Scenarist Designer PS UserGuide Win
Scenarist Designer PS UserGuide Win
Scenarist Designer PS UserGuide Win
USER GUIDE
DES IGNE R P S F OR WIND OWS
Contents
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Contents
Managing palettes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Using global palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Saving palettes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Loading palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Contents
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Contents
BD-J features:
Support for True Colour PNGs with full Alpha Channel Support
Graphics can overlap
Buttons can be programmed any way you like
45.5MB Buffer for all graphics on-screen (and some sounds)
While most people will find that HDMV does everything they need, Designer PS
makes it easy to export to either HDMV or BD-J from the one PSD.
Presentation plane
Flight through History
Button1
Interactive plane
Button1
Button2
Button2
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Movie plane Holds the main title material, comprised of high-definition video.
The movie plane is completely independent of the other image planes, allowing
menu buttons to be navigated with no interruption in playback. It also holds still
video images that can be used for slideshows and certain menu backgrounds.
Additionally, on full-profile BD-ROM players a Picture-in-Picture stream can be
displayed on the movie plane.
Presentation plane Holds 8-bit non-interactive presentation graphics (PGs),
effects). These Interactive Graphics can be buttons that are always on, such as
those on the Top Menu, or they can be pop-up menu buttons called while the
viewer is watching titles on the movie plane. For more information see About
interactive graphics (IGs) on page 52.
The three HDMV image planes are layered:
back
Main Video plane
Presentation plane
Flight through History
front
Interactive plane
Button1
Button2
The HDMV format supports 256 colors (8 bits) for interactive graphics and
presentation graphics. Images must be saved as indexed. HDMV also supports
alpha channel (variable transparency) information with PNG files; however, it
stores alpha information in the palette, per color (rather than per pixel).
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Video plane
Button1
Button2
Button1
Button2
Background plane Sits at the back, behind the video. Displays a single image or a
single color. It provides a backdrop for the video, if the video is scaled.
Video plane Displays video and associated presentation graphics, including
subtitles, titles, labels, or graphics. The video and the associated presentation
graphics can be scaled. (The presentation graphics scale with the video.) The
video plane is completely independent of the other image planes, allowing menu
buttons to be navigated with no interruption in playback.
Java Graphics plane Displays the GUI for the BD-J application. It is similar to the
IG plane in HDMV.
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front
Button1
Button2
Graphic properties
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Graphic properties
Scenarist Designer PS outputs each layer in the Photoshop document as a PNG
file. It can create 8-bit (256 color) PNG files for HDMV and BD-J. These PNG-8
files support alpha transparency by storing alpha information in the palette (that
is, per color). Scenarist Designer PS can also create PNG-24 (true color) files for
BD-J. These files store alpha transparency information per pixel.
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None
A set of assets
IG:
Interactive Graphics
PG:
Presentation Graphics
The various elements of a file are created by generating groups (layer sets) and
image layers in Photoshop; these must be created with particular names, in a
particular order. The group and images prefixes are defined as follows:
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Group prefixes
Group prefix
None
Asset folder
Asset folder
IG:
Interactive Graphics
Not used
PG:
Presentation Graphics
Not used
DS:
Not used
P:
Page (IG)
Page
BOG:
Not used
B:
Button (IG)
Button
W:
Window (PG)
Not used
Image prefixes
Image prefix
None
Image
Image
BG:
Common Background
(IG and PG)
Common Background
Nx:
Ax:
Sx:
For details on the specific uses of these layer and image prefixes, see Chapter 3,
Creating interactive graphics, on page 51, Chapter 4, Creating presentation
graphics, on page 65, and Chapter 5, Creating graphic asset sets, on page 79.
Note: All layers must be flattened in Photoshop before you export with
Scenarist Designer PS, and they cant have effects or masks. Shape layers and text
layers are supported. Layer opacity settings are supported in Photoshop CS3 and
higher. The script Designer - Flatten Layer Effects can help you to flatten layers
in your document automatically. See the Extras folder for more details.
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If this is the first time you are opening Scenarist Designer PS, the Activation
dialog box appears.
3 Type the Activator Code and click OK. The Scenarist Designer PS activation
status dialog box appears.
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4 Click OK.
5 As Scenarist Designer PS opens, it pre-processes the Photoshop (.psd) file in
order to ensure that the structure of the file is correct.The Scenarist Designer
PS Startup Dialog will open. This dialog allows you to select the format or
formats you wish to export to, and set a number of options related to the
export. You can even skip the preview of your design if you have settings you
are happy with. For more information see Startup Dialog box on page 41.
6 Click OK.
Scenarist Designer PS will proceed to slice up the image, optimize the color
palettes, and perform any necessary dithering to adapt images to the
optimized color palettes. A status bar shows the progress of this preprocessing.
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Note: For large files, this processing can take several minutes.
7 The Scenarist Designer PS window appears (unless the Skip Preview option
was checked).
8 Inspect the file using the tools and options provided, as described in The
Scenarist Designer PS window on page 23.
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Click the Export button to show the Export Dialog and export the
graphics. The settings made in the Startup Dialog are remembered and display
here. They can be modified if you wish.
10 The exported files are ready for use in Blu-ray Authoring tools.
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Work areas
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Work areas
The Scenarist Designer PS window
The Scenarist Designer PS window has a number of operational areas:
Title Bar
Toolbar
Layers Tree area
Buffer Checker
Preview area
Dither Options
Palette area
Show Background/
Button Slices controls
Information area
Action buttons
Zoom drop-down list
Title Bar Standard title bar, with Minimize, Maximize, and Close buttons.
Toolbar Supplies three tools for examining images in the Preview area: the Zoom
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Show Button Slices control Displays how Scenarist Designer PS has sliced the
Common Background (BG) image into a number of normal state buttons when
checked. This control is enabled only for IGs.
Information area Provides information on a single image displayed in the Preview
area, based on the location of the cursor.
Layers Tree area Shows the various layers of the file in a tree view, with one
exception: The background image does not appear in the Layers tree. The tree
view allows you to select single images for display in the Preview area.
Dither Options Allows you to apply (or remove) various dithering options to
Preview area and Layers Tree. To do so, click the splitter, and drag it until the
Preview and Layers Tree areas are the desired size.
For more information, see the following sections.
Work areas
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Note: This option is disabled if the Background layer is hidden or doesnt exist.
You can toggle this option on and off by pressing the letter B on the keyboard.
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Work areas
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Layers Tree
The layers tree shows the layers in the file, as they will be exported. In general,
the layers shown match the layers in the Photoshop file; however, the layers tree
does not show the group prefixes, nor does it display the background layer.
Note: Designer does not recognize whether a layer is hidden, and therefore
does not skip hidden layers.
To select a layer or a single image for inspection in the Preview area, expand the
Layers Tree so that all components are visible; then click on the desired layer or
image to select it for preview.
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Once you have selected a layer or single image in the Layers Tree, it appears in
the Preview area, and detailed information about the layer or image appears in
other areas of the window.
Note: Note: BG: layers do not appear in the Layers Tree, although they do
display in the Preview area.
Preview area
The Preview area displays the item selected in the Layers Tree. It interacts with
the tools in the toolbar. To use all of the tools and options associated with the
preview area. you must select a single image in the Layers Tree.
Toolbar
The toolbar gives you access to three tools. Only one tool can be active at a time.
If a tool icon is grayed out, then that tool is not available for use with the selected
item.
Zoom tool
The Zoom tool allows you to zoom in (or out) on the preview area by clicking on
the Preview area. While the tool is active, the cursor changes to a magnifying
glass with either a plus or minus sign, depending on the direction you are
zooming.
You can select the tool by pressing the letter Z on the keyboard.
Work areas
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To zoom in, click in the Preview area; the preview will center on the clicked
location unless the whole image fits into the preview. To zoom out, press Ctrl
while clicking in the Preview area. The zoom levels range from 10%-3000%.
Eyedropper tool
The Eyedropper tool is used to sample color at a particular pixel location in the
preview area. It only functions when a single image is selected. While the tool is
active, the cursor changes to an eyedropper.
You can select this tool by pressing the letter I on the keyboard.
To sample a color with the eyedropper, click on the Preview where you would
like to take a sample. When you click, the information area updates with location
and color information. In addition, the specific color sampled is highlighted in
the palette area.
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Work areas
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Hand tool
The hand tool allows you to pan around the image when the image doesnt fit
into the Preview area. While active the cursor changes to a hand. If the preview
image fits fully into the screen, the tool will be disabled.
You can select this tool by pressing the letter H on the keyboard.
To pan around the screen, click in the preview area, then drag the image around.
If the image fits into the preview horizontally but not vertically, you will only be
able to pan up and down. If the image fits into the preview vertically but not
horizontally, you will only be able to scan left and right.
Buffer Checker
The Buffer Checker is launched by clicking the Buffer Checker button, found
beneath the three Toolbar tools.
The Buffer Checker analyzes your design to ensure that it is legal and will fit
within the buffers of your target player.
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When you click the button, Designer displays a progress bar indicating that it is
calculating the buffer usage for HDMV and BD-J.
Once the calculations are complete, the Buffer Checker dialog box appears. It
contains three tabs, one for each format. Initially, the Buffer Usage for HDMV is
displayed. Clicking the OK button closes the dialog box.
HDMV Tab
Work areas
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Decoded IG/PG Size: The full decoded size of the IG or PG. This must be
less than 16MB for an IG and less than 4MB for a PG. In addition, no single
image can exceed the maximum size of an Object Definition Segment (ODS)
which is 1048576 bytes.
Estimated Decode Time: The number of seconds required to decode the IG
or PG. This number is a guide only and is based on the minimum performance
requirements for Blu-ray Players.
Note: Real-world decode times may be faster depending on implementation.
Times are just the time to decode from the PNG file to a bitmap image in
memory, ready for on-screen display. The figures do not take into account the
time required to read the file(s) from disc or display them on the screen.
Notes: The notes section displays the message All lines encoded
successfully if everything is OK, or a list of any errors encountered. Possible
error messages displayed include:
IG/PG Decoded Buffer Size Exceeded
If the Decoded Buffer size is exceeded the size will be displayed in red and
the percentage will be greater than 100%.
ODS Size Exceeded
Warning: The size of the Object Definition Segment (ODS) exceeds the
allowed size (1048576 bytes) in the following images:
"N1_1" (Size: 1233314)
You should attempt to reduce the size of these images, either by modifying
their dimensions (width/height) or you may wish to try changing the
dithering settings applied to them.
Line could not be encoded
Warning: Some images could not be encoded, because they exceed the
maximum size allowed for a RLE-encoded line. You may wish to try
changing the dithering applied to them and then run the Buffer Checker
again.
Line 43 of image Slicing_1 from BG: MyBackground
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BD-J Tab
Work areas
Palette area
This displays the optimized palette for the layer or single image selected in the
Layers Tree and displayed in the Preview area.
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As you move the mouse over the palette, a tooltip box appears; it shows
thepalette index, and the values for alpha, red, green, and blue.
Index:ll0
lllllA:l 254
lllllR: lll1
lllllG: lll1
lllllB: lll1
For more information about using palettes, see Chapter 6, Managing palettes.
Work areas
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Information Display
This provides information on an image displayed in the Preview area, based on
the location of the cursor.
The Information area supplies the following data about the image in the Preview
area:
Color information (R, G, B, Alpha, Index)
This shows specific color values (red, green, blue, alpha, palette index) for
the image, based on the location of the cursor. These values are updated
constantly as you move the mouse around the image.
Cursor Location (x, y)
This is the location of the cursor in the image. This updated constantly as you
move the mouse around the image. The cursor location is relative to the
image at 100%.
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Work areas
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Dither Options
This group box allows you to apply (or remove) various dithering options to the
layers or specific image selected in the Layer Tree.
None means no dithering; you can use this option to remove dithering that
was applied during pre-processing.
Error Diffusion (FS) applies error diffusion (Floyd-Steinberg) dithering.
Ordered dithering approximates color blends using fixed patterns; it
emphasizes solid colors, and edges appear harder.
Riemersma dithering reduces an image to a specific color map, and restricts
the influence of the dithered pixel to a small area around it. It is an area
process instead of a point process.
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Each option also has a percentage control which allows you to fine tune the
amount of dithering for each algorithm.
Action Buttons
These buttons allow you to complete the export process, or to close the window
without completing the export.
Export invokes the final portion of Scenarist Designer PSs processing and
export process. For details, see Chapter 3, Creating interactive graphics, on
page 51 Chapter 4, Creating presentation graphics, on page 65 and
Chapter 5, Creating graphic asset sets.
Close dismisses the Scenarist Designer PS window.
Work areas
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Directory allows you to specify the directory that you export to.
Project Name is the PSD name by default, but it can be changed.
Enable Scenarist HDMV Export creates a .scenarist.designer file and
associated PNGs and palettes for import into Scenarist BD.
Enable Scenarist BD-J Export creates an XML file and associated PNGs for
use in Scenarist BD-J or similar Java IDE.
Buffer Checker allows you to check the buffer usage of your design if
exported to BD-J. This option is provided for users doing a BD-J only export,
as the Main Preview Window will not display.
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Just Export Files (Skip Preview) is an option provided to speed the export
process. If you are sure all your settings are correct, you can prevent the Main
Preview Window from loading and simply export the files.
NOTE: When you are doing a BD-J only export, this option will be
automatically enabled and cannot be disabled. This is because the Preview
Window can only show a preview of 8-bit sliced graphics. 24-bit BD-J exports
will create graphics that look identical to what is shown in Photoshop.
Directory allows you to specify the directory that you export to.
Project Name is the PSD name by default, but it can be changed.
Enable Scenarist HDMV Export and Enable Scenarist BD-J Export are
disabled. Asset files are just exported to graphic files, not specific HD formats.
Work areas
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Just Export Files (Skip Preview) is an option provided to speed the export
process. If you are sure all your settings are correct, you can prevent the Main
Preview Window from loading and simply export the files.
NOTE: When you are doing an Image Mosaic export or a 24-bit export, this
option will be automatically enabled and cannot be disabled. This is because
the Preview Window can only show a preview of 8-bit layered graphics.
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HDMV tab
This tab allows you to customize options for export to HDMV.
Work areas
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Export in Designer 2.5 format (no layer options): Select this option if
you have included layer options in your PSD but are exporting to Scenarist BD
5.02 or earlier. When selected this option excludes layer options from the
export.
Note:
BD-J tab
This tab allows you to customize options for export to BD-J.
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Asset tab
This tab allows you to customize options when you are exporting assets.
Work areas
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Output Asset Layers at full Canvas Size: Select if you want Scenarist
Designer PS to create all graphics at the same size as the canvas.
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Work areas
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Generate optimized palette for each Layer Set: (Asset Export only) Generates
a unique, optimized palette for each Layer Set (Group) in the PSD, and a
unique, optimized palette for each Layer in the root level of the PSD.
Generate optimized palette for each Page: Generates a unique, optimized
palette for each Page in the IG. Note for PG Exports, the palette is generated
per Display Set, rather than per Page.
Generate Global Palette: Creates a pallete that is generated from, and then
assigned to every Layer in the file. (Technically speaking the palette is
assigned to the Page in an IG, and the Display Set in a PG, and all sub-layers
inherit the palette).
Load Global Palette from file: Loads a pre-existing Designer palette from a
.pxml file, and then applies it to every Layer in the file.
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Spanish
French
Chapters
Multi-page menu
For information about graphic properties for IGs, see Graphic properties on
page 13.
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IG:
Interactive Graphics
[top layer]
Not used
DS:
Display Set
Not used
P:
Page
Page
BOG:
Not used
B:
Button
Button
I:
None - Ignored
None - Ignored
The name of the top layer, after the IG: prefix, becomes the name of the IG
virtual asset object. The layers below the IG: prefix define the IG group
components:
Display sets are defined with the DS: prefix. The name of the layer, after
the DS: prefix, becomes the name of the Display Set object in Scenarist BD.
Pages are defined with the P: prefix. For each page, Scenarist Designer PS
creates an optimized palette; it defines the palette based on all the images
included in the pages button groups.
Buttons Overlap Groups (BOGs) are defined with the BOG: prefix. A
button overlap group must have at least one button group defined.
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Button groups are defined with the B: prefix. You must define at least one
state for each button group.
Ignore groups are defined with the I: prefix. Any layers within an ignore
group are not processed by Designer, making them ideal for storing working
layers that you dont wish to export.
IG image prefixes
Image prefix
None
Background image
Image
BG:
Common Background
Common Background
Nx:
Ax:
Sx:
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To create a Photoshop file that Scenarist Designer PS can export for use in a high
definition project, you must include all of these layers in the file, in the proper
hierarchical order:
Note: The size of the IG is defined by the size of the Photoshop canvas. If the
Photoshop file is not a valid resolution (only 1920x1080, 1280x720, 720x576
allowed), Scenarist Designer PS displays an error message, and allows you to
choose whether to continue exporting; if you choose to export the file, the IG is
not written to the file.
Note: You can build up the IG structure manually, or you can use the
Photoshop Helper Scripts provided with Scenarist Designer PS. You can read
more about Designer - Generate IG and Designer - Slices to Scenarist Designer
in the Readme.pdf in the Extras folder.
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2 Choose File > Export > Scenarist Designer PS. The Startup Dialog appears,
see Chapter 2, Workflow and work areas, on page 41. Set up your Export
and then click OK. As Scenarist Designer PS opens, it adds the elements of
the file, optimizes the color palettes, and performs any necessary dithering to
adapt images to the optimized color palettes.
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5 To access single images for preview, expand the Layers Tree completely.
6 Preview and examine single images, check the color palettes, and perform
any additional dithering operations, as appropriate.
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1 Click Export in the main window. The Export dialog box appears with the
same settings that were entered in the Startup Dialog.
2 Select a destination folder for the new project, enter a name for the new
project, and select the high definition formats in which you want to use the
images.
Note: Scenarist BD-J does not accept SPACE characters in project namesif
you are exporting to Scenarist BD-J, and your project name contains a SPACE,
it will be converted to an underscore (_) when you export.
3 Optional. To customize the optional settings, click Options, and adjust the
settings on the tab for each format you are exporting. (For more information
about the options, see Export Options dialog box on page 44). Then click
OK.
4 Click OK. Scenarist Designer PS saves the elements of the IG file to the
selected directory and displays a confirmation message.
5 Click OK to continue.
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1 In the Layer Tree, right-click on the image layer; then choose Export Image
from the shortcut menu. From the submenu, choose the appropriate
command, depending on whether you want to export slices or layers, and
whether you want 8-bit or 24-bit color graphics.
Note: If you are exporting an image for use in an HDMV project, choose
Export Image > Export 8-bit (slices).
The Save As dialog box appears.
2 Select an appropriate location for the exported image; then click Save.
Scenarist Designer PS saves the PNG file to the selected directory and displays
a confirmation message.
3 Click OK to continue.
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1 In the Layer Tree, right-click on the group layer; then choose Export Group
from the shortcut menu. From the submenu, choose the appropriate
command, depending on whether you want to export slices or layers, and
whether you want 8-bit or 24-bit color graphics.
Note: If you are exporting an image for use in an HDMV project, choose
Export Image > Export 8-bit (slices).
The Browse For Folder dialog box appears.
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2 Select an appropriate location for the exported group layer; then click Save.
Scenarist Designer PS saves the group layer to the selected directory and
displays a confirmation message.
3 Click OK to continue.
1 To export a page, in the Layer Tree, right-click on the page and choose
Export Page.
To export a display set, right-click on the display set in the Layer Tree and
choose Export Display Set.
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3 Select a destination folder for the new project, enter a name for the new
project, and select the high definition formats in which you want to use the
images.
4 Optional. To customize the optional settings, click Options, and adjust the
settings on the tab for each format you are exporting. (For more information
about the options, see Export Options dialog box on page 44). Then click
OK.
Note: There are no customizable options for export of a page or display set
to HDMV.
5 Click OK. Scenarist Designer PS saves the page or display set, and displays a
confirmation message.
6 Click OK to continue.
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PG:
Presentation Graphics
[top layer]
Not used
DS:
Display Set
Not used
W:
Window
Not used
BG:
Common Background
Common Background
None
Image
(or background image)
Image
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The name of the top layer, after the PG: prefix, becomes the name of the PG
virtual asset object. The layers below the PG: prefix define the PG group
components:
Display sets are defined with the DS: prefix. For each display set, Scenarist
Designer PS creates an optimized palette. If there is no display set layer in the
Photoshop file, Scenarist Designer PS creates one as part of the export
process.
Windows are defined with the W: prefix. This defines the window that the
composition objects (images) belong too. Only two windows are allowed per
display set. The window size and location is defined by the minimum
rectangle that is used by the child layers the window contains.
Common Backgrounds are defined with the BG: prefix. Common
Backgrounds can be created at the PG, Display Set, or Window level. In PGs,
the BG can be used to create a common background for a set of PGs (for
example, a trivia track).
Images are the windows child layers; they become composition objects in
Scenarist BD. Only two layers are allowed per display set; if there are two
windows under a display set, each can only have one child layer.
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Note: The size of the PG is defined by the size of the Photoshop canvas. If the
Photoshop file is not a valid resolution (only 1920x1080, 1280x720, 720x576
allowed), Scenarist Designer PS displays an error message, and terminates the
export.
Note: You can build up the IG structure manually, or you can use the
Photoshop Helper Scripts provided with Scenarist Designer PS. You can read
more about Designer - Generate PG in the Readme.pdf in the Extras folder.
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4 To access single images for preview, expand the Layers Tree completely.
5 Preview and examine single images, check the color palettes, and perform
any additional dithering operations, as appropriate.
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2 Select a destination folder for the new project, enter a name for the new
project, and select the high definition formats in which you want to use the
images.
Note: Scenarist BD-J does not accept SPACE characters in project namesif
you are exporting to Scenarist BD-J, and your project name contains a SPACE,
it will be converted to an underscore (_) when you export.
3 Optional. To customize the optional settings, click Options, and adjust the
settings on the tab for each format you are exporting. (For more information
about the options, see Export Options dialog box on page 44). Then click
OK.
Note: There are no customizable options for export to HDMV.
4 Click OK. Scenarist Designer PS saves the elements of the PG file to the
selected directory and displays a confirmation message.
5 Click OK to continue.
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1 In the Layer Tree, right-click on the image layer; then choose Export Image
from the shortcut menu. From the submenu, choose the appropriate
command, depending on whether you want to export slices or layers, and
whether you want 8-bit or 24-bit color graphics.
Note: If you are exporting an image for use in an HDMV project, choose
Export Image > Export 8-bit (slices).
The Save As dialog box appears.
2 Select an appropriate location for the exported image; then click Save.
Scenarist Designer PS saves the PNG file to the selected directory and displays
a confirmation message.
3 Click OK to continue.
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1 In the Layer Tree, right-click on the group layer; then choose Export Group
from the shortcut menu. From the submenu, choose the appropriate
command, depending on whether you want to export slices or layers, and
whether you want 8-bit or 24-bit color graphics.
Note: If you are exporting an image for use in an HDMV project, choose
Export Image > Export 8-bit (slices).
The Browse For Folder dialog box appears.
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2 Select an appropriate location for the exported group layer; then click Save.
Scenarist Designer PS saves the group layer to the selected directory and
displays a confirmation message.
3 Click OK to continue.
1 Right-click on the display set in the Layer Tree and choose Export Display Set.
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2 Select a destination folder for the new project, enter a name for the new
project, and select the high definition formats in which you want to use the
images.
3 Optional (for export to BD-J). To customize the optional settings, click
Options, and adjust the settings on the tab for each format you are exporting.
(For more information about the options, see Export Options dialog box on
page 44). Then click OK.
Note: There are no customizable options for export to HDMV.
4 Click OK. Scenarist Designer PS saves the group layer to the selected
directory and displays a confirmation message.
5 Click OK to continue.
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2 Choose File > Export > Scenarist Designer PS. The Startup Dialog appears,
see Chapter 2, Workflow and work areas, on page 41. Set up your Export
and then click OK. As Scenarist Designer PS opens, it adds the elements of
the file, optimizes the color palettes, and performs any necessary dithering to
adapt images to the optimized color palette:
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4 To access single images for preview, expand the Layers Tree completely:
5 Preview and examine single images, check the color palettes, and perform
any additional dithering operations, as appropriate.
6 Right-click on the Layers Tree to Export individual images or groups, or to
Export all layers, click Export, and follow the instructions in the next section.
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2 Select a destination folder for the new project, enter a name for the new
project, and select the high definition formats in which you want to use the
images.
3 Optional. To customize the optional settings, click Options, and adjust the
settings on the tab for each format you are exporting. (For more information
about the options, see Asset tab on page 46). Then click OK.
4 Click OK. Scenarist Designer PS saves the elements of the assets file to the
selected directory and displays a confirmation message.
5 Click OK to continue.
85
1 In Photoshop, select Choose File > Scripts > Import Folder To Layers.
2 Browse to and select the folder containing the images you want to modify,
and click OK. Each file in the selected folder is imported and placed on its
own layer. The layer name is the same as the PNG filename (without the
extension).
3 Optional: Group images for which you want to use the same optimized
palette into layer sets.
4 When the script completes, choose File > Export >Scenarist Designer PS.
5 Preview and examine images and check the color palettes (see Chapter 6,
Managing palettes, on page 87).
Follow the instructions in the preceding section to export the graphics to a high
definition format.
86
6 Managing palettes
This chapter tells you how to work with palettes in Scenarist Designer PS. It
includes the following topics:
Using global palettes on page 88
Saving palettes on page 88
Loading palettes on page 89
88
Right-click the top folder in the Scenarist Designer PS window and choose
Optimize Palette.
Saving palettes
You can save the current palette (in .pxml format). After you save a palette, you
can apply it to another project.
Loading palettes
89
2 Select an appropriate location for the file; then click Save. Scenarist Designer
PS saves the palette to the selected directory.
Loading palettes
You can load a saved palette file (in .pxml format) to apply it to the currently
selected layer.
To load a palette:
1 Click Load Palette. If the currently displayed palette is not a loaded file,
Scenarist Designer PS asks if you want to save the current palette.
90
2 To load a palette file, click No. (To save the palette first, click Yes.) The Open
dialog box appears.
3 Select the palette file you want to load; then click Open. Scenarist Designer
PS loads the palette, and assigns it to the displayed layer.
92
93
94
95
1 BOG Accessibility
Applicable to: BOG Layer Set
Syntax: BOG: <BogName> [Accessible:True|False]
Example: BOG: MyBog [Accessible:False]
Description:
Controls whether a BOG can be accessed (ie. select or made active) via standard
up/down/left/right navigation. During export Designer-generated auto-slices (i.e.
slices not based on a user-created layer) will be set to Accessible:False, by default.
All other BOGs will be interpreted as if the Accessible:True option was set
(unless this option is set explicitly to False).
2 Button Looping
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Loop:True|False]
Example: B: MyButton [Loop: False]
Description:
By default buttons with animated states are set to loop the animation. This setting
allows the author to specify that the button will only play the animation once
each time the animated state is selected or activated.If this layer option is not
specified the button will be treated as if the option Loop was set to False (which
is the default when a button is imported in Designer PS 2.5).
3 Go_Title
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Go_Title: <titleID>]
Examples: B: MyButton [Go_Title: "Main"]
Description:
96
Sets code on the button so that when it is activated (actioned, pressed, clicked)
it will cause playback of the disc to jump to the specified title. When imported
into Scenarist BD the following NaviCommand is created:
Command: CallTitle
TitleID
Data Type: Title Entried
Value: <titleID>
4 Go_Chapter
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Go_Chapter: <chapterID>]
Examples: B: MyButton [Go_Chapter: 6]
Description:
Sets code on the button so that when it is activated (actioned, pressed, clicked)
it will cause playback of the disc to jump to the specified chapter. When
imported into Scenarist BD the following NaviCommand is created:
Command: LinkMK
PlayListMarkID
Data Type: PLMark Entried
Value: <chapterID> (a PlaylistMark Number*)
* In Scenarist BD, this value is called PL_mark_id, which is the index of PL mark
in Playlist. The value ranges from zero to "number_of_PlayList_marks - 1"
5 Go_Page
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Go_Page: <pageID>]
Example: B: MyButton [Go_Page: "chapterMenu"]
97
Description:
Sets code on the button so that when it is activated (actioned, pressed, clicked)
it will cause displaying page to change to page <pageID>. When imported into
Scenarist BD the following NaviCommand is created:
Command: SetSystem
SubCmd: SetButtonPage
Button:
Data Type: NotSet
Value: 0
Page:
Data Type: Page Entried
Value: <pageID>
Note: During import into Scenarist BD, if the Page <pageID> cannot be found in
the current Displayset, a warning will display and the command will not be
created.
6 Switch_Audio_Track
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Switch_Audio_Track: trackNumber]
Example: B: MyButton [Switch_Audio_Track:2]
Description:
Sets code on the button so that when it is activated (actioned, pressed, clicked)
it will cause the current audio track to change to the track specified by the
parameter <trackNumber>. Technically speaking the <trackNumber> specifies
which Primary audio stream shall be presented from the Primary audio stream
entries in the STN_table of the current PlayItem. When imported into Scenarist
BD the following NaviCommand is created:
98
Command: SetSystem
SubCmd: SetStream
Operand1: Immediate
Audio:
Data Type: AudioImmediate
Value: <trackNumber>
7 Switch_Subtitle_Track
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Switch_Subtitle_Track: <trackNumber>]
Example: B: MyButton [Switch_Subtitle_Track: 2]
Description:
Sets code on the button so that when it is activated (actioned, pressed, clicked)
it will cause the current subtitle track to change to the track specified by the
parameter <trackNumber>. Technically speaking the <trackNumber> specifies
which PG stream or TextST stream shall be presented from the PG TextST stream
entries in the STN_table of the current PlayItem. When imported into Scenarist
BD the following NaviCommand is created:
Command: SetSystem
SubCmd: SetStream
Operand1: Immediate
PG_TextST:
Data Type: PG_TextST Immediate
DisplayFlag: False
Value: <trackNumber>
8 Display_Subtitles
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Display_Subtitles: on|off]
Example: B: MyButton [Display_Subtitles: on]
99
Description:
Sets code on the button so that when it is activated (actioned, pressed, clicked)
it will cause the current subtitle track to be turned on or off as determined
specified by the parameter. When imported into Scenarist BD the following
NaviCommand is created:
Command: SetSystem
SubCmd: SetStream
Operand1: Immediate
PG_TextST:
Data Type: Not Set
DisplayFlag: TRUE|FALSE (depending on <displayState>)
9 Video
Applicable to: B Layer Set
Syntax: B: <ButtonName> [Video: Play|Pause]
Example: B: MyButton [Video: Pause]
Description:
Sets code on the button so that when it is activated (actioned, pressed, clicked)
it will cause video playback to Pause or Play. When imported into Scenarist BD
the following NaviCommand is created:
Pause:
Command: SetSystem
SubCmd: StillOn
Play:
Command: SetSystem
SubCmd: StillOff
10
UIModel
11
12
13
If Warnings are found, you have the option to Continue the Export, or to Cancel
and return to Photoshop, where you can adjust the Layer Options and then try
Exporting again.
If Errors are found, you have to Cancel the Export and correct the Errors before
Exporting again.
3 Locate the Scenarist Designer PS file you want to import; then click Open.
The Scenarist Designer Import dialog box appears.
4 Select the proper Frame Rate; then click OK. The Import Result dialog box
appears.
If you have imported an asset set, the import process is finished. If you have
imported an interactive graphic (IG) or presentation graphic (PG), there are a
few additional steps. These are described in detail below.
Completing IG imports
To complete the import of a Scenarist Designer PS IG:
1 Expand the IG virtual asset in the Data Tree so all of its components are
visible.
2 In the Data Tree, select the IG virtual asset, then set the Acquisition Point
Interval in the Properties window.
3 In the Data Tree, select the first Display Set object, then select or enter
appropriate values in the Properties window.
PTS (Drop Frame) sets the PTS start time for the IG Display Set (in drop
frame contexts); you may need to adjust this value to allow for decoding
time (depending on the size of the IG).
PTS (Non Drop Frame) sets the PTS start time for the IG Display Set (in
non drop frame contexts); you may need to adjust this value to allow for
decoding time (depending on the size of the IG).
User Timeout Duration sets how long the IG Display Set is displayed
with no user activity before it is removed. If set to zero (00:00:00:00), the
duration is infinite; if User Interface Model is Always On, the timeout
duration is taken to be zero (infinite); if User Interface Model is Pop
Up, the IG Display Set disappears after the timeout duration.
Composition Timeout PTS (Drop Frame) sets how long the IG is
displayed (in drop frame contexts) before it is removed.
Composition Timeout PTS (Non Drop Frame) sets how long the IG is
displayed (in non drop frame contexts) before it is removed.
Selection Timeout PTS (Drop Frame) sets the valid interaction time
within an Epoch (in drop frame contexts).
Selection Timeout PTS (Non Drop Frame) sets the valid interaction
time within an Epoch (in non drop frame contexts).
4 Set appropriate Properties values for each Display Set object in the IG.
5 Right-click the IG virtual asset, then choose Encode > Build from the
Shortcut menu. The Save ES file appears.
6 Click Save. Scenarist BD encodes the IG. The Encode result dialog box
appears.
Completing PG imports
To complete the import of a Scenarist Designer PS PG:
1 Expand the PG virtual asset in the Data Tree so all of its components are
visible.
2 In the Data Tree, select the PG virtual asset, then set the Acquisition Point
Interval in the Properties window.
3 In the Data Tree, select the first Display Set object, then select or enter
appropriate values in the Properties window.
Start Time (Drop Frame) sets the PTS to begin display of the PG (in
drop-frame contexts).
Start Time (Non Drop Frame) sets the PTS to begin display of the PG
(in non-drop-frame contexts).
End Time (Drop Frame) sets the PTS to end display of the PG (in dropframe contexts).
End Time (Non Drop Frame) sets the PTS to end display of the PG (in
non-drop-frame contexts).
4 Set appropriate Properties values for each Display Set object in the PG.
5 Right-click the PG virtual asset, then choose Encode > Build from the
Shortcut menu. The Save ES file appears.
6 Click Save. Scenarist BD encodes the PG. The Encode result dialog box
appears.
Updating graphics
If you need to change elements of an IG or PG asset created using Photoshop and
Scenarist Designer PS, Scenarist BD makes it possible for you to effect your
changes using those programs, and then update the registered asset as it exists in
your Scenarist BD project. Only certain properties of the various Photoshop
layers (and the HDMV objects they represent) may be updated.
Table 1: IG updateable properties
Photoshop layer
Updateable properties
IG:
Interactive Graphics
[none]
DS:
Display Set
[none]
[none]
Palette
Colors.
P:
Page
[none]
BG:
Common Background
[none]
BOG:
Size, Position.
B:
Button
Size, Position.
N:
Artwork.
A:
Artwork.
S:
Artwork.
Updateable properties
PG:
Presentation Graphics
[none]
W:
Window
Size, Position.
DS:
Display Set
[none]
BG:
Common Background
[none]
[none]
Palette
Colors.
<layer>
Composition Object
WindowRef, Position.
In addition, there are certain rules that govern the update process:
The updated file must be of the same type as the project asset being updated.
The name of the updated file must be the same as that of the file originally
imported into your project.
Any item from the originally imported Scenarist Designer PS file that is
missing from the updated Scenarist Designer PS file will be removed from
your project.
Any item that is new to the file is added to the IG/PG tree in your project.
Any changes made to BOGs and buttons will not destroy navigation
commands, unless the BOG/button is being removed.
Any object properties not associated with the visual elements supported by
Scenarist Designer PS remain as set in Scenarist BD (they are not overwritten).
1 WIthin Photoshop, make any necessary changes to the IG/PG asset. (For more
information, see Creating IGs in Photoshop on page 53, and Creating PGs
in Photoshop on page 66.)
2 Export the IG/PG asset file, using Scenarist Designer PS. (For more
information, see Exporting IGs using Scenarist Designer PS on page 56, and
Exporting PGs using Scenarist Designer PS on page 69.)
3 Close Scenarist Designer PS.
4 Close Photoshop.
5 Launch Scenarist BD and open your project. (For more information, see the
Scenarist BD Authoring User Guide.)
6 In the Data Tree, right-click on the Scenarist Designer PS IG/PG asset you
want to update, and choose Import > Update IG/PG from the shortcut menu.
Note: If you right-click on the Data folder in the Data Tree, select Import >
Scenarist Designer PS file from the shortcut menu, and choose a Scenarist
Designer PS file that is already part of your project, the Inquire Update IG/PG
dialog box appears:
To update the existing IG/PG in your project, click Update. To create a new
IG/PG asset in your project (using the same Scenarist Designer PS file), click
Create New.
Note: Scenarist BD 5.1 (and later) features a revised and more powerful update
mechanism. See the Scenarist BD User Guide for more details.
The above example shows a file using Image Mosaics. When layers or slices are
used, the <Mosaics> node is omitted, and the <Graphic> nodes appear as
follows:
<Image name="balloon left" x="0" y="397" width="557" height="683">
<Graphic type="file" path="\assets\balloon left.png" name="balloon left" x="0" y="397"
width="557" height="683"/>
</Image>
This is actually very useful. It means that the background layer of a static menu
can be very complex (using a full color palette), and there are still 256 colors
available for the interface elements (buttons).
Design Tip: Put as much of the menu as possible into the video background.
Anything that isn't part of a button, e.g. headings, can all go into the video.
As you can see, the two palettes features the same colors, but Photoshop can
only interpret the colors as fully opaque, whereas Scenarist Designer PS also
shows the transparency associated with each color.
Dithering 125
Dithering
Scenarist Designer PS handles color palette reduction by dithering. What does
that do to the images? Here is a comparison. First, the original Photoshop (.psd)
image, enlarged to 500%:
Here is the same image (also at 500%), after Scenarist Designer PS has applied a
dithering algorithm:
As you can see in the dithered image, where an exact color doesnt exist in the
palette, different colors in adjacent pixels are mixed to simulate the missing
colors. The effect is very obvious when the image is enlarged, but at normal size
these images are barely distinguishable.
Dithering 127
That said, dithering and color reduction provides varied results depending on the
nature and complexity of the source image. Take the following example showing
three button states, where tinting is used for the Selected and Active states:
This approach looks good, but unfortunately it uses up colors in the palette
quickly. In fact, if you display four or five chapter thumbnails on a screen with
this kind of design, the quality quickly degrades when Scenarist Designer PS
applies dithering:
Design Tip: Try to design the interface with only 256 colors (or less). If you can
do this, Scenarist Designer PS wont have to color reduce or dither, so you will
have complete control over what the image looks like.
Design Tip: Using a Global Palette will help to prevent Page-to-Page color shifts.
However if the different Pages used to calculate the Global Palette use
dramatically different colors (such as chapter preview thumbnails) the resulting
palette may not have enough colors to render each Page ideally.
Index
Numerics
export options 46
24-bit color
exporting to HDMV 81
updating 114
B
background images in HDMV menus 122
Background plane 11
BD-J
export options 45
BD-J compared with HDMV 8
Action Buttons 40
BD-ROM specification 13
Action buttons 40
BOGs 53
Buffer Checker 31
buffer usage
BD-J 34
button groups 54
button state 54
Buttons Overlap Groups 53
130 Index
IGs to HDMV 56
PGs to HDMV 69
colors, reducing 85
Eyedropper tool 29
assets in Photoshop 80
flattening layers 15
interactive graphics 51
interactive graphics in Photoshop 53
presentation graphics 65
presentation graphics in Photoshop 66
G
global palettes 88
graphic assets
about 80
creating 79
devices, BD-J 11
creating in Photoshop 80
exporting to HDMV 81
Dither options 39
dithering and color palette reduction 125
updating 114
graphic planes
BD-J 11
HDMV 9
E
effects 15
encoded size 32
error messages, buffer checker 33
export options
graphic properties 13
graphics files, exporting to Scenarist Designer PS 17
group layer, exporting to HDMV 62, 75
group prefixes 15
Assets 46
BD-J 45
Hand tool 31
HDMV
Palette tab 48
exporting
assets to HDMV 81
exporting assets to 81
exporting IGs to 56
exporting PGs to 69
Index 131
J
Java Graphics plane 11
I
IG effects 10
Ignore groups 54
IGs
about 10, 52
BOG Accessibility 95
creating 51
creating in Photoshop 53
Button Looping 95
exporting to HDMV 56
compatibility 45
updating 114
Display_Subtitles 98
Go_Chapter 96
Go_Page 96
Go_Title 95
Loop 95
Pause/Play 99
Setting via Script 93
Switch_Audio_Track 97
Switch_Subtitle_Track 98
UIModel 100
UserEvent 101
Video 99
VK_ENTER 101
layers
exporting for Assets 46
exporting for BD-J 45
exporting group, to HDMV 62, 75
exporting image, to HDMV 61, 74
flattened 15
naming conventions 14
shape 15
132 Index
structure 14
text 15
Layers Tree 27
required version 7
planes, image
BD-J 11
loading palettes 89
HDMV 9
prefixes
group 15
masks 15
memory buffer 34
image 15
presentation graphics
about 10, 66
Movie plane 10
creating 65
creating in Photoshop 66
exporting to HDMV 69
optimizing palettes 88
Presentation plane 10
pages 53
Preview area 28
properties
Palette area 35
palettes
updateable, IG 114
updateable, PG 115
global 88
loading 89
managing 87
saving 88
reducing colors 85
about 10, 66
PGs
creating 65
creating in Photoshop 66
exporting to HDMV 69
importing into Scenarist BD 111
updating 114
Photoshop
creating assets in 80
creating interactive graphics in 53
saving palettes 88
Scenarist Designer PS window 23
sending files to Scenarist Designer PS 17
sets of graphic assets, creating 79
shape layers 15
Show Background control 25
Show Button Slices control 26
size, IG 32
Index 133
size, PG 32
slices
exporting for BD-J 45
Startup Dialog
Palette tab 48
Startup Dialog box 41
T
text layers 15
Toolbar 28
Trim
asset export options 47
Trim asset layers 47
V
Video plane 11
W
windows 67
Z
Zoom drop-down list 38
Zoom tool 28
134 Index