TX.  Including live output with the editors

For situations where the ability to create new graphic templates and go to air from the same PC is desirable, our Swift and Edit-3d editors are available with the Live rendering engine. This can be done as a retrospective upgrade or ordered up front in cost effective packages as:

• Swift-TX

• Edit-3d TX

The editors already include Playout, our PC based graphics control application thus the addition of Live gives everything required for operator-based live broadcast graphics. There is also support for all our network based external control options if preferred.

This approach is perfect for “on the day specials”, or for simply testing graphic templates in an SDI based environment.

Naturally this will require appropriate hardware in line with the Live engine requirements.

CONTACT US

Resources
  Swift-TX Brochure video-play-button-iconShowreel
hardware_icon_new  Hardware specifications

 

Key Features and Benefits of Swift TX and Edit-3d TX

Single box deployment

Having the editor, control and render all on the same PC minimises the hardware footprint and maximises simplicity. This can be crucial in environments where space is tight, for example OB trucks. As well as the saving in space the simplicity negates the need for connectivity between disparate systems too.

Fast graphics turnaround

Having everything on a common platform means the time from template creation to transmission is minimal. This is useful whether it is in a fast paced production environment or when testing iterations of design styles in a full SDI workflow.

Cost effective bundles

Ordering the Swift TX or Edit-3d TX options up costs less than ordering the individual components separately. That said, the “Live” engines represent excellent value for money and can be added onto the editors as and when required. 

Further information on the Swift and Edit-3d products is available in these tabs. Select a blue tab to see more.
Category Description Edit-3D Swift
Out of the Box Experience Graphic creation
Importing and composing various templates in the editor
Powerful control, with some manual setup Simplified workflow, common solutions are set up automatically
Output setup Full control over the camera output settings, with support for rendering through multiple camera nodes Single camera setup to work with Pixel Units. Artists will find it similar to Photoshop.
Browsers and assets Multiple browsers for various data-types such as 3D models, shaders and more Most important browsers for 2D, such as images fonts and graphics.
Cameras Z-axis view.
Perspective scene camera.
Pixel aligned scene camera
Physics Physics Node
Cloth (flags), rigidbody physics & particles
Transparency and Masking Depth sorting

Take control of ordering with the Depth sorting and the Sort Node.

Clipping planes
Cut and slice into your designs for wipes and other effects. Adjust the falloff of the wipe by softening the edges.
Limited – Soft Edges Not Available
Alpha Node
Control the transparency of objects, making it fast and easy to create fading effects.
Masking by mattes
Use bitmaps and videos to hide or reveal your graphics, allowing for incredibly complex graphics.
Manual Setup Required Integrated in Workflow
Clocks and Events Current time
Can be based on system, network and offset times.
Clock formats
Configurable layouts for all popular clocks.
Countdowns
Events
Tie events and tasks to times.
Geometry and Shapes Extruded geometry
Using drawn edges or a custom mesh
Custom geometry
This can be imported from any software supporting FBX or OBJ file. Models can be dragged and dropped into the scene.
Dynamic geometry
The Dynamic Geometry Node allows you to create and adjust geometry interactively in the editor.
2D Shapes Only
Animation Skinning
Bring in your animated skeletal meshes, such as characters, ready to render.
Timeline
Feature packed timeline.
Curves
Create ease-ins and outs, or set looping and more!
Animate everything
Often cited as a key advantage of our editors.
Shading and Effects Lights
Support for point lights, spotlights and directional lights.
Post process effects
Apply effects specifically where needed.
Custom shaders
PBR support along with imports of custom CGFX shaders all accessible through the GUI.
Effects Node
Access in real time to effects such as Lens Flares, Fog and Shadows.
Shader editor
Bring images, video and colour to your graphics with our powerful shader editor
Simplified
Video Input & output
Create in confidence for SDI, NDI, IP and file based environments.
DVE effects
Make use of the Video Screen Node for squeeze backs and other effects on your live Video-In.
3D 2D
Imported clips
Playback of clips from disk in popular broadcast formats.
Fonts Custom fonts
Import custom fonts
Character animation
Animate the characters of text to fade or snap into place in sequence
Unicode support
Render many fonts from various languages and scriptures.
Audio Embedded audio
Up to 16 channels of animatable, mixable audio.
Audio files
Support for file based audio from disk.
Images Image wrapping
Control how the texture is mapped to the surface with camera projections, tiling and more
Texture types
Texture formats such as 2D textures (common), 3D, cubemap and more.
2D only
Image formats
Support for popular creative image file formats.
Data and Functionality User code
Solve complex graphic scenarios with Ruby scripts.
Links Node

Use Data Links to dynamically share data across graphic elements.

Inputs
Input Data directly into templates.
Database
Use common data sources in our input system to drive complex graphics which require large data sets.
Duplicates Node
Significantly reduce the time needed to create repetitions. It can use data to limit items and animation delays to create fancy effects and much more.
Graphics Playout Playout interface
Perfect for testing graphics.
Graphics Layers and Transitions
When running multiple graphics, utilize layers and transitions to hide or remove graphics from the scene and bring them back again when required.
Text Text formatting
Scaling text, controlling line, word and character offsets and more. Options for “shrink to fit and automatically wrapping.
Tickers

Support for data driven tickers, in either a horizontal or vertical format. Supports static / dynamic images.

Miscellaneous Billboarding Node
Always face the camera with our Billboard Node.
Render to texture node
Simulate 3D effects on 2D surfaces or create portals and other amazing effects.
Mirror Node
Create a mirror image of your scene perhaps for reflections and for symmetrical scenes.
Select Node
Enable/disable entire branches in the Scene Graph. Loop through geometry to create flipbook animations.
Trajectory Node
Move objects along paths.
Plugins
If we’re missing any functionality you require, you can get a plugin written that will add it.

 

Swift Specifications

Specifications

In the following tables the key features of the Swift broadcast graphics editor are summarised. This is not an exhaustive list, so if your requirement need something not listed here then please contact us for advice.

Architecture features

Base architecture OpenGL2.0 compliant real time rendering environment with scene graph hierarchy editing.
Native primitive support Inbuilt 2d primitives including squares, triangles, ellipse and circles,
Project level Features Preferences (local settings – video, audio), undo/redo, performance analysis, debug, project cleanup, etc.
Linked Object Values Link animation and/or data inputs on object values.
Graphics Transitions Assigned layers Logic can be applied to control transitions from graphic to graphic. Unlimited Layers.
Data Inputs Data can be entered manually near to air by an operator, automatically retrieved from local or external databases or provided by a feed.
Asset management Handled externally with tOG-Repository. Easy import / export of graphics from one project / system to another.
Independent Layers 2d scenes can be built of independent layers that can be individually ordered.
Texture Maps Multi-Channel support for Colour and Alpha
Rendering features Graphics are rendered at fields rate and anti-aliased,
Styles Typically used to link fonts, font colour, font effect into a house or graphic style

 

External content support

Font support Import native TrueType Fonts (.ttf) or Unicode Fonts as either scalable geometry or textured text bitmaps.
Image Support Includes tga + alpha (recommended), png + alpha (recommended), tif + alpha, bmp no alpha, and jpg no alpha.

Max size is 2048 x 2048.

Supported “in graphic” video standards All broadcast video standards up to UHD / 4k 50/60i.
Internal video channels There are two video channels available.
Clip Support All popular video clip formats are supported natively with the included ffmpeg codecs (see http:// ffmpeg.org/general.html#Video-Codecs). For broadcast use, we recommend that MPEG 4 encoded files with a bitrate of at least 5000Kbit/s are used.

The following wrappers are supported. Quicktime (mov), avi, mxf, and mp4.

Video file formats include WMV1/2/3, Mpeg4 pt2, mpeg1, mpeg2, H264, HuffyYUV, MJpeg, FLV, VC-1, DV25/50/100, and YUV420/2 (raw).

The Clip formats for alpha include QuickTime rle (QT Animation), HuffyYUV, uncompressed RGBA, PNG single movie file (MNG), TGA Sequence, PNG Sequence, and TMV (Tog internal format).

Recommended codecs with alpha channels for Quicktime wrapped movies include Animation, PNG, TGA, and Planar rgb.

 

Design features

Interaction Traditional 2d preview window with full on-screen manipulation and selection of objects.
Materials Control of colour rgb/hsv and control of transparency.
Shader Editor For control of materials.
Images X, Y position

Scale size and mip mapping level

TimeLine The timeline view gives the user complete control over animation sequencing and timing.Ability to set start/stop/duration of individual animations

Ability to cut/paste/copy

Animators Keyframe animation of objects on scene. Ability to set duration and ease in / ease out.Create and control animations on all values that appear within the editors. Use bi-cubic spline, ramp, cyclic or step animators that can repeat or be dynamic for both start or end values.
Methods Provision of on / off methods
Inputs Associate external data with node and animator attributes with data values being passed from the playout system via MOS.
Text Tools Comprehensive text tools, including:

·     x, y size

·     Controls for horizontal and vertical alignment

·     Character/word/line spacing and autowrap.

·     Styles including underline, bold and drop shadow

·     Shading lighting and texturing.

·     Text Overrun Prevention using a max x or y size.

Multi-Language Facilitated by left to right, right to left, and vertical text options for languages such as Cyrillic, Chinese/Japanese and Arabic.
Ticker and Crawl tools Facilitated by the Ticker Node
Clocks System time (with an offset), elapsed time, countdown, external and multiple clocks are all supported.
Graphics Nodes available within Edit Includes – Audio, Alpha, Clip plane, Clock, Roller, Text, Ticker, Transform, Video Screen.

 

Audio features

Audio Node in tOG-Edit Set up, animate and control audio (volume and mute) in a frame accurate manner across 16 channels of audio in and out.
Embedded audio in clips Mono, stereo and 5.1 surround are supported. These can be 16/24/32 bit at 48 KHz.
Audio files Mono and stereo .wav files are supported. These can be PCM 16/24/32 bit at 48 KHz .
Multi channel input with audio 2 channels of video are implemented at present with 16 audio channels per video channel (32 channels of audio in total).