked Lightning system.
To Install Thunder Browse:
1. Connect the Thunder dongle to the parallel port on the back of
your Deko. If you have any other dongle already connected,
connect the Thunder dongle to the back of the already connected
dongle.
2. Insert the Thunder CD in your Deko’s CD drive.
3. In the bottom left corner of the desktop, click Start, then Run.
4. Click the Browse button and navigate to the Setup.exe file on the
Thunder CD, then click OK.
5. Follow the on-screen prompts to complete the installation. During
the installation, you will be prompted to choose Thunder or
Thunder Browse. Choose Thunder Browse.
6. Once the installation is complete, you must shut down and re-start
your Deko. From the desktop, click Start, then Shut Down, and
select Restart.
7. From the desktop, click Start, Programs, then Thunder Browse.
8. Thunder Browse prompts you to enter the Options Enable
password. Refer to the “Important Notice”, included with your
Deko documentation, for the password. Enter the password, which
is case sensitive, and click OK.
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Managing Files
CONNECTING TO AN EXISTING REMOTE DATABASE
To access databases on another system in your network, you must first connect
to that system. After you follow this one-time connection process, the other
system will always appear in the Thunder Browser Tree.
If your Deko is not networked, check with your network administrator.
To connect to a remote database:
1. Open Thunder Browse.
2. From Thunder’s File menu, choose Open.
3. In the “Look In” field at the top of the Open dialog box, choose
Network Neighborhood.
4. Double-click the remote system name, the exported drive (usually
D), the Lightning directory, then the database (.pff) file you wish to
open.
SETTING UP A DATABASE ON DEKO
You must first set up file sharing for the drive where the database will reside. You
can then create a new database and open it.
To set up file sharing on the hard drive:
1. At the bottom left corner of the desktop, click Start, Programs,
Windows Explorer.
2. Right-click the drive where you will store Lightning databases
(probably C or D), then choose Sharing.
3. Under the Sharing tab, click the New Share button.
4. Type the drive designation letter, such as C, in the Share Name text
box, then click OK twice.
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To create and open a database:
1. Open Thunder Browse.
2. In the File menu, click Advanced, then Create New Database.
3. Select Lightning as the Database Type.
Thunder and Lightning databases are different. Thunder (and
Thunder Browse) can access both Thunder and Lightning
databases. Lightning can access only Lightning databases. If
you are creating a database on your Deko system, we
recommend that you select Lightning as the Database Type.
This way, any Lightning or Thunder machine can open your
database.
Note
4. Enter a Database Name
5. Enter a Database Path, unique to the new database, that contains
the full path name of the directory where the new database will
reside.
6. Choose the Standard. 525 (NTSC) is the default setting, or choose
625 for PAL.
7. Thunder automatically enters other field values for you. Click
Create.
8. From the File menu of Thunder Browse, choose Open, navigate to
the new database (.pff) file, then click Open.
To set a default database:
1. Open the database, as described above, so that it shows up in your
Thunder Browse Tree. You can select any database as the default
database. It can be a database on your hard drive, or anywhere on
the network.
2. In the Thunder Browse Tree, navigate to the database, then right-
click the database name.
3. In the drop-down menu, click Set Default Database.
ACCESSING STILLS AND CLIPS
To open a still image from Deko:
1. In Deko, click anywhere on the Program or Preview window.
2. From the File menu, choose Open From Lightning.
3. In the Open From Lightning dialog box, double-click anywhere on
the image data line.
You can re-sort images alphanumerically by StillNum, Date,
Title, Category, User, or Memo, by clicking the appropriate
Tip
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Managing Files
sort button.
To browse for images:
Hold Alt and use the Tab key to find Thunder, then release alt to
open Thunder Browse. Thunder Browse has a variety of View menu
options, to display exactly the information you want. Refer to the
Thunder documentation and online help for more details.
To open a still image from Thunder Browse into
Deko:
Do one of the following:
·
Right-click on the still, and choose Title from the drop-down
menu.
·
·
Left-click the still, then press function key F9 on the keyboard.
Use the numeric keypad to type the number of the still, then
press F9.
Any of these three operations will switch you over to the Deko
application, with the image you picked loaded into the Preview or
Program window—whichever was active when you left the
application.
If Deko is already open, you can drag and drop an image from
Thunder Brose to the Deko Preview or Program window, where you
can then edit the image like any other Deko graphic.
Once you edit and save a graphic in Deko, Thunder marks the
upper right corner of the thumbnail image of the graphic with the
Deko logo.
Thunder marks thumbnail images of clips with a small film clip in the
upper right corner. You can associate a clip with a Deko graphic.
When you then use the graphic in a sequence, Deko plays the clip
simultaneously with the effect associated with the graphic.
To associate a clip with a Deko graphic:
1. In Deko, open the graphic in a Program or Preview window. The
window must be active.
2. Drag and drop the clip from the Thunder browser.
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STORING IMAGES
To save a Deko graphic in a Lightning database:
1. Open the graphic in an active Program or Preview window.
2. From the Deko File menu, choose Save To Lightning.
3. In the Save To Lightning dialog box, you can edit any of the file
details, which default to the details of the last saved image. Deko
automatically picks an available, empty number for you. We
recommend against changing the number, to avoid overwriting an
existing still.
4. Click OK. The image is stored in the Lightning database, and will
show up in the Browse window if you ALT+TAB over to the
Thunder Browse application.
You can also drag and drop images from Windows Explorer
into the Thunder Browser.
Note
.
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Working with Macros
INTRODUCTION TO MACROS
COMMANDS AND MACROS
A command is an instruction to FXDeko to perform a specific function.
The FXDeko user interface (menus, shortcut keys, etc.) implicitly executes commands.
Every time you strike a key or select a menu item, you invoke a command that directs
FXDeko to perform a function.
If you know the command name for the function you wish to perform, you can invoke
the command explicitly by entering its name on the Command Bar.
For example, the command to clear the current graphic is clear graphic. Try it.
Press F4 to select the Command Bar, type clear graphic, then press Enter.
Some commands have user defined parameters. The Prompt button on the Command
Bar opens a Command Prompt dialog box where you can specify parameter values. A
Defaults button in the Command Prompt dialog box resets a command’s parameters to
their default values.
Every command recognized by FXDeko is listed and described in detail in the
accompanying FXDeko Command Reference.
A macro is a sequence of FXDeko commands. You can name and store a macro by
saving it in a file. You can invoke a macro in the same way you can invoke a command,
by typing the macro name on the Command Bar and pressing Enter.
Once you learn FXDeko’s macro language, you will be able to write and edit macros
directly in the Macro window. For now, you can follow the simple instructions in this
section to quickly begin creating macros using FXDeko’s macro recorder.
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WORKING IN THE MACRO WINDOW
Whether writing a new macro or editing an existing macro, you will be working in the
Macro window:
To activate the Macro window:
Do either of the following:
·
·
From the Window menu, choose Layouts, then Macro Edit.
From the View menu, choose Macro (F2).
To open a new macro file:
1. Activate the Macro window
2. From the File menu, choose New Macro (Ctrl+N)
To open an existing macro:
1. From the File menu, choose Open (Ctrl+O or F9).
2. In the dialog box, navigate to the drive and directory that contain the
macro file.
3. Choose the macro from the File Name list box or type the macro name in
the File Name text box, then click OK or press Enter.
Unlike many Windows applications, FXDeko does not
Warning
automatically open a new window when you open an existing
macro. If the Macro window is already open, FXDeko opens
the macro into that window, replacing any previous macro. Be
sure to save any modified macro before opening another
macro in the same window.
To append a macro to the active macro:
1. In the active Macro window, position the cursor where you will insert the
second macro.
2. From the File menu, choose Append to Macro.
3. In the Append Macro dialog box, navigate to the drive and directory that
contain the macro (.mcr) file you wish to append.
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Working With Macros
4. Choose the file from the File Name list or type it in the File Name text box,
then click OK or press Enter
USING THE MACRO RECORDER
RECORDING A MACRO
To record a macro:
1. To turn the macro recorder on, do one of the following:
·
Click the record button at the far right end of the text bar.
·
Choose Record Macro (Ctrl+F2) from the Macro menu.
On the text bar, the button lights up red to indicate that the macro
recorder is on.
2. Use the keyboard and/or mouse to perform the sequence of actions that
will constitute the macro.
3. To turn the recorder off, do one of the following:
·
·
·
Click off the record button on the text bar.
Choose Record Macro (Ctrl+F2) from the Macro menu.
Press F2 to turn the recorder off and activate the Macro window.
To view the macro you just recorded:
Do one of the following:
·
·
From the Window menu, choose Select Layout, then Macro Edit.
From the View menu, choose Macro (F2).
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PLAYING A MACRO
To play the active macro:
Do one of the following:
·
Click the play button near the right end of the text bar.
·
Choose Play Macro (Alt+F2) from the Macro menu.
On the text bar, the play button lights up green to indicate that a macro is
playing.
The name of the macro that is currently playing appears on the
status bar.
Notes
If no Macro window or Sequence window is active, FXDeko
plays the macro in the most recently activated Macro window.
To play a macro file:
1. If the Command Bar is not visible, choose Command Bar (F4) from the
View menu.
2. Click the text box on the Command Bar.
3. Type the macro file name. You do not have to type the .mcr extension.
4. To specify macro parameters, click the Prompt button and edit
parameters in the dialog box.
5. Click Play or Press Enter.
PAUSING A MACRO
To pause a macro:
Do one of the following:
·
Click the pause button near the right end of the text bar.
·
Choose Pause Macro (Pause) from the Macro menu.
On the text bar, the play button light goes off and the pause button
lights up yellow to indicate that a macro in progress has been paused.
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To resume a paused macro:
Do one of the following:
·
Click the pause button near the right end of the text bar.
·
Choose Pause Macro (Pause) from the Macro menu.
On the text bar, the pause button light goes off and the play button
lights up green.
STOPPING MACRO PLAYBACK
To cancel macro playback:
Do one of the following:
·
·
Click the stop button near the right end of the text bar.
Choose Stop Macro Playback (Ctrl+Pause) from the Macro menu.
SINGLE-STEPPING A MACRO
To advance a paused macro one step:
Do one of the following:
·
Click the play button at the right end of the text bar.
·
Choose Play Macro (Alt+F2) from the Macro menu.
The blinking cursor in the Macro window indicates where the macro is
paused.
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EDITING A MACRO
To open and edit a macro (.mcr) file:
1. Do one of the following, if necessary, to activate the Macro window:
·
·
From the Window menu, choose Select Layout, then Macro Edit.
From the View menu, choose Macro (F2).
2. From the File menu, choose Open (Ctrl+O or F9).
3. In the dialog box, navigate to the drive and directory that contain the
macro file.
4. Choose the file from the File Name list or type it in the File Name text box,
then click OK or press Enter.
5. Edit the macro as desired.
You may import a text (.txt) file as a macro just by opening it
in the Macro window.
Note
To edit macro parameters:
1. If the Command Bar is not visible, choose Command Bar (F4) from the
View menu.
2. Click the text box on the Command Bar.
3. Type the macro file name.
4. Click the Prompt button on the Command Bar.
5. Specify parameters in the dialog box, then click OK or press Enter.
SAVING A MACRO
To save a macro under a new name:
1. Activate the Macro window.
2. From the File menu, choose Save Macro As (F12).
3. In the dialog box, navigate to the drive and directory where you will store
the file.
4. Type a new file name in the File Name text box, then click OK or press
Enter.
When you save a macro, FXDeko automatically attaches
“.mcr” to the file name. Do not type a different extension.
Note
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To save a modified macro:
1. Activate the Macro window.
2. From the File menu, choose Save Macro (Ctrl+S or Alt+F12) to replace
the previous version of the .mcr file.
APPENDING TO A MACRO
To append a macro to the active macro:
1. In the active Macro window, position the cursor where you will insert the
second macro.
2. From the File menu, choose Append to Macro.
3. In the Append Macro dialog box, navigate to the drive and directory that
contain the macro (.mcr) file you wish to append.
4. Choose the file from the File Name list or type it in the File Name text box,
then click OK or press Enter.
CONVERTING A GRAPHIC, SEQUENCE OR MOTION INTO A MACRO
To convert a graphic, sequence or motion into a macro:
1. Open the graphic, sequence or motion file you wish to convert.
2. Do one of the following:
·
·
·
From the Macro menu, choose Convert Graphic to Macro.
From the Sequence menu, choose Convert Sequence to Macro.
From the Motion menu, choose Convert Motion to Macro.
3. FXDeko determines the sequence of macro commands needed to recreate
the graphic, sequence or motion and inserts them into the active macro.
To view the macro:
Do one of the following:
·
·
From the Window menu, choose Select Layout, then Macro Edit.
From the View menu, choose Macro (F2).
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MACRO PROGRAMMING LANGUAGE
The FXDeko Macro Programming Language combines many of the features of C
and BASIC. It supports many standard programming constructs such as real and
integer arithmetic, variables, arrays, objects, loops, conditional statements and
subroutines.
Since each topic in this chapter builds upon information covered in previous
topics, we suggest you read the topics in the order presented, especially if you
are new to programming.
If you have done some programming, a quick review of this section may be all
you need to start writing your own FXDeko macros.
COMMANDS
Commands are the basic building blocks of any macro. In macros, commands are
similar to the verbs, or action words, we use in speech.
A command is a direct instruction to FXDeko to perform a function. An FXDeko
command may include alphanumeric characters and underscores (_). The first
character may not be a number. A few examples of valid commands are:
justify
rotate
str2num
edge_shader
FXDeko commands fall into several categories. Some categories correspond
directly with items on the FXDeko menu bar (e.g., File, Edit, Channel, Layer,
Macro, Sequence, etc.). Other categories exist for commands that are language
specific, such as program flow commands (e.g. if, while, return) and
mathematical functions (e.g., sqrt, cosine).
The FXDeko Commands section in this manual lists all FXDeko commands by
category.
COMMAND SYNTAX
Earlier, we compared commands to verbs. Just as adverbs modify a verb,
parameters modify a command.
Each command’s parameters are specified in an order particular to that command.
The example below shows the usual order of parameters for the justify
command:
justify [horizontal=] [vertical=]
In addition to a specific position, each parameter has a name, a keyword, such as
“horizontal”, “vertical”, etc. Because each parameter has a specific position in
command declaration, however, using a keyword to assign a value is necessary
only when the parameter is specified out of its usual order.
Even then, you may abbreviate a keyword to only as many characters as
necessary to avoid ambiguity.
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Here are several possible variations of the justifycommand:
justify
default (unchanged) justification
horizontal left; vertical bottom
justify left bottom
justify vertical=top
top vertical justification;
horizontal unchanged
justify v=top
top vertical justification;
horizontal unchanged
Most parameters are optional parameters; they have default values and do not
require specification unless you are assigning new values to them.
The justifycommand has two optional parameters.
justify [horizontal=] [vertical=]
Brackets are a convention used throughout this manual and in on-line help to
indicate that a parameter is optional. Do not use brackets when writing an actual
macro.
A required parameter has no default value, so you must specify its value. The
file_opencommand is a command with a required parameter:
file_open name=
You must supply the name of the file to satisfy the nameparameter:
file_open myfile
A command and its parameters normally occupy one line of a macro, and a space
separates one parameter from the next. If a command and its parameters do not fit
on one line, a backslash (\) at the end of the line indicates that the command
continues on the next line:
file_save [name=] [comment=] [type=] [number=] \
[channel=] [-all] [glyphs=] [-bitmap] \
[-auto_comment] [-compress]
Note that the second and third lines are indented. This is just a matter of good
penmanship; indentation and blank lines do not affect macro execution, but make
the macro easier to read and edit.
Use semicolons (;) to separate multiple commands that appear on one line:
type "Hello there";newline
As in the above example, if a parameter value is a string that includes a space,
enclose the value in quotation marks.
PARAMETERS
Parameters fall into several categories based on value type.
Real
A real parameter specifies any numeric value, whole or fractional, e.g. 3, 9.7, -
0.9, etc.
Very large or small real values may be expressed in exponent form. For example,
2.5e-10.
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An example of a real parameter is the inputparameter of the sqrt (square
root) command:
sqrt input=
Integer
An integer parameter specifies a whole number value, either positive or
negative, e.g., 3, 12967, -14, 0, etc.
If you specify a real value for an integer parameter, FXDeko ignores the fractional
component.
An example of an integer parameter is the numberparameter of the
select_style_presetcommand, which sets the current style from the list
of preset styles:
select_style_preset [number=]
Switch
A switch parameter specifies a parameter that is either true or false. A true
parameter is either preceded by a hyphen (-) or followed by =1, while a false
parameter is either preceded by -noor followed by =0.
The following illustrates examples of the allswitch parameter of the
tab_clearcommand:
tab_clear -all
tab_clear -noall
String
or
or
tab_clear all=1
tab_clear all=0
A string parameter specifies one or more alphanumeric characters (e.g., a letter,
word or sentence).
A string that contains spaces or non-alphanumeric characters must be enclosed
in quotation marks.
A typical string parameter is the nameparameter of the file_opencommand,
which opens the file specified by name:
file_open name=
For example, to open the file named “my file”, the value of the parameter would
be the string, “my file”:
file_open “my file”
Choice
A choice parameter specifies one item from a list of possible choices.
Both parameters of the justifycommand are choice parameters:
justify [horizontal=] [vertical=]
Possible choices for horizontalare: left, right, center, full,
spread, offand unchanged;and for vertical: top, bottom,
center, full, baseline, offand unchanged.
Object
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An object parameter specifies an object, a collection of values that is treated as
a single item. Typical objects in FXDeko include colors, shaders, ellipses,
rectangles, boxes, fonts and looks.
The lettercommand, which adds a letter to a text field, includes two object
parameters, fontand look:
letter [character=] [font=] [look=] [tx=]\
[ty=] [code=] [insert=] [-show] [-attach]
The fontparameter specifies an object created by the fontcommand, and the
lookparameter specifies an object created by the lookcommand.
You create an object with a command. For example, the rgbcommand creates a
color object:
rgb red= green= blue=
The elements of an object correspond exactly with the of the command that
created it. The parameters of the rgbcommand represent the amounts of red,
blue and green that make up the color.
You can assign an object to a variable:
$gold = rgb 100 100 0
You can specify an object parameter with an embedded command, using
parentheses:
ramp top_left=(rgb 60 60 0)
Accessing Object Elements
To access an element to edit its value or to assign it to a variable for use
elsewhere, use the element operator.
To edit $goldto re-specify the amount of green:
$gold:green = 80
To assign the green element of $goldto the variable $grn:
$grn = $gold:green
List
A list parameter, also known as a repeating parameter, specifies a list of one or
more values. Depending on the command, the values on the list may or may not
be of the same type. A command can have no more than one list parameter,
which is usually the last parameter.
The messagecommand has a list parameter that specifies a list of
strings to output on the Status Bar:
message list=
message "Enter" "file" "name" "of" $song
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VARIABLES
In FXDeko, a variable name can include any upper or lower case alphanumeric
character as well as the special character, underline (_). The first character is
always a dollar sign ($), and the character immediately after the dollar sign cannot
be a number.
To make macros easier to read and understand, it’s a good idea to use variable
names that are readily associated with the values they represent. For example, it’s
easy to guess what these variables are used for:
$age
$name
$phone
You do not explicitly declare a variable’s data type; the data type is determined
when a value is assigned to the variable.
These examples illustrate how variable assignment determines data type:
$i = 1
Integer
Real
$XY = 3.5
$message = "Goodbye Cruel World" String
If you try to use an uninitialized variable, FXDeko stops executing the command
or macro and displays an error prompt.
A variable may be an element of an array, in which case its name is the name of
the array followed by a subscript that identifies its location in the array. A
subscript must be an integer or an expression that returns an integer.
For example, an array named $tablemight include these elements:
$table[3]
$table[42]
$table[$count+1]
$table[9999]
FXDeko allocates array elements as needed. The subscripted variables in the
above example will occupy only four variable slots, not ten thousand.
By default, most variables are local variables. A local variable is allocated
temporarily during macro playback, then deleted automatically when the macro
stops. One macro cannot reference a second macro’s local variables, even if the
second macro is a subroutine of the first.
Global variables must be declared with the globalcommand, and can be
shared among multiple macros. Once declared, a global variable remains until you
either delete it by using the freecommand, or exit FXDeko.
FXDeko has a set of built-in global variables, known as system variables, which
provide information about the state of your system. System variables are
preceded by the at-sign symbol (@), and are often referred to as at-sign
variables.
Some system variables are read-only; you cannot change their values. Examples
of read-only system variables are @linesand @dots, which describe the
current video standard, and the pre-defined colors @red, @blueand @green.
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Other system variables may be assigned values. For example, the system variable
@wordwrap can be set to 0 to disable word wrap, or 1 to enable it
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OPERATORS
In the previous topic, you saw that variable assignment is indicated by the equal
sign (=), which is just one of many symbols, known as operators, that represent
operations performed on data.
The FXDeko Macro Programming Language uses a subset of the operators
available in C, as well as a few additions specific to FXDeko.
Arithmetic operators perform mathematical operations within expressions:
Operator
Expression
$a + $b
$a - $b
$a * $b
$a / $b
$a % $b
-$a
Operation
+
-
adds $a and $b
subtracts $b from $a
multiplies $a by $b
divides $a by $b
*
/
%
-
calculates remainder of $a/$b
negates the value of $a
You can perform arithmetic operations on one-character strings by adding or
subtracting integer values to the character. For example, the expression "A"+1
has the value "B".
Using single quotation marks in an expression yields the numerical value of the
character key. For example, ’A’+1has the value 66.
Comparison operators compare values and determine whether an expression is
true or false. An expression is any combination of variables, commands and
operators that results in a single value.
An expression is true if its value is non-zero; it is false if its value is 0.
Operator
Expression
$a == $b
$a > $b
$a >= $b
$a < $b
$a <= $b
$a != $b
!$a
Value
==
>
True if $a equals $b
True if $a is greater than $b
True if $a is greater than or equal to $b
True if $a is less than $b
True if $a is less than or equal to $b
True if $a does not equal $b
True if $a is false (equals 0)
True if both $a and $b are true
True if either $a or $b is true
>=
<
<=
!=
!
&&
||
$a && $b
$a || $b
There is one string operator, for concatenation of strings:
Operator
Expression
Operation
%%
$a %% $b
joins string $b to the end of string $a
Strings can be compared for equality and inequality using the comparison
operators ==and !=.
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Additional string operations are performed by commands. Please refer to the
FXDeko Commands section of this manual.
The index and element operators allow direct access to values that are elements
of arrays or elements of objects:
Operator
[ ]
Expression
$a[$b]
$b
Data Accessed
item $b of array $a
element of object $a
: $a:$b
Bitwise operators perform operations on integers based on bit position:
Operator
Expression
$a << 2
$a >> 4
~$a
Operation
<<
>>
~
shifts $a left by 2 bit positions
shifts $a right by 4 bit positions
complements 1 bits to 0; 0 bits to 1
bitwise AND of $a and $b
bitwise OR of $a and $b
&
|
$a & $b
$a | $b
^
$a ^ $b
exclusive OR of $a and $b
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The assignment operator assigns a value to a variable, and may simultaneously
perform other operations:
Operator
=
Expression
$a = $b
Operation
assigns the value of $b to $a
adds 1 to $a, assigns total to $a
subtracts 5 from $a, assigns total to $a
multiplies $a by 2, assigns product to $a
divides $a by 2, assigns quotient to $a
divides $a by 3, assigns remainder to $a
shifts $a right 4 bits
+=
$a += 1
$a -= 5
-=
*=
$a *= 2
$a /= 2
/=
%=
>>=
<<=
%%=
&=
$a %= 3
$a >>= 4
$a <<= 4
shifts $a left 4 bits
$a %%= "ok" concatenates “ok” to $a, assigns string to $a
$a &= 2
bitwise AND $a and 2, assigns result to $a
bitwise OR $a and 2, assigns result to $a
|=
$a |= 2
^=
$a ^= $b
bitwise exclusive OR $a and $b, assigns result to $a
FXDeko uses the same order of operator precedence used by C:
[]
subscript, element
parentheses
()
! ~ -
logical not, one’s complement, unary minus
multiply, divide, modulo
plus, minus
* / %
+ -
<< >>
left shift, right shift
concatenate strings
comparisons
%%
< <= > >=
== !=
equality, inequality
bitwise AND
&
^
bitwise exclusive OR
bitwise OR
|
&&
||
logical AND
logical OR
= += -= etc.assignments
Use nested parentheses to avoid ambiguity in expressions. For example:
$inc = ( ($i+1) * ($j+1) ) / 100
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COMMENTS
A comment is text within a macro that does not affect the function of the macro.
Comments make macros easier to analyze and edit, especially if the macro was
written some time ago or written by another programmer. Many programmers
consider a program incomplete without comments. You may find the same to be
true of your macros.
A single-line comment starts with a pound sign (#). FXDeko ignores text to the
right of the pound sign.
# This comment is on a line by itself.
command # This one shares a line with a command.
Another way to create a comment is to precede the comment with /*and close it
with */. FXDeko ignores text between /*and */. This way, you can create
multiple-line comments.
/* This is a multiple-line comment.
None of this text affects the function
of this macro; FXDeko ignores
every line of it */
CONDITIONAL COMMANDS AND LOOPS
Conditional commands instruct FXDeko to execute specific commands only
under certain circumstances. FXDeko supports the conditional commands if,
elseand elseif.
The ifcommand includes a test expression, which evaluates to zero (false) or
non-zero (true). A list of one or more commands, then an endcommand, follows
the ifcommand:
if expression=
# commands
end
If the expression is true, FXDeko executes the commands between if and end.
The ifcommand is often used with the elsecommand:
if expression=
# commands
else
# commands
end
If the expression is true, FXDeko executes the commands between if and
else; otherwise, the commands between elseand endare executed.
You can introduce more conditional actions by nesting conditions…
if $a==1
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type "Hello"
else
if $a==5
type "Good-bye"
else
type "Wish you were here"
end
end
…or more elegantly by using the elseifcommand:
if $a==1
type "Hello"
elseif $a==5
type "Good-bye"
else
type "Wish you were here"
end
Notice how indentation makes conditional statements easier to read. Indenting
the commands between ifand its corresponding endis a good practice.
Loop commands instruct FXDeko to execute a series of commands multiple
times. Loop commands include loop, whileand for.
The easiest way to define a loop is to use the loopcommand and specify the
number of iterations:
loop [count=]
# commands
end
The macro executes the command sequence between loopand endthe number
of times specified by the countparameter. After the loop, the macro continues
with the first command after end.
If you do not supply a count, the loop will go on forever or until you cancel
macro playback or use a conditional statement to end the loop.
The following macro types “hello” five times, then breaks out of the loop:
$a=1
loop
type "hello";newline
$a = $a+=1
if $a>5
break
end
end
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You also can break out of a loop with the continuecommand, which restarts a
loop at the top without executing commands after continue.
This macro uses such a loop to test for and skip odd numbers and, as a result,
types only the even numbers from 1 through 10:
$a=0
loop 10
$a = $a+=1
if $a&1
continue # skip odd numbers
end
type $a
end
Conditional loop commands define both the loop and its conditional test.
The whilecommand continues looping as long as its test expression is true.
FXDeko evaluates the test expression prior to each iteration of the loop, and as
long as the result is true, continues the loop:
$a=1
while $a<=5
type "hello";newline
$a+=1
end
The forcommand, formakes an incremental loop, such as the one above,
more concise:
for $a=1 $a<=5 $a+=1
type "hello";newline
end
The initial expression $a=1is executed once. The test expression $a<=5is
evaluated prior to each iteration of the loop; if the test result is true, the loop
continues. The increment expression $a+=1is executed after each loop iteration.
SUBROUTINES
To a user, there is no practical difference between FXDeko’s built-in commands
and the macros that you write and store under file names. You can have one
macro run another macro, simply by using the macro file name in the same way
you would use a command.
When one macro “calls” another, the second macro is considered a subroutine
of the first. You can call an existing macro as a subroutine or create one within
your macro.
The commandcommand defines a local subroutine, which ends with the end
command.
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The following macro creates, then runs the macros “boy” and “girl” as
subroutines.
command boy
type "It’s a boy!"
end
command girl
type "It’s a girl"
end
if $name == "Amy"
girl
elseif $name == "Meg"
girl
elseif $name == "Mickey"
boy
end
The subroutines “boy” and “girl” are local to this macro. When the macro ends,
the subroutines, like the variables, vanish.
RETURN VALUES
The returncommand directs FXDeko to stop the current macro or subroutine
and return the value of its expressionparameter to the macro that called it.
return [expression=]
For example, you might have a simple command called testthat returns 1if
successful, or 0if not:
command test
if $name == "Amy"
return 1
else
return 0
end
The subroutine testcan then be called from another macro:
$result = test
if $result == 1
type "It’s a girl"
end
Here are a few examples of FXDeko commands that return values:
$squareroot = sqrt 4.
sqrtreturns the real value 2.
$test = file_open "moon over miami"
file_openreturns 1if FXDeko successfully opens "moon over miami", or 2if
not.
$color = rgb 0 0 100
The rgbcommand creates and returns a color object that is then assigned to the
variable $color.
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OBJECTS
An object is a data structure created by a command. Typical objects in FXDeko
include colors, shaders, ellipses, rectangles, fonts and looks.
The elements of an object correspond exactly with the parameters of the
command that created it. Consider the rgbcommand, which creates a color:
rgb red= green= blue=
The parameters represent the amounts (from 0 to 100) of red, blue and green that
make up the color created by the rgbcommand.
You can assign an object to a variable:
$yellow = rgb 100 100 0
It is not necessary to assign objects to variables before passing them to other
commands. You can specify an object parameter with an embedded command,
indicated by parentheses:
ramp top_left=(rgb 100 100 0)
You can access any element of an object with the element operator (:), to edit the
element’s value or to assign it to a variable for use elsewhere.
To edit $yellowto make it a little less green:
$yellow:green = 80.
The green level of $yellowwas 100. It is now 80.
To assign the green element of $yellowto the variable $grn:
$grn = $yellow:green
To determine the data type of an object, use the objtypecommand:.
objtype object=
DATA TYPE CONVERSIONS
You may encounter situations in which you must convert a value of one data
type to another data type. Use the following processes to convert various types
of data.
To convert an integer value to a real value:
Add the integer to 0.0 or multiply it by 1.0.
$a = 123
$b = $a*1.0
$b equals 123.0
To convert a real value to an integer value:
1. Use the command: integer
2. FXDeko truncates the real number. To round numbers accurately,
add .5 to the real number.
$a = 12.7
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$b = integer $a+.5
$b equals 13
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To convert a number value to a string:
Do one of the following:
·
Use the command: num2str
$a = 123.45
$b = num2str $a
$b equals "123.45"
·
Concatenate a null string to the number
$a = 123.45
$b = $a%%""
$b equals "123.45"
To convert a string to its numeric equivalent:
Use the command: str2num
$a = "123"
$b = str2num $a
$b equals 123
To convert a string (up to 4 characters) to ASCII
code (integer):
Use the command: str2ascii
$a = "a"
$b = str2ascii $a
$b equals 97
To convert ASCII code (integer) to a string:
Use the command: ascii2str
$a = 97
$b = ascii2str $a
$b equals "a"
To convert an object to a string:
Use the command: obj2str
$a = @black
$b = obj2str $a
$b equals "yuv 16 0 0"
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FXDeko Options
ABOUT FXDEKO OPTIONS
FXDeko options currently available for purchase include:
Aston Import
Automation
Chyron Import
ClipDeko
DVE Effects Group 2
FastAction Keyboard
SportsWare
Timeline
To see what FXDeko options are enabled on your
system:
From the Options menu, choose Enabled Options. A check mark
next to an option indicates that it is enabled on your system.
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ASTON IMPORT
The Aston Import option gives you the ability to read Aston files and work with
them in the Deko environment.
To open the Aston Import window:
1. Insert the Aston disk into the appropriate drive and close the drive
door.
2. Activate a graphic window.
3. From the View menu, choose Aston Import.
To convert an Aston file to a Deko file:
1. In the Aston Import window, navigate to the directory that
contains the Aston file, and click the file to select (highlight) it.
2. Click the Convert button. Deko converts the file and opens it in the
active graphic window.
Once you have converted an Aston file, you can use it just as
you would any other Deko graphic, and you can save it as a
.dko file.
Note
To map an Aston font to a TrueType font:
1. In the Font Mapping section of the Aston Import window, find the
Aston font in the lefthand column. Deko automatically maps Aston
fonts into default fonts supported by Deko.
2. Double-click the corresponding Deko font and select a new font
from the drop-down list.
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AUTOMATION
The Automation option includes III protocol, both serial and network; TimeCode
Control; and Database Connection. See below for details.
The III protocol allows you to control FXDeko externally, in two ways:
By any external computer, using a serial input port. You can use macro
commands to input and output arbitrary bytes and strings.
By a newsroom automation system, such as Basys, NewStar, Comprompter, AP
News Wire or DCM
This option also includes timecode control, which allows you to control
sequences via SMPTE timecode.
The Automation option is not necessary to control FXDeko
externally using Grass Valley Group protocols EMEM and
PEGS.
Note
THE AUTOMATION WINDOW
To open the Automation window:
From the View menu, select Automation.
Automation window fields:
Automation Enabled
Enables/disables the automation interface.
Type
The automation protocol.
EMEM
The protocol used with Grass Valley Group 200 and 300 switchers.
PEGS
The protocol used with Grass Valley Group editors.
III
The optional protocol for using non-Deko commands.
ID
Identifies your FXDeko. If only one FXDeko is connected to the
automation host, the ID setting is 1.
Port
The COM port or the name of the network pipe used for the
automation interface.
Status
Current connection status and message history.
Clear
Clears the data in the Status box.
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FXDeko Options
To start Automation immediately every time you
start FXDeko:
1. In the Automation window, check Automation Enabled.
2. In the Options Menu, select Save Settings on Exit.
AUTOMATION GRAPHICS
To use a Deko graphic with automation, you must define the graphic’s layers to
accept text data from the automation host. There are two ways a layer can accept
automation data:
Replace
A replace field gets its data from an automation (.aut) file. When
you read an .aut file, FXDeko replaces the graphic’s replace fields
with the data in the .aut file.
Query
The seldom used query field causes the Automation interface to
request updates from the host at user-specified intervals. See
Database Connection below for information about connecting to
standard databases with Deko.
To define a layer for automation:
1. Open the Automation window, de-select Automation Enabled, then
close the window.
2. Select the layer.
3. From the Layer menu, choose Properties.
4. At the bottom of the Text dialog box, click More.
5. Under Text Initialization, click the Usage text box, then do one of
the following:
·
·
Select query, then enter an update frequency.
Select replace.
The query update frequency specifies the number of seconds
between requests to the automation host for updates. If update
frequency is set to zero, the automation interface will issue the
request only once, when the file is opened.
Notes
For a description of other Text Initialization options, see Text
Field Properties.
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TIMECODE CONTROL
Timecode control allows you to control sequences via SMPTE timecode. If your
Deko is not connected to a timecode reader, you can still trigger sequence events
using your system clock.
To specify timecodes to begin and end an effect:
1. Open the sequence file.
2. In the Control column of the Sequence Window, choose tcode.
3. In the In Time column, do one of the following:
·
·
Press Alt+Shift+I to enter the current input timecode.
Type a timecode.
4. In the Out Time column, do one of the following:
·
·
Press Alt+Shift+O to enter the current output timecode.
Type a timecode.
To set intime to outtime:
1. Open the Sequence file.
2. In the Sequence Window, select the event.
3. From Timecode Menu, choose Set Intime to Outtime.
To set outtime to intime:
1. Open the Sequence file.
2. In the Sequence Window, select the event.
3. From Timecode Menu, choose Set Outtime to Intime.
To offset in/out times:
1. Open the sequence file.
2. In the Sequence window, choose Add Offset to In/Out Times.
3. In the dialog box, enter the amount of time to add or subtract.
4. Choose whether to add or subtract the offset time, then click OK or
press Enter.
To find event closest to current output timecode:
1. Open the Sequence file.
2. From the Timecode menu, choose Find Event Closest to Timecode.
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To specify timecode settings:
1. From the Timecode menu, choose Timecode Settings.
2. Change Com Port and Drop Frame Mode settings as desired.
3. Click OK or press Enter.
DATABASE CONNECTION
The Automation option includes a dynamic feature that enables FXDeko to read
and display information from a database. This means you can set up a layer to
query a database and display the value of a field within that database.
A database query differs from FXDeko’s existing query feature, which sends
inquiries to a newsroom automation system. Database queries send inquiries to
database files, which may be stored on a local system drive or accessed by a
LAN or WAN.
To use the database connection feature, you must have the ODBC driver
installed to support the database source. The ODBC driver is automatically
installed during installation and setup of your database software package. You
must also specify a data source name (DSN).
To view installed ODBC drivers:
1. Click Start at the bottom of your desktop, choose Settings, then
double-click Control Panel.
2. Double-click the ODBC icon to open the ODBC Data Source
Administrator dialog box.
3. Click the ODBC Drivers tab.
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To specify a DSN:
1. Click Start at the bottom of your desktop, choose Settings, then
double-click Control Panel.
2. Double-click the ODBC icon to open the ODBC Data Source
Administrator dialog box.
3. Click one of the following:
·
·
·
User DSN
to create a data source which is visible only to you and can
only be used on the current machine.
System DSN
to create a data source which is visible to all users on the
current machine.
File DSN
to create a data source which allows you to connect to a data
provider and which can be shared by multiple users who have
the correct driver installed.
4. Click the Add button, select the driver for which you want to set up
a data source, then click Finish.
5. Type in a Data Source Name.
6. Click the Select button, navigate to the database file, then click OK.
Click OK two more times to close the dialog box.
To set up a layer to query a database:
1. Select the layer.
2. From the View menu, select Database to open the Database
window.
3. In the window, choose a Database Name, then check the
Connect box.
4. Choose a Table In Database.
5. Specify a record within that table by selecting a Record Number
and entering a Field Value for that field.
6. In Display Field, choose the field whose data to display in the layer.
7. Enter a value in the Frequency box to specify how many seconds to
wait between requests to the data source for updates. If Frequency
is set to zero, the automation interface will issue the request only
once.
8. Click Create Query.
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FXDeko Options
DATABASE WINDOW OPTIONS:
·
Database Name
A database name defined in the ODBC Data Source
Administrator.
·
·
·
·
Connect
Connects FXDeko to the specified database.
Table In Database
A table within the database.
Record Number
The number used to identify the data record.
Field Value
A value of the specified Field Name field. This can be “hard-
coded” as a specific value, or you can enter the variable,
$FieldValue, then use the Command Bar to update the
value of the variable. See the topic, To use a variable Field
Value, later in this section.
·
·
·
Display Field
The field whose value to display in the layer.
Create Query
Associates this database query with the current layer.
Read Query
Reads query associated with the current layer into the
Database window. Select a layer that has been previously set
up for database query, then use this button to display options
already specified for that layer in the Database window.
To use a variable Field Value ($FieldValue):
1. From the View menu, select Command Bar to open the command bar
at the bottom of the desktop.
2. Click the text box on the command bar and type $FieldValue=n
(where n is the value), then click Play.
3. Set up a graphic layer to query a database, and choose
$FieldValue in the Field Value in the Database window.
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FXDeko Options
CHYRON IMPORT
The Chyron Import option gives you the ability to read Chyron Infinit family files
and work with them in the FXDeko environment. The members of the Infinite
family include Maxine, Max, Winfinit, and Infinit. These files come in two flavors:
message
Message directories contain message and RGBA files that FXDeko can read into
a Program or Preview window. These files usually refer to fonts, which you can
associate with True Type fonts for viewing and editing within FXDeko.
machine
Machine directories contain logo font files that FXDeko can convert into Deko
custom typeface (.fac) files.
To open the Chyron Import window:
1. Insert the Chyron disk into the appropriate drive and close the
drive door.
2. Activate a Program or Preview window.
3. From the View menu, choose Chyron import.
To import a Chyron message file:
1. Open the Chyron Import window.
2. Navigate to the drive and directory that contain the message file.
3. Double-click the file name to open the file in the active Program
window.
Once you have imported a Chyron message file, you can save it
Note
as a Deko (.dko) file. The sample file, Chyron2.dko, is a
Chyron message file with logo fonts that was saved as a .dko
file.
To map a Chyron bitmap font onto a TrueType font:
1. Open the Chyron Import window.
2. Navigate to the drive and directory that contain the message file.
3. lick the file name to open its Font Mapping list in the window.
4. Double-click an item in the Font Mapping list to open the list of
available fonts.
5. Select a TrueType font, then click Accept to add the font to the
mapping file for the current FXDeko session.
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To save the current font mapping file for future
FXDeko sessions:
1. In the Chyron Import window, click Details.
2. Click Save.
3. Enter a name for the mapping file, then click Save.
4. Click OK or press Enter. FXDeko saves the font mapping file as a
text (.txt) file.
To open a font mapping file:
1. In the Chyron Import window, click Details.
2. Click Open, then navigate to the mapping file.
3. Double-click the file name, or click Open.
4. Click OK or press Enter.
To convert a Chyron logo font into a custom
typeface:
1. Open the Chyron Import window.
2. Navigate to the drive and directory that contain the machine file.
Note that the file description appears.
3. Double-click the file name to open and import the file into a Custom
Typeface window.
4. From the File menu, choose Save Custom Typeface As.
5. Navigate to the drive and directory where you will store the file.
6. Type a new file name in the File Name text box, then click OK or
press Enter.
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FXDeko Options
CLIPDEKO
The ClipDeko option enables Deko to record or import and play digital video
clips, with or without key. You can edit, loop, trim, and browse these clips. You
can play animated backgrounds without a separate disk recorder. And you can
associate any clip to any Deko graphic.
ClipDeko hardware supports DV25 compression as well as uncompressed YUV
and RGB. You can import targa-based AVI files from standard applications such
as Adobe AfterEffectsä and 3D Studio Maxä .
Once recorded or imported, clips are organized alphabetically by clip name in a
database. You can access clips in 2 ways:
The Clip Editor allows you to import, record, play and, loop your clips, as well as
assign key clips to fill clips, and align a fill clip with its associated key.
The Clip Browser offers thumbnail images for fast access as well as clip
association control for linking your clips to specific graphics.
STARTING CLIPDEKO
To enable ClipDeko:
1. In the Channel menu, click Keying and Routing.
2. In the Keying and Routing dialog box, under the appropriate
channel, select Deko + Clip.
To turn on ClipDeko:
In the Channel menu, choose ClipDeko.
To open the ClipDeko Browser:
1. Turn on ClipDeko.
2. In the View menu, click Clip Browser.
To open the Clip Editor:
Do one of the following:
·
In the Clip Browser, click the Edit Clip tool.
·
In the View menu, choose Clip Edit.
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RECORDING AND IMPORTING CLIPS
The first time you record a clip, it is important to verify the compression protocol
before recording.
To verify the compression protocol:
1. Open the Clip Editor and click the Settings button.
2. In the dialog box, click the Capture tab.
3. Verify that the compression protocol is set to DV25.
To record a new clip from input video:
1. Connect a live video source to the system’s SDI Video input.
2. In the Clip Editor, click the Record button.
3. In the Create Clip dialog box, type a clip name and select a folder
where the clip will be stored.
4. Specify clip length — up to 10 minutes.
5. Click the Record button to start recording input video.
6. Once the recording is complete, click Play to play back the new clip.
As it plays, verify that it appears properly on the system video
output.
To import a clip to the browser database:
1. Open the Clip Editor, then click the Import button.
2. In the Import Clip dialog box, navigate to the directory that
contains the clip (.avi file) you wish to import.
3. Select the file name, then click the Open button.
USING CLIPS WITH KEY
Using clips with key requires that you have two separate clips, one for the fill,
and one for the key. The fill clips can be imported or recorded as described in an
earlier section. You can use a copy of the same .avi file for both the fill clip and
the key clip, but you must record or import that file twice.
To import a fill clip and its associated key:
1. Import the fill clip as described above.
2. Double-click the fill clip thumbnail to load it as the current clip.
3. Import the key clip as described above, but be sure to choose “Use
as key in currently loaded clip” in the Import Clip dialog box before
you click Open.
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To assign a key clip to a fill clip:
1. In the Clip Browser, double-click the fill clip thumbnail to load it as
the current clip.
2. In the Clip Browser, click the key clip thumbnail to select it.
3. In the Clip Editor, click the Assign Key button. Deko displays a key
icon in the corner of the fill clip’s thumbnail image.
To remove the key assignment from the current clip:
In the Clip Editor, click the Delete Key button.
To align a key clip with a fill clip:
1. In the Channel menu, click Keying and Routing, then verify that
Deko Under Video is selected.
2. Create a solid color background that contrasts with the clip color
and black.
3. Open a fill clip that has been assigned a key clip.
4. In the Clip Editor, select Scrub Key.
5. Use the thumbwheel or the double arrow keys to align the key clip
with the fill clip.
6. Click Set Offset.
PLAYING CLIPS
The first time you play a clip, it is important to specify the genlock source.
To specify the genlock source:
1. Open the Clip Editor and click the Settings button.
2. Click the Playback tab in the dialog box.
3. Under Genlock Source, choose Reference Input (signal present).
To preview a clip:
Open the browser and select the clip. Deko displays the clip in the
clip viewer, a box in the lower left corner of the editor.
The name of the current clip file and the name of the .avi files
Notes
for the fill and for the key appear below the clip viewer. The
format (e.g. DV25, YUV, or RGB) of the .avi file appears next
to the file name.
If no clip is selected, the clip viewer is greyed out.
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To set a start point and end point for playback:
1. Open the browser and select the clip.
2. Open the Clip Editor, and use the slider, thumbwheel, or frame-by-
frame buttons to find the frame where you would like playback to
begin.
3. Click the In button.
4. Repeat step 2 to set the display on the desired Out point frame,
then click the Out button.
You also can specify In and Out points as well as Duration of
playback by entering numerical values next to these buttons.
Note
To play a clip from the In point to the Out point:
Check Play In to Out.
When Play In to Out is not checked, Deko will play the clip
Note
from beginning to end, ignoring the In and Out points.
Once you specify an In point and/or an Out point, and check
Play In to Out, Deko begins at the In point and ends at the Out
point whenever you scrub through the clip. When no In or Out
point is specified, you can scrub through the whole clip.
To find the nearest point (In, Out, Beginning, or
End) in the clip:
In the Clip Edit box, do one of the following:
·
Use the double left arrows to jump to the nearest point
backward in the clip (Out, In, or beginning).
·
Use the double right arrows to jump to the nearest point
forward in the clip (Out, In, or end).
To play a clip:
Do one of the following:
·
·
From the Clip menu, select Play.
In the Clip Editor, click the Play button under the thumbwheel.
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FXDeko Options
To synchronize clip playback with effect playback:
1. Open the Clip.
2. In the Clip Editor, click Synchronize with Effect.
When you associate the clip with a graphic, ClipDeko will
begin clip playback simultaneously with any effect played on
that graphic.
Note
To stop clip playback:
Do one of the following:
·
·
From the Clip menu, select Stop.
In the Clip Editor, click the Pause button under the
thumbwheel.
·
Clear the Program graphic.
To loop from In to Out:
1. In the Clip Editor, click the loop button under the thumbwheel.
2. Specify number of times to loop in the box next to the Loop button.
3. Play the clip.
USING THE CLIP BROWSER
Clips are organized alphabetically by clip name in the browser. You can type a
letter to jump forward or backward through the browser alphabetically.
To associate a clip with a graphic:
1. Open the graphic.
2. Open the Clip Browser and scroll through thumbnail images to find
the clip. Click the clip to select it.
3. Do one of the following:
·
·
Drag and drop the clip from the browser onto the graphic.
Click the Link tool at the top of the browser, then select the
graphic file name from the list of available (open) graphics.
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You can use the Undo Link tool at the top of the browser to break a
link between a clip and a graphic.
When you associate a clip with a graphic, ClipDeko will play
the clip whenever you open the graphic in the Program
window, swap the graphic to the Program window, or play an
effect on the graphic.
Note
To rename a clip:
1. Do one of the following:
·
In the browser, click the clip name to highlight it, then click it
again.
·
Click the clip to select it, then right-click and select Edit Clip
Name.
2. Type a new clip name, then press Enter.
To delete a clip from the browser database:
1. Open the browser and click the clip to select it.
2. Open the Clip Editor and click Delete. Deko displays a message box
asking if you want to delete the .avi file, too. Click Yes or No.
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FXDeko Options
FASTACTION KEYBOARD
The FastAction Keyboard (FAK) enables you to perform common tasks in
FXDeko with a single keystroke. It is designed for use in real-time on-air
environments, where speed is critical. Based on a standard PC 101 keyboard, the
FAK provides additional keys for one keystroke accessibility to many of
FXDeko’s functions. It also provides an alphanumeric display so you can enter
or view the filename of the next graphic to be read.
An enhanced version of the standard PC keyboard, the FAK works like a
standard keyboard when using other Windows applications. It provides the
standard PC 101 keyboard layout, function keys (F1 - F12), and numeric keypad.
You can enable the function keys to access the functions engraved on the
keycap (i.e., F9=Bold, F12=Spellcheck, etc.). The enhanced function keys mirror
the text bar functions on the FXDeko desktop.
The Enhanced Keypad feature is available even without the FastAction
Keyboard option. Deko displays the keypad on your VGA monitor. The numeric
keypad can be enabled to provide fast action access to reading files. You can
quickly call up graphics with numerical file names by typing the file name on the
numeric keypad. The alphanumeric display shows the file name as it is being
typed, then advances to display the next sequential file.
ENABLING THE FASTACTION KEYBOARD
To enable/disable FastAction function keys (F1 -
F12):
1. From the Options menu, choose Preferences, then Common.
2. Under Keyboard click FastAction Function Keys to check/uncheck
it.
3. Click OK or press Enter.
When the FastAction Function Key box is checked, the F1 -
Note
F12 keys access the functions engraved on the keycaps, which
mirror FXDeko text bar functions. When the box is unchecked,
the keys function as on a standard FXDeko keyboard.
To enable/disable the enhanced keypad:
1. From the Options menu, choose Preferences, then Common.
2. Under Keyboard click Enhanced Keypad to check/uncheck it.
3. Click OK or press Enter.
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Note
The Enhanced Keypad feature is available even without the
FastAction Keyboard option. Deko displays the keypad on
your VGA monitor.
To quickly call up graphics with numerical filenames, type the
filename on the keypad and press Read. The display shows the
filename as it is being typed, and advances to the sequential
file when you press Read.
The keyboard will display any alphanumeric filename, but
only numeric filenames can be entered on the numeric keypad.
To read in any filename, press Clear to clear the display, then
press Read. In the Read dialog box, type the filename.
SPECIAL FASTACTION KEYBOARD FUNCTION KEYS
Browse Graphics
Activates/deactivates the Graphic Browser Window.
Browse Typeface
Activates/deactivates the Typeface Browser Window.
Center Row
Toggles centering on current cursor row.
Char
In conjunction with arrow keys, moves, scales, rotates, skews, or
kerns characters, depending on which tool is selected.
Clear
Clears the alphanumeric display.
Clear Preview
Erases the graphic in the Preview window.
Clear Program
Erases the graphic in the Program window.
Cmd
Activates the macro or command bar.
Color 1 - Color 8
Selects the face shader for the current style from the first eight
preset shader chicklets.
Delete File
Deletes file open in the active window.
Effect
Activates single effect playback layout.
Font
Activates the Style/Font Window.
Help
Activates FXDeko Online Help.
Justify
Activates the Justify dialog box.
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FXDeko Options
Kern
Selects the kerning tool.
Layer
In conjunction with arrow keys moves, scales, rotates, skews or
kerns layers, depending on which tool is selected.
Learn
Turns macro learn mode on.
Look
Activates Style/Look Window.
Lower Third
Justifies text in current field as a lower third.
Macro Edit
Activates the Macro Edit layout.
Move
Selects the move tool.
Pause
Pauses sequence playback.
Pick Style
Picks up the style of the character the cursor is on.
Play
Starts a sequence playback. Ctrl+Play plays a Preview graphic’s
associated effect.
Preview
Activates the Preview Window
Print Screen
Provided for standard PC keyboard.
Program
Activates the Program Window.
Read
Reads in the file shown in the alphanumeric display or, if the
display is cleared, activates the read dialog box. Functions as the
Enter key when Enhanced Keyboard is off.
Read Preview
Reads the graphic whose filename appears in the alphanumeric
display into the Preview window.
Read Program
Reads the graphic whose filename appears in the alphanumeric
display into the Program window.
Redo
Undoes Undo.
Rot/Skw
Selects the Rotate/Skew tool.
Row
In conjunction with the arrow keys, moves, scales, rotates, skews
or kerns rows, depending on which tool is selected.
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Save File
Saves the file open in the active window.
Scale
Selects the Scaling tool.
Scroll Lock
Provided for standard PC keyboard.
Seq Edit
Activates the Sequence Playback layout.
Shader
Activates the current Shader Window.
Stop
Stops a sequence playback.
Style 1 - Style 8
Selects preset styles from the currently active Preset Window.
Tab Set
Sets a tab stop at the current cursor position.
Undo
Undoes changes to the current graphic, style, style presets, shader,
or sequence. If the most recent action is not reversible, Undo is
unavailable.
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FXDeko Options
ROCKET
The Rocket option integrates your Deko with Rocket, an application for creation
and animation of 3D graphical elements. With the option, you can launch Rocket
from Deko, and use it to create, animate, and display 3D elements in documents
created in Deko. Rocket accesses Deko graphics using FXDeko as a server. For
comprehensive information about Rocket, refer to your Rocket User’s Guide or
Online Help for Rocket.
SPORTSWARE
The SportsWare option includes two powerful features to enhance fast-track
character generation: Macro Autoplay and Pops.
ABOUT MACRO AUTOPLAY
Macro Autoplay automatically plays macros when they are opened. Autoplay
macros, such as the samples we’ve included, have as their first line:
#autoplay
If you have the SportsWare option, when you open one of these macros, it will
play automatically. If you want FXDeko to automatically play any macro that you
open, all you have to do is follow a one-time process to enable macro autoplay.
To enable Macro Autoplay:
1. In the Options menu, choose Preferences.
2. In the Preferences dialog box, choose Common, then check
Automatically play macros when opened.
3. Click OK or press Enter.
4. In the Options menu, choose Save Settings Now.
ABOUT POPS
The Pops feature allows you to create and “pop” a text selection onto an open
graphic. These text selections are saved as text files or as special graphic files,
which you can use like any other graphic file. You can even specify pop files,
including text (.txt) files, in sequences. There are three ways to pop text onto the
CG page:
text pop
pops in text only (from a .txt file) at the cursor position. Text is rendered in the
current style. For example, during a baseball game, you can pop stats into a lower
third.
style pop
pops in text and font at the cursor position. This works like a text pop, except it
renders text in the stored style associated with the pop rather than the current
style.
place pop
pops in text and style onto a specific position of the graphic, regardless of where
the cursor is. You can, for instance, pop “Final Results” in the center of an on-air
election graphic, even if the cursor is at the top of the page.
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CREATING POPS
To create a text pop:
1. Open a word processing program.
2. Type the text.
3. Navigate to the drive and directory where you will store the file and
save the file as a text (.txt) file.
To create a style pop:
1. Activate a Program or Preview window.
2. Choose a preset style or create a new style for the text.
3. Type the text.
4. Select the text, not the layer.
5. Navigate to the drive and directory where you will store the file,
and type a name in the File name text box.
6. Choose Save Selection.
To create a place pop:
1. Activate a Program or Preview window.
2. Create a layer for the text or use the default layer.
3. Choose a preset style or create a new style for the text.
4. Type the text.
5. Select the layer, not the text.
6. Navigate to the drive and directory where you will store the file,
and type a name in the File name text box.
7. Choose Save Selection.
When you use Save Selection to save a graphic, the Graphic
browser indicates next to the graphic file name that the
graphic is a pop file. Likewise, the File Info section of the File
Open dialog box will tell you if a file is a pop file.
Note
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FXDeko Options
USING POPS
To pop text onto a graphic using a text pop or style
pop:
1. Open the graphic file and position the cursor or select the layer
where you will pop in the text.
2. From the File menu, choose Open (F9).
3. In the dialog box, navigate to the drive and directory containing the
text pop (.txt) or style pop (.dko) file.
4. Choose the file from the File Name list box or type it in the File
Name text box, then click OK or press Enter.
FXDeko pops the text into the current or selected layer of the
graphic, then automatically selects the next layer behind it. It
does not create a new layer for the pop.
Note
To place pop text onto a graphic:
1. Open the graphic file onto which you will pop the text.
2. From the File menu, choose Open (F9).
3. In the dialog box, navigate to the drive and directory containing the
place pop (.dko) file.
4. Choose the file from the File Name list box or type it in the File
Name text box, then click OK or press Enter.
FXDeko creates a new layer for the place pop in front of the
current or selected layer, then automatically activates the
layer behind the previously current or selected layer.
Note
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Timeline
191
TIMELINE
The timeline enables precision editing and playback of motions. If your FXDeko
has the Timeline option enabled, the Motion Editor provides a timeline graph,
which displays the selected motion parameter as y and the time--or duration--for
the motion as x. The figure below shows what your Motion window looks like
with Timeline enabled. For more on Timeline, see Using the Timeline Option in
the Effects,Motions, and Sequences chapter.
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Menu Commands
BASELINE
Accept Baseline
Applies the baseline to the selected layer of the current graphic and
closes the Baseline Edit window.
Apply Baseline
Applies the baseline to the selected layer of the current graphic.
Bezier
Changes the selected point to a Bezier point. The section from the
previous point to this point is now a curve.
Cancel
Cancels changes to the Baseline and closes the Baseline Edit
window.
Cusp
Specifies no continuity between the Bezier curve control points on
either side of the selected point.
Delete Selected Point
Deletes the selected point from the baseline.
Draw Curve
Enables the curve drawing tool for drawing in the Baseline Edit
window.
Edit Curve
Enables the curve editing tool for changing the existing baseline in
the Baseline Edit window.
Insert Point
Activates the “insert point” mode, in which you can insert points
by clicking on the baseline where you wish to insert them.
Line to
Changes the selected point to a “line to” point. FXDeko draws a
straight line from the previous point to the line to point.
Loose Fit
Filters out “wobbles” caused by an unsteady drawing hand, for a
smoother curve.
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Move to
Changes the selected point to a “move to” point. A move to point
begins a new section of the baseline.
Next Point
Selects the next baseline point after the currently selected point.
Prev Point
Selects the baseline point previous to the currently selected point.
Reverse Baseline
Switches the beginning and end points of the baseline, so that text
travels on the opposite side of the curve and in the opposite
direction.
Smooth
Specifies C1 continuity between two Bezier curves that share the
selected point.
Symmetric
Specifies C2 continuity between two Bezier curves that share the
selected point.
Tight Fit
Specifies that FXDeko will not filter out a curve’s “wobbles”
caused by an unsteady drawing hand.
CHANNEL
ClipDeko
Enables ClipDeko features on Dekos with the ClipDeko option.
Color Bars
Displays color bars in the active graphic window.
Dual Program
Specifies channel usage as two Program windows.
Frame Grab
Grabs a frame (2 fields) from an input video source.
Grab Options
Sets options for grabbing shaped input video or input with key.
Keyer Test
Displays a test pattern in the Program window. Use this pattern to
help time FXDeko’s video and key outputs at a downstream keyer
or switcher.
Keying and Routing
Opens a dialog box where you can enable Program channels,
specify keying preferences and input sources, and set frame grab
options.
Motion Suppress
Enables or disables motion suppression and specifies whether to
interpolate or duplicate scan lines, and whether to preserve field 1
or field 2.
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Menu Commands
Preview to Program (Ctrl+F3)
Transfers a copy of the graphic in the Preview window to the
Program window.
Program / Preview
Specifies channel usage for a single Program window.
Program to Preview
Transfers a copy of the graphic in the Program window to the
Preview window.
Read Next (F10)
Transfers the graphic in the Preview window to the Program
window and reads the next graphic in the current directory into the
Preview window.
Show Key Output
Shows key in the Program window.
Swap (F3)
Exchanges the graphic in the Preview window with graphic in the
Program window
CLIP
Stop (Shift+Alt+S)
Stops clip playback.
Play (Shift+Alt+P)
Plays the loaded clip.
Pause (Shift+Alt+A)
Pauses clip playback.
Clear (Shift+Alt+C)
Stops and unloads the loaded clip. .
EDIT
Clear All (Alt+F8)
Clears the active Graphic or Macro.
Clear Background (Ctrl+F8)
Replaces the current background of the active graphic with a
transparent background.
Clear Baseline
Clears the active Baseline Edit window.
Clear Layers (F8)
Removes all layers from the active graphic and replaces them with a
single, empty text field. Does not affect the graphic’s background.
Clear Selected Text
Removes selected text from the active graphic.
Copy (Ctrl+C)
è Font
Copies the selected or current font to the clipboard.
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Copy (Ctrl+C)
è Look
Copies the selected or current look to the clipboard.
Copy (Ctrl+C)
è Selected
Copies selected text to the clipboard.
Copy (Ctrl+C)
è Style
Copies the selected or current style to the clipboard.
Copy (Ctrl+C)
è Tabs
Copies the selected tabs to the clipboard.
Copy Color (Ctrl+C)
Copies the current color to the clipboard.
Copy Detail (Ctrl+C)
Copies the selected detail in the active Style window to the
clipboard.
Copy Events (Ctrl+C)
Copies selected events from the active Sequence window to the
clipboard.
Copy Shader (Ctrl+C)
Copies the active shader to the clipboard.
Copy Sprite (Ctrl+C)
Copies the current sprite or selected sprites from the active Motion
window to the clipboard.
Cut (Ctrl+X)
Removes the selected text from a file and copies it to the clipboard.
Cut Detail (Ctrl+X)
Removes the selected detail from the active style and copies it to
the clipboard.
Cut Events (Ctrl+X)
Removes selected events from the active Sequence window and
copies them to the clipboard.
Cut Sprite (Ctrl+X)
Removes the selected sprite from the active motion and copies it to
the clipboard.
Delete (Delete)
Erases selected text.
Delete Events (Delete)
Deletes selected events from the active Sequence window.
Find (Ctrl+F)
Searches the active graphic or macro for a user-specified character
string.
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Menu Commands
Find Next (Ctrl+G)
Searches the active graphic or macro for the next occurrence of a
user-specified character string. To redefine the current search
string, choose Find from the Edit menu.
Paste (Ctrl+V)
Inserts a copy of clipboard contents at the insertion point.
Paste Detail (Ctrl+V)
Inserts a cut or copied detail from the clipboard into the active Style
window.
Paste Events (Ctrl+V)
Inserts cut or copied events from the clipboard into the active
Sequence window.
Paste Sprite (Ctrl+V)
Inserts a cut or copied sprite from the clipboard into the current
motion.
Redo (Ctrl+Y)
Restores changes that have been canceled using Undo.
Replace (Ctrl+H)
Replaces an existing character string with a new character string.
Select All (Ctrl+A)
Selects all text in all layers of the active graphic.
Select Field
Selects all text in the current field.
Select Layers
Selects all layers in the active graphic.
Select More
Activates the “select more” mode, in which you can cumulatively
select layers or characters randomly.
Select Style
Selects from the active graphic all text in the current style.
Undo (Ctrl+Z)
Undoes changes to the current graphic, style, style presets, shader
or sequence. If the most recent action is not reversible, Undo is
grayed out.
Undo enabled
Enables Undo.
FILE
1, 2, 3, 4…
Opens one of the four most recently opened files.
Append Layers (Alt+F9)
Appends the layers in a graphic file to the active graphic.
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197
Append to Macro
Appends a macro file to the active macro.
Append to Motion
Appends a motion file to the active motion.
Append to Sequence
Appends a sequence file to the active sequence.
Browse Backgrounds
Opens the current graphics directory to browse for graphics to use
as backgrounds into the active Browser window.
Browse Graphics
Opens the current directory for graphics into the active Browser
window.
Browse Textures
Opens the current directory for graphics to use as textures into the
active Browser window.
Browse Typefaces
Opens the current directory for typefaces into the active Browser
window.
Change Directory
Changes the browsing directory.
Close (Ctrl+F4)
Closes the active window.
Create Directory
Creates a new directory. The new directory does not automatically
become the current directory.
Delete File
Deletes a file.
Delete Selected File
Deletes the selected file.
Exit
Closes all FXDeko windows and ends the current FXDeko session.
Import Character
Imports the graphic from the Program window into the active
Character window of the current custom typeface.
Import Character From File
Imports a file into the active Character window of the current
custom typeface.
New (Ctrl+N)
Opens a new window.
Open (Ctrl+O) (F9)
Opens an existing file.
Print (Ctrl+P)
Prints the active graphic or macro. Print is available only if you
have installed a printer using the Windows NT Print Manager.
Refer to your Windows NT documentation for details.
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Menu Commands
Print Setup
Controls current printer settings.
Render and Save Style
Renders and saves the current style as a pre-rendered style (.sty)
file.
Replace Background (Alt+F10)
Replaces the active graphic’s background with a user-specified
texture file.
Replace Background Key (Alt+F10)
Replaces the active graphic’s background key with a user-specified
texture file.
Replace Layers (Alt+F10)
Replaces the active graphic’s layers with layers from a specified
graphic (.dko) file. The background remains intact.
Revert
Re-opens the current file.
Save (Ctrl+S) (Alt+F12)
Saves the active file. Overwrites the previous version of the same
file.
Save As (F12)
Saves the active file under a user-specified name. Overwrites any
existing file with the same file name.
HELP
About FXDeko
Displays your FXDeko software version and ID numbers as well as
FXDeko copyright information.
Help Contents
Opens the FXDeko Help Window.
Software Components
Displays version and status information of required Deko software
components.
Tool Tips
Turns on and off FXDeko’s tool tips.
Using Help
Provides instructions for using FXDeko’s on-line Help.
LAYER
1,2,3...
Selects a layer in the current graphic.
Add Ellipse
Adds an ellipse to the current graphic, as the frontmost layer.
Add Rectangle
Adds a rectangle to the current graphic, as the frontmost layer.
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Add Text Field
Adds a text field to the current graphic, as the frontmost layer.
Background to Layer
Turns the background of the active graphic into a layer.
Bring Forward One Layer
Swaps the selected layer with the layer in front of it.
Bring to Front
Brings the selected layer to the frontmost position.
Clear Text
Removes all characters from the selected text layer, but leaves the
layer in the graphic.
Delete Layer
Removes the selected layer and its contents.
Edit Baseline
Activates the Baseline Edit window. See Typing on a Curve.
Layers to Background
Combines and copies all layers into the background. Original layers
remain until you clear them.
Properties
Displays the Layer Properties window. Allows a user to view or
change properties of the selected layer in the current graphic.
Reorder Layers
Renumbers layers based on their positions on the screen from top
to bottom and from left to right. The layer nearest the top of the
screen becomes the frontmost layer.
Select Next Layer (Alt+Page Down)
Selects the layer behind the currently selected layer.
Select Previous Layer (Alt+Page Up)
Selects the layer in front of the currently selected layer.
Send Back One Layer
Swaps the selected layer with the layer behind it.
Send to Back
Sends the selected layer to the backmost position.
Show Background
Toggles the background on and off.
MACRO
Convert Graphic to Macro
Converts the current graphic into its equivalent macro. Playback of
the resulting macro recreates the graphic.
Convert Motion to Macro
Converts the current motion into its equivalent macro. Playback of
the resulting macro recreates the motion.
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Menu Commands
Convert Sequence to Macro
Converts the current sequence into its equivalent macro. Playback
of the resulting macro recreates the sequence.
Pause Macro (Pause)
Pauses or resumes playback of the currently playing macro.
Play Macro (Alt+F2)
Plays the current macro.
Record Macro (Ctrl+F2)
Toggles the macro recorder on or off.
Stop Macro Playback (Ctrl+Pause)
Stops playback of the currently playing macro.
MOTION
Clear Motion
Restores default settings to the active Motion window.
Delete Motion Descriptor
Deletes the selected line—or motion descriptor—from the active
Motion window.
Insert Motion Descriptor
Inserts a new line—or new default motion descriptor—into the
active Motion window.
OPTIONS
Configure Clip Server
Provides a dialog box for configuring clip server for use with
Thunder or Lightning.
Enabled Options
Provides a list of FXDeko options. Marked check boxes indicate
enabled options.
Factory Defaults
Resets FXDeko options to their original (factory default) settings.
Hardware Settings
Opens the FXDeko Hardware Settings menu.
Preferences
Allows a user to customize FXDeko’s configuration. See User
Preferences.
Save Settings Now
Saves FXDeko’s current settings.
Save Settings on Exit
Saves changes to FXDeko option settings automatically, every time
you exit FXDeko.
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201
Transformè Coarse (Ctrl+spacebar toggles Coarse and Fine)
Selects coarse increment. Causes Alt+arrow keys to transform the
selected text or layer in large increments.
Transformè Fine (Ctrl+spacebar toggles Coarse and Fine)
Selects fine increment. Causes Alt+arrow keys to transform the
selected text or layer in small increments.
Transformè Kerning & Leading (Ctrl+K)
Selects “kerning and leading” mode. In this mode, Alt+® and
Alt+¬ affect the spacing between characters of selected text
(kerning), and Alt+• and Alt+¯ affect the spacing between rows
(leading).
Transformè Move (Ctrl+M)
Selects “move” mode. In this mode, Alt+arrow keys moves the
selected text or layer. If no text or layer is selected, Alt + ® and Alt
+ ¬ move all characters from the text cursor through the end of the
row, right or left. Alt + • and Alt + ¯ move the cursor row and all
rows beneath it up or down.
Transformè Rotate & Skew (Ctrl+R)
Selects “rotate and skew” mode. In this mode, Alt+• and Alt+¯
rotate the selected text or layer, and Alt+¬ and Alt+® skew it.
Transformè Scale & Width (Ctrl+W)
Selects “scale and width” mode. In this mode, Alt+• and
Alt+¯ scale the selected text or layer, and Alt+¬ and
Alt+® change its width.
PRESETS
Pickè Pick Font
Applies the font of the character to the left of the text cursor to the
current style.
Pickè Pick Look
Applies the look of the character to the left of the text cursor to the
current style.
Pickè Pick Presets
Assigns each of up to eight styles in the current graphic to a preset
style button.
Pickè Pick Style
Applies the style of the character to the left of the text cursor to the
current style.
Preset Style Select (Shift+F1 through Shift+F8)
Selects the current style from a list of presets. A check mark
indicates the current style.
Preset Style Set
Assigns the current style to one of eight user-specified preset
styles. A check mark indicates the current style.
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Menu Commands
Reset to Defaults
Resets the active Preset Style window to its default styles.
SEQUENCE
Auto Advance From Browser
Causes the current event to be advanced to the next event, after a
graphic file has been entered into a sequence from the browser.
Browse for Files (Ctrl+L)
Opens the Graphic Browser window, also referred to as the
“browser”, used to add graphic (.dko) or typeface (.fac) files to a
sequence.
Clear Sequence
Removes all events from the active Sequence window.
Delete Event (Alt+Delete)
Deletes the current event from the active sequence.
Enable Keyer For Motion Playback (Sequence Menu)
Enables the keyer during motion playback.
GPI Settings
Displays current GPI Trigger settings.
Insert Event (Alt+Insert)
Inserts a blank event above the current event of the active
sequence.
Pause Sequence (Pause)
Pauses or resumes sequence playback.
Play a Preload Sequence (Alt+ Enter)
Activates the Sequence window and plays a preloaded sequence.
Playback Rate
Specifies the playback rate of the selected event in the current
sequence.
Play Sequence (Alt+Enter)
Sequentially performs the events in the active Sequence window.
Sequence playback begins with the current event, indicated by its
highlighted event number.
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203
Play Sequence From Nearest Timecode (Sequence Menu)
Finds the event closest to the current timecode and sequentially
performs the events in the active Sequence window, beginning with
that event.
Preload Sequence into Memory
Preloads sequence effects into memory in advance to speed up
sequence playback.
Smooth Motion Playback
Causes sub-pixel movement of sprites, to smooth motion playback.
Smooth Roll Playback Adjustment
Specifies that FXDeko either accepts playback rates or suggests
adjustments to achieve half or full resolution rate, or full resolution
rates only.
Stop Sequence Playback (Ctrl+Pause or Esc)
Stops playback of the current sequence.
Unload a Preload Sequence
Unloads a Preloaded Sequence From Memory.
SHADER
Background
Shows or hides the current graphic’s background. A check mark
means the background is currently being shown.
Background Shader
Displays the current graphic’s background shader in the Shader
window.
Edge
Adds or removes the first edge in the current look.
Edge Shader
Displays the edge shader for the first edge in the current look. If
there is no edge in the current look, FXDeko automatically adds
one.
Face
Adds or removes the first face in the current look.
Face Shader
Displays the face shader for the first face in the current look. If
there is no face in the current look, FXDeko automatically adds one.
Frame
Adds or removes the first frame in the current look.
Frame Shader
Displays the frame shader for the first frame in the current look. If
there is no frame in the current look, FXDeko automatically adds
one.
Preset Shader Select
Selects the current shader from the list of current preset shaders.
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Menu Commands
Preset Shader Set
Assigns the current shader to a preset shader button.
Reset to Defaults
Resets the active Shader window to its default values.
Set Ramp Bottom Left Color
Deposits the current color into the bottom left corner of the current
ramp shader.
Set Ramp Bottom Right Color
Deposits the current color into the bottom right corner of the
current ramp shader.
Set Ramp Hilite Color
Deposits the current color into the current ramp shader’s highlight.
Set Ramp Top Left Color
Deposits the current color into the top left corner of the current
ramp shader.
Set Ramp Top Right Color
Deposits the current color into the top right corner of the current
ramp shader.
Set Shader Color
Deposits the current color into the current color shader.
Shadow
Adds or removes the first shadow in the current look.
Shadow Shader
Displays the shadow shader for the first shadow in the current
look. If there is no shadow in the current look, FXDeko
automatically adds one.
Underline
Adds or removes the first underline in the current look.
Underline Shader
Displays the underline shader for the first underline in the current
look. If there is no underline in the current look, FXDeko
automatically adds one.
STYLE
Pickè Pick Font
Applies the font of the character to the left of the text cursor to the
current style.
Pickè Pick Look
Applies the look of the character to the left of the text cursor to the
current style.
Pickè Pick Presets
Assigns each of up to eight styles in the current graphic to a preset
style button.
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205
Pickè Pick Style
Applies the style of the character to the left of the text cursor to the
current style.
Preset Style Select (Shift+F1 through Shift+F8)
Selects the current style from a list of presets. A check mark
indicates the current style.
Preset Style Set
Assigns the current style to one of eight user-specified preset
styles. A check mark indicates the current style.
Reset to Defaults
Resets the active Style window to its default values.
TEXT
Capitalize
Changes the first character of each word of selected text to upper
case. If no text is selected, capitalizes all text in the current text field.
Center Row
Horizontally centers the current row of text.
Exchange Down
Exchanges the current row of text with the row below it.
Exchange Up
Exchanges the current row of text with the row above it.
Horizontal Scrolling
Turns horizontal scrolling on or off for the active graphic.
Justify
Sets the justification rules for the current text field.
Lower Case
Changes every character of selected text to lower case. If no text is
selected, affects all text in the current text field.
Pickè Pick Font
Applies the font of the character to the left of the text cursor to the
current style.
Pickè Pick Look
Applies the look of the character to the left of the text cursor to the
current style.
Pickè Pick Presets
Assigns each of up to eight styles in the current graphic to a preset
style button.
Pickè Pick Style
Applies the style of the character to the left of the text cursor to the
current style.
Preset Style Select (Shift+F1 through Shift+F8)
Selects the current style from a list of presets. A check mark
indicates the current style.
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Menu Commands
Preset Style Set
Assigns the current style to one of eight user-specified preset
styles. A check mark indicates the current style.
Spell Check
Opens the Spelling dialog box to initiate spell checking of the
current graphic.
Tab Clear
Clears the tab stop at the cursor location in the current text field.
Tab Clear All
Clears all tab stops in the current text field.
Tab Set
Sets a tab stop at the cursor location in the current text field.
Text to Field
Puts all selected text into a single new field.
Text to Multiple Fields
Puts each discrete group of selected text into its own new field.
Upper Case
Turns every character of selected text to upper case. If no text is
selected, affects all characters in the current text field.
Vertical Scrolling
Turns vertical scrolling on or off for the active graphic.
Word Wrap
Turns word wrap on or off. A check mark means that word wrap is
currently on.
TIMECODE
Set Intime to Current Timecode
Specifies the current output timecode in the In Time column of the
Sequence window.
Set Outtime to Current Timecode
Specifies the current output timecode in the Out Time column of the
Sequence window.
Set Intime to Outtime
Copies the current In Time timecode to the Out Time column of the
Sequence window.
Set Outtime to Intime
Copies the current Out Time timecode to the In Time column of the
Sequence window.
Find Event Closest to Timecode
Detects which event of the open sequence is closest to the current
output timecode.
Add Offset to In/Out Times
Specifies an amount of time to add or subtract to in/out times.
Timecode Settings
Specifies the com port and drop frame mode settings for timecode
control.
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207
VIEW
Aston Import
Displays or hides the Aston Import window, for converting Aston
files to Deko files.
Automation
Displays or hides the Automation window, for viewing or
specifying FXDeko automation options. A check mark indicates
that the Automation window is displayed on the desktop.
Browser (Ctrl+L = display, Alt+F4 = close)
Displays or hides the browser, used for selection of graphic (.dko)
or typeface (.fac) files. A check mark indicates that the browser is
displayed on the desktop.
Chyron Import
Displays or hides the Chyron Import window, used for converting
Chyron files to Deko files.
Clip Browser
Displays or hides the Clip Browser, used for finding and
associating clips with graphics.
Clip Edit
Displays or hides the Clip Editor. This command is available only
with ClipDeko enabled.
Clip Record
Displays or hides the Create Clip box, used for recording clips.
Command Bar (F4 = display)
Displays or hides the Command Bar. A check mark indicates that
the Command Bar is displayed on the desktop.
Current Style
Displays or hides the Current Style window. A check mark indicates
that the Current Style window is displayed on the desktop.
Custom Typeface
Displays or hides the Custom Typeface window. A check mark
indicates that the Custom Typeface window is displayed on the
desktop.
Effect Playback (Shift+F11)
Displays or hides the Effect Playback window. A check mark
indicates that the Effect Playback window is displayed on the
desktop.
International
Displays or hides the International window, used for typing
characters from international character sets. A check mark indicates
that the International window is displayed on the desktop.
Macro (F2 = display, Alt+F4 = close)
Displays or hides the Macro window. A check mark indicates that a
Macro window is displayed on the desktop.
Motion
Displays or hides the Motion window. A check mark indicates that
the Motion window is displayed on the desktop.
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Menu Commands
Preset Styles (Alt+F7 = display, Alt+F4 = close)
Displays or hides the Preset Style window. A check mark indicates
that a Preset Style window is displayed on the desktop.
Preview (Alt+F5 = display, Alt+F4 = close)
Displays or hides the Preview graphic window. A check mark
indicates that the Preview window is displayed on the desktop.
Program (Alt+F6 = display, Alt+F4 = close)
Displays or hides the Program graphic window. A check mark
indicates that the Program window is displayed on the desktop.
Sequence (F11 = display, Alt+F4 = close)
Displays or hides the Sequence window. A check mark indicates
that the Sequence window is displayed on the desktop.
Shader (F7 = display, Alt+F4 = close)
Displays or hides the Shader window. A check mark indicates that
the Shader window is displayed on the desktop.
Status Bar
Displays or hides the status bar. A check mark indicates that the
Status Bar is displayed on the desktop.
Style (F6 = display, Alt+F4 = close)
Displays or hides the Style window. A check mark indicates that a
Style window is displayed on the desktop.
Text Bar
Displays or hides the text bar. A check mark indicates that the text
bar is displayed on the desktop.
Tools
Displays or hides the Tools window. A check indicates that the
Tools window is displayed on the desktop.
WINDOW
1, 2, 3...
Activates one of the currently open windows.
Auto Cascade
Toggles auto-cascade mode on and off. A check next to Auto
Cascade indicates that it is on. In auto-cascade mode, FXDeko
automatically arranges windows so that windows of the same type
overlap and each title bar is visible. If you activate a window while
in auto-cascade mode, it automatically becomes the frontmost
window.
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Cascade
Arranges open windows so that multiple windows of the same type
overlap and each title bar is visible. Cascade is available only when
Auto Cascade is checked in the Window menu.
Delete Layout
Deletes the selected custom layout.
Freeze Windows
Locks windows in their current position. A check next to Freeze
Windows indicates that windows are frozen. To un-freeze windows
so you can move them about on the desktop, un-check Freeze
Windows.
Reset Current Layout
Returns windows to their default positions in the current layout.
Save Layout As
Saves the current layout as a custom layout.
Select Layout
Lists standard and custom desktop to choose from. A check next to
a layout indicates that it is the current layout.
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Shortcut Keys
WINDOW SELECTION
Background Shader
Browser
Command Bar
Graphic
Ctrl+F7
Ctrl+L
F4
F5
Macro
F2
Preset Styles
Preview
Program
Sequence
Shader
Alt+F7
Alt+F5
Alt+F6
F11
F7
Style
F6
Next Window
Close Window
Ctrl+Tab
Ctrl+F4
BACKGROUND AND LAYERS
Clear Layers
F8
Clear Background
Ctrl+F8
Clear Layers and Background
Bring Layer Forward One
Send Layer Back One
Bring Layer To Front
Send Layer To Back
Next Layer
Previous Layer
Append Layers (Alt Read)
Replace Layers
Alt+F8 or F8 F8
Ctrl + (plus key)
Ctrl + (minus key)
Alt + (plus key)
Alt + (minus key)
Alt+PageUp
Alt+PageDown
Alt+F9
Alt+F10
Replace Background
Ctrl+F9
CHANNEL CONTROL
Swap Preview and Program
Transfer Preview to Program
Transfer and Read Next File
F3
Ctrl+F3
F10
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Shortcut Keys
CUT AND PASTE
Cut
Copy
Paste
Ctrl+X
Ctrl+C
Ctrl+V
FILES
Open (Read)
Save As (Record)
F9 or Ctrl+O
F12
Save (Alt Record)
Read Next
New
Alt+F12 or Ctrl+S
F10
Ctrl+N
Delete File
Create Directory
Print
Ctrl+Delete
Ctrl+F12
Ctrl+P
FIND AND REPLACE
Find
Find Next
Replace
Ctrl+F
Ctrl+G
Ctrl+H
FORMATTING TEXT
Bold
Italic
Underline
Ctrl+B
Ctrl+I
Ctrl+U
JUSTIFYING TEXT
Justification Off
Bottom Left
Bottom Center
Bottom Right
Middle Left
Middle Center
Middle Right
Top Left
Ctrl+NumPad0
Ctrl+NumPad1
Ctrl+NumPad2
Ctrl+NumPad3
Ctrl+NumPad4
Ctrl+NumPad5
Ctrl+NumPad6
Ctrl+NumPad7
Ctrl+NumPad8
Ctrl+NumPad9
Top Center
Top Right
MACRO
Record Macro
Play Macro
Ctrl+F2
Alt+F2
Pause Macro
Pause
Cancel Macro Playback
Ctrl+Pause
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MISCELLANEOUS
Help
F1
Undo
Exit FXDeko
Ctrl+Z
Alt+F4
MOTION
Play Motion
Shift+Alt+p
PRESET STYLES
Preset Style 1
Preset Style 2
Preset Style 3
Preset Style 4
Preset Style 5
Preset Style 6
Preset Style 7
Preset Style 8
Shift+F1
Shift+F2
Shift+F3
Shift+F4
Shift+F5
Shift+F6
Shift+F7
Shift+F8
SELECTING TEXT
Select Character
Select All
Shift+arrow keys
Ctrl+A
SEQUENCE
Pause Sequence
Cancel Sequence
Play Sequence
Pause
Ctrl+Pause
Alt+Enter
TRANSFORMING TEXT/LAYERS
Kerning Mode
Ctrl+K
Move Mode
Ctrl+M
Move rows up
Alt+•
Move rows down
Exchange text row up
Exchange text row down
Rotate Mode
Alt+¯
Shift+Alt+•
Shift+Alt+¯
Ctrl+R
Scale/Width Mode
Toggle Coarse/Fine
Ctrl+W
Ctrl+spacebar
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Shortcut Keys
F1 - F12 Keys
F1
Help
F2
F3
Macro
Swap
Style 3
Shift+ Style 1
Alt+
Style 2
Macro Play
Macro Record
Ctrl+ Help On
Transfer
F4
Cmd
F5
F6
Graphic
Style 5
Preview
Style
Shift+ Style 4
Style 6
Program
Pick Style
Alt+
Exit Deko
Ctrl+ Close Window
F7
Shader
F8
F9
Clear
Read (Open)
Shift+ Style 7
Style 8
Clear All
Clear Bgd
Alt+
Preset Styles
Append Layers
Read Bgd
Ctrl+ Bgd Shader
F10
Read Next
Shift+
F11
F12
Seq
Record (Save As)
Record (Save As)
Save
Alt+
Replace Layers
Style Edit
Compose
Ctrl+ Graphic
Create Directory
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Glossary
active window
The active window is the window with a highlighted (usually blue)
title bar. A window must be active for you to perform tasks in it.
To open and activate a window, choose the window type from the
View menu.
To activate a window that is already open, select it from the list at
the bottom of the Window menu, or click anywhere on the window.
application window
In Windows NT, an application window is the window frame
surrounding the application workspace on the desktop.
FXDeko’s application window is its main window, with “FXDeko”
on the title bar. When FXDeko is active, this title bar is highlighted,
usually in blue (unless you’ve changed the Windows NT color
scheme).
arithmetic operator
An arithmetic operator is a symbol (+, -, *, /, %) that
performs a mathematical operation, such as addition, subtraction,
multiplication, or division, within an expression.
array
An array is a set of data values. In FXDeko, elements of an array
are referenced as variables that include the array name and an index
number (which must be an integer or an expression that returns an
integer), e.g. $a[0], $a[2+3],and $a[9999].
assignment operator
The assignment operator is a symbol (=, +=, -=,etc.) that assigns a
value to a variable. For example, $a = 3.
at-sign variable
An at-sign variable, so called because its initial character is always
@, is a pre-defined global system variable that is always accessible
to commands and macros.
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Glossary
background
The background is the backmost part of a graphic. It is a full-screen
rectangle located behind the last layer, furthest from the viewer.
The background can be turned on and off. When off, it is
transparent — live video “shows through” the background when
you use a keyer.
When the background is on, the background shader determines its
color. Like all FXDeko shaders, the background can be a solid
color, a ramp or a texture.
bitmap
A bitmap is a set of numerical values specifying the colors of the
pixels in a graphic image.
bitwise operator
A bitwise operator is a symbol (<<, >>, ~, &, |, ^) that
performs an operation on an integer value based on bit position.
C1 continuity
C1 continuity is a smoothness setting that maintains a straight line
between two connected Bezier curves. If you move one control
point, the control point on the other side of the shared point will
move in concert to maintain the linear connection.
C2 continuity
C2 continuity produces the smoothest continuity between two
connected Bezier curves. This setting maintains a straight line
between the curves, as well as equal distance from control point to
the shared point for each curve. If you move one control point, the
other one will move in concert to maintain the equidistant, linear
connection.
CAP shader
A CAP shader is used to apply a cel animation to a detail, such as a
face or an edge. You can then play the animation within a motion.
cel animation
A cel animation is a series of graphic files. Each file consists of one
frame of the animation and may be of any graphic type that Deko
can import (.tga, .bmp, .dib, .rle, .pcd, .pcx, .psd, .wmf, .jpg, .g, .dko,
.or .tif). Files should be successively numbered, e.g. globe001.tga,
globe002.tga, globe003.tga, etc.
You can play a cel animation within a Deko motion by applying the
animation to a detail using a CAP (Cel Animation Player) shader.
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character set
A character set is a set of 256 characters in a TrueType or
Postscript font. A font may contain more than 256 characters, but
Windows NT can access only 256 at a time. By choosing a
character set, you are choosing which 256 characters you wish to
use.
Not all character sets are supported by every font. See Using an
International Character Set.
choice parameter
A choice parameter specifies one item from a list of possible
choices. For example, both parameters of the justify command are
choice parameters:
justify [horizontal=] [vertical=]
Possible choices for horizontal are: left, right, center, full, spread,
off and unchanged; and for vertical: top, bottom, center, full,
baseline, off and unchanged.
click
To click the mouse, position the selection cursor over the desired
item on the screen and tap the left mouse button once.
clipboard
The clipboard is the Windows NT temporary holding area for text
or other data that has been cut or copied from a FXDeko graphic,
macro, style or sequence.
When you cut or copy a selection, it replaces any previous
contents of the clipboard.
When you paste, you are pasting the contents of the clipboard.
You can paste multiple times without re-cutting or re-copying—the
contents of the clipboard remain the same until you cut or copy
something different.
Since most Windows NT applications support the clipboard, it is
possible to cut and copy a selection from one Windows NT
application—a word processor or a spreadsheet program, for
example—and paste it into another Windows NT application.
color shader
command
A color shader is used to apply a solid color to a detail. You specify
the color in terms of Red, Green and Blue amounts, or in terms of
Hue, Saturation and Value. A color also has an opacity, from 0
(transparent) to 100 percent (opaque).
A command is an instruction, optionally modified by parameters, to
FXDeko to perform a specific function.
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Glossary
command bar
The command bar allows direct entry of FXDeko commands and
macros. Press F4 to call up the command bar, type the name of a
command or macro, then press Enter or click Play.
Use the Prompt button on the command bar to open the Command
Prompt dialog box where you can specify command parameters. A
Defaults button in the dialog box resets parameters to their default
values. Click Close to close the command bar.
comment
A comment is a string of text that is used to annotate a macro, but
does not affect the function of the macro.
comparison operator
A comparison operator is a symbol (==, >, >=, <, <=,
!=, !, &&, ||) that compares two values to determine whether
a specified relationship between them, such as equality, is true or
false.
If an expression is true, its value is non-zero; if false, its value is
zero.
conditional command
A conditional command tells FXDeko to execute a block of
statements based on whether a test expression is true or false.
conditional loop command
A conditional loop command defines both a loop and the test that
determines whether to iterate or exit the loop.
control icon
Use the control icon to move, close or change the size of a window.
Click the icon to display a menu of these options. Double-click it to
close the window.
control point
A control point is the point at either end of a Bezier curve or a line
segment. In FXDeko, you can move control points to change the
curvature or length of a baseline segment.
creation station
A creation station is a workstation where you can create, edit and
store graphics, but which does not contain video input/output
hardware.
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current directory
The current directory is the directory in which files are saved and
from which files are opened.
FXDeko maintains five different current directories based on file
types:
custom typefaces (.fac)
graphics (.dko), sequences (.seq), automation (.aut)
styles (.sty), preset styles (.pst), shaders (.shd)
macros (.mcr)
motions (.mot)
The current directories are remembered whenever you exit FXDeko,
and restored when you restart FXDeko.
current event
The current event of a sequence is the event you are editing or
playing back.
FXDeko indicates the current event by highlighting its event
number.
current style
The current style is based on current Font and Look settings in the
Style window. FXDeko displays the current style in the Current
Style window. Any text you type in a graphic appears in the current
style.
When text is selected, the current style becomes the style of the
first character of selected text.
When a layer is selected, the current style becomes the style of the
layer.
custom typeface
A custom typeface is a typeface made in FXDeko for typing
graphical (logo) characters.
You create a custom typeface by importing graphics and assigning
each graphic to a key. Custom Typeface characters can be typed,
positioned, scaled, and even given looks like normal TrueType
characters.
default value
desktop
A default value is the value that FXDeko uses for a parameter with
no explicitly specified value.
Desktop is the Windows NT term for everything appearing on your
computer’s color monitor — windows, icons, cursors, buttons, etc.
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Glossary
detail
A detail is one element of a look. It controls how a font is rendered.
There are five kinds of details: face, edge, shadow, underline and
frame.
double-click
drag
To double-click, move the selection cursor over the desired item on
the screen and tap the left mouse button twice in rapid succession
without moving the cursor.
To drag the mouse, press and hold the left mouse button down and
move the mouse in the desired direction.
Release the mouse button to stop dragging.
element operator
An element operator (:) accesses a value that is an element of an
object.
event
An event is one element of a sequence or motion. In a sequence, an
event describes the playback of a single graphic file using an effect.
In a motion. An event describes the movement on or off air of some
element of a graphic.
expression
eyedropper
An expression is a combination of variables, commands and
operators that results in a single value.
The eyedropper is a button used to pick colors from anywhere on
the desktop. It is located in the Shader window, on the color picker.
font
A font is a typeface of specified size, shape and orientation.
frame buffer
A frame buffer is an area of computer memory that produces an
output picture, which can be viewed on a monitor.
A frame buffer consists of an array of pixels, short for “picture
elements.” Each pixel is assigned separate amounts of red, green,
blue and transparency, from 0 to 255.
The number of rows and columns of pixels determines the
resolution of the frame buffer. In NTSC, FXDeko’s frame buffer has
720 pixels in each of 486 rows. In PAL, it has 720 pixels in each of
576 rows.
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full justification
Full horizontal justification makes selected text, except any row with
a newline character (hard return), flush with the left and right sides
of the text field box.
Full vertical justification makes the top and bottom lines of text
flush with the top and bottom of the field box.
global variable
A global variable can be shared among different macros. Global
variables remain active until explicitly deleted using the free
command or until FXDeko is exited.
glyph
The word glyph comes from the Greek “glyphe,” meaning a
pictograph or other symbolic character or sign.
In FXDeko, glyphs are actual renderings of characters, in a
particular style (font and look).
FXDeko normally renders characters as you type them. For a style
with a large font or complicated look, you can increase the speed of
typing by pre-rendering the style.
graphic
A graphic is one video page of text and/or background art, created
and displayed using FXDeko. A graphic is created in either the
Program or Preview window. A graphic can be saved on disk as a
graphic file.
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Glossary
Graphic Browser window
The Graphic Browser window, also referred to as the “browser”,
shows thumbnails of all the graphics in the current directory.
Depending on how it is invoked, this window shows graphics that
will be read into Preview or Program, put into a sequence, or used
as texture shaders.
You can size and position the browser anywhere, to see as many
thumbnails as you like. Type the first one or two letters of a
graphic’s name to jump to the thumbnail of that graphic. Double-
click the thumbnail to use the graphic.
graphic file
history
A graphic file is a FXDeko graphic that has been saved on disk
with a file name and the ".dko" extension, for example,
"mypict.dko".
The history is a drop-down list of commands that have been
executed since the last time FXDeko was rebooted.
index operator
An index operator ([]) accesses a specific value from an array
variable.
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insertion point
In a text field, the insertion point is indicated by the text cursor. As
you type, FXDeko inserts each character into text at the insertion
point, and shifts the insertion point to the right.
To move the text cursor, use arrow keys (• ® ¯ ¬ ) or click on a
new position.
integer parameter
An integer parameter specifies a whole number value, either
positive or negative, e.g. 3, 12967, -174, 0, etc.
if you specify a real value for an integer parameter, FXDeko ignores
the fractional component of the value.
An example of an integer parameter is the number parameter of the
select style preset command, which sets the current style from the list
of preset styles:
select style preset (number =)
kerning
Kerning refers to the spacing between the characters within a word.
The higher the kerning amount, the more space between characters.
A negative kerning amount tightens the spacing between
characters.
key signal
A key signal is a black-and-white video signal that, when used with
a keyer, tells the keyer how to combine two video signals. FXDeko
outputs both a full-color video output and a black-and-white key
signal.
Let’s say you’re keying FXDeko graphics over live video from a
camera. You feed the video and key outputs from FXDeko to a
keyer (which could be FXDeko’s own internal keyer), and also the
camera output. Where the key signal is white, the keyer inserts
FXDeko’s output (the “fill” signal). Where the key signal is black,
the keyer inserts the camera output (the “key” signal). Where the
key signal is gray — somewhere between black and white — the
keyer mixes the FXDeko and camera outputs.
keyhole shader
A keyhole shader cuts through all elements behind a detail to show
keyed video on the detail.
keyword
A keyword is a name used in command syntax to refer to a specific
command parameter. Every command parameter has a keyword.
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Glossary
layer
A layer is one element of a FXDeko graphic. A layer is either a text
layer, a rectangle layer or an ellipse layer.
A graphic can have any number of layers. Layers are rendered from
front to back.
layer browser
The layer browser shows a thumbnail image of each layer in the
current graphic, and displays the layer’s name and order. Type the
first one or two letters of the layer name to jump to that layer’s
thumbnail. You can click a thumbnail to select a layer, or reorder
layers by dragging and dropping them within the browser.
layout
The layout is the arrangement of windows and toolbars on the
desktop. FXDeko provides several pre-configured layouts for
composing, editing and playing back graphics and macros.
leading
Leading refers to the spacing between rows of text. The higher the
leading amount, the more space there is between rows.
“Leading” rhymes with “wedding.”
linear key signal
A linear key signal varies from black to white, including
intermediate gray shades. This is in contrast (no pun intended) to a
hard key signal, which has areas of either black or white but no
gray.
A linear key signal is required for keyed graphics to look properly
anti-aliased over background video. Your switcher must be capable
of handling linear key.
list parameter
A list parameter, also known as a repeating parameter, specifies a
list of one or more values. Depending on the command, the values
on the list may or may not be of the same type.
A command can have no more than one list parameter, which is
usually the last parameter.
local variable
A local variable is used exclusively in the current macro, and is
deleted when the macro ends. By default, user-defined variables are
local variables.
One macro cannot reference a second macro’s local variables, even
if the second macro is a subroutine of the first.
look
A look controls everything about the way a text character looks—
colors, edges, shadows, etc. A look is made up of a list of details.
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loop
A loop is a section of a macro that is repeated a specified number of
times during playback.
macro
A macro is a series of FXDeko commands that can be saved in a
macro file and played back on demand. You can use the macro
recorder to record a macro, or you can edit a macro as a text file.
macro recorder
The macro recorder is used to play macros and to record actions to
create macros.
maximize button
The maximize button appears on the right side of a window’s title
bar. Clicking this button enlarges the window to its maximum size.
menu bar
The menu bar appears near the top of FXDeko’s application
window, under the title bar. Clicking on any entry brings up a pull-
down menu of commands. Click on a command to perform it.
Commands followed by an ellipsis (...) bring up an additional
window for more information to be entered.
minimize button
The minimize button appears on the right side of a title bar.
Clicking this button reduces the window to its smallest size, usually
an icon at the bottom of the screen. For example, clicking the
minimize button in FXDeko’s title bar reduces FXDeko to its
application icon. To restore FXDeko, double-click the icon.
motion
A motion describes the movement on or off air of elements, or
sprites, of a graphic. Each line in a motion script specifies one or
more sprites. A motion script can be saved in a motion (.mot) file,
which you can then specify as an effect in a sequence.
mouse pointer
The mouse pointer is used for pointing to objects on the desktop
and clicking or dragging them.
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Glossary
navigate
To navigate around a dialog box, use Tab and Shift+Tab to move
between fields, or click on the desired field. The up and down arrow
keys (• ¯ ) scroll through the items in a list.
Double-click a directory to select it.
Double-click a file name to open the file.
object
An object is a discrete data structure, that stores a collection of
values to be treated as a single item. An object is created by a
command and can be used by other commands as a parameter.
Typical FXDeko objects include colors, shaders, ellipses,
rectangles, boxes, fonts and looks.
object parameter
An object parameter specifies a collection of values that is treated
as a single item, i.e. an object. For example, color=(rgb 100 0
0).
Typical objects in FXDeko include colors, shaders, ellipses,
rectangles, boxes, fonts and looks.
The letter command, which adds a letter to a text field, includes two
object parameters, font and look:
letter [character=] [font=][look=][tx=]
[ty=] [code=] [insert+] [-show][-attach]
The font parameter specifies an object created by the font command,
and the look parameter specifies an object created by the look
command.
An object is created by a command, such as font or look, and its
components correspond with the parameters of the command that
created it.
For example, the rgb object has four components, red, green, blue
and opacity. To access a component of an object, use the : operator.
operator
An operator is a symbol or other character that indicates an
operation performed on one or more values. Some examples are the
arithmetic operators, +and -, or the assignment operator, =.
optional parameter
An optional parameter always has a default value. FXDeko uses the
default value unless your command specifies a different value.
parameter
A parameter is a command modifier, and may be optional or
required.
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pin location
A character’s pin location determines how it will be placed relative
to the baseline of the current row. The Y value indicates the
baseline of the character, and the X value indicates the left edge of
the character.
pre-rendered style
A style that has been completely rendered and saved on disk. You
may pre-render a complicated style for faster typing response.
preset shader
A preset shader is a shader that has been stored in one of the 18
shader presets at the bottom of the Shader window. All 18 preset
shaders may be saved in a shader presets file.
preset style
A preset style is a style that has been saved in one of the eight
preset style buttons in the Preset Style window. Each button
displays sample text in the preset style. To change what sample text
is displayed, click Sample in the Typeface Browser and type in new
sample text.
By default, sample text on the buttons shows fonts in their actual
sizes. You can have the buttons display all fonts in standard sizes
by choosing Preferences from the Options menu, clicking the
Advanced tab, and un-checking “Show actual font size in Presets
box”.
Preview window
The Preview window shows a graphic that is not yet “on-air.”
When playing back a sequence, this window shows the next
graphic in the sequence.
Program window
The Program window shows the current on-air graphic. The
contents of this window match FXDeko’s video output, with the
addition of a cursor, safe-title lines and other markers.
ramp shader
A ramp shader, or color gradient, is a type of FXDeko shader, used
to apply color to a detail. You specify the colors at the four corners
of the detail, and FXDeko creates the ramp by interpolating those
colors across the interior of the detail. Ramp shaders have an
optional highlight color, which produces a line across the ramp.
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Glossary
real parameter
A real parameter specifies any numeric value, whole or fractional,
e.g. 3, 9, 7, -0.9, etc.
Very large or small real values can be expressed in exponent form.
accepts a real number value. For example, 2.5e-10.
An example of a real parameter is the input parameter of the sqrt
(square root) command:
sqrt
input=
repeating parameter
A repeating parameter accepts a list of values, which may or may
not be of the same type.
required parameter
A required parameter has no default value. Your command must
specify a value for the parameter.
resolution
FXDeko specifies resolution in screen units, which are user-
definable in Options/Preferences/Advanced/Resolution. The
default value for screen units is 486 in NTSC and 576 in PAL.
restore button
The restore button appears on the right side of a window’s title bar.
Clicking this button restores the window to its size before it was
minimized or maximized.
right-click
To right-click, position the selection cursor over the item on the
screen and tap the right mouse button once.
safe title area
The safe title area is the area of the screen considered safe for
graphics. Anything outside this area may be clipped by an
overscanning monitor.
The safe title area is only a reference; it does not prevent typing
outside its boundaries.
You can specify the top, bottom, right and left boundaries of the
safe title area. Values represent a percentage of the distance from
the specified edge of the screen to the opposite edge.
The text field box defaults to the dimensions of the safe title area.
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229
screen space
Screen location is indicated on the status bar, expressed as either
world space or screen space.
World space, or resolution-independent space, is measured in
arbitrary units, selected by the user.
Screen space is a literal representation of the video frame buffer.
Screen space varies with the video standard: in NTSC 4x3, there are
720 horizontal pizels (called dots) and 486 vertical pixels (called
lines). These values can be found in @dots and @lines.
In Options/Preferences, choose Cursor Movement by Pixels for
screen space.
screen units
Screen units are the units FXDeko uses for the height of a typeface
and for the location of text and shapes in a graphic.
Screen units are user-definable, in Options/Preferences/Advanced/
Resolution. Once you set the number of vertical units, the number
of horizontal units is automatically set to 4/3 of that amount.
For convenience, the default value for screen units is 486 in NTSC
and 576 in PAL, which equals the number of visible scan lines in
each video standard.
search path
If FXDeko does not find a file in a current directory, it searches
each directory in the appropriate search path. There are four
different search paths based on file type:
graphics (.dko), sequences (.seq), automation (.aut)
styles (.sty), preset styles (.pst), shaders (.shd)
macros (.mcr)
motions (.mot)
sequence
set width
A sequence is a list of events that controls the playback of a series
of FXDeko graphic files.
A character’s set width determines how much horizontal space the
character occupies when typed. A character’s set width plus its pin
location equals the pin location of the character to its right.
shader
The shader controls the color — solid, texture, ramp, or keyhole —
of a detail or a background.
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Glossary
spread justification
Spread justification makes all lines of text flush with both the left
and right sides of the text field box. To do this, space is inserted
between words and between letters, as controlled by the Spread %
in the Style/Layers window.
status bar
The status bar is the line of information, at the bottom of the
screen, which shows FXDeko’s current status.
string
A string is set of characters, such as a word or sentence. A string
that includes spaces or non-alphanumeric characters must be
defined within quotation marks, e.g. “Hello there.”
string operator
A string operator is a command or symbol that operates on
character strings. Most string operations are performed by
commands.
string parameter
A string parameter specifies one or more alphanumeric characters
(e.g. a letter, word or sentence).
A string that contains spaces or non-alphanumeric characters must
be enclosed in quotation marks.
style
A style consists of a font and a look.
A font is a typeface of specified size, shape and orientation.
A look controls how FXDeko renders a font character. Each look is
comprised of a list of details. Each detail is a face, edge, frame,
shadow, or underline, and has its own set of attributes which
dictate its color, size, shape, etc.
FXDeko provides a variety of tools for specifying attributes of
fonts and looks, to create new styles or to revise existing styles.
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231
subroutine
A subroutine is a macro that is used as a command within another
macro.
switch parameter
A switch parameter specifies a parameter that is either true or false.
A true parameter is either preceded by a hyphen (-) or followed by
=1, while a false parameter is either preceded by -no or followed by
=0.
system variable
A system variable, sometimes called an “at-sign variable” because
its initial character is always @, is a built-in global variable that is
always accessible to commands and macros.
text bar
The text bar is the toolbar at the top of the FXDeko desktop, under
the menu bar, which controls many common text functions.
text box
Text boxes are Windows NT controls in which you type or
otherwise enter information.
text cursor
The text cursor shows where in a text field the next typed character
will be inserted. The text cursor is shaped like an I-beam or a
rectangle, depending how you have your cursor preference set.
I - beam cursor
Box cursor
text field
A text field is one layer of text in a FXDeko graphic. A text field is
defined by its text field box, which controls word wrapping and
justification. A text field has a default style (font and look).
Characters in a text field may extend beyond the text field box. The
box is used for alignment, not clipping.
texture shader
A texture shader is used to apply a pattern to a detail. The pattern
is actually a bitmap that is “cut” from another graphic file and
“pasted” onto the detail.
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Glossary
title bar
tool tips
The title bar is the bar at the top of any Windows NT application
window, including FXDeko’s. This bar is highlighted whenever an
application is active.
Tool tips are those little yellow pop-up windows that appear if you
hold the selection cursor over a toolbar button for a brief moment.
They explain what each button does. You can turn tool tips on and
off from the Help menu.
Tools window
The Tools window contains several push buttons for creating,
editing and transforming text fields and layers. To show the Tools
window, choose Tools from the View menu.
variable
A variable is a place holder of a value that may change. A user-
defined variable always has $ as its first character. For example, $a,
$frequency, $winner.
world space
Screen location is indicated on the status bar, expressed as either
world space or screen space.
Screen space is a literal representation of the video frame buffer,
and varies with the video standard.
World space, or resolution-independent space, is measured in
arbitrary units, selected by the user. For a 4x3 aspect ratio, the
default world space is 6.0 vertical units that range from -4 to +4
across the screen, and 8.0 horizontal units that range from -3 to +3
bottom to top. The point (0.0) is in the center of the screen.
In Options/Preferences, choose Cursor Movement by Screen Units
for world space.
You can set world space units to any convenient value. In
Options/Preferences/Advanced, enter the number of full screen
vertical units, and FXDeko derives the number of horizontal units
automatically by multiplying the height by the aspect ratio. The
current number of vertical units is stored in the system variable
@resolution.
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Index
version of current typeface, 47
Break command, 154
Browser
inserting graphics into sequence, 102
texture, 67
A
Arithmetic operators, 150
Array
accessing elements of, 151
subscripting elements of, 149
Aspect ratio
typeface, 47
C
changing, 80
opening graphic recorded under different, 80
Assignment operators, 152
Aston Import, 160
At-sign variables, 149
Automation
defining layers for, 162
protocols, 161
window, 161–62
CAP shader, 70–71
cel animation, 70–71
Channel menu commands, 185–86
Character
baseline angle, 26–27, 47
decimal tab, 125
kerning, 29–31, 47
pin location, 50
Automation option, 159–62
scaling, 29–30
set width, 50
skewing, 47
spacing, 47
B
Background, 81
typing from an international character set, 25
width, 31–33
Clear, 98
ClipDeko, 169–75
ClipDeko menu commands, 186
Closing files, 131
Color
activating shader for, 65
applying color to, 82
clearing from graphic, 90
opening a graphic into, 82
replacing key, 83
shader, 82
turning into a layer, 82
turning on or off, 81
Baseline
applying to detail, 65
edge, 54
eyedropper, 73
aligning texture with, 69
changing angle of, 26–27, 47
Baseline menu commands, 184–85
Bitwise operators, 151
Blurring
edge, 54
face, 53
frame, 61
face, 52, 53
frame, 60, 61
picking a, 73
shadow, 56, 57
specifying, 64–73
underline, 58, 59
where graphic is transparent, 125
Command
shadow, 57
categories, 145
underline, 59
Bold
conditional loop, 155
invoking, 138
applying or removing, 26
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parameters, 145–48
Index
E
syntax, 145–46
Command bar, 138
Command command, 155
Comments, 153
Comparison operators, 150
Concatenation, 150
Conditional loop commands, 155
Conditional statements, 153–54
Continue command, 154
Copying
detail, 62
events, 103
font, 48, 76
layer, 91
look, 63
tab stops, 62
text, 33–34
Crawl, 99, 104–8
Current style
Edge
adding or removing, 53
blurring, 54
changing attributes of, 54
changing color of, 54
hiding, 54
priority among other details, 55
shape, 54, 55
size, 55
type, 54
Edit menu commands, 186–88
Effects
text, 98–99
transitional, 98–99
Ellipse. See also Layer
adding to graphic, 86
defining box of, 87
hiding, 87
specifying properties of, 86–88
transforming, 87
Else command, 153–54
Elseif command, 153–54
End command, 153–55
End key, 127
Event
copying, 103
cutting and pasting, 103
deleting, 104
inserting, 104
specifying, 99–121
specifying starting, 119
Exiting
FXDeko, 12–13, 125, 131
Expressions, 152
Eyedropper, 73
assigning to preset button, 76
changing with text cursor, 127
picking from graphic, 77
saving as pre-rendered, 79
using a preset style as, 77
window, 75
Cursor
box, 126
hiding, 127
i-beam, 126
movement of, 126, 127
Custom typeface
properties, 50
Cutting and pasting
detail, 62
events, 103
layer, 91
tab stops, 62
text, 33–34
F
Face
D
adding or removing, 52
blurring, 53
changing attributes of, 52
changing color of, 52, 53
hiding, 53
priority among other details, 53
Fast Action Keyboard option, 162–79
File menu commands, 188–90
Files
Data Type Conversions, 157–58
Deleting
events, 104
layers, 91
Desktop
arranging layout, 122–23
overview of, 14
specifying preferences for, 123–28
Detail. See Look, details
Dissolve, 98
closing, 131
graphic, 14
missing, 125
opening, 130
prompting to save, 90
saving, 131–32, 101
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235
sharing, 132
Font
as part of style, 46, 138
browser, 47
changing attributes of current, 46
copying, 48, 76
H
Hardware settings
resetting, 124
Home key, 127
Hot Keys. See Shortcut keys
creating custom typeface, 48–50
displaying Style/Font window, 46
installing TrueType and Postscript, 48
size, 29–30, 47
specifying, 46–50
width, 47
For command, 155
Frame
adding or removing, 60
blurring, 61
changing attributes of, 61
changing color of, 60, 61
descender characters, 61
grabbing, 21
height, 61
hiding, 61
offset, 61
priority among other details, 61
shape, 61
spaces between words, 61
width, 61
Frame Grabbing
I
If command, 155
Index operators, 151
Inserting
a detail
edge, 53
face, 52
frame, 60
shadow, 56
underline, 58
a layer
ellipse, 86
rectangle, 85
text, 83
a text field, 83
an event, 104
International
character sets, 25
Italic
applying or removing, 26
version of current typeface, 47
suppressing motion during, 21–22
K
G
Kerning, 29–31, 47
Keyboard
Home and End key preferences, 127
language, 25
Grabbing frames, 21
Graphic
appending to another graphic, 92
background. See Background
browsing for, 67, 102
clearing background from, 90
clearing layers from, 90
converting from different standard or format, 126
converting into Macro, 144
creating a, 16
Keyer
using built-in, 20
Keyhole layer, 88
Keywords, 145–46
L
files, 14
layers of, 80
missing, 125
preview, 15
program, 15
rendering time limit, 128
saving a, 16
using as a texture, 67
Graphics Factory
importing Halo images, 20
Layer. See also Text field, Rectangle, Ellipse
keyhole, 88
Layer menu commands, 190–91
Layers
about, 80
adding to graphic, 83, 85, 86
clearing from graphic, 90
copying, 91
cutting and pasting, 91
deleting, 91
moving, 93–94
position, 93–94
rotating, 95
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scaling, 95–96
selecting, 89
skewing, 96–97
Index
layer, 93–94
tab stops, 39
text, 38–40
specifying properties of, 83–85, 86–88
Layout
desktop, 122–23
initial, 125
O
Objects, 156–57
accessing elements of, 151, 156–57
creating, 157
ODBC, 164
Opening files, 130
Opening Files
under different aspect ratio, 80
Operators, 152
keyboard, 25
preconfigured, 122–23
Leading, 32–33, 47
Lightning, 133–37
Local variables, 149
Look
as part of style, 51
copying, 63
arithmetic, 150
assignment, 152
bitwise, 151
details. See also Face, Edge, Shadow, Underline,
Frame
comparison, 150
adding, 52
index, 151
copying, 62
order of application of, 152
string, 150
cutting and pasting, 62
deleting, 52
Options
list of, 51
Aston Import, 160
Automation, 159–62
database connection, 164
ClipDeko, 169–75
Fast Action Keyboard, 162–79
Sportsware
displaying Style/Look window, 51
specifying, 51–63
Loops, 154–55
conditional, 155
M
place pop, 181, 182
style pop, 181
Macro
appending to another macro, 139, 144
canceling, 142
converting graphic into, 144
editing, 143
text pop, 181, 182
Timeline, 115–18, 183
Options menu commands, 192–93
invoking, 138
pausing, 141, 142
playing, 141
P
Parameters, 146
categories of, 145–48
choice, 147
recording, 144
resuming paused, 142
saving, 143–44
integer, 147
keywords of, 145–46
list, 148
object, 147
positional order of, 145–46
real, 146
string, 147
single-stepping, 142
use-d as subroutine, 155–56
viewing, 140, 144
Macro menu commands, 191–92
Macro recorder, 138
Macro Recorder
switch, 147
Using, 140
Pasting. See Cutting and pasting
Pinnacle Systems
how to contact. See Technical Support
Preferences
Macro window
working in, 139
Macro Window, 138
Motion
advanced, 128
common, 124–25
cursor, 126–27
creating, 108–18, 115–18, 183
suppressing, 21–22
Motion menu commands, 192
Moving
marker, 127–28
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Index
237
prompts, 125–26
resetting, 124
specifying, 123–28
Preset menus commands, 193–94
Preset shaders
a style, 75–76
as pre-rendered style, 78–79
files, 131–32
preset shaders, 64, 74
prompt before, 90, 125
applying to detail, 74
assigning current shader to, 74
saving, 74
Scaling
layer, 95–96
ramp, 66
using, 73
Preset style. See Style
Preview, 15
text, 29–30, 85, 88
Screen units, 47, 84, 87, 127, 128
defined, 221
Program, 15
Selecting
Prompts, 90, 125–26, 131
Push, 98
details, 51
events, 102–3
layer, 89
tab stop, 39
text, 23
R
Ramp. See also Shader
applying to detail, 66
background, 82
group, 66
highlighting, 66, 67
opacity, 66
typeface, 24–25
Sequence
appending to another sequence, 102
creating, 99–121
effects available for, 98–99
pausing, 119
scaling, 66
playing, 119
Reading files. See Opening files
Recording files. See Saving files
Rectangle. See also Layer
adding to graphic, 85
defining box of, 87
hiding, 87
specifying properties of, 86–88
transforming, 87
Resetting to factory defaults
FXDeko, 124
resuming paused, 120
saving, 101
specifying events of, 99–121
starting event of, 119
stopping, 121
Sequence menu commands, 194–95
Shader. See also Color, Ramp, Texture
activating, 65
background, 65, 82
edge, 54
Resolution
face, 52, 53
specifying, 128
frame, 60, 61
Return command, 156
Returns, 152
preset. See Preset shaders
shadow, 56, 57
Reveal, 99
types, 64
Roll, 99, 104–8
Rotating
layer, 95
underline, 58, 59
Shader menu commands, 195–96
Shadow
text, 27, 47
Row spacing, 32–33, 47
adding or removing, 56
blurring, 57
changing attributes of, 56
changing color of, 56, 57
distance from detail, 57
hiding, 57
offset angle, 57
priority among other details, 57
shape, 57–58
type, 57
Shortcut keys, 201–5
Skewing
S
Safe title area
defining, 128
displaying or hiding, 128
Saving
a graphic, 16
a macro, 143–44
a pre-rendered style, 48
a sequence, 101
layer, 96–97
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text, 27–28, 47
Index
Text case
Slide, 98
Small caps, 28, 47
changing, 26–29
small caps, 28
Software settings
resetting, 124
Text commands, 197–98
Text field
Spacing characters, 29–31, 47
Starting
adding to graphic, 83
hiding, 84
FXDeko, 125
justifying text within, 84, 87
specifying properties of, 83–85
Text field box
Windows NT, 10–11
String operators, 150
Style
changing, 29
assigning to preset button, 76
current. See Current style
picking up from graphic, 77
pre-rendered, 48
defining, 84
displaying or hiding, 128
transforming, 84
Texture. See also Shader
alignment, 69
retrieving, 77–78
saving as pre-rendered, 79, 78–79
saving preset, 78
applying to a detail, 67–69
background, 82
Style menu commands, 196–97
Subroutines, 155–56
System variables, 149
file name, 68
group, 68
offset, 68
opacity, 68
Thunder Browse, 133–37
Tiff files
saving, 17
Timecode commands, 198–99
Timecode control, 163–66
Timeline, 115–18, 183
TrueType and Postscript fonts
installing, 48
T
Tab stops, 40–41
changing the decimal tab character, 40
clearing selected, 39
clearing within a layer, 39
displaying or hiding, 40, 128
moving, 39
selecting, 39
Typeface
setting, 39
browser, 47
Targa files
saving, 17
Technical Support
on Internet, 11
creating custom, 48–50
installing TrueType and Postscript fonts, 48
selecting, 24–25
using an international character set, 41–42
Text
changing case of, 28, 26–29
copying, 33–34
U
cutting and pasting, 33–34
deleting, 34
deleting all within a layer, 34
finding and replacing, 35
initialization, 85
Underline
adding or removing, 58
blurring, 59
changing attributes of, 59
changing color of, 58, 59
height and width, 59
hiding, 59
offset, 59
priority among other details, 59
shape, 59
spaces between words, 59
Underlining Text, 41–45
User interface, 138
justifying, 84, 87
kerning, 29–31, 47
leading, 32–33, 47
moving, 38–40
rendering time limit, 128
rotating, 26–27, 26–27
scaling, 29–30, 85, 88
selecting, 23
skewing, 27–28, 47
spell checking, 40–41
underlining, 41–45
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Index
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Window
V
clearing, 125
closing, 125
opening, 125
position on desktop, 122–23
Windows NT
changing keyboard layout, 25
clipboard, 34, 48, 63, 76
File Manager, 132
installing TrueType and Postscript fonts, 48
Program Manager, 12, 13, 25, 48
starting, 10–11
Variables, 148–49, 148–49
assignment, 149, 150
data type, 149
global, 149
local, 149
subscripted, 149
system, 149
user-defined, 149
Video standard
changing, 80
View menu commands, 199–200
Wipe, 98
Word wrap, 85, 88
W
While command, 155
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