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SD/HD PRODUCTION SWITCHER

USER INSTRUCTION
MANUAL
Part Number: RMY3 KAHUNA-USER
Snell & Wilcox

ABOUT THIS MANUAL

Thank you for purchasing your new Kahuna SD/HD Production Switcher.
This User Instruction Manual will help you through each stage of setup,
configuration and operation of Kahuna. If you have any questions
regarding the use and operation of your Kahuna, please refer to the
contact details listed at the rear of this manual.

Kahuna User Instruction Manual – Issue 2.3, Rev 1 © 2005 Snell & Wilcox
Page I
Snell & Wilcox

1 WARNINGS AND PRECAUTIONS

1.1 Explanation of Safety Symbols


This symbol refers the user to important information contained in the accompanying
literature. Refer to installation manual.

This symbol indicates that hazardous voltages are present inside. No user serviceable
parts inside. This unit should only be serviced by trained personnel.

1.2 Safety Warnings

CAUTION
RISK OF ELECTRIC SHOCK
DO NOT REMOVE COVERS
NO USER SERVICABLE PARTS
REFER SERVICING TO QUALIFIED
PERSONNEL ONLY

Servicing instructions, where given, are for use by qualified personnel only. To reduce risk
of electric shock do not perform any actions on this equipment other than contained in the
operating instructions, unless you are qualified to do so. Refer all servicing to qualified
personnel.

Warning
TO REDUCE THE RISK OF ELECTRIC SHOCK, DO NOT EXPOSE THIS APPLIANCE TO
RAIN OR MOISTURE.

! Always ensure that the unit is properly earthed and power connections correctly made.
! This equipment must be supplied from a power system providing a PROTECTIVE EARTH
connection and having a neutral connection which can be reliably identified.
! The power outlet supplying power to the unit should be close to the unit and easily
accessible

1.3 Lithium Batteries CAUTION


This equipment contains a lithium battery
There is a danger of explosion if this is replaced incorrectly.
Battery Warning Replace only with the same or equivalent type.
Dispose of used batteries according to the manufacturers instructions.
Batteries shall only be replaced by trained service technicians

The Kahuna mainframe unit contains Lithium batteries to provide non-volatile memory.
Used batteries should be disposed of according to the manufacturers instruction.
Ensure that the same make and model of battery is used if replacement is required (a
manufacturer recommended equivalent may be used if the original type is not available).

Kahuna User Instruction Manual – Issue 2.3, Rev 1 © 2005 Snell & Wilcox
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1.4 Mains Supply Voltage


Before connecting the equipment, observe the safety warnings section and ensure that
the local mains supply is within the rating stated on the rear of the equipment.

Fig 1 Mains sockets on the Control Panel


Circuit Breakers
Kahuna Mainframe has a circuit breakers on the mains
input of each power supply.
In the event of a fault a plunger will pop out and protrude
from the rear of the breaker. To reset remove power
from the unit, press the plunger back in and then restore
power to the unit.

Warning! If the breaker continually trips disconnect the


unit and consult your dealer or service agent.
Fig 2 Circuit breaker on PSU

Fig 3 Mains sockets on the Mainframe Unit

Note:
Kahuna systems have power supplies that are suitable for the following voltages:
Mains Input
To Mainframe PSU (9648003) 100/240V at 50 and 60Hz.
To Control Panel PSU (9648401) 100/240V at 50 and 60Hz
(covering 2ME Compact, 2ME Compact TB, 2ME, 3ME and 4ME control panels)
To an external DC PSU for the 1ME Compact Control Panel:
(part No 9648703) 100/240V at 50 and 60Hz
To (optional) external DC PSU for the Master Aux Panel and Remote Aux Panel:
(part No 9648701A) 100/240V at 50 and 60Hz
To (optional) external DC PSU for the GUI panel:
(part No 9648703) 100/240V at 50 and 60Hz

Note:
To reduce the risk of electric shock, plug each power supply cord into separate
branch circuits employing separate service grounds.

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Power cable supplied for the USA

The controller panel is shipped with a power cord with a (10A) IEC moulded free socket on
one end and a standard 3-pin plug on the other. If you are required to remove the molded
mains supply plug, dispose of the plug immediately in a safe manner. The colour code for
the lead is as follows:

GREEN lead connected to E (Protective Earth Conductor)


WHITE lead connected to N (Neutral Conductor)
BLACK lead connected to L (Live Conductor)

The mainframe is shipped with a power cord with a standard 16A IEC moulded free socket
on one end and a standard 3-pin plug on the other. If you are required to remove the
moulded mains supply plug, dispose of the plug immediately in a safe manner. The colour
code for the lead is as follows:

GREEN lead connected to E (Protective Earth Conductor)


WHITE lead connected to N (Neutral Conductor)
BLACK lead connected to L (Live Conductor)

Kahuna User Instruction Manual – Issue 2.3, Rev 1 © 2005 Snell & Wilcox
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Power cable supplied for countries other than the USA


The controller panel is shipped with a power cable with a standard (10A) IEC moulded
free socket on one end and a standard IEC moulded plug on the other. If you are required
to remove the moulded mains supply plug, dispose of the plug immediately in a safe
manner. The colour code for the lead is as follows:

Free Plug Free Socket

GREEN/YELLOW lead connected to E (Protective Earth Conductor)


BLUE lead connected to N (Neutral Conductor)
BROWN lead connected to L (Live Conductor)

The mainframe is shipped with a power cable with a standard 16A IEC moulded free
socket on one end and a standard 16A IEC moulded plug on the other. If you are required
to remove the moulded mains supply plug, dispose of the plug immediately in a safe
manner. The colour code for the lead is as follows:

GREEN/YELLOW lead connected to E (Protective Earth Conductor)


BLUE lead connected to N (Neutral Conductor)
BROWN lead connected to L (Live Conductor)

Kahuna User Instruction Manual – Issue 2.3, Rev 1 © 2005 Snell & Wilcox
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Safety Standards

This equipment complies with the following standards:

BS EN60950 (2000)
Safety of information Technology Equipment Including Electrical Business Equipment.

UL1419 (2nd Edition)


Standard for Safety – Professional Video and Audio equipment

EMC Standards

This unit conforms to the following standards:

BS EN 55103-1 : 1997 (Environmental E4)


Electromagnetic Compatibility, Product family standard for audio, video, audio-visual and
entertainment lighting control apparatus for professional use. Part 1. Emission

BS EN 55103-2 : 1997 (Environmental E2)


Electromagnetic Compatibility, Product family standard for audio, video, audio-visual and
entertainment lighting control apparatus for professional use. Part 2. Immunity

Federal Communications Commission Rules Part 15, Class A :1998

EMC Performance of Cables and Connectors


Snell & Wilcox products are designed to meet or exceed the requirements of the
appropriate European EMC standards. In order to achieve this performance in real
installations it is essential to use cables and connectors with good EMC characteristics.
All signal connections (including remote control connections) shall be made with
screened cables terminated in connectors having a metal shell. The cable screen shall
have a large-area contact with the metal shell.

COAXIAL CABLES
Coaxial cables connections (particularly serial digital video connections) shall be made
with high-quality double-screened coaxial cables such as Belden 8281 or BBC type
PSF1/2M.

D-TYPE CONNECTORS
D-type connectors shall have metal shells making good RF contact with the cable
screen. Connectors having "dimples" which improve the contact between the plug and
socket shells, are recommended.

Kahuna User Instruction Manual – Issue 2.3, Rev 1 © 2005 Snell & Wilcox
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TABLE OF CONTENTS
ABOUT THIS MANUAL I
WARNINGS AND PRECAUTIONS II
Explanation of Safety Symbols II
Safety Warnings II
Lithium Batteries II
Mains Supply III
Circuit Breakers III
Mains Input III
Power cable supplied for the USA IV
Power cable supplied for countries other than the USA V
Safety Standards VI

CHAPTER 1
PRODUCT OVERVIEW (SECTION 1) A1
Important Information A2

GRAPHICAL USER INTERFACE (GUI) OPERATION (SECTION 2) A3


GUI and Button Operation – Basic Overview A3
Menu Selection Buttons A4
GUI Screen A5
Rotary Controls and Integer A5
USB Ports and PSU LED’s A5
Function Selection Buttons A5
Using the GUI Menus A7
Other Menu Operations A8
Using the Trackerball and Joystick A11
Multi-press Button Modes A12
Time and Timecode Adjustments A13
GUI QWERTY Keyboard Function A13

INITIAL SETUP (SECTION 3) A14


Logical Switcher Menu A15
Configure Serial Ports Menu A16
Configure Menu A16
Upgrade Mainframe Menu A17
Status Log Menu A17
Connected to Kahuna or Top Menu A18
Defaults Menu A19

CONFIGURATION AND SETUP (SECTION 4) A21


Overview A21

INPUT OUTPUT CONFIGURATION (SECTION 4.1) A22


Input/Output Config A22
Lock Function A23

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TABLE OF CONTENTS
ENGINEERING SETUP (SECTION 4.2) A25
Source Standards A26
Format Fusion A27
ME Outputs A29
Using Format Fusion on Background Buses A31
Video Standards A33
Input Status A35
Status Monitor A37
Port Protocols A38
Serial Protocols A39
IP Client Protocols A39
IP Server Protocols A41
IP Gateways A42
Source Names A43
GPO A44
Overlay Setup A46
Options Menu A48

USER CONFIG (SECTION 4.3) A48


Aux Bus Setup A49
Selecting a Source on an Aux Panel A50
Ancillary Mapping A51
Crosspoint Mapping A53
Crosspoint Mapping – Store Setup A54
Crosspoint Mapping – Source Names A55
Mattes and Washes A56
Wash Generator A57
ME Re-Entry A58
Fade To Black A59
Fade To Black Using the Timeline Control Buttons A60

PANEL (SECTION 4.4) A61


Panel Preferences A62
GUI Preferences A63
ME Slave Config A64
Macros A65
ME Button Link A66
Button Maps A67
Panel Config - Edit Button Map Menu A68
Edit Button Map – Save Menu A69
Aux Panels A70
Real Aux/Internal Aux A70
RollCall Logging A71

FILING SYSTEM (SECTION 4.5) A72


Filing System – Projects A72
Filing System – Config A73
Filing System – GMEM, DMEM, Macros and Stills A73
Importing / Exporting menu A74

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TABLE OF CONTENTS
PERIPHERALS (4.6) A75
Tally Control A75
Video Disk Communications Protocol – VDCP Control A75
Play List A76
Playout A78
Record A79
GVG100 Control A89
VTR Control A80
P Bus Setup A81
Router Setup A82
Router X Y A83
Router Control Number Pad A83

CHAPTER 2
USING THE CONTROL PANEL (SECTION 5) B1

CROSSPOINT CONTROL BUTTONS (SECTION 6) B2


How to Setup Crosspoint Mapping Using the GUI B3

TRANSITION CONTROL (SECTION 7) B5


Key On/Off B5
Transition Control Button Functions B6
Setting Transitions B7
Background Transitions B7
Key Transitions B7
User Function Buttons B8
Key Control B9
Key Control Function Buttons B9
Assignable Controls B11
Assigned Functions B12
ME Enables B13
Number Pad B14

DMEM AND GMEM (SECTION 8) B15


DMEM / GMEM Overview B15
DMEMs B15
GMEMs B15
DMEM / GMEM and Store Save and Load Using the Number Pad B16
DMEM Save B16
GMEM save B16
Hard GMEMs B16
Soft GMEMs B16
Store Save in a DMEM B17
DMEM and GMEM Load B17
Store Load B17
DMEM/GMEM Enables B18
Timeline Function Buttons B19
Panel Control B21

AUX PANEL SETUP (SECTION 9) B22


Aux Panel Control B23
Aux Panel Setup B23

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TABLE OF CONTENTS
CHAPTER 3 FEATURE EXPLANATIONS C1

COLOR CORRECTION (SECTION 10) C2


Input Color Correction C2
YUV Menu C2
RGB Menu C4
Bleed Menu C5
Bus Color C5
I/O Setup – Output Color C6
ME Color Correction – Settings C6
Legalizer C6
ME Color Correction – ME Outputs C7
Aux Color Correction – Settings C9
Legalizer C9
Aux Color Correction – Aux Setups C9
Mattes and Washes C11
Wash Generator C12

STORES (SECTION 11) C14


Importing Stores C14
Naming and Saving a Store in the Filing System C15
User Setup – Store Setup Menu C15
How to Define the Store / Clip Length C16
Store Memory Allocation C17
Store Grab C18
Loading Stills and Clips C19
Stores and Clips Play and Edit C20
Play C20
Edit C21
Store Save C21
Pan/Crop C22
Store Contents C22

TRANSITION CONTROL (SECTION 12) C23


Wipe Menu Structure C23
Advanced Wipe Settings C24
Modulation Parameters C25
Secondary Wipes C26
Radial Splits C27
Main Transition Control C28
Mix Menu Structure C29
User Mix 1 & 2 C31
Wipe Settings C32

KEYING (SECTION 13) C35


Keying Theory C35
Key Sources C36
Selecting a Type of Key Using Key Control C37
Key Priority C38
Other Key Control Functions C39

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TABLE OF CONTENTS
Fill and Key Store Coupling C41
Store Coupling C41
Fill Store and Key Store Crosspoint Mapping C41
Keying Using the GUI C42
Linear and Luma Keying C42
Key Control Using Assignable Controls C45
Chroma Keying C46
Clean the Key C46
Clean the Fill C47
Util Masks C48
Preset Masks 1 & 2 C49
Border Generator C50
Border C51
Extrusion C52
Drop Shadow C52

TIMELINES (SECTION 14) C53


Timeline Menu Structure C53
DVE Timeline Selection C54
Keyframe Edit C55
Pause C56
Transition C56
Creating a Timeline C57
Ripple Modify C60
Keyframe Macros – Macro Assignment C62
Inserting a Macro C63
Enables Menu C64

UTIL BUS (SECTION 15) C65


Util Bus Overview C65

MACROS (SECTION 16) C66


Macro Record C66
Macro Test and Edit C67
Bitmap C67
Saving a Macro C68
Assigning Macros to Buttons C69
GPI Buttons C69
Macro Load C70

RESIZE (SECTION 17) C71


Resize Menu Structure C71
Fill Effects C75
Key Settings C76
Key Effects C77
Resize using the Assignable Control and the Key Control C78

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TABLE OF CONTENTS
MODULATE FUNCTION (SECTION 18) C79
Modulate Overview C79
Global Modulators C79
Bus Config Group C80
I/O Config Group and User Config Group C81
Modulator Setup C82
How to Use the Modulator Function C82

SD/HD AND HD/HD OPTION (FORMAT FUSION) (SECTION 19) C84


Source Standard Definition C84
Using an SD Input in HD C85

VIDEO TIMING – TECHNICAL REFERENCE (SECTION 20) C87


Introduction C87
Vertical Picture Position C87
Minimum Delay C87
Reference and Genlock Timing C88
The Exceptions C89
Kahuna Working as a Genlock Reference C89
Summary C89

CHAPTER 4
DVE D1
Introduction to DVE D1

DVE SOURCES (SECTION 21) D2


Setting up the DVE Sources D2
Aux Setup D2
Setting up the Surfaces D3
Border & Crop Menu D4
Effects Menu D6
Lighting Menu D7
Shade Menu D9
Keyer Menu D10
Color Effects Menu D11

DVE MODELS (SECTION 22) D13


Examples of Basic DVE Model Shapes D13
Two Tile Model D13
Slab Model D13
Understanding DVE Surfaces D14
DVE Models Menu D15
Understanding How DVE Models Move D16
Axis, Yaw, Pitch and Roll D16
Surface and Target Adjustment D16
Two Tiles Model D17
Transforms Menu D18
Advanced Menu D20
DVE Primary Transform Menu D21
Slab Model D23
Slab Position and Adjustment D24

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TABLE OF CONTENTS
Fragment Model D25
Push and Squeeze Model D27
Page Turn and Page Roll D29
Highlight Blur D31

CHAPTER 5
COUPLED FILL/KEY CLIP FROM A VTR CLIP (SECTION 23) E1
Setup the Store and Memory Allocation E1
Setup the Crosspoints E2
How to Grab the Fill Clip E2
Editing the Fill Clip E3
Couple the Fill and Key Stores E4
Review the Results E5
Save the Coupled Fill and Key Store E5

CREATE A CLIP TRANSITION (SECTION 24) E6


Procedure E6
Select a Key Layer E6
Set the Transition Time E6
Setup the Transition E7

CREATE A MACRO LOADING A DMEM (SECTION 25) E8


Procedure E8
Select a DMEM and Record the Macro E8
Test the Macro E8
Create a Bitmap E9
Save the Macro E9
Assign the Macro to a Button E10
Store the User Function Button E10

CREATE A MACRO RUNNING A VTR AND A GPO (SECTION 26) E11


Procedure E11
Setup the VTR Function E11
Record the Macro and the GPO E12
Test the Macro E13
Create a Bitmap E13
Save the Macro E14
Assign the Macro to a Button E14
Store the User Function Button E14

CREATE A TIMELINE (SECTION 27) E15


Before Starting E15
ME Enable E16
Create a Timeline E16
Test the Timeline E17
Edit the Timeline E17

USING BUTTON MAPPING (SECTION 28) E18


Setup ME Banks E18
Setup Crosspoints E18

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TABLE OF CONTENTS
USING A SHOTBOX TO CONTROL PLASMA FEEDS (SECTION 29) E20
Setting Up the Aux Panel E20
Assigning a Macro to an Aux Button E21

CREATE A BASIC SLAB MODEL (SECTION 30) E22


Set up the Crosspoint E22
Set up the Surfaces E23

USING A DVE MODEL AS A BACKGROUND TRANSITION (SECTION 31) E24


Set up the Fragment Model E24
Test the Timeline E25
Record the Macro E25

USING A KEYED SOURCE WITH THE DVE (SECTION 32) E26


Set up the Two Tiles Model E26
Apply to the Key Layer E27

USING A BGND DVE TRANSITION AND KEYED CLIP (SECTION 32) E28

CONTACT INFORMATION AND COPYRIGHT DISCLAIMER E30

Kahuna User Instruction Manual – Issue 2.3, Rev 1 © 2005 Snell & Wilcox
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CHAPTER 1
PRODUCT OVERVIEW SECTION 1

This user manual relates to the control panel, the GUI and the auxiliary
control panels only. See the Installation manual for connectivity of the
Kahuna system. Diagrams below are for illustration purposes only.

The Kahuna switcher is available as a 2, 3 or 4ME system. The


standard system setup consists of the Kahuna mainframe, 1ME
Compact, 2ME Compact, 2, 3 and 4ME control panel (options),
GUI, optional Master Aux panel and up to 16, 1RU Remote Aux
panels.
Any one of the ME banks on the control panel may be configured
to control any of the switcher ME’s in the mainframe. Thus a system
may have fewer or more ME switching banks on the control panel
than there are actual ME’s in the Kahuna mainframe.

The Kahuna mainframe can also be networked so other mainframes and


control panels can be connected, so any one mainframe can also be
controlled by more than one control panel, but one control panel can only
control one mainframe.

The 11RU mainframe contains all the ME/DVE boards, which control the
system. Each ME consists of two boards. If the DVE option is fitted, then this
is up to a further two cards. Each mainframe can have up to 4 power
supplies (only two fitted as standard). These give n+1 or dual redundant
capability, depending on the facilities fitted. A full 4ME system requires a
minimum of 2 power supplies. However, this gives no redundancy.

All video input and output connections and timing signals are to the
mainframe.
Kahuna has up to 80 video inputs, which may be SD or HD or any
combination of both. All of the inputs are usable as either video or Key.
Kahuna provides a full mixer/effects architecture with modifiable, wipe
patterns, Linear, Non-Additive and Matte Mixes and Fade to Black.

Kahuna User Instruction Manual – Issue 2.3 Rev 1 © 2005 Snell & Wilcox
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IMPORTANT INFORMATION
Kahuna may be configured in a number of different ways to meet
requirements for video standards, control protocols, source mapping and
video/Key coupling, among others. The various set-up parameters are split
into two separate groups.
The configuration settings may be saved for future use allowing various set-
up options to be available.
As well as the configuration set-up the actual operation set-up of the panel
can be stored. This includes the selected transition, the Key sources, the still
store contents and the timeline settings.
All these settings are accessed via menus in the GUI and will be explained
later.

It is recommended that Kahuna has been through a basic setup via the
Quick Setup Guide, which gives a basic insight into the setup and
configuration of Kahuna.

Light Bulb Symbol The light bulb symbol will appear in sections throughout this manual, it
signifies a helpful hint or tip.

Before Starting Before starting, as mentioned in the Quick Setup Guide it is essential to have
a USB keyboard connected to one of the USB ports at the back of the GUI.
This will enable the setups and configurations to be named ready to be
saved.

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GRAPHICAL USER INTERFACE (GUI) OPERATION SECTION 2

The Graphical User Interface is a touch screen interface displaying menus


that are used to set parameters for the switcher functions.
Down the left side of the GUI are twenty-four buttons in-groups of six, used
for menu selection (twenty-one buttons are used at this time).
On the right side of the display there are five rotary controls paired with five
buttons, these are used to set menu parameters and are the only controls
associated with the display. All other GUI functions depend on the touch
screen.

Note All menus and button functions will be described in detail in this manual.

GUI and Button Operation – Basic Overview

1 2
3

5 4

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The following section gives a brief description of each button function on the
GUI. All the functions and menus will be described in detail later in this
manual.

1. Menu Selection Buttons

Source Source buttons:


INPUT COLOR – crosspoint source color correction
BUS COLOR – Bus color correction
OUTPUT COLOR – ME color correction and Aux color correction
MATT WASH – Matte and Wash setup and adjustment
STORE – setup of stills and clips
CROSSPOINTS – naming and setup of crosspoints and setup of Fill/Key
Sources.

Transition Transition buttons:


TRANS – setup wipe patterns and borders
KEYER – setup Key layers for each ME
TIMELINE – setup timeline functions
UTIL BUS – setup each ME utility Bus and crosspoint functions
MACRO – creation and setup of macros

DVE DVE buttons:


RE-SIZE – re-size and position of Key layers and Fill/Key settings and
effects.
DVE XFORM - adds a final Source and Target transform to the DVE Model
DVE MODEL – list of DVE Model options
DVE SURFACE – setup sources for the DVE Models and special effects
MODULATE - adds modulation effects to transitions, wipes, borders, 2D
effects and 3D effects.

System System buttons:


PERIPH – Editor, VDCP, VTR, Tally, P Bus and Router Controls
FILING SYS – creation of all setup files including GMEM, DMEM, macros,
stills and clips, button maps and import/export of files
PANEL Config– setup GUI and panel preferences, macros, ME button
linking
I/O CONFIG – input source file and color correction setup
ENG CONFIG – setup source standards, ME outputs, video standards,
status monitoring, port protocols, source names, GPO/GPI, overlay and
system upgrade options
USER CONFIG – setup Aux Bus, crosspoint mapping, store setup for each
ME and setup of mattes and washes

STATUS – panel and mainframe software status and day, date and time
adjustment
SHORT CUTS – future option

2. GUI Screen
Touch screen interface displaying menus that are used to set parameters for
controlling the Kahuna system.

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3. Rotary Controls and Integer Buttons


Rotary Controls – used to adjust the GUI menu parameters
Integer Buttons – used to adjust a parameter values incrementally or snap
back to a preset parameter level

4. USB Ports and PSU LED’s

USB Ports – there are three USB ports, one at the front, two at the rear. The
three main functions are Keyboard and mouse input and memory device
input
PSU LED’s – will light green when power is applied to the GUI.

5. Function Selection Buttons

Delegate

ME1 to ME4 These buttons select which ME(s) the current menu is controlling. The
buttons will have no effect in menus that do not control some aspect of a ME.
If all the ME buttons are lit this means that a specific control will affect all the
ME’s

3D DVE1 & 2 These buttons select which 3D DVE(s) the current menu is controlling.

BGND A & B These buttons select which background layer(s) the current menu is
controlling. The buttons will have no effect in menus that do not control some
aspect of a background layer. These buses are often referred to as
Prog/Preset on the output ME of the switcher.

KEY1 to KEY4 These buttons select which Key layer(s) the current menu is controlling. The
buttons will have no effect in menus that do not control some aspect of a Key
layer.

NORMAL A double press and release of this button normalizes all the adjustable
values in the current menu.

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MOD ASSIGN Assigns a modulation effect to a chosen parameter.

MACRO REC Will record any button press sequences in “Real Time” to the macro
function, which can then be setup within the macro menu.

UNDO & REDO Incrementally undo or redo (as much as possible) changes

COPY & PASTE The Copy & Paste function enables the user to quickly and simply transfer
values from one parameter to another. This function can be used to record
and transfer one or two co-ordinates or even the detail of a whole ME.

Example. To Copy the Resize details from one Key layer to another, press
[RESIZE] on the GUI and go to the Resize Fill menu. Touch the appropriate
attacher box, in this example, the X Position, Y Position attacher.
While holding down the [Copy] button, press the X, Y and Zoom [SNAP]
buttons. Notice that a dialogue box will appear and record the button presses
and co-ordinates in order.

Next, using one of the Delegate buttons to select the required Key layer or
Background, that the values will be pasted into, hold down [PASTE] and
then apply to the X, Y and Zoom buttons accordingly.
When copying an entire ME all Sources and Keys the are enabled in the ME
Enables area will be recorded to the clipboard. The Copy & Paste process is
the same, hold down [COPY], press [ME4] then hold down [PASTE] and
press [ME3].

BACK, UP, FWD The back and forward buttons move through menus previously visited. Up
climbs up the hierarchy of the current menu to the parent menu level.

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Using the GUI Menus

All menus have a title bar situated at the top of the menu and from one to
five analog display areas situated down the right side of the menu.
1. Title Bar
The title bar shows the full title of the current menu.
A second line in the title bar will indicate the mainframe the system is
connected to, or that it is controlling a particular ME, Background, Key or
DVE.
Touching the Title Bar at the top of the page will allow the user to return to
Note
the menu page's original state, as would be the case if leaving the menu and
then re-entered it. Adjustments to attacher parameters remain unchanged; it
just acts as a shortcut to the original combination of attacher boxes

2. Analog Control
The analog control area located at the right side of the GUI screen enables
adjustment to various menu parameters via a rotary control or button
assigned in pairs.
There are five sets of rotary control/button pairs, one for each analog display.
Switch between each set of controls by touching the appropriate area on the
GUI screen menu.
As well as the controls on the GUI, a Keyboard can be attached via the USB
sockets located at the front and rear of the GUI, or using the tracker ball and
joystick mounted on the control panel. When active the parameter indicators
will turn RED, shown below are three symbols that indicate an attachment:

Attachment Indicators

Gray/Red - circle indicates that a rotary control/button can


be or is attached.
Not Gray/Red - rectangle indicates that a Keyboard can be or is
Active
Active attached.

Gray/Red - triangle indicates that the joystick/trackerball can


be or is attached.

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3. Menu Showing Parameters

The adjustable parameter sets may be grouped, in which case they will be
included as shown in diagram (a) below. Touching an individual parameter
box will display its specific adjustable parameters in the parameter controls
down the right side of the menu display. There will be no more than five
circles within any group.
When the parameter in the attacher box is changed the symbol along side
the parameter set changes to red, as shown in diagram (b).

(a)

Adjustable
Parameter Sets

(b)

Symbol
changes from
Gray to Red

Other Menu Operations

Menu Links These buttons are links to sub menus.


When the button is dark Blue, this depicts the current menu.
When the button is light Blue, touch the button to go into the relevant sub
menu.

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Action Buttons These buttons turn a specific function On or Off.


The buttons are Gray with Black text until touched, depending on which
menu they are in, when touched, they will either turn Green, Amber or Red,
but never Blue.

Parameter Control Attacher


This area of the menu will be known as an ‘Attacher’ throughout the rest of
this manual. Touch the attacher and the attachment indicators will turn Red.
The parameter controls on the right of the menu screen will change to reflect
the variables in the attacher. The parameters are changed using parameter
controls and the USB keyboard.

Some of the attachment indicators may be Red when the menu is entered,
Note
this indicates that the specific parameter is already attached to the
parameter control.

Parameter Control
The parameter control is used to change the parameters linked to the
attacher, use the button to change the value incrementally or use the rotary
control for exact adjustments.

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Tables Tables hold setup specific information, such as crosspoint, ME, and store
information.

‘Named’ Box This is a single or a group of attacher parameters that have a title and are
grouped within a boxed area of the menu.

Swatch This is a matte or a wash which can be used as a Fill, border or background.

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Using the Trackerball and Joystick


Any parameter set that has an X-Y adjustment will be attached to the joystick
and or trackerball, as well as a rotary control/button pair.
Where a parameter set is attached to a rotary control/button pair and the
joystick/trackerball the parameter set symbol will be a red circle and the
analog display will show a red triangle, see below.

Joystick Trackerball

When a parameter set is attached to the joystick and/or trackerball it may be


independently locked to either one of them by using the [Mem] button (1).
When either one is so locked any further attachment is only to the non
locked device and rotary control/button pair. Where both devices are locked,
attachment is only to the rotary control/button pair.
To lock a parameter set to the Joystick or Trackerball press and hold the
[Mem] button. When locked a short press on the [Mem] button will toggle
control between the locked memory set and that of the current menu.

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Multi-press Button Modes

The buttons situated next to the rotary controls on the GUI have a Double
Press function.
The button is illuminated Green until the rotary control is turned, at which
point the button will turn Orange, denoting that an attached parameter has
been changed.
Press the button once again and it will illuminate Red for two seconds, notice
that the parameter has jumped to an incremental value, normally in steps of
five or ten.
Double press the button and the parameter will revert back to its original start
point, the button will once again turn Green.

1 2 3 4

The actions in the different types of attachments are:-

Column 1: This is a Linear type control where turning the rotary control
will increase or decrease the value. A single press of the button snaps the
value and a double press normalizes the value. Touching the analog value
area will allow direct positional control of the indicator ball, press and hold
the snap button next to the rotary control to allow numeric entry using the
number pad on the control panel. The red triangles indicate that the
parameters are also linked to the Joystick and/or trackerball.

Column 2: This is a Text List type of control where rotating the rotary
control causes the list to move through the window to select one. Pressing
the button will normalize the selection. Touching the top line will cause the
menu to scroll up and touching the bottom line will cause the menu to scroll
down

Column 3: This is an On/Off type of control where turning the rotary


control clockwise sets On and counter clockwise sets Off. Pressing the
button toggles between On & Off. Touching the “buttons” in the analog value
area sets the appropriate condition.

Column 4: These analog boxes are linked in that the On/Off “button” in
each box switch as one to enable or disable the complete parameter set.
Double press the snap button next to the rotary control to normalize to a
default setting. Press and hold the snap button to allow numeric entry using
the number pad on the control panel

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Time and Timecode Adjustments

It is worth mentioning that some menus described in this manual will have
the option of adjusting the duration of Seconds, Frames and Fields, as
shown in the diagram below (1)

Example: - Duration: 03:041


This shows the duration as, 03(seconds):04(frames) 1(fields)

Press and hold the snap button next to the parameter to allow numeric entry
using the number pad on the control panel.

Delay shown:
00:041 which is
4 frames and
field 1

GUI QWERTY Keyboard Function


The GUI has an on-screen QWERTY keyboard option that can be used to
enter crosspoint names, Matte and Wash names etc.

Any menu that has a name parameter can display the GUI QWERTY
keyboard, touch the name parameter box twice and the keyboard will appear
on the screen. The keyboard will display the name parameter in the top part
of the keyboard display. Enter the chosen name, then press “Enter” the
keyboard will disappear and revert back to the original menu and the
parameter will have the new name.
To enter an upper case character, touch the “Shift” button once, the button
will go Green, and the first character entered will be upper case, the Green
shift button will go back to its original colour and all other characters entered
will be lower case.
To return to the original menu screen if no changes are made to a
parameter, press the “Cancel” button on the keyboard.

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INITIAL SETUP SECTION 3

When the system has gone through the initialization sequence, the Connect
menu will appear on the GUI screen. In this menu we can see how the
Kahuna is configured and if any other mainframes are connected to the
system via a network.
The Switcher Login column (1) will show if the mainframe has been
configured to work as a single mainframe or up to 4 independent mainframes
(explained later in this chapter) the column will also show if other mainframes
are connected via a network.
Switcher Status (2) column will have the given name of the Switcher.
If other mainframes are connected during operation, press the [Search]
button (3) and the system will search for any other mainframes.

1 4

Pressing the Mainframe Config menu button (4) will enter the Logical
Switcher menu; this menu has sub menus which allow software upgrades,
mainframe setup, system information and serial port access. All these menus
will be described in detail in the next section.
The {Panel Config…} menu link button (5) will enter the GUI configuration
menu, showing the current software version, IP Address and the given name
(6) as shown below. Any changes to the GUI software will take effect when
the Kahuna mainframe is upgraded, explained in the “Upgrade” section in
this chapter.
Status Log File – in the unlikely event that the Panel should fail, this
function allows critical data relating to a possible problem to be down loaded
onto a USB memory device or a Zip™ disk in the form of a (.txt ) file, this is
so the data can be analyzed on a computer.
Press the {Search For Devices} button to locate the USB memory device or
a Zip™ disk, then press the {Export} button. Information will then download
to the selected device. Press the {Back…} menu link button to go back into
the Connect menu.
Note There should be no reason to alter any parameters in this menu.

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Logical Switcher Menu

Kahuna Mainframe is a very flexible system and can be configured in a


number of ways, the ME cards and DVE cards (slots as shown above) have
the option of being setup to work as separate Logical Switchers.

The default mainframe setting will show all the ME’s/DVE’s setup as a single
mainframe in the top Logical Switcher row (SwitcherA). All the available
ME/DVE slots will be highlighted in Red, as shown in the diagram above.
The number of ME/DVE slots that can be selected and activated will depend
on how many ME/DVE cards are fitted in the mainframe.
If the mainframe is fully populated i.e. it has 4 sets of ME cards fitted, each
ME can be assigned to work as a single ME mainframe, two 2ME
mainframes or a number of combinations (can be setup as a maximum of 4
mainframes).

To change the default setup, touch a Red ME slot in the SwitcherA row and
the ME slot button will change to blank Gray. Next select a switcher row
(SwitcherB to D) and touch the desired ME slot in that row. The slot button
will turn to Red; this will indicate the ME slot is selected for that switcher.

Once the ME slots have been assigned to the required switchers, press the
{Apply} menu link button, the system will revert back to the Connect menu
where the new mainframe setup is shown in the Switcher Login column

If there are a limited amount of ME/DVE cards fitted to the mainframe the
empty column will read (Not Fitted) in each Gray square.

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Configure Serial Ports Menu

Serial ports can be configured and assigned to individual switchers in the


same way as ME/DVE’s, as described in the Logical Switcher menu. By
pressing one of the Gray buttons in the switcher row, an individual serial port
can be assigned to that switcher.
The way the serial ports are setup will again obviously depend on how
switchers are setup in the Logical Switcher menu.

Configure Menu
1

The Configure Menu is similar to the Panel Config menu, as mentioned


earlier. It shows the mainframe software version, IP address and the name of
the mainframe (1). A default name will be selected for the mainframe relating
to the number of ME’s the system contains.
If required the mainframe can be re-named, to do this, enter the new name
into the Mainframe Name attacher box using the USB Keyboard, then press
return on the Keyboard to confirm the new name. Only use the {Apply IP}
menu link button if the IP address has been changed.
Format Hard Drive – the {Format Hard Drive} action button does exactly
what it says, when pressed, a dialog box will appear asking to confirm the
format request. If the hard drive is formatted, this will erase all the files on the
hard drive including projects, DMEMS, stills and setup files.

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Upgrade Mainframe Menu

The Upgrade Mainframe menu allows the user to upgrade the system
software. There are two ways to upgrade the software:
1. The Zip™ Drive located on the left side of the GUI panel.
2. USB memory device via the USB port on the front or at the rear of the
GUI.
To upgrade the mainframe software, insert the Zip™ Disk or USB memory
device. Next press the {Find Devices} menu link button, then using the
Upgrade From parameter control top right, select the upgrade device.

Next press the {Start Upgrade} menu link button.


The Gray box under the Upgrade title will then display the version of
software and ask to continue the software upgrade. Press the {Continue}
button and the new software will now start to down load on to the mainframe
(please be patient, this may take a few minutes).
Once the software has finished down loading, press the {Reboot} menu link
button, a dialogue box will appear and ask if a Panel and Mainframe reboot
is desired, press {OK} and the system will reboot.

The Connect menu should now appear on the GUI screen.

Status Log Menu

Status Log – in the unlikely event that any of the Kahuna system panels or
mainframe should fail, this function allows critical data relating to a possible
problem to be down loaded onto a USB memory device or a Zip™ disk in
the form of a (.txt ) file, this is so the data can be analyzed on a computer.
Press the {Status Log…} menu link button to enter the Status Log menu,
press the {Search For Devices} button to locate the USB memory device or
a Zip™ disk, then press the {Export} button. Information will then download
to the selected device.

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Connected to Kahuna or Top Menu

Once back in the Connect menu, select the required mainframe by pressing
the mainframe button in the Switcher Login column, this will now enter the
Connected to Kahuna menu (Top Menu).

When working in any menu, press the “arrow up” button on the GUI
Note
continuously and the display will stop at the Top Menu.

The Connect to Kahuna menu shows mainframe that the system is logged
into (in the title bar) and the current default setup configuration of the Kahuna
mainframe. This includes the Current Project, Engineering Setup, User
Setup, I/O Setup and Panel Setup. This menu also allows projects and
setups that have been previously saved to Kahuna memory to be accessed.

To load a pre-saved project/setup, use the rotary controls on the GUI to


select a project then individual setups. Notice that as the rotary controls are
turned, the parameters change in the Current Project and the Setup Load
dialog boxes, located in the bottom half of the menu screen. Once satisfied
with the selection, press the {Load} button.

Press the {Defaults…} menu link button to enter the Defaults menu (as
described in the next section).

Press the {Log Off} menu link button to go back to the Connect menu.

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Defaults Menu

4
1

The Defaults menu is used to load pre-saved Projects, GMEM’s and setups,
these settings dictate the way Kahuna starts up after switch on and power-
up. In this menu Kahuna may also be reset to a default reset configuration.

On the left hand side of the screen under the Startup Defaults heading (1)
there are two attacher boxes, touch an attacher box and observe that the
analog indicators will turn from Gray to Red. This will reveal a column of
parameter controls on the right side of the screen (2), which are used to
change the individual parameters.

Touch the top attacher box to change the Default Project and GMEM’s.
There are two ways to load GMEM’s, the first as described here in the
Defaults menu description, the second, a direct input via the number pad on
the control panel (which will be described later in this manual).
Touch the bottom attacher box to change the startup setup parameters.
Press the {Load Defaults} action button to load the new startup settings,
then press the {Save Changes} action button to save the new Startup
Defaults.

Pressing one of the menu buttons in the Apply Factory Defaults dialog box
(3), bottom left, will allow the system to be reset to a factory reset
configuration and allow the setup of new startup files.
Pressing the Apply Factory Defaults buttons will not erase the startup files
stored in mainframe hard drive, it will only step out of the default startup files
that are currently loaded. The pre-saved startup files may be accessed at
any time.

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Defaults Menu - Continued


In the center of the screen is the Panel Auto-Connect attacher box (4), from
here the system can be set to automatically connect to a preferred
mainframe each time the system is switched on and boots up. Press the
{Preferred Mainframe} button, the next time the system is switched on, at
boot up, the system will go straight to the Top Menu. Press {Disabled} menu
link to disable this function.

The Setup Protection (5) is a security setting, which protects the over-write
of the Engineering Configs only.
Press the {Eng Setup Pin} action button and a dialog box will appear. Type
in a 4 digit PIN and press OK, a prompt will appear to type the PIN in once
more.
To change the PIN, enter the existing PIN, then follow the process above. To
remove the PIN enter ‘0000’ as the PIN.

PIN protection only prevents the over-write of Eng Config files. Engineering
Note
values can still be changed and saved as a new Eng Config file.

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CONFIGURATION AND SETUP SECTION 4

Important ! The following sections will only show the setup and configuration of Kahuna
and will not go into the System functions in great detail. Many of the
functions, for example “Color Correction” which can be accessed through
the I/O CONFIG menu, will have a section dedicated to its use later in this
manual.

Overview When setting up Kahuna, there are four menu structures that need to be
described in detail to enable the correct setup procedure. The paragraphs
below, numbered 1 to 4 give a brief description of the content of the Config
menus and where certain settings are saved.

1. Input Output Config

Aux Output Color Corrector


ME Output Color Corrector
Source Color Corrector
By Crosspoint Setup (Resize, Mask, Border, Keyer) - usage depends on
setting of By Bus/By Crosspoint Flag on Bus by Bus basis.
Ancillary Mapping

2. Engineering Config

Format Fusion
Source Standards
ME Output setup
Video Standards, including GenLock, V&H Phase and DVE1/DVE2
Status Monitoring
Serial Port Protocols, IP Client, IP Server, IP Gateways
Source Names

3. USER Config
Source to Crosspoint Mapping
Store Coupling
Source Coupling
Source Displays
Store Grab Crosspoint and Grab Store
Aux Bus Sources and Lock
Aux Panel Button to Crosspoint
16 Global Mattes, 8 Washes
Fade To Black
VTR Edit Points
VDCP Play Files

4. PANEL
Macros
Display Timeout
Brightness and Contrast
Button Map Reference
Aux Panel Capabilities
Button Maps
ME Button Linking
ME Slave Configuration
Preferences

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INPUT OUTPUT CONFIGURATION SECTION 4.1

Important Note:
The following button actions work the same way for I/O, Eng, User and
Panel configuration setups

Input Output Config The I/O Config menu will allow source color correction for each individual
input source and crosspoint output, including a Key, Store and ME
regardless of which bus it is selected on.

Aux Bus color correction applies adjustment to a whole bus, so that any
source selected on that bus receives the same color adjustment. All of the
above may be saved as a user specific config.

The {Delete} action button will delete the selected file from the table.

The {Overwrite} action button will overwrite all the setup configurations that
have been saved in the selected file. Once pressed, a caution dialog box will
appear on the GUI asking the user if the file is to be overwritten.

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{Make Default} action button will make the selected configuration (marked
by a star symbol next to the file number, shown below) into the default for the
I/O Config setup.

Star
Symbol

The {Lock} action button will lock a selected setup and will not allow that
setup to be changed until unlocked. Select the required setup and press the
{Lock} button, a padlock symbol will then appear in the far-left column. To
unlock, press the {Lock} button once more.

Padlock
Symbol

The {Enables…} menu link button access a menu that enables/disables


certain functions that are related to the I/O Config setup, such as Keyer, ME
Output CCR, etc.

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Press the [I/O CONFIG] GUI panel button to enter the I/O Config menu, to
enter a new config into the I/O Config table, press {Save As…} menu link
and the I/O Config – Save As menu will appear.

Select a destination from the parameter control top right of the screen then
enter a name and description into the attacher boxes below the table. Next
press {Save} menu link.
The new file will then be saved in the table and the GUI will go back to the
I/O Config main menu screen.
The I/O Config menu can also be accessed through the [FILING SYS]
menu.

By Crosspoint In the initial I/O Config screen, press the {By


Crosspoint…} menu link on screen menu button to enter the By Bus/By
Crosspoint Config menu.

This menu allows Resize, Masks, Border and Keyers to run on individual
crosspoints or applies adjustment to a whole bus.
Use the parameter buttons on the right of the menu to select {Bus} or {Xpt}
menu link for each parameter.

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ENGINEERING CONFIGURATION SECTION 4.2

Press the [ENG CONFIG] button on the GUI panel to enter the Engineering
Config menu. In this menu up to 1000 user specific engineering config files
can be saved and is one of the most important menus when setting up
Kahuna.

For a full explanation of the Delete, Overwrite, Make Default and Lock
Important Note:
buttons please refer to the I/O Config main menu section of this manual.

It is advisable that after each configuration change in the Engineering


Note
Config menu, i.e. changes made to the Video Standards config or to ME
Outputs setup, to save each new config.

In the Engineering Config main menu, make a new engineering config file
or choose a pre-saved engineering config.
To enter a pre-saved config, scroll up and down the File parameter control to
reach the required file, then press the {Load} menu link button. The selected
file will then entered into the Current Engineering Config attacher box. Pre-
saved config files can also be deleted or over written in this menu.

To make a new config file, press {Save As…} menu link and the
Engineering Config – Save As menu will now appear. In the center of the
menu screen there is a table showing all the saved engineering config files.
Use the Destination parameter control to scroll down to an empty row in the
table. Next type a name then a description into the attacher boxes under the
table, press {Save} menu link to save the new file into the table.

Press [BACK] on the GUI panel to go back into the Engineering Config
main menu.

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Source Standards
Once back in the main menu, press the {Source Standards…} menu link
button to enter the Engineering Config – Source Standards menu.
In this menu the individual source inputs can be named and a video standard
set.

The table in the center of the menu shows all input sources, 80 in total, the
name given to the input (if named) and the source standard attributed to the
input. Use the parameter controls down the right side of the menu to alter the
parameters of each input as required.

Source – parameter control scrolls up and down to select the input source
Use Output Standard – Select {No} or {Yes} to select a new standard or to
keep the standard the same as the Main Output Standard. Output
standards will be explained later in the Video Standard Config.
New Standard - If a new standard is required, use the New Standard
parameter box to select a new standard. Once satisfied with the new source
standard, press the {Set Standard} menu link button at the bottom of the
menu.
V Offset F1/F2 – Used to set the vertical offset as required.

The attacher box directly below the input table shows all the parameters
linked to the rotary controls running down the right side of the screen, the
only parameter that is not affected is the input source name. Use the USB
Keyboard to enter a name in the parameter box.

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Format Fusion
Press the {Format Fusion…} menu link button to enter the Engineering
Config – Format Fusion menu.

The Format Fusion menu option provides the capability to determine the
conversion parameters for every source within the system. It should be used
to define the Engineering defaults for each source as well as the default
aspect ratio conversion, if required, for each source. The parameters in this
menu will only be used if the Kahuna has to change a source to match the
ME’s output. Obvious examples of this are HD to SD, SD to HD, but also
SD4/3 to SD16/9 and SD 16/9 to SD 4/3.
The Re-size menu provides the user the option of using these parameters,
Source, or the parameters set-up in the resize menu its self, Local.

In this menu Format Fusion is setup on each individual output source


including the aspect and cropping.

The Source attacher


Source – selected the source that the Format Fusion will affect
It is important to remember that when using Format Fusion in any capacity
Note
the source field/frame rate must match that of the current switcher standard.
Interlaced Source –
Normal Video - is the default setting for Interlaced Source as that is the
most suitable mode for live programme making.
Normal Video - when creating the current field/frame, will use the current
input field and a percentage of both the previous and next input fields.
Typically used when the output of a camera is fed to the switcher as a
continuous stream of footage.
Video Pairing - when creating the current field/frame, will use the current
input field and a percentage of either the previous or next field to maintain 1-
2 or 2-1 pairing. This could be used for pre-prepared material with cuts on
known field boundaries to prevent possible subtle artifacts appearing at cut
points.
Frame Pairing - when creating the current field/frame, will directly combine
the current input field and either the previous or next field. This mode should
only be used if the fields are temporarily matched, eg. PAL film based
sources or some animation.
Single Field - when creating the current field/frame, will only use the current
input field.

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Video De-interlace - is not relevant if the input standard is progressive,


meaning each field contains all lines of picture rather than odd and even.
Video De-Interlacing will default to 45%.
A video signal is made up of 2 fields of picture per frame, the first field
contains the odd lines of picture and the second field contains the even lines.
Each time the switcher creates a new output picture an element of the
previous and/or next field is used to fill the missing lines of picture.
The Video De-Interlace function will allow the user control over the amount of
picture taken from the adjacent fields.
If the source being used, contains a lot of movement eg. sports, the
difference in picture from one field to the next will be more pronounced than
if the source is a static shot eg. studio discussion.
For more amount of movement decrease the De-Interlace value, and for less
amounts of movement increase this value.
H Sharpness – adjusts the horizontal sharpness of the source output
V Sharpness – adjusts the vertical sharpness of the source output

Aspect Conversion – will allow the aspect of the source to be changed, the
default aspect is set to Zoom with an Aspect Zoom of 1.00.
The Aspect can also be set to Full Width or Full Height, when set to Full
Width/Height the Zoom function will not work.
Aspect Zoom – this will allow the user to zoom in or out on the selected
source.

Cropping – this menu allows the user to crop each individual edge of the
source output.

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ME Outputs
Once back in the main menu, press the {ME Outputs…} menu link button to
enter the Engineering Config – ME Output Config menu.

Each ME on Kahuna has four outputs. Each of these outputs can be set up
in a number of different ways. Any or all of each ME’s outputs can be re-
entered as a crosspoint.
In these menus the exact setup for each individual ME output can be
adjusted. The menu shows a table, which contains ME output details. The
attacher boxes at the bottom of the screen contain the individual parameters
for each ME output.
The number of ME outputs will depend on the system configuration.

{Page 1…} options.


Output- This gives the physical name of the ME output e.g. ME3 Op2 is
output two on ME 3.
Name – This gives the User assigned name for the ME output.
Pvw- This sets this output to be a Preview for the ME output you select.
Previews can be re-entered but there will be no tally. Once you have
selected this option all options to the right of this will have no effect.
Key – This sets this output to be a Key Only for the output selected. Once
you have selected this option all options to the right of this will have no
effect. It is normal in this case that the background for the output you want
this to be the Key for is set to Black.
E.g. OP2 in this row would set this output to be the Key for output 2 of this
ME.
On Air – Sets the output to go to an on air signal or the output to go to a GPI
output (GPI 1 to GPI 256)

If the text in one of the Bgnd or Key columns is Red, this means that it is
Note
contributing to the output.

Bgnd - This sets up which bus/buses are used as the background.


Black= Background will always be black
A/B = The main A and B buses will be used as the backgrounds in
transitions.
A= Just background A will be used and the background will not
transition
B= Just background B will be used and the background will not
transition

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U1/U2 = Utility Bus 1 and Utility Bus 2 will be used as the


background and transition with the selected background transition or
this output. Util1 and Util 2 crosspoints can be selected on the main
panel.
U1 = Just Utility Bus 1 will be used and the background will not
transition
U2 = Just Utility Bus 2 will be used and the background will not
transition
U3 = Just Utility Bus 3 will be used and the background will not
transition
U4 = Just Utility Bus 4 will be used and the background will not
transition
Key1 to Key4 - These columns determine what Keys will appear on the ME
output.
Off = This Key will NOT appear on this output
PGM = The Key is available on this output as determined by the
transition status on the main panel
On = The Key will always be present on this output. The main
transition will NOT be able to remove it.

Util 1*- Util 4*


Util1*- Util4* are re-timed versions of Util1-Util4.
They can each be selected as a BGND on an ME Output for use as
additional Aux Buses.

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Using Format Fusion on Background Buses


When SD and HD sources are required on the same ME background, there
is a facility to utilize Key 4's Format Fusion™ engines. This can be setup on
each ME, and will allow sources that are not of matching standards to
appear on a background together, e.g. adding a 525/59.94 or 720P/59.94
standard source when the ME is set to run in 1080i/59.94.
Key 4 is no longer available to use.

Setup Procedure
While still in the Engineering Config – ME Output Setup menu, select an
ME and using the ME Output parameter, scroll down and turn Key 4 option
of each output to Off. Notice now that the Key 4 column of the selected ME
will display Bgnd.

ME3 Key 4 Outputs are set


to Off, forcing the Bgnd for
each of the 4 outputs. ME3
can now cut between
multiple standards on
Background A

This will apply Kahuna's Format Fusion™ to the background, giving the user
the ability to hot cut between different standards on the same Background.
These sources must still be synchronized in the Video Standard menu.
Make sure that the Source Standard of your additional sources has been set
correctly in the Source Standard Menu. Finally save the engineering config
setup.

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Press the menu button {Page 2…} menu link to enter the second ME Output
Setup menu.

Ccr- This indicates whether the output color correction is active.


ON= Output Color Correction is active.
OFF = Output Color correction in-active
Ovr- This allows the overlay store to be used on this output.

The overlay store will not appear when this output is viewed as an “On Air”
output, re-entry or on an AUX output. To set up the overlay store you need to
go to overlay set up in Engineering.

FTB = Fade to black on a transition

Touch one of the attacher boxes at the bottom of the screen to enable the
options and the active circle symbols will turn Red. All the parameters are
adjusted using the parameter controls down the right side of the menu.

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Video Standard

From the ENG CONFIG main menu, press the {Video Standard…} menu
link button to enter the Engineering Config – Video Standard menu, here
the output standard for each ME and DVE is setup. Depending on the
options purchased, the main output standard will by default be set to either
SD or HD format.

If a different output standard is required touch the Main Output Standard


attacher box which will turn it active, the New ME 4 Std parameter control
will appear top right (depending on how many ME’s the system has).
Change the parameters in the attacher box to the required output standard,
notice that the Main Output Standard attacher box, New ME 4 Std attacher
box has turned Orange, highlighting the new standard. Press the {Apply}
action button to set the new standard, this will then change all the Additional
Output Standards, to the same standard as the Main Output Standard.

To change all the other ME output standards individually, touch the


Additional Output Standards attacher box, which will turn the active circle
symbols Red, set the individual standards as required, using the rotary
controls on the right, the Additional Output Standards parameters will turn
Orange.
Press the {Apply} action button, to set the MEs to their new output
standards.

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Video Standard - continued

Press the {As Output} action button and the standards will revert to
whatever the Main Output Standard is set to.

Next touch the upper Timing attacher box to activate the attacher. If Kahuna
is to provide master sync for the system, switch Genlock off; the phasing of
the sync output can be adjusted – see below.

In most systems, Kahuna will be genlocked to one of the reference inputs.


Set Ref Loop 1 and 2 Standard to match the standard of the reference
which is connected.
Select Reference Input to Loop 1 or Loop 2 as required.
Ref Present – displays if the selected reference is present.
Switch Genlock On. Note if the standard set for the selected Reference
Input is not compatible with the output standard, (generally ‘compatible’
means the frame rates are the same or differ by a factor or two) Kahuna will
automatically switch to the other Reference Input. If neither is compatible, it
will switch Genlock to Off.
V Locked and H Locked – display if a vertical and horizontal sync are
present, these will only display Yes if there is a reference present and if lock
has been achieved.
Using the parameter controls set the Genlock on or off, if {On} is selected set
the Reference Input and Ref Loop Standard parameters as required.
Touch the lower (Phase and Delay) attacher box and adjust the parameters
as required.
Genlock Phase - sets the timing of the input router cut point relative to the
genlock reference (in lines of the standard of the output ME).
Switcher Delay - sets timing of the outputs of Kahuna relative to the
Genlock Phase - setting (in lines of the standard of the output ME).
Sync Phase sets the timing of the analogue sync outputs relative to the
outputs of Kahuna (in lines of the standard of the output ME). This may be
used as a reference to sources or other equipment.

Finally touch the Advanced attacher box.


Actions On , using the rotary control on the right, select the field that any
function will act on.
Next Field: all actions on next TV field.
Field 1 Video: sources cut on field 1 only, all other actions on next field.
Field 2 Video: sources cut on field 2 only, all other actions on next field.
Field 1 Film: all actions on field 1.
Field 2 Film: all actions on field 2.

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Video Standard - continued


Minimum Delay - should normally be set to Off, which allows the video
delay through Kahuna to be a minimum of one frame (or slightly less,
depending on video standard). Minimum Delay should be set to On only if it
is essential that the delay through Kahuna be less than one frame, eg for
pre-read editing. In this case, the delay can be as little as 4 lines (or slightly
less, depending on video standard), but Format Fusion is disabled and key
layers cannot be resized.

Input Status
Whilst in the Engineering Config – Video Standard menu, press the {Input
Status} menu link button to enter the Input Status menu.

In this menu all the frame synchronization and input router cut timing can be
setup for each source.
This covers all the sources selected on an ME or DVE. Use the Delegate
keys on the GUI to select which ME or DVE is displayed.

Table Information
Bus – Lists all the available buses.
Source – Fill source for the current crosspoint assigned/selected to the bus.
Standard – The video standard set for the input source.
Link – Will switch between ‘Internal’ for sources originating within the
switcher (mattes, stores etc), ‘No Signal’ if there is nothing connected or if
there is an HD/SD mismatch and ‘Active’ for external sources.
CRC – Cyclic Redundancy Check. Indicates when there is a problem with an
incoming signal, e.g. cable too long or faulty. Only for HD, this function will
check CRC errors in the last ‘n’ field (where n is set by the Error Window
control).

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Video Standard - continued


TRS – Timing Reference Signal. TRS Counts the total TRS errors in the
last n fields (where n is set by the Error Window control). A TRS is a flag
embedded in every line of video, which marks the start and end of the active
picture. If the start of the active line is in the wrong place (with respect to the
selected video standard for that source) then this is registered as a TRS
error. So again this indicates a problem with incoming SDI stream, and more
specifically, may indicate that it is a different standard to the one selected
(e.g. 1080/60 when the input standard is 1080/50).
Margin – This is the delay (in lines of the source standard) which the input
synchronizer is applying to the video source.
Cut Point – This is an indication of the timing of the input router cut point (in
lines of the source standard) relative to the nominal setting given in SMPTE
RP168 (for most standards line 6 or 7 on field 1, counting from the field
boundary). This must be during vertical blanking to give clean cutting
between inputs.

Parameter Controls
Genlock Phase –Same control as in Engineering Config - Video Standard
menu. See previous page
Switcher Delay – Same control as in Engineering Config - Video Standard
menu. See previous page
Sync Phase – Same control as in Engineering Config - Video Standard
menu. See previous page
Error Window – This is an adjustment which controls the period of error
counts in the incoming signal. See Table Information above

Note Please see the full Video Timing – Technical Reference section in this
manual.

Note Don’t forget to save the new settings in an Engineering Config !!

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Status Monitor
Once back in the main menu, press the {Status Monitor…} menu link
button.
Here the overall monitoring of the Kahuna mainframe internal temperature,
extraction fans, power supplies, ME Master and Slave cards, Run Times
(panel, mainframe, PSU’s and fans) the Run Times, ME Master and Slave,
Backplane. Panel and DVE board are all monitored.

The parameters are preset to default settings, but can be changed to


customer specific settings if required.

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Port Protocols
Once back in the main menu, press the {Port Protocols…} menu link button
to enter the Engineering Config – Serial Port Protocols menu.

The Port Protocol menu is used to set parameters for bi-directional


communication with various external devices. Depending on specifications of
the Kahuna mainframe purchased, this will dictate how many RS422 protocol
ports are active, a 2ME mainframe will have 4 ports, a 3ME mainframe will
have 6 ports and a 4ME mainframe will have 8 ports.

The table in the center of the menu provides specific information relating to
each active port on the mainframe. The information contained in each of the
port rows is set by adjusting the parameters.

Touch the left-hand attacher box directly below the table to enable the rotary
controls on the right.
Port - signifies the port number
Port Name - Selects the active port on the mainframe.
Protocol - Steps through the currently supported protocol options or set the
port as having no set protocol.
Settings - Selects between {Default} and {User}, when set to User a
manual adjustment of the selected protocol can be made.

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Port Protocols – continued


Touch the right hand attacher box directly below the table. Then press the
{Settings…} menu link button to enter the Engineering Config – Serial
Port Protocols menu.

Parameter controls
Baud Rate – Selects the Baud Rate for the external device, normally set to
38400 Kbits/sec, but the range can be set from 50 bits/sec to 460800
Kbits/sec
Parity – Select between None/Odd/Even
Data Bits – Normally set to 8, select between 5, 6, 7 and 8 data bits
Stop Bits – Select between 1 and 2 Stop Bits
Port Type – Set the port type as Master or Slave port

IP Client Protocols

Press the {IP Client Protocols…} menu link button to enter the
Engineering Config – IP Client Protocols menu.

This function enables customers to setup IP protocols to enable the use of


the Snell & Wilcox RollCall™ software, to remotely monitor certain aspects
of the Kahuna mainframe and GUI.

The parameters setup the IP Client Protocols menu, allow Kahuna to talk
with a computer running the RollCall software. The left hand side attacher is
used to select the Slot, that can be given a name, choose between a manual
or a preset protocol and then setup the port number.
The right hand attacher is used to setup the IP address for the client
protocol.

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Press the {RollCall Logging…} menu link button to enter the Engineering
Config – RollCall Logging menu.

Here, the mainframe, ME and DVE RollCall “Log” options can be enabled or
disabled. When enabled, the options can be monitored by a third party
computer running RollCall software.

Press the {Panel Logging…} menu link button to enter the Panel Config –
RollCall Logging menu.

This menu allows the user to enable or disable RollCall options for the GUI.

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IP Server Protocols
Press the {IP Server Protocols…} menu link button this enters a menu,
which has supported protocols.

Kahuna is supplied with set IP server protocols to enable external equipment


to be connected up to the serial ports and communicate with the Kahuna’s
mainframe.

The IP Server Protocols table contains supported protocol types:


Protocol – is the name of the supported protocol.
Address – is the IP address that the protocol will connect with.
Port Number – is the number given to the serial port that the external
equipment will connect to.
Protocol Enable – enables the protocol through the serial port.

Select a protocol type using the Protocol parameter control then select On in
the Protocol Enable parameter.

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IP Gateways

The Engineering Config - IP Gateway menu allows the user to add a route
to a destination network through a local IP Gateway, and assign a Netmask
with a destination network, this determines how Subnetting will be
managed.

The most common reason for Subnetting is to control network traffic.


Applying a Netmask to an IP address allows identification of the network and
node parts of the address. The network bits are represented by the 1s in the
mask, and the node bits are represented by the 0s
Common Netmasks
Class A - 255.0.0.0 - 11111111.00000000.00000000.00000000
Class B - 255.255.0.0 - 11111111.11111111.00000000.00000000
Class C - 255.255.255.0 - 11111111.11111111.11111111.00000000

Netmasks can be used to divide a network into a series of Subnetworks. If


you don't have 255 hosts, but only 12, reserving a Class C address would be
wasteful.
Use a Subnet mask that affects a smaller-than-class-C network.
For example, Netmask 255.255.255.240 will create a Subnet with 16 hosts.
(Masks everything in the destination address but the last four bits)

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Source Names
Once back in the main menu, press the {Source Names…} menu link button
to enter the Engineering Config – Source Names menu.
In this menu, each of the 80 input sources can be given a name; the name
given is then used as a reference to a Fill or a Key source in the crosspoint
setup.

Select a source from the parameter box on the right of the menu screen, and
then enter a name in the Name parameter box using the GUI keyboard or a
USB Keyboard. The given name will then be entered into the table next to
the selected input source.
Allow Router to Overwrite – when set to {Yes} will allow an external router
to rename a source.

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GPO
Once back in the main menu, press the {GPO…} menu link button to enter
the Engineering Config – GPO Setup menu.
This menu allows you set up any of the 256 Tallys of which the first 84 are
Relay Tally outs. The menu table shows the GPO number 1 through to 256;
these are selected by the GPO Number parameter control on the right. How
the GPO’s are driven is determined by the GPO Enables set.

Source Now – This sets the GPO to be a tally for On Air Sources.

Source Next – This sets the GPO to be a Tally for the next on air source.
Source next is determined by which sources are just one transition away,
including any ME re-entry. E.g. If ME2 is set to look at ME1 the next
configuration will indicate the next sources, including Keys, in the ME2
transitions, as well as the next sources in the ME1 transition.
Combine OR and Combine AND – Performs a logical ‘ANDing’ or ORing’ of
the GPO Enables. This defines the combined event, which will trigger a
GPO and GPI.

Example above: If the Source Now is activated, making the action button go
Green and the User Bit is also activated, the logical combine is Combine
OR, the GPO will be activated if either the Source – SD DISK on air or the
User Bit 5 is set.
The GPO Selection Table shows the current select parameter, which could
go into making the GPO trigger.
Red Indicator – example: If GPO 1 is set to look at a Source and its State is
Closed the light for GPO 1 will be Red.

Note
The GPO Enables have to be set for each GPO for the parameter to be
actually used.

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User Bit – This sets the GPO as a user bit, there are 32 user bits available.
A user bit can be allocated to a macro and therefore any button on the panel,
to set up the configuration of user bits select the User Bits 1-16 or 17-32.
User Bits can be closed or open and a pulse duration can be set in fields.

A macro will also record the length of time a user bit is pushed when using
the {Push} button. Using the {Toggle} button determines whether the GPO
internal switches are closed or open. User Bits can be combined with other
GPO outputs.
(The macro section will be described later in this manual. See the Table of
Contents).
GPO – This is used to add a GPO to be included in the combine.
GPI – This selects and input GPI pin that can be used by an external source.
GPI pins 1 to 40 are physical pins; pins 41 to 256 are virtual.

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Overlay Setup
Once back in the main menu, press the {Overlay…} menu link button to
enter the Engineering Config – Overlay Setup menu.

The Overlay option is used to superimpose a grid on a monitor display to


ensure that a signal source and title area is setup correctly.

Touch the top Title and Action Areas menu.

Overlay Output – Used to select the ME output, the number of ME outputs


will depend on the number of ME’s in the mainframe.
Show Overlay – Displays the overlay on the monitor.
Center Cross – Displays a cross in the center of the monitor screen.
Title Area – Displays the title area at the bottom of the monitor screen.
Pan 4:3 Area – Turns the 4:3 display on and allows the area to be moved to
the right or to the left from the center point.

Touch the bottom Title and Action Areas menu

Overlay Output – Used to select the ME output, the number of ME outputs


will depend on the number of ME’s in the mainframe.
Title Area Horizontal/Vertical – Will turn the Title area on/off and move the
Title area horizontally and vertically around the screen.
Action Area Horizontal/Vertical – Will turn the Action area on/off and move
the Action area horizontally and vertically around the screen.

Note The Overlay can only be applied to a PVW output

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Options Menu
Once back in the main menu, press the {Options…} menu link button to
enter the Engineering Config – Options menu.

This menu is used to install new software options that upgrade the Kahuna
mainframe, e.g. upgrading from SD to HD, installing extra ME cards or
adding future DVE options, these are just a few examples.

Place a USB memory device or Zip disk with the upgrade software into the
relevant port/drive.
Select an upgrade option using the Option parameter control to scroll
up/down the menu, next press the {File Search} menu link button to search
for the new upgrade software. When found the software will be displayed in
the Options Files on Removable Devices table.
If there is more than one file of software on the USB device/Zip disk then use
the File parameter control to select the software file.
{Remove All Options} this will remove all the options in the Current
Options table (caution remove only if really required)
Press {Select} to select the new software, then press {Install} and the
software upgrade will be installed and the option added to the mainframe.

Important Note: After installing a new option, the mainframe has to be re-booted.

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USER CONFIG SECTION 4.3

Press the [USER CONFIG] button on the GUI panel to enter the User
Config menu. In this menu up to 999 user specific User Config files can be
made and is one of the most important menus when setting up Kahuna.

For a full explanation of the Delete, Overwrite, Make Default and Lock
Important Note:
buttons please refer to the I/O Config main menu section of this manual.

It is advisable that after each configuration change in the User Config menu,
Note
i.e. changes made to the Crosspoint Mapping Config or Store Config, to
save each new Config.

In the User Config main menu, make a new User Config file or choose a
pre-saved User Config.
To enter a pre-saved config, scroll up and down the File parameter control to
reach the required file, then press the {Load} button. The selected file will
then entered into the Current User Config attacher box. Pre-saved config
files may also be deleted or over written in this menu.

To make a new config file, press {Save As…} menu link, the User Config –
Save As menu will now appear. In the center of the menu screen there is a
table showing all the saved User config files. Use the Destination parameter
control to scroll down to an empty row in the table. Next type a name then a
description into the attacher boxes under the table, press {Save} to save the
new file into the table.
Press [BACK] on the GUI panel to go back into the User Config main
menu.

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Aux Bus Setup


In the USER CONFIG main menu, press the {Aux Setup} menu link button
to enter the User Config – Aux Setup menu.

In this menu, the exact setup for each individual Aux Bus output can be
adjusted. The center of the menu screen shows a table, which contains the
Aux Bus output details. The attacher boxes at the bottom of the screen
contain the individual parameters.
AUX Bus – this displays the available Aux Buses, which depend on the
system setup:
A mainframe with 2ME cards fitted will have 8 Aux Buses
3ME cards will have 12 Aux Buses
4ME cards will have 16 Aux Buses.
There are also Internal Aux Buses “ Virtual” Aux Buses available, which
also depend on the system setup:
A mainframe with 2ME cards fitted will have 56 Int Aux Buses
3ME cards will have 52 Int Aux Buses
4ME cards will have 48 Int Aux Buses.
So as an example, a system with 4ME cards fitted will have 16 Aux Buses
and 48 Int Aux Buses available.
Crosspoint – crosspoint selection
Source Name – name of the Fill source for the selected crosspoint.
Lock – crosspoint lock On/Off.
O/P Ccr – output color correction On/Off
Ancill – enables the Ancillary Mapping option
Tally Now and Tally Next - allows the user to Tally the sources selected on
an Aux bus.
For example: If Aux1 has source 3 selected and has Tally Next ON this
source would be tallied as “NEXT” in both the serial Tally and the GPO Tally
(ENG/GPO). Aux’s can also be tallied using GPI’s. An example of this would
be an Aux output feeding an external DVE. The DVE would feed back a GPI
to indicate that source was currently active. This would then feed through the
Kahuna Tally system as required.

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Selecting a Source on an Aux Panel

To select sources on Auxes there are two options, changing the Aux input by
hand means pressing the chosen Aux ie. Aux 1, and then the chosen xpt
(fed by the required source) on the remote Aux Panel. If a ME output is
required select the ME output on the row of buttons beneath the Auxes that
read ME1 PGM1 to ME4 PGM4.
If using the Aux Bus setup menu in the User Config select the required
source in the Crosspoint column to the relevant Aux.

By selecting a source on an Aux Panel that contributes to the main output


the mnemonic display for that Aux will turn red.

The Kahuna has up to 160 xpts that can be fed by any internal or external
source.
An Aux can be set to look at any of these xpt’s, even a source that is not
being used on the panel (ie. xpt 145, as long as xpt 145 has been set in
Crosspoint Mapping to look at the required fill and key of said source).
This means if Aux 1 is set as a xpt on the panel in Crosspoint Mapping, it is
possible to utilise up to the 160 sources via that one xpt.

Note
It is important to remember the ME Re-entry Order that has been assigned:
should Aux 1 be selected on ME1, and be fed by ME4 Op1, a picture shift
will occur

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Ancillary Mapping

Kahuna now provides the option of routing Ancillary Data (including


embedded Audio) to an Aux output. This feature must be enabled in the
Options file.
In the User Config - Aux Setup menu, the user has the option to determine
which Aux outputs will provide Ancillary data if available. Once the Ancillary
data is enabled on an Aux output, the user has to know where the Ancillary
data for each crosspoint is routed from, this is done in the Ancillary
Mapping menu.

Only an “external source” can be used to provide Ancillary Data.


Note
Only Internal Sources can have Ancillary data routed from an External
Source. If an external Source is selected on the Aux Bus, only the Ancillary
Data can be enabled, which maybe present on that source.

In the User Config – Aux Mapping menu, select where the Ancillary data
will be routed from for each crosspoint. The Ancillary Enable function will
determine if Ancillary data should be passed if that crosspoint is selected on
an Aux.

Note For external sources (input 1…80) if the Aux Ancillary data is enabled, then
only the option to pass the Ancillary data of the Fill source (a per the
Crosspoint mapping) is available. If the crosspoint is an internal source
(Matte, Wash, Store, ME output) the source (input 1..80) may be selected
and used to provide the Ancillary data.
In the Aux Ancillary Mapping table the user can also define where Ancillary
data is routed, for the fixed crosspoints 161 to 192 (Stores1..16 and ME
outputs).

If different Ancillary data on the same output is required, e.g. Select ME4
OP1 on AUX1, ME4 OP1 can be repeated on different crosspoints (there are
up to 160 user defined crosspoints available).
Example: Use Crosspoint 100 to 104 as ME4 OP1 then in the Ancillary
Mapping make crosspoint:

100 to use Input 76


101 to use Input 77
102 to use Input 78,
103 to use Input 79
104 to use Input 80.

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Ancillary Mapping - continued


Now as crosspoint 100 through 104 on an Aux are selected, the Ancillary
data will change but the Video will remain the same.

Note The ancillary data may not cut cleanly and there is a possibility “pop” noise
on the embedded audio. To help achieve the above the user may need to
use button mapping to get crosspoints 100 -104 on the Aux buttons as
required.

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Crosspoint Mapping
Once back in the USER CONFIG main menu, press the {Crosspoint
Mapping…} menu link button to enter the User Config – Crosspoint
Mapping menu.
The crosspoint mapping menus are used not only to map inputs to
crosspoints for each ME but also to name the crosspoints and the inputs and
to make mnemonic button displays.
The crosspoints of each ME can be mapped to any of the physical inputs or
the internal signals, this is carried out in the “Crosspoint Mapping” menu, an
example of which is shown below.

The table in the Crosspoint Mapping menu shows the crosspoint location, a
name that is given to each crosspoint, the Fill source name and the Key
source name.

The actual mapping section of the Crosspoint Mapping Menu has four
columns, the left column contains a list of the available crosspoints and the
bus button to which they are linked, this relationship is not changeable in this
menu. The following three columns are set in the Crosspoint Mapping
menus.
Xpt – crosspoint 1 to 160
Xpt Name – This column is for a crosspoint name that the user can set using
a USB Keyboard (this is indicated in the attacher at the bottom left part of the
menu where a red rectangle is against “Name”). Do not make the name
more than 8 characters, as it will be displayed in the mnemonic display on
the control panel.
The remaining two columns are used to set the actual source to be mapped
to the selected crosspoint and to give the source a name.

Fill Source / Name - This column is used to set the Fill Source, which is the
signal that provides the Fill when selected on a Key bus or provides the
source for the background busses.
Key Source / Name - This column selects the Key Source which provides
the Key (hole cut) signal when selected on a Key bus. It has no effect when
selected on a background bus.

Note Aux’s can be used as sources to crosspoints

The action button named {Show Crosspoints} when pressed, will go Green,
this will cause the mnemonic display on the control panel to change and
show the crosspoints in their “unnamed” form, i.e. XPT1, XPT2, XPT3 etc.
Press again to go back to the user specific crosspoint setup.

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Crosspoint Mapping – continued

The {Ancillary Mapping…} menu link button goes back to the User Config
Note
– Ancillary Mapping menu as explained on page 46.

Crosspoint Mapping – Store Setup


Press the {Store Setup} menu link button to enter the User Config – Store
Setup menu.

There are 4 Stores per ME as shown in the table in the above diagram, each
ME has a maximum of 12 seconds run duration time for clips.
Using the parameter controls on the right, select a Store. Next select if the
store is to be coupled to any other store within the table or leave as
uncoupled.
The Key To Fill Stores column displays the Key store that Fill store is
coupled to.
Finally, using the Allocated Memory parameter control, adjust the amount
of frames and seconds that will be allocated to the selected store.
The minimum amount of frames for a single store is 4 frames, the maximum
amount of frames for a single store is 380, the maximum time for a single
store clip is 12 seconds (HD) 72 seconds (SD) per ME.

Note When coupling the stores, if a store is coupled to an ME which is set to a


different video standard the Coupled Key Store will turn Red.

See the Stores section of this manual (see table of contents) for a full
Note
explanation of the Stores Setup.

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Crosspoint Mapping – continued


Crosspoint Mapping – Source Names
Press the {Source Names} menu link button to enter the Engineer Config –
Source Names menu.

The Source Names menu is described in the User Config – Crosspoint


Note
Mapping menu, once in this menu press the {Source Names…} menu link
button.

In this menu, all the input sources can be given a name; the name given is
then used as a reference to a Fill or a Key source in the crosspoint setup.

Select a source from the parameter control on the right of the menu screen,
and then enter a name in the Name attacher box using the USB Keyboard or
GUI QWERTY keyboard. The given name will then be entered into the table
next to the selected source.

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Mattes and Washes


Mattes & Washes are used as a background Fill, they can be set on any
crosspoint the in the same way as a Source Input, Store, Key border or a
Wipe border.

In the USER CONFIG main menu, press the {Mattes & Washes…} menu
link button to enter the User Config – All Mattes menu.

Select the Matte color from the menu palette, to adjust the color touch the
selected color on the menu screen and three parameter controls will appear,
a direct adjustment can then be made.
Alternatively press the menu buttons {Mattes 1 – 8…} or {Mattes 9 – 16…}
depending on the selected color and a new menu will appear.

Touch the color square of the selected color and again three parameter
controls will appear, this will allow further adjustment of the Hue, Luma and
Saturation. When satisfied with the Matte color, a Name can be applied to
the Matte, using the USB Keyboard.
Keep the number of characters in the name down to 8 and the Matte will be
displayed in the mnemonic on the control panel if added as a crosspoint.

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Wash Generator
Wash function will allow a background color to fade from one color to
another color as a background or Fill. The Wash is used in the same way as
a Matte; it is a mix of colors instead of a single solid color

In the USER CONFIG main menu, press the {Mattes & Washes…} menu
link button then press the {Wash…} menu link button to enter the User
Config – Wash Generator menu.

The above diagram shows a possible Wash from a mix of colors. When a
Wash is setup, the four corners can be set as different colors the resulting
effect will be all the colors will wash into each other to give an overall
background or Fill.

Touch the Choose Wash attacher box, then using the parameter controls
top right, set the wash as Wash 01 or Wash 02.
Next select a Matte color for each Wash Corner individually using the Matte
parameter controls on the right.
If Local Matte is selected then all the Wash Corner color boxes will have
the option to adjust the Hue, Luma and Saturation for that Wash Corner,
using a new set of parameter dialog boxes. Touch one of the Wash Corner
colors and adjust as required.

If Matte 1 to 16 is selected then the Matte color is preset and can only be
adjusted in the Matte menu option as described in the previous section.

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ME Re-Entry
Press the {ME Re-Entry Order…} menu link button to enter the User Config –
ME Re-Entry Order menu.

Kahuna ME’s are capable of being re-entered in any user-specified order,


this allows ME’s to be setup in a way that the internal routing can feed the
output of one ME into the input of another.

Infinite looping, for example ME3 feeding ME4 and then ME4 Feeding ME3
Note
should not be done as this will incur a picture shift.

The ME’s can be placed in 1 of 4 timing slots, as shown above, the left hand
ME (ME2) is the earliest and the right hand ME (ME4) is the latest, early
ME’s can feed directly into any later ME’s
In the above example ME2 can feed ME3 and ME4, but ME1 can not feed
ME2.

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Fade To Black
Press the [USER CONFIG] GUI button to enter the User Config main menu.

The final option in the User Config menu is the Fade To Black (FTB)
option, which allows the adjustment and control of the Fade To Black
function.
Press the {Fade To Black…} menu link button.

The above parameter controls alter the FTB profile and transition timing.

Profile - The Profile parameter control will adjust the FTB transition curve
profile, changing the curve profile will make the transition accelerate or
decelerate at a specific moment in the FTB transition period. The curve
profile can only be used to change the Cubic S/Sin S and Cubic Curve/Sin
Curve profiles, which are selected using the in the Shape parameter control.
The Linear profile cannot be adjusted.

Shape Selecting one of the Shape options will depict the type of profile curve, this
will alter the acceleration rate for a transition.
Linear – constant transition, no change in transition acceleration
Cubic C and Sin C – these profiles are similar to each other, the default
transition will have a fast acceleration at the start and slowdown towards the
end.
Cubic Curve and Sin Curve – these profiles are also similar to each other,
the default transition will accelerate at the start slow down towards the mid
point and accelerate again.

Time - this parameter alters the amount of time that it takes for the FTB to
transition. The parameter adjusts the minutes/seconds, frames and fields.

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Fade To Black Using the Timeline Control Buttons


Fade To Black can also be controlled using some of the Timeline Control
buttons.

Press the [FTB] button and the button will turn Green, which means that FTB
is ready to transition. Use the T-bar to gradually Fade To Black, the [FTB]
button will alternate Red/Green/Red/Green if part way through FTB, and
carries on flashing Red/Green/Red/Green when FTB is still active.
Bring the T-bar back to its original position to cut back to the source signal,
the [FTB] button will turn Green again.

Press the [STOP NEXT KF] button and the system will “CUT” to black, the
[FTB] button will flash Red/Green/Red/Green, indicating that FTB is active.
Press the [GOTO START] button to cut back to the source signal, the [FTB]
button will turn Green again.

Press the [RUN] button to run a timed FTB transition, the transition time can
be setup in the User Config – Fade To Black menu, adjusting the Time
parameter will set the transition time. While the transition is taking place, the
[RUN] button will turn Orange and the [FTB] button will flash
Red/Green/Red/Green to display that FTB is active. Press the [RUN] button
once more and the system will transition back to the source signal, and the
[FTB] button will turn Green.
Press the Green [FTB] button to cancel the FTB option.

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PANEL SECTION 4.4

The Panel Config function allows the setup of GUI, Control Panel, Macros
and all auxiliary panels.

Press the [PANEL] button on the GUI panel to enter the Panel Config
menu. In this menu up to 1000 user specific panel config files can be saved.

For a full explanation of the Delete, Overwrite, Make Default and Lock
Important Note: buttons please refer to the I/O Config main menu section of this manual.

It is advisable to save each configuration change in the Panel Config menu,


Note
i.e. changes made to the Macros setup or to Panel Prefs setup.

In the Panel Config main menu, make a new panel config file or choose a
pre-saved panel config.
To enter a pre-saved config, scroll up and down the File parameter box to
reach the required file, then press the {Load} button. The selected file will
then be entered into the Current Panel Config attacher box. Pre-saved
config files can also be deleted or over written in this menu.

To make a new config file, press {Save As…}, Panel Config – Save As
menu will now appear.
In the center of the menu screen there is a table, which would show all the
saved Panel Config files. Use the Destination parameter control to scroll
down to an empty row in the table. Next type a name and then a description
into the attacher boxes under the table, press {Save} to save the new file
into the table.
Press [BACK] on the GUI panel to go back into the Panel Config main
menu.

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Preferences

Panel Preferences
The Preferences… menu allows the setup of the Control Panel and on the
GUI preferences.
In the Panel Config main menu, press the {Preferences…} menu link
button to enter the Panel Config – Preferences menu.

The lamp behind the buttons on the control panel has three main states Red,
Green and Orange and backlight to see all the buttons in a darkened work
area.
Red - Current on air output
Green - Next on air output
Orange – Between transitions

The Panel Preferences attacher box show the current configuration of the
panel, each lamp has a default state.
Backlight – On/Off
Red Lamp Brightness – 100.00%
Green Lamp Brightness – 100.00%
Red Lamp Brightness – 100.00%
Use the parameter controls on the right to adjust the preferences as
required.
Background Bus – use the parameter control to step through Normal,
Reversed and Follow Tbar

Panel Mouse Device – use the parameter control to select between Tracker
Ball and Joystick, these can then be used as a mouse to control the cursor
on the GUI.
Numeric Keypad Timeout – use the parameter control to adjust the
numeric keypad timeout in increments of 5 minutes, up to 30 minutes. When
set to 0 the keypad will not timeout.

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GUI Preferences
The GUI Preferences menu allows the setup of the Menu Tracking, ME and
Bus Tracking, Crosspoint Tracking, Screen Saver Timeout and the GUI
Backlight Brightness.

Menu Tracking – Causes the GUI to jump to the menu that controls the
feature that was activated on the panel.
ME & Bus Tracking – causes the GUI delegate to follow any Key or ME
delegates on the panel.
Crosspoint Tracking – causes the menus that are crosspoint oriented to
update their crosspoint selector to track any crosspoint selections on the
panel.
Menu Select Button – This menu allows the user the choice of two styles of
menu navigation.
Top mode, when travelling between different menus using the GUI panel
buttons, each time a menu is entered, the system enter via the ‘Top’ menu,
or front page of that ‘menu tree’.
Last mode the GUI records the last menu the user was in before leaving that
menu tree.

So for example: In Top mode, press the {Timeline} button on the GUI and
then press the {Enables…} menu link button, next press the User Config
button on the GUI. When re-entering the Timeline menu notice that it is the
Timeline main menu page, not the Enables menu.

Screen Saver Timeout - use the parameter control to adjust the Screen
Saver Timeout in minutes, the time is set to 5 minutes as a default, but the
timeout range is from 0 min to 59 min, “0” means that the screen saver has
been deactivated. Once the timeout is active the GUI screen goes black, any
touch of the screen or a button will bring the GUI screen back up. Adjust the
parameters using the parameter controls on the right side of the screen.
The GUI LCD Backlight Brightness is an adjustment for the GUI screen
brightness, set to 100.00% as a default, the brightness ranges from 0 to
100.00%. Adjust the parameters using the parameter controls on the right
side of the screen.

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ME Slave Config
In this menu one bank can be set to control other ME’s by slaving their
actions. This means that in the example above Bank C (in this case ME3)
will determine the button pushes on ME2 & ME1, each button press will
happen on each ME at the same time.

If a one ME panel is connected to a mainframe with more than one ME card,


the user is able to slave the other ME’s to mimic the button presses from the
one ME panel. This means that three outputs could be modified
simultaneously despite only having a one ME panel. It is also possible to
load different button maps onto each of the slaves.

Bus Group – indicates which settings are applied to each ME Bank


Slave ME – For future use
Button Map – For future use

Set Inhibited Master Buttons – allows the user to select buttons that will
NOT cause a button press on the slaved ME’s
Show Banks – highlights which bank is which, as seen in the mnemonic
display.

To use the ME Slave Config function, the {ME Button Link} button on the
Important Note:
control panel has to be turned On

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Macros
Macros can be assigned to any button on the panel (including Aux panels
and some GUI functions). When macros are assigned to the User Function
buttons they can have an associated bitmap. Kahuna’s macros are recorded
in real time; this means that macros record functions behind buttons, rather
than just the button press. This allows simple creation of multi button
operations to complex effects and transitions, Pbus, GPOs, DMEM, and
GMEM loading, clip playing and VDCP.

Macros are saved under Filing System - Projects and the buttons they are
assigned to are saved within the Panel Config. Although the macros
themselves are run and activated in the mainframe the buttons are
associated with the panel.
Once a macro is running if it is run a second time, the macro again will
instantly start from the beginning. Macros are recorded as a sequence of
button presses in real time, which in turn are translated into a sequence of
actions. The delay between these functions (button presses) can be tested
and edited once the recording is completed. Menu operations are not
recorded in the macro but any direct action within menus will be (e.g. a Pbus
trigger).

Please read the full explanation of how to use macros in Chapter 3 of this
manual.

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ME Button Link
In the Panel main menu, press the {ME Button Link…} menu link menu
button to enter the Panel Config – ME Button Linking menu.

In this menu, control over the ME button banks is setup, so that one button
bank can control one or more of the other button banks on the control panel,
or the button banks all work independently. The number of button banks will
obviously depend on which type of control panel was purchased.
The diagram above shows a 4ME panel with four button banks A to D. Bank
A is always the furthest away from the operator.

Parameter Controls
Bus Group – this selects the Master Bus Group (button bank) in the table.
Enable Bank A to D – this selects the master/slave setup of the button
banks. Whichever bank is selected using the Bus Group parameter control,
that bank is set as the master, using the On/Off buttons for a different bank
sets that bank as a slave. This is displayed in the Controlled Bus Groups
column in the table.

Action Buttons
Set Inhibit Master Buttons – this allows the user to configure a number of
crosspoint that will not control their corresponding buttons in any slave Bus
Group. The exception to this are the [SET LIMIT] and [LIMIT] buttons which
can be de-selected when the Set Inhibit Master Buttons is enabled.

Set Inhibit Slave Buttons – this allows the user to configure a number of
crosspoint that will not be controlled by their corresponding buttons in any
master Bus Group.

Pressing either of these buttons puts the panel into a state where all the
lamps go out except for those, which are inhibited. Pressing the crosspoint
buttons will add or remove them from this ‘inhibited’ set.

Show Banks – press this button to display the ME Bank in the mnemonic
displays on the control panel.

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Button Maps
In the Panel main menu, press the {Button Maps…} menu link button to
enter the Panel Config – ME Button Assignment menu.

In this menu, the mapping of the control panel buttons to the system’s
crosspoints can be changed to suit a user’s preference on a bank-by-bank or
ME by ME basis.
The diagram above is the top menu, which shows the Button Maps that are
available in the table at the top, and the ME’s, Banks and Aux panels present
in the Bank or ME Button Maps boxes at the bottom. The way the button
maps are setup will be described a little later in this section.
A Bank Button Map is suitable should the setup of crosspoints and buttons
need to remain constant, irrespective of which ME has been selected on that
bank.
By selecting a ME Button Map the map will track that ME wherever it is
selected on the panel.
A Bank Button Map takes precedence over a ME Map should both be loaded
simultaneously.

Parameter Controls
Bus Group – this selects the ME Bank or Aux panel
Button Map – this selects the button-to-crosspoint map that can be loaded
into the ME, Bank or Aux panel.

Action/Menu Link Buttons


Edit – this is a menu link to the Edit Button Map menu, which is used to edit
the current and/or existing button maps. Select Edit and the Edit Button
Map - menu will allow changes to be made to the current button-to-
crosspoint setup. Alternatively select a button map file to be edited, from the
table, and using the Button Map parameter control then press {Edit} to
enter the Edit Button Map menu.

Delete – this deletes a button map file permanently from the disk.
Load – will load a selected map into a ME or attach it to a ME Bank
Unload – will unload a selected map from a ME or a ME Bank
New – this is a menu link to the Panel Config – Edit Button Map menu,
which is for setting up a new button map.
Show Crosspoints – will change the mnemonic display on the control panel
to show all crosspoint positions.
Using the Bus Group parameter control or by touching the appropriate ME
in the attacher box select appropriate ME, Bank or Aux. When happy with
the selection press the {Load Map} action button and the button map will be
loaded. Press {Unload Map} if a different button map is required.

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Panel Config – Edit Button Map Menu


To enter this menu press the {New} menu link button to setup a new button
map, or {Edit} to edit an existing button map.

In this menu a user specific button map can be created and saved ready to
be mapped to a chosen ME Bank or Aux bus.

Parameter Controls
Button Number – selects the ME bank button number and row in the table.
Crosspoint – use this parameter to change the crosspoint that is associated
with the button on the ME bank.
Shifted Crosspoint – this will change the crosspoint that is associated with
the button on the ME bank when the shift button is pressed.
Shift Key – this sets whether or not the selected button is a shift button for
the bank.
Bus Length – This control should normally be set to the number of buttons
across an ME bank (or Aux bank if that is what is being set up). The value
set here is only used by the ‘Create Bus’ function explained below.

Disable Attacher Parameters


Button Number - selects the ME bank button number and row in the table
(as above).
Disable Normal – will disable the selected crosspoint.
Disable Shifted – will disable the shifted crosspoint.

Action/Menu Link Buttons


Cancel – will cancel the menu and go back to the Button Map Assignment
main menu.
Create Bus – using the current button’s crosspoint and shifted crosspoint,
this function fills in n consecutive buttons, incrementing the crosspoint by
one for each, where n is the Bus Length set above.
Clear To End – this will clear the button map of crosspoints and shifted
crosspoints ready for a new button map to be setup, starting from the current
button and clearing to the bottom of the table.
Show Crosspoint – will display the actual crosspoint number in the
mnemonic display on the control panel, the crosspoints will be displayed in
their “unnamed” form, i.e. XPT1, XPT2, XPT3 etc.
Save – this is a menu link to the Edit Button Map save menu.

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Edit Button Map – Save menu


This is where the user specific button maps are saved, 1000 individual
button maps can be saved in this table.

Select a file number using the Button Map parameter control and enter a
name and description into the attachers below the table, then press the
{save} action button. Only once a Button Map has been saved will it be
available to use in the Button Map Assignment menu.

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Aux Panels
In the Panel main menu, press the {Aux Panels…} menu link menu button
to enter the Panel Config – Aux Panel Setup menu.

Real Aux’s and Internal Aux’s


This menu allows the selection of Aux bus outputs to the Aux panels, 4 per
ME and up to a maximum of 16 with a 4ME Kahuna mainframe can be
controlled. Below is an example of the Aux outputs:
A mainframe with 2ME cards fitted will have 8 Aux Buses
3ME cards will have 12 Aux Buses
4ME cards will have 16 Aux Buses.

There are also Internal Aux Buses “ Virtual” Aux Buses available, which
also depend on the system setup:
A mainframe with 2ME cards fitted will have 56 Int Aux Buses
3ME cards will have 52 Int Aux Buses
4ME cards will have 48 Int Aux Buses.
So as an example, a system with 4ME cards fitted will have 16 Aux Buses
and 48 Int Aux Buses available

Select the Aux panel using the Aux Panel parameter control.
Touch the selected Aux panel (1 to 16) in the Allowed Control of Aux
Buses on the GUI screen, this will cause the Aux panel reference box to turn
Green.
The Aux panel is now selected and ready to use.

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RollCall Logging

This is another way to enter the RollCall Mainframe Logging and Panel
Logging menus that were discussed in full in the Eng Config (Engineering
Config – IP Client Protocols) menu in section 4.2.

This function enables customers to setup IP protocols to enable the use of


the Snell & Wilcox RollCall™ software, to remotely monitor certain aspects
of the Kahuna mainframe and GUI.

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FILING SYSTEM SECTION 4.5

The filing system is as it suggests a menu where all the individual setups,
macros, DMEM/GMEM and stills are stored and can be accessed.
Here the Import and Export of setups, macros, DMEM/GMEM/DVEMEM and
stills are also accessed.

To enter the Filing System menu press [FILING SYS] button on the GUI, the
menu below will appear in the GUI.

All the menus are straightforward and are accessed, updated and deleted in
the same way, with the exception of the Import/Export menu.

Filing System - Projects


Projects should be the first step when setting up Kahuna.

Press the {New Project} button. Notice that a new row has been added to
the projects table. Enter the chosen name into the name attacher box, then
press enter on the USB Keyboard A new project has now been created.
As the user sets up and configures Kahuna and adds macros, stills GMEM
and DMEM’s they are listed in the projects table in the users specific project
as shown above.
To delete a project select a project using the Current Project parameter
control then press {Delete}.

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Filing System - Config


The following explanation is an example of how to use the config menus.
The config menus only give the user the choice of loading, re-naming or
deleting a specific config file.

Select a file, using the File parameter control then choose delete, load or re-
name the file using the USB Keyboard.

{Make Default} action button will make the selected configuration (marked
by a star symbol next to the file number, shown below) into the default for the
Eng Config setup.

The {Lock} action button will lock a selected setup and will not allow that
setup to be changed until unlocked. Select the required setup and press the
{Lock} button, a padlock symbol will then appear in the far-left column. To
unlock, press the {Lock} button once more.

Filing System - GMEM, DMEM, DVEMEM, Macros and Stills


The following explanation is an example of how to use the GMEM, DMEM,
Macros and stills menus. These menus only give the user the choice of
loading, re-naming or deleting a specific file.

Select a project using the Current Project parameter control, then select a
file within the project. There are three options load the file, rename the file or
delete the file.

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Importing / Export menu


This menu is used to import/export Projects, Stills, GMEMs, Macros and
configurations from USB or Zip drive,

For example to import stills, press the {Stills} action button to open the
Filing System – Import Stills menu.

Choose a Project using the parameter controls, then select a new destination
or an existing destination for the Stills to load into.
Select Yes/No on the Allow Overwrite parameter control. Press {Yes} if you
wish any existing Stills to be over written in the Project.
Select {No} and the new Stills will automatically be inserted into the next
available slot.

Note Kahuna can store up to 1000 Stills in its filing system per project.

Press {Search} to find the new Stills, these will now show up in the Stills on
Removable Devices table.
Press {Select} to choose individual Stills, or {Select All} to select all the
Stills.
Press {Import} to load the Stills into the Current Project Stills table.

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PERIPHERALS SECTION 4.6


The Peripherals menu is used to control various external equipment such as
VTR’s, video disks, routers etc.

Press the [PERIPH] button on the GUI to enter the Peripherals main menu.

Tally Control
This menu allows the setup of a Tally serial port that is connected to an
external device.

Serial Port – selects the serial port that is connected to the external
equipment.

Attacher Parameters
For Serial Protocol and IP Server Protocol

Extension Enable - Enable the Snell & Wilcox extension in the protocol.
Full Table Enable - Send every instance of every type of tally message,
otherwise only send relevant message e.g. If the system is a 3ME system
with no DVE, only send information for 3ME if this bit is OFF.

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Video Disk Communications Protocol - VDCP Control


VDCP is a common protocol for video servers. Note that only some
commands (which means also functions) are mandatory; many are optional.
If optional commands are not implemented in the disk server, VDCP Simple
should be selected instead.

A video server is a system that has hard disk storage for video, and one or
more audio/video channel connected to it. A channel on a server can play or
record or both. The number of channels on the server, and what capabilities
they have, are server dependent

Play List
Press the {VDCP Control…} menu link button, this option is used to control
video disk servers. Enter the Playlist menu to build a playlist.

The Play List menu allows the user to access a channel on the server and
build a list of up to 8 clips for back-to-back play out.

Parameter Controls
Port – selects the serial port which is connected to the required server
Channel – selects a channel on the server
Select File – selects a clip by name
Play File – selects a clip on the Play List for editing
Edit In/Out – sets the start or end time code within the selected clip

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Attacher Controls
Configure Channel – enters the required Port and Channel, press the
{Set} action button once the Channel has been selected. Note that if the
channel selected is not available on the server, or the access has been
denied (normally because some other device is currently using this channel),
the Channel will be set to 0 after the button is pressed.

File List – this table displays all available clips on the server by name
Select File - allows the user to rename a clip
Length - displays the duration of the selected clip
Add to Playlist – adds selected clip from the File List to the end of the
Playlist
Delete File – deletes the clip from the server permanently
Refresh File List – refreshes the file list after clips had been deleted or
added.
Play List Table – displays the back-to-back play out list
Name – displays the name of the clip
In Point – displays the play out start position of the selected clip
Out Point – displays play out end position of the selected clip
Play Dur. – displays play out duration of the selected clip
Mark In Point – used to set a play out start point within a clip
Mark Out Point – used to set a play out end point within a clip
Remove – removes the clip from the Play List

Using this menu


Using the Port parameter select the port the Video Disk system is connected
to, this will then be displayed in the Configure Channel attacher, then select
the channel number on the server and press the {Set} button. Any stored
clips will then be displayed in the File List. Using the Select File parameter,
select the required clip. The total length of the clip will be displayed below
the File List table, here the clip can also be re-named or deleted. The
selected clip or clips (up to 8) can then be added to the Play List by pressing
the {Add to Playlist} button. For each clip on the Playlist table, the user can
choose to play a whole clip or just a part of it by setting a play out start
or/and play out end position(s).

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Playout
Select a clip and press {Play > } to start back-to-back play out. The attacher
shows which clip is playing or about to play and its current timecode. While a
clip is playing, Play Rate parameter can be used to change the play speed
and direction.

Play List Table


Name – name of the clip currently playing or about to play
In Point – displays the play out start position of the selected clip
Out Point – displays play out end position of the selected clip
Play Dur. – displays play out duration of the selected clip

Transport Control
Play < / Play > - play a clip backwards and play forwards at standard speed
Slow < / Slow > - play a clip backwards and forwards at slow motion speed
Stop – stop a clip
<< / >> - fast reverse and fast forward
II – pause a clip
Step - / Step + - steps a clip forward and backward by one frame

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Record
This menu will allow video/audio material to be recorded to the video disk
system. The user needs to give the new clip a name and record duration
and then press the Record action button. Note that the new name can not
duplicate any existing ones and all names are case sensitive.

Record Attacher
Capacity –displays the server hard disk capacity
Name –put in the name of the clip that is going to be recorded
Duration – displays the record duration.
TimeCode – displays time code as the clip is being recorded

Transport Control
Record – starts recording
Stop – stops the recording process

Editor Control
This menu allows Kahuna to be controlled by a Sony / GVG Editor using
GVG100 protocol.
Select the serial port which the Editor is connected to using the GVG100
Port parameter. The Current Target ME shows the ME that the Editor is
controlling, if required, select a New Target ME and press Set button.

Select a serial port using the GVG100 Port parameter, then if required select
a new target ME using the New Target ME parameter, or use the current
setting.

Note The Current/New Select ID function is for future use.

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VTR Control
This menu will allow control of VTR’s that are connected to one or more
serial ports which were initially setup using the Port Protocols menu.
The selected device’s output will be displayed on a monitor using one of the
crosspoints, which was also setup during the setup and configuration
process.

Select the device using the VTR Port Parameter, the status of the device will
be displayed in the Status attacher. User the standard controls to Play, Fast
Forward/Rewind or Cue the material on the device.

When in Edit Mode Cue points can be set up, which can be controlled
directly from this menu or can be saved to a button on the panel as a macro.
When selecting Edit Mode the Edit Cue Point will stop and you can manually
adjust the Timecode to reach a particular frame. Pressing Learn will record
that as a Cue point and add it to the list. Turn off Edit Mode until you are
ready to Recall this point.
To Recall a Cue point, select it in the list and press Edit Mode and press
{Recall}. You will notice the VTR will now scroll to that Timecode and wait
for further instruction.
Cue Register will scroll through your list of recorded Cue Points.

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P Bus Setup
This menu allows the control of Peripheral Bus Interface Boxes that can be
connected to the serial ports on the Kahuna mainframe. The P Bus boxes
have various external devices connected to them such as VTRs, cameras
etc.
The P Bus boxes when “daisy chained” allow more than one device to
be controlled through one serial ports on the Kahuna mainframe, this allows
up to 24 P Bus boxes to be controlled.

Parameter Controls
Register – is a store for the setup and position of the P Bus device, 4096
register is available. For example, the start point on a VTR tape can be set
in a register by selecting a register number at a certain point relating to the
time code then pressing the {Learn} button. {Recall} will wind the tape back
to the start point again which relates to the register point.
Trigger Type – this is a selection of devices that are pre loaded on to the
mainframe hard drive with the trigger functions setup ready to use, the
trigger settings for each device are displayed in the Triggers matrix in the
menu. Scroll through this parameter and observe that the triggers will
change for each device selected.
Trigger – selects one of the 16 trigger options in the Triggers matrix
Port – selects the serial port the P Bus device is connected up to

Button Controls
Device Selection - Touch one of the 24 available Device Selection buttons
to control up to 24 .
Learn – will learn an action from an external device and set the action to a
register point
Recall – will recall the “Learned” action to the selected register point
Trigger – the Trigger facility allows the switcher to be used to control various
functions of the connected device such as Play, Stop, Slo-Mo or Reverse
Play.

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Router Control
Menu for controlling a third party router.

Current Router/Salvo Status Parameters


Current Router Status - shows the destination and source status of a
currently selected third party router.
Salvo Status - shows any names associated with router salvos.

Protected – Destination protection status.


Destination – Physical outputs associated with currently selected router
matrix.
Source – Physical inputs associated with currently selected router matrix
Salvo – Scrolls through pre-built router Salvos.
Router Port – Selects available router protocols

Router Control Buttons


Take – Sets a crosspoint
Protect – protects a destination
UnProtect – removes the destination protection
Clear Salvo – clears the currently selected router salvo
Salvo Send – adds a crosspoint to a router salvo
Salvo Take – sets all crosspoints associated with currently selected router
salvo.

Router Control Attacher


Matrix – selects router matrix configuration.
Level - Signal Type (e.g SD/HD Video, Analogue Video, AES etc.)
Output Size – number of physical router outputs.

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Router XY

This menu is the virtual 48x48 XY panel for setting crosspoints on a third
party router.

Router Control Number Pad

This allows the control of a third party router via a number pad.

Router Control Buttons


Take – Sets a crosspoint
Protect – protects a destination
UnProtect – removes the destination protection
Clear Salvo – clears the currently selected router Salvo
Salvo Send – adds a crosspoint to a router Salvo
Salvo Take – sets all crosspoints associated with currently selected router
Salvo

Router Control Attacher


Matrix – selects router matrix configuration.
Level - Signal Type (e.g SD/HD Video, Analogue Video, AES etc.)
Output Size – number of physical router outputs.

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The Physical Connections menu is used to map the physical connections


between the Outputs of a third party router and the Inputs to a Kahuna
Mainframe. It is then possible to retrieve source names from a third party
router for the mnemonic display on a Kahuna panel.

Kahuna Inputs - Physical Kahuna Inputs 1-80.


Router Outputs - Physical outputs of a third party router.
Matrix - Defines which matrix to retrieve source names (Router Control
systems can contain a multiple of Matrix configurations).
Level - Signal Type (e.g SD/HD Video, Analogue Video, AES etc.)
Router Port – the port the Router is physically connected to.

Procedure to show third party router source names on mnemonic display


1. Define the router mapping in the router setup menu. From the serial
protocol menu, configure one port for a router protocol.
2. In the Crosspoint menu select source names and scroll the list for
Inputs 1-80. Select the 'allow router to overwrite' option for the
sources of interest.
3. To show router source names on the mnemonic display, go back to
the crosspoint menu and make sure there is '???' defined in the
Xpt.Name column for the Fill source of interest (Also valid if you
leave the Xpt.Name column blank).

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CHAPTER 2
USING THE CONTROL PANEL SECTION 5

Source Switching Overview


Depending on the type of control panel chosen, Kahuna has the option of up
to four banks of ME source selection buttons and each ME has a number of
crosspoints, also depending on panel type. With the exception of the number
of crosspoints each ME is identical, an example is shown below.

There are four rows of source selection buttons, the lower two being for the
ME background source selection Program and Preset (A/B) and the upper
two for the Key Source selections.

The source selection buttons for each function (program/preset or keys) form
a crosspoint bus which is fundamentally a switching matrix with the incoming
signals forming the vertical parts of the matrix and the bus outputs the
horizontal parts.

A bus button is a matrix crosspoint, when pressed it routes the source to the
Note
bus output.

Kahuna allows any physical video input, any still store, matte or wash to be
mapped to any crosspoint button for a specific ME, i.e. each ME may be
mapped differently. Using a combination of crosspoint and key mapping
specific signal sources can be shared across MEs or restricted to one
particular ME.

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CROSSPOINT CONTROL BUTTONS SECTION 6

At the right-hand end of the column of crosspoint buttons, there are buttons
that select which bus the crosspoints refer to.

3 2

1. ME Selection and Setup (Dynamic Mix Effect Allocation)


To select a required ME use the buttons located bottom right, labeled [ME 1
to ME4]. From here any ME can be allocated, to select an ME from this bank
of buttons, double press the button.

2. Key Channel and Utility Bus Selection


At the top right are six buttons, four to select the Key channel and two which
select the Utility 1 or 2 bus. Of these six buttons, the top row of three affect
the top row of bus buttons situated to their left and the bottom row affect the
second row of bus buttons, i.e., they affect the crosspoint button row that they
are in line with.

3. Display Panel
There is a row of display panels between the key bus and program/preset
bus buttons. This will display information relevant to the source allocated to
each button. These panels provide a display of 20 pixels high by 36 pixels
wide for each column of buttons.

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How to setup Crosspoint Mapping Using the GUI


The crosspoints of each switching bus may be mapped to any source by
entering the Crosspoint Mapping menus on the GUI, an example of which is
shown below.

The crosspoint mapping menus are used not only to map inputs to
crosspoints for each ME but also to name the crosspoints and the inputs and
to design button displays.
The crosspoints of each ME can be mapped to any of the physical inputs or
the internal signals, this is carried out in the Crosspoint Mapping menu, an
example of which is shown below.

The actual mapping section of the Crosspoint Mapping Menu has four
columns as shown above. The left column contains a list of the available
crosspoints, the following three columns are set in the Crosspoint Mapping
menus. The Xpt. Name column is for a crosspoint name that the user can set
using a USB keyboard (this is indicated in the bottom left part of the menu
where a red rectangle is against “Name”). The remaining two columns are
used to set the actual source to be mapped to the selected crosspoint and to
give the source a name.

Selected Crosspoint
On/Off
Name of Crosspoint

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Fill Source / Name


This column is used to set the Fill Source, which is the signal that provides
the fill when selected on a key bus or provides the source for the background
busses.

Key Source / Name


This column selects the Key Source which provides the key (hole cut) signal
when selected on a key bus. It has no effect when selected on a background
bus.

The right-hand side of the menu displays the parameter sets allocated to the
rotary controls/buttons at the side of the display panel. These parameter sets
are indicated by red circles, in the bottom left area of the User Setup –
Crosspoint Mapping menu.

1. The top control selects the Crosspoint Button to be mapped.

2. The second control selects the source, which will be the Fill Source
for the selected crosspoint.

3. The final control selects the source, which will be the Key Source for
the selected crosspoint.

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TRANSITION CONTROL SECTION 7

There is an identical set of transition control buttons for each ME. These
buttons are used to set which layer(s) will be included in the next transition
and what type of transition it will be. The function of each button is described
below.

Key On/Off These four buttons are primarily intended as indicators. Their action is to cut
a Key layer on or off, the affected Key layers are 1 to 4 from left to right. The
lamps within the buttons have three states; Off, Green or Red, these indicate
the following situations:

Off - The Key layer is off.

Green - The Key layer is on but not contributing to the program output.

Red - The Key layer is on and contributing to the program output.


By pressing one of these buttons the following will happen:

Press Off - Cuts layer on.


Press On - Cuts layer off

If part way through a transition, pressing one of buttons removes the layer
Note
from the transition process.

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Transition Control Button Functions

PRIOR Enables a priority transition. Also enables the key control pad to set/indicate
the next priority (normally controls current).

KEY 1 to KEY 4 TRANS These four buttons enable the use of a Key layers’ own transition. (Each Key
layer can have its own Wipe, Mix and /or DVE transition). Any or all of these
buttons can be selected as required. The transition for the selected layer(s)
is started by pressing the Auto button (see below). This facility allows one or
more of the Key layers to be transitioned, using a different transition for each
layer, at the same time as the background transition.

BGND, KEY 1 to 4 These five buttons select the layer(s) for the next transition. Any number may
be active at any one time. Pressing any one of these buttons will clear all
others. Holding one button down and then pressing any others will make all
of those selected active

MIX Selects Mix as the main transition.

Mix User 1 To setup user defined transitions with the Matte generator

Mix User 2 To setup user defined transitions with the Matte generator

WIPE Selects Wipe as the main transition. Also attaches the Assignable Controls
to some associated parameters.

FLIP FLOP Enters or exits transition Flip Flop mode whereby the start and end condition
of the transition swaps for alternate transitions.

REV Reverses the start and end condition of the transition.

BGND 3D DVE 1 & 2 Selects a DVE that will be used in the next transition. Pressing either one of
the buttons will cause the GUI to jump to the DVE Primary Transform
menu.

PVW TRANS Allows the next transition to be previewed on the preview monitor without
affecting the program output.

CUT Cuts the Background B (Preset) source to the Background A (Program)


bus/output causing bus swap (unless non swap mode is selected).

TIME Allows the time for an auto transition to be set from the number pad and the
top rotary control of the assignable controls.

AUTO Starts an automatic pre-timed transition, using whatever transition types and
times have been selected for the layers included in the transition. The
transition time for each layer can be different as can any time offsets.

T-Bar Performs a manual transition using whatever transition types have been
selected for the layers included in the transition.

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Setting Transitions
Independent transitions can be set for the Background and for each of the
four Key Layers.

Displaying
Key 1 is
Live to Air

Background transitions are set using the Transition Control button group and
the Assignable Controls.
Key transitions are set using the Key Control button group and the
Assignable Controls.

Background Transition
Select the type of transition from MIX, CLIP, MATTE MIX and WIPE.
Parameters applicable to the selected transition are automatically assigned to
the Assignable Controls, e.g. if Wipe is selected the Assignable Controls
provide the following controls - Selection of wipe pattern, Wipe edge
softness, Wipe border width and Wipe aspect.
Press the BGND button and the Background will transition using the selected
transition and parameters when either the T-bar is moved or the AUT0 button
is pressed.

Key Transition
Select the Key for which the transition is to be set using the bottom row of
buttons in the Key Control group.
Select the type of transition from MIX, CLIP, MATTE MIX and WIPE.
Parameters applicable to the selected transition are automatically assigned to
the Assignable Controls, e.g., if MATTE MIX is selected the Assignable
Controls provide Hue, Luma and Sat settings for the Matte.
Set the layer priority with the Layer Up & Layer Down buttons.
Press the appropriate Key button and the associated Key Trans button in
Transition Control. The Key will now transition with the T-bar or Auto button.

Note The Key(s) will be transitioned simultaneously with the Background.

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User Function Buttons

There is an identical set of User Function buttons for each ME on the control
panel.
The buttons are used to control macro functions assigned to them, they have
a back lit liquid crystal display which is driven by the macro bitmap designer.
The buttons can have a graphic display, which can be chosen from a library
of designs, or a manually drawn to the users own preferences. Text can be
entered into the button display using a USB keyboard.
Typical macro examples of the User Function buttons are to control external
devices such as VTR machines, through the peripheral protocol ports.

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Key Control
There is an identical set of Key Control buttons for each ME. These buttons
are used to set parameters for the four Key layers. The function of each
button is described below.

Displaying
Key 1 is
Live to Air

Key Control Function Buttons

LED Bars These bar displays indicate the priority levels of the Key channels, where the
top bar is highest priority.

FULL The fill is a full layer over the background hiding it completely.

LIN Linear Key (a pre-cut key)

LUMA Luminance Key (no pre-keying has been applied to the fill)

CHROM Chroma Key

INV Inverts the keying signal

MATTE FILL Sets Matte for the selected Key layer as that layers fill

COUPLED KEY Sets the Key source as that selected on the bus crosspoint

SPLIT KEY Allows the fill and cut signals to be separated. The fill signal is selected as
normal. To split the cut signal, press this button and select the cut signal on
the Key crosspoint bus. With this button pressed the bus displays the cut
source and with it released the fill source is displayed.

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SELF KEY Sets the Key cut source as that selected on the Key crosspoint bus, i.e., a
Luma self Key.

RE-SIZE Selects the re-size –X, -Y position of the zoom and effects.

LAYER UP Moves the priority of the currently selected Key up one layer, this will be
indicated in the Key Priority bar graph, changes “next” priority if ‘Prior’ trans
is on.

BORDER Selects the key border facility

BUS COLOR Selects the color effects facility

MASK Selects the Key Mask facility

3D DVE1 Selects the Key 3D DVE option

LAYER DOWN Moves the priority of the currently selected Key down one layer, this will be
indicated in the Key Priority bar graph

TIME Attaches the Number Pad to the Key layer Transition Time. The Assignable
Controls are also attached to the Transition Time and Offset. The offset is
relative to the Main Transition Time.

FLIP FLOP Enters (or exits) Key transition Flip Flop mode whereby the start and end
condition of the transition swaps for alternate transitions.

REV Reverses the Key transition

3D DVE2 Selects the Key 3D DVE option

MIX Selects Mix as the Key transition

CLIP Allows the key transition to be associated with a selected clip. The clip
position is determined by the Transition Time.

MATTE MIX Selects Matte mix as the Key transition

WIPE Selects Wipe as the Key transition

PVW KEY Previews the Key and Fill

KEY1 to 4 Selects the Key layer that will be affected by the Key Control buttons

PVW AUTO Previews the Key Layer transition

Control Panel Set-up The control panel set-up is saved in files called DMEMs or GMEMs, these
can also be saved for future use or for transfer to another system.
The specific set-up for a particular ME saved are controlled by the ME
Enables buttons for that ME.

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Assignable Controls
There is a set of assignable controls for each ME on the control panel.

The four rotary controls each have an associated button with a built in
display. These controls are automatically attached to functions when certain
facilities are switched on, such as a keyer or color corrector. The buttons act
as a display for the control pairs as well as performing snap to value on
single press, normalize on double press or attach to number pad on press
and hold. The controls will automatically detach when the function they were
attached to is switched off or another assigned function is selected.
The buttons have a slightly different mode of operation when attached to
Snap-Shot and Timeline enables. Each button displays and toggles the state
of a sub enable. All rotary controls scroll the list of sub enables through the
buttons.

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Assigned Functions

The functions listed below are functions that are controlled by the Assignable
Control LDC buttons and rotary controls.

Key Controls

FULL Full Opacity


LIN Lin Lift, Gain, Opacity. Invert On/Off
LUMA Luma Lift, Gain, Opacity. Invert On/Off
CHROM Chroma Hue, Chroma Luma, Key Angle, Chroma Angle
MATTE FILL Matte Fill, Hue, Luma, Sat, Matte Select (source)
RE-SIZE H Posn, V Posn, H Size, V Size
BUS COLOR Col Fx, Red Gain, Green Gain, Blue Gain, Chroma
MASK Top, Bottom, Left, Right
TIME Transition Time, Transition Offset
MATTE MIX Hue, Luma, Sat
WIPE Wipe Softness, Border Width, Wipe Aspect

Transition Control

MIX USER2 Hue, Luma, Sat


WIPE Wipe Pattern, Softness, Border Width, Aspect
TIME (LCD button) Time Transition Time

ME Enables

SS KEY 1 to 4 Xpt, Mixer, Col Eff, Keyer


SS BKGD Xpt A, Xpt B, Mixer, Col Eff
TL KEY 1 to 4 Xpt, Mixer, Col Eff, Keyer
TL BKGD Xpt A, Xpt B, Mixer, Col Eff

The buttons toggle the applicable sub-enables On/Off.


Note
Any rotary control will scroll the sub-enables through the buttons.

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ME Enables
The diagram below shows the layout of the buttons which control the Save
Enables and Sub-Enables for the Snap-Shots and/or Timelines. There are
independent Enables and Sub-Enables for Snap-Shot and for Timelines.
Both can be set together by pressing the Snap-Shot and Timeline buttons
simultaneously, however in this case access to the Sub-Enables is not
allowed.

1 & 2. KEY 1 to 4 and BGND


Toggles the Enable for the appropriate layer. The assignable controls will be
attached to the Sub-Enables for the selected layer. The indicator is green
when all Sub-Enables are on, yellow when only some are on and off when no
Sub-Enables are set.

4 5

3. SOURCE
Prevents or allows the control of source selection. Each layer also has a Sub-
Enable. To achieve source selection control both the Sub-Enable and this
(Source) button have to be on.
4. SNAP-SHOT
When a DMEM is saved and this is enabled, the current state of the ME will
be recorded.
5. TIME-LINE
When a DMEM is saved and this is on, the current enabled sections of the
ME’s timelines will be recorded.

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Number Pad
The number pad on the Kahuna control panel, shown below, is used for the
direct loading and saving of Stores, DMEM’s and GMEM’s. The display
defaults to showing the last DMEM/GMEM loaded on each ME.

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DMEM AND GMEM SECTION 8

DMEM / GMEM Overview


The number pad on the Kahuna control panel, shown below, is used for the
direct loading and saving of Stores, DMEM’s and GMEM’s. The display
defaults to showing the last DMEM/GMEM loaded on each ME.

DMEMs
A DMEM saves set-up information related to a single ME and does not save
Stills or Clips.
Bus Set-up for each Bus (Crosspoints, Keyer, By Bus/Source Flags, Mixer
Setup, Super, Wipe, Mix, Independent Transition usage, Layer on/off)
Color Effects
Mask, Crop, Border, 2D/3D DVE
Key Layer Priorities
Main Transition set-up

GMEMs
A GMEM saves set-up information relating to multiple MEs plus Stills and
Clips. GMEMs may be saved as Hard saves or Soft saves.
Up to four DMEMS (one per ME)
Up to 12 Stills and 4 Clips

Practical Differences
To change a Still/Clip used in a hard GMEM the whole GMEM has to be
saved again with the new Still/Clip loaded.
To change a Still/Clip in a soft GMEM all that is required is to change the
Still/Clip where it is stored in the system.
Note:
The rest of the GMEM is not changed, the Soft GMEM is also much smaller
in physical size and quicker to load.

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DMEM / GMEM and Store Save and Load Using the Number Pad

DMEM Save
To save a DMEM, first type in the Project Number (optional) followed by a [.]
(dot) and then enter the DMEM memory number.

When in a Project, the number pad will automatically assume that that is the
Project to work with.

If a Project Number is not typed in, omit the (dot) as well. The DMEM will
then be saved to the selected Project.
The maximum number Projects and DMEM’s are 999, if a 3 digit DMEM
memory number is typed in, the display will instantly show the Project
number and memory number.
Pressing [+] symbol will increment the DMEM number and pressing [–]
symbol will decrement the DMEM number. Pressing [DELETE] will delete the
last number entered.
Once a memory number has been selected you need to select which ME you
want to save the state from, e.g. pressing ME3 will select the and save data
from ME3 (when selected the button will turn Orange). If a second button is
pressed ME, then multiple ME’s will be selected, which can then only be
saved as a GMEM.
To deselect an ME, press that ME again and then another can be selected.

Note Pressing [CANCEL] will cancel the entire operation.


Next press the [SAVE] button. The task bar will then briefly show “Saved
OK”. If the file already exists, a prompt will ask to overwrite the file. If either
[SAVE] or [ENTER] is pressed a second time, the existing file will be
overwritten.

GMEM Save
A GMEM can contain DMEMS as well as Stores or be a complete SnapShot
of the entire system.
Next save a DMEM as described in the previous section.
You can now select which ME’s and Stores you want to save within the
GMEM. To save all stores and ME’s press [*]. To individually select ME’s
press the ME number required e.g. ME1, ME3, these selected ME’s will go
Orange.
To add CLIP STORES or Still STORES press either [STILL- STORE] or
[CLIP- STORE] followed by the number of the store required. This process
may be repeated for all the stores that wish to be saved in the GMEM.
To delete a store follow the same process as if adding a store, but after
entering the number of the selected store press [DELETE].
[Cancel] will cancel the entire operation.
You now have the option to save as a Hard or Soft GMEM.
Hard - will store all the stores and ME data in a single file Complete
Snapshot.
Soft GMEM - will save pointers to the DMEM files and Stores. The
advantage with a Soft GMEM is if you modify a DMEM or STORE all soft
GMEMS will reference the new version.
To save the GMEM press [GMEM SAVE]. If the file already exists you will be
prompted to overwrite it.
If either [SAVE] or [ENTER] is pressed a second time, the existing file will be
overwritten.

Hard GMEMs
In a hard GMEM the actual Stills or Clips are saved as part of the GMEM.

Soft GMEMs
In a soft GMEM, instead of saving the actual Still and Clip files, the GMEM
saves a reference to the applicable Still and Clip stores.

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Store Save in a DMEM


To save a Store, first type in the Project Number (optional) followed by a [.]
(dot) and then enter the DMEM memory number.
If a Project Number is not typed in, omit the (dot) as well. The Store will then
be saved to the current Project.
The maximum number Projects and Stores are 1000, if a 3 digit Store
memory number is typed in, the display will instantly show the Project
number and memory number.
Pressing [+] symbol will increment the Store number and pressing [–] symbol
will decrement the Store number. Pressing [DELETE] will delete the last
number entered.
Now press either [STILL- STORE] or [CLIP- STORE] followed by the store
you want to save then [ENTER]. Press [SAVE] and the store will be saved.

Use the [ / ] key on the number pad to save stills/clips in groups e.g. numbers
1-5 or 10-13. There is also the ability to type in the project number, then
press the [.] button and then press the [.] button again and the still/clip will
automatically be stored to the next available free Memory.
Stills and Clips can also be stored to the next available store after Memory 10
for ex, by typing Project Number [.]10[.] Save.
The maximum number of Projects are 100 and the maximum number of
Stores are 1000 per Project.
By pressing [+] button will increment the DESTINATION and [-] decrement
the DESTINATION.

DMEM and GMEM Load

Type in the DMEM or GMEM project number (optional) and memory number
required. e.g. 2.123 will select Project 2 memory 123 then press the ME 1 to
ME4 button to nominate the ME.

If a GMEM and/or a DMEM exist with this number then the LOAD switch will
light to load a DMEM, and a GMEM LOAD switch will light for a GMEM.

Once loaded the display will show the currently loaded DMEMs.

Store Load
To load a still store direct from the number pad type in the project (optional)
and the number of the still/clip you want to load. Then press STORE then the
number of the store you want to load to. Then press LOAD.
e.g. 2.123 STORE 4 LOAD This will load Store 4 with Still/Clip 123 from
Project 2.

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DMEM/GMEM Enables

The Numeric Keypad can also be used to enter the DMEM/GMEM Enables
menus, this function is used to save different Enables setups for ME Enables,
DVE Enables, Config Enables and Stores Configurations.

To enter the DMEM/GMEM Enables menus, enter a number on the numeric


keypad (shown in the keypad display as a project) then press the {I/O
CCONFIG} numeric keypad button and the following menu will appear.

In this menu individual Enables and Stores can be selected and saved as a
DMEM/GMEM

This menu will enable or disable the ME Enable buttons on the control panel,
Timeline/DVE Enable and some features that work on Key and Background
layers.
The parameters on the right will turn ON or Off the Enable functions, or use
the touch buttons in the columns to enable or disable certain features on a
Key or Background
The Enable indicator will light Green when all functions are enabled and
Orange to suggest that one or more are not in the default state. The factory
default state is ALL functions enabled.

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Timeline Function Buttons

EDIT ENABLE Enables the timeline function buttons. The ME Enable [TIME LINE] button
must be enabled (Green) and at least one of the Keys or the Source/BGND
buttons selected before the Edit Enable function will work.

AUTO RUN Allows the timeline to auto run at certain point in the keyframe.

PAUSE KF Adds a pause to the keyframe in a timeline.

TOTAL TIME Displays the total time a timeline runs for in the numeric keypad display.

TRANS KF Allows a transition on a Key or Background to be inserted into a timeline.

INSERT Inserts a keyframe to the left of the current keyframe.

INSERT MODIFY Starts a timeline with an initial keyframe or allows an existing keyframe to be
modified.

INSERT Inserts a keyframe to the right of the current keyframe.

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RIPPLE MODIFY Inserts an action on a keyframe and/or previous and subsequent keyframes.

DEL Deletes one keyframe at a time.

PREV KF Moves the timeline cursor back to the previous keyframe.

SNAP Snaps the triangle cursor to the nearest keyframe.

NEXT KF Moves the timeline cursor to the next keyframe.

GOTO TIME Allows the selection of a specific point in ‘time’ in the timeframe, using the
numeric keypad. If the FTB function is selected, GOTO TIME will also turn
the FTB function OFF.

DVE1 SNAPSHOT When a DVE MEM for DVE1 is saved and this is enabled, the current state
of the DVE setup will be recorded.

DVE1 TIMELINE When a DVE MEM for DVE1 is saved and this is on, the current enabled
sections of the DVE’s timelines will be recorded.

DVE2 SNAPSHOT When a DVE MEM for DVE2 is saved and this is enabled, the current state
of the DVE setup will be recorded.

DVE2 TIMELINE When a DVE MEM for DVE1 is saved and this is on, the current enabled
sections of the DVE’s timelines will be recorded.

DELETE ALL Deletes all timelines currently being used.


Press once and the button goes from Green to Red (Red for 2 seconds).
Press again within the 2 second time frame and all timelines will be deleted.

TL ENABLE Timeline enable allows the timeline to run.

FTB Enables a Fade to Black (FTB).


The button will alternate Red/Green/Red/Green if part way through FTB and
FTB function is selected.
The button will alternate Red/blank/Red/blank if part way through FTB and
FTB function is deselected.

GOTO START Will re-start the timeline at any point in the timeline run time.

STOP NEXT KF Will stop at the next keyframe in the timeline. If the FTB function is selected,
STOP NEXT KF will also cut to Black.

FLIP FLOP Will make the timeline or timelines run forwards then backwards on the next
run request.

REV Makes the timeline or timelines run in reverse

RUN Runs the current timeline or timelines. If the FTB function is


selected, RUN will enable FTB.

Please see Chapter 3, section 14 Timelines for a full explanation of timeline


Note
setup and operation.

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Panel Control
This selection of buttons inhibits or allows certain functions on the control
panel.

Button Controls
MOUSE – Displays a mouse pointer on the GUI screen, the pointer can be
controlled either by the trackerball or joystick.
ME LOCK 1 to 4 – This is a future option.
HOLD INPUTS – When on, prevents a DMEM or GMEM load from altering
any of the current crosspoint selections, when enabled the button will light up
Red.
OVERIDE ENABLES – To load only a subset of a DMEM or GMEM, select
the required parts using the ME Enables and turn this function On before
loading the DMEM or GMEM
ME BUTTON LINK – Enables (when ON) the ME Button linking option. This
option is in the Panel Setup – ME Button Linking menu.
LIVE MODE – Inhibits the use of selected buttons, the function toggles
(Green) On and (unlit) Off, which determines whether the inhibits are active.
To setup Live Mode, press and hold the button (the button will go Orange), all
the button back-lights will go out on the control panel, GUI and any Aux
panels connected, press the required buttons to inhibit their function (the
inhibited buttons will turn Red).
Finally press the [LIVE MODE] button once again to use the system. To
remove the button inhibits, go through the same process and press the
inhibited buttons to unlock them.

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AUX PANEL SETUP SECTION 9

Kahuna has 4 AUX outputs per ME. Therefore in a 4ME system there are 16
AUX outputs.

In a 4ME system, the source control for the AUX outputs is from the
dedicated AUX control panel. In the 2 and 3ME systems this is built into the
main panel. Also, control of the AUX can be exercised using up to 16 1RU
AUX control panels.

Master Aux Panel


1 2 3

1. Aux output selection, 4 outputs per ME.


2. ME output selection, 4 outputs per ME.
3. Store selection, 4 stores per ME.
4. Crosspoint selection, 94 crosspoints selectable using the shift
button.

Remote Aux Panel


1

1. Aux output selection, one Aux output selectable per remote Aux
panel.

The GUI can have up to 16 1RU remote Aux panels connected to it.
These are ‘daisy chained’ with RJ45 connectors, typically, each panel can be
set to control one AUX output.

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Aux Panel Control


In the Panel main menu, press the {Aux Panels…} menu link menu button to
enter the Panel Config – Aux Panel Setup menu.

This menu allows the selection of Aux bus outputs to the Aux panels, 4 per
ME and up to a maximum of 16 with a 4ME Kahuna mainframe can be
controlled.
Select the Aux panel using the Aux Panel parameter control.
Touch the selected Aux panel (1 to 16) in the Allowed Control of Aux
Buses on the GUI screen, this will cause the Aux panel reference box to turn
Green.
The Aux panel is now selected and ready to use.

Aux Panel Setup


The AUX outputs can be set up from the menus on the GUI. Press the
[USER CONFIG] button to enter the main User Config Menu, then press the
{Aux Bus Setup…} menu link button.

The main functions that can be setup are, sources for each Aux and the color
correction applied to each Aux output.

In this menu, the exact setup for each individual Aux Bus output can be
adjusted. The center of the menu screen, shows a table which contains the
Aux Bus output details. The attacher boxes at the bottom of the screen
contain the individual parameters.

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AUX Bus – this displays the available Aux Buses, which depend on the
system setup:
A mainframe with 2ME cards fitted will have 8 Aux Buses
3ME cards will have 12 Aux Buses
4ME cards will have 16 Aux Buses.
There are also Internal Aux Buses “ Virtual” Aux Buses available, which
also depend on the system setup:
A mainframe with 2ME cards fitted will have 56 Int Aux Buses
3ME cards will have 52 Int Aux Buses
4ME cards will have 48 Int Aux Buses.
So as an example, a system with 4ME cards fitted will have 16 Aux Buses
and 48 Int Aux Buses available.
Crosspoint – crosspoint selection
Source. Name – name of the Fill source for the selected crosspoint.
Lock – crosspoint lock On/Off.
O/P Ccr – output color correction On/Off
Ancill – enables the Ancillary Mapping option
Tally Now and Tally Next - allows the user to Tally the sources selected on
an Aux bus.
For example, If Aux1 has source 3 selected and has Tally Next ON this
source would be tallied as “NEXT” in both the serial Tally and the GPO Tally
(ENG/GPO). Aux’s can also be tallied using GPI’s. An example of this would
be an Aux output feeding an external DVE. The DVE would feed back a GPI
to indicate that source was currently active. This would then feed through the
Kahuna Tally system as required.

Use the parameter controls to select the AUX output required and then the
crosspoint for that AUX output.

Note Please see chapter ‘3’ Colour Correction for a full explanation of Aux colour
correction.

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CHAPTER 3 FEATURE EXPLANATIONS

This chapter of the manual describes the remaining operational functions in


detail. The description will mainly follow button sequence that run down the
left side of the GUI.
The exception being the Peripherals, SD/HD Format Fusion and Video
Timing (reference information) sections.

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COLOR CORRECTION SECTION 10

This section deals with Kahuna colour correction functions and will cover
input color correction, bus color effects, output color correction and the setup
of mattes and washes.
Kahuna has two types of color correction, Input Color Correction, which
applies adjustment to single source regardless of which Bus it is selected on.
Bus Color Correction, which applies adjustment to a whole bus, so that all
sources receive the same amount of adjustment.

All the functions mentioned above are accessed via the GUI using the
Source menu buttons as shown left, outlined in Red.

Input Color Correction

YUV Menu
Press the [INPUT COLOR] menu button on the GUI panel to enter the
{YUV…} I/O Config - Input Color menu.
Looking at the menu title bar, the selected input source for the selected ME
and background or Key layer can be confirmed.

Touch the Main attacher box to enable the options, notice that a new set of
parameter controls appear on the right side of the screen, as shown below.
The parameters can then be turned on or off by touching the parameters or
rotating the individual rotary controls.

Once a source has been color corrected in any way, make sure that the
Note Source Correction option remains turned ON, if it is turned off the source
will revert back to its original color configuration.

Crosspoint – the selected crosspoint that the color correction is applied to.
Source Correction – On/Off. This will enable color correction for the current
source.
YUV – On/Off. This will allow YUV adjustment.
RGB – On/Off. This will enable the RGB control.
Bleed – On/Off. This will enable the Bleed control.

With the exception of the crosspoint selection, all the above functions can be
turned On/Off using the parameter controls on the right side of the menu
screen.

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YUV Menu - continued


Touch the YUV Control on screen menu to enable the YUV options,
The active circle symbols will turn Red, notice that a new set of parameters
appear on the right side of the menu screen.
By changing the parameters, the brightness, contrast and saturation can be
adjusted, as each of the above are adjusted notice that the parameters in the
YUV Control menu turn Orange and the percentage of adjustment is shown.

In the center of the GUI screen is the Presets menu, by pressing one of the
option buttons, the source signal will turn B & W (black and white), Sepia,
Linear or Inverse. These are preset values for a quick adjustment of the
source signal, to produce some best effects.

B & W – sets the chroma saturation to zero removing the chroma content,
making the signal black and white.
Sepia - sets the chroma saturation to zero removing the chroma content,
then adds positive portions of Red and Green and a negative portion of Blue
to make-up a sepia appearance.
Linear – Removes any non-linear elements to the RGB signal. It acts like a
reset control, which returns the settings to normal.
Inverse – Inverts the video signal making the picture a negative of its correct
colors.

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RGB Menu
Press the {RGB…} menu link button to enter the I/O Config - Input Color -
RGB menu.
Make sure the Source Correction is turned ON, top left of the screen menu,
if it is off, adjusting any of the settings in this menu will have no effect on the
source signal.

The initial menu is set to a default attacher condition, which shows all five
Master adjustment parameters highlighted by the Red active circles. This will
give an adjustment of Master Lift, Gamma, Gain, S-Gain and S-Center.
These adjustments will alter all three elements of the RGB signal at the
same time.
When one of the master parameters is altered, notice that the RGB curve
profile changes in the graph situated center of the menu.

Note To return to the default attacher condition, touch the title bar.

Touch one of the attachers on the left to enable the individual options. When
one of the menus become active the rotary parameter controls on the right
side of the screen will change to reflect the adjustable parameters in the
selected menu box.

When one of the attachers become active, the Red portion of the RGB signal
can be selected and altered, the same applies for the Blue and the Green
signals.

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Bleed Menu Color bleed is a situation where a single color will over power the other
colors in the RGB signal. By using the bleed function the stronger color can
be softened to make the color output more natural, or adjust to suit a specific
need.

Again make sure the Source Correction is turned on.


The initial menu has a default state where a single adjustment for each
parameter menu is active; this will allow the adjustment of the main RGB
bleed parameters.
Touch one of the attacher to enable all the options in that menu, this will
allow a detailed adjustment for each of the R, G and B bleed settings. The
adjustments are measured on a –100 to a +100 percentage scale. Each
parameter menu will adjust a single color, i.e. red into red, green into red and
blue into red. These changes are also reflected graphically in the RGB bar
graphs above the parameter sets.

Bus Colour

Press the [BUS COLOR] menu button on the GUI panel to enter the
{YUV…} Bus Color Effects menu.
Looking at the menu title bar, the selected input source, the selected ME and
the background or Key layer can be confirmed.

This function is basically exactly the same as the Input Color Correction
menu but instead of color correcting a single source, it will color correct
every source that is on that bus, rather than every bus that is using that
particular source.

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I/O Config - Output Color


Press the [O/P COLOR] menu button on the GUI panel to enter the I/O
Config – Output Color menu.

This menu will allow color correction to be switched on or off for each
individual ME output or Auxiliary bus output. By default when this menu is
entered, the attacher name boxes for the ME Output and Aux Bus at the
bottom of the menu screen are highlighted by the Red active circles.
Select the individual ME/Aux output using the rotary controls on the right side
of the menu screen and adjust as necessary.

ME Color Correction - Settings


The {Settings…} menu link button will enable the YUV, RGB and Bleed
menu, which is identical to the input Source Color menu as described in the
previous section.
This function is basically exactly the same as the Input Color Correction
menu but instead of color correcting a single source, it will color correct each
ME output. The number of ME outputs will depend on the system purchased.

Legalizer The only difference with the ME output menu is the Legalizer menu.
This menu will limit the peak white level in a digital video signal and allow an
extra portion of black to be added below black level, also known as “Super
White” and “Super Black”.

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ME Color Correction – ME Outputs

Note The section below is a brief description of the ME Output menu function and
layout, the only menu that concerns the color correction setup is on the
{Page 2…} menu link, which will indicate if the color corrector is turned
On/Off for a particular ME or ME output.

Pressing the {ME Outputs} menu link button will enable the Engineering
Config – ME Output Setup menu.

In this menu the exact setup for each individual ME output can be adjusted.
The attacher boxes at the bottom of the screen contain the individual
parameters for each ME output.
Here select the individual ME output (the number of ME outputs will depend
on the system configuration).

{Page 1…} options


Output- This gives the physical name of the ME output e.g. ME3 Op2 is
output two on ME 3.
NAME – This give the User assigned name for the
ME output.
Pvw- This sets this output to be a Preview for the ME output you select.
Previews can be re-entered but there will be no tally. Once you have
selected this option all options to the right of this will have no effect.
KEY – This sets this output to be a Key Only for the output selected. Once
you have selected this option all options to the right of this will have no
effect. It is normal in this case that the background for the output you want
this to be the Key for is set to Black.
E.g. OP2 in this row would set this output to be the Key for output 2 of this
ME.
On Air – Sets the output to go to an on air signal or the output to go to a GPI
output (GPI 1 to GPI 256)
BGND - This sets up what which bus/buses are used as the background.
Black= Background will always be black
A/B = The main A and B buses will be used as the backgrounds in
transitions.
A= Just background A will be used and the background will not
transition
B= Just background B will be used and the background will not
transition
U1/U2 = Utility Bus 1 and Utility Bus 2 will be used as the
background and transition with the selected background transition or
this output. Util1 and Util 2 crosspoints can be selected on the main
panel.

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U1 = Just Utility Bus 1 will be used and the background will not
transition

U2 = Just Utility Bus 2 will be used and the background will not
transition
U3 = Just Utility Bus 3 will be used and the background will not
transition
U4 = Just Utility Bus 4 will be used and the background will not
transition

Key1 to Key4 - These columns determine what Keys will appear on the ME
output.
Off = This Key will NOT appear on this output
PGM = The Key is available on this output as determined by the
Transition status on the main panel
On = The Key will always be present on this output. The main
Transition will NOT be able to remove it.

Press the menu button {Page 2…} menu link to enter the second ME Output
Setup menu.

Ccr- This indicates whether the output color correction is active.


ON= Output Color Correction is active.
OFF = Output Color correction in-active
Ovr- This allows the overlay store to be used on this output. NB the overlay
store will not appear when this output is viewed as a re-entry or on an AUX
output. To set up the overlay store you need to go to overlay set up in
Engineering.

FTB = Fade to black on a transition

Touch one of the attacher boxes at the bottom of the screen to enable the
options and the active circle symbols will turn Red. All the parameters are
adjusted using the parameter controls down the right side of the menu.

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Aux Color Correction – Settings


The {Settings…} menu link button will enable the YUV, RGB and Bleed
menu. This function is basically exactly the same as the Input Color
Correction menu but instead of color correcting a single source, it will color
correct each Aux output.

Legalizer The only difference with the Aux – Main/YUV output menu is the Legalizer
menu.
This menu will limit the peak white level in a digital video signal and allow an
extra portion of black to be added below black level, also known as “Super
White” and “Super Black”.

Aux Color Correction – Aux Setup


Press the {Aux Setup…} menu link button to enter the User Config – Aux
Setup menu.

In this menu, the exact setup for each individual Aux Bus output can be
adjusted. The center of the menu shows a table, which contains the Aux Bus
output details. The attacher boxes at the bottom of the screen contain the
individual parameters.
AUX Bus – this displays the available Aux Buses, which depend on the
system setup:
A mainframe with 2ME cards fitted will have 8 Aux Buses
3ME cards will have 12 Aux Buses
4ME cards will have 16 Aux Buses.
There are also Internal Aux Buses “ Virtual” Aux Buses available, which
also depend on the system setup:
A mainframe with 2ME cards fitted will have 56 Int Aux Buses
3ME cards will have 52 Int Aux Buses
4ME cards will have 48 Int Aux Buses.

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Aux Color Correction – Aux Setup - continued


So as an example, a system with 4ME cards fitted will have 16 Aux Buses
and 48 Int Aux Buses available.
Crosspoint – crosspoint selection
Source Name – name of the Fill source for the selected crosspoint.
Lock – crosspoint lock On/Off.
O/P Ccr – output color correction On/Off
Ancill – enables the Ancillary Mapping option
Tally Now and Tally Next - allows the user to Tally the sources selected on
an Aux bus.

For example, If Aux1 has source 3 selected and has Tally Next ON this
source would be tallied as “NEXT” in both the serial Tally and the GPO Tally
(ENG/GPO). Aux’s can also be tallied using GPI’s. An example of this would
be an Aux output feeding an external DVE. The DVE would feed back a GPI
to indicate that source was currently active. This would then feed through the
Kahuna Tally system as required.

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Mattes and Washes


Mattes & Washes are used as a background, a Fill or a border, they can be
set on any crosspoint the in the same way as a Source Input, Store, Key
border or a Wipe border.

Press the [MATT WASH] menu button on the GUI panel to enter the User
Config – All Mattes menu.

There are a total of 16 mattes that can be setup and used as a source.
Select the Matte color from the menu palette. To adjust the color, touch the
selected matte on the menu screen and three parameter boxes will appear.
Adjustment of Hue, Luma and Saturation is made using the rotary controls,
or notice that there are Red triangles in the parameter boxes denoting that
adjustment can be made using the tracker ball or the joystick.

If required press the menu buttons {Mattes 1 – 8…} or {Mattes 9 – 16…}


menu links depending on the selected color and a new menu will appear.

Touch the color square of the matte originally selected and again three
parameter boxes will appear. This will also allow adjustment of the Hue,
Luma and Saturation. When satisfied with the Matte color, a name can be
applied to the Matte, using the USB Keyboard.
If a new name has been given to the matte, keep the number of characters in
the name down to 8 (e.g. 4+4) and the Matte will be displayed in the
mnemonic on the control panel, if added into the crosspoint as a source.

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Wash Generator
Wash function will allow a matte to fade from one color to another color as a
background or Fill. The Wash can be used in the same way as a Matte, as a
Source Input, Store, Key border or a Wipe border. It is a mix of colors
instead of a single solid color and will fade from one color into another in a
specified direction.

Note There are only two Wash effects available. The Wash can be given a unique
name by pressing the [ENG CONFIG] GUI button, then pressing the
{Source Names} menu.
Select a wash from the Source Parameter box (there are 2 washes available
per ME), then enter the new name into the Name parameter box below the
Source Naming table.

If a new name has been given to the Wash, keep the number of characters
in the name down to 8 (e.g. 4+4) and the Wash will be displayed in the
mnemonic on the control panel, if added into the crosspoint as a source.

Press the {Wash…} menu link button to enter the User Config – Wash
Generator menu.

The above diagram (left) shows a possible Wash from a mix of colors. When
a Wash is setup, the four corners can be set as different colors the resulting
effect will be all the colors will wash into each other to give an overall mix of
color.

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Wash Generator - continued


Touch the Choose Wash attacher box, then using the parameter controls
top right, select an available wash.
Next select a Matte color for each Wash Corner individually using the Matte
attacher on the right.
If Local Matte is selected then all the Wash Corner color boxes will have
the option to adjust the Hue, Luma and Saturation for that Wash Corner,
using a new set of parameter menus.
Touch one of the Wash Corner colors and adjust as required.

If Matte 1 to 16 is selected then the Matte color is preset and can only be
adjusted in the Matte menu option as described in the previous section.

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STORES SECTION 11

Stores Overview
The stores function is used to setup and manipulate Stills and Clips loaded
into the Kahuna mainframe. The Stills can be used as a Key or Fill and Clips
used in effects such as a spinning logo or a clip transition.

Importing Stores
To import Stills into the Stores memory on the mainframe, make sure that a
USB memory flash drive or a Zip disk is inserted into the GUI.
Press the [Filing Sys] menu button to bring up the main menu.
Next press the {Import/Export} action button, this menu is used to
import/export Projects, Stills, GMEMs, Macros and configurations from USB
or Zip drive, press the {Stills} action button to open the Filing System –
Import Stills menu.

Choose a Project using the parameter controls, then select a new destination
or an existing destination for the Stills to load into.
Select Yes/No on the Allow Overwrite parameter control. Press {Yes} if you
wish any existing Stills to be over written in the Project.
Select {No} and the new Stills will automatically be inserted into the next
available slot.

Note: Kahuna can store up to 1000 Stills per project in its filing system.

Press {Search} to find the new Stills, these will now show up in the Stills on
Removable Devices table.
Press {Select} to choose individual Stills, or {Select All} to select all the
Stills.
Press {Import} to load the Stills into the Current Project Stills table.

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Naming and Saving a Store in the Filing System


A name and a description can be given to a Still, to do this, press the [Filing
Sys] button on the GUI panel, to go back to the main menu.
Then press the {Stills…} menu link button, the menu shown below will now
appear.
Select a Still by using the rotary control next to the File parameter control (1)
to move up or down in the Stills and Clips table. The Name attacher (2) box
will have a flashing cursor, which shows that it is ready to have a name typed
in.
When the name has been entered, remember to press Enter on the USB
Keyboard.
Touch the Description attacher box, a description of the Still can now be
entered into the box.

User Setup - Store Setup Menu

Table Columns
Group – The number of ME’s available
Store – Store location, there are 4 stores per ME, a maximum of 16.
Coupled Key Store – Key store that is coupled to the Fill store.
Key to Fill Store(s) - Fill store that is coupled to the store.
Frames – Total number of frames in the store.
Duration – Duration of the store in time and frames.
Free – shows the available memory left to allocate.

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Parameter Controls
Store – Selects the store that is to be setup.
Couple Key Store – Selects the Key store to couple to the Fill store.
Allocated Memory - Adjusts the memory allocated to the selected store.

This will only allocate up to the maximum amount of Free Memory available.
To make the Clip longer you may have to reduce the memory of another
store on the ME.

How to Define the Store / Clip Length

This is found under User Config - Store Setup.


Each ME contains 4 stores, these stores are held within one block of RAM
on the ME board, the Clip length of each store can be set within this menu.
The sum of the four stores on each clip can not exceed the total storage for
each ME. e.g. In HD each ME has approximately 12 Seconds of Storage
total, this can be divided between the four stores as required.
Duration shows the length of the store as time code
(Hours:Mins:Seconds:Frames and Fields).
When in SD mode, each ME has maximum of 72 seconds storage.

Note:

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Store Memory Allocation


Store coupling defines which store can or will be used to load or save as a
Key. For example if Store 1 is coupled to Store 5, when an image with a Key
associated is loaded, the Key will go into Store 5. When defining the size of a
store, the coupled store should in general be allocated the same size. If the
coupled store is not allocated the same size when playing a Clip the system
will calculate which fields to use, to make a Fill and Key fit. The obvious use
of this would be if you had a Clip with a moving Fill but the Key is static. In
this case the Key could be given a minimum size.

Coupled Key Store - selects which store to use as the coupled Key, stores
can couple across ME’s.

Note: To uncouple a Store, either select itself as the coupled store or use the
{Uncouple} action button at the bottom of the menu. The {Uncouple All}
button will uncouple all the stores.

Once the store has been coupled to the Key store it will also have to be
coupled in the Crosspoint Mapping Table so that the system will know
which store to use as a Key.
The Crosspoint Mapping Table defines the coupled Key status. This has
been done such that a Store Key can be used as the hole cutter for any
other stores e.g. Store Couple 1 & 5 so that the Key is loaded into 5 when
store 1 is loaded.

As an example: In the Crosspoint Mapping Table, associate Store 5 as the


Key source for Store 1, Store 2, Store 3 etc. This will allow one store to be
the Key for many. All store set-up are saved under User Config.

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Store Grab

The {Grab} option allows the user to grab images from any crosspoint in the
system. Select the required store using the Grab Store parameter then
press the {Grab} button. If the Store that is grabbed and is coupled with
another store for Key, the Grab function will grab the Key as defined in the
crosspoint mapping into the coupled store.
The mini pic will show what is currently the center frame of what is in the
store. To select the crosspoint, use the Grab Crosspoint control.

Grab options
Single Frame - used to grab a single frame into the store on press.
Latching Grab - this will latch the grab function and useful for grabbing
Clips. This option is best used with the Auto-Stop When Full to end the
grabbing once the Store is full i.e. Once all the available frames in the Store
have been used.
Grab - This will continue to grab while the button is pressed. This will also
respect the Auto-Stop When Full.

Grab Mode - allows the grab to either be appended to the existing store
contents or replace. To reset the store to the beginning, perform a Grab with
the Grab Mode set to New.

To play back the grabbed store use the Playback panel.


Position - views individual frames of a store by using the control.

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Loading Stills and Clips


Press the [STORE] button to access the Store Load main menu. Stores are
Project based, so the project that the Stills and Clips are stored in is
selected using the Current Project parameter control.

The “Mini Pics” (as shown above) show an image of what is stored in a
Project as Stills or Clip. The Stills and Clips are sequenced in numerical
order. This number appears on the bottom left of the mini pic starting with 0
and ending at 999.
The mini pic is generated from a still (which may be a single frame of a clip)
or the center frame of a Clip, the bottom right hand corner will display “C” if
the image is a Clip.
A “K” in the bottom right corner indicates that the Still or Clip has a Key
saved with it. This Key will be loaded into the Coupled Store (see store
Coupling in the previous section).

Select the Store that the Still or Clip will load into, using the Store parameter,
this will place a Red box around the mini pic. Once the desired mini pic has
been selected then press the {Load} button to load the image into the
selected store.

There are alternative ways to load a Still or Clip. Once the destination store
is selected, touch mini pic on the GUI screen, to load the Still or Clip into the
selected store. The touch-screen can also be used to scroll through the mini
pics using the scroll ball to the right of the mini pics. Stills and Clips can also
be loaded directly from the number pad or via GMEMs. (see the GMEM
section of this manual)

When loading a Still or Clip there is also an option to have Auto Play On or
Off, With Auto play On, a Clip will automatically play once it has completed
loading.
New - Allows the user to load new stores.
Append - In Append each time an image is loaded, the image will be added
to the end of the existing store contents e.g. if the user loads 16 Stills into a
store then go to the Play/ Edit menu and position through the 16 Stills in the
store. This can effectively make Clips from Stills or allow many Stills to be
loaded.

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Details menu
Press the {Details…} menu link button, this menu will show further
information about the Stills and Clips. The table gives information such as
Name, Description and Date/Time. The Selected Still/Clip will show a mini
pic of the Fill and Key (if there is one).
The parameter box will display information regarding the video standard, the
amount of Fill and Key frames and the width and height format.

Stores and Clips Play and Edit

Play
This menu allows Playing and Editing of stores. Select the required store
using the Store parameter, if a Clip has been loaded into the store selected
pressing the {Play >} button which will play the Clip forwards.
{Stop} - will stop the Clip.
{Play <} - will play the Clip into reverse.
{Loop} - button will latch and now when you press play the Clip will loop
start to finish start to finish.
{Loop Count} - the number of times a Clip will loop depends on the number
set on the on the right. A Loop Count of 0 will loop the Clip indefinitely.
{Ping-Pong} - button will play the Clip forwards and then backwards. The
number of times a Clip will, ping-pong depends on the Loop Count as above.
{|<} - button will take the Clip to Start
{>|} - button will take the Clip to the end.

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{Inch >>} and {Inch<<} - will move the Clip by 1 Field. The user has the
option to play back Clips in Field or Frame mode (or Just Field1 or Just
Field2) using the Playback Mode parameter control. This feature can be
used if a Clip is made from a sequence of individual Stills. Each Still is a
Frame and so the user can Play/Position the Still and in the Stop state, both
fields (Full resolution) will be displayed.
If the material is Field based then in Frame mode the user will risk seeing
flickering images from two different fields.
Setup - This allows a Clip to:
Save with Auto Play On – This allows a Clip to auto play with pre saved
attributes such as Loop or Ping-Pong.
Auto play On - load will play the Clip once it has completed loading.

Edit
Press the {Edit Mode} button, then the user can setup “in” and “out” points
on the Clip. Position the start point of the Clip as required using the Position
control on the right hand side, {Mark In Point}. This will now show the frame
number in the In Point box. Next position the Clip at the end point of the Clip
required, {Mark Out point}. This will now show a frame number in the Out
Point box.
Come out of Edit mode by pressing the {Edit Mode} button. When the
{Play} button is pressed, the Clip will only Play, Loop or Ping-Pong, from
the set In Point and set Out Point. This new Clip can now be saved.
This technique can be used to tie together a Fill and Key which has been
captured sequentially from a VTR. If the Fill and Key are captured
separately, edit the start and end point of each; make sure that these are
saved. Now recall the Fill and the Key separately into a coupled store and
now save this store to the Hard Disk. A Clip with a Fill and a Key will now be
stored in one file. This can then be loaded as required into a coupled store.

Store Save

To save Stills or Clips select the {Save…} at the bottom of the GUI. This will
then go to the Store Save menu. This will show a mini pic of the Store that is
about to be saved in the Gray box above the {Save} button.
Next select the Store to be saved by using the Store control top right and the
also select the Project you want to save it in using the Current Project
parameter control. The table will now show the locations the stores can be
saved to.
Select the File number using the control File on the right hand side.
Determine if you require Auto Play On or Off. Once the selections have
been made, press the Gray Save button to save the file.

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Pan/Crop

This feature allows the user to manipulate the stills that are assigned to one
of the four stores for each ME. The store has to be setup as a crosspoint so
the store can be displayed on a monitor.
Using the Store parameter, select the store, then press the relevant button
on the controls panel for the crosspoint.
Using the Crop parameters, crop the store to the required height and width.
Crop Top – adjustment range 0 to 100%, where 0% is full height and 100%
brings the crop border to the bottom of the still. Apply this information to each
crop function.
Once the borders have been set, and the required section of the still is not in
the correct position, use the Horizontal and Vertical Pan parameters to
move the still to the correct position. This function effectively moves the still
around under the set cropped borders. Reset On Grab gives the option to
keep the settings or reset to default when the system is next turned on.

Store Contents

This shows a set of mini pics that are currently in the stores. For Clips it will
show the center frame of the Clip. The Store parameter control pre-selects
the store for entry into the {Load…}, {Play/Edit…} and {Save…} menus.
The Store parameter does not pre select the store for a Grab.

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TRANSITION CONTROL SECTION 12

These next few sections of the manual deal with the Transition functions,
covering Transitions, Keyer, Timeline, Utility Bus and Macro functions.

The Transition menu is accessed by pressing the [TRANS] button on the


GUI.
When the initial Transition menu appears, the top of the menu indicates
which ME and Key the transition or wipe will effect, as shown below.

The initial menu includes Wipe patterns and the functions that control a wipe
pattern; the menu also has sub menus for mix controls. Notice that all the
analog control indicators are Red and ready to start setting up a wipe
pattern. The parameter controls down the right of the menu control the wipe
settings.

Wipe Menu Structure


Profile This parameter control will adjust the curve profile in the display box under
the Main heading. Adjusting the curve profile will make the transition speed
up or slowdown at a specific time in the transition period (this will be
explained in more detail a little later when the Main attacher box is
explained).

Pattern Adjust to select the required wipe pattern, there are a number of individual
wipe patterns available.

Softness This parameter adjusts the softness of the leading edge or edges of the
selected wipe pattern, 0% is the default setting which shows a hard clean
edge and 100% blends the edge into the background making it barely visible
until the transition is complete.

Aspect Ratio Touch the On/Off button to activate the aspect ration function, as the name
suggests this function changes the aspect ratio of a wipe pattern, 0 to –100%
will change the vertical ratio and 0 to +100% will adjust the horizontal ratio.

Aspect ratio will only adjust some of the wipe patterns.

Border Width If a border has been selected for example on a square wipe which starts
from the center of the screen, the width of the border in relation to the edge
of the wipe can be adjusted.

Note: Touch the Position attacher box to activate the Position parameters
controls.

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Notice the Gray box directly below the wipe menu. When a wipe is selected
this box will display parameters that denote how the wipe can be adjusted,
touch this box and a set of adjustment parameters will appear on the right of
the menu.

Position Touch any one of the On/Off buttons in the parameter controls, this will set
all the buttons to the On position if they are currently off.

X Position Y Position The wipe start position can be adjusted to start anywhere on-screen by
changing the parameters in the X/Y Position attacher box. Touching any of
the On/Off buttons will activate all three parameter boxes. Notice that the
Red indicators in the parameter boxes are triangles denoting that the
parameters can be adjusted using the rotary controls on the GUI or by using
the tracker ball or joystick on the control panel.

Rotation Rotation will rotate the wipe pattern clock-wise or counter clock-wise in
increments.

Advanced Wipe Settings


The Advanced Wipe settings offer additional wipe patterns that are created
by combining the main wipe patterns.
For example if a straight edge primary wipe is combined with a secondary
circle wipe, the resulting wipe edge will now have a bowed effect, as shown
in the example below.

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Transition – Advanced Wipe

Modulation Parameters
The modulation function enables the user to add different modulation effects
to the transition wipe effects.

Enable – enables the modulation option


Modulation Shape – selects the type of modulation effect

Horiz Mod Amp – controls the horizontal amplitude (peak to trough


distance) of the modulation
Horiz Mod Freq – controls the horizontal frequency (number of peaks per
centimetre) of the modulation
Horiz Mod Phase – controls the start point of the of the modulation and thus
the relative position of the peaks and troughs to the horizontal edge of the
wipe

Vertical Modulation parameters in principle work in exactly the same way


as Horizontal Modulation.

Example 1 Example 2
Advanced Horizontal Modulation Advanced Vertical Modulation
Wipe Wipe

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Secondary Wipe
As mentioned at the start of the Advanced Wipe section, the resulting wipe is
a combination of two main wipes, the above menu displays the available
wipe shapes and the parameters that are used to control the Advanced wipe
shape.

Secondary Wipe Parameters


Secondary Patterns – used to select the secondary wipe pattern
Blend Level – adjusts the amount of blend between the primary and
secondary wipe, 0% means no secondary wipe will be added to the primary
wipe, 100% means the wipe shape is made entirely of the secondary wipe
shape.
Aspect Ratio – adjusts the aspect of the secondary wipe, for example, a
circle secondary wipe will become elliptical when the Aspect Ratio is
adjusted, 0% to –100% will adjust the aspect vertically and 0% to 100%
horizontally.
Position – enables or disables all the position parameter adjustments
X Position – adjusts the start position of the wipe pattern horizontally
Y Position – adjusts the start position of the wipe pattern vertically
Rotation – will rotate the wipe pattern counter or clock-wise in increments

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Radial Splits
Radial Splits will divide up the area around the advanced wipe shape up to 7
times, using this function combined with the modulation function the user can
create some very unusual effects, example shown below.

Radial Splits Parameters


Splits - determine how many times the advanced wipe is divided up
Enable – enables the Radial Splits function
Phase – adjusts the phase of the advanced wipe pattern in increments

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Main Transition Control


Adjustments in this section of the menu change the profile of the transition as
briefly mentioned in the wipe menu structure.

Transition Level This attacher displays the duration of a wipe as a percentage, useful if a limit
is required on a transition.

Mixer Mode This parameter control determines the type of transition effect.

Profile This parameter control will adjust the transition curve profile, changing the
curve profile will make the transition accelerate or decelerate at a specific
moment in the transition period. The curve profile can only be used to
change the Cubic S/Sin S and Cubic Curve/Sin Curve profiles, which are
selected using the in the Shape parameter control. The Linear profile cannot
be adjusted.

Shape Selecting one of the Shape options will depict the type of profile curve; this
will alter the acceleration rate for a transition.
Linear – constant transition, no change in transition acceleration
Cubic C and Sin C – these profiles are similar to each other, the default
transition will have a fast acceleration at the start and slowdown towards the
end.
Cubic Curve and Sin Curve – these profiles are also similar to each other,
the default transition will accelerate at the start slow down towards the mid
point and accelerate again.

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Mix Menu Structure


The mix menu changes the type of mix fading between two sources in a
transition. Touch the Mix attacher box and three parameter controls appear
on the right, these are Matte Mix Profile, NAM Profile and FAM profile.

Matte Mix Profile The Matte Mix Profile is where the output passes through the Matte mix color
between the two transition sources, this will cause the transition to go from
the first source through a selected matte color to the second source.

NAM Profile Non-Additive Mix profile, this is where the brighter parts of either source are
more prominent than the darker parts during the transition. Thus the brighter
parts of the fading out source are apparent for longer than the darker parts.
A normal mix will fade out equally across all brightness levels.

FAM Profile Full-Additive Mix profile, this is where the luminance parts of each source are
added together so that at the mid point through the transition, the luminance
of both sources are at 100%.

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Press the {Mix Settings…} menu link button to enter the Transition – Mix
menu.
To select which type of mix will be used in the transition, fist select
{Mix User 1} or {Mix User 2} on the control panel as shown below.

Mix User
1 and 2
MIX MIX
USER1 USER2

BGND BGND
3D 3D
DVE1 DVE2

Matte Mix Profile This is where the output passes through the matte mix color between the two
transition sources. This menu sets the amount of matte Fill in the transition.

NAM Profile This is the same profile adjustment as explained previously, but now has a
visual profile representation in the form of a profile curve situated top left of
the menu screen.
This again is where the brighter parts of either source are more prominent
than the darker parts during the transition. Thus the brighter parts of the
fading out source are apparent for longer than the darker parts. A normal mix
will fade out equally across all brightness levels.
The NAM profile control changes the shape of the profile curve where 100%
equals maximum amplitude, which produces full Non-Additive Mix, 0.00%
produces a normal mix so no NAM and –100% highlights the dark areas in
the mix transition.

FAM Profile Full-Additive Mix profile, this is where the luminance parts of each source
(example - background A and B) are added together so that at the mid point
through the transition, the luminance of both sources are at 100%.
After the mid point of the transition Background B becomes the dominant
source and the luminance of Background A goes to 0%.

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User 1/2 Mix Type These buttons select the type of mix that is applied to the [MIX USER 1] or
[MIX USER 2] buttons

Fill This function selects the type of source that will be used as a Matte, the
options range from Matte, Util Bus 1 to Util Bus 4. The Util Bus Fill is setup in
the Util Bus menu, press the [UTIL BUS] button on the GUI to see which
crosspoint the Util Bus’s are set to reference.

Matte Selector Select the required Matte from the options Local Matte or MAT 1 to MAT 16.
Hue, Luma and Saturation will only effect the Local Matte setting.

Matte Hue Hue sets the actual Matte color, the rotary control operates a 360 degree
color wheel where:
0= Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Matte Luma The Luminance or brightness control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no luminance or Black and
100% is maximum brightness.

Matte Sat The saturation control affects the selected Matte Hue, the parameter adjusts
from 0 to 100% where 0% is no saturation or no color i.e. only shades of
Gray and 100% is fully saturated or maximum color.

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Wipe Settings
Once back in the main Transition menu, press the {Wipe Settings…} menu
link button to enter the Transition – Wipe menu.

This menu is similar to the main transition menu in functionality, but also
allows the setup and adjustment of a border that has been applied to a wipe
edge.

Notice again the Gray box to the left side of the wipe menu. When a wipe is
selected this box will display parameters that denote how the wipe can be
adjusted, touch this box and a set of adjustment parameters will appear on
the right of the menu.

Press the {On} button in the Border Width parameter to activate the border
function.

Border Width Adjust this parameter to change the border width around a wipe pattern, as
the width is adjusted the curve profile shown under the Wipe Edge title
changes. The curve profile will also change when the Softness and
Softness Bias are adjusted.

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Wipe Attacher This attacher box allows the selection of a wipe pattern, adjusts the softness
of the leading edge of the wipe and adjustment of the aspect ratio of certain
wipes. These functions are repeated for ease of use for the user. The only
addition is the Softness Bias.

Softness This function controls the leading edge of a wipe and will add a soft edge
transparent edge to the border.

Softness Bias When a border has been applied to a wipe pattern, this parameter allows the
softness adjustment of the inner and outer edges of the border where 100%
affects the outer edge, 0% both edges are equally soft and –100% changes
the inner edge.

Position Attacher
As described in the transition main menu the adjustment of the X and Y
Position will enable the wipe start to be positioned anywhere on a monitor
screen. The Rotation control will allow the wipe to turn in either direction.

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Wipe Edge attacher In this menu the border properties are changes, ensure that the border has
been turned on as described at the start of this section.

Border Width This parameter adjusts the width of the border, the default state is set at 0%
observe the border and adjust as necessary. A graphical representation is
shown in the profile curve box at the top of this menu.

Border Fill Select the border Fill from either a Matte or one of the four Util Buses, as
described in the Mix menu structure.

Matte Selector Select the required Matte from the options Local Matte or MAT 1 to MAT 16.
Hue, Luma and Saturation will only effect the Local Matte setting.

Matte Hue Hue sets the actual Matte color, the rotary control operates a 360 degree
color wheel where:
0= Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Matte Luma The Luminance or brightness control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no luminance or Black and
100% is maximum brightness.

Matte Sat The saturation control affects the selected Matte Hue, the parameter adjusts
from 0 to 100% where 0% is no saturation or no color i.e. only shades of
Gray and 100% is fully saturated or maximum color.

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KEYING SECTION 13

Keying Theory
Keying is the process of inserting a specific part of one video signal (Key
signal) into another video signal (background) to create a third signal. The
Key signal has two jobs and may be one signal or two. It has to cut a hole
into the background and Fill that hole with a picture, or a matte.
Where two signals are used one, the Key cut, cuts the hole in the
background and the other, the Key Fill, Fills that hole. The Fill has to be
shaped to match the hole.
Where one signal is used it both cuts and Fills the hole. This process of
Keying with a single signal is known as a self Key or video Key.

There are three types of Keying available with Kahuna; they are Luma
Keying, Linear Keying and Chroma Keying. Luma and Linear are standard
features but Chroma is a cost option.

Linear Keying
Linear Keying is used where the Key signal is already Keyed, i.e., the area
outside the required video is at black level. It is also used where there are
separate Key cut and Key Fill signals. The Key signal(s), (cut and Fill) are
usually anti-aliased (soft edged) shaped signals created by a character
generator or graphics system.

Luma Keying
Luma Keying is a Keying system that is typically used on sources that are
not pre-Keyed, such as those from a camera. The Key cut signal is
generated from the video signal using clip and gain controls. The portions of
the signal that are lower in luminance than the clip level cut the hole in the
Key layer.

The Key clip and gain levels are user adjustable.


The Fill may be the same source as the cut or from a different source, or
matte generator.

Note: When only one source is used for both Key Fill and Key cut the Key is called
a Self Key or a Video Key.

Chroma Keying
In chroma Keying the Key cut signal is derived from color rather than level. A
particular color of a picture is made transparent to the background leaving
the other colors visible over the background. The transparent color is user
selectable and may be a range of colors or a single color. There are various
controls to reduce fringing and other artifacts from appearing in the
composite picture.

Key Layers
In a Kahuna switcher there are four Key layers per ME. Their parameters are
set-up using the Key Control buttons for the applicable ME. The required Key
layer is selected from the four buttons at the bottom of the button group, Key
1 to Key 4. These buttons, which are mutually exclusive, latch and illuminate
to indicate which Key layer is being worked on.
Each Key layer is independent and may have a totally different set-up.

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Key Sources
Each and every switcher crosspoint is allocated two sources in the
Crosspoint Mapping menu, one for use as a Fill signal and the other as a
Key signal. The Fill/Key selection buttons (see below) in the Key Control
button block determine how the Fill and Key sources are used for a particular
Key.

Note: On a non-Key Bus only the Fill source is used.

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Selecting a Type of Key Using Key Control


The type of Keying to be used is selected by the top row of buttons in the
Key Control group.

FULL The Fill is a full layer over the background hiding it completely.

LIN Selects a linear type of Key.

LUM Selects a luma type of Key.

CHROM Selects chroma Key.

INV Inverts the Key signal so that the parts, which were Keyed off, become
Keyed on and vice versa.

MATTE FILL (Latching) Causes the Fill to be the Key Matte regardless of whether in
Coupled Key, Split Key or Self Key.

COUPLED KEY (Latching) Uses the Fill and Key sources allocated to the crosspoint.

SPLIT KEY (Momentary) Allows the Fill and Key sources to be split across two different
crosspoints. The Fill is selected on the Key bus in the normal manner. The
Key source is that allocated to the crosspoint selected on the Key bus with
the Split Key button pressed and held down.

SELF KEY (Latching) In Coupled Key mode Self Key causes the Key, as well as the Fill,
to be derived from the Fill source allocated to the crosspoint, also known as
a Video Key.
In Split Key mode Video Key causes the Key to be derived from the Fill
source of the crosspoint used as the split away.

RE-SIZE Enables the Key re-size function, which allows the Key to be sized in the
vertical and horizontal directions and located anywhere over the background.
(using the assignable controls)

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Key Priority The “in front” / “behind” position of each of the four Key layers is displayed by
the Key Priority LEDs above the Key Control buttons. The priority of the
layers is changed by the [LAYER UP] and [LAYER DOWN] buttons, in
conjunction with the Key 1 to Key 4 buttons. The LED’s display which layer
the Key is on in conjunction with the square symbols which display the layer
priority.

When the [PRIOR] Transition Control button is on, this will display the next
Key transition priority and is displayed as an Orange LED. The [LAYER UP]
and [LAYER DOWN] buttons move the selected Key layer up or down one
level per press. Thus selecting Key 2 and moving it down one would cause it
to change priority level with Key 3. Moving it down two presses would set the
priority Key 1 - Key 3 - Key 4 - Key 2.

When a Key layer is “live to air”, the LED’s will turn Red.

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Other Key Control Functions

BORDER Each Key may have a border, shadow or extrusion. This is enabled by the
Border button in the Key Control group. The type of border and its
parameters are set in the Keyer – Border menus, for the appropriate Key,
which are entered via the top level Keyer menu.

BUS COLOR Enables the Bus Color Correction which is set-up in the Source Color
menus.

MASK Enables the Box and Wipe Mask facility. The parameters for the mask are set
in the Mask menus which are entered via the top level Keyer menu.

3D DVE1 Selects the 3D DVE 1 in the Key bus.

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TIME Allows the duration of an auto Key transition to be set. Pressing the Time
button brings up the numeric Keypad where the required time, in frames, is
entered.

FLIP-FLOP If FLIP-FLOP is selected the start point alternates.

REV If REV is selected the start point is reversed.

3D DVE2 Selects the 3D DVE 2 in the Key bus.

MIX Selects a standard mix (also known as a dissolve or crossfade) as the Key
transition.

CLIP Allows the Key transition to be associated with a selected clip. The clip
position is determined by the Transition Time.

MATTE MIX Selects a Matte-mix where the source passes through the Matte color before
reaching the selected signal.

WIPE Selects a Wipe as the Key transition.

PVW AUTO Auto Previews the Key layer transition.

PVW KEY Key Previews the Key and the Fill.

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Fill and Key Store Coupling

When a Still comprises a Fill part and a Key part Kahuna has to be told what
to do with the Key part when the Still is loaded into a Still Store. This is done
in the User Setup – Store Coupling menu.

The Key Source is associated with the Fill Source in the User Setup –
Crosspoint Mapping menu.

Store Coupling
This menu (above left) has two columns for Stores (Still and Clip), the left
column is the location of the Fill and the right one for the Key.
The top two Parameter controls select the appropriate Store in each column.
Using the top Parameter control select the Store into which the Fill Still is to
go. Use the second control to couple the Store for the Key.
When a Still or Clip is loaded the Store selected for the load is the Store
which has been designated as a Fill Store. For a Still which comprises a Fill
and a Key the Fill is loaded into the Selected Store (the designated Fill
Store) and the Key is loaded into the coupled Store (Key Store).
Use the Allocated Memory parameter control to adjust the amount of
frames and seconds that will be allocated to the selected store.
The minimum amount of frames for a single store is 4 frames, the maximum
amount of frames for a single store is 380, the maximum time for a single
store clip is 12 seconds (HD) 72 seconds (SD) per ME.

Note: This process is to control the automatic loading of the Key part of a Still/Clip
into a Store. If this coupling is not set the Key part of the Still will not be
loaded at all. Do not couple the Key store to anything

Fill Store and Key Store Crosspoint Mapping


In order for the Key to be used with the Fill in a Key layer the Fill Source
(Store) and the Key Source (Store) have to be mapped to the same
Crosspoint, in the Crosspoint Mapping menu (above right).
The Crosspoint is selected using the Crosspoint Parameter control which
highlights the crosspoint in the table. The Fill Source control is used to move
the Fill Store to the highlight bar and the Key Source control is used to move
the Key Store to the highlight bar.
Now, in the menu screens example above, when Still 1 is selected on a Key
Bus it provides the Fill Source and Store 5 provides the Key source.

With the mapping set, any Still in Store 5 becomes the Key when Store 1 is
Note:
selected on a Key bus.

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Keying Using the GUI

Linear and Luma Keying


Linear and Luma Keyer set-up is carried out in separate menus found under
the Keyer top level menu.
The Kahuna has 4 Keyers per ME. Each Keyer can be either Full, Lin, Lum
or a Chroma Keyer.

The Linear and Luma Keyer menus look similar. They each have
independent sets of clip level, gain and opacity controls. The exception being
the Shaping parameter in the Luma Keyer

Lift - sets the luma level at which the Key operates.


Gain - affects the sharpness of the clip point.
Opacity - controls how transparent the Key is.
Shaping – stops dark edges appearing around a Keyed source (anti-
aliasing).

The Linear and Luma menus give access to the Border and Mask menus,
some settings of each are displayed and may be edited from the Linear and
Luma menus.

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In a Keying system which is typically used on sources that are not pre-
Keyed, such as those from a camera, the Key cut signal is generated from
the video signal using clip and gain controls. The portions of the signal that
are greater in luminance than the clip level cut the hole in the background.
The Key clip and gain levels are user adjustable. The Fill may be the same
source as the cut or from a different source, or matte generator.

When only one source is used for both Key Fill and Key cut the Key is
Note: sometimes called a Self Key or a Video Key.

In Key Control select LUMA as the type of Key for Key 1.

Select Key 1 as shown above, the next transition. On ME1 Key 1 bus select
a suitable source (one with a good areas of black and white). The Keyed
image should now be seen on the preview monitor.

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Select ME4 and Key 1 from the Delegate area of the GUI. Next press the
[KEYER] menu button in the Transition area of the GUI panel, the display
will change to show the following:

The Keyer top level menu (above) provides access to the Luma, Linear and
Chroma Keyer menus plus the Border and Mask menus and the Matte set-
up. If the BGND 3D DVE1 or BGND 3D DVE2 buttons are selected in the
Transition Control area of the control paned, the DVE Transitions button
will light Green, this will indicate that the Keyer options are selected in the
DVE function. It also provides Keyer Status information with edit access.
To access the Luma Keyer menu, touch the {Luma Keyer…} menu link
button on the screen and the following menu will appear

Adjust Lift, Gain and Opacity parameters in the parameter controls on the
right to obtain the desired Key.

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Key Control Using Assignable Controls


The alternative method of setting the Keys is to use the Assignable
Controls next to the Key Control area of the panel.

When you selected LUMA as the Key for Key 1, these changed to the Lift,
Gain, Opacity and Invert controls for this Keyer.

Adjust these controls and note the effect on the Preview monitor.

Normalize the Lift, Gain, Opacity and Invert settings by double clicking on the
buttons associated with these controls.

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Chroma Keying
Kahuna has a high quality Chroma Keyer on each Key of each ME.
Therefore a 4ME switcher will have 16 Chroma Keyers.
In Key Control select CHROMA as the type of Key for KEY 1.
For regular (suppressive) Chroma Keying ensure [SELF KEY] on the control
panel is selected.
The Chroma Keyer is only suppressive when in Self Key mode and not
inverted, in all other states the Chroma Keyer is multiplicative.

Select KEY 1 on the control panel as the next transition, select a suitable
source for chroma Keying on KEY 1.

Select [KEYER], touch the {Chroma Keyer} menu link button on the GUI
display and the menu as shown below.

Touch the Color Picker Cursor X and Cursor Y attacher box area of the
display. A cursor will appear on the preview monitor. Use either the
trackerball or the joystick to move the cursor over the color you wish to select
to Chroma Key.

The Gray box (Sample area) next to the color picker area will show the color
Note:
that the cursor is over.

Touch the {Take Sample} button or the sample area of the screen, the
selected color will appear in this panel. Chroma Keying should now take
place over the selected color. This is the basic Chroma Keyer setting it will
now need to be refined and cleaned.

Clean the Key


Press the [PVW KEY] button on the control panel, the button should now be
green. Move the cursor over any ‘blemish’ on the Key background. Touch
the {Take Sample} button again. Repeat these steps until the background is
clean.

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Clean the Fill


Press the [PVW KEY] button on the control panel again. The button should
now be Amber. Turn the preview output color corrector ON. This is selected
by pressing the [INPUT COLOR] button, then pressing the {RGB…} menu
link button. Touch the parameter button to turn the Master Gamma ON.

In Input Color Correction menu ensure the correct ME output is selected so


Note:
that the preview output is the one used.

Set the Master Gamma to maximum. This will enable you to easily see all
the defects.
Return to the Chroma Keyer menu, adjust the Luma and Luma Acceptance
Angle for a clean Fill. Adjust the CLIP and GAIN to harden or soften the
edges, to do this touch the CLIP attacher box and adjust the CLIP and GAIN
controls on the right of the GUI screen. Adjust these for the desired edges.

The Chroma Suppression needs to be set to minimum value with no color


in the background. If the image has areas of transparency or semi
transparency, touch the Chroma Suppression attacher and adjust the
controls for optimum results.
Chroma Coring - to be set for the transparent areas.
Luma Coring and Luma Compensation - for the level of transparency.

Finally return to Chroma Suppression to remove any residual background


color from the image.

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Util Masks
Press the {Util Masks…} menu link button to enter the Keyer – Util Masks
menu.

The Util Masks use the key source of the Util Bus Xpt that is setup in the Util
Bus menu. Using the key source of Util1 Xpt, a Util Mask will key the fill
source of Key1 over the background.
This acts like a Luma Key and is typically used on sources that are not pre-
Keyed. There can be two Util Masks used on one Key layer.

Enable – turns the Util Mask source On and Off


Source – selects the Util Bus from which the key source of the Xpt will be
used to create the mask. To change the Xpt of that Util bus, go to the Util
Bus menu or select Util1 near the Trans Control area and the chosen Xpt on
the panel.
Lift – sets the luma level at which the key operates
Gain – affects the sharpness of the clip point
Invert – inverts the mask leaving the background visible through the Util Bus
Key.

Mode – selects between Inclusive and Exclusive


Shaping – stops dark edges appearing around a key source (anti-aliasing)
Overall Enable – will enable or disable both Util Masks

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Preset Masks 1 & 2


Press the {Preset Mask 1…} menu link button to enter the Keyer – Preset
Mask 1 menu.

Preset Masks allow the Key signal to be masked, they do this by using a
pattern to key through to the background layer. There are two Preset Mask
options, both are identical in operation and both can be applied to a single
key layer.
There are 44 choices of masks. Each mask has arrows identifying which
direction the mask will be adjusted using the parameter level controls.
Use the Pattern parameter to select a mask or by touching the appropriate
pattern on the GUI, a red square will appear around the mask.

Notice the Gray box directly below the mask menu. When a mask is selected
this box will display parameters that denote how the mask can be adjusted,
touch this box and a set of adjustment parameters will appear on the right of
the menu.

Parameter Controls
Preset Enable – enables the Preset Mask
Invert - inverts the mask leaving the background visible
Mode – select between Exclusive and Inclusive, set to Exclusive unless
using a chroma Key.
Pattern – scrolls through the 44 masks
Level – controls the amount of mask wipe

X Position – moves the centre of certain masks in the horizontal direction


Y Position - moves the centre of certain masks in the vertical direction
Rotation – Rotates certain masks, the rotation parameter displays the
rotation in degrees, and the amount of rotations made.
Aspect Ratio – varies the aspect ratio of the mask
Softness – makes the edge of the mask soft
Overall Enable – enables or disables both Preset Masks

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Border Generator
Press the {Border…} menu link button to enter the Keyer – Border Generator
main menu.

The Key – Border Generator menu will add three different types of effect to a
Key layer:
Border – will add a border around a Key layer

Extrusion – will add an edge to a single side or two sides of a Key layer

Drop shadow – will add a shadow to the Key layer

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Border Generator - continued

Border

To choose between Border Extrusion or Drop Shadow press the Green


button then touch the attacher below to call up the control parameters.

The border menu as stated earlier, will add a border to a key layer, the
border fill type is selected using the Fill Type parameter, the fill type can be
either a Matte or one of up to 16 Util Bus crosspoints available depending on
the type of system.

If Matte is selected for the border, use the Matte Selector parameter to select
Local Matte or one of the 16 available Mattes, if the local Matte is selected
the Hue, Luma and Saturation can be adjusted in this menu.

Parameter Controls – Border


Softness – makes the outside edge of the border softer, the default setting
is 20%
Opacity – makes the border change from opaque to transparent softer, the
default setting is 100%
Width – changes the width of the border, the default setting is 20%
Outline – changes the center of the border from filled to outline

Setup Attachers
These parameters are the generic for the three different Border Generator
effects.
Border – turns the border On or Off

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Mode – Drop Down Mode will apply a Border, Extrusion or Drop Shadow to
a key layer within 1 field by moving the key source down by the width of the
border. Add Frame will maintain the key’s position but will add a frame of
delay to allow the Border, Extrusion or Drop Shadow to be generated.
Fill Type – selects between Matte and Util Bus, which is used as the border,
extrusion or shadow
Matte Selector – selects between Local Matte or Mattes 1 to 16
Hue, Luma Sat – adjusts the color of the Local Matte only

Extrusion
This option will add an extrusion to one side or two sides of a Key layer, and
give the illusion that the key layer has a thickness.

Parameter Controls - Extrusion


Softness - makes the outside edge of the border softer, the default setting is
20%
Opacity – makes the border change from opaque to transparent softer, the
default setting is 100%
Depth – exaggerates the extrusion, the default setting is 20%
Direction - moves the extrusion around the edge of the Key layer, the
default is set to the bottom edge of the Key layer.

Drop Shadow
This option will add a shadow to the background of the Key layer.

Parameter Controls
Softness - makes the outside edge of the border softer, the default setting is
20%
Opacity – makes the border change from opaque to transparent softer, the
default setting is 100%
X Position – moves the shadow horizontally, default setting is 20%
Y Position – moves the shadow vertically, default setting is 20%

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TIMELINES SECTION 14

Timeline Menu Structure


Press the [TIMELINE] button on the GUI to display the Timeline – Insert
menu. This menu will adjust the settings for all timelines that have been
setup.

{Timeline} {Snapshot} – when these two buttons are lit Green, this
indicates that the Timeline and Snapshot buttons are enabled in the ME
Enable area on the control panel.

Parameter control functions:


Display Zoom – zooms in on the timeline run display to give more detail.
Start Offset – adjusts the start position of the timeline, if more than one
timeline is setup, the timelines start position can be offset so the timelines
start running at different positions in the timeline.
Duration – adjusts the duration between the Keyframes.
Total Duration – displays the total length of the timeline run time.
Profile – sets the way the application moves around the monitor screen.
Step – will cause the application to disappear between Keyframe points.
Linear – sets the movement around corners at 90deg
Curve – sets a curve when the movement is on a corner
Acceleration – sets the degree of speed change between Keyframes in the
currently-enabled timelines. Zero gives a constant speed, other values will
cause acceleration through or between Keyframes.

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Linearity – determines whether the interpolation between shots in the


currently-enabled timelines will be a modified cubic spline (0.00%), a direct
line (100.00%), or somewhere in between
Tension – adjusts the swing on the profile between Keyframe points.
-100% would give an exaggerated curve swing outwards
+100% would give an exaggerated curve swing inwards.

DVE Timeline Selection


Press the [3D DVE1] Delegate button on the GUI to enter the Timeline –
Insert DVE 1 menu.

The DVE Timeline operation works in exactly the same way as a Timeline
running on a Background or a Key layer, the menu has all the same
parameters and functions.

The only exception is the Transition function is not enabled for the DVE
Keyframe Edit option, as shown below.

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Keyframe Edit
Press the {Keyframe Edit…} menu link button, this will open a menu that
allows adjustment to individual timelines.

The following functions are listed in the two attacher boxes in the center of
the menu.

Timeline – displays the timeline that is to be adjusted, and is displayed on


the delegate buttons.
Keyframes – lists the number of Keyframe points in the timeline.
Total Duration – displays the total length of the timeline run time.
Position – displays the current position.
Start Offset – adjusts the start position of the timeline.

Current Keyframe Attacher


Current Keyframe – displays which Keyframe is selected in the timeline
On Keyframe – displays “Yes” if the current position is stopped on a
Keyframe.
Duration – sets the time duration of the current Keyframe.
Profile – sets the way the parameter is interpolated.
Step - will cause the application to disappear between Keyframe points.
Linear – sets the movement around corners at 90deg
Curve – sets a curve when the movement is on a corner
Acceleration – sets the degree of speed change between Keyframes in the
currently-enabled timelines. Zero gives a constant speed, other values will
cause acceleration through or between Keyframes.
Linearity – determines whether the interpolation between shots in the
currently-enabled timelines will be a modified cubic spline (0.00%), a direct
line (100.00%), or somewhere in between
Tension – adjusts the swing on the profile between Keyframe points.
-100% would give an exaggerated curve swing outwards
+100% would give an exaggerated curve swing inwards.

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Current Keyframe Attacher - continued

The action buttons listed below, can also be controlled by using the timeline
equivalent buttons on the control panel.

Pause – this Keyframe will cause a pause in the timeline. The timeline will
run up until the Keyframe pause point in the timeline and will not carry on
running until the {Run} button is pressed.
The Pause Keyframe point in the timeline is highlighted by a Red Keyframe
indicator.
Pause Keyframe point

Transition – this indicates that a Transition will take place during this
Keyframe.
Setup the transition on the selected Background or Key and make the
transition, press the {TRANS KF} button then press the {INSERT }
button and the Keyframe will be added and highlighted in Green to the
relevant Background or Keys.

Transition point

Reverse – runs the timeline in reverse.


Flip Flop – runs the timeline forwards then backwards each time the timeline
is run.
Run – runs the timeline.

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Creating a Timeline

Before Starting

There are a couple of steps that need to be checked before starting to use
the timeline functions.
Press the [I/O CONFIG] button to enter the I/O Setup menu, next press the
{By Crosspoint…} menu link button to enter the By Bus/By Crosspoint
Setup menu. Ensure that all the parameter buttons are set to Bus, the
buttons are Green to show which function they are set to.

Next, press the [TIMELINE] enable button (1) which is situated in the group
of buttons named ME Enables, this will allow the timeline function to work,
here also select the Key, background or source which the timeline is going to
affect.

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There are many uses for the timeline function, too many to list, the only
limitation is the user’s imagination. Below is a simple example of a timeline
moving a Key layer around a monitor screen.

Press the [RESIZE] button situated in the Key Control area of the control
panel to enable the resize function.

Using the ME Enable buttons on the control panel, select the, Key/Keys,
background that will run in the timeline. Press the [EDIT ENABLE] button,
situated in the Timeline Control area of the control panel to enable the
timeline function buttons.
Next press the [TIME LINE] button on the GUI to display the Timeline –
Insert menu. This menu show the timeline as it is being setup in the timeline
Keyframe display.

Press the [INSERT MODIFY] button to mark where the first Key frame starts,
using the Assignable Controls move the Key layer to the desired first Key
frame position and press [INSERT ] then move the Key layer to the
next position and press [INSERT ] again. Continue to do this until the
timeline is finished.

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Next press the [TL ENABLE] button, next to the T-bar and then press [RUN]
button. The timeline that has been setup will now run.

To edit and modify the timeline press the {Keyframe Edit} menu link button,
this will allow adjustment to individual timelines, select between the individual
timelines by pressing the Key or background Delegate buttons on the GUI
panel (see Timeline Menu structure for full explanation of the menu
functions).

It is worth noting here that as described at the start of this section, the
Key/Keys or background that will run in the timeline, are selected using the
Timeline - ME Enable buttons on the control panel.
In the Timeline - Insert main menu, notice that the title bar shows the ME
and the Key or background which corresponds to the Delegate buttons that
are lit on the front of the GUI. Pressing a different Key or background
Delegate button, will not affect the timeline Key or background enables in
anyway.

If the Display Zoom is set so that the timeline Keyframe graphic runs off the
display area, when the timeline run button is pressed the timeline cursors
may run along the timeline and off the display area.
To cause the display to track the moving cursor, the GUI delegate button that
corresponds to the required bus should be pressed. Then, when the timeline
is run, the cursor will run along the whole timeline and the display will scroll
to follow the cursor.

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Ripple Modify
When using Timelines, it may become necessary to make changes to the
same parameters of more than one keyframe at a time, to do this quickly the
Ripple Modify function can be used.
In the same way that an Insert Modify adjusts one keyframe, pressing Ripple
Note: Modify will make adjustments to more than one keyframe.

Notice that when on a keyframe in a timeline, pressing the Ripple Modify


button causes a dialog box to appear. This box allows the user to select
which keyframes will be adjusted.

Ripple to Change
Having adjusted the parameters that need to be altered, and selected Ripple
Modify, Ripple to Change, Forwards/Backwards, this alteration will be
‘Rippled’ through the Timeline “UNTIL” a keyframes data doesn’t match the
original data, at which point Rippling will stop.

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Ripple To End
Use Ripple to End when the same adjustment is required to all keyframes
(dependant on the directions selected).

Ripple Forwards/Backwards
Determines in which direction the change will be applied
(can be used together to change
identical parameters across the whole timeline)

Ripple Modify
This confirms the action
A second press of the Ripple Modify button will also confirm the action as the
Note: two are functionally identical

Cancel
Cancels the action

This example highlights the concept of Ripple to Change and Ripple to End:

Keyframe 1 Keyframe 2

K1 = V 0.15 K1 V = 0.15

Keyframe 3

K1 V = -0.19

Having made a timeline that moves key 1 around the screen, the user
decides that key 1 should travel nearer to the top of the screen between
keyframes 1 and 2. To make the same adjustment to the V position of both
keyframes 1 and 2 the user alters keyframe 1 V position to 0.17 and presses
Ripple Modify, Ripple to Change, Forwards. This then adjusts the V
position of both keyframe 1 and 2, but not keyframe 3, as keyframe 3’s initial
V position did not match that of keyframe 1.

If the V position was altered, selected Ripple Modify, Ripple to End,


Forwards the new V position would be applied to 1,2 and 3.

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Keyframe Macros - Macro Assignment


This function will allow up to two different macros to be assigned to a
Keyframe point in a timeline.
Press the {Keyframe Macros…} menu link button to access the ME
Timelines – Macro Assignment menu.

The selected timeline is displayed at the top of the menu, showing each
Keyframe insertion point, the table below the timeline displays the selected
macro/s and the parameter box, center bottom displays the individual
Keyframe information at any selected point in the timeline.

A macro can only be attached to a Keyframe and cannot be attached


Note: between Keyframes in a timeline.

Parameter Box Information


Keyframes – total number of Keyframes in the timeline
Current Keyframe – current selected Keyframe in the timeline
On Keyframe – displays “Yes” if the Red triangle cursor is on a Keyframe or
“NO” if between Keyframes.
Position – displays the exact position of the cursor along the timeline in
seconds, frames and fields. It corresponds to the timing bar displayed below
the timeline.
Macro A/B – displays the specific project information for the selected macro.

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Inserting a Macro

Using the [NEXT KF] / [PREV KF] Timeline Enable buttons on the control
panel, select a Keyframe in the timeline where the macro is required to run.
Using the Current Project parameter select the project, which stores the
macro, the macro or macros will then be displayed in the table.
Next, if there is more than one macro in the table, select the macro using the
Macro parameter.

Press the {Attach A} action button to attach the macro to the Keyframe, the
{Detach A} button will turn Orange and the {Locate A} button will turn Red.
Then run the timeline to make sure the macro is in the require place in the
timeline.
When the macro is attached the {Fwd A} / {Rev A} buttons will light up
Green, allowing the timeline to run in both forward and reverse directions. If
the timeline is required to run in the forward direction only, press the {Rev A}
button to deselect the reverse operation.
As stated earlier, two macros can be attached to a Keyframe, to add the
second macro, first select the second macro using the Macro parameter
then attach using the {Attach B} button.
To detach a macro, use the Detach A or B action button.

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Inserting a Macro - continued


When a timeline that has macros attached is set to run, when a Keyframe
with a macro is reached the macro action buttons will light up as shown
below.
If the timeline is stopped on a Keyframe with a macro attached, press the
{Locate A} button and this will display the macro and its details in the table
and the parameter information box.

Enables Menu
Press the {Enables…} menu link button to enter the ME Timeline –
Enables menu.

This menu will enable or disable the ME Enable buttons on the control panel
and some features that work on Key and Background layers.
The parameters on the right will turn On or Off the ME Enable control panel
functions, or use the touch buttons in the columns to enable or disable
certain features on a Key or Background.
The {Master Enable} action button will enable all the ME Enable Key,
Background, Source and Timeline buttons.
The {All Sources} action button will enable or disable the Source button.

If a timeline has been setup and saved to a DMEM, once the DMEM is
Note:
recalled the switcher will be updated to match the enable/disable condition of
that DMEM.

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UTIL BUS SECTION 15

There are 4 Util Buses per ME with a total of 16 Util Buses in a 4ME system,
Util Bus are used in borders, Backgrounds and Masks.
A Util Bus uses a crosspoint source as an output.

Press the [UTlL BUS] button on the GUI to enter the Util Buses menu.

Parameter Controls – selects the Util Bus


Crosspoint – selects a crosspoint that will be used as a source.

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MACROS SECTION 16

Macros
Macros can be assigned to any button on the panel (including Aux panels
and some GUI functions). When macros are assigned to the User Function
buttons they can have an associated bitmap. Kahuna’s macros are recorded
in real time, this means that macros record functions behind buttons, rather
than just the button press. This allows simple creation of multi button
operations to complex effects and transitions, Pbus, GPOs, DMEM, and
GMEM loading, clip playing and VDCP.

Macros are saved under Filing System - Projects and the buttons they are
assigned to are saved within the Panel Config. Although the macros
themselves are run and activated in the mainframe the buttons are
associated with the panel.
Once a macro is running if it is run a second time, the macro again will
instantly start from the beginning. Macros are recorded as a sequence of
button presses in real time, which in turn are translated into a sequence of
actions. The delay between these functions (button presses) can be tested
and edited once the recording is completed. Menu operations are not
recorded in the macro but any direct action within menus will be (e.g. a Pbus
trigger).

Macro Record
To start recording a macro press [MACRO REC] button on the GUI panel,
this button will now go green indicating a macro is ready to be recorded, the
macro recording and button delays will only be activated after the first
function (button press) has been entered. Once the macro recording has
started the [MACRO REC] button will go red. While recording a macro you
can enter different menus on the GUI to gain access to any menu-related
functions. Once the macro is completed press the [MACRO REC] button
again and this will end the macro and the button back to an unlit state.

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Macro Test and Edit

To edit and test a macro, press the [MACRO] button on the GUI to enter the
Macro – Edit menu. If a macro has just been recorded, the functions/actions
that have just been recorded can be seen in the Macro Actions table. To
replay/test a macro, press the {Test} button.
Use Delays – this function turns the real-time button press delays On or Off.
Follow ME – this option is used to define a macro that will enable an action
on the ME currently selected, on that bank (e.g. the ME select buttons in the
square at the end of the XPT buttons). This will allow a macro to be recorded
with [AUTO] applied to the ME bank the macro button is assigned to.
To edit the time delays between actions select a single action in the Macro
Actions table, then adjust using the:
Action - parameter control to select the specific macro action.
Delay – this parameter control is used to adjust the 00(time):01(frames)
1
(fields) to the required delay.
To delete an action, press Action Deleted {Yes} this will Gray out the
action and not play when the {Test} action button is pressed. The action will
not be deleted until the macro is saved.

Bitmap

If a macro is going to be assigned to a User Function Button (LCD Button)


then a bitmap function button can be generated that will be associated with
the macro.

Orientation – will change the orientation of the Bitmap Edit grid.


Library – selects an icon from the bitmap library.
Brush Size – selects the brush size that is used on the Bitmap Edit grid
Draw Mode – selects between Pen, Eraser and Text entry into the Bitmap
Edit grid.
Font – selects the type of font used when typing text into the Bitmap Edit
grid.

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Bitmap - continued
Select the {Bitmap…} menu link option from the macro main menu. This will
show a large view of a grid representing the LCD button.
This will give the ability to draw freehand by using the touch screen or to
select a pre-defined bitmap from the library. When drawing bitmap freehand,
select the size of the brush and also if the brush is to be used as a pen or
eraser, to clear the grid press the {Clear} button.
To select a library bitmap use the Library parameter control to select the
icon required. A mimic of the current selected Icon will appear as you run
through the library of bitmaps. Once the icon required is found, press {Grab
from Library} action button and this will place the library icon on to the large
bitmap grid area. Then add or remove from the bitmap using the freehand
tools and touch screen. Characters can also be entered into the bitmap grid
area using the USB Keyboard, use the Draw Mode parameter to select
between Pen, Eraser and Text options.
Pen – will allow manual input on to the grid to draw a bitmap image.
Eraser – will allow a manual erase of pixels in a bitmap image.
Text - will allow text entry using a Keyboard to create a bitmap.

Saving a Macro
Once the macro has been setup to the required configuration and the bitmap
has been chosen, save the macro. Press the {Save…} menu link button,
select a destination using the Destination rotary control. Type in a name and
description of the macro, next press {Save} and the macro will be saved to
the Hard Disk in the mainframe. Up to 1000 macros can be saved in a
project.

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Assigning Macros to buttons

Once back in the Macro - Edit main menu, press the {Assign…} menu link
button. This will take you to the current list of available macros.
Select the macro that will be assigned to a button, using Macro parameter
control.
Press {Key Attach}, the {Key Attach} action button on the GUI will go Red,
all the panel buttons will now go out, buttons with macros already assigned
will go green. If the selected macro is already assigned to a button it will be
lit red. The same macro can be assigned to many buttons.
Next press the panel/GUI button that will be attached, the panel will return to
the normal configuration and the button will be attached to the macro.

To detach a macro, press the {Key Detach} action button, {Key Detach} the
button on the GUI will go Red. The panel lights will go green for buttons with
macros and any button with the current selected macro will be red. Press the
button you want to remove the macro from.
The panel will now return to its normal configuration, the {Key Detach}
button on the GUI will go Gray and the macro will no longer be associated
with that button (NB. you have not actually deleted the macro from the
system, but just removed it from that button).

To find out which macro is attached to any button, press {Key Locate}
action button on the GUI, any button on the panel with a macro associated
with it will be lit either green or red as previous. Once you have pressed a
macro button the table of macros available will highlight the macro on this
button.

GPI Buttons
This function allows an external device to control a saved macro.
The GPI parameter control selects the GPI pin that the external device is
connected to. The selected GPI pin is displayed in the attacher, center
bottom of the menu.

GPI Attach – once the correct GPI pin has been selected, press the action
button to attach the external device to the macro setup.
GPI Detach – this will detach the GPI pin from the external device.
GPI Locate – once the external device has been attached to the macro,
pressing the GPI Locate button will jump to and display the macro setup in
the table, even if the table is displaying a different project and macro setup.

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Macro Load
The macro load menu allows you to load a Macro into the active buffer,
which can then be edited and tested.

Select a Project using the Project parameter control, notice that if a project
has any macros attached they are listed in the Load for Editing table.
Once a project has been selected a macro can then be selected using the
Macro parameter control. The project and the macro are also listed in the
attacher box above the {Load} action button.
{Load} – will load the selected macro.
{Test} – will test the macro and run the macro function.
(All Stop} – will stop all running macros from running.

If a macro has a bitmap User Function Button attached, the bitmap will be
displayed in the grid below the {All Stop} button.

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RESIZE SECTION 17

The resize menu is used to resize a Fill or a Key on by adjusting borders and
cropping edges.

Press the [RE-SIZE] button on the GUI which will open the top level Resize
– Fill menu, the controls determine the method used to re-size the image.
You also have options on what freedom of control you require over the
image.

Notice that the title bar displays the ME and Key that are being controlled.

In the Position & Size part of the main menu to the left, touch the Resize
On/Off menu box, using the parameter menu on the right, turn the Resize
On for the selected source (or press the [RE-SIZE] button in the Key
Control area of the control panel).

Resize Menu Structure


Using the rotary control to scroll through the parameter options for
H Mode / V Mode:

H Mode / V Mode This determines the freedom of control over the image.

Free/Free – No constraints over the horizontal or vertical sizing.

Aspect/Grid – This will lock lines 1:1 and set the width to maintain the
aspect ratio. You will have no control of the size. This will allow direct line
mapping of the input onto the output (V). The user will only be able to set the
V.Pos in steps of line pairs. H position will be smooth.

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Free/Grid - This will lock the lines as above, but allow free control over the H
size. The user will be able to position the image vertically in line pairs and
smooth horizontally.

Grid/Grid - This will pixel pair map the input onto the output and give the
best quality, but possibly the wrong aspect. This may possibly best be used
for Bugs and Graphics, especially if you are not converting the format.

Grid/Free - This will Pixel pair map in the horizontal and allow free control
over the vertical size and position.

Horizontal Flip – This function inverts the source giving the effect that the
source is back to front

X/Y Position – Use to move the Fill around the monitor screen
Zoom – Use to zoom in on the Fill
X/Y Size – Use to increase the aspect of the Fill

Format Fusion – select between Local, which is the current source being
manipulated or Source, where the source can be selected.
Source – selected the source that the Format Fusion will affect
It is important to remember that when using Format Fusion in any capacity
the source field/frame rate must match that of the current switcher standard.
Interlaced Source –
Normal Video - is the default setting for Interlaced Source as that is the
most suitable mode for live programme making.
Normal Video - when creating the current field/frame, will use the current
input field and a percentage of both the previous and next input fields.
Typically used when the output of a camera is fed to the switcher as a
continuous stream of footage.

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Video Pairing - when creating the current field/frame, will use the current
input field and a percentage of either the previous or next field to maintain 1-
2 or 2-1 pairing. This could be used for pre-prepared material with cuts on
known field boundaries to prevent possible subtle artifacts appearing at cut
points.
Frame Pairing - when creating the current field/frame, will directly combine
the current input field and either the previous or next field. This mode should
only be used if the fields are temporarily matched, eg. PAL film based
sources or some animation.
Single Field - when creating the current field/frame, will only use the current
input field.
Video De-interlace - is not relevant if the input standard is progressive,
meaning each field contains all lines of picture rather than odd and even.
Video De-Interlacing will default to 45%. A video signal is made up of 2 fields
of picture per frame, the first field contains the odd lines of picture and the
second field contains the even lines.
Each time the switcher creates a new output picture an element of the
previous and/or next field is used to fill the missing lines of picture.
The Video De-Interlace function will allow the user control over the amount of
picture taken from the adjacent fields.
If the source being used contains a lot of movement eg. sports, the
difference in picture from one field to the next will be more pronounced than
if the source is a static shot eg. studio discussion.
For more amount of movement decrease the De-Interlace value, and for less
amounts of movement increase this value.
H Sharpness – adjusts the horizontal sharpness of the source output
V Sharpness – adjusts the vertical sharpness of the source output

The {Format Fusion…} menu link button opens the Eng Config – Format
Fusion menu, this is where Format Fusion can be applied to individual
sources, this is described in full in Chapter 1, Engineering Configuration –
Source Standards section.

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Border On/Off – Switches the Border On or Off


Border Fill – Selects the border Fill from a Matte and Util Bus1 to Util Bus4
Border Width – Adjusts the width of the border
Border Softness – Softens inside and outside edges of the border
Border Bias – Adjusts the horizontal and vertical bias of the border on
rectangular borders.

Matte Selector – Selects the preset Mattes 1 to 16 or a Local Matte


Matte Hue, Luma and Sat – Adjusts the Hue, Luma and Saturation of the
Local Matte.

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Cropping On/Off – Switches the crop facility On or Off


Top, Bottom, Left and Right – Crops the Fill edges
Softness – Softens the edges of the crop

Fill Effects
Press the {Fill Effects…} menu link button to enter the Resize – Fill Effects
sub menu.

Freeze – Freezes a Fill source if the source is a moving picture from a


camera or VTR.
Defocus Amount – A variable defocusing of a Fill source
Defocus Bias – Defocus around the edges of a Fill source
Pixelation Amount – A variable pixelation of a Fill source
Pixelation Bias – Adjusts the aspect of the pixels
Center X – Allows the pixelation into a predefined space on the monitor
Center Y – Allows the pixelation into a predefined space on the monitor

The Key settings and the Key Effects menus have the same functions and
Note:
affect the Key source in the same way as the menus above alter the Fill
source.

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Key Settings
Press the {Key Settings…} menu link button to enter the Resize – Key sub
menu.

This menu is basically exactly the same as the Fill Settings menu; the
functions for Position & Size behave in the same way except they are for a
Key source.
The only difference in this menu is the Key Independence menu as shown
below

Key Independence – this function allows the Key source to be altered


independently of the Fill source

Important Note: If the options in the Key Independence are turned Off, nearly all of the
options in the attachers on the left side of the menu are Grayed out, which
means that they will have no affect on any of their attached functions when
the parameters are altered

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Key Effects
Press the {Key Effects…} menu link button to enter the Resize – Key
Effects sub menu.

Freeze – Freezes a Key source if the source is a moving picture from a


camera or VTR.
Defocus Amount – A variable defocusing of a Key source
Defocus Bias – Defocus around the edges of a Key source
Pixelation Amount – A variable pixelation of a Key source
Pixelation Bias – Adjusts the size of the pixels
Center X – Allows the pixelation into a predefined space on the monitor
Center Y – Allows the pixelation into a predefined space on the monitor

Select the required Key Independence as described in the Key Settings


section

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Resize using the Assignable Control and the Key Control


A Key layer can also be resized and positioned using the Key Control and
the Assignable Control on the control panel.

Select the Key layer that is going to be adjusted by pressing one of the
[KEY] buttons shown above (1) then press the [RE-SIZE] button (2). The
assignable control buttons will now light Green indicating that the resize
settings are in a default state.
If any of the parameters are changed the button will turn Orange, double
press the button twice and the parameter will go back to its default state.

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MODULATE FUNCTION SECTION 18

Modulate Overview
The modulation function enables the user to add modulation effects to
transitions, wipes, borders, 2D effects and 3D effects. The type of
modulation applied to a function is selectable and can be added to many
different parameters, whether it is global, Bus, I/O or User related.

There are 4 main functions that the modulators will affect:


Global Modulators – are used to modulate multiple parameters in a fixed
relationship.
Bus Config Group – which will modulate parameters within a Bus function,
such as Transition of a Keyer.
DVE Group - which will modulate parameters within a DVE function.
I/O Config Group – which will modulate parameters within an I/O function,
such as Red Gamma in RGB Input Color.
User Config Group – which will modulate parameters within a User
function, such as Mattes and Washes.

Global Modulators
Press [Modulate] to enter the Modulators – Setup menu

Global modulators, as mentioned earlier are used to run more than one
modulator function on a parameter at the same time, a good example is a
Wash effect where a modulator is set to run a parameter on each Wash in
turn.

Parameter Controls
Modulator Name – there are 10 individual modulation setup options in this
column, each one can be given a unique name, by selecting the required row
using the Modulator parameter, then typing the name into the Name
attacher.
Type – this is the modulation effects used which are, Spin, Sine, Sawtooth,
Triangle, Square, Shake, Linear Drift and Cubic Drift. Preset to start with a
Sine wave modulation.
Frequency – adjusts the frequency of the modulation, range from 0Hz to
30Hz. Preset to start at 1Hz
Gain – adjusts the gain of the modulation, range from –100% to +100%.
Preset to start at +50%.
Phase – changes the phase of the modulation, range 360° plus complete
turns, i.e. 5:180° this is 5 complete turns plus 180°.

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An individual modulator setup can be switched On, by selecting an individual


modulation using the Modulator parameter. Next, touch one of the On/Off
buttons in the Frequency, Gain or Phase parameter displays.
Notice that “Yes” has now appeared in the Run column of the table.
All the modulator setups in the table can be started by pressing the {All
Start} action button, or stopped by pressing the {ALL STOP} button.

Bus Config Group


This is a modulation applied to a parameter that will affect a Bus.
e.g. transition wipe, Bus color and Keyer parameters, and is for example
applied to a Key on an ME.
Touch the {Bus Config Group} menu link button to enter the Modulators –
Bus Config Group menu.

The table in this menu displays the modulation setup:

Modulator – this column will show if the modulation is Local to the Bus
config group or if it is attached to a Global Modulators setup (displayed as
Mod 1 – 10 or named if setup in the Global Modulators menu).
Touch the Modulator attacher box (center of the menu), two parameters will
appear. Use the Attachment parameter to scroll through and select a
modulator setup in the table, then use the Modulator parameter to select if
the modulation is “Local” to the Bus Group or attached to a Global
Modulators setup.

Local Type – this is the type of modulation effect, notice that when the
Modulator parameter is changed from Local to a Global Modulation the
text in the Local Type, Run and Freq columns turns Gray and will not have
any affect in the Local setup.

Run, Freq, Gain and Phase – these parameters have the same affect on a
modulation setup as described on the previous page. Local Frequency and
Local Type parameters will only affect a modulation setup in the Bus
Config Group.

Parameter – this column displays the Bus that the modulation effect is
attached to.

Parameter Details - this named box displays the actual function that the
modulation is attached to for the selected Bus modulation in the table.

All Start/ALL STOP – as described on the previous page, this function will
set all the modulation setups in the table to run or stop.

Detach – this will delete a selected modulation setup in the table.

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I/O Config Group and User Config Group


These the three menus below work in exactly the same way as the Bus
Config Group. They all have a “Local” type modulation setup or can be
attached to a Global Modulations setup.

The DVE Group modulators are attached to parameters in the DVE XFORM,
MODEL and SURFACE menus.

The I/O Config Group modulators are attached to parameters in the Input
Color menu.

The User Config Group modulators are attached to parameters in the


Output Color and Mattes & Washes menus.

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Modulators Setup
The modulate operation is setup in a specific sequence as shown below:
Select the function the modulation will affect
Select the parameter that the modulation will be attached to
Setup the modulation effect

1 2

Select a Function Select a Parameter


3

How to Use the Modulator Function


Select the function the modulation will affect, then select the parameter the
modulation will be attached to.
To do this, press and hold the [MOD ASSIGN] button on the GUI, the button
will turn Orange. Whilst holding the button, press the [SNAP NORM] button
for the chosen parameter. Notice that the selected parameter display now
has a Red sinewave symbol top right of the box, as shown below.

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Also notice that the attacher that displays the parameter settings has turned
Blue as shown below.

Once the [MOD ASSIGN] and [SNAP NORM] buttons are released the GUI
display will jump to the assigned modulator menu and highlight the attached
parameter function in the table and Parameter Function display box.
The specific modulator setup can now be done.

If a parameter is selected and a modulator cannot be attached to it, a dialog


box will appear in the menu stating that the parameter cannot be modulated,
as shown below.

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SD/HD AND HD/HD OPTION (FORMAT FUSION) SECTION 19

This section will define the features of the HD/SD capabilities of Kahuna.
This option allows SD inputs (video and Key) to be mixed with HD inputs
(video and Key). This is performed on the Key layers, the video and Key can
be re-purposed as required. This requires a color space conversion, re-size
and position of the video, cropping and border. The re-purposed layer can be
brought to air by using either the main transition engine (CUT/WIPE/MIX) or
the Key layers own transition engine (CUT/WIPE/MIX). All other Keying
features are available on these re-purposed Key layers (e.g. Preset Shapes
(masks), Chroma Key, Color Correction, Split Key).

Source Standard Definition

To allow the switcher to know what video and therefore what default action to
take with each source (within 1 Frame) you are required to define what video
standard each input will be set to. This menu can be found in [ENG
CONFIG] Engineering Setup – Source Standards menu.
The field rate of the output standard of an ME has to match the field rate of
the input video standard, and be genlocked (setup within the Video
Standards menu). If this is not matched you may get repeated or dropped
fields from the input source.

The table shows all the sources coming into the switcher and the name of
the BNC the sources are attached to.
Source – The input source to Kahuna.
Name – The name of the BNC socket the input source is connected to,
which can be given a unique name in the attacher.
Standard – The video standard that is selected for the input source, can be
set to be the same as the default output standard or a new standard can be
selected.
V Offset F1/F2 – Used to set the vertical offset of each field as required.

The video standard has to be set by the user, by default all sources are
assumed to be in the default switcher output format, and therefore the Use
Output Standard will be set to {Yes} so there is no standard shown in the
Standard column of the table.
To set an input to a different standard, use the parameter controls, or touch
screen to set the Use Output Standard to {No}. Next select the new video
source standard from the options in the New Standard list, then press {Set
Standard}. The new standard should then appear in the Standard column.
This should be done for all video sources which are not the same the default
output standard.

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The color matrixing for the Input video will be converted to the Output matrix
Note: color space. This will be done automatically.

Once happy with the Source Standards setup go back into the Engineering
Setup main menu to save the setup either as an existing engineering setup
or as a new engineering setup.

Using an SD Input in HD
Once you have set the input standards these sources HD or SD can be used
on any Key layer.

Once the input standards has been set, these sources, HD or SD, can be
used on both BGND and Key layers.

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As mentioned in section A (page A28), by setting Key 4 to BGND, the


Format Fusion engine will be applied to each source and as long as the
Source Standard and Video Timing have been set correctly, HD and SD
can be cut together seamlessly.

If the user does not wish to use Key 4 in this way, by using the Transition
Control and Key Control on the control panel, select the source on a Key
layer and then turn the Key ON. If [FULL] has been selected, then the SD
source will fill the HD screen.

To repurpose the SD source, and associated Key, you can use the Re-Size
Engine to position and size the Key layer, the Re-size facility will allow the
capability of Aspect Ratio conversion, Re-positioning and size control. The
Key layer can have a user defined soft crop applied, with a the option of a
border. The Border can be Filled with a Utility bus or Matte.

Note: The re-size can also be used to re-purpose HD standard sources which are
not in the same format as the switcher output (Field/Frame Rate need to
match), or Input sources at the same video standard as the switcher output.

Using the Input Color Correction menu set the color correction as required.

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VIDEO TIMING – TECHNICAL REFERENCE SECTION 20

Introduction
Kahuna differs from most video switchers in several respects, these are:

1. Multiple simultaneous video formats are supported.


2. All Buses have full frame synchronization capability.
3. In normal (one frame) delay mode all paths through the switcher
from an input to any output have the same delay even when image resizing,
Format Fusion or DVE effects are in use (with two minor exceptions – which
will be described later).

At first sight it may appear that the second feature removes all need to worry
about timing, and to an extent this is true. Unsynchronized remote sources
can be used without needing external frame synchronizers and the picture
will be correctly positioned no matter what (see Vertical Picture Position
below).
However life is never quite that simple. Synchronizers may introduce
unnecessary video delay and cutting along a bus may not be clean if sources
are badly timed. Some attention to timing is needed to get the best out of the
Kahuna switcher and comprehensive internal timing diagnostics take the
guesswork out of the process.

Vertical Picture Position


The input frame synchronizers normally take care of this, but not all video
sources follow current video standards. In particular, some older 525 line SD
equipment follows early standards in which the first line of the picture is
flagged in the SDI data stream, ahead of the first line which actually has
video on it.
This “error” can be up to 10 lines, a monitor shows a correctly positioned
picture because it uses the boundaries between the fields as a reference
point. Kahuna cannot use this point, because it is too early in vertical
blanking. The input router would need to cut well before this point to ensure
clean cutting along the buses. For this reason Kahuna has controls for each
input to allow any error in the vertical position to be corrected.
It is important that these are set before checking timing margins.
The first thing to do after setting the output standard(s) required in the
Engineering-Setup/Video-Standard menu, is to set the input standards and
the vertical offsets in the Engineering-Setup/Source-Standards Menu. The
V Offset for each field (F1 and F2) is easily set on an under scanned video
monitor, using moving images. Select the input on the background bus, and
adjust to the point where active video just reaches the bottom line on both
fields. Finally check that interlace looks right; if not, one field is a line out.

Minimum Delay Mode


In the Engineering-Setup - Video-Standard menu there is a control for
Minimum Delay. For normal live switcher operation set Minimum Delay to
‘Off’. In this mode the minimum video delay through the switcher is just less
than one frame, with full functionality. Minimum Delay ‘On’ should only be
selected where a frame of delay cannot be tolerated e.g. for pre-read editing.
In this case, the minimum video delay is 4 lines or less (depending on video
standard), but image resizing on Key layers and Format Fusion are disabled.

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If there is a need to switch between Minimum Delay 'On' and 'Off' without
changing the switcher's output timing, Genlock and Switcher Delay settings
must be adjusted with Minimum Delay 'On'. When Minimum Delay is
switched 'Off', source margins will then increase by several lines, and the
video delay through the switcher will increase by exactly one frame.

Beware: if the system has been timed for one frame of delay with Minimum
Delay 'Off', when Minimum Delay is switched 'On' it will not work, because
the source margins will increase to nearly one frame, indicating that the
switcher is still delaying the video by nearly one frame!

Referencing and Genlock timing


In most systems the switcher will be locked to the same reference as the
sources. Go to the Engineering-Setup/Video-Standard menu. Set the
standard of the reference input being used to the standard of the reference
and genlock to it. A genlock phase of zero is normally what's needed. This
puts the input router cut point close to the nominal setting given in SMPTE
RP168 (for most standards line 6 or 7 on field 1, counting from the field
boundary). The timing of the source router cut point is set according to the
video standard of the output ME. Provided the sources of different standards
are all genlocked with the start of the first line of the frame aligned, the cut
point will be safely inside vertical blanking, and source cutting will be clean.
Acceptable cut points for clean cutting common video standards are:

525 - 8 to + (7 - V Offset setting) see below


625 - 6 to + 14
1080i/PsF - 7 to + 11
720P - 10 to + 16

If the output ME is running in 525/60 and there are any old spec 525 sources
caution is required, since the input router cut point is determined by the video
standard of the output ME. If 10 lines of vertical offset had been applied, the
cut point specified in RP168 is actually after the line flagged as the start of
video.
Then this would cause a problem. Set the genlock phase to a negative
number to advance the cut point; 525 – 4 = 521 would make a good choice,
which allows a couple of lines to spare.
Next go the Engineering-Setup/Video-Standard/Input-Status menu. This
displays the timing of all the sources currently selected on an ME. Look at
the figures for Margin. This is the delay (in lines) which the input
synchronizer is applying to the video, a small number of lines are required
here. A large number (close to the number of lines in a frame) means
unnecessary video delay. It may also mess up the control timing of the
switcher, so that when the source is changed on a bus, any effects or
corrections may be applied out of step with the video. There may also be a
flash frame of the wrong source when cutting between an internal source
such as a store and an external one.
If there is a large margin, increase the Switcher Delay setting. This sounds
contradictory, but it's not. If the switchers output is set to be too early, the
only way it can get the picture correctly positioned is to delay it by nearly 1
frame. In most cases a switcher delay of zero will give a small margin
(between 0.5 and 2 lines).
If the cut point is advanced with the genlock timing, set a bigger switcher
Delay number to get the same margin.
If the sources have very different margins, increase the switcher delay so the
latest one has a small margin (say 0.5 line).
There is a maximum desirable margin (see below). If all sources cannot be
set between zero and the maximum, adjust the genlock settings of the
sources themselves. If the numbers keep changing then the source (or the
Kahuna) isn’t genlocked.

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The Exceptions to ‘One Frame Of Delay’


Select an internal source (the output of another ME, Still/Clip store, matte,
wash or DVE) on the ME being monitored, notice that there is no timing
margin displayed. This is because these sources do not usually go through
the input synchronizers.
The first case where there is extra frame of video delay is when an internal
source is resized on a Key layer. There is no need to worry about the
margin, that is taken care of automatically, but if the switcher delay setting is
too large there will not be a clean cut to an external source of the same
standard. To avoid this, the margin on external sources should be no more
than 2 lines less than the interval from the field boundary to the start of active
video (F to V). The maximum margin for common video standards is:

525 4 to 14 lines for a vertical offsets of 10 to 0 respectively.


625 20 lines
1080i/PsF 18 lines
720P 23 lines

The second situation where an extra frame of delay is introduced, is when


the video path includes a bus-based DVE eg when doing a backgound DVE
transition. This does not happen if the output of a DVE is selected as a
source, provided the DVE output is not also resized or format converted as
mentioned above.

Kahuna working as a Genlock Reference


If there is no source of reference sync, Kahuna can provide one. Simply
distribute the sync output from the output ME to all sources. Switch genlock
off. Again set the switcher delay to zero. With current software the “sync
timing” adjustment is relative to the output, so a setting of zero for Minimum
Delay 'Off' will normally give a small source margin. If Minimum Delay is
‘On’, a negative delay up to -4 (ie lines/per/frame – 4) will be required.
If required, use Kahuna's genlock to time Kahuna's output into downstream
equipment and adjust Genlock Phase to suit. The timing of Kahuna and all
its sources will shift together.
In a mixed video standard installation, it may not be possible to genlock all
source equipment to the same reference. For example, some HD equipment
may not be capable of genlocking to an SD reference. The sync output of an
ME can be used to provide a reference in the video standard of that ME.

Summary
For the simplest system:

Genlock Kahuna to the same reference as the sources, set source


standards, set source vertical offsets for correct picture position if necessary
(usually only for 525).
Set Minimum Delay to ‘On’ only if pre-read editing capability is required
If the output ME is running in 525/60 and 525 line sources need vertical
offset greater than 7, advance Kahuna’s genlock phase to 525 – (vertical-
offset – 7), otherwise set to 0.
If Minimum Delay is Off and Genlock Phase is set to 0, set switcher delay to
0.
Otherwise set switcher delay to 0 and look for any sources with a large
timing margin (close to the number of lines in a frame). If there are, increase
switcher delay to the point where all sources have a small timing margin at
least, say 0.5 line.
Check margins for all sources are between 0 and the maximum, as shown in
the figures in the Exceptions to ‘One Frame Of Delay’ paragraph above.

Note: Don’t forget to save the Engineering Config!.

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CHAPTER 4

DVE
Introduction to DVE
The Kahuna can support two DVE cards that will offer the user a range of
visual effects suitable for use in either HD or SD.
Each DVE card generates four tiles. Each tile has two surfaces, which are
fed by sources via Aux Buses, either real or virtual, yet any surface can be
assigned to any tile. The default settings for the surfaces can be seen in the
Default table.

The DVE models available are all created using these tiles however certain
models may not utilize all four tiles.
The Two Tile model, as the name suggests, shows two tiles and yet uses
four tiles to allow the use of keyed sources. If using sources with a separate
Key and Fill, two tiles provide the Key signal and two tiles are the Fill signals.

The DVE is designed to work in two modes, Source based and Bus based.
In Source based mode the DVE appears as a source to the switcher. In Bus
based mode the DVE is selected on a bus by using the buttons on the panel
(BGND DVE or 3D DVE – Key bus).
These can be differentiated by the point at which the DVE enters the
switcher.

Source based DVE transforms will be applied by the switcher before any Key
adjustments are added, whereas Bus based mode will mean the DVE will
apply its transforms after any Key adjustments have taken place.

In the Crosspoints menu you can select both the Fill (DVE Source 1) and the
Key (DVE Source 2). The crosspoint can now be selected on the switcher
while working Source based by selecting the Ext Aux in the Take Feed From
parameter in DVE Surfaces menu, or by selecting Feed A or B in the DVE
Surface menu for Bus based.
When using an Aux as a feed, the DVE will automatically use the coupled
key that has been setup in the Crosspoint menu. If using Feed A in Bus
based mode the key is automatically taken from
Feed B.
The nature of the Bus based mode this means that on a switcher working in
HD, selecting an SD fill as Feed A would allow the Format Fusion transform
to take place and show multiple standards.

The Two Tile, Fragment and Push models will all use the Bus based mode.

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DVE Sources Section 21

Setting up the DVE Sources


This section explains how the DVE is setup and how the surface sources are
achieved, Before setting up any of the DVE Models, it is important to
understand how the sources for the surfaces for the models are achieved.

There are two types of sources, and two ways they are used.
Sources
Take Feed From – selects which Aux output will feed the selected surface.
Bus Insert Feed – selects which source will be used as a Fill and Key.

How They Are Used


Source Based - where the DVE appears as a source to the switcher.
Bus Based - where the DVE is selected on a bus by using the buttons on
the panel (BGND DVE or 3D DVE – Key bus).

Aux Setup
Enter the User Config menu to access the Aux Bus setup menu, and setup
the Aux crosspoints to the required Stores or sources. The DVE Surfaces
can be filled with the sources of external or internal Aux Buses, in this menu
crosspoints are chosen which will become the sources for the relevant Aux
Buses.

Set up the DVE outputs in the Crosspoint Mapping menu, so the DVE
outputs can be selected on the control panel. The DVE takes its feeds from
the Aux Buses therefore the user must configure the Aux’s to look at the
relevant crosspoints.
The DVE outputs will be displayed in the Crosspoint Mapping table, there are
4 DVE outputs per DVE card fitted in the mainframe.

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Setting Up the Surface


Press the [DVE SURFACE] button on the GUI to enter the DVE Surfaces
menu.
The Select Surface parameter buttons in the menu below select the
surfaces for the DVE models, so up to 8 different sources can be applied to
the surfaces, the sources for the DVE models are supplied via Ext Aux’s,
Xpt’s, Stores and Clips.
Touch the required Surface button, then using the rotary parameter controls,
select a source from the Take Feed From or Bus Insert Feed options

Surface Content Parameter Controls


Select Surface – this parameter determines which surface of the tile is being
affected
Take Feed From – selects which Aux output will feed the selected surface.
This method is used when the DVE Op1 is selected as a source on the
PGM Bus
Bus Insert Feed – selects which source will be the Fill for Feed A or the Key
for Feed B when the 3D DVE is selected in the Key Control on the control
panel. External and Internal Aux’s can also be selected when using this
mode.
Opacity – changes the opacity for the selected surface. When set to
100.00% there is no visible light through the Tile, when set to 0.00% the tile
is completely transparent.

Once the Surfaces have been setup with the required sources, a number of
effects can be applied, these effects include Border & Crop, Defocus,
Lighting and Shade, Color Effects and Keyer.

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Border & Crop Menu


Press the {Border & Crop…} menu link button. In this menu borders can be
applied to surfaces and the edges of surfaces can be cropped, borders are
selected from Mattes and Local Matte.

Border On/ Crop On


Touch this attacher to enable the Border and Crop On/OFF parameters.

Border Control Parameters


Selected Surface – the selected surface that will have the Border/Crop
added
Border – On/Off selection for the border option, turned On/Off by the touch
buttons in the parameter options.
Width – border width
Softness – softness of the edge of the border
Bias – used to move the softness from inside edge through to the outside
edge of the border.

Border Matte Parameters


Matte Select – selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Local Hue - sets the actual Matte color, the rotary control operates a 360
degree color wheel where:

0= Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Local Luma – sets the Luminance or brightness control that affects the
selected Matte Hue, the parameter adjusts from 0 to 100% where 0% is no
luminance or Black and 100% is maximum brightness.

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Border Matte Parameters - continued


Local Sat - The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.

Crop Control Parameters

Softness – softens the leading edge of the crop

Crop - On/Off selection for the crop option, turned On/Off by the touch
buttons in the parameter options.
Top, Bottom, Left, Right – selects the edge of the surface that will be
cropped

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Effects Menu
In this menu the source that is applied to a DVE Model surface can be
defocused.

Defocus On/ Pixelation On


Touch this attacher to enable the Defocus and Pixelation On/Off parameters.

Effects Parameters
Selected Surface – the selected surface that will have the Effect added
Defocus - On/Off selection for the Defocus option, turned On/Off by the
touch buttons in the parameter options.
Defocus Amount – applies and adjusts the amount of Defocus to a source,
100% is maximum Defocus
Defocus Bias – once the source has been defocused, this parameter
applies the defocus on a horizontal or vertical axis, 0% sets the defocus
evenly across the source, -100% sets the defocus to “streak” horizontally
across the source, +100% sets the defocus to “streak” vertically on the
source.
Profile - this parameter control will adjust the defocus curve profile, changing
the curve profile will make the more accute or less accute at a specific
moment in the defocus period. The curve profile can only be used to change
the Cubic S/Sin S and Cubic Curve/Sin Curve profiles, which are selected
using the in the Shape parameter control. The Linear profile cannot be
adjusted.
Shape - selecting one of the Shape options will depict the type of profile
curve; this will alter the defocus rate.
Linear – constant defocus, even across the source
Cubic C and Sin C – these profiles are similar to each other, the default
defocus transition will have a fast acceleration at the start and slowdown
towards the end.
Cubic Curve and Sin Curve – these profiles are also similar to each other,
these will accelerate at the start slow down towards the mid point and
accelerate again.

Pixelation
Pixelation Amount – The level of pixelation applied to a source
Pixelation Bias – Adjusts the aspect ratio of the pixels
Pixelation X – Changes the pixelation centre on the x-axis
Pixelation Y – Changes the pixelation centre on the y-axis

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Lighting Menu
The DVE Lighting option provides a source of Light or Shade, which can be
directed permanently at a surface or directed into a 3D space through which
a surface can pass

Lighting On
Touch this attacher to enable the Lighting On/OFF parameter.

Light Control Parameters


Light - On/Off selection for the Light option, turned On/Off by the touch
buttons in the parameter options.
Intensity – fades the light source
Width – adjusts the spread of the light across a source
Softness – adjusts the softness and opacity of the beam from a spot beam
to a bar of light
Ambient light – the light that covers the whole source
Light Type – select between Lantern and Flashlight
Light Shape – changes the shape of light beam hitting the source
Invert – inverts the light source, so that light is everywhere except in the spot
or bar beam
Surface Texture – select between a Matt or Glossy surface

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Light Control Parameters – Light Matte


This function controls the light source color.

Light Matte Parameters


Matte Select – selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Hue - sets the actual Matte color, the rotary control operates a 360 degree
color wheel where:

0= Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Luma – sets the Luminance or brightness control that affects the selected
Matte Hue, the parameter adjusts from 0 to 100% where 0% is no luminance
or Black and 100% is maximum brightness.
Sat - The saturation control affects the selected Matte Hue, the parameter
adjusts from 0 to 100% where 0% is no saturation or no color i.e. only
shades of Gray and 100% is fully saturated or maximum color.

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Location & Orientation

Parameter Controls
Position X, Y and Z – control the movement of a light source around a
source
Orientation Yaw, Pitch and Roll – control the movement of a light source
around a fixed point

Shade Menu
The Shade option works in exactly the same way as Light function, all the
parameters and controls are the same as diagram below shows.

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Keyer Menu
This menu sets up the Keyed source for a DVE surface and works much like
the Key Control area on the control panel. This menu allows a key
adjustment to be applied to a single surface in the Source/Pre-Transform.

Parameter Controls.
Selected Surface – the selected surface that will have the Keyed source
added
Lift – sets the luma level at which the Key operates
Gain – affects the sharpness of the clip point
{Full} – the Fill is a full layer over the Background hiding it completely
{Linear} – linear Key (a pre cut Key)
{Luma} - Luminance Key (no pre-keying has been applied to the fill)
{Coupled} - Sets the Key source as that selected on the bus crosspoint
{Self} - Sets the Key cut source as that selected on the Key crosspoint bus,
i.e., a Luma self Key.

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Color Effects Menu

Main Parameter Controls


Selected Surface – the selected surface that will have the Keyed source
added
DVE Color Effects – enables the color effects option
YUV – On/Off. This will allow YUV adjustment.
RGB – On/Off. This will enable the RGB control.
Bleed – On/Off. This will enable the Bleed control.

YUV Parameter Controls


Brightness – adjusts the brightness of the source
Contrast – adjusts the Contrast
Saturation – adjusts the saturation

Presets - by pressing one of the Presets option buttons, the source signal
will turn B & W (black and white), Sepia, Linear or Inverse. These are preset
values for a quick adjustment of the source signal, to produce some best
effects.

RGB

Make sure the DVE Color Effects attacher is turned ON, top left of the
screen menu, if it is Off, adjusting any of the settings in this menu will have
no effect on the source.

The initial menu is set to a default attacher condition, which shows all five
Master adjustment parameters highlighted by the Red active circles. This will
give an adjustment of Master Lift, Gamma, Gain, S-Gain and S-Center.
These adjustments will alter all three elements of the RGB signal at the
same time.
When one of the master parameters is altered, notice that the RGB curve
profile changes in the graph situated center of the menu.

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Bleed

Color bleed is a situation where a single color will over power the other
colors in the RGB signal. By using the bleed function the stronger color can
be softened to make the color output more natural, or adjust to suit a specific
need.
Again make sure the DVE Color Effects is turned on.
The initial menu has a default state where a single adjustment for each
parameter menu is active; this will allow the adjustment of the main RGB
bleed parameters.
Touch one of the attacher to enable all the options in that menu, this will
allow a detailed adjustment for each of the R, G and B bleed settings. The
adjustments are measured on a –100 to a +100 percentage scale. Each
parameter menu will adjust a single color, i.e. red into red, green into red and
blue into red. These changes are also reflected graphically in the RGB bar
graphs above the parameter sets.

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DVE Models Section 22

Examples of Basic DVE Model Shapes

Two Tile Model


A Two Tile Model is made up of 2 tiles with 4 surfaces. Each Tile can be
manipulated and moved about the X, Y or Z - axis.
Below is an example of two tiles each of the tiles has two sides or
“SURFACES” front and back so this type of effect needs 4 sources to feed
the Surfaces. This principle is the same for all DVE shapes.

TILE 1 TILE 2 SURFACE 2

SURFACE 1

Slab Model
The example below is a Slab, this shape has three visible Surfaces, but
because it is a block the Slab also has 3 other sides that are not visible,
making 6 sides in all, as shown below, the Surfaces are called Top/Bottom,
Front/Back and Left/Right.
YAW
Back

Left
Top

Right
Front PITCH

Bottom

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Understanding DVE Surfaces


When constructing a DVE Model, the user has to know how many surfaces
make up a model and how to select a surface to apply a source.

The table below displays the surface make up of each DVE Model and
displays if the model is Keyed. When applying a source to a surface, it is
important to reference the FACE column against the SURFACE column.

MODEL KEYED MODEL TILE FACE SURFACE


FRONT SURFACE 1
TILE 1
BACK SURFACE 5
TWO TILE YES
FRONT SURFACE 2
TILE 2
BACK SURFACE 6
FRONT SURFACE 1
TILE 1
BACK SURFACE 5
FRONT SURFACE 2
TILE 2
BACK SURFACE 6
FOUR TILE
FRONT SURFACE 3
TILE 3
BACK SURFACE 7
FRONT SURFACE 4
TILE 4
BACK SURFACE 8
FRONT SURFACE 1
BACK SURFACE 2
TOP SURFACE 3
SLAB
BOTTOM SURFACE 4
LEFT SURFACE 5
RIGHT SURFACE 6
FRONT SURFACE 1
FRAGMENT YES
BACK SURFACE 5
FRONT SURFACE 1
FEED A
BACK SURFACE 5
PUSH YES
FRONT SURFACE 2
FEED B
BACK SURFACE 6

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DVE Models Menu


This section will list the available models in the Kahuna DVE option.
Press the [DVE MODELS] button on the GUI to enter the DVE Models main
menu.

As the diagram below shows, there are 5 available model types that can be
used. To use a Model press the {On} button for the selected Model then
press the Model button.

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Understanding How DVE Models Move


Axis, Yaw, Pitch and Roll
The DVE model uses three axis to move around, X (horizontal), Y (vertical)
and Z (depth) as shown below. The positioning of a DVE Model can also be
altered by adjusting Yaw, Pitch and Roll.

Source and Target Adjustment


YAW
Y Z

PITCH

X X

Axis Lines
ROLL

Z
Y

It is also worth noting that when moving the DVE model the model will
always move around a central point in space.
To understand this the parameters some parameter options are broken down
into types of adjustment – Source and Target
Source (local) – which is just the DVE Tile or Slab etc.
Target (global) – Slab or Tile and the whole surrounding area.

SOURCE TARGET

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Two Tiles Model


To save repeating information, the setup of the Two Tile DVE Model and the
Note:
parameter adjustments are exactly the same for the Four Tile DVE Model.

This option will allow Two Tiles to be keyed over the program (PGM) Bus.
Each tile has two surfaces “front and back” each surface can have a different
source. To use a source with a separate Key and Fill it is necessary to use
this model and use Bus Based mode by selecting the [3D DVE1] in the Key
Control area on the control panel.
To turn this option On, press the {On} button next to the {Two Tiles…}
menu link button.

On entry to the Two Tile menu, notice that there is a “Tile Mimic” displayed in
the Gray boxed area above the attachers, as the tile is manipulated the
mimic will follow the parameter adjustments.

Parameter Controls
Select Tile – selects Tile 1 or Tile 2
Tile Visible – this allows one or both of the tiles to be removed from view

Main Transform (Target)


X, Y, Z Position – will move the position of the tile around the centre of the
axis
Zoom – will zoom in on the tile
X, Y Size – will change the physical shape of the tile horizontally or vertically
Yaw - rotates the tile such that the left and right sides turn into the screen
Pitch – rotates the top and bottom into the screen
Roll – rotates the tile clockwise/counter-clockwise
Axis X, Y, Z – moves the centre axis point around

Button Functions
{Model Active button} – when Green, this means this DVE Model is
selected and is active, when Gray this Model is Off
{Transforms} – this menu will allow the Source and Target manipulation of
the chosen tile.
{Advanced} – allows the source for the tile to be changed and the addition
of reflection to the tile surface.

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Transforms Menu

The Transforms menu allows the adjustment of tiles individually. There are
two adjustments, Source/Pre and Target /Main, that can be applied to each
tile.

The physical adjustments for the Source/Pre are the same as those for the
Target/Main however as the name suggests, these occur foremost.
The physical adjustments to the tile in Target/Main are exactly the same
controls as those in the main Two Tiles menu.
Each tile can be adjusted using both the Source and the Target transforms
although the Target transform is often all that is needed.

An example may be a better way to explain the need for Source and Target.
To allow a page of text or a tile to appear to be flying into the distance it is
necessary to use both Source and Target. The second example shows what
differences can occur if the Source and Target are not used correctly.

The move can be built using a Timeline, which is made up of 3 keyframes.


To ensure that the tile is pitched from the bottom of the screen it is
necessary to move the Y-axis on the Target transform to –0.28
Notice that despite the Y-axis adjustment the tile remains full and centered
as the plane has yet to be angled. Ensure the Timeline is set to use a Linear
Profile and enter this as the first keyframe.

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Next pitch the tile on the Target transform by 85 and enter the second
keyframe.
By adjusting the Y-position in the Source menu by 50 notice the tile appears
to disappear into the center of the screen.
When the tile is no longer visible enter this as the last keyframe.

When the timeline runs the tile will fly away smoothly.

It may not be clear from this process why it is that the settings need to be
applied in a particular order and to each specific transform, but as the
example below will show, should the same adjustments be made but to
opposing transforms a completely different result occurs.

Should the pitch and Y-axis be adjusted on the Source transform and the Y-
position be changed on the Target transform the result would look like this:

Our initial example moved the tile up the Y-axis primarily then the Target
transform took that tile and the space within which it had been moved and
pitched the whole model and moved the whole arrangement back bringing it
into view.
In the second example the Y-axis has been lowered, and the tile pitched
back on the Source transform. However, the Target transform has moved the
tile up the Target Y-axis (the center of which is still at 0 - the center of the
screen) resulting in the tile moving up the screen.

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Advanced Menu

Active Tiles
Tile 1 and 2 Visible – this allows one or both tiles to be visible.

Surfaces Parameters
Select Tile – selects Tile 1 or 2
Front Surface/Back Surface – determines the source selection for the
surface of the selected Tile
Front/Back H/V Reflect – the source on the front and/or back of the surface
may be reflected in the horizontal or vertical direction, this maybe useful
when rotating a tile to have the front and rear source in the same orientation
Rotate – this will rotate the surface by 90°

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DVE XFORM - DVE Primary Transform Menu


This menu allows a Source and Target transform to be applied to a DVE
model.

Parameter Controls
Perspective – alters the perspective of the overall DVE model
H &V Sharpness – adds sharpness to the resolution to the model as it is
zoomed in or out
Intersect Softness – softens the intersections between tiles

Source/Pre – (local) moves the model around as determined by the


parameter controls in the attachers
Target/Main - (global) moves the model around as determined by the
parameter controls in the attachers.

X, Y, Z Position – will move the position of the tile around the central point
Zoom – will zoom in on the model
X, Y Size – will change the physical shape of the tile horizontally or vertically
YAW - rotates the tile such that the left or right sides turn into the screen
Pitch – rotates the top or bottom into the screen
Roll – rotates the tile clockwise/counter-clockwise
Rotation Center X, Y, Z – rotates and moves the center axis point around

Source Transform
As an example of using the X-FORM Source and Target Transform these
diagrams show a moving DVE model, moving within a larger plane. To
create this effect it is necessary to apply two separate transforms. In this
diagram the Two Tile Model has been used to construct a cross-shape. A
spin modulation was then applied to the Source Yaw by turning the model
about the Y-axis. The spinning cross is then pitched by the Source
Y-axis
transform.

X-axis

Z-axis

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Target Transform
In this diagram the model and the space in which it was positioned by the
Source transform, have had their X and Z-positions globally modulated by
the Target transform. A single sine modulator was used for this, where there
was a 90 degrees offset applied to the X-position. This created a circular
motion.
The final result shows two transforms operating in series; the Source
transform causing the cross shape to turn about its own axis (marked in red),
while the Target transform is causing it to orbit about the Target axis (marked
in blue), while remaining facing the viewer.

Y-axis

X-axis

Z-axis

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Slab Model
The Slab Model has six surfaces, front, back, top, bottom, left and right,
although only three are visible at any one time.

Setting up the Slab surfaces – parameter controls


Depth – determines the thickness of the slab
Gap – separates, closes or overlaps the edges of the six surfaces
The menu below shows the parameters that control each face of the slab.

To assign a source to a surface of the Slab, touch one of the Control


attachers, and the parameters that affect the selected surface of the Slab will
appear. Now one of the 8 sources that were setup in the DVE Source menu
can be selected by touching one of the Surface buttons in the parameter
control area of the menu.

Parameter Controls
Front Surface – the title for this parameter control changes depending on
the active attacher, the numbered buttons relate to the sources that were
chosen in the DVE Surface menu.
H/V Reflect – reflects or flips the face of the slab on the horizontal axis or on
the vertical axis
Rotate 90 – rotates the selected slab face by 90 degrees
Each of the attachers works in an identical manner.

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Slab Position and Adjustment


At this point the Slab surfaces have been setup, the next step is setting up
the position and size of the Slab, this is done in the DVE Primary Transform
menu

Parameter Controls
Perspective – alters the perspective of the overall DVE model. The
perspective control only has effect if there is some degree of Yaw and Pitch
rotation. Adding perspective with this rotation gives depth to the model.
H &V Sharpness – adds sharpness to the resolution to the model as it is
zoomed in or out
Intersect Softness – this will give a soft edge adjustment to surfaces that
intersect such as a Slab or Tiles that have been brought together and touch

Source/Pre – (local) moves the model around on a center axis point


Target/Main - (global) moves the model and the surrounding area around.

X, Y, Z Position – will move the position of the tile around the central point
Zoom – will zoom in on the Model
X, Y Size – will change the physical shape of the tile horizontally or vertically
YAW - rotates the tile such that the left and right sides turn into the screen
Pitch – rotates the top and bottom into the screen
Roll – rotates the tile clockwise/counter-clockwise
Rotation Center X, Y, Z – rotates and moves the centre axis point around

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Fragment Model
Fragment slices the image vertically or horizontally and flies the slices off the
screen. In this mode, Background A is fragmented or “ripped” away in
sections to reveal Background B.

Parameter Controls
Level – determines the where the fragment is in a transition, i.e. 0% is the
start of the fragment, 50% is half way through the fragment and 100% the
source is no longer visible.
Fragments – sets the number of slices into which the surface will be
fragmented
Edge – selects the edge, (top, bottom, left or right) from which the slice will
occur
Distance – determines how far the slice will fly across the screen before it
vanishes and a new slice starts
Angle – the angle at which the fragmented section will travel as it
disappears.
Final Fragment Size – determines the size of the fragment before it
disappears and another fragment starts

Yaw, Pitch, Roll and Axis X,Y,Z - determine the angle and direction a
fragmented section will travel in as it is torn away.

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Surfaces Parameters

Like the Slab Model, to assign a source to a surface of the Fragment


surface, touch one of the Surface attachers, and the parameters that affect
the selected surface of the Fragment will appear. Now one of the 8 sources
that were setup in the DVE Surface menu can be selected by touching one
of the Surface buttons in the parameter control area of the menu.

Front Surface/Back Surface – determines the source selection for the


surface of the fragment
Front/Back H/V Reflect – the source on the front and/or back of the surface
may be reflected in the horizontal or vertical direction, this maybe useful
when rotating a tile to have the front and rear source in the same orientation
Rotate – this will rotate the surface by 90°

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Push and Squeeze Model


The Push transitions on surface 2 by forcing surface 1 out of frame using a
left/right push and bottom/top push.
The Squeeze transitions will again transition between surface 1 and surface
2, as the transition takes place surface 1 is squashed to the edge of frame
and surface 2 becomes the foremost source.

Push Transition
Example

Squeeze Transition
Example

Push and Squeeze Parameters

Effect – push or squeeze


Level – transition level of push or squeeze
Overlap – overlaps the edged of surface 1 and surface 2
Direction – dictates the direction of push or squeeze

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Surface Parameters

To assign a source to a surface of the Tile, touch one of the Surface


attachers (Tile A Front Surface, Tile B Front Surface, Tile A Back Surface
and Tile B Back Surface), and the parameters that affect the selected
surface of the Tile will appear. Now one of the 8 sources that were setup in
the DVE Surface menu can be selected by touching one of the Surface
buttons in the parameter control area of the menu.

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Page Turn and Page Roll


The Page Turn and Page Roll transition are very similar, both will turn
surface 1 over to reveal surface 2 and the background layer underneath.

Page Roll Page Turn

As the diagrams above display Page Roll – rolls surface 1 around on itself,
the tightness of the roll will depend on the parameters set, this will be
explained a little later.
Page Turn, turns surface 1 over on itself, like turning a page in a book.
The menus and parameter controls for both of these DVE models are
identical, so only the Page Turn parameters will be explained in full.

Page Turn Parameters


Press the {Page Turn…} in the DVE Models main menu the DVE Models –
Page Turn menu will be displayed.

Position – controls the level of the Turn. 0% = no turn, 100% = fully turned
Radius – changes the tightness of the turn in the page

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Rotation - changes the angle from which the Page Turn starts
Position Range – changes the point at which the Page Turn fully completes
Type – selects between Page Turn and Page Roll.

Lighting Perameters
To help destinguish between the three different types of lighting please refer
to the diagram below.
1. Highlight – light hitting the curve of the page turn.
2. Inner Shadow – shadow falling from the inside curve of the page turn.
3. Outer Shadow – shadow falling from the outside of the curve onto the
background source.

3
2

The following parameters are the same for the three types of lighting source.
Intensity – intensity of the light/shadow source
Width – adjusts the width of the light/shadow source
Softness – adjusts the transparency of the light/shadow
Position – adjusts the angle where the light/shadow source fall on the page
turn.

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Surfaces

Front Surface/Back Surface – determines the source selection for the


surface of the page turn.
Front/Back H/V Reflect – the source on the front and/or back of the surface
may be reflected in the horizontal or vertical direction.

Highlight Blur
Highlight Blur adjusts and blurs the luma content of a source.

Highlight Blur Parameters


Blur – adjusts the amount of blur applied to the source
Bias – this changes the horizontal and vertical blur bias
Lift – sets the luma level of the source
Gain – affects the sharpness of the source

Surfaces
Front Surface – selects the source for the Front surface
Back Surface – selects the source for the Back surface

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CHAPTER 5
This is a ‘How To’ chapter, it offers hints and tips and will cover various
“How To Create” sections.

COUPLED FILL/KEY CLIP FROM A VTR CLIP SECTION 23

This document describes the process necessary to grab separate fill and key
clips from a VTR, edit them and combine them into a coupled fill/key clip.
Make sure that you have two uncoupled clip stores available that are large
enough for the separate fill and key parts.

Press the [USER CONFIG] button on the GUI to enter the User Setup main
menu, next press the {Store Setup} menu link button to enter the User
Setup – Store Setup menu.

Setup the Store Memory Allocation


Select the store that will be used as the Fill, next press the {Uncouple}
button. Adjust the Allocated Memory parameter control to allocate sufficient
frames for the store (the allocated memory for other stores may have to be
reduced in the group of four stores on the same ME).
Repeat the above process for the Key store. If the there is not enough
memory space to hold the Fill and Key, it is possible to have the Fill located
in one ME and the Key located in another ME.

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Setup the Crosspoints

Go back into the User Setup main menu and press the {Crosspoint
Mapping…} menu link button, select and setup one of the free crosspoints
to display the VTR source that the clip will be taken from. Also setup
separate crosspoints to display the fill store and the key store, and then
setup a single crosspoint with the fill source set to the fill store and the key
source set to the key store.
How to Grab the Fill Clip

Press the [STORE] button on the GUI and then press the {Grab…} menu
link button. On the control panel select the VTR crosspoint on either the
program or preview output. Using the Grab Store parameter control, select
the Fill store that is to be used for the fill, then using the Grab Crosspoint
parameter control select the VTR crosspoint.
Set Auto-Stop When Full to {Yes} and the Grab Mode to {New}. Using the
{>|} (Cue) action button to set the VTR to just before the start of the Fill clip.
Press {Play >} action button and then press the {Latching Grab} button just
before the start of the Fill clip.
At the end of the Fill clip, press the {Latching Grab} button again, or wait for
the Auto-Stop When Full at the end of the store.

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Editing the Fill Clip

Go back into the Store Load main menu, then press the {Play / Edit…}
menu link button. On the control panel select the Fill store crosspoint on the
preview or program monitor. Review the grabbed Fill clip, and if it is
unsatisfactory, repeat the “How to Grab the Fill Clip” section.
If the clip is OK, using the Store parameter control, select the Fill store clip.
Next press the {Edit Mode} action button, then move to the first field of the
clip using {Play >} or {Inch >>} buttons or use the position parameter
control. At the start of the clip press the {Mark In Point} action button, next
move to the last field of the clip using {Play >} or {Inch >>} buttons and then
press the {Mark Out Point} action button.
Press and turn off the {Edit Mode} action button. Review the edited clip.

If satisfied with the Fill clip store, repeat the “How to Grab the Fill Clip” and
“Editing the Fill Clip” sections to setup the Key clip, remembering to change
the store.

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Couple the Fill and Key Stores

Press the [USER CONFIG] button on the GUI to enter the User Setup main
menu, next press the {Store Setup} menu link button to enter the User
Setup – Store Setup menu.
Adjust the Store parameter control to select the Fill store, then adjust the
Coupled Key Store to select the Key store.
If desired, go back into the User Setup main menu and save the store setup
in the User Setup table.

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Review the Results

Go back into the Store Load main menu, then press the {Play / Edit…}
menu link button
Using the control panel, select an appropriate crosspoint as a background on
an output ME. Set the Fill/Key store crosspoint to be on Key1 and press
[Key1] to turn it on and then press {Play >} to play the clip.

Save the Coupled Fill and Key Store

Press the {Save…} menu link button, using the Store parameter control
select the Fill/Key clip store, then select a Current Project and a File. Then
press the {Save} action button (and if necessary, confirm the operation).

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CREATE A CLIP TRANSITION SECTION 24

This example produces a logo moving across the screen with a Matte Mix
Background Transition taking place behind it. The center of the Matte Mix is
to occur when the Logo is at center screen and providing maximum obscurity
of the Background.

Procedure
Load the clip, which may be fill and key, into the clip store. This is done in
the Store Load menu. Press the [STORE] button on the GUI to enter the
Store Load menu

Select the Key Layer


Select the key layer to be used in the Key Control buttons on the control
panel. Set the type of keying and the key layer priority. Select [CLIP] in Key
Control. In Transition Control, set the chosen Key layer and Key Transition
to ON. On the applicable key bus select the crosspoint for the Clip.

Set the Transition Time


Press the [AUTO] button in Transition Control and the Clip should run. It
should also run from the T-bar.
The [AUTO] run duration of the Clip can be set by pressing the [TIME]
button and adjusting the Assignable Control parameter. This enables ‘Auto
Trans Time’ setting on the Number Key Pad and Trans Time plus Trans
Offset on the Adjustable Controls. Another way to set the Trans Time is to
enter the time into the Number Keypad.

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Setup the Transition


Press the [TRANS] button on the GUI, then press the {MIX Settings…} and
select the type of background transition, for this example select Matte Mix.
Touch the {Fill} attacher, then using the parameter controls setup the
required Matte.
The background transition will take place behind the Clip. The relevant
timings of the transitions for Clip and Background need to be synchronized
for the required effect.

Select [Trans Time] Assignable Control to set the Background Transition


Time which in this example needs to be considerably shorter than that for the
Clip Transition which will run over the top, set about 2 fields.

Move the T-bar to midway through the transition. The Clip (in this example)
is at center screen and at its maximum obscurity of the Background. This is
where the Background should Transition. To set the center of the Matte Mix
with the center of the clip, press the [TIME] button in the Key Control on the
control panel and set the [Trans Offset] control in the Assignable Controls.
Adjust the Trans Offset negatively so that the Clip remains at maximum
obscurity and the Matte Mix is at peak color.

When an [AUTO] Transition is run, the Clip should run and a Matte Mix
should occur at the center of the Clip.

The Offset can be calculated mathematically. The center of both transitions


Note:
need to occur at the same time so subtract half the Background Trans from
half the Clip Trans time. The result is the offset.

The picture strip below shows stills from the Clip Transition produced.

Note: The Time of the Clip, the type of Background Transition and the Offset
between the Clip position and the Background Transition depends on the
type of Clip and type of Transitions being used.

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CREATE A MACRO LOADING A DMEM SECTION 25

Scenario
This is a quick way to save a DMEM without having to go through the menu
structure to setup and save a DMEM.

Procedure
Press the [FILING SYS] button on the GUI to enter the Filing System –
Projects menu. Next press the {DMEM…} menu link button to enter Filing
System – DMEM menu.

Select a DMEM and Record the Macro


Select the required DMEM using the Current Project and File parameter
controls.
Press the [MACRO REC] button on the GUI the button will turn Green, then
press the {Load} action button the macro record button will now turn Red,
press the [MACRO REC] once again to finish the macro recording.

Test the Macro


Press the [MACRO] menu button on the GUI and observe that the Macro
Actions table displays the actions just taken to setup the macro. Press the
{Test} action button and observe if the macro has recorded the required
function.
If not go back to the Filing System – DMEM menu and start again.

Touch the Use Delays parameter control and set the function to {No}. If
delays in the macro function are required set the delay manually using the
Delay parameter control and turns the delays on.

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Create a Bitmap
Once happy with the macro function, press the {Bitmap…} menu link, either
select a bitmap icon using the Library parameter once chosen press the
{Grab from Library} action button, or select either Pen or Text mode from
the Draw Mode parameter to create a bitmap icon.

Save the Macro


Next press the {Save…} menu link button and using the Current Project
and Destination parameter control select a project and destination to save
the macro to. Here a name and a description of the macro function can be
typed into the attachers below the destination table.

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Assign the Macro to a Button


Next press the {Assign…} menu link button, using the Current Project and
Macro parameter control, select the relevant macro and press the {Key
Attach} action button, notice that all the button back lights have gone out on
the control panel. Select and press a User Function button, the macro will
now be attached to that button and the bitmap icon will be displayed in the
LED display on the button.

Store the User Function Button


Finally, to store the User Function button attachment for future use, press the
[PANEL] button on the GUI and then either save the setup to an existing
panel setup file, using the File parameter control to select the existing setup,
or create a new panel set

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CREATE A MACRO RUNNING A VTR AND GPO SECTION 26

Scenario
There may be a circumstance where a macro is needed to run a VTR
function and at the same time as the VTR starts, a second external device
may need to be triggered, e.g. to create a sound.

Procedure
Before starting make sure that the serial port is set correctly in the
Engineering Setup – Serial Port Protocols menu. Press the [ENG
CONFIG] button on the GUI, then press the {Port Protocols...} menu link
button.

Setup the VTR Function


Assuming that the VTR function has already been setup in the Port
Protocols menu, if more than one VTR is setup in the Port Protocols table,
observe which port the required VTR is set to operate on.

Next press the [PERIPH] button on the GUI to enter the main menu, touch
the {VTR Control…} menu link button attacher to enter the VTR Control
menu, using the VTR Port parameter control, select the port that the VTR
was set to in the Port Protocols menu.

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Macro Running the VTR Function

In the Peripherals main menu press the {VTR Control…} menu link button to
enter the Peripherals – VTR Control menu.

Run the Macro and the GPO


Press the [MACRO REC] button on the GUI to activate the macro function
and the button will turn Green. Next press the required VTR function (Play,
FF, REW etc) and the macro record button will turn Red, press and hold the
[MACRO REC] button and the button will go Orange to indicate pause
mode. This allows the creation of the next step in the macro, without the risk
of unintentionally pressing a button which is not needed. Next go into the
[ENG CONFIG] main menu and press the {GPO} menu link button.
Using the GPO Number parameter control, select a GPO in the table, (make
sure the {Source Now} and {Source Next} are turned off). Make sure that
the {User Bit} action button is pressed, then using the User Bit parameter
control, select user bit 1.

Next press the {User Bit 1 – 16…} action button to enter the User Bit 1 – 16
menu, press the [MACRO REC] button again to turn the macro record
function back on (the button will turn Red).
Next press Bit 1 {Push} to turn the GPO pin on/off, press the [MACRO REC]
once again to finish the macro recording.

The selected GPO pin out will switch on and off each time the macro is run,
which will enable the GPO to run external equipment.

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Test the Macro


Press the [MACRO] menu button on the GUI to enter the Macro – Edit menu
and observe that the Macro Actions table displays the button press actions
just taken to setup the macro. Press the {Test} action button and observe if
the macro has recorded the required function.
If not go back to the VTR Control menu and start again.

Touch the Use Delays parameter control and set the function to {No}. If
delays in the macro function are required set the delay manually using the
Delay parameter control and turns the delays on.

Create a Bitmap
The macro can be attached to almost any button on the control panel and
most buttons on the GUI, but it is likely that the macro would be attached to
one of the User Function buttons on the control panel.

Once happy with the macro function, press the {Bitmap…} menu link, either
select a bitmap icon using the Library parameter once chosen press the
{Grab from Library} action button, or select either Pen or Text mode from
the Draw Mode parameter to create a bitmap icon.

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Save the Macro


Next press the {Save…} menu link button and using the Current Project
and Destination parameter control select a project and destination to save
the macro to. Here a name and a description of the macro function can be
typed into the attachers below the destination table.

Assign the Macro to a Button


Next press the {Assign…} menu link button, (the macro will already be in
the correct project after saving the macro in the last step). Press the {Button
Attach} action button, notice that most of the button back lights have gone
out on the control panel (with the exception of the buttons that are already
attached to a macro). Select and press a User Function button, the macro
will now be attached to that button and the bitmap icon will be displayed in
the LED display on the button.

Store the User Function Button


Finally, to store the User Function button attachment for future use, press the
[PANEL] button on the GUI and then either save the setup to an existing
panel setup file, using the File parameter control to select the existing setup,
or create a new panel setup and save.

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CREATE A TIMELINE SECTION 27

Before Starting

There are a couple of steps that need to be checked before starting to use
the timeline functions.
Press the [I/O CONFIG] button to enter the I/O Setup menu, next press the
{By Crosspoint…} menu link button to enter the By Bus/By Crosspoint
Setup menu. Ensure that all the parameter buttons are set to Bus, the
buttons are Green to show which function they are set to.

Next, press the [TIMELINE] enable button (1) which is situated in the group
of buttons named ME Enables, this will allow the timeline function to work,
here also select the Key, background or source which the timeline is going to
affect.

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Press the [RESIZE] button situated in the Key Control area of the control
panel to enable the resize function.

Using the ME Enable buttons on the control panel, select the, key/keys,
background that will run in the timeline. Press the [EDIT ENABLE] button,
situated in the Timeline Control area of the control panel to enable the
timeline function buttons.
Next press the [TIME LINE] button on the GUI to display the Timeline –
Insert menu. This menu show the timeline as it is being setup in the timeline
keyframe display.

Press the [INSERT MODIFY] button to mark where the first key frame starts,
using the Assignable Controls move the key layer to the desired first key
frame position and press [INSERT ] then move the key layer to the
next position and press [INSERT ] again. Continue to do this until the
timeline is finished.

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Next press the [TL ENABLE] button, next to the T-bar and then press [RUN]
button. The timeline that has been setup will now run.

To edit and modify the timeline press the {Keyframe Edit} menu link button,
this will allow adjustment to individual timelines, select between the individual
timelines by pressing the key or background Delegate buttons on the GUI
panel (see Timeline Menu structure for full explanation of the menu
functions).

It is worth noting here that as described at the start of this section, the
Key/Keys or background that will run in the timeline, are selected using the
Timeline - ME Enable buttons on the control panel.
In the Timeline - Insert main menu, notice that the title bar shows the ME
and the Key or background which corresponds to the Delegate buttons that
are lit on the front of the GUI. Pressing a different key or background
Delegate button, will not affect the timeline key or background enables in
anyway.

If the Display Zoom is set so that the timeline keyframe graphic runs off the
display area, when the timeline run button is pressed the timeline cursors
may run along the timeline and off the display area.
To cause the display to track the moving cursor, the GUI delegate button that
corresponds to the required bus should be pressed. Then, when the time line
is run, the cursor will run along the whole timeline and the display will scroll
to follow the cursor.

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USING BUTTON MAPPING SECTION 28

Large-scale sporting events often use a lot of camera inputs and may often
need to utilise other banks or Auxes to accommodate these.
By re-arranging the four ME banks using the ME delegate buttons on the
control panel, a user is able to work across two banks using up to 80 inputs.

For example, to record clean and dirty outputs it is useful to switch Bank A to
be ME4 and key any graphics over ME4 – this allows ME3’s output to remain
a clean cut.
ME4 will still be the main output ME although ME3 will become the bank
upon which the show is cut, feeding ME4.
Using the ME delegate buttons double press ME3 on both bank D and C and
ME4 on bank A.

ME Delegate
Buttons

To set up bank D to use Xpt’s 1-40 and bank C to use xpt’s 41-80 you must
disable the shifted Xpt’s.
Press the [PANEL CONFIG] button on the GUI, then press the {Button
Maps…} menu link button and then select {New}.

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A new menu will now appear in which the Xpts can be setup.

Using the Bus Length parameter adjust the Bus Length to 40, then using
the Button Number parameter select Button number 1 in the table. Next
press the {Clear To End} action button, all the buttons will now be disabled.

Touch the Disable Normal attacher, a new set of parameters will now
appear, then press {Disable Normal} Off. Touch the Button Number
attacher and scroll the Crosspoint parameter to Xpt 1 and press {Create
Bus}. Notice that Xpt’s 1-40 are now selected and all others are still
disabled.

To set up bank C scroll to button 1 do the same again but this time select Xpt
41 to be button 1, then follow the above instructions.
Save each of these maps by pressing {Save}, then in the Button Map
Assignment menu, apply the appropriate maps to banks C and D.
The xpt’s will now be displayed in the mnemonic display.
Be sure to set the source standards and ME Outputs settings, to allow any
Format Fusion standards conversion to take place.

Button Mapping will mean that all button presses and movements of the T-
Bar will be tracked from one bank to another. On the slave bank, it is
possible to set a transition time or wipe pattern independently of the master
bank. However if the slave bank is needed to mimic the actions of the master
bank exactly, be sure to set identical transition parameters in both banks.

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USING A SHOTBOX TO CONTROL PLASMA FEEDS SECTION 29

The Kahuna can have up to 16 Aux outputs and Remote Aux panels can
control each of those outputs.

During an event calling for two operators, one mixing the show and another
feeding the plasma screens, the second operator can have all the Aux Buses
at their disposal. By attaching macros to the Aux panel buttons the user will
also have control over stills, clips, GPI’s or graphics.

Connect the remote Aux to the GUI, as explained in the Installation Manual.
Next Press the [PANEL CONFIG] button on the GUI, then press the {Aux
Panels…} menu link button. Here the required Aux Bus can be selected. In
this example we are controlling Aux (Bus) 1 with Aux Panel 1.

The default state of the Aux panel’s button mapping will be Xpt’s 1-40 for
buttons 1-40. If needed you are able to assign a Button Map to your Aux
panel as you will see in the Button Map menu.

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To run a clip or control a VTR from this panel a macro command can be
attached to any button.
To save a clip transition to a button, set up the clip transition (on an ME that
isn’t the main output).

Press [MACRO REC] button on the GUI and run the required Clip, then stop
the Clip and press the [MACRO REC] button once again to stop the macro
recording.
Next press [MACRO] button on the GUI to enter the Macro Edit menu, here
the macro that has just been setup can be tested.

Save and Assign it to a button on the Aux panel.


Now, every time that button is pressed it will run the transition clip from that
ME, without compromising the output of the main ME.

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CREATE A BASIC SLAB MODEL SECTION 30

Set up the Crosspoints


Set up the crosspoints as explained in the full manual, via the Crosspoint
Mapping menu. The DVE takes its feeds from the Aux
Buses therefore the user must configure the Aux’s to look at the relevant
crosspoints.
The DVE outputs will be displayed in the table, there will be
4 DVE outputs per DVE card.
Make sure that DVE output 1 and 2 have been selected correctly in the
crosspoint table as the Fill and Key source, then select
the DVE as a source on the BGND Bus.

To select a Slab in the DVE Model menu, press the [DVE MODEL] button
on the GUI, then to select the Slab option, press the {On} button next to the
{Slab…} menu link button.
Next go to the DVE XFORM menu and adjust the Target/Main - Zoom
parameter control to zoom the Slab in or out, then touching the Yaw Roll and
Pitch parameters and holding down the {Mem} button next to the Joystick
the Slab Model can be controlled using the Joystick.

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Set up the Surfaces


Press the [DVE SURFACES] button on the GUI to enter the DVE
Surfaces menu, this will allow the user to change the sources on each Slab
surface using the Take Feed From parameter controls.

To change the depth of the Slab enter the DVE Model menu and touch the
{Slab…} menu link button, next touch the Slab attacher and adjust the Gap
parameter control.
If the DVE is selected as a Linear Key, the Slab can now be moved over a
Background layer.

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USE A DVE MODEL AS A BGND TRANSITION SECTION 31

These examples assume a user is using 3D DVE1, if using 3D DVE2 use 3D


Note:
DVE2 buttons in place of 1

To transition from one source to another using a DVE model it is necessary


to create a Timeline. Once created, these timelines can be saved to
DVEMEMs and recalled by macros and loaded when needed, enabling a
number of transitions patterns to be available quickly during a live
programme.

Set up the Fragment Model


Enter the DVE Model menu and choose the appropriate model, this example
is using Fragment although it can be applied to Push or Squeeze in the
same manner.
Turn Timeline On in the Timeline Edit area, Timeline Control area, ME
Enables area, and turn [SNAP-SHOT] Off.

To be able to use a background transition with any source selected on


BGND A & B, it is important to remember when setting up the enables to turn
Timeline ON and DESELECT all other enables in the Timeline Enables.
By doing so none of the ME is recorded and recalled when the timeline runs,
just the DVE.

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Having entered the Fragment model and adjusted the parameters as


required, set the Fragment Level to 0%, insert the first Key frame, next set
the Fragment Level to 100% and insert next Key Frame.

Test the Timeline


To test the Timeline, select BGND 3DDVE1 in the Transition Control area
and move the T Bar, BGD A should now fragment revealing BGND B.

To recall this transition model using a macro, start by saving a DVEMEM


Note:
which is the same as saving a normal DMEM. Select the Project and
Memory within which the transition will be recorded, select 3D DVE1 and
Save.

Record the Macro

Now press [MACRO REC] button on the GUI and load that DVEMEM. When
loaded stop recording, save the macro and assign it to a button on the
control panel.
Every time a Fragment transition is required, pressing the button on the
control panel with the attached macro will load the Timeline. Selecting BGND
3D DVE1 in Transition Control will mean the next transition will use
Fragment.
This timeline will then remain attached to 3D DVE1 BGND transition until
another 3D DVE timeline is loaded.

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USE A KEYED SOURCE WITH THE DVE SECTION 32

The Kahuna DVE will manipulate keyed sources in the Two Tile model.
By selecting Bus Insert mode the key transforms will take place before
sending the keyed source through the DVE.

As an example, this method may be needed if chroma-keyed graphics need


to be DVE transformed.

Setting up the Two Tiles Model


Select [DVE MODEL] on the GUI and select {Two Tiles…} model.
Choose a chroma key source and select it on Key 1 on the Key bus.
Setup the chroma key by selecting chroma and self key in the Key Control
on the control panel, and using the Colour Picker to select the background
colour being removed.

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Apply the relevant manipulation to the Two Tile model, Sources and
Transforms.

Apply to the Key Layer


Now press the [3D DVE1] button on the control panel and then turn Key 1
On.
The chroma-keyed source will now appear over the BGND in its manipulated
form.

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USE A BGND DVE TRANSITION AND KEYED CLIP SECTION 33

In this example the DVE will spin Background A around revealing


Background B as the clip runs. The T-bar will simultaneously control both
these functions. This transition will use Source Based mode.

Enter the Two Tile Model and set Tile 2 to not visible.

Note: To ensure that Background A and B are used in the transition turn off all ME
Enables except the Background.
Adjust the Key settings in the Key Control area.
Set Key1’s source as the Keyed logo, choose the appropriate key (luma,
linear or full) and set the Key transition to be a clip.
In the transition control area Background and Key1 need to be in the
transition, KEY1 Trans must be selected and Key1 should be turned on.
Background Trans should be turned ON.

When the DVE reverses tile 1 the visible surface will be surface 5. However,
surface 5 will be back to front. It is necessary to adjust this before creating
the timeline.

Do this by entering the Advanced menu, selecting Back H Reflect and


setting it to Alt.
The DVE effect is now ready to be recorded in a timeline, at this point insert
the first Keyframe.

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Next using the Target transform turn the YAW through 180 degrees, or one
or more full turns and 180 degrees dependant on how many times the
Background is expected to spin.
Check that the visible surface is surface 5 and not reflected.

Insert the second Keyframe.

Return the timeline to the start and test the transition.


The action of loading the timeline can now be saved as a macro onto the soft
keys and then called up and used as a Background transition when required.

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CONTACT INFORMATION
SUPPORT

© 2005
Snell & Wilcox Production Switcher Division
The Business and Technology Centre
Shire Hill
SAFFRON WALDEN
Essex, CB11 3AQ
U.K.

Tel: + 44 (0) 2392 489058


Fax: + 44 (0) 1799 508800
Web: http://www.snellwilcox.com/support
Ftp: ftp://ftp.snellwilcox.com/support

COPYRIGHT AND DISCLAIMER


Copyright protection claimed includes all forms and matters of copyrightable material and information now
allowed by statutory or judicial law or hereinafter granted, including without limitation, material generated from
the software programs which are displayed on the screen such as icons, screen display looks etc.

Information in this manual and software are subject to change without notice and does not
represent a commitment on the part of Snell & Wilcox Ltd. The software described in this manual is
furnished under a license agreement and may not be reproduced or copied in any manner without
prior agreement with Snell & Wilcox Ltd. or their authorized agents.

Reproduction or disassembly of embedded computer programs or algorithms prohibited.


No part of this publication may be transmitted or reproduced in any form or by any means, electronic or
mechanical, including photocopy, recording or any information storage and retrieval system, without
permission being granted, in writing, by the publishers or their authorized agents.

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