Pinnacle Speakers Portable Generator FXDEKO User Manual

TM  
FXDEKO  
Bringing a new level of Effects  
to Character Generators  
Users 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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Table of Contents  
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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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Table of Contents  
7
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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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:  
In the U.S.: [email protected]  
In the U.K.: [email protected]  
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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  
25  
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  
41  
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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42  
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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Justifying Text and Using Tab Stops  
43  
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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Baseline Editing  
47  
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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49  
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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Specifying a Font  
51  
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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Specifying a Font  
53  
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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54  
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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Specifying a Look  
55  
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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Specifying a Look  
57  
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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Specifying a Look  
59  
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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63  
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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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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Specifying a Look  
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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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Creating Styles  
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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Creating Styles  
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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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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·
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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Graphics and Layers  
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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97  
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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Graphics and Layers  
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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Changing a Layer’s Appearance or Size  
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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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Changing a Layer’s Appearance or Size  
101  
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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Creating a Sequence  
103  
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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Effects, Motions, and Sequences  
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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Creating a Sequence  
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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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Effects, Motions, and Sequences  
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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Creating a Sequence  
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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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Creating a Sequence  
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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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Effects, Motions, and Sequences  
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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Effects, Motions, and Sequences  
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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Effects, Motions, and Sequences  
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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Creating Motions  
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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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Effects, Motions, and Sequences  
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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Playing a Sequence  
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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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Effects, Motions, and Sequences  
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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Setting Preferences  
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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Setting Preferences  
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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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Setting Preferences  
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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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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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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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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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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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FXDeko Options  
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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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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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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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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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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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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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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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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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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Menu Commands  
193  
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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Menu Commands  
195  
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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196  
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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Menu Commands  
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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198  
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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Menu Commands  
199  
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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Menu Commands  
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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Menu Commands  
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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Menu Commands  
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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Menu Commands  
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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213  
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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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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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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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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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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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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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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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  
FXDeko User’s Guide  
Download from Www.Somanuals.com. All Manuals Search And Download.  
Index  
239  
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  
FXDeko User’s Guide  
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