beyond:routing
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beyond:routing [2019/07/31 14:29] – created Bob Varkevisser | beyond:routing [2020/06/11 19:20] (current) – external edit 127.0.0.1 | ||
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+ | ====== How Content is Routed in BEYOND ====== | ||
+ | ===== Introduction ===== | ||
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+ | Content routing to different Projection Zones in BEYOND can be done from several locations, in the animation when created, in the Cue properties, Timeline Track Properties, Timeline Event Properties, etc.; this document will discuss how BEYOND manages these routing instructions within the software. | ||
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+ | ===== BEYOND Content Routing ===== | ||
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By design, BEYOND uses a hierarchal structure when determining what projection zones to route laser content to. For example, when you create laser content (Frame/ | ||
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Of course, there are exceptions. For example, for safety reasons, you may want to disable rerouting of the content to other projection zones. In this case, the " | ||
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+ | By default, it is not recommended to use the " | ||
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Conversely, | ||
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+ | ===== A new Take on Synthesized Image ===== | ||
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The Synthesized Image is a well known object as it was designed back in “QS 1.0 times”, but in BEYOND 2.0 it will be allowed to do more than before. The Synthesized Image allows the ability to combine multiple laser content items into one, complex image. If you set the " | ||
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+ | ===== Workspace Cue Player ===== | ||
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When we talk about the Workspace Grid of BEYOND, we talk about the Cues holding laser content items. We click on a Cue to display the laser content within it. Within BEYOND, it is a bit more complex. The Workspace Cue is a container that holds laser content (Animations, | ||
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+ | The Preview window will also allow laser content routing in a live show situation. You may select a number of zones by clicking on their associated preview window (in grid mode), and then clicking on the cue you want to display from the selected zones. The moment the cue is clicked, BEYOND will use the selected projection zones and start the Cue Player. If no projection zones are selected, the Cue Player will use Cue properties to route the laser content and if the Cue properties have no settings defined, the routing define in the Image properties will be used. | ||
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+ | ===== From Top to Bottom ===== | ||
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When BEYOND processes laser content routing information, | ||
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This string will be redirected to the Cue. For the Cue Player is the highest level object in the BEYOND routing hierarchy, and if the Player has defined the route, the Cue cannot change it, except in an " | ||
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Based on this process, you can see the routing information will be known only when the laser content has passed through the whole hierarchal structure, from Cue Player to the content creation editor. This way the laser content knows the projection zone it will be routed to before the content is calculated within the content creation editor. The main job of the content creation editor is to generate the points that make up the laser content which produces one or more laser content frames. All frames in the laser content will use the route (string with projection zone names) for its passage through routing hierarchal structure. | ||
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+ | ===== Between the Top and the Bottom ===== | ||
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WIthin the routing hierarchal structure, the Cue Player is the highest level object and the laser content Image (Animation, Scrolling Text, etc.) are at the bottom of hierarchy (Cue Player-> | ||
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+ | QuickCapture and Timeline Objects.
QuickCapture is nothing more than a list of " | ||
+ | - a Cue, an embedded cue or a link to an external event | ||
+ | - Optional Routing information | ||
+ | - an Effect | ||
+ | - a Mute option. | ||
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+ | In context of this discussion it is important to know that an Item may have routing information, | ||
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A Timeline object is a more complex object. A Timeline is a list of Tracks. A Track is a list of Lines. A Line is a list of Events. An Event contains a Cue (local or external) and many options are available for a Timeline including routing information. A Track can have routing information as well. The process for a Timeline to calculate laser content routing is: Cue Player-> | ||
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+ | ===== Now from Bottom to Top ===== | ||
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The laser content creation editor produces a frame. If the routing | ||
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+ | - BEYOND can calculate effects based on the defined routing information. The effect can be calculated with a time shift based on the number of zones in the " | ||
+ | - Usually an effect operates with points. In the above option, we use the routing information of the frame for calculation but in BEYOND an effect may also change/ | ||
+ | - BEYOND can also unite the two options above to have one effect that will modify the previously defined routing while also calculating a time-shifted effect based on its own routing. | ||
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Now imagine within the QuickFX tab (at the bottom of the BEYOND interface) you have programmed a line of the effects to modify the projection zone routing for cues being played. It means that you may have one cue running and then play with routing destinations from these QuickFX items. It seems like an " | ||
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The " | ||
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+ | If you will decide to use routing inside effects you will not be able to change routing by the Grid mode preview window. This type of routing would be replaced by the QuickFX tab and you will need to prepare "a group of routing presets" | ||
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+ | ===== ProTracks ===== | ||
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+ | An alternative to the effect based routing described above is the ProTrack feature which has the functionality of the Cue Player. The ProTrack is a special type of player used to execute a cue. If needed, it will be able to calculate a few copies of the cue shifted by time. A ProTrack can also redefine routing and has a number of presets. | ||
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+ | The benefits of using a ProTrack is it is the first step of calculation path, and the " | ||
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+ | The down side is it is also the highest level of the routing hierarchy; It cannot be used in a QuickCapture object because QuickCapture will need a player, that will fit into a cue which causes a conflict. | ||
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+ | Additionally, |