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Morpho3D2.8 - User Guide

Morpho 3D is a 3d modeling and rendering software application. This manual was written, designed, produced and published by Orad Hi-Tec Systems. Orad may revise this document at any time without notice.
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0% found this document useful (0 votes)
870 views

Morpho3D2.8 - User Guide

Morpho 3D is a 3d modeling and rendering software application. This manual was written, designed, produced and published by Orad Hi-Tec Systems. Orad may revise this document at any time without notice.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Morpho 3D

Version 2.7

User Guide
Sept. 2010

Copyright 2010 by Orad Hi-Tec Systems Ltd. All rights reserved worldwide. No part of this publication may be reproduced, modified, transmitted, transcribed, stored in retrieval system, or translated into any human or computer language, in any form or by any means, electronic, mechanical, magnetic, chemical, manual, or otherwise, without the express written permission of Orad Hi-Tec Systems (www.orad.tv). Orad provides this documentation without warranty in any form, either expressed or implied. Orad may revise this document at any time without notice. This document may contain proprietary information and shall be respected as a proprietary document with permission for review and usage given only to the rightful owner of the equipment to which this document is associated. This document was written, designed, produced and published by Orad Hi-Tec Systems. Trademark Notice: Morpho 3D, 3Designer, 3DPlay, Maestro, Maestro Controller, Maestro PageEditor, JStation, JServer, ProSet, 3DPlay, DVG 2U, DVP-500, X-pecto, Morpho 3D are trademarks of Orad Hi-Tec Systems Ltd. All other brand and product names may be trademarks of their respective companies. Please send any comments on this manual to documentation@orad.tv. If you require technical support services, contact Orad Hi-Tec Systems Ltd. at support.il@orad.tv. September 20, 2010

Contents

1.Introduction ....................................................................7
What is Morpho 3D? ............................................................................8 Whats New in Version 2.7? ..................................................................9 System Requirements........................................................................ 10

2.Getting Started ..............................................................11


Starting Morpho 3D ........................................................................... 12 Starting RenderEngine ................................................................... 12 Main Application Window.................................................................... 13 The Storyboard ............................................................................. 13 The Preview Window ...................................................................... 15 The Feature Editor......................................................................... 15 The Media Manager ....................................................................... 15 The Media Manager Toolbar........................................................ 16 Saving Favorites ....................................................................... 18 Menus ............................................................................................. 19 File Menu ..................................................................................... 19 Edit Menu..................................................................................... 20 Insert Menu .................................................................................. 21 View Menu ................................................................................... 22 Tools Menu ................................................................................... 24 Playback Menu .............................................................................. 24 Customize Menu............................................................................ 26 Help Menu .................................................................................... 26 Creating a Story .............................................................................. 27 Inserting Pages ................................................................................ 28

3.Creating Graphics ..........................................................29


Adding Items to a Page...................................................................... 30 Designing Graphics ........................................................................... 31 Text Items ................................................................................... 32 2D Text ................................................................................... 32

Color Setting Options ................................................................ 35 3D Text ................................................................................... 35 Crawl ...................................................................................... 37 Business Crawl ......................................................................... 39 Counters ................................................................................. 40 2D and 3D Shapes......................................................................... 42 Bar Charts.................................................................................... 43 Pie Charts .................................................................................... 45 Masks .......................................................................................... 48 Page Properties ................................................................................ 48 Page Layering ............................................................................... 49 Positioning Graphics .......................................................................... 49 Mapping Textures ............................................................................. 50 Previewing Graphics .......................................................................... 50 Importing a Photoshop Image............................................................. 51 Importing a PowerPoint Presentation ................................................... 52 Importing Images from the Internet .................................................... 52 Importing from 3Designer .................................................................. 53 Using Presets ................................................................................... 54 Template Pages and Branched Pages ................................................... 55 Templates .................................................................................... 55 Template Groups ...................................................................... 56 Branched Pages ............................................................................ 56 Rendering a Page to Video Clip ........................................................... 57

4.Effects and Timing .........................................................59


Applying Animation Effects ................................................................. 60 Splitting Item Effects......................................................................... 61 Setting Timing .................................................................................. 62 Recording Time with Mouse ............................................................ 63 Lighting Effects................................................................................. 64 Adding Audio.................................................................................... 65 Adding Video Insertions and Effects ..................................................... 66

5.MOS Integration ............................................................67


MOS Server Configuration .................................................................. 68 The Newsroom Client......................................................................... 70 Using Newsroom Rundowns in Morpho 3D ............................................ 70

6.Using Databases ............................................................71


Setting up a Database ....................................................................... 72 Text File....................................................................................... 73 Excel File...................................................................................... 74 Excel ODBC .................................................................................. 75 ODBC .......................................................................................... 77 RSS............................................................................................. 79 XML Table .................................................................................... 80 Setting up Variables .......................................................................... 81 Using Expressions ......................................................................... 83 Using Conditions ........................................................................... 83 Using Variables................................................................................. 85

7.Airing Graphics ..............................................................87


Sending a Story to Air ....................................................................... 88 Using the Playback Controller and Fields .............................................. 89 Limiting Page Broadcast..................................................................... 91 Logging Page Visibility ....................................................................... 92 On-Air Editing................................................................................... 92

8.Customizing Morpho 3D .................................................93


GUI Layout ...................................................................................... 94 Setting Preferences ........................................................................... 95 Directories.................................................................................... 95 RenderEngine ............................................................................... 97 Region ......................................................................................... 98 Shortcuts ..................................................................................... 99 GUI ........................................................................................... 100 Miscellaneous ............................................................................. 101 Automation ................................................................................ 103 Page Visibility Time Log................................................................ 105 Plug-in Components..................................................................... 106

Appendix: Possible Automation Commands......................................107

1. Introduction

In this section:
What is Morpho 3D? on page 8 Whats New in Version 2.7? on page 9 System Requirements on page 10

What is Morpho 3D?


Morpho 3D is an on-air graphics solution, integrated with a production controller application that runs on Orads DVG2U hardware platform. The dual mode structure enables quick graphics creation and editing while in off-air mode; available items include 2D and 3D graphics, text crawl/ticker objects, bar charts, and pie charts. More complex graphics can be imported from a variety of graphics editing applications, such as Adobe Photoshop, Adobe After Effects, MS PowerPoint, 3Designer, 3dmax, Maya, or XSI. Effects and timing allow graphics to be displayed and removed with a polished and dynamic look. Use On-Air mode to send stories and pages to air in real time with smooth transition, without having to switch between applications.

1. Introduction 8

What is Morpho 3D? |

Whats New in Version 2.7?


Newsroom Client Integration
The current version offers support for integration with newsroom systems, and the MOS protocol. An ActiveX plugin installed on the newsroom client station connects to Morpho 3D.

More Page Layers


There are now seven page layers available in Morpho 3D, for greater control and creative freedom (for the advanced license only). For more information, see Page Layering on page 49.

Export to 3Designer
Morpho 3D stories can now be exported to 3Designer quickly and easily, allowing the use of external controllers with Morpho 3D, using RE Talk. This enables an easier upgrade process to Maestro or 3DPlay. For more information, see Export on page 19.

1. Introduction

Control of Light Intensity


Morpho 3D now enables you to control the light intensity set for each page. For more information, see Page Properties on page 48.

Improvements to Bar Charts and Pie Charts


You can now control the duration and start time of the bar and pie chart animation. For more information, see Bar Charts on page 43 and Pie Charts on page 45.

Texture Mapping
Version 2.7 provides options for mapping textures on items, such as; Object Linear, Eye Linear, and Sphere map. For more information, see Mapping Textures on page 50.

Snap Page to Background


In this version you can snap any page to the preview background, allowing you to view the page while editing other pages. For more information, see Snap to Preview background on page 23.

List Display of Assets


You can now display assets in the Media Manager in a detailed list, as well as in thumbnail view. For more information, see Change Asset View on page 17.

Whats New in Version 2.7? |

System Requirements
The optimum platform for Morpho 3D uses Orad's DVG2U on Microsoft Windows XP. Recommended system requirements for Morpho 3D: Windows XP SP2 or SP3 32-bit Edition (application should not be installed on any version of Vista) Intel Core2 Quad (4 Cores) @ 2.60 GHz 4 GB of physical memory 250GB of UDMA 5/6 HDD (one partition only) Serial ATA NVidia GeForce card (512 MB) or above (nVidia 9800) (ATI cards are not supported) Gigabit Ethernet 1600x1200 resolution monitor (24/32 bit color) (or 1920x1200) Keyboard and 3-button Mouse (or Mouse with wheel) Minimum requirements Windows XP SP2 or SP3 32-bit Edition (application should not be installed on any version of Vista)

1. Introduction

Intel Core2 Duo (2 Cores) @ 2.40 GHz 2 GB of physical memory 120GB of UDMA 5/6 HDD (one partition only) NVidia GeForce card (512 MB) or above (nVidia 7600 is a Minimum) (ATI cards are not supported) Gigabit Ethernet 1280x1024 resolution monitor (24/32 bit color) DVD-ROM Keyboard and 3-button Mouse (or Mouse with wheel) NOTE: MS PowerPoint is required in order to import PowerPoint presentations.

10

System Requirements |

2. Getting Started

In this section:
This section provides general information on using Morpho 3D and an overview of the Morpho 3D GUI. It contains the following topics: Starting Morpho 3D on page 12 Main Application Window on page 13 Menus on page 19 Creating a Story on page 27 Inserting Pages on page 28

Starting Morpho 3D
During installation, Morpho 3D shortcuts are created on the desktop and in the Start menu.

To start Morpho 3D:


Double click the Morpho 3D icon on the desktop, -orSelect Start > All Programs > Morpho > Morpho 3D.

Starting RenderEngine
While working in Local mode, RenderEngine is launched automatically on Windows. To start RenderEngine on the DVG2U, use the desktop icon. There is also a corresponding icon on the desktop to stop RenderEngine on the remote DVG2U.

2. Getting Started 12

Starting Morpho 3D |

Main Application Window


Toolbars Menus

Storyboard

Preview Window

Media Manager

2. Getting Started

Feature Editor

The main window is divided into a number of areas: The Storyboard on page 13 The Preview Window on page 15 The Media Manager on page 15 The Feature Editor on page 15

The Storyboard
The Storyboard - Thumbnail View

Main Application Window |

13

The Storyboard displays all pages or items in the current story. The Outline tab displays text items from all the pages in the story for quick editing. When you first open a story, the page thumbnail view is displayed. The selected thumbnail is also displayed as a list item, to allow you to access the required Feature Editor settings. Each thumbnail displays the page name and ID number. (These can be changed in the page properties in The Feature Editor on page 15.)

To display a list of items in a page:


Double-click the thumbnail or page in the Storyboard. The purple highlight indicates that you are inside a page, displaying the list of items. The Storyboard - List of Items

2. Getting Started 14

To return to the pages:


Double-click the page title in the Storyboard. Within the Storyboard, you can use the CTRL or SHIFT keys for multi selection. However, the rows are context sensitive, so clicking in each column displays a different control in the Feature Editor. The order in the Storyboard is significant. This is the playing sequence during playback. Items are played according to their order in a page, and pages are played according to their order in the story. Pages can be dragged to a new place in the storyboard in both edit and on-air modes. The layering order of items within a page is displayed in the layer column. Higher layer numbers represent foreground items, and lower numbers represent background items. For more information, see Designing Graphics on page 31. Pages can be displayed as thumbnail images.

To display page thumbnails:


In the View menu, select Thumbnails View. (You must be in page view for this option to be available).

Main Application Window |

The Storyboard List of Pages

The Preview Window


The Preview window displays a preview of the render output, and allows horizontal and vertical positioning of items in off-air mode. You can also select an item in the Preview window for editing in the Feature Editor. For more information, see Page Properties on page 48. You can customize the Preview window display by changing the preferences. For more information, see RenderEngine on page 97.

2. Getting Started

The Feature Editor


The Feature Editor is used to edit the properties of the pages and items in the current story. This editor is context sensitive to the currently selected element and column in the Storyboard. The Feature Editor is described in greater detail in Creating Graphics on page 29.

The Media Manager


The Media Manager

The Media Manager contains a number of libraries with graphic objects, materials, textures and other elements used to create a story. The Media Manager has its own toolbar for navigation and editing, that allows you to navigate, add, remove, cut, copy, and paste sub folders, and to search for media (see The Media Manager Toolbar on page 16). Each library has a tab that groups the different types of items. Primitives Basic Morpho 3D graphical elements, text, and charts.

Main Application Window |

15

Favorites

A group for saving any item or page (and its properties) for repeated use. For more information, see Saving Favorites on page 18. Complex graphic objects, authored in 3Designer. Complex graphic objects, in Collada format. Image files that are in the G:\Resources_en\Images folder. To add a new image, drag any image file from the Windows Explorer or the Internet browser to the Images tab, or save it to G:\Resources_en\Images. Pictogram items. A directory of materials that can be applied to Morpho 3D items.

Designer Collada Images

Pictograms Materials

You can add your own libraries, as required.

To add a library in the Media Manager:


1. Right-click an existing tab. A menu is displayed. 2. Select Add Group. A new tab is created. 3. Type in the group name, and press ENTER. 4. Right-click the new tab, and select Pick Icon from the menu. A browser window opens. 5. Select the image file to use as an icon, and click Open. The icon is added to the tab.

2. Getting Started

The Media Manager Toolbar


The toolbar at the right side of the Media Manager allows you to navigate, add, remove, cut, copy, and paste sub folders, and to search for media, as described below: Go to Parent Group Create new group Go to previous group Go to next group Cut to clipboard Navigate up one level to the containing folder.

Create a new folder within the currently selected folder/tab.

Return to the previously opened folder.

Go to the next folder (enabled only after navigating back).

Cut the selected media or folder.

16

Main Application Window |

Copy to Clipboard Paste from Clipboard Delete selected Search

Copy the selected media to the clipboard. Paste the contents of the clipboard.

Delete the selected media or folder. Show/Hide the Search panel.

To search for media:


1. Enter text from the name of the media file, or select Date/Time attributes. When the Use Wildcards check box is selected, you can use an asterisk (*) to specify any alphanumeric character/s. 2. Select the required result types by selecting the appropriate check boxes. 3. Select the search area. 4. Click Find. Change Asset Click to display a detailed list of assets that can be sorted by various parameters, instead of the default thumbnail display.

2. Getting Started

View

Main Application Window |

17

Saving Favorites
Items and pages can be saved for reuse in the Media Manager. The Favorites library is generally designated for this purpose, although you can save to any folder. You can also save other properties, such as effects, layers, audio and video files, and calendars.

To save a favorite:
After editing the required element: 1. Click the Favorites tab to open the Favorites library. 2. Drag the element to the Favorites library.

For a page drag the page name. For an item drag the item name. For a property drag the property from its respective column.
The element is saved in the Favorites library, as a thumbnail representing the page from which it is taken.

2. Getting Started

3. Right-click the saved element. A menu is displayed. 4. Select Rename and type in the required name. NOTE: The thumbnail image is not always a good indication of the type of element that has been saved. It is recommended to rename using an indicative name, or right-click and select Pick Icon to assign a different image. To place multiple media in the Media Manager you can also copy them directly to G:\Resources_en, and then restart Morpho 3D.

18

Main Application Window |

Menus
The following tables provide information on Morpho 3Ds menus.

File Menu
New (CTRL+N) Open (CTRL+O) Close (CTRL+W) Merge (CTRL+M) Close the current story. Open a browser window to select a story that you want to merge with the current story. All pages from the selected story are added to the open story, beneath the selected page. Save the current story. Save (CTRL+S) Save incremental (CTRL+Q) Save as (CTRL+SHFT +S) Export Save a new version of the story with the same name, with a 001, 002, suffix. Save the current story under any name. Create a new story. For more information, see Creating a Story on page 27. Open an existing story.

2. Getting Started

3Designer - open a dialog box, to select the 3Designer folder to which you want to save the current story. Data collector - open the Browse for Folder dialog box, to select the folder to which all data related to the current story is saved. This includes the .sts file, data sources, textures, fonts, and clips used in the story. Exporting allows a story to be transferred between workstations as required. Print the contents of the Storyboard, Outline, or Preview window. List of the ten most recently opened stories. List of version of the current story that were saved incrementally. Close Morpho.

Print Recent Stories Story Versions Quit (CTRL+ SHIFT+W)

Menus |

19

Edit Menu
Undo (CTRL+Z) Redo (CTRL+Y) History (CTRL+H) Clone (CTRL+SHIFT+C) Cut (CTRL+X) Copy (CTRL+C) Paste (CTRL+V) Undo last action. Redo last action. Open the History dialog box, that lists all previous actions, and allows undo and redo. Open the Clone Selection dialog box, to set the number of copies (of the current item) to create, and the offset between the copies. Cut the selected item. Copy the selected item. Paste a copied item. Paste the format of the last copied text item to the currently selected text item. Delete the selected item. Lock a story to prevent changes. Unlock a story to allow changes. Hide a page when playing a story to air. Show a page when playing a story to air. Group pages in the page display in the storyboard, to allow hiding or displaying pages in the group. All pages under the group heading belong to the group. Grouping has no bearing on how a story is played out. Remove a grouping from the page display in the storyboard. Open the Find Text dialog box to search for entered text according to definable parameters, in the current story. Repeat the last search. Apply one of the formatting options in the submenu to the selected text item. For more information, see Text Items on page 32.

2. Getting Started

Paste Format (CTRL+SHIFT+V) Delete (DELETE) Lock (CTRL+ SHIFT+;) Unlock (CTRL+ SHIFT+) Hide (CTRL+) Show (CTRL+;) Group Pages

Ungroup Pages Find (CTRL+F) Repeat Find Text

20

Menus |

Branch Page

Create a linked duplicate of the currently selected page. This allows you to use any page as a template, allowing page-specific changes to text content and textures only. All other parameters are changed on all branched pages. For more information, see Branched Pages on page 56. Cancel the link between branched pages, to allow you to change parameters of duplicate pages independently.

Separate Branched Page

Insert Menu
New page Counter 2D Text (CTRL+F2) 3D Text (CTRL+F3) Crawl (CTRL+F4) Sphere (CTRL+F6) Circle (CTRL+F7) Rectangle (CTRL+F8) Box (CTRL+F9) Triangle (CTRL+F10) Cone (CTRL+F11) Pie Chart (CTRL+ SHIFT+F12) Open the Select Template dialog box to insert a new page in the current story. For more information, see Inserting Pages on page 28. Insert different types of counters in a page. For more information, see Counters on page 40. Insert a 2D text object in the current page. For more information, see Adding Items to a Page on page 30 and 2D Text on page 32.

2. Getting Started

Insert a 3D text object in the current page. For more information, see Adding Items to a Page on page 30 and 3D Text on page 35. Insert a text crawl (ticker) object in the current page. For more information, see Adding Items to a Page on page 30 and Crawl on page 37. Insert a 3D sphere object in the current page. For more information, see Adding Items to a Page on page 30. Insert a 2D circle object in the current page. For more information, see Adding Items to a Page on page 30 and 2D and 3D Shapes on page 42. Insert a 2D rectangle object in the current page. For more information, see Adding Items to a Page on page 30 and 2D and 3D Shapes on page 42. Insert a 3D box object in the current page. For more information, see Adding Items to a Page on page 30 and 2D and 3D Shapes on page 42. Insert a 2D triangle object in the current page. For more information, see Adding Items to a Page on page 30 and 2D and 3D Shapes on page 42. Insert a 3D cone object in the current page. For more information, see Adding Items to a Page on page 30 and 2D and 3D Shapes on page 42. Insert a pie chart in the current page. For more information, see Adding Items to a Page on page 30 and Pie Charts on page 45.

Menus |

21

Bar Chart (CTRL+F12) Complex object (CTRL+ SHIFT+F5) Image (CTRL+F5) Video 4x3 (CTRL+SHIFT + F8) Video 16x9 (CTRL+SHIFT +F9) Special Event

Insert a bar chart in the current page. For more information, see Adding Items to a Page on page 30 and Bar Charts on page 43. Inserts an item into the current page that allows you to import an external complex graphic object for use. Insert an image into the current page that allows you to define an external image file for use. Inserts a 4x3 video object to reference a video clip.

Insert a 16x9 video object to reference a video clip.

Insert an event into the storyboard sequence. This is a non-graphic item that can be used for activating audio effects, when a page is sent to air. You can set timing for the event as you would for any item.

2. Getting Started

View Menu
Show Safe Area (F12) Alpha (F9) On-Air Size Preview Variables (SHIFT+E Display or hides a frame in the Preview window that indicates the safe area (edges of the broadcast frame). You can customize the safe area settings in the Preferences window. See RenderEngine on page 97. Display or hides the alpha channel output. Reset the preview window to the proportional on air size. Show the value of the defined variables (for items connected to a data source), or hides the value, and display the variable definition. Display rendering performance statistics, overlaid on the rendered output. Jump to the Preview window (allows you to work without a mouse). Jump to the Media Manager (allows you to work without a mouse).

SC)

Show Statistics (F11) Go To Preview (CTRL+R) Go To Media Manager (CTRL+SHIFT+ G) Go To Storyboard (CTRL+G)

Jump to the Storyboard (allows you to work without a mouse).

22

Menus |

Go To Pages (BACKSPACE) Thumbnail View (CTRL+T) View All Layers (CTRL+U) View Layers 1-7 Snap to Preview background Clear Preview background Mixing

Show the list of pages in the Storyboard. Change the page display in the Storyboard to thumbnails. Display/hide all layers in the Storyboard.

Display/hide layers in the Storyboard, according to their number. Snap the selected page to the preview background. This allows you to view the page while editing other pages. Clear a previously snapped page from the background. Display or hide mixing of the video input in the DVG 2U, providing that mixing is enabled in the preferences for the current profile (see Video Format on page 98). Stop all playing sound (files), immediately. Clear all layers from the Storyboard. Clear layers from the Storyboard, according to their number. Clear subtitles from air, immediately. Show or hide all undocked windows.

Stop All Sounds Clear All Layers Clear Layers 1-7 Clear Subtitles Show/Hide Floating Windows Windows

2. Getting Started

Display or hide any of the application windows listed in the submenu: Storyboard Outline Media Manager Feature Editor Automation Log (when Automation is enabled) Playback Controller Playback Fields Counter Control Subtitle Control

Toolbars
Menus |

Display or hide any of the toolbars listed in the submenu.

23

Tools Menu
Import Photoshop Import PowerPoint Open a browser window, to import an Abobe Photoshop image. For more information, see Importing a Photoshop Image on page 51. Open a browser window, to import a PowerPoint presentation. Each slide in the presentation is imported as a separate page. NOTE: PowerPoint must be installed on the system in order to use this feature. For more information, see Importing a PowerPoint Presentation on page 52. Data Source Wizard
(CTRL+D)

Open the Data Sources dialog box, to define a source from which data is taken for a page or item. For more information, see Setting up a Database on page 72. Open a spell-checker window in the Outline tab to check spelling of all pages in current story. Save the rendered output currently displayed in the Preview window to a graphic file. Save the rendered output currently displayed in the PGM output to a graphic file.

Check Spelling

2. Getting Started

(SHIFT+F12)

Take a Preview snapshot


(CTRL+SHIFT+D)

Take a Program snapshot


(CTRL+SHIFT+E)

Render Video Clip

Render a page, including all page animations to video clip format. For more information, see Rendering a Page to Video Clip on page 57. Take a snaphot of a single frame of the video feed. This option is available according to the number of the insertions.

Take Video Snapshot

Playback Menu
Load Pages (F7) Start Storyboard (F5) Start Storyboard from Current (F4) Load all pages in the current story to the render output. Use Load when you want playback to begin immediately upon selecting Start Storyboard. Play the current story to the render output.

Play the current story from the selected page.

24

Menus |

Stop Storyboard (F8) Continue Storyboard (F6 or SPACE) Next Page (CTRL+.) Previous Page (CTRL+,) Playback Layout On-air Lock (CTRL+ SHIFT+L) Try (CTRL+ [NUM] ENTER)

Stop and removes the current story from the render output.

Continue playing the story after a programmed pause.

Display the next page during playback. Display the previous page during playback.

Toggle the GUI layout between Playback and Edit layout. Each layout can be customized as required. (See Customize Menu on page 26). By default, a story cannot be edited in On-Air mode. Select On-Air lock to enable editing while in On-Air mode. Changes will be sent to air the next time the story is loaded. Play the current/selected page in the Preview window.

Menus |

25

2. Getting Started

Customize Menu
Preferences (CTRL+/) Restore Default Settings Restore Default Layout (CTRL+) Load Layout Open the Preferences window, to set general program preferences. For more information, see Setting Preferences on page 95. Restore the default program preferences (as set in Custom > Preferences). Restore the default layout of the main application window.

Load a previously saved layout of the main application window. (Shortcuts for assigned layouts are listed in the menu). For more information, see GUI Layout on page 94. Save a customized layout of the main application window. (Shortcuts for assigned layouts are listed in the menu). For more information, see GUI Layout on page 94.

Save Layout

2. Getting Started

Help Menu
Contents (F1) Show Me How (CTRL+SHIFT+ F1) Update User Information About Morpho 3D Open Morpho 3Ds user help. Open a list of available tutorials.

Register Morpho 3D on the Orad website. Open a splash screen to display information about the current version of Morpho 3D and RenderEngine.

26

Menus |

Creating a Story
In Morpho 3D each project is referred to as a story. Before you can begin working in Morpho 3D, you must open a story that will contain the pages and items for your production. By default, when you start Morpho 3D, a new story is loaded, containing a new, empty page.

To create a new story:


Select File > New. A new story opens in the Storyboard.

To edit a previously saved story:


Select File > Open. A browser window opens to allow you to browse to your story. At this point, you can begin to edit the pages. For more information, see Creating Graphics on page 29.

Creating a Story |

27

2. Getting Started

Inserting Pages
A page is a container for a set of graphic elements that are displayed sequentially, in the order in which they are listed. You can set properties for pages that are applied to all graphic items in the page, and you can set the layer on which a page is rendered to, in order to allow pages to be displayed simultaneously. In the Storyboard, click a page in the list to select it, and display and edit its properties in the Feature Editor. The gray highlight of the page name indicates that it is selected. Click inside a column in the Storyboard to display or edit the respective properties. Double-click a page to display its items and edit them in the Feature Editor. The purple highlight of the page name indicates that you are viewing the list of items. When you want to return to the list of pages, double-click the page name.

To create a new page:


1. Select Insert > New Page. The Select Template dialog box is displayed.

2. Getting Started
2. Select a template to use for your page, and click OK. The page is added to the Storyboard. For more information, see Page Properties on page 48. NOTE: New pages can be inserted from the Pages tab in the Media Manager or using the New Page button in the toolbar, as well.

28

Inserting Pages |

3. Creating Graphics

Graphics creation in Morpho 3D is done in off-air mode. You begin by adding pages to the Storyboard, as required. To each page you add graphics, effects, timing, sound, and other properties that will make up your story. Pages - are user-defined graphic sets. A page can be previewed and sent to air, showing all the graphics it contains. A page can also be assigned to a layer. Pages are played to air according to their order in the Storyboard. Items - are the visual objects added to a page to create the graphic set. In Morpho 3D, any graphic object, text objecs, chart, pictogram, and any imported object, is considered an item. Items are listed in the Storyboard within a page and are played to air according to their order in the page. Item layout within a page is displayed immediately in the Preview window, when the page is selected. You can preview effects using the Try on page 50). option (see Previewing Graphics

In this section:
Adding Items to a Page on page 30 Designing Graphics on page 31 Page Properties on page 48 Positioning Graphics on page 49 Mapping Textures on page 50 Previewing Graphics on page 50 Importing a Photoshop Image on page 51 Importing a PowerPoint Presentation on page 52 Importing Images from the Internet on page 52 Importing from 3Designer on page 53 Using Presets on page 54 Template Pages and Branched Pages on page 55 Rendering a Page to Video Clip on page 57

Adding Items to a Page


Items that can be added to a page are displayed in the Media Manager. In addition to being able to add items from the Insert menu, you can drag and drop items from the Media Manager directly into the Preview window or into the Storyboard.

To add a graphic item to a page:


1. Select a page in the Storyboard. 2. Drag the item from the Media Manager to the Preview window. -OrDouble-click the item in the Media Manager. -OrDrag the item into the Storyboard until you see the blue line indicating the location of the item in the page. It is a good idea to name items descriptively, to make on-air editing easier and less prone to errors. Text items are automatically renamed according to their content, but can be renamed manually.

3. Creating Graphics

To rename an item or page:


Right-click the item or page in the Storyboard, and select Rename, or select the page/item and press F2. The name becomes editable. After youve entered the name, press ENTER.

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Designing Graphics
Graphics are edited in the Feature Editor. The Feature Editor is context sensitive, and changes according to the selected item and according to the column you click in the Storyboard. All items have common Effects, Order, and Placement properties: Visibility Lock Blending Toggle visibility of the selected item. Prevent editing the placement properties of the selected item. Blending modes are used to add visual effects for displaying items together, with or without applied textures. Add - Increases the brightness of the foreground color by adding the value of the foreground to the background for each pixel. Clear - The foreground is changed entirely to black. All pixels are set to 0. Lighten - Lightens the blended image. Pixels of the foreground and the background are compared, and the lighter pixel in each set of pixels is displayed. Darken - Darkens the blended image. Pixels of the foreground and the background are compared, and the darker pixel in each set of pixels is displayed. Multiply - Darkens the blended image. Multiplies the foreground color by the background color for each pixel. Multiplying a color with black produces black; multiplying a color with white leaves the color unchanged. Subtract - Darkens the blended image. Subtracts the foreground color from the background color. If the result is less than 0, the color is set to 0. Normal - Uses the foreground color, and ignores the alpha channel. Override - This is the scene's default blending mode. Colors are mixed to reflect the lightness or darkness of the original color. Difference - Darkens the blended image. Subtracts the background color from the foreground color. If the result is less than 0, the color is set to 0. Click this button to place the selected item on the front layer of the page. NOTE: Layer order can be changed at any time, in both on-air and edit mode. Send to Back Bring Forward Send Backward Click this button to place the selected item on the back layer of the page. Click this button to move the selected item one layer forward, relative to other items in the page. Click this button to move the selected item one layer back, relative to other items in the page.

3. Creating Graphics

Bring to Front

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In Effect

Click this button to display the in-effect controls for the selected item. For more information, see The Storyboard on page 13. Click this button to display the out-effect controls for the selected item. For more information, see The Storyboard on page 13. Set the horizontal position of the selected item relative to the central axis. For more information, see Page Properties on page 48. Set the vertical position of the selected item relative to the central axis. For more information, see Page Properties on page 48. Turn the selected item around its vertical axis, in degrees. Turn the selected item around its horizontal axis, in degrees. Resize the selected item (uniform scale). Adjust the depth of the selected item, for three dimensional items. Adjust the proportion between the horizontal and vertical size of the selected item. Rotate the selected item. Vertical alignment of the selected item at the Left or Right, of its center, or Center the selected item. (Available only for 2D and 3D shapes.) Horizontal alignment of the selected item at the Top or Bottom of its center, or Center the selected item. (Available only for 2D and 3D shapes.)

Out Effect

Position

Position

Perspective Perspective Size

3. Creating Graphics

Size Proportion Proportion Rotation Left-Center-Right

Top-Center-Bottom

The Primitive items available in Morpho 3D are the basic items used for page creation. These (and all other items) have Feature Editor tabs that change according to their type.

Text Items
Available text items are 2D Text, 3D Text, Crawl, Business Crawl, and Counter items. Text items share presets. For more information, see Using Presets on page 54.

2D Text
2D text is used when you need simple, static text without depth.

To create 2D text:
1. Drag a 2D text item from the Media Manager to the Preview window or Storyboard. 2. In the Feature Editor, edit Placement properties, as required.

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3. In the Appearance tab, select the check box for a color effect that you want to apply. When you select a color effect, the Color tab opens for the selected effect. 4. Set the Color and Opacity for the effect, using the sliders. If required, set a texture to be used for the text or as an effect, and map it as required. 5. In the Appearance tab, set effect Size, Text Fitting, or any other available property. 6. In the Font tab, set the overall formatting for the 2D text item. 7. In the Edit Text tab, enter the text you want sent to air, and format the selected text as required. 8. Align and format specific text, as required. 2D Text Properties - Appearance tab Preset Select Font Color If you want to use a predefined look, select it from the Preset list. For more information, see Using Presets on page 54. Select the default font for this item from the list, and set its size, angle and weight, or click Select Font to open the Font tab.

3. Creating Graphics

Select or clear any check box to apply or remove a text effect. Click each button to open the Color tab and set the required color. For more information, see 2D Text Properties - Color tab on page 33. For the Text (fill) and Outline of the text, you can set color. For Shadow, you can set color, Smooth the edge, and shadow Direction and Distance. For Glow, you can set color, and Smooth the edge. For Bevel, you can set Opacity and Direction. When a text effect is applied, you can set its opacity. Use the slider or enter the required value. When a text effect is applied, enter a value between 0-10 to set the size of the effect. Set how the text within the item is displayed: Auto - Automatically scales the width of the text item according to the length of the entered text. Word - The entered text does not exceed the specified width. Set the required width in Wrap Width or as described in Page Properties on page 48. Shrink to fit - Fits all entered text into the specified width. Set the required width in Shrink Width or as described in Page Properties on page 48.

Opacity Size Text Fitting

2D Text Properties - Color tab When you open the Color tab, the display depends upon your last selection. If nothing was selected, you must first select the text effect that you want to edit. For the Text, Outline, Shadow, and Glow effects, you can set the following properties. For the Bevel effect, you can only set opacity. Preset If you want to use a predefined look, select it from the Preset list. For more information, see Using Presets on page 54.

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2D Text Properties - Color tab Current Color Set the effect color using the sliders, RGB or HSV values, the color palette, or the color picker (see Color Setting Options on page 35). By default, only one color effect is enabled for a 2D item. Set opacity for the selected effect. Click ... to open a browser, and select a graphic file to apply as a text effect. Set the texture mapping type and properties. For more information, see Mapping Textures on page 50.

Opacity Texture Map Type

2D Text Properties - Font tab Edit the actual text in the Font and Edit Text tabs. The Font tab sets formatting for the overall text item. In the Edit Text tab, you can format parts of the text, as required. Preset If you want to use a predefined look, select it from the Preset list. For more information, see Using Presets on page 54. Select the font to apply to the text item. Use B and I to apply bold and italics to the text item. Set the size of the text. This value affects the font resolution and appearance. Linked to the following Density parameter. Set the detail level of the text. Can be set to Poster (highest detail level), Base Title, Ticker and Pica (lowest detail level). Set the spacing (overlap) between characters. Set the spacing between lines of text. Set the tilt (in degrees) of the text. Apply monospacing to the text. This applies uniform character size. Enables pair kerning for text. Depending upon the pairing of letters, this may reduce the space between them. For example, A and V can be placed closer together so that the top left of the V is directly above the bottom right of the A.

3. Creating Graphics

Font and Style Font Size

Density Kerning Leading Skew Monospacing Pair Kerning

2D Text Properties - Text tab Edit Text In this tab, format the selected text only. (Is not applied to all text entered in this item.) You can enter free variables here, using the syntax described in Using Variables on page 85.

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Color Setting Options

Color Names

Sliders

Color Picker

There are a number of options for setting color: Use the sliders to set RGB and HSV values. A color palette is opened when you click a color name. Select any color on the palette to apply it to the selected item. The Color Picker allows you to copy a color from any part of the screen.

To use the Color Picker:


Click and then click any color in the screen.

3. Creating Graphics

The color is applied to the selected item.

3D Text
Use 3D text for text items that require depth. The effects set for 3D text are different than 2D Text, and you can customize the shape of the beveling.

To create 3D text:
1. Drag a 3D text item from the Media Manager to the Preview window or the Storyboard. 2. In the Feature Editor, edit Placement properties, as required. 3. In the Appearance tab, click the button for an effect that you want to edit. 4. Set the Color and Opacity for the effect. You can set color and opacity in the Color tab, as well as setting a texture. 5. Repeat steps 2-4 for each effect that you want to edit. 6. In the Appearance tab, set Text Fitting and beveling, as required. 7. In the Font tab, set the overall formatting for the 3D text item. 8. In the Edit Text tab, enter the text you want sent to air. 9. Align and format specific text, as follows:

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3D Text Properties - Appearance tab Preset Select Font Color If you want to use a predefined look, select it from the Preset list. For more information, see Using Presets on page 54. Select the default font for this item from the list, and set its size, angle, and weight, or click Select Font to open the Font tab. By default, 3D text uses shaded color effects. Clear the Shaded check box to use Plain color. This mode uses plain color for the face and extrusion of the text and a separate effect for the beveling. Select or the check box next to Plain to apply shading, and enable all 3D effects; Diffuse, Specular, Emission, and Ambient. Click each button to enable its color and opacity settings, and set the required color. This can be done in the Color tab, as well. For more information, see 3D Text Properties - Color tab on page 36. When an effect is selected, you can set its opacity. Use the slider or enter the required value. Set how the text within the item is displayed: Auto - Automatically scales the width of the text item according to the length of the entered text. Word wrap - The entered text does not exceed the specified width. Set the required width in Wrap Width or as described in Page Properties on page 48. Shrink to fit - Fits all entered text into the specified width. Set the required width in Shrink Width or as described in Page Properties on page 48. Beveling defines the shape of the cross section of the text. Select a bevel shape from the available presets. Clear the check box to cancel the appearance of depth, while retaining other 3D text options. You can customize the selected bevel shape by changing the Width, Height, and Start properties. For more information, see Setting the Text Bevel on page 37.

Opacity Text Fitting

3. Creating Graphics

Bevel Shape Bevel Parameters

3D Text Properties - Color tab When you open the Color tab, the Diffuse effect color is displayed. Select the button of the effect that you want to edit. Preset Shininess Current Color If you want to use a predefined look, select it from the Preset list. For more information, see Using Presets on page 54. Define the degree of light reflection for the material. Shininess is a combination of specular level and glossiness. Set the effect color using the sliders, RGB or HSV values, the color palette, or the color picker (see Color Setting Options on page 35). If required, select the check box next to Shaded to disable color setting for Diffuse, Specular, Emission, and Ambient effects, and set a flat color. Set opacity for the selected effect.

Opacity

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3D Text Properties - Color tab Texture Map Type Click ... to open a browser, and select a graphic file to apply as a text effect. Set the texture mapping type and properties. For more information, see Mapping Textures on page 50.

3D Text Properties - Font and Text tabs Editing Font and Edit Text properties are identical to the 2D text options (see 2D Text Properties - Font tab on page 34 and 2D Text Properties - Text tab on page 34).

Setting the Text Bevel


A bevel is an effect that gives 3D text the appearance of a carved edge. For 3D text, you can set the parameters of the bevel. Morpho 3D has nine predefined bevel profiles to choose from.

To set the bevel shape:


1. Select the 3D text.

3. Creating Graphics

The text properties are displayed in the Feature Editor. 2. In the Appearance tab, click to select one of the predefined bevel shapes.

3. Adjust the following parameters as required: Width Height Start The width of the back face of the text. The depth of the beveled effect. Where the text appears in relation to the bounding box.

Crawl
A Crawl item can be used for moving text, such as tickers, credits, etc. Crawls can take data from a data source, or from manually input text. The graphic editing options for Crawl items are identical to the 2D or 3D text options (depending on the 2D/3D setting), with the addition of the Crawl tab.

To create a text crawl:


1. Drag a Crawl item from the Media Manager to the Preview window or Storyboard. 2. In the Feature Editor, edit Placement properties, as required. 3. In the Appearance tab, select the check box for a color effect that you want to apply, depending on the 2D/3D setting.

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4. Set the Color and Opacity for the effect. If required, set a texture to be used for the text or as an effect. 5. In the Appearance tab, set effect Size, Text Fitting, or any other available property, as described for 2D Text Properties - Text tab on page 34 or 3D Text Properties - Font and Text tabs on page 37. 6. In the Font tab, set the overall formatting for the Crawl item. 7. In the Edit Text tab, enter the text you want sent to air (if this item is not linked to a data source). 8. Align and format specific text, as required. 9. In the Crawl tab, set the following properties: Text Crawl Properties Speed Gap Run Once Direction Set the speed at which the text moves through the visible area. Set the space between the last character of the last item and the separator. Select this check box to run the crawl text (or when using a data sourcethe selected column) once. Set the direction in which the crawl text will move. When a vertical direction is set, each text repetition/item is displayed on a separate line. Set the display area of the crawl. Select the source of the text to be displayed in the crawl. For this a data source must be configured. To define a data source, see Setting up a Database on page 72. Set a symbol or spaces that are used to separate text repetitions.

3. Creating Graphics

Crop Data Source Separator

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Business Crawl
A Business Crawl is for moving text that draws data from a data source, only. It uses a basic logic mechanism that allows using graphic (or animated sequence) separators between items, that are determined by the numerical value of the preceeding item. If the parameters set to use the graphic items are not numeric, no graphics are shown. The contents of a row of data are displayed as an item in the crawl.

To create a business crawl:


1. Drag a Business Crawl item from the Media Manager to the Preview window or Storyboard. The item appears as an asterisk by default. (This is the default character used as a separator.) 2. In the Crawl tab, select an existing Data Source from the list. (To set up a data source, see Setting up a Database on page 72.) The data is displayed beneth the data source name. 3. In the Feature Editor, edit the text parameters as described for a Crawl on page 37 item. 4. Align and format specific text, as required. 5. Set the following properties: Business Crawl Properties Speed Gap Run Once Set the speed at which the text moves through the visible area. Set the space between the last character of the last item and the separator. Select this check box to run the crawl text (or when using a data sourcethe selected column) once.

3. Creating Graphics

6. Under Meaning of Columns, set how the content of each item in the crawl appears; The order in which the contents appear is as shown here, provided its check box is selected: Name, Short Name, Value, Change, Change %. When the Change or Change % parameters are selected, the default (or selected) graphic is displayed before the final parameter. 7. Select the column with the data to display for each field. 8. Under Crop, set the display area of the crawl. 9. Set a text character or graphic (or animated sequence) to use as a Separator between items in the crawl. 10.Set the graphics to use within the crawl items, as required, and set their size and position.

To replace the graphic with an animation sequence:


1. In the Feature Editor, under Change Icons, browse for the required image sequence. 2. Select the Sequence check box.

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Counters
There are two types of counters that can be used in a story; new counters and preset counters. New counters can be controlled manually during a production (in the counter control panel), including starting, stopping, resetting and changing the counter parameters. This type of counter runs regardless of the story sequence, and can be added to multiple pages. Preset counters are added to a page and run only while the page is on-air. They do not appear in the counter control panel. Right-click Start, Stop, Reset, and Lap to assign a shortcut to each button.

To add a new manual counter:


1. From the Insert menu, select Counter > New Counter. A dialog box opens. 2. Type in the required Counter Name, and click OK. This counter now exists for the story. It must be run manually, as follows:

3. Creating Graphics

3. Click

to open the Counter Control panel.

The new counter is displayed in the panel. Multiple counters can be displayed in this panel. From here you can control the format and running of the counter.

Start Stop Lap (field) Format Start End Up/Down Autostart

Start the counter. Stop the counter. Freeze the counter display. The counter continues to count behind the scenes, and can be re-displayed by pressing Lap again. Define the counter variable (must be identical to the counter name). Click the arrow to select the counter format. Set the counters start value. Select End to stop the counter, once the specified value is reached. Set the counter to run forwards (Up) or backwards (Down). When counting down, no value is displayed once the counter reaches 0. Select this check box to start counter automatically when page is played, clear to start counter manually.
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Reset

Reset counter (with current parameters).

To add a preset counter to a page:


From the Insert menu, select Counter, and then the counter type. These counters start running automatically when a page is played. Hour Counter Minute Counter Second Counter Time Date Uses the hh:mm:ss format, counts forward from 0. Uses the mm:ss format, counts forward from 0. Uses the (s)s format, counts forward from 0. Uses the (h)h:mm:ss AM/PM format, from the system. Uses the (M)M/(D)D/YY format, from the system.

To set a preset counter to count backwards:


1. Select the counter in the page.

3. Creating Graphics

2. In the Feature Editor, open the Text tab. 3. Add the time from which you want to countdown, after the counter text. The time must be added in seconds. For example: %counterm:120% displays a countdown from two minutes in minute format, whereas %counters:120% displays a countdown from two minutes in second format.

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2D and 3D Shapes
Available 2D shapes are circle, rectangle, and triangle items. The 3D shapes are sphere, box, and cone items. The Placement properties are described in Designing Graphics on page 31. 2D and 3D shapes share presets. For more information, see Using Presets on page 54.

To create shapes:
1. Drag a shape from the Media Manager to the Preview window or Storyboard. 2. In the Feature Editor, edit Placement properties, as required. Set any of the following properties: 2D and 3D Shape Properties - Appearance tab Preset Shape If you want to use a predefined look, select it from the Preset list. For more information, see Using Presets on page 54. Set the shape of the item, regardless of the item name and of the original type selected from the Media Manager. Click the appropriate button to change the shape. You can also switch the 2D/3D aspect of an item. Click the appropriate button. Set the radius for rounding the corners of a rectangle. Set angle for the filled part of a circle (e.g., 180 gives you a half-circle). Set angle for the filled part of a cone (e.g., 180 gives you a half-cone, cut vertically). (Not applicable for other shapes). Diameter File Set the diameter of the top of a cone. This setting allows you to create a cylindrical shape. Click ... to open a browser, and select a graphic file or video clip to apply as a texture. To use a sequence of images as a flipbook-type texture, select the first image in the sequence, and then select the Sequence check box. NOTE: It is recommended to copy the images in the sequence to G:/Textures/ Mask Move Scale Flip Crop Click ... to open a browser, and select a graphic file or file sequence to apply as a mask. Move the texture image or video clip horizontally or vertically within the boundaries of the layer. Resize the texture image or video clip horizontally or vertically within the boundaries of the layer. Flip the texture or video clip horizontally or vertically. Crop points off the texture image or video clip from the specified side.

3. Creating Graphics

Radius

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2D and 3D Shape Properties - Appearance tab Repeat Texture Size Adjust Aspect Adjust Loop Has Alpha Interlace When this check box is selected, the texture or video clip is repeated by wrapping to allow you to move the texture within the item (when this check box is cleared, the last pixel is duplicated). Click to adjust the size of the item to match the size of the inserted texture (not applicable for clips). This affects the Size and Proportion settings. Click to adjust the proportions of the item to match the proportions of the inserted texture (not applicable for clips). This affects the Proportion settings. When this check box is selected, if a clip is defined for the item, it is played repeatedly. For 32bit clips, select this check box to use the embedded alpha channel. Interlaced clips are field based, non-interlaced clips are frame based. When this check box is selected, clips are treated as interlaced, when clearedclips are treated as non-interlaced. Specify the frame (in seconds and milliseconds) from which to start playing the clip.

Start Position

3. Creating Graphics

2D and 3D Shape Properties - Color tab Current color Set the color using the sliders, RGB or HSV values, the color palette, or the color picker (see Color Setting Options on page 35). By default, one color effect is enabled for a 2D shape, and four effects (Diffuse, Specular, Emission, and Ambient) for a 3D shape. If required, select/clear the check box next to Plain/Shaded to enable/disable color setting for Diffuse, Specular, Emission, and Ambient effects. For a 2D item, these effects will only be seen when the item is animated (during the in- and out-effects). Set the opacity of the selected item.

Opacity

Bar Charts
Bar Charts are data items used for comparing numerical values. A Bar Chart is displayed with an animation that shows the bars climbing to show their values. The Data Entry tab, available for a Bar Chart, displays a table. Table columns represent a data series in the chart, and rows represent values within each data series. The Series tab is where you set the colors of the bars in the chart.

To create a Bar Chart:


1. Drag a Bar Chart item from the Media Manager to the Preview window. 2. Edit Placement properties, as required. 3. In the Data Entry tab, define a source or enter the data to be displayed manually. Each column defines bars of the same series (color). Each row defines the number of times a series is repeated.
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Bar Chart Properties - Data Entry tab Source From the List, select the data source of the chart. None - if no source is selected, data is taken from the table below. If you want to use an external source, it must be defined first, using Tools > Data Sources Wizard. For more information, see Setting up a Database on page 72. Limits table to display of the first columns and rows in the table, as defined in Width and Height. The Left and Top parameters allow you to determine from which row (Top) and column (Left) to start reading the data, in order to read data from any part of a source. Use for table cells. By default, when a bar chart is sent to air, the bars are displayed with an animation. Clear this check box to prevent the animation when the chart is displayed, or select it (default) to show the animation. By default, when a bar chart is sent to air, the charts animation begins as soon as the page is sent to air, regardless of the in-effect set for the chart. Select this check box to start the chart animation only when the in-effect is played out. Set the duration of the charts animation. Clear this check box to hide the scale background of the chart, or select the check box to display it. Clear this check box to manually set the number of rows to display in the scale. Select this check box when you want the background rows to scale automatically according to the greatest input data value. Set the width of the bars in the chart; in effect, this lets you display a wider gap between the bars. By default, bars are displayed at their full width (1.00). Possible range is 0-1.00. Set the profile shape of the bars to Cylinder or Box.

Limit Table Size

Cut-CopyPaste Animation

3. Creating Graphics

Animation After Effect

Time Show Scale Auto Scale

Bar Width

Bar Profile

4. In the Series tab, set the color and effects for each series, as follows: Bar Chart Properties - Series tab Data Series Name The items in this column represent the bars in the chart. Select a bar, and then set its color as described in the following properties. You can define a name to keep track of what each bar represents, for your own use only. In the current version, this name is not displayed or sent to air. Define the degree of light reflection for the bars. Shininess is a combination of specular level and glossiness.

Shininess

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Bar Chart Properties - Series tab Color Set the color for the selected bar using the sliders, RGB or HSV values, the color palette, or the color picker (see Color Setting Options on page 35). By default, only one color effect is enabled for a bar. If required, select the check box next to Plain to enable color setting for Diffuse, Specular, Emission, and Ambient effects. Texture Map Type Browse to use any image file as a texture for the selected bar series. Set the texture mapping type and properties. For more information, see Mapping Textures on page 50.

Pie Charts
Pie Charts are data items used for illustrating relative quantities. A Pie Chart is displayed with an animation that shows the disc being filled. The Data Entry tab, available for a Pie Chart, displays a one-row table. Table columns represent segments of the pie. The Series tab is where you set the colors of the segments in the chart, and their label content. The Label tab is where you set text effects for the labels (only when Labels is selected in the Series tab). The Label Color tab is where you set colors for each text effect applied to the labels (only when Labels is selected in the Series tab).

3. Creating Graphics

To create a Pie Chart:


1. Drag a Pie Chart item from the Media Manager to the Preview window or Storyboard. 2. Edit Placement properties, as required. 3. In the Data Entry tab, define a source or enter the data to be displayed manually. Each column defines a segment of the pie (color). Source From the List, select the data source of the chart. None - if no source is selected, data is taken from the table below. The values in each column represent the segments in the chart. If you want to use an external source, it must be defined first, using Tools > Data Sources Wizard. For more information, see Setting up a Database on page 72. Limits table to the display of the columns in the table, as defined in Left and Width. The Left parameter allows you to determine from which column to start reading the data, and Width determines the number of columns to be read, in order to read data from any part of a source. Use for table cells.

Limit Table Size

Cut-CopyPaste

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Animation

By default, when a pie chart is sent to air, the segments are displayed with an animation. Clear this check box to prevent the animation when the chart is displayed, or select it (default) to show the animation. When animated, you can set the maximal radius of the pie chart to display (Max Angle), the size of the gap between the segments (Pie Gap), and the shape of the chart profile (Pie Profile). By default, when a pie chart is sent to air, the charts animation begins as soon as the page is sent to air, regardless of the in-effect set for the chart. Select this check box to start the chart animation only when the in-effect is played out. Set the duration of the charts animation.

Animation After Effect

Time

4. In the Series tab, set the color and effects for each pie segment. Name Labels Type in the label of the segment that is displayed when the Labels check box is selected. Select this check box to display text labels for each pie segment (and to display the Labels and Label Color tabs), or clear the check box to hide them. Select this check box to display the numerical value of each segment, instead of the label text. Set the offset of the label from the center of the Pie chart. Define the degree of light reflection for the segments. Shininess is a combination of specular level and glossiness. Set the color for the selected segment using the sliders, RGB or HSV values, the color palette, or the color picker (see Color Setting Options on page 35). By default, only one color effect is enabled for a segment. If required, select the check box next to Plain to enable color setting for Diffuse, Specular, Emission, and Ambient effects. Browse to use any image file as a texture for the selected segment. Set the texture mapping type and properties. For more information, see Mapping Textures on page 50.

3. Creating Graphics

Use Values as Labels Position Shininess Color

Texture Map Type

5. If the Labels check box is selected, the Label and Label Color tabs are displayed. Set the properties for the segment labels. Select Font Select the default font for this item from the list, and set its size, angle and weight, or click Select Font to open the Font tab.

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Designing Graphics |

Color

Select or clear any check box to apply or remove a text effect. Click each button to open the Label Color tab and use the sliders to set the required color. For the Text (fill) and Outline of the text, you can set color. For Shadow, you can set color, Smooth the edge, and shadow Direction and Distance. For Glow, you can set color, and Smooth the edge. For Bevel, you can set Opacity and Direction. For Background, you can set the color and opacity or select a texture to use as the text background. When a text effect is applied, you can set its opacity. Use the slider or enter the required value. When a text effect is applied, enter a value between 0-10 to set the size of the effect.

Opacity Size

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3. Creating Graphics

Masks
You can use a mask to hide an item or part of an item, as required. A mask is item-specific, but its settings are relative to the viewer window. This means that a mask must be applied to each item, as required. Masks do not appear in the Storyboard list, they are a property of their item, and are set in the Feature Editor.

To apply a mask:
1. Select the item to which the mask will be applied. 2. From the Media Manager, in the Primitives tab, drag the Static Square Mask to the item in the Preview window. 3. In the Feature Editor, select the Masking Active check box. 4. Set the offset value of the top, bottom, right, and left mask limits numerically, or using the arrow controls. The value reflects the offset of the mask limit from the point of origin. If the item is moved, the mask is not moved with it.

Page Properties 3. Creating Graphics


There are various properties that can be set for a page only, available in the Feature Editor. Visible Select this check box to display the page when the story is played to air, or clear this check box to hide the page when the story is sent to air. Select this check box to prevent changes to the page properties, or clear this check box to open the page properties for editing. Change the camera settings for the page between Perspective (3D) and Orthogonal (2D). Set the lighting direction for a page. For more information, see Lighting Effects on page 64. Set the lighting intensity for a page. See also Lighting Effects on page 64. Set the layer the page is displayed on. For more information, see Page Layering on page 49. Set the page name (displayed in the Storyboard). Set the page identification number manually, if required. Shortcuts can be used to send a page to air. Set a keyboard key or combinations to use for quick play. For more information, see Using the Playback Controller and Fields on page 89. Set the background color for the page. For more information, see Color Setting Options on page 35 and Play Page Immediately When Page Shortcut is pressed on page 102. Add free text for a page, for any purpose. This text is displayed in the Select Template window, as the description.
Page Properties |

Lock Camera Lighting Intensity Layer Name ID Shortcut

Current Color Page Comments

48

Page Layering
Morpho 3D provides separate layers for displaying pages, enabling you to display pages simultaneously. When the list of pages is displayed in the Storyboard, the assigned layer is shown in the layer column. The Morpho 3D Standard version provides three layers to which you can assign a page. The Morpho 3D Advanced version provides seven layers to which you can assign a page.

To set a layer for a page:


1. Select the page in the Storyboard. 2. In the Feature Editor, under Layer, select the required layer (from 1 at the back to 7 at the front). The layer is set, as indicated in the Layer column in the Storyboard.

3. Creating Graphics

Positioning Graphics
Graphics can be positioned using the placement properties (see Designing Graphics on page 31) in the Feature Editor. Morpho 3D also provides other ways to manipulate graphics, for convenience. Items can be moved in the Preview window by selecting the item, then dragging it to a new position. This changes horizontal and vertical placement only. You can adjust the position of the selected items using the keyboard arrow keys. CTRL+Arrow Key moves the item by one pixel in the specified direction. The Arrow key moves the item by ten pixels in the specified direction. SHIFT+Arrow Key moves the item to the edge of the safe area via the center. Additional options are available for text items. When you double-click a text item in the Preview window, a yellow frame is displayed around the item. If text fitting is set to Auto, the red corners allow free movement of the item, and the yellow handles allow you to move the item horizontally only, or vertically only. If text fitting is set to Word wrap or Shrink to fit, the red corners can be used to adjust the item boundaries, and the yellow handles allow you to move the item horizontally only, or vertically only.

Positioning Graphics |

49

Mapping Textures
Mapping a texture on an item defines how the texture looks when applied to an item. Morpho 3D has a number of mapping options available for mapping textures; None - the texture is applied to every face of the item, and fitted as required. Object Linear - the texture is applied as though projected onto the item from one direction. Eye Linear - the texture is applied as though projected at the screen. It appears static, even when the item is moved. It is recommended to use this type with repeat texture wrapping. Sphere Map - is actually a type of environment mapping. The texture is displayed as if it is surrounding the item, and the item is reflective. Therefore, the textures appearance varies, depending on the shape and position of the item.

Previewing Graphics
Preview a selected page in the Preview window, when the page is selected in the Storyboard in the pages list, or when the items list is displayed.

3. Creating Graphics

To preview a page:
Select Playback > Try, -OrClick Try in the Feature Editor or the Playback toolbar.

The page is played in the Preview window, but not sent to air. For more information, see Airing Graphics on page 87. NOTE: When previewing a page, you cannot continue playback if there is user interaction required.

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Mapping Textures |

Importing a Photoshop Image


Photoshop images can be imported as pages in Morpho 3D. In the Morpho 3D Standard version, all Photoshop layers are merged into a single layer and converted into a .PNG file. In the Morpho 3D Advanced version, Photoshop layers are converted into items (as .PNG files), and can be edited normally.

To import a Photoshop image:


1. Select Tools > Import Photoshop. A browser window opens. 2. Browse to the required Photoshop file, and click Open. The file is inserted in the Storyboard as a page. 3. Edit the page properties as required. NOTE: Morpho 3D does not support layer effects. In order to import an image properly, flatten the layer effects.

Importing a Photoshop Image |

51

3. Creating Graphics

Importing a PowerPoint Presentation


PowerPoint slides can be played as pages in Morpho 3D. After import slides are displayed as flattened graphics, and do not play animations, movies, or sound effects applied in PowerPoint, nor can text be edited. NOTE: For the import process, PowerPoint must be installed on the system. During the import PowerPoint opens. Do not close it before the import is completed. After import the story can be run regardless of the presence of PowerPoint.

To import PowerPoint slides:


1. Select Tools > Import PowerPoint Presentation. A browser window opens. 2. Browse to the required PowerPoint file, and click Open. Each slide is inserted in the Storyboard as a page. NOTE: Slides are converted into .PNG files.

3. Creating Graphics

Importing Images from the Internet


Morpho 3D allows importing .JPG and .PNG images from the internet and direct mapping onto a 2D rectangle item. The image keeps its original resolution.

To import an image from the internet:


1. Open the site that contains the required image (in a web browser). 2. Drag the image to the Storyboard. The image is mapped to an item. NOTE: The dragged image must be embedded in the web page, and not a referenced image. Orad is not responsible for any violation of copyright laws.

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Importing a PowerPoint Presentation |

Importing from 3Designer


Graphics authored in 3Designer can be imported and used in Morpho 3D. You must create an asset library (bookmark) in 3Designer that links to the Designer library in the Media Manager (in Morpho 3D). All graphics that you want to import must be placed as a group in this library. NOTE: Morpho 3D supports one animation per import.

To create the folder in 3Designer (Advanced version only):


1. In 3Designer, select Customize > Preferences > Asset Strip. 2. Right-click in the Bookmarks, and select New Bookmark. For example, you can name this new bookmark Morpho. 3. In Root Folder, browse to G:/Resources_en/Designer. 4. Close the Preferences dialog box. 5. Open the new bookmark in the Asset Strip.

To save 3Designer models for Morpho 3D:


1. In 3Designer, verify that the required graphics are set as follows:

3. Creating Graphics

Free camera Position: X=0, Y=0, Z=0 Pan, tilt, and Roll are all set to 0 FOV = 50
2. Place all the objects that you want to use in Morpho 3D in a group. 3. Select the required animation group in the Animation strip. 4. From the Object Tree, drag the group to the asset library that you linked to G:/Resources_en/Designer. The model is available in the Designer library in Morpho 3D.

Importing from 3Designer |

53

Using Presets
Morpho 3D can save a set properties for one item, to apply to other items. These are called presets and are saved in Morpho 3D to be used in any story. Text items share presets. The properties that are saved for a text item are: color effects, text fitting, dimension (2D/3D), texture, font & font settings. You cannot save text content as a preset (you can save an item in the Favorites tab, and content will be preserved). 2D and 3D shapes share presets. The properties that are saved for shapes are: actual shape, dimension (2D/3D), color effects, texture, mask & texture settings. Sounds also share presets (For more information, see Adding Audio on page 65.) You can apply a shape preset to an image or a pictogram. You cannot save placement or animation effect properties as a preset. By default, Morpho 3D has a number presets saved. You can save your own presets or delete any preset.

3. Creating Graphics

To apply a preset to an item:


In the Appearance tab, select a preset from the Presets drop-down list. The preset properties are applied to the selected item.

To create a preset:
1. Set all the properties that you want to save as a preset for an item. 2. Enter the name of the preset in the Presets field. (Where it says [Untitled].) Save Preset is enabled.

3. Click Save Preset. The preset is saved.

To delete a preset:
1. Select a preset from the Presets drop-down list. 2. Click Remove Preset .

The preset is removed from the list.

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Using Presets |

Template Pages and Branched Pages


Two methods of page duplication are available in Morpho 3D; templates and branching. When you save a page as a template, it is available for use at all times, in any story. Each page created from a template is loaded every time a story is sent to air. Branching can be used for any page within a single story. Branched pages are linked (indicated by a link icon beside the page name) so that text and textures can be changed for each page, while all other parameters remain identical. Changes made to one page (except text and texture changes), affect all branched pages. The advantage of using branched pages is that items used in the page are loaded once (not for each page). You can also separate a branched page to create a standalone page, in which case pages are loaded independently.

Templates
To create a page template:
1. Create a page (see Inserting Pages on page 28). 2. Edit the page to include the required graphics (see Creating Graphics on page 29). 3. In the Storyboard, display the list of pages (see The Storyboard on page 13). 4. Drag the page to any folder in the Media Manager. Ora. Right-click the page name to display a pop-up menu. b. Select Add to Templates, and then select the template type to which you want to assign the page. The page is added to the list of available templates, and is displayed when you open the Select Template dialog box. The description shown for the template is taken from the Page Comments (in the Feature Editor) when the page is saved as a template. Changing the comments for the page does not affect the template.

3. Creating Graphics

To delete/rename a template:
1. In the Select Template dialog box, right-click the template. 2. In the pop-up menu, select the required option. Remove Template Rename Template Move To... Delete the selected template. Rename the selected template. The name becomes editable; type in the required name, and press ENTER. Move the selected template to the one of the existing template groups.

Template Pages and Branched Pages |

55

Template Groups
You can group different template types, as required.

To create/remove a template type:


1. In the Select Template dialog box, right-click the list of template types. 2. In the pop-up menu, select the required option. Add Group Remove Group Rename Group Add a new template group. Type in the required name, and press ENTER. Delete the selected group and all its templates. Rename the selected group. The name becomes editable; type in the required name, and press ENTER.

The new type is created, and appears in all pop-up menus where templates are relevant.

Branched Pages

3. Creating Graphics

Pages can be duplicated while retaining a dependency between all items except for text and textures. This is referred to as branching in Morpho 3D. For example, you can create a page with a title bar for interviews with name and title, and then branch the page for each interview, and change the name and title.

To branch a page:
1. In the storyboard, select the page to duplicate. 2. Select Edit > Branch Page. (Option available in right-click menu, as well.) A branched page is added to the storyboard.

The new page is linked to the original until the link is broken (Edit > Separate Branch Page).

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Template Pages and Branched Pages |

Rendering a Page to Video Clip


Morpho 3D provides the ability to save a page, with all its animations, as a video clip, for easy playing in any media player.

To render the current page to video clip:


1. Select Tools > Render Video Clip. The Render Page To Video Clip dialog box opens.

3. Creating Graphics

2. Set the options as follows. Preset Show Only Codecs Supporting Alpha Channel Select a video format preset from the list. Show only codecs that support use of the alpha channel, in the list of codecs.

Rendering a Page to Video Clip |

57

Disable Alpha Channel Encoder Codec Quality Resize Processing Image Type Field Order Flicker Free Filter

Disable the Alpha channel when rendering the page to a clip.

Select the type of encoder to use for video clip creation. Select the type of compression and decompression to use for video clip creation. Set the clip compression quality. Resize the clip display to the specified Width and Height. Set the type of processing to be used for clip creation: Interlace, De-Interlace, or Off. Set clip processing to Fields or Frames. When processing is set to Interlace, select the field to display first. Select this check box to apply the flicker optimization filter. Select this check box to apply a filter to reverse premultiplication.

3. Creating Graphics

De-premultiplication Filter Time Frames

Set the total output clip time. Set the number of frames in the output clip. This value is linked to the output clip Time. Click Reset to Default, to use the default page time. Specify the path and file name of the output file.

File path 3. Press Render.

The page is redered to clip. Rendering is complete when the Done is displayed at the bottom of the dialog box. You can use Break to stop page rendition.

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Rendering a Page to Video Clip |

4. Effects and Timing

In this section:
Applying Animation Effects on page 60 Splitting Item Effects on page 61 Setting Timing on page 62 Lighting Effects on page 64 Adding Audio on page 65 Adding Video Insertions and Effects on page 66

Applying Animation Effects


You can set in and out animation effects for single items or set an in-effect for an entire page. The order in which the effects are played is taken from the order of the items and pages in the Storyboard. However, you can also split items to allow other items to play between the in and out-effect. For more information, see Splitting Item Effects on page 61.

To set the In/OutEffect for an item:


1. Select an item. 2. In the Storyboard, display the list of items (see The Storyboard on page 13). 3. Click the In Effect or Out Effect column for the required item. The effect properties are displayed in the Feature Editor. 4. From the Effects directory, select the required effect. 5. Set the effect properties as described below: Speed/ Time Select one of these options to set the duration of the effect: Speed set the duration (1=5 seconds, 5=1 second). Time set the duration in hours, minutes, seconds, milliseconds. Set the angle at which the effect is played (when enabled). When this check box is selected, Morpho 3D waits for the previous effect to end completely before playing the next item. This option is enabled for the following effects (available for items only): Fly-on effects: Left Spin (X, Y, Z), Right Spin (X, Y, Z), Down Spin (X, Y), and Up Spin (X, Y). Through effects: Blink (hard/medium/soft) and Cut blink (hard/medium/soft). Loop effects: All. When Infinite Loop is selected, the item comes in spinning, and continues to spin for its entire duration. When Infinite Loop is cleared, the item comes in spinning, and stops when it reaches its position. NOTE: If infinite loop is selected for both the in effect and the out effect, then one effect might influence the appearance of the other.

4. Effects and Timing

Direction Wait Until Effect Ends Infinite Loop

To set the transition for a page:


1. In the Storyboard, display the list of pages (see The Storyboard on page 13). 2. Click the Effect column for the required page. The effect properties are displayed in the Feature Editor. 3. From the Effects directory, select the required effect. 4. Select an effect timing option:

Speed set the duration (1=5 seconds, 5=1 second). Time set the duration in hours, minutes, seconds or milliseconds.

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Applying Animation Effects |

Splitting Item Effects


Sometimes, between displaying an item and removing it, you want other things to happen in your story. For example, you want a background to cut in, then you want text to zoom in, pause, and zoom out, and then the background to fade out. For this you must apply a split to the item, in this exampleto the background. Example: split storyboard

To split an items in and out setting:


1. Right-click the item name in the Storyboard. A context menu opens. 2. Select Split. An additional item is added to the Storyboard, linked to the original item, as indicated by an icon. Out is added to the item name. 3. Place the out-item in the required slot in the Storyboard.

Splitting Item Effects |

61

4. Effects and Timing

Setting Timing
You can set the timing for how pages and items are displayed, when in- and out-effects are applied. When no effect is applied, pages and items are displayed without effects or internal timing, until the next page is displayed.

To set timing:
1. Display the relevant view (pages/items) in the Storyboard. 2. Click the Timing column for the relevant page or item. The Timing Control is displayed in the Feature Editor. 3. Select the required option: Pause For a page: This option adds the specified pause after the last (effect of the last) item on the page is played. For an item: This option adds the specified pause between the end of the in-effect, and the start of the next effect that is set (the current items out-effect or the next items in-effect). If no effect follows, the item remains displayed until the page is removed. NOTE: If there is no in-effect set, the pause setting is disregarded. Duration This option sets the total duration of the page or item display, regardless of any effects, from the time the page or item is displayed. NOTE: This timing mode is applicable for an item only when an in or out-effect is applied to the item. Wait on Interaction This option allows you to add a pause to the story/page. The pause continues until the operator selects Playback > Continue Storyboard (in On-Air mode). NOTE: You cannot preview the entire page using Try, when this type of pause is set. Record Time with Mouse This option allows you to record the timing of a page or item with mouse clicks or by pressing the SPACE bar. For more information, see Recording Time with Mouse on page 63.

4. Effects and Timing 62

Setting Timing |

Recording Time with Mouse


You can record timing with the mouse instead of setting pauses or durations. Mouse recorded timing is set as duration. Timing must be set in On-Air mode.

To record timing during playback:


1. After all graphic design has been completed, display the relevant view in the Storyboard. 2. Click the Timing column for the relevant page or item. The Timing Control is displayed in the Feature Editor. 3. Select Record Time with Mouse. A mouse icon is displayed in the Timing column. 4. Select Playback > Start Storyboard to switch to On-Air mode and play the Storyboard. For pages: when the relevant page is played, it is displayed, and then waits for a command to continue to the next page. For items: when the relevant item is played, it is displayed, and then waits for a command to continue to the next item. 5. Select Playback > Continue Storyboard to play the next page or item. Once you switch to off-air mode, the new page/item duration is displayed in the Timing column of the Storyboard. Timing is set to Duration, according to the time between playing the page/item and continuing to the next page/item.

Setting Timing |

63

4. Effects and Timing

Lighting Effects
Different lighting source/direction effects are available per page, for 3D item illumination. The available sources are: Top-left Top-middle Top-right Center-left Center-middle Center-right Bottom-left Bottom-middle Bottom-right Spectrum None (no lighting is used)

4. Effects and Timing

To set lighting:
1. Display the list of pages in the Storyboard (see The Storyboard on page 13). 2. Select a page. 3. In the Feature Editor, under Lighting, select the required option from the list. The selection is applied to the page. 4. If required, set the Intensity of light for the page. NOTE: The page must contain a 3D item, in order to see the lighting effect.

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Lighting Effects |

Adding Audio
Audio effects can be added to any page, item, or special event to enhance a story. The Morpho 3D Standard version, has a sound channel, for playing sounds. The Morpho 3D Advanced version has eight available channels, on which you can play sounds. This provides control of different sounds, simultaneously.

To add audio to a page:


1. In the Storyboard, display the list of pages (see The Storyboard on page 13). 2. Click in the Sound column of the page. The sound controls are displayed in the Feature Editor. 3. Select a channel for the sound you want to assign to the current page or item. 4. Set the Action Type as described below: None Play No sound-related action is applied to the item/page. The specified sound is played (on the selected channel) when the item/page is sent to air. You must define the file to play. All other settings use the system default unless otherwise specified. Sound File the sound file to play when the item/page is sent to air. Volume the volume of the sound. Pan the balance of the sound. Repeat the number of times the sound is repeated each time the item/page is sent to air. Fade-in Time the time it takes the sound to increase from 0 (no sound) to the defined volume. Any sound playing on the selected channel is stopped when the item/page is sent to air. The default Fade-out Time is 0. This can be adjusted as required. The volume of the sound playing on the selected channel is adjusted when the item/page is sent to air. Specify the new Volume and the Fade Time between the previous setting and the new setting. Adjust the balance on the selected channel when the item/page is sent to air. Specify the new Pan and the Fade Time between the previous setting and the new setting. All sounds playing on all channels are stopped when the item/page is sent to air.

4. Effects and Timing

Stop

Volume

Pan

Stop All

The icon in the Sound column changes according to the option selected for the item/page.

Adding Audio |

65

Adding Video Insertions and Effects


You can apply visual filters that alter the appearance of textured items in Morpho 3D, or add a video insertion to an item.

To add video effects:


1. In the Storyboard, display the list of items (see The Storyboard on page 13). 2. Select the item to which you want to apply a filter or a video insertion. 3. Click in the Video column of the item. The video controls are displayed in the Feature Editor. 4. Select one of the following: Original Texture or Clip Video Input [SDI] Select this option to apply a visual effect to a texture or clip.

Select this option to add a video insertion object, and apply an effect, if required. NOTE: You can configure Morpho 3D to work with two video insertions. In this case, two video input option are displayed. For more information, see RenderEngine Preferences on page 97.

4. Effects and Timing

5. Click a filter to apply to the item as described below. Only one filter is applied at a time. Blur Contrast Gamma Edge Emboss Luminance Negative Sepia Sharpen Applies the specified blur settings. Applies the specified contrast and gamma settings. Applies the specified color filtering level to the edges of the image. Applies the specified embossing level to the image. Applies the specified luminance level to the image. Displays the image with negative coloring. Displays the image with the specified sepia coloring. Applies a sharpening filter to the image.

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Adding Video Insertions and Effects |

5. MOS Integration

The Media Object Server Communications (MOS) protocol is used in Morpho 3D together with currently supported newsroom systems (iNews, Octopus, Dalet, ENPS).

In this section:
MOS Server Configuration on page 68 The Newsroom Client on page 70 Using Newsroom Rundowns in Morpho 3D on page 70

MOS Server Configuration


In order to work with MOS, the following conditions must exist: Morpho 3D must be configured to used MOS. For more information, see the MOS options in the automation setup in Automation on page 103. There must be an MSSQL database installed on the MOS server computer. The server must be configured as decribed below

To configure the MOS server:


1. Open the CygMOSServer application. 2. Select File > Settings. The Settings dialog box is displayed.

5. MOS Integration
3. In the MOS tab:

The NCS IP must be the IP address of the iNews MOS gateway computer. The NCSID must be NRCS (in capital letters) The MOS IP must be the IP address of the computer where the CygMOS server
is installed.

The MOSID must be ORADMOS (in capital letters)

68

MOS Server Configuration |

4. In the ActiveX DB tab:

The Host must be the path of the MSSQL database.


5. In the CyG tab:

5. MOS Integration 69

The Maestro Controller IP must be the IP address of the Morpho 3D computer.


MOS Server Configuration |

The Newsroom Client


The MorphoMOSEditor ActiveX plugin is installed on each newsroom client, for working with the newsroom system and Morpho 3D. From the newsroom system, open the MorphoMOSEditor plugin. A window opens within the application. In the newsroom application, Morphos G:/ drive must be mapped in the plugin settings, and the MOS ID must be the same as defined in the MOS Server Configuration on page 68. The available Morpho 3D pages are displayed in the plugin window.

To create events based on the Morpho 3D pages:


1. Select the required page from the plugin window. NOTE: Only variables that are defined as external can be edited. 2. Enter the required text in the right field. 3. Drag the new content to the Story (in the newsroom application).

5. MOS Integration

Using Newsroom Rundowns in Morpho 3D


The MOS-Morpho 3D integration allows newsroom client users to access Morpho 3D templates add content to any variable defined as external, and use it in a rundown (stored on the MOS server). Morpho 3D can then take the filled-in templates from the MOS server and air them as required. NOTE: Verify that MOS is enabled in the Morpho 3D preferences.

To access the MOS server from Morpho 3D:


1. Click Start MOS to connect to the MOS server. 2. Click Select Rundown to open a dialog box, and select the required rundown. In Morpho 3D, a story from the newsroom rundown is opened as a group/folder; an event is opened as a page.

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The Newsroom Client |

6. Using Databases

In this section:
Setting up a Database on page 72 Setting up Variables on page 81 Using Variables on page 85

Setting up a Database
Data items such as text, bar charts, pie charts, and crawls, can use a database, text file, or RSS feed as an input source. The following source types can be used: Text file (.txt), Excel, Excel ODBC, ODBC, RSS, XML. A data source must be set up properly before referring an item.

To set up a data source:


1. Select Tools > Data Sources Wizard. The Data Sources dialog box opens. 2. Click Add.

Source Name is enabled 3. Enter a name for the new data source. 4. Select the Source Type from the list. 5. Fill in the required information for each source type:

Text File on page 73

6. Using Databases

Excel File on page 74 Excel ODBC on page 75 ODBC on page 77 RSS on page 79 XML Table on page 80
6. Select one of the Auto Update options, as required. None On Show Page Periodic Data is not updated. Data is updated when page is loaded. Data is updated at intervals defined here (Every). Minimum interval is every 1 second (however, if you define an interval less than 10 seconds, a warning is displayed that the defined interval might not be sufficient, depending on the amount of data to update).

The data is displayed in the preview window. 7. Click Close to return to the main application window. The data source is configured, and can be selected for a data item.

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Setting up a Database |

Text File
If your data Source Type is Text, define your data as follows.

To define Text data:


In the Data Sources dialog box, browse to the text File that you want to use as a data source. The data is displayed in the Data Preview.

Setting up a Database |

73

6. Using Databases

Excel File
NOTE: For the import process, MS Excel must be installed on the system.

If your data Source Type is an Excel file, define your data as follows.

To define Excel data:


1. In the Data Sources dialog box, browse to the Excel File that you want to use as a data source. 2. Select the Worksheet that contains the relevant data. The data is displayed in the Data Preview.

6. Using Databases
3. Clear the Range check box to set the range of the required rows and columns from the table to be used as a data source.

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Setting up a Database |

Excel ODBC
ODBC data sources use only part of the data (the named range) in a database. The named range must be defined within Excel, as follows.

To define a named range in Excel:


1. Open the file in MS Excel. 2. Select all of the cells that will be used to provide the data, including column headings.

6. Using Databases

3. Select Formulas > Define Name. The New Name dialog box opens.

4. Type a name, and click OK. This is the name of the database read by Morpho 3D, and used as the data source. If your data Source Type is an Excel ODBC, define your data as follows.

Setting up a Database |

75

To define Excel ODBC data:


1. In the Data Sources dialog box, browse to the Excel File that you want to use as a data source. 2. Select the Defined Name of the block of data set in the Excel file. (Use the Formulas > Define Name option in Excel 2007.) The data is displayed in the Data Preview.

6. Using Databases 76

Setting up a Database |

ODBC
If your data Source Type is ODBC, define your data as follows. NOTE: An ODBC data source must be defined as such using the administrative tools in Windows. Select Start > Control Panel > Administrative Tools > Data Sources (ODBC), and define your database as required.

To define ODBC data:


1. In the Data Sources dialog box, select the ODBC Source from the list. If required, enter your Login name and Password. 2. In the Query Columns tab, select as many Table/Columns as you want available for Morpho 3D, and move them to the right column, using the right arrow.

6. Using Databases

The data is displayed in the Data Preview. 3. Change the order of the columns as required, by selecting a column on the right, and clicking the up/down arrows. 4. In the Query Conditions tab, click Add Condition A query condition row is added. 5. Select the defining data from the Column list. 6. Select the operator from the Condition list. 7. Enter a value or select one from the Value list. .

Setting up a Database |

77

8. In the Query Order tab, from the Column list, select the column by which to sort the data. 9. Click the Order field to toggle between ASC (ascending) and DESC (descending). The SQL syntax of your query is displayed in the Textual Query tab. If you have conditions in SQL, you can copy and paste them directly to here.

6. Using Databases 78

Setting up a Database |

RSS
If your data Source Type is RSS, define your data as follows.

To define RSS data:


In the Data Sources dialog box, enter the URL of the RSS page that you want to use as a data source. Select No Line Breaks to repress line breaks in the original text, or clear the check box to retain line breaks.

Setting up a Database |

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6. Using Databases

XML Table
If your data Source Type is XML Table, define your data as follows.

To define XML data:


In the Data Sources dialog box, browse to the XML Table that you want to use as a data source. The data is displayed in the Data Preview.

6. Using Databases 80

Setting up a Database |

Setting up Variables
A variable is defined for a page and implemented in a text item. Variables can be configured only after a data source has been set up (see Setting up a Database on page 72). NOTE: Variables are case-sensitive.

To configure a variable:
1. In the Storyboard, display the list of pages (see The Storyboard on page 13). 2. Click the Variables column of the required page. The variable properties are displayed in the Feature Editor. 3. Click Add .

A new variable is added to the list. 4. From the Data Source drop-down list, select your data source. 5. From the Expression drop-down list, select the record to use as a variable. For more information, see Using Expressions on page 83. 6. In the Variable field, assign a name for your variable.

6. Using Databases

7. Set a condition (see Using Conditions on page 83), as required. 8. Set whether you want to recalculate the variable each time the data source is updated. NOTE: The Calculate on Update check box is available, only if the data source is set to be updated periodically The variable is now configured, and can be used in a text item.

Setting up Variables |

81

To use a variable in a text item:


1. In the Storyboard, display the list of items (see The Storyboard on page 13). 2. Select the text item in which you want to use a variable. 3. Open the Edit Text tab in the Feature Editor. 4. Enter a variable name, using the syntax described in Using Variables on page 85. For example, if you assigned the name Cell_A1 to a variable, enter %Cell_A1%, or enter %Time% to show the time. 5. Click View > Preview Variables to verify that the correct value is displayed.

To display variables (from a data source) sequentially:


1. Configure a variable and assign it to a text item as described previously. 2. In a different page (NewPage_2 in the following example), subsequent to the original page, click the Variables column. The variable properties are displayed in the Feature Editor. 3. Click Add .

A new variable is added to the list.

6. Using Databases

4. From the Data Source drop-down list, select your data source. 5. From the Expression drop-down list, select an option, as required. For more information, see Using Expressions on page 83. 6. From the Variable list, select the variable used in the previous page.

7. Set whether you want to recalculate the variable each time the data source is updated. NOTE: The Calculate on Update check box is available, only if the data source is set to be updated periodically 8. Under Action, select Go to Page. 9. Select the name of the new page from the list. 10.Set a condition (see Using Conditions on page 83), as required. 11.Create a text item in the page. Enter the variable name syntax that you used in the original page in the Edit Text tab or select the name from the list.

82

Setting up Variables |

Using Expressions
The following expressions are available in the Expressions list, in addition to being able to select a specific value. row/column next row/column next.loop row/column previous row/column previous.loop row/column begin row/column end To display data source values from the current row/column until its last value. To display next values from the current row/column in an infinite loop. To display data source values from the current row/column until its first value. To display previous values from the current row/column in an infinite loop. To display the first value in the row/column. To display the first value in the row/column.

Using Conditions
If you want data to be displayed only when it is within defined parameters, you can set a condition. For the condition to work, a variable must be set up (in a previous page), as described in Setting up Variables on page 81.

6. Using Databases

To set a condition:
1. First, set up a variable: a. Click the Variables column of the required page. The variable properties are displayed in the Feature Editor. b. Click Add .

A new variable is added to the list. c. From the Data Source drop-down list, select your data source. d. From the Expression drop-down list, select the record to use as a variable. e. In the Variable field, assign a name for your variable. f. Set whether you want to recalculate the variable each time the data source is updated. NOTE: The Calculate on Update check box is available, only if the data source is set to be updated periodically The variable is now configured. 2. In a subsequent page, click the Variables column in the storyboard. 3. Select the Use Condition check box. 4. On the left, enter the variable name, using the correct syntax. For example, %Cell_A1%.

Setting up Variables |

83

5. Select the required operator from the list. 6. On the right, enter the limiting value. The variable will be displayed only when it fulfills the condition.

6. Using Databases 84

Setting up Variables |

Using Variables
Variables are implemented in order to allow use of values taken from data sources. The following variables can be taken from the system and displayed in text items by entering the syntax as text. Variables from data sources must be configured before they can be used (see Setting up Variables on page 81). Some of these variables are available as Counters on page 40. Syntax %time% %hour% %minute% %second% %date% %year% %month% %day% %counter% Result (h)h:mm:ss AM/PM hh mm ss (M)M/(D)D/YY YY MM

6. Using Databases

DD mm:ss, counts forward from 0. To count backwards, use %counter:<number of seconds in total>% (s)s, counts forward from 0. To count backwards, use %counters:<number of seconds in total>% hh:mm:ss To count backwards, use %counterh:<number of seconds in total>% See Setting up Variables on page 81. Displays the text sent by an automation system. You can use as many externals as required, named %external1%, %external2%, etc. For more information, see Appendix: Possible Automation Commands on page 107.

%counters%

%counterh%

%<user defined>% %external%

NOTE: The user defined and external variables can also be used to specify textures and clips to apply to items, by entering them as the file.

Using Variables |

85

6. Using Databases 86

Using Variables |

7. Airing Graphics

In this section:
Sending a Story to Air on page 88 Using the Playback Controller and Fields on page 89 Limiting Page Broadcast on page 91 Logging Page Visibility on page 92 On-Air Editing on page 92

Sending a Story to Air


Once all your graphics and pages are arranged and edited as required, you are ready to send them to air. It is recommended to load your story first, rather than playing it directly, especially if your story contains many pages or graphics. When a story contains many pages and items, loading time can cause a delay in starting playback. Your setup can be configured with a preview channel and a program channel. For more information, see RenderEngine on page 97. Two numeric control fields in the Morpho 3D toolbar display the PGM and PVW channels. These can be used to play a story, in addition to the playback buttons on the left. Various options for controlling how Morpho 3D responds to play commands are available. See Miscellaneous on page 101.

To load a story to the DVG2U:


Select Playback > Load Pages (F7).

All pages in the story are loaded and ready to be played. Morpho 3D is in On-Air mode.

To play a story to air:

7. Airing Graphics

Select Playback > Start Storyboard

(F5).

Playback begins, and the first page in the Storyboard is sent to air (PGM). The next page is displayed in the preview channel.

To play a page:
In On-Air mode, type the shortcut of the page. The page is sent to air (PGM), and the next page is displayed in the preview. NOTE: The Play Page Immediately When Page Shortcut is pressed option must be enabled (page 102). Or1. In On-Air mode, type the number of the required page into the Preview numeric control field, and press ENTER. The page is displayed in the preview. 2. Press SPACE. The page is sent to air (PGM), and the following page is displayed in the preview. NOTE: This method is affected by the Enable Numeric Keypad for Playback and Preview setting (page 102). If the setting is enabled, the page is sent to the preview first, and then to air, as described. If the setting is disabled, and you select the numeric control manually, the page is sent to the relevant channel. There are additional ways to select a page to be played to air. For additional options, see Using the Playback Controller and Fields on page 89.

To return to off-air mode:


Select Playback > Stop Storyboard (F8).
Sending a Story to Air |

88

Using the Playback Controller and Fields


The Playback Controller and Playback Fields are separate windows that allow you to control separate pages while in On-Air mode. Use the Playback Controller instead of the Playback toolbar or menu, or set up the Playback Fields before sending your story to air, in order to have pages ready for spontaneous airing, as necessary. NOTE: You can add pages to the Playback Fields in On-Air mode, if you disable the on-air lock. Playing a page from the Playback Controller changes the order of the play list. You cannot play a page and then return to the point in the Storyboard where you left off, although you can change the order of the page by dragging.

To open the Playback Controller:


Select View > Windows > Playback Controller The Playback Controller opens. .

7. Airing Graphics

Use the controls as described in Playback Menu on page 24.

To open the Playback Fields window:


Select View > Windows > Playback Fields The Playback Fields window opens. .

Using the Playback Controller and Fields |

89

To place pages in the Playback Fields:


Drag pages from the current story.

To air a page on-demand:


1. In On-Air mode, select the page in the Playback Field. The page is displayed in the preview. 2. Press SPACE to send it to air.

To set a shortcut within the Playback Field window:


1. In the Playback Field window, right-click the page for which you want to set a shortcut. A menu is displayed. 2. Select Assign Shortcut. An editable field opens in front of the thumbnail. 3. Enter the required key or keyboard shortcut. 4. Press ENTER. The shortcut is set.

7. Airing Graphics

NOTE: Shortcuts assigned in the Feature Editor are displayed in the Playback Controller, and can be used in On-Air mode.

90

Using the Playback Controller and Fields |

Limiting Page Broadcast


You can set a time range for airing pages using a calendar. For example, set a page in a story to be played only on weekends, or between specified dates, or prevent pages from being played on Wednesdays. It is important to understand the following principles: If a page has a calendar, it is enabled only as set in the calendar. Enabled times always take precedence over disabled times. So, for example, if you set one calendar to disable a page between December 20 and January 3, and set another calendar to enable the page on January 1, then the page will be disabled during the specified dates, but active on January 1. If a time range is set, and weekdays are selected, the page is enabled/disabled only on the specified days within the specified range. If no time range is specified, and weekdays are selected, the page is enabled on the specified weekdays. If no weekdays are selected, the page is enabled/disabled regardless of the time range.

To limit pages:
1. In the Storyboard, display the list of pages (see The Storyboard on page 13). 2. Click the Calendars column for the required page. The Calendar Control is displayed in the Feature Editor. 3. Click Add Calendar .

7. Airing Graphics

A new calendar is added to the list. You can add as many calendars for the page as required. 4. Click the calendar and rename it, as required. 5. Select the Range Type from the list. Page Enabled Inside Selected Range of Dates Page Enabled Outside Selected Range of Dates The selected page will be played only during the time specified under Time Range. The selected page will not be played during the time specified under Time Range.

6. Set the Range Dates and/or Days of Week, as required. Starts Ends Days of the Week Select this check box to specify the beginning of the time range. Clear to set a range that is valid until ended. Select this check box to specify the end of the time range. Clear to set a range that is open-ended. Select the weekdays for which you want to apply the selection you made in Range Type.

The calendar is set, and is in effect when the story is sent to air.

Limiting Page Broadcast |

91

Logging Page Visibility


Morpho 3D can automatically log the number of times a page is sent to air, along with date and duration. This is done for all pages in a story. You can also assign a registry ID for a page. This ID appears in the log each time the page is sent to air.

To log on-air times:


1. Select Customize > Preferences. 2. See Page Visibility Time Log on page 105.

To define a page registry ID:


1. In the Storyboard, display the list of pages (see The Storyboard on page 13). 2. Click the Registry column of the required page. The Registry ID field is displayed below the page comments in the Feature Editor. 3. Enter a unique ID for this page. Now, each time the story is sent to air, the page display times are recorded in the log. Pages that have a registry ID assigned are identified in the log with the defined ID.

7. Airing Graphics

On-Air Editing
Morpho 3D allows on-air editing of text content and textures applied to items. Changes are made in the output depending on the setting selected in the Preferences (see Update Changes in PGM Output Immediately while On-Air on page 102).

To edit while on-air:


1. Right-click the page to display the list of items. 2. Select the item to be editted. 3. Change the text or texture, as required. Text can be changed in the Outline tab or in the Feature Editor. Textures can be changed or applied only in the Feature Editor.

92

Logging Page Visibility |

8. Customizing Morpho 3D

In this section:
GUI Layout on page 94 Setting Preferences on page 95

GUI Layout
Morpho 3Ds main application window can be changed in a number of ways, as required. You can choose to show thumbnail or list format in the Storyboard, you can resize the Preview window, hide the Media Manager, hide or reposition toolbars, etc.

To customize the main application window:


Drag any main component (Storyboard, Preview window, Media Manager, Feature Editor) or toolbar from its dotted area to the required position. If you want to display the main components as tabs (not including the Preview window), drag the component to the Storyboard. Morpho 3D uses the last-used GUI layout when it first opens. You can also set Morpho 3D to start with an alternative, preprogrammed layout (see Miscellaneous on page 101).

To save a layout:

8. Customizing Morpho 3D

1. Configure the main application window as required (see above). 2. Select Customize > Save Layout > and the layout number to which you want to assign the current layout. The layout is saved.

To load a layout:
Select Customize > Load Layout > and select a previously saved layout.

To restore Morpho 3Ds default layout:


Select Customize > Restore Default Layout.

94

GUI Layout |

Setting Preferences
Many of Morpho 3Ds default settings can be customized for your needs. NOTE: Changing preferences sometimes requires Morpho 3D to be restarted.

To set your program preferences:


1. Select Customize > Preferences. The Preferences window opens. 2. Select an item from the list on the left, and set your preferences, as required.

Directories

8. Customizing Morpho 3D

Directory Preferences Reference Directory Assets Presets Fonts


Setting Preferences |

The directory used by Morpho 3D for all application files, G:/ by default. It is recommended not to change this path. The folder in which all editable resources are stored. The folder in which all presets are stored. For more information, see Using Presets on page 54. The folder in which all font resources are stored.

95

Directory Preferences Temporary Online textures Clips Storage Property Template Insert Page Template Insert Items template Help Contents The folder where internal temporary files are stored. The folder to which all textures dragged from Internet Explorer or Windows Explorer are copied. The folder in which all clips are stored. The folder where templates for creating default properties in pages and items are stored. The folder where all templates available in the Select Template dialog box are located. The folder where templates for insert menu are stored. The folder where help content and tutorials are stored.

8. Customizing Morpho 3D 96

Setting Preferences |

RenderEngine

8. Customizing Morpho 3D

RenderEngine Preferences Preview None do not preview the story. Local preview the story in the Preview window. Remote preview the story on a remote device. Specify the device name and the Port it is connected to. Select this check box to display the Preview window on an external display. Host name - Specify the device name and the Port of the external display (default is 8735). NOTE: Both DVG 2Us, with live signals, must be mounted to the same control PC, in order to display textures and clips correctly. Program None do not send the story to air. (The system can still be used to test the Storyboard in On-Air mode, using the Preview window.) Remote send the story to air on the specified device and Port (default is 8735).

External Preview

Setting Preferences |

97

RenderEngine Preferences Video Format Set the viewing options for the Preview window. Standard select the required video standard from the list or set the following Custom properties: Width, Height, Frame Rate, and Aspect. Here you can also set the DVG2U profile, Output routing, Divider behavior and if to allow a Second Video Insertion. Animation Enabled in Preview - When this check box is cleared, pages are displayed in the preview without animation effects. When this check box is selected, animation effects are displayed in the preview. Click to create a hardware profile on the system using the video format settings. When there is no profile, one must be configured manually using the HDVG control panel. Define the allocation of system resources for preview. (Relevant when RenderEngine is running on Windows, NA in the current version.)

Create Profile Preview Priority

8. Customizing Morpho 3D

Region

Region Preferences Date and Time Format Choose one of the following options: Use System Format use the date/time format defined for the DVG2U system. Use Custom Format select a custom date/time format from the respective list. Select the required interface language from the list or select the Get from System check box to set Morpho 3D to use the language defined for the system. Morpho 3D must be restarted in order for changes to take effect.
Setting Preferences |

Localization

98

Shortcuts
You can set keyboard shortcuts for many actions in Morpho 3D, and save your shortcuts to be loaded if another user changes them.

8. Customizing Morpho 3D

To customize program shortcuts:


1. Select Customize > Preferences > Shortcuts. 2. In the list on the left, select an action that is not connected to a shortcut. 3. In the list on the right, select a shortcut that is not in use. 4. Click Connect. The shortcut is connected to the action.

To save your shortcuts:


1. In the Shortcuts window, click Save Shortcuts. A browser window opens. 2. Save your shortcuts using a unique name, in any location. You can load the saved shortcuts as required, by clicking Load Shortcuts.

Setting Preferences |

99

GUI

8. Customizing Morpho 3D

GUI Preferences Screen Saver Select the Disable Screen Saver During Morpho Session check box, to disable the screen saver while Morpho 3D is running, or clear to allow screen saver activation, as set for the system. Control the size of the thumbnails in the Playback Field panel. Set the height of each row, in points. When selected, the page ID is shown with the page thumbnail in the Storyboard. Select this check box to display the Storyboard on the entire left side of the main application window. Clear this check box to use the default application layout. Select this check box to display an enlarged image, when pausing the cursor on a thumbnail image. Clear this check box to display the page name as a tooltip. When selected time is displayed in frames in all time-related parameters. When cleared, time is displayed in milliseconds.

Playback Field Row Height Show Page IDs Use Alternative Storyboard Layout Use Zoom Tooltips in Thumbnail View Time SpinBoxes Shows Frames Instead of Milliseconds

100

Setting Preferences |

Miscellaneous

8. Customizing Morpho 3D

Miscellaneous Preferences Autosave Select the Autosave check box to enable automatic saving of the current story periodically. If selected, set the intervals at which you want to save, when application is active, and when system is idle. Select the Save Story Before Playout check box to save the story each time it is played to air. If the Ask to Save Story Before Playout check box is cleared, the story is saved automatically and playout begins. (For a new story, you are asked for a name.) If the Ask to Save Story Before Playout check box is selected, you are asked if you want to save before playout begins. Select this check box if you want an on-air warning to be displayed if you try to edit your story in On-Air mode. Clear this check box to display no warning. When selected, the Hide Warning After X seconds check box is enabled, and you can set the duration of the warning display.

Save Story Before Playout

On-Air Warning

Setting Preferences |

101

Miscellaneous Preferences Clear Output before Loading and Starting Playback Clear Output After Playback is Stopped Play Page Immediately When Page Shortcut is pressed Do Not Continue until Previous Event is Finished Update Changes in PGM Output Immediately while On-Air Enable Numeric Keypad for Playback and Preview Select this check box to clear the output device before loading and playing new graphics. Clear this check box to allow new graphics to be played without clearing previous graphics.

Select this check box to unload story from output immediately upon clicking Stop. Clear this check box if you want the last page played to remain on-air until a new story is loaded. Select this check box to play a page to air (PGM) immediately when its shortcut is entered (in on-air mode). The next page in the storyboard is sent to the preview. When this check box is cleared, pressing a page shortcut in on-air mode sends the page to Preview (press SPACE to send it to air.) Select this check box to ensure that a page is played out before the following page begins. when this check box is cleared, pages are played according to the timing set for them.

8. Customizing Morpho 3D

Select this check box to allow on-air editing to be seen in the PGM channel in real time. When this check box is cleared on-air editing can be seen only in PVW channel, and page must be replayed in order to see change in PGM output. Select this check box to use the numeric keypad for immediate previewing of pages, and sending them to air, using the numeric control fields. (In Edit mode, this applies to preview, and in On-Air mode, to preview and program.) For more information, see To play a page: on page 88. When this check box is cleared, you can still use the numeric control fields, but must select them with the mouse, first. Select this check box to switch to the Playback layout automatically, when Morpho 3D is in On-Air mode. When this check box is cleared, the GUI layout remains the same, unless switched manually (using Playback Layout on page 25). Set the number of undo/redo actions to be saved to memory. This parameter determines if the data source defined for a variable is renamed uniquely when working with more than one variable, or if the data source retains its original name. No Merging a unique name is given to the same data source when used for multiple variables. Merge if Internal Identifiers are equal display one data source name, as long as the sources internal identifiers match. Merge if Data Sources refer the same data display one data source name, as long as the sources data is the same. Merge if Internal Identifiers fit & Data Sources refer the same data display one data source name, as long as the sources internal identifiers match and the data is the same.

Use Alternative GUI Layout When On-Air History Data Sources Merger

102

Setting Preferences |

Miscellaneous Preferences Branch Policy Branch All - Copy & Paste interaction works as branch page. Branch Only Branches - Copy & Paste interaction works as Branch Page only if copied pages was already a Template or a Branch, otherwise (if copied page was a single instance, means niether a branch nor template) it makes a regular copy. Do Not Branch - All pages are copied, so Copy & Paste works exactly as for assets: all pages are copied normally except the case when branches are copied without its template, in such case first branch is converted to template and other branches are attached to that new template.

Automation
Here you can set Morpho 3D to accept external commands from an automation system and GPI devices, and to setup the connection to newsroom systems using MOS.

8. Customizing Morpho 3D

Automation

Select this check box to enable Morpho 3D to receive commands from an automation system. After enabling this setting you must restart Morpho 3D.

Setting Preferences |

103

Use machine ID Ethernet/ Serial Automation Trace Levels MOS

Select this check box and define the ID of the DVG2U for automation systems that require a machine ID. Select the communication type required by your automation system, Ethernet or Serial, and configure the options, as required. When automation is enabled, a log is created to record automation commands. Here you can set the items to be included in the log, by selecting them. Select this check box to enable use of the Media Object Server Communications (MOS) protocol, to allow connectivity with a newsroom system. It is recommended to leave the default. This parameter defines the communication port between the Orad MOS Server and Morpho 3D. (Default = 6001) This parameter defines the label of the channel, defined in the newsroom system, that Morpho 3D should listen to. If left empty, Morpho 3D receives all active rundowns in the newsroom system. Used for accessing the MOS database. Host should be the location of MOS database, Username and password should be those of the newsroom system database. Initialize MOS on application start - select check box to connect to MOS database whenever Morpho 3D is started. Allow synchronization command - when selected, you can request the newsroom system to resend active rundowns. Manual rundown selection - when selected, you can manually select the rundown to be displayed, from all the active rundowns in the newsroom system. Manual rundown update - when selected, updates in the newsroom system rundown are not automatically reflected in Morpho, but notification is sent; You can update the changes in Morpho by selecting Tools> MOS> Update. Select this check box to allow Morpho 3D to receive commands from a general purpose input device, and specify the Port to which the device is connected. Depending on the device type (DSR or CTS) select from the drop-down lists what action to take the device is switched ON and OFF.

Listen Port

roChannel(s)

8. Customizing Morpho 3D

Database Host/ UserName/ Password Features

GPI

104

Setting Preferences |

Page Visibility Time Log

8. Customizing Morpho 3D

Page Visibility Time Log Preferences As-Run log When this check box is selected, the air time of each page is recorded in the log file (defined below), each time the story is sent to air. NOTE: At least one page registry must be defined per story, in order for visibility times to be logged. See Logging Page Visibility on page 92. Output Type Filename Separator This version supports page logs saved as comma-separated .csv files. Set the name and path of the log file. Set the character(s) to be used in the log file as a separator between lines.

Setting Preferences |

105

Plug-in Components
The Plug-in Components window lists the plug-ins used by the current version of Morpho 3D.

106

8. Customizing Morpho 3D

Setting Preferences |

Appendix: Possible Automation Commands

The following syntax should be used for sending commands from an automation system to Morpho 3D, using the CII protocol. Opening a story M\<path>\\ For example: M\G:/Storyboards/Story.sts\\, opens the story called Story, located in G:/Storyboards. W\<virtual page>\<existing page>\<data input>\\ For example: W\100\page1\Welcome to Morpho\\, creates a virtual page called 100 using page1 as a template, and inserts Welcome to Morpho in the %external1% variable. Y\<virtual page>\\ For example: Y\100\\ (using ASCII248) loads the virtual page 100 that was created previously, to the queue. Y\\\ (using ASCII249) Y\<existing page>\\ For example: Y\page1 loads page1 (does not input data in existing variables). Y\<data input>\\ For example: Y\hello\\ replaces the content of the first variable in the current page without replaying the page.

Creating a page with new data, based on an existing page

Loading a virtual page

Playing the last loaded page Loading an existing page Updating variables

108 Appendix: Possible Automation Commands

Index
Numerics
2D & 3D shapes 42 2D text 21, 32 2D/3D page 48 3D text 21, 35 3Designer objects 53

C
calendar 91 camera 48 changing directories 95 check spelling 24 circle 21, 42 clearing output after playback stops 102 clip looping 43 play from frame 43 start position 43 clone 20 Collada 16 color picker 35 comments for page 48 complex object 22 cone 21, 42 continue storyboard 25, 62 contrast 66 counters 40, 85 crawl 21, 37 creating 2D & 3D shapes 42 2D text 32 3D text 35 bar chart 43 graphic item 30 page 28 pie chart 45 shapes 42 story 27 text 32 text crawl 37 customizations 94 cut-out section 42

A
adding audio 65 graphics 30 item to page 30 items 30 tab in media manager 16 video effects 66 airing graphics 88 page 90 alternative storyboard layout 100 analog output 98 animating bar/pie chart 44, 46 animation effect 60 applying image to item 34 in/out effect 60 preset 54 aspect adjust 43 audio effects 65 auto save 101 scale 44 update database 72 automatic counter 40

B
bar chart 22, 43 animation 44, 46 background 44 bevel 36 blending 31 blur 66 box 21, 42 branching 56 business crawl 39

D
data series 44 data source Excel 74, 76 Excel ODBC 75 ODBC 77 RSS 79 text 73, 80 data source wizard 24, 72 database 72 date format 98 default layout 94

109

defining presets 54 designer 16 direction animation 60 text crawl 38 directories 95 displaying list of items 14 list of pages 14, 23 pages 14 thumbnails 23 time/date 82, 85 values sequentially 82 variables 82 dual mode 8 duration 62

hiding page 20 page layers 23 history 20 hotkeys 99

I
illumination effects 64 image 22 image sequence 42 images (in media manager) 16 importing 3Designer objects 53 internet images 52 PhotoShop 24, 51 PowerPoint 24, 52 in/out-effect split 61 in-effect 31, 60 inserting items 30 new page 28 interface language 98 interlace 43 internet images 52 item 29 creating 30 in/out effect 31 layer 31 order 31 origin 31 placement 31, 49 size 32

E
edge 66 edit layout 25 edit mode 88 editing color 35 effect direction 60 embedded alpha 43 embossing 66 Excel data source 74 Excel ODBC data source 75 exporting page 57 exporting story 19

F
favorites 16, 18 feature editor 15, 31 find 20 flipbook 42 flipping texture on item 42

K
keyboard shortcuts 99

L
label color tab 47 labeling a pie chart 46 labels 46 layer item 31 page 23, 49 layout 25 lighting effects 64 list of items 14 list of pages 23 load layout 26 pages 24 story 88 lock 20 log page visibility 105

G
gamma 66 genlock 98 go to media manager 22 go to pages 23 go to preview 22 go to storyboard 22 graphic item, creating 30 grouping templates 56 GUI 13

H
has alpha 43

110

logging on-air times 92 looping clips 43 luminance 66

M
main window 13, 94 making video clip 57 manual counter 40 manual pause 62 mask 42, 48 materials 16 max. angle 46 media manager 15 merging stories 19 miscellaneous preferences 101 mixing 23 mixing mode 98 moving text 37

N
named range 75 negative 66 new page 21, 28 next page 25 numeric keypad 88, 102

O
ODBC data source 77 off-air mode 8, 29, 88 on-air lock 25 mode 8, 88 warning 101 opening application 12 playback controller 89 story 27 order (layer) properties 31 original texture or clip 66 out-effect 31, 60

visibility 92 visibility times 105 page transition 60 paste format 20 pausing after page 62 playout 62 perspective 48 PhotoShop 24, 51 pictograms 16 pie chart 21, 45 animation 44, 46 pie gap 46 placement properties 31, 49 placing texture within item 42 play 24 play from current 24 playback controller 89 playback layout 25 plug-ins 106 positioning graphics 49 PowerPoint 24, 52 preferences 26, 94 presets 54 preventing changes to story 20 page broadcast 91 page playout 20 preview window 15, 49, 97 previous page 25 primitives 15 programmed pause 62

Q
quick page 90

R
recording time with mouse 63 rectangle 21, 42 regional and language preferences 98 registry 92 renaming 30 RenderEngine 97 rendering to clip 57 rendering to image 24 repeating clips 43 find 20 texture 43 resizing items 32 texture on item 42 restoring default

P
page 29 comments 48 creating 28 layering 49 list 14 properties 48 registry 92 shortcut 90 timing 62

111

layout 26 settings 26 restoring default layout 94 resuming playout 62 RSS data source 79 running text 37

S
saving customizations 94 favorites 18 incremental 19 layout 26 page as snapshot 24 preferences 94 story before playout 101 scaling items 32 texture on item 42 SDI video input 66 search 20 sending to air 88 sepia 66 sequence of images 42 setting broadcast dates 91 color 35 direction of text crawl 38 in/out effect 60 labels for chart 46 media manager tab icon 16 page shortcut 90 page transition 60 shortcuts 99 speed of animation 60 speed of text crawl 38, 39 storyboard row height 100 timing 62 variables 81 shapes 42 sharpen 66 shininess 36, 44, 46 shortcuts 99 show 20 showing list of items 14 list of pages 14, 23 pages 14 scale (bar chart) 44 statistics 22 thumbnails 23 size adjust 43 snapshot 24 sound effects 65 source (of data) 44, 45 special event 22 speed

animation effect 60 text crawl 38, 39 spell checker 24 sphere 21, 42 splitting animation effects 61 starting Morpho 3D 12 position 43 RenderEngine 12 storyboard 24 storyboard from current 24 stop storyboard 25 stopwatch 85 story creating 27 opening 27 timing 62 versions 19 storyboard 13, 22 storyboard row height 100 switching to edit mode 88 to on-air mode 88 system requirements 10

T
tab (media manager) 16 taking a snapshot 24 template grouping 56 text crawl 37 data source 73, 80 items 32 texture 34 flipping 42 placement 42 scaling 42 tiling 43 thumbnails 14, 18, 23, 100 ticker 37 ticker item separator 38 time format 98 timed pause 62 timing 62 toolbars 23 media manager 16 triangle 21, 42 try 25

U
unlocking page 20 updating the database 72 user defined variable 85 user preferences 94

112

using alternative storyboard layout 100 PhotoShop files 24 PowerPoint slides 24 presets 54 texture 34

V
variables 85 video effects 66 input (SDI) 66 object 22 video clip 57 video insertion 98 viewing page layers 23

W
wait on interaction 62 windows 23

Z
zoom thumbnails 100

113

114

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