Session Category: Swift CG

Session 19: Mattes and masters

Preparation Please download this content here. Description This tutorial defines the methods of creation – and the rationale behind – mattes and masters, in order to streamline performance for clips that contain transparency and high bitrates. Session specific objectives Evaluate and generate mattes and masters for use in Swift. Chapter 1: Matte and master rationale […]

DISCOVER MORE

Session 18: Standard clocks

Preparation There are no external assets required for this training session. Description Standard clocks in Swift automatically take system time from the render machine. Session specific objectives Using clocks Chapter 1: Adding a clock node Setting the font Using clock formats to format the clock time Chapter 2: Adding offsets for different regions Adding an […]

DISCOVER MORE

Session 17: Tickers

Preparation There are no external assets required for this training session. Description Tickers form an ever more significant part in broadcast information – especially social media related content. Session specific objectives Creating a ticker, populated in the contents, fed by a manual text string. Chapter 1: Creating a ticker Ticker nodes tabs Changing fonts Number […]

DISCOVER MORE

Session 16: Using Links L1 and L2

Preparation There are no external assets required for this training session. Description Links are a powerful feature in Swift that enable the linking of parameters of one node to any set of parameters on another node. A typical link would be one that sets the size of a rectangle – that is placed beneath some […]

DISCOVER MORE

Session 15: Using duplicate nodes

Preparation There are no external assets required for this training session. Description Duplicate nodes are a powerful feature in Swift that enable information to be copied in a variety of ways. Typical graphics that utilise Duplicate Nodes are Full Form tabular graphics such as a league table, scoreboard or listing. Session specific objectives Using duplicate […]

DISCOVER MORE

Session 14: Ingest for TMV

Preparation Please download this content here. Description TMV’s are native movie files for the RT render engine. TMV’s are generated during the Import process when used with image sequences such as a TGA or PNG stream. Session specific objectives Ingesting image sequences as TMV’s; When and when not to use TMV’s. Please Select the Materials […]

DISCOVER MORE

Session 13: Creating IPP’s and snipes

Preparation Please download this content here. Description IPP’s or “in programme promotions” and “snipes” are a common form of channel branding. These types of promotional mechanisms are normally scheduled during a programme. Session specific objectives Creating 2 IPP (snipe) variations. Chapter 1: Using supplied movie clip as bed Importing assets Snipe.mov Setting movie control animators […]

DISCOVER MORE

Session 12: Updating manifests

Preparation There are no external assets required for this training session. Description This tutorial examines the Project Update Manifests menu item, it’s uses and requirements. Session specific objectives Updating the project manifest files. Chapter 1: How and why to Update Project Manifests Looking at the file with a text editor Rationale Expected duration 5 minutes […]

DISCOVER MORE

Session 11: Blocking and multiple Methods

Preparation There are no external assets required for this training session. Description This tutorial examines blocking and non-blocking in templates as well as templates with more than 3 Methods. Session specific objectives Using blocking features and multiple Methods. Chapter 1: Setting a template to non-blocking Blocking and non-blocking rationale Testing in Playout Chapter 2: Adding […]

DISCOVER MORE

Session 10: Persistence

Preparation There are no external assets required for this training session. Description This tutorial examines basic transition logic, persistence and layer ordering of multiple templates. Session specific objectives Using the object node order number, and understanding the nature of persistent templates. Chapter 1: Examining the nature of transition logic and Persistent graphics What and how […]

DISCOVER MORE