Ai Media Server System Operation User Guide Ai Version 7.
AI_Man_V7_DG.
Useful Avolites phone numbers:Avolites Media Sales and service* (+44) (0) 20 8965 8522 Fax (+44) (0) 20 8965 0290 Email support@avolitesmedia.com Website http://www.avolitesmedia.com Before contacting Avolites for support please ensure that you have the latest version of the manual. The latest version of this manual can be downloaded from the Avolites Media website. The small print : No Liability for Consequential Damages Avolites has a policy of continuous product and documentation improvement.
This manual was written by Tim Mitchell, Sabre Technology Ltd http://www.sabretechnology.co.uk with contributions by Arran Rothwell-Eyre and Dave Green, Avolites Media Ltd AI_Man_V7_DG.
Page 5 CONTENTS 1. Quick Start 2. Setting up the Ai server 1.1 1.2 1.3 1.4 1.5 1.6 1.7 2.1 2.2 3. 3.1 9 Setting up hardware ................................................................ 9 Creating or loading a project ..................................................... 9 Setting up the stage .............................................................. 10 Playing media ....................................................................... 10 Motion triggers.................................
Page 6 4.2.6 4.3 5. 5.1 Motion triggers 6.1 54 Creating motion control .......................................................... 54 5.1.1 5.1.2 5.2 6. Tap widget ......................................................................................... 52 Keyboard shortcuts for performance page ................................. 53 Storing single fixed positions ................................................................ 55 Programming a motion sequence .....................................
Page 7 11.3 11.2.5 11.2.6 11.2.7 11.2.8 11.2.9 16 Interface Function Buttons............................................................121 Transport Control Buttons .................................................................122 Numeric Keypad ..............................................................................122 Fader Pages ....................................................................................123 FX Buttons 1 to 8 ...........................................................
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Quick Start - Page 9 1. Quick Start If you are familiar with media servers, this section tells you how to quickly get Ai up and running. For more details about configuring the system see section 2 onwards. At the top of the screen is the Avo Intuition panel which tells you what each control does if you hover over it. 1.1 Setting up hardware • Connect console monitor, keyboard and mouse (see section 2.1 on page 13 for connection details). • Connect outputs to projectors/display hardware.
Page 10 – Quick Start 1.3 Setting up the stage • Click truss icon bottom right to show the stage construction page. • Adjust the stage visualisations 3D camera, by pressing the Alt key and clicking and dragging the mouse to pan and pressing the shift key and clicking and dragging the mouse to rotate. To zoom, use the mouse scroll wheel. • Insert fixtures as required (screen, projector, LED panel etc) using the buttons across the top.
Quick Start - Page 11 • Preview clip or edit clip properties by right clicking on roller cue cell (right click again to exit properties). All properties of the clip can be set here and are individual for each roller cue cell (you can have the same clip with different properties). See section 4.1.4 on page 43 for details. • Add more media banks using the green plus icon on the right. Select media banks by clicking on the list on the right. Double click to set page name.
Page 12 – Quick Start • Position the Play Head by left-clicking in the timeline. • To add parameter keyframes to the track, select clip in timeline and choose from Parameter List menu to the left of the clip. Once a parameter has been selected from the list, right click in the clip to insert keyframes for your chosen parameter. See section 6.1.4 on page 58. • Add multiple layers to the timeline (up to 4) by pressing + (the minus button removes layers).
Setting up the Ai server - Page 13 2. Setting up the Ai server This manual covers server hardware supplied by Avolites Media as well as the USB dongle version of Ai using your own hardware. The Ai server hardware is simply a computer with high power graphics card[s] and very fast hard drives, providing a number of HD video outputs. Normally you will connect an operator’s monitor, keyboard and mouse to allow system operation through the Graphical User Interface.
Page 14 - Setting up the Ai server 3 4 1 2 Ethernet and USB sockets 2.1.2 DVI/displayport video outputs Video capture inputs Infinity server The Ai Infinity server provides 8 DVI outputs, each of which has a second splitter DVI connector to allow a local monitor to be used as well as the main output. A monitor screen on the front of the unit lets you see what it is doing, this can be very useful to keep track of what’s going on if you have a number of servers in a rack.
Setting up the Ai server - Page 15 Sync multiple servers MIDI SMPTE Ethernet Video genlock in Video outputs 3 - 4 - 7 - 8 DMX Video outputs 1 - 2 - 5 - 6 USB connection to server 2.1.3 Standard USB Video capture inputs MSC-1 controller This controller provides a large number of configurable buttons and sliders for hands-on control. It is just a controller for one or more Ai servers, it doesn’t output any media itself. AI_Man_V7_DG.
Page 16 - Setting up the Ai server 2.1.4 Sapphire Media controller This controller provides 2 large touchscreens for control, 4 preview monitors (each switchable between two sources) and a large number of configurable buttons and faders. It is just a controller for one or more Ai servers, it doesn’t output any media itself. Video for the preview monitors is connected to eight DVI connectors on the rear. USB connection to server 2.1.
Setting up the Ai server - Page 17 PC hardware minimum requirements: CPU: Intel CPU with at least 4 cores, preferably i7 or better. Graphics: 1 or 2 matching Nvidia Graphics Cards with at least 512Mb of RAM, purchased after 2009 or 1 AMD Firepro Graphics Card purchased after 2010.
Page 18 - Setting up the Ai server 2.2.1 The main display The main interface display of Ai has eight different modes. You switch the mode using the triangular buttons in each corner. Project browser Motion page Timeline page New project Canvas editor Stage construction page Save project Performance page If this screen is not visible, click the Ai-Interface Display button in the small window in the top left corner of the screen.
Setting up the Ai server - Page 19 2.2.2 Navigating the 3D visualiser Most of the time the Ai interface shows a 3D visualisation of the stage. The mouse is used to move around the 3D space. Move camera position: Alt + click and drag the mouse over the 3D scene Pan camera view: Shift + click and drag the mouse Zoom camera: Mouse wheel 2.2.3 Closing the software Across the top of the screen is a menu bar. To close the Ai software select Ai → Exit. 2.2.
Page 20 - Setting up the Ai server this menu and with the traditional windows shortcuts Ctrl Z and shift Ctrl Z. • 2.2.5 The View menu allows the user to launch the Salvation file browser and the Inspector (which can be used to monitor patch parameters). Configuring system options In the top left hand corner of the screen is the top-level window which contains 3 buttons, and an indicator showing the current frame rate of the system (FPS). Ai-Interface shows or hides the main Ai interface window.
Setting up a project - Page 21 3. Setting up a project This section tells you how to set up the server to display the media the way you need it. 3.1 Creating or loading a project It is often easier to modify an existing project which is similar to what you need than it is to create a new project from scratch. A range of useful example projects is supplied with the server. 3.1.1 Loading a saved project You can select a saved project to reload using the project browser screen.
Page 22 - Setting up a project page you can right click the save button, be sure to choose a nice view of your stage first. 3.1.2 Creating a new blank project To start a blank project, click on the Door icon top right and type in a name for the new project. A new project starts with a single screen fixture. 3.2 Setting up display fixtures To set up the stage, you need to go to the stage construction page by clicking on the truss icon bottom right.
Setting up a project - Page 23 3.2.2 1> Click on the new screen fixture button at the top to add a screen fixture. 2> Click on the newly added screen fixture button at the bottom to select it. 3> In the parameters panel, set the position and size of the new screen. Screens are normally placed at Z=0. 4> Set the canvas resolution of the screen to match the media you are using. • In the parameters panel, you can scroll the value using the mouse wheel. Hold down shift to scroll in 0.
Page 24 - Setting up a project 2> Using the Model dropdown at the top of the properties window, select the type of object you wish to place 3> Position and size the object using the properties window 4> Add further objects by repeating steps 1-3 5> Select all the objects by drawing a selection box over the screen fixture buttons 6> Click the Model merge button to merge the objects. Ai will prompt you for a filename to save the new model.
Setting up a project - Page 25 projector and use the 3D visualiser to determine the best projection position. 3.3 Connecting modules in the stage patch The Stage Patch window is opened from the top level project window which is usually at the top left of the screen. The Stage Patch controls how your media is routed to the physical outputs of your media server device, and what happens to it on the way, using modules (nodes) with interconnecting ports.
Page 26 - Setting up a project 1> Link together the screen fixture and the projector by drawing a line from the screen fixture output of the screen (Fixture 0) to the screen fixture input of the projector (Fixture 1). 2> Add a Video Out module: right click on the background of the stage patch window, select Insert Module, Display, Video Out.
Setting up a project - Page 27 • 3.3.2 The Window module displays a small monitoring window showing exactly what is coming out of the connected port after it has been warped. Inserting a new module A large number of modules are available to process and manipulate media and control information. This allows you to do many weird and wonderful things in real time with the media.
Page 28 - Setting up a project The Fixture Output node of a module contains geometry (mapping) information in addition to the media. The Canvas Output just contains the raw media as an open gl texture. This can be used when the media itself needs to be modified, for example in a soft edge effect where two projectors overlap. 3.3.4 System Patches The system patches can be found by right clicking the mouse in an empty area of the Stage Patch window and choosing Insert System Patch.
Setting up a project - Page 29 Allows the user to replace a 3d models texture coordinates with a cylindrical or planar UV map. This module was created before the canvas editor page in Ai and therefore is almost obsolete, but occasionally it might still be useful. Media Container The template patch used to create a video clips properties patch when the video clip is dragged into the AI timeline.
Page 30 - Setting up a project Adjustments are made by moving uv coordinates for selected vertices, edges, faces or polygons (elements) of the screen model, and the final result can be saved as a new 3D model. This model does not replace the original, but is added to the loaded models list, allowing you to switch between them at will and achieve dynamic changes to the screen layout during shows. 3.4.
Setting up a project - Page 31 Toggle view between large 3d stage visualisation with small canvas, or small visualisation and large canvas Click in the canvas area to select the vertices, edges or faces you wish to move. The buttons down the left hand side of the screen select the editing function to be carried out.
Page 32 - Setting up a project creation of perspective illusion mapping from the sweet spot point of view (generally - the audience). This feature allows content to be created for a show, which does not need to be re-rendered every time a new environment is encountered, rather than having to create multiple versions of content for different venues. 3.4.
Setting up a project - Page 33 2> Your new project automatically contains a single fixture group number 0 (at the bottom of the screen) containing a 1:1 ratio screen. This fixture group button is used on the construction and performance pages to select the fixture group. 3> Using the parameter box, change the screen to a 16:9 ratio by entering 1.6 into the Scale Width box and 0.9 into the Scale Height box (these numbers are nominally in metres).
Page 34 - Setting up a project 5> Add a projector to the project (5th button across at the top). The projector will appear at the 0,0,0 position and a new fixture group for the projector appears at the bottom. 6> Click on the Projector fixture, position the mouse over the Zposition value and change it to plus 2.00 to move the projector 2 metres back. 7> Go to the Stage Patch window (using the top level window in the top left corner of the screen). AI_Man_V7_DG.
Setting up a project - Page 35 8> Link together the screen fixture and the projector by drawing a line from the screen fixture output of the screen (Fixture 0) to the screen fixture input of the projector (Fixture 1). 9> If there is not one already present, you may need to add a Video Out module by right clicking on the background of the stage patch window and selecting Insert Module, Display, Video Out. This module sets which physical output socket on the server will be used to output the video.
Page 36 - Setting up a project 11> Go to the Performance page and drag a media file from a Windows folder to one of the roller segments. 12> Select the screen fixture group and click the roller clip you created when you dragged in your media file. The media will begin to play and you should see it on the 3D rendering of the screen fixture, and also in the monitor window you created.
Setting up a project - Page 37 3.5.2 Creating an edge-blended screen In this example we will create a system with a large screen and three edge-blended projectors. If you need something quickly, 2 template projects are provided to do this with two projectors & three projectors. 1> Start a new project. 2> Change the screen to be 8.00 wide and 2.00 high (you will need to zoom out using the mouse wheel to see it all). Change the resolution to 2048x512 (or some other resolution with 8:2 ratio).
Page 38 - Setting up a project 5> Open the Stage Patch window. Connect the Screen Fixture Output of Fixture 0 to the input of Fixture 1. Repeat for fixtures 2 and 3. 6> Right click on the Stage Patch window and select Insert Module, Display, Video Out. Place the Video Out component under Fixture 1 and connect Fixture 1 Output to the Video Out module’s input. 7> Use Copy (Ctrl+C) and Paste (Ctrl+V) to make two copies of the Video Out module for Fixture 2 and Fixture 3, and connect them up.
Setting up a project - Page 39 In a real life system, it is often necessary to blend the edges of the projectors where they overlap to make the join invisible. Next we show how you do that. 1> On the Stage Patch, insert a Soft Edge patch. This is done by right clicking then selecting “Insert System Patch” and select “Soft Edge Vertical 5 positions”. Copy and paste this twice.
Page 40 - Setting up a project select Expand Patch. This opens a properties window for the module as shown below. 8> Set the X and Y resolution to match the resolution of the screen, 2048 x 512 in our original example. 9> This module allows you to set the intensity of the video at 5 positions. The positions are shown by white highlight lines on the output, if the Highlight fader is up (once the positions are set, reduce the Highlight fader to zero to make the lines invisible).
Setting up a project - Page 41 11> For the central projector, right click the soft edge module for Fixture 2 and select Expand Module. Set the resolution again, and then you need to fade both edges, so A and B are used to fade the left side, D and E are used to fade the right side. Adjust the Blend Width and Blend Position sliders so that all 5 lines are visible on the centre monitor window and lines A and E are at the edges of the picture.
Page 42 - Loading and playing media 4. Loading and playing media The Performance page is used to load media into the project and to control playback. Click on the Piano icon bottom right to show the Performance page. 3D visualisation Layers Media banks Media roller 4.1 Configuring media Media clips are loaded into the cells of the on-screen roller cue. 4.1.1 Loading media To load a media clip, drag the media file from a windows explorer folder and drop it onto the desired cell of the roller cue.
Loading and playing media - Page 43 4.1.2 Media banks You can select different banks or pages of media to display on the roller using the list on the right. This is useful to group together media required for different parts of a show. 4.1.3 • Click the plus icon to add a new bank. • Double click the bank name to edit the text. • Banks are stored as a file in the Banks folder of the project. You can load a bank from a different project by dragging the bank file onto the bank list.
Page 44 - Loading and playing media Clip filename Clip path Open folder button will open the folder containing the clip. Open Externally opens the media in Quicktime player. Label creates text label on roller cell Artnet ID sets value to trigger this cell over Artnet when Artnet Triggering Method in System Settings is set to “Roller Cue”. This number auto increments when clips are dropped onto the roller cue. Media speed sets playback speed, 0=100%. Range from 0.01 (very slow) to 1000 .
Loading and playing media - Page 45 Transition mode sets transition, -1 uses the layer transition mode as set in the layer blend options (see section 4.2.1 on page 48). Other numbers set transitions according to the blend node number, also numbers above n blend modes uses bitmaps in the Transitions folder (filenames start with 001, 002 etc). Fixture lock lists the fixtures which this clip will play on. This can be set directly on the roller using Ctrl-Click, see section 4.2.5 on page 52.
Page 46 - Loading and playing media On the right hand side of the screen are the Per Cell Adjustments which can be used to adjust the appearance of this instance of the media; brightness, contrast, gain, colour balance, positioning, sizing, cropping, soft-edge cropping, and adding a border. 4.1.5 Copying, moving and deleting media Select a clip on the roller cue and press Ctrl+C to copy a clip, then select the destination cell and press Ctrl+V to paste it.
Loading and playing media - Page 47 4.1.6 Storing current settings in a scene trigger If you have a great look on the stage with multiple layers of media running, you can store the settings in a Scene trigger. You can then get back to your look at any point with a single button press. Store a scene trigger by pressing Tab. This stores every media file on every layer, layer parameters of every layer, and all fixture group parameters.
Page 48 - Loading and playing media 4.2 Media Triggering Trigger media by clicking on the desired clip on the roller cue. To select a different layer for playback, click on the layer list to make another layer active. To select a different screen fixture for playback, click on one of the fixture buttons at the bottom. • Press the Space bar to move on to the next clip on the roller cue. The mouse wheel rolls the roller or you can drag it round. Shift-Mouse wheel zooms the size of the roller.
Loading and playing media - Page 49 Play mode Intensity Speed Active layer Effects select Colour adjust Layer blend mode Media preview Frame rate Layer intensity slider Right click on a layer to expand the display. Click on the green plus icon to add a new layer. See section 4.1.4 on page 43 for details of play modes. The layer play mode as set here is the default for clips which do not have their own play mode set.
Page 50 - Loading and playing media Artnet values can be shown as 0.0 - 1.0 (normalised) or 0 - 255 (8Bit), click the “8-bit” button to change. The knob adjusts the value. The Artnet parameters are listed in full in section 7 on page 62. To view the Artnet universe and base channel for all layers at the same time, click the Open Mixer button. This shows the layer settings side by side. AI_Man_V7_DG.
Loading and playing media - Page 51 4.2.3 Playback by MIDI or timecode Every clip can be configured to be triggered by a MIDI note or at a certain timecode time. To configure MIDI trigger, select a clip then press Ctrl-M. This puts the clip into MIDI-learn mode. Send the desired MIDI note. The clip will remember the note and will now be triggered when the note is sent. • To disable MIDI trigger, right click on the clip and set Midi Trigger Note to -1 in the clip properties.
Page 52 - Loading and playing media 4.2.5 Locking clips to a fixture or a layer Each clip may be locked so that it always plays on a particular layer or fixture. To lock the clip to a fixture, select the clip and then select the fixture and then ctrl+click on the clip. The clip will now always play on that fixture no matter which fixture is selected when you trigger the clip. Ctrl-U unlocks the clip (and will also clear any clip buddying).
Loading and playing media - Page 53 1-4-8-16 – sets the number of taps/beats which occur before the action happens. For example if set to 4, the action will occur every 4 taps. 4.
Page 54 - Motion triggers 5. Motion triggers The motion page is used to add motion triggers. These triggers can be added to the roller cue, and they are used to quickly make changes to your stage. You can use a motion trigger to quickly reconfigure the 3D model to give you different “looks”. For example you might wish to project onto one object for part of your show, then remap the same projection setup to warp the media onto a different object.
Motion triggers - Page 55 Create new motion trigger button Store current positions to selected motion trigger Add a keyframe point to selected motion trigger Remove a keyframe point from selected motion trigger Delete selected trigger button 5.1.1 Storing single fixed positions Click the “Create New” button to create a motion trigger button. These appear in the next available cell on the roller cue as an orange dot with an arrow round.
Page 56 - Motion triggers Click the top motion button to add a trigger. Initially the trigger will have only one step, shown by a pulsing orange circle. Add keyframes to your program by clicking the + button. You now have more orange circles, each representing a keyframe in the triggerable sequence. Position your model objects for step 1, press save, then press the second circle, position for step 2, press save again, and so on. 5.
Controlling a show from timeline - Page 57 6. Controlling a show from timeline Timeline playback is used to automatically play back media in a preset sequence at exact times. This is often used when a timed sequence is required to match a show to music, or for repeated or automated shows. Click the Clock Hands icon top right to show the timeline page. Each fixture group has its own vertical timeline. The timeline is vertical rather than horizontal so that a timeline can be shown above each fixture group.
Page 58 - Controlling a show from timeline To change the in/out points of a clip, select the clip then hold Alt and drag the ends. A single audio file may be added to the timeline by dragging an uncompressed 16bit WAV audio file onto the timeline (the blue waveform in the above picture). 6.1.2 Markers You can add and remove markers on the timeline to help with positioning the media by pressing the Insert button (while playing back the timeline). 6.1.
Controlling a show from timeline - Page 59 Once a parameter has been selected from the list, by right-clicking in the clip you can add keyframes to your chosen parameter which are shown by orange dots in the timeline. Left-click and drag the keyframe points to set the parameter value. The selected keyframe is highlighted by an expanding white circle. To delete a keyframe point, left click on it and press Delete. 6.1.
Page 60 - Controlling a show from timeline 6.1.6 Configuring timeline layers The timeline can control up to four layers. By default these are layers 1-4 but using the Layer Links property on the System Settings you can configure which layer will be controlled by each of the four timeline layers. This can be useful for allowing live overlay of timecoded shows. For example to control layer 5 from timeline layer 1, set the first link to 5. 6.2 Controlling timeline playback 6.2.
Controlling a show from timeline - Page 61 Save timeline to file (saves to Distrib/Timelines for loading into a cue on the performance page) 6.2.2 Triggering timeline playback from the roller Save the timeline to a file, then drag the file onto the roller on the performance page. Timelines can then be triggered from the performance page along with other media clips. When a saved timeline is loaded into a cell on the performance page roller, the cell shows the timeline button logo. 6.
Page 62 - External control 7. External control Ai is controllable by MIDI, Artnet/DMX, Timecode, network protocols and a variety of control sources. Almost every parameter within Ai is controllable from an external source. 7.1 Setting up interfaces This is performed through the System Settings menu (click the System Settings button in the top-level menu window). Artnet Adaptor – select which physical network adaptors we are using for the Artnet inputs and outputs.
External control - Page 63 7.2 Artnet/DMX control 7.2.1 Setting up a lighting console to control Ai The console will need a personality for the Ai server – you can patch as an active fixture (uses CITP to retrieve thumbnails of the media clips) or a normal fixture (no thumbnails). If using Active Fixture, on the Ai System Settings menu click CITP initialise (wait), the Ai server should then be visible on the lighting console as an active fixture.
Page 64 - External control • Colour adjust – sets how RGB works – if 0, works as above. If 1, multiplies up to 50% then adds colour in above that ie 0=no red 50%=100% red in media 100%=add red By expanding the Artnet window to the right, you can link Artnet channels to other Ai parameters using the blue nodes to enable further controls. 7.3 Controlling by MIDI You can use MIDI input to control almost any parameter of Ai.
External control - Page 65 5> The clip turns green You can also place a MIDI module on the Stage Patch screen to enable different control functions. AI_Man_V7_DG.
Page 66 - Module information 8. Module information This section lists the modules available in the Stage Patch screen, or in any patch window within Ai. These modules allow you to configure Ai to do just about anything you require. The diagram on the next page categorises the modules which are available, then the modules are each described in order. 8.1 Module list The following is a list of Salvation modules organised by the category title as seen in the right click 'insert module' menu. 8.1.
Module information - Page 67 8.1.3 Color HSBA (Licence level: Bondi) Outputs a vector containing the Hue, Saturation, Brightness and Alpha (transparency) components of a colour Hue Rotate Matrix (Licence level: Bondi) Outputs a vector containing the hue component of a colour Image Color (Licence level: Miami) Outputs a vector containing a colour value based on the chosen X and Y location within a specified image.
Page 68 - Module information RGB Color Curves (Licence level: Anjuna) Takes a Texture input and applys color curves to it. Also allows you to store and recall presets. The presets are stored in the following location: Distrib\Modules\Color\RGBColorCurves\DefaultPresets.bin If you wish to transfer your presets to another system you can simply copy this file into the same location on any other Ai system. 8.1.
Module information - Page 69 Automatically chooses an input and passes it through to the output according to the last value received. Camera (Licence level: Miami) Defines a 3D camera position and view using video game style WASD+mouse control (also supports keyframe storage and interpolation) Constant (Licence level: Anjuna) Outputs a user defined numeric value according to the value range and control type selected. The number value is stored internally as a 64-bit floating point number.
Page 70 - Module information Latch (Licence level: Bondi) When triggered, latches and stores the input value, always outputting the most recently latched value LFO (Licence level: Anjuna) Outputs an oscillating control signal in the shape of a sin, saw, triangle, or square wave Monitor (Licence level: Anjuna) Displays the value of the control signal received at the input. Ramp (Licence level: Bondi) When triggered, outputs a linear or smooth ramp from 0.0 to 1.0 over a specified period of time.
Module information - Page 71 Smooth (Licence level: Bondi) Smooths a control signal to prevent rapid changes or discontinuities Switch (Licence level: Anjuna) Selects one of the control signals and passes it through to the output Vector (Licence level: Anjuna) Outputs a vector containing 4 user-defined components Vector Smooth (Licence level: Bondi) Smooths each component of the input vector to avoid rapid changes or discontinuities and outputs the result 8.1.
Page 72 - Module information Video Out (Licence level: Anjuna) Takes the video input signal and allows the user to specify its output destination. Alternate skins allow access to LED config, Live Map and also to Multiple Unit Modular LED configuration options. 8.1.6 Drawing Primitives Binary Circle (Licence level: Miami) Generates a binary circle for use with pattern readers based on the parameters received at the input. AI_Man_V7_DG.
Module information - Page 73 Circle (Licence level: Bondi) Generates a circle based on control data received at the parameter inputs. Line Generator (Licence level: Bondi) Generates horizontal or vertical lines based on user selected parameters. Particle System (Licence level: Miami) Generates control data which can be used to create a particle system. AI_Man_V7_DG.
Page 74 - Module information Quad Generator (Licence level: Anjuna) Draws a quad (2 connected triangular polygons) in 2d pixel space using the specified RGBA colour onto the connected GL output. Textured Quad Region (Licence level: Anjuna) Draws a textured quad region in 2d pixel space using the specified RGBA colour also drawing from a sampled connected texture according to the specified sample texture region in pixel space onto the connected GL output.
Module information - Page 75 8.1.7 Effects FreeFrame (Licence level: Anjuna) Processes the input video frame using CPU powered FreeFrame effects and outputs the result as video data. Freeframe video effects should be stored in the distrib/modules/effects/freeframe folder. FreeFrameGL (Licence level: Anjuna) Processes the input texture using GPU powered FreeFrameGL effects and outputs the result as GLRender data.
Page 76 - Module information 8.1.8 File IO CSV File Reader (Licence level: Miami) Allows a comma separated value file (CSV file) to be read according to user specified column and rows and outputs the value. String Present (Licence level: Miami) 8.1.9 GL Ai Layer Mixer (Licence level: Anjuna) Fundamental Ai System component responsible for the mixing of Layers within the Mixer.
Module information - Page 77 Camera (Licence level: Bondi) Renders the input GL render from the point of view of the input camera Clear (Licence level: Anjuna) Clears the GL view port and depth buffers and then renders any input primitives Crossfade (Licence level: Miami) Allows cross fading between 2 input textures and outputs from the resulting GL render.
Page 78 - Module information GLSL Program/Shader (Licence level: Anjuna) Takes the video input, passes it through a user specified GLSL shader and outputs the resulting video signal GLSL Program Switch (Licence level: Anjuna) Allows for switching between up to 4 GLSL shaders. It is also possible to link these modules together using the Link In and Link Out ports. GLSetVector (Licence level: Miami) Binds a vector value to the incoming GL Signal variable specified by the name.
Module information - Page 79 MultMatrix (Licence level: Miami) Multiplies the current model view matrix with the one specified. MultiTexture Demux (Licence level: Miami) Splits the incoming multi texture stream and outputs the texture specified at the Texture Select Input. Render Counter (Licence level: Anjuna) Outputs a constant value which is equal to the number of render cycles performed so far on the system. Render Display List (Licence level: Miami) Renders a display list.
Page 80 - Module information Render Resolution (Licence level: Anjuna) Outputs an X and Y constant value which is equal to the resolution which is currently being passed through the input and output render port. Render Target (Licence level: Miami) Provides an off-screen frame buffer for rendering GL primitives and outputs the result as a texture. Must be merged into an active GL render path in order for processing to be perfomed.
Module information - Page 81 TexMode (Licence level: Bondi) Configures the mipmap, bilinear, and wrap modes of the input GPU texture TexRotate (Licence level: Bondi) Adjusts the rotation of the input GPU texture TexScale (Licence level: Bondi) Adjusts the scale (zoom / magnification) of the input GPU texture TexTranslate (Licence level: Bondi) Adjusts the position of the input GPU texture in 2D texture coordinate space Texture Bank (Licence level: Miami) Outputs Multitexture and control data according
Page 82 - Module information Translate (Licence level: Anjuna) Adjusts the position of input GL primitives in 2D or 3D space . Vector Font Switch (Licence level: Miami) Outputs a specified Vector font based on the control value received at the select input. Video Texture (Licence level: Anjuna) Streams video to the GPU and outputs a GPU texture containing the current video frame. Window (Licence level: Anjuna) Creates and maintains a windowed, full screen, or multi-screen OpenGL display 8.1.
Module information - Page 83 Lights Rays (Licence level: Bondi) Generates light rays according to the received control inputs and outputs the result to the GL stream. Quad Mapping (Licence level: Anjuna) Allows for simple mapping of a video signal by adjusting the 4 corner points along the X and Y axis. This is similar to keystone correction but offers a greater amount of precision.
Page 84 - Module information Renders the input string to the GL output Texture Warp (Licence level: Bondi) Deforms the texture received at the Texture input along the X and Y axis according to the frequency, amount and detail settings specified and outputs it to the GLRender stream . Tunnel (Licence level: Bondi) Generates a tunnel based on user specified parameters. Wave Pool (Licence level: Bondi) 8.1.11 Import 3D Model (Licence level: Anjuna) Opens a local .3ds file and outputs the model.
Module information - Page 85 3D Morph Model (Licence level: Miami) Interpolates between the chosen 3d models. All models must have the same number of vertices. AI Vector Art (Licence level: Bondi) Imports an Adobe Illustrator vector art file and outputs it to the GL stream. AI Vector Font (Licence level: Bondi) Imports an Adobe Illustrator vector font file and outputs it to the GL stream. AI_Man_V7_DG.
Page 86 - Module information Live Audio (Licence level: Anjuna) Outputs a visual representation of a live audio connection from any selected audio device. The audio can be represented as bars or a line graph or as a vector which can be indexed into to obtain a specific frequency. The control values for frequency and amplitude should be provided as normalised 0.0..1.0 values. A simple example of this module in use can be seen here: Distrib\Patches\Audio\Basic_EQ.
Module information - Page 87 Media Player (Licence level: Anjuna) Plays back a specified video file and puts it on the GPU as a texture. Media Player FF Selector (File and Folder) (Licence level: Anjuna) A fundamental Ai system module which selects a specified media file from a numeric file and folder location at the specified location and looks for media players in the 'Media Players' sub patch and assigns the media file to those players.
Page 88 - Module information 8.1.12 Keyboard Key Detect (Licence level: Bondi) Detects when a user specified key is pressed and outputs the data. 8.1.13 Math Const Diff (Licence level: Bondi) Detects the movement of a control value whilst the value is changing. Counter (Licence level: Bondi) Counts and displays events received at the control input. Formula (Licence level: Anjuna) Applies a user defined formula to the inputs and outputs the value on the Out port.
Module information - Page 89 Noise (Licence level: Bondi) Outputs a random value within the specified range Projector Locator (Licence level: Anjuna) A fundamental Ai system module for calculating projector positions automatically based on 4 selected vertices and 4 corresponding locations on the projected image output. This module can be used by inserting an Auto Map patch from system patches into your stage patch and connecting it in line between a projector output and the output module.
Page 90 - Module information Vector Join (Licence level: Anjuna) merges the control values received at the inputs and outputs them as a vector. Vector Math (Licence level: Anjuna) Performs one of several common math functions on the two input vectors and outputs the result. Vector Select (Licence level: Anjuna) Selects a component of a vector based on the Size and Index parameters. Vector Split (Licence level: Anjuna) Examines the input vector and outputs each of the first four components individually.
Module information - Page 91 Midi CC In (Licence level: Anjuna) Outputs continuous controller ("CC") values received from an attached MIDI device Midi CC Out (Licence level: Bondi) Sends continuous controller to an attached MIDI device ("CC") based on control values received at the inputs. Midi In Device (Licence level: Anjuna) Specifies the Midi input device. Midi Key In (Licence level: Anjuna) Specifies a Midi key input device and outputs the gate and velocity value.
Page 92 - Module information Midi Key Range In (Licence level: Anjuna) Specifies a Midi key input device, its upper and lower limit and then outputs the value. Midi Out Device (Licence level: Anjuna) Specifies the Midi output device. 8.1.15 Motion Control Kinesys Listener (Licence level: Miami) Allows for control inputs from Kinesys motion control products. 8.1.16 Network Artnet Input Small (Licence level: Anjuna) Receives data from a connected Artnet device and converts it into Control Value data.
Module information - Page 93 Artnet Input Large (Licence level: Anjuna) Receives data from a connected Artnet device and converts it into Control Value data. AI_Man_V7_DG.
Page 94 - Module information Artnet Remote Control (Licence level: Anjuna) Internal system module used by AI for Artnet communication. Artnet Remote Master (Licence level: Anjuna) Internal system module used by AI for Artnet communication. Artnet Server (Licence level: Anjuna) Converts incoming control data into Artnet data and sends it to the selected channel, universe and Artnet adaptor. AI_Man_V7_DG.
Module information - Page 95 Artnet Video (Licence level: Bondi) Allows for the transmission of video to Artnet fixtures. Artnet Sample Strip (Licence level: Anjuna) Specifies a start and end point inside the 3d structure defined by the Artnet Structure module (see below). Interpolation is performed between these points linearly based on the amount of pixels specified. A sample is then taken of the intersecting pixel which defines a colour based on the pixel/voxel stored in the 3d structure.
Page 96 - Module information Artnet Structure (Licence level: Anjuna) Sets up a 3d environment within which a volumetric light array can exist based on the specified x,y,z resolution in pixel space. It then takes a 2d texture and allows you to draw it within the space and extrude it to create the illusion of depth and finally it allows you to rotate and translate inside the 3d structure.
Module information - Page 97 Ethernet receive (Licence level: Bondi) Listens for commands from an external unit connected via Ethernet either when loaded or when the Begin Listening button is pressed. KiNET Server (Licence level: Anjuna) For the setup and configuration of a KiNET network. Peer Asset Manager (Licence level: Anjuna) Allows Distribution of Project and Cluster data for version 6 projects, not yet compatible with version 7. 8.1.17 Patch Patch Clock (Licence level: Anjuna) AI_Man_V7_DG.
Page 98 - Module information Controls the time clock of a patch via tap tempo, tempo adjust, and clock restart. Patch IO (Licence level: Anjuna) Allows data to be passed between patches. Patch Short Cut (Licence level: Anjuna) Specifies a short cut to a window within the patch system Port Pack / Unpack (Licence level: Anjuna) work in progress for possible future use.
Module information - Page 99 Shared Constants Input (Licence level: Bondi) Sends control signals between patches. Shared Constants Output (Licence level: Bondi) Receives control signals from other patches. UI Lock (Licence level: Bondi) Prevents changes to the patch layout Write Patch Constant (Licence level: Anjuna) Allows you to write to a specific patch numeric variable when no port is available to write the value.
Page 100 - Module information 8.1.18 Scripting Javascript (Licence level: Miami) Allows for the use of Javascript within Salvation. 8.1.19 System Ai System Control (Licence level: Miami) Performs the action designated by the mode port, when the trigger port is sent a value of 1.0.
Module information - Page 101 Notepad (Licence level: Anjuna) Outputs a string containing the text from the text field - also useful for leaving notes in a patch String Combine (Licence level: Anjuna) Takes the signals received at both inputs and combines them into a single string. String Compare (Licence level: Bondi) Compares the signals received at both inputs and outputs the result.
Page 102 - Module information String Texture (Licence level: Bondi) Uses the input string data to draw text with any font registered within the operating system. 8.1.21 Time Clock Tick (Licence level: Bondi) Outputs a clock tick based on the system clock. Scheduled Quit (Licence level: Bondi) Automatically quits the AI system on the user specified hour, minute and second. TimeCode (Licence level: Anjuna) Outputs MTC Timecode data from the connected Midi Device as Hours, Minutes, Seconds & Frames.
Module information - Page 103 Allows for date values to be used to schedule activities. 8.1.22 UI AiHexSphereTrigger (Licence level: Anjuna) This module can be used in the stage patch (once merged with an active render path) to trigger clips from the roller cue. When the values on the 'Trigger n' ports go from 0 to 1 then the clip which is lined up with the green central highlight (or focal row) the n'th column of the roller cue will be triggered.
Page 104 - Module information HexTrigger (Licence level: Anjuna) This module can be used in the stage patch (once merged with an active render path) to trigger clips from the v6 hex cluster. When the values on the 'Trigger n' ports go from 0 to 1 then n'th clip in the hex cluster will be triggered. ctrl I will tell you which clip in the cluster is which. You can also use this module to automate the selection of the Clusters and Automate the selection of the layers.
Module information - Page 105 Switch (Licence level: Miami) Outputs one of the input video signals based on the value of the 'Select' input 8.1.24 Vision Binary Pattern Read (Licence level: Miami) Module for interpreting data presented by Binary Patterns to the video input and outputting the resulting value as control data. Color Tracker (Licence level: Miami) Allows for tracking based on colour for the signal received at the video input and then outputs the resulting information as control data.
Page 106 - Module information Greyscale Sample (Licence level: Miami) Allows sampling of a greyscale video image connected to the Video Input port. Up to 64 Locations can be specified in X and Y pixel coordinates and the corresponding value will be output on the adjacent controller port. Human Tracker (Licence level: Miami) Tracks an input based on area selection and texture tracking. Levels Adjust (Licence level: Miami) Adjusts the level of the input video signal.
Module information - Page 107 Takes the RGB signal received at the input and converts it to greyscale. Raw Buff Read (Licence level: Miami) Sends the raw buffer data. Raw Buff Save (Licence level: Miami) Saves the raw buffer data. AI_Man_V7_DG.
Page 108 - Module information Texture Sample (Licence level: Miami) Allows sampling of an RGBA texture connected to the Texture port. The GL Output port should be merged with an active render path. Up to 64 Locations can be specified in X and Y pixel coordinates and the corresponding RGBA colour information will be output on the adjacent controller ports. AI_Man_V7_DG.
Module information - Page 109 Video Average (Licence level: Miami) Averages the input video signal based on the value specified at the live influence parameter. Video Blob Tracker (Licence level: Miami) Allows for tracking according to user specified parameters. Video Replay (Licence level: Miami) Allows for sampling and playback of a video source. Video Subtract (Licence level: Miami) Subtracts the value of one video signal from another and outputs the result.
Page 110 - Frequently Asked Questions 9. Frequently Asked Questions What is Ai? The Ai software is a powerful media server that delivers fast, intuitive, easy control featuring market leading media playback quality, a fully customisable node-based system (Salvation Engine) suited to the requirements of your individual performance.
Frequently Asked Questions - Page 111 not divisible by 16. I would suggest adding a couple of pixels into the void areas between the screens to pad the width out to a number which is divisible by 16, or perhaps remove a few pixels from the void areas, whichever has least impact. You’re also welcome to ignore this advice if you're able to test every system involved in the playback systems and content creation thoroughly - its a GPU / OS dependent issue.
Page 112 - Frequently Asked Questions How do I get live video into Ai? Live video can be dropped into the roller que to select as a source by selecting one of the patches named ‘LiveVideo’ in Distrib\Patches. You can select additional patches from the same patches folder for SDI inputs and for Active Silicon Phoenix cards which are named accordingly.
Frequently Asked Questions - Page 113 My screen outputs come up in the wrong order – how can I fix this? Occasionally, the screen outputs can come up in the wrong order when connected to the system. This can easily be rectified by first going into the Windows Display Settings and reordering your screens in the correct order, e.g. 1, 2, 3, 4, etc. It is then a good idea to go into your graphics card's display settings and also changing the order here as well. In most cases this will rectify the issue.
Page 114 - Frequently Asked Questions What are the delays on the BMD or LFG cards? We support the following input capture cards: a) DVI - Datapath Vision SD4+1 PCIE (preferred supplier, latency around 1 or 2 frames) b) SDI - Active Silicon Phoenix HD/SDI Dual Channel PCIE (latency around 1 or 2 frames) c) Multi Format - Black Magic Intensity (latency around 3 - 4 frames) d) Multi Format - BlackM agicDeckLinkStudioHD Extreme(latencyaround2or3 frames) The software works with OpenGL, will cards like Quadro FX
Frequently Asked Questions - Page 115 Can I use audio in Ai? Currently Ai can play back stereo audio in WAV format. Also, if your video clips contain audio, we recommend re-encoding them with the AiM codec. We are looking into the permissibility of incorporating other audio formats. What is the best audio format for Ai? For the best results, we recommend using our own AiM codec with audio embedded.
Page 116 - Production Hints and Tips 10. Production Hints and Tips After many years of using Ai on some simple and some very demanding shows our on-site engineers have come up with the following pre production check list to help our users ensure that they are fully prepared for the perils of being the person responsible for Ai on site.
Production Hints and Tips - Page 117 The following items must be confirmed at least 2 weeks prior to the show Has the Ai Project file been created? Has ALL equipment been connected together and tested as it will be on the day of the show? The following items must be confirmed at least 1 week prior to the show Has a provisional show running order been obtained from the client? Have you practiced the transitions and cues required in the show on the full system in preparation for the event? Has the content be
Page 118 - MSC-1 controller 11. MSC-1 controller The MSC-1 Ai Media Server Controller provides hands on live control in a compact, user-friendly interface. Connecting directly to any Ai system, the MSC-1 gives access to effects, layers and clips. • • • • • • • • • • • • • • 11.
MSC-1 controller - Page 119 With the connection made, you can now load Ai and your MSC-1 should be connected. A number of the MSC-1's functions should already be pre-mapped to the software, meaning you can use it straight out of the box. However, some functions (such as the faders) will need mapping manually. This will require accessing Salvation and creating a few basic connections. Salvation is the powerful nodebased programming system that allows full customisation of the Ai software. 11.
Page 120 - MSC-1 controller 3d space. Press the Pos/Rotate button twice and this will allow you to change the position of the fixture. If you hold the Pos/Rotate button, this will change the size of the fixture. Sensitivity of the movements can be adjusted using the Sensitivity buttons. This can allow for a finer degree of control. Pressing the Sensitivity Up once will allow increments of 0.1; pressing Sensitivity Up twice will move in 0.01 increments. 11.2.
MSC-1 controller - Page 121 11.2.4 Scene View Buttons (All Pages) The view buttons jump to 3 stored viewpoints in the 3d space. You can choose the custom viewpoints by moving the 3d space, then holding the Ai button (on the numeric keypad) and pressing either View 1, 2 or 3. Once stored, you can use the buttons to flick between the viewpoints. The PAN VIEW button interpolates between the 3 stored viewpoints in a fluid motion. 11.2.
Page 122 - MSC-1 controller computer's microphone. This feature is not currently implemented, but will be coming soon. 11.2.6 • Stage Patch – Brings up the Stage Patch if not already visible. • F1-F8 - The remaining 8 buttons require patching in to be used as custom buttons. This can be done by using the Ai Controller Module/Alternate Skin/F1-F8. Transport Control Buttons STOP button – stops media on currently selected layer. PLAY button – plays media on currently selected layer.
MSC-1 controller - Page 123 (Stage Construction Page) CLEAR button deletes a fixture group. (Performance Page) ENTER button will pause all playing media on all layers. CLEAR button will delete currently selected media on Roller Cue. SET button will pause all playing media on all layers. (Timeline Page) ENTER & SET button – both will start/stop playback of timeline. (Patch Windows) CLEAR button deletes currently selected patch. The Ai button works like the Shift key on your computer's keyboard.
Page 124 - MSC-1 controller 11.3 Connecting the custom buttons/faders To connect the assignable faders to the software, you need to first determine what it is you want to control. For example, you may wish to use faders 1 and 2 to control opacity on your first two layers, with faders 3 and 4 controlling the speed of the playback media. This can be achieved with a few simple connections, which we shall describe below.
MSC-1 controller - Page 125 11.3.1 Layer 1 Personality Screen We can extend this screen by grabbing the right-hand side of the window and dragging. This will show a number of new modules and connections. AI_Man_V7_DG.
Page 126 - MSC-1 controller Press the Up Arrow key on your computer keyboard repeatedly to create space at the top of the patch window. Here we are going to add a couple of patches that will get our faders controlling what we want. Right-click in the empty area and choose Insert Module/Controller/AiController. This will give us a yellow outline that we then left-click into place. Once in place, we need to right-click on the module and choose Load Alternate Skin/MSC1_Faders_Bank_1.
MSC-1 controller - Page 127 We need to connect the Fader 1 output of the AiController module to the In 1 on the Auto Select module. Next, we need to take the output of the Intensity from the ArtNet module and connect that to the In 2 of the Auto Select module. With these in place, we then need to connect the Out of the Auto Select to the Intensity of the Media Player module and the Intensity of the Strobe module (see picture below).
Page 128 - Artnet channel definitions 12. Artnet channel definitions An Ai server has three modes of operation on Artnet: 40 channel (compatible with Catalyst), 80 channel and 100 channel. Each layer has its own settings for Artnet and can even have different personalities. 40 channel personality Ch Func Description Range 0 Library Folder Selects Media Sub Folder 1 Library File 2 Hi In Point 3 Lo In Point Hi Out Point 4 5 Value Details Notes 0..
Artnet channel definitions - Page 129 6 Play Mode 7 Play Speed 8 9 10 11 12 13 14 15 16 17 18 19 0..
Page 130 - Artnet channel definitions Position 20 Aspect Ratio 21 Movem ent Speed 22 Intensit y Red Param 0..255 0 0..255 0 Layer intensity Red Colour Adjust 0..255 255 0..255 255 24 Green Param Green Colour Adjust 0..255 255 25 Blue Param Blue Colour Adjust 0..255 255 26 Strobe Strobe 0..255 0 27 Trails - - - Future use 28 Colour FX Colour Effect / Blend Mode 0..220 3 29 Visual FX Visual FX 0..
Artnet channel definitions - Page 131 31 32 33 34 35 36 37 38 39 Visual FX P02 Keysto ne / Crop X1 Keysto ne / Crop Y1 Keysto ne / Crop X2 Keysto ne / Crop Y2 Keysto ne / Crop X3 Keysto ne / Crop Y3 Keysto ne / Crop X4 Keysto ne / Crop Y4 Visual FX Parameter 2 Keystone / Crop X1 0..255 0 Visual FX Parameter 2 0..255 0 Keystone / Crop X1 Keystone / Crop Y1 0..255 0 Keystone / Crop Y1 Keystone / Crop X2 0..255 0 Keystone / Crop X2 Keystone / Crop Y2 0..
Page 132 - Artnet channel definitions 55 Visual FX 2 Visual FX 2 0..255 0 0 = Off 1 = Infinite Black border 2 = Soft Edge Shutters 3 = Blur 4 = 4 Point Warp 5..
Artnet channel definitions - Page 133 78 Cross Fade Mode Cross Fade Mode 0..255 0 79 Aspect Mode Aspect Mode 0..2 0 0 = Flat (RGB Adjust) 1 = Alpha HSC (on R G B Params) 2 = Alpha Blend 3 = Alpha Blend 4 = N.A.M (Non additive Mix) 5 = Luma 6 = Lighten 7 = Additive 8 = Difference (like photoshop) 9 = Wipe 10 = Multiply 11 = Darken 12 = Screen 13 = Subtract 14..
Page 134 - Artnet channel definitions AI_Man_V7_DG.
Index - Page 135 13.
Page 136 - Index R T roller, 42 roller appearance, 47 roller zoom, 48 T4, T8 server, 13 tap widget, 52 templates for projects, 21 thumbnail image, 44 timecode trigger clip, 44 timecode trigger of clip, 51 timeline, 57 timeline layers, 60 top level window, 20 truss icon, 22 S salvation menu, 19 sapphire media controller, 16 save modified 3D model, 32 scene trigger, 47 screens, 23 soft edge projectors, 37 speed, media, 44 sphere display, 47 stage construction, 22 stage patch, 25 stage patch, opening, 20
Index - Page 137 Avolites Ai Operator’s Manual Additional copies of this manual, together with other useful spares etc. can be purchased through the Avolites On line shop. Visit AI_Man_V7_DG.
Page 138 - Index http://www.avolites.com then navigate to Avo Shop from the links on the left hand side. AI_Man_V7_DG.