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Dekocast Scene Building Authored by Niels Borg
Dekocast Scene Building Authored by Niels Borg
Dekocast Scene Building Authored by Niels Borg
DekoCast is an extremely powerful box that offers a wide range of features and functionalities. The
DekoCast is in its architecture fantastic flexible which allows you to build up a scene with the
look you require.
DekoCast has very few limitations that you have to take into consideration when you build your
scene.
This document will offer you guidelines that will help you create the output you desire.
The Limitations:..................................................................................... 3
Scene Building Method ........................................................................... 4
Using PostDeko as CreationTool .............................................................. 4
Soft Masks ........................................................................................... 5
Style changes in Crawls andRolls.............................................................. 6
Texture Variations: ................................................................................ 8
Graphical Objects and Cell Animations..................................................... 10
Graphical Objects................................................................................. 10
Cell Animations ............................................................................. 10
Semi-transparent Images ............................................................... 11
Groups ........................................................................................ 12
Clips .................................................................................................. 13
Creating Clips for 16 by 9 Playback ........................................................ 13
Audio Crossfade on Video - and Clip Objects............................................. 14
The guidelines below should help you to keep your pixel coverage low.
Create the graphic which you want use as your Main DekoCast graphic in PostDeko Lite
Enable background
In the Style window select Look, and then select the Face.
Set rectangle as selected layer for Object 2. The rectangle will now act as soft-mask, when
layered on top of any object.
The line above is a line from a text file used as a continuous crawl.
” <preset file=" d:\dekocast\styles.pst "/>” is used to load the correct preset style file
“<preset id="2"/>” is used to set the Preset Style to style number two.
“<preset id=”1"/>” change the style to number one.
For information about how to create Preset styles please attend to page 68 in the PostDeko Lite User Guide
To use style changes during continuous crawls and rolls do the following:
Create a text file with the text strings you want to use, and add the style changes you want
appear.
In the Object Editor window set transition type to hscrollthru for continuous crawl or
vscrollthru for roll.
In the Object Editor window> contents tab select your text file by pushing the browse
button.
Set Loop to on, if you want to loop the text file infinite.
If you want to have gap between the text lines, this can be accomplished by setting a negative left
cropping value on the Deko object.
If you want the crawl to run left to right instead of right to left
Or
The roll to run top to bottom instead of bottom to top
Set the rate on the Deko Object to a negative value.
In cases where the scene must be able to show variations of the same texture this can result in a
large number of objects in the DekoCast scene, as every variation would be a separate object with
extra complexity as result.
Using the PostDeko Lite Custom Typeface feature will bring the variations from being separate
objects to being one object, where you use the text override functionality on a DekoObject in
DekoCast to replace the texture.
Graphical Objects
Most graphic designers work in full frames when
they design graphical elements for broadcast
purposes. Which means that if they want to
place a 100 x 100 pixels square in the top left
corner of the screen, they will create a full frame
(720 x 486 NTSC or 720 x 576 PAL), place the
square in the top left corner, and leave the rest of
the frame transparent.
Graphical objects designed for use in DekoCast should be created in the size they will be used in
DekoCast. The 100 x 100 pixels square, mentioned above, should be created as a 100 x 100 pixel
image. Thereby it only covers 100 x 100 pixels and not the full frame.
Please also note that al graphical objects inserted via the “Cell animation”-button is imported as
rectangular pixels. This means that a graphic build as 720 x 486 or 720 x 576 will appear geo-
metrically distorted when displayed via DekoCast.
The procedure to correct this with Photoshop or other square pixel paint programs is:
Make your image size 720 x 540 for NTSC and 768 x 576 for PAL.
This is a 4 x 3 aspect ratio in square pixels. Save a copy of the image at this size in case
you need to edit it later.
Resize the image to 720 x 486 for NTSC and 720 x 576 for PAL.
Use 486/576 because Deko's video buffers are exactly 486/576 lines tall. The resized im-
age will appear geometrically distorted on your computer monitor, but will display cor-
rectly when imported by Deko.
Crop the image so the image only contains the information you want to use in DekoCast
Save the image as a .tga file or a .tif file.
Cell Animations
A Cell animation is a sequence of graphics. Many graphic designers create these as a set for full
frame (720 x 576 / 720 x 486) images, and then they create an alpha channel that covers the area
they do not want to show, as this is the
The Cell Animation Player still sees it like a full screen graphic. This will make the animation
stutter during playback.
That means if the object you want to animate is 100 x 80 pixels make your workspace about the
same area.
Semi-transparent Images
When creating TARGA images to use in DekoCast it is very important to follow the guidelines
below.
Using groups is a very handy way to organize your scene. Groups also allow you to
perform DVE effects on several objects together, without having to setup events for
each object.
Please note using the group object to mask with does take up one full pixel coverage for the mask
and one for each video object. It will therefore very quickly take up pixel the 5 pixel coverage’s, if
you have more that one object where you use this feature.
When creating clips for the DekoCast Clip server the following guidelines should be followed:
Keep the video levels between 16 and 235
Key must be pre-multiplied, when rendering the fill signal
Select Field-based rendering.
Select the appropriate Blur Settings based on your source material
Render the clips as .AVI using the Pinnacle DV codec or as .DV
The codec can be downloaded from http://www.pinnaclesys.com/SupportFiles/DV25_Codec.zip
When playing back the clip in the 16 by 9 the clip will display in the correct aspect.
To create an audio cross fade on Video- and Clip objects, following the guideline below should re-
sult in a correct sounding crossfade.
For the audio that fades out - set a key frame at 0 for the proper full audio level and then
stair step key frame values down equally over the prescribed time.
Now offset the ranges of key frames for these 2 parameters by .25 seconds so the audio
fade up starts sooner then the audio fade out.
Basically beat the midpoint of the audio fade out with the audio fade in. In this way you
should have a nice clean audio crossfade between Input A and B and also with clips.
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