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Viz Opus Administrator Guide

Version 1.3 Copyright © 2018 Vizrt. All rights reserved. No part of this software, documentation or publication may be reproduced, transcribed, stored in a retrieval system, translated into any language, computer language, or transmitted in any form or by any means, electronically, mechanically, magnetically, optically, chemically, photocopied, manually, or otherwise, without prior written permission from Vizrt. Vizrt specifically retains title to all Vizrt software. This software is supplied under a license agreement and may only be installed, used or copied in accordance to that agreement.

Disclaimer Vizrt provides this publication “as is” without warranty of any kind, either expressed or implied. This publication may contain technical inaccuracies or typographical errors. While every precaution has been taken in the preparation of this document to ensure that it contains accurate and up-to- date information, the publisher and author assume no responsibility for errors or omissions. Nor is any liability assumed for damages resulting from the use of the information contained in this document. Vizrt’s policy is one of continual development, so the content of this document is periodically subject to be modified without notice. These changes will be incorporated in new editions of the publication. Vizrt may make improvements and/or changes in the product (s) and/ or the program(s) described in this publication at any time. Vizrt may have patents or pending patent applications covering subject matters in this document. The furnishing of this document does not give you any license to these patents.

Technical Support For technical support and the latest news of upgrades, documentation, and related products, visit the Vizrt web site at www.vizrt.com.

Created on 2018/04/10 Viz Opus Administrator Guide - Version 1.3

Contents

1 Viz Opus Introduction...... 8 1.1 Customer Feedback and Suggestions ...... 8 1.2 Customer Support Requests...... 9 1.2.1 Before Submitting a Support Request...... 9

2 Viz Opus Overview...... 11 2.1 Main Features ...... 11 2.2 Typical Use Cases ...... 11 2.3 Basic Workflow...... 12 2.4 Newsroom Control System ...... 13

3 Viz Opus Requirements...... 14 3.1 Application bundle installer ...... 14 3.1.1 Software Required for the Viz Opus Setup...... 14 3.1.2 Other Software Required for Viz Opus Setup ...... 16 3.2 Viz Opus Hardware Requirements ...... 16 3.2.1 Viz Engine ...... 17 3.2.2 Audio Mixer...... 17 3.2.3 Matrox PCI Card...... 19 3.2.4 Supported Input Devices ...... 19 3.3 Supported Formats ...... 19 3.3.1 Supported Output formats: ...... 19 3.3.2 Supported Clip Formats ...... 19 3.4 Viz Opus limitations...... 20

4 Viz Opus Installation and Configuration...... 21 4.1 Preparations before installing and configuring Viz Opus ...... 21 4.2 To install Viz Opus using the Bundle Installer...... 21 4.3 To configure Viz Opus using the Configuration tool...... 24 4.4 Enable write lock for switcher scene...... 25 4.5 To install Viz Opus using individual installers ...... 26 4.6 To upgrade Viz Opus from previous versions ...... 27

5 Viz Opus Default Setup ...... 28 5.1 Forensic and Opus Configuration ...... 28

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5.2 Showmaker, Media Sequencer, Media Service and Coder ...... 28 5.3 Viz Engine and Graphic Hub...... 29 5.4 Viz Opus, Audio Player and Mosart Server Components...... 30 5.5 Demo Rundown ...... 31 5.5.1 Import in Showmaker...... 31 5.5.2 Playout from Viz Opus ...... 32

6 Getting Started with Viz Opus ...... 34

7 Using Viz Opus ...... 37 7.1 Viz Opus User Interface...... 37 7.2 Additional Functions ...... 37 7.3 Media Preview ...... 38 7.4 Disabling Unused Video/clip Sources ...... 38

8 Viz Opus Workflows...... 39 8.1 Running Opus GUI on a separate workstation...... 39 8.1.1 Server setup ...... 39 8.1.2 GUI setup...... 39 8.1.3 Synchronize keyboard shortcuts ...... 42 8.2 Connecting to a Viz Pilot system ...... 42 8.2.1 Graphics in Viz Artist ...... 43 8.2.2 Importing graphics into the Pilot system...... 43 8.2.3 Configuration of Full-screen Graphics in Opus ...... 45 8.2.4 Configuration of Overlay Graphics in Opus ...... 46 8.2.5 Newsroom system ...... 47 8.3 Connecting to Newsroom Systems ...... 48 8.3.1 Connecting the newsroom system to Opus ...... 48 8.3.2 Using iNEWS as a Newsroom System ...... 49 8.3.3 Using MOS-based Newsroom Systems ...... 51 8.3.4 Using Showmaker as a Newsroom System ...... 53 8.4 Redundant Opus system setup...... 55 8.4.1 Setting up Vis Opus backup system (recommended) ...... 55 8.4.2 Setting up Viz Opus backup system using configuration files...... 56 8.5 Viz Opus Clean Feed ...... 59 8.5.1 Definition within Opus ...... 59 8.5.2 Hardware Configuration...... 62 8.5.3 Software Configuration ...... 63 8.6 Viz One Integration...... 67

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9 Viz Opus Graphics Scenes...... 70 9.1 Introduction to Opus Scene Structure ...... 70 9.1.1 Back layer ...... 71 9.1.2 Middle layer...... 71 9.1.3 Front layer ...... 72 9.1.4 Composition of the layers ...... 72 9.1.5 Using Media Sources (Video-In, Clips, Live, Streams) ...... 73 9.2 Viz Opus Static System Scenes ...... 73 9.2.1 Switcher Scene...... 73 9.3 Building Scenes for Viz Opus...... 82 9.3.1 Digital Video Effects (DVE) Scenes ...... 82 9.3.2 Transition Effects Scenes ...... 84 9.3.3 Full-Screen Graphics ...... 85 9.3.4 Overlay Graphics...... 86

10 Viz Opus Sample Graphics ...... 88 10.1 Opus Sample Default Graphics Package...... 88 10.2 Viz Pilot Sample Graphics...... 89 10.2.1 Logo Corner ...... 91 10.2.2 Live ...... 91 10.2.3 Title...... 91 10.2.4 Lower ...... 92 10.2.5 Clock ...... 92 10.2.6 Icon ...... 92 10.2.7 OTS ...... 93 10.2.8 Banner ...... 93 10.2.9 Fullscreen ...... 94 10.2.10 Simple ticker...... 96 10.2.11 Making more branch scenes ...... 96 10.3 How to rebrand the Viz Pilot Sample Graphics ...... 97 10.3.1 Changing the corner logo ...... 97 10.3.2 Changing still images used in the scenes...... 97 10.3.3 Changing color palette...... 98 10.3.4 Advanced redesign ...... 99

11 Forensic - Incident Reporting Tool...... 100 11.1 Usage ...... 100 11.2 Silent backup command line parameter...... 101

12 Troubleshooting and Known Issues...... 102

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12.1 Troubleshooting Tips...... 102 12.2 Known Issues...... 102 12.3 Topic: Installation Issues...... 103 12.3.1 Symptom: The bundle installer fails with the error message "Restarting MediaService timed out" ...... 103 12.3.2 Symptom: Starting/stopping Media Service from the Service Manager fails with the error message "The service cannot accept control messages at this time"...... 104 12.3.3 Symptom: The bundle installer fails with the error message "3010 ERROR_SUCCESS_REBOOT_REQUIRED" ...... 104 12.3.4 Symptom: The bundle installer fails to upgrade Coder when an older version is previously installed...... 104 12.3.5 Symptom: The bundle installer fails to upgrade Media Service when an older version is previously installed...... 104 12.4 Topic: HW and Drivers...... 104 12.4.1 Symptom: Matrox related error messages ...... 105 12.4.2 Symptom: Sentinel HASP dongle driver error messages ...... 105 12.4.3 Symptom: Engine output shows flickering fields ...... 105 12.5 Topic: GUI & Keyboard ...... 105 12.5.1 Symptom: The Viz Opus UI is not able to connect to the automation server ...... 105 12.5.2 Symptom: The Viz Opus UI does not respond when I press a key ...... 106 12.5.3 Symptom: Keyboard not responding ...... 106 12.5.4 Symptom: Viz Opus UI becomes slow or unresponsive...... 106 12.5.5 Symptom: The Viz Opus UI displays an internal error message when running for the first time and a video clip got dropped on a key button...... 106 12.5.6 Symptom: The Viz Opus UI displays an internal error message when saving the keyboard short-cuts (access denied)...... 107 12.5.7 Symptom: Changing a rundown name in Showmaker is not reflected in the Viz Opus UI.1 . 07 12.6 Topic: Audio ...... 107 12.6.1 Symptom: Audio mixer control stops working with USB ...... 107 12.6.2 Symptom: AV Automation cannot connect to Audio Player ...... 107 12.6.3 Symptom: Yamaha audio faders are exhibiting errant behavior (faders not opening, fluttering levels, etc) ...... 108 12.7 Topic: Clips...... 108 12.7.1 Symptom: Clips won’t play and/or appear offline in the GUI (red& whilte checkerboard in GUI) ...... 108 12.7.2 Symptom: Clips won’t Cue (vertical stripes in GUI) ...... 108 12.7.3 Symptom: Clip mark-in set in Pilot Edge is not honored ...... 109 12.7.4 Symptom: Searching for clips in Showmaker does not yield any results despite of a correct Pilot Edge setup...... 109 12.8 Topic: Graphics...... 109 12.8.1 Symptom: DVE sources come up with ‘default’ inputs, even though new sources have been selected in NRCS...... 109 12.8.2 Symptom: Effect transitions sometimes do not play ...... 109

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12.8.3 Symptom: Black dropouts in playout ...... 110 12.8.4 Symptom: Output performance is bad...... 110 12.8.5 Symptom: Not possible to perform effect transition into full-frame graphics ...... 111 12.8.6 Symptom: Overlay Graphics not visible in the rundown if the clips are from Media Service...... 111 12.9 Topic: Media Preview...... 112 12.9.1 Symptom: Media preview doesn't start ...... 112 12.9.2 Symptom: Media Preview does not display all sources or some sources are not wanted1. 12 12.10 Topic: Performance ...... 113 12.10.1 Symptom: Video-out jitters ...... 113 12.10.2 Symptom: New Graphics or Videos are frozen or have performance issues...... 113 12.10.3 Symptom: Viz Artist performance or behavior is not stable ...... 114

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1 Viz Opus Introduction Viz Opus is a complete broadcast control solution running on a single system. It provides a newscast automation system, including audio mixing, real-time graphics, and video playout - all in a single solution. The system only needs a camera or other external inputs, graphics and video content, and then you are ready to start producing.

1.1 Customer Feedback And Suggestions We encourage suggestions and feedback about our products and documentation. To give feedback and, or suggestions, please identify your local Vizrt customer support team at www.vizrt.com. 1. Click on Contact (top of the page). 2. The Vizrt office which is nearest to your location will be shown, or select from the list of Vizrt offices. 3. Click on the Contact button for the office you want. 4. Complete the required details in the window that opens.

 Note: If this message is for Customer Support, and there is a Support Contract in place, then click on the For support requests, please visit our support portal link in the message window.

A Vizrt representative will contact you as soon as possible.

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1.2 Customer Support Requests Support Requests are supported if you have a valid Service Agreement in operation. Customers who do not have a Service Agreement and would like to set up a Service Agreement should contact their regional sales representative (see Customer Feedback and Suggestions). When submitting a Support Request, relevant and correct information should be given to Vizrt Support, to make sure that Vizrt Support can give the quickest and best solution to your Support Request.

1.2.1 Before Submitting a Support Request Before a Support Request is submitted make sure that you: Read: • The relevant User Guide or Guides • The release notes and Check: • That the system is configured correctly. Always keep track of all changes, and roll back to previous configuration file versions and test this if the system has been reconfigured recently. • That you have the specified hardware, tested and recommended versions.

Always refer to your Vizrt Service Level Agreement document.

Submitting a Support Request

 Note: When completing a Support Request, add as much information as possible.

Content of a Support Request The report must contain the following topics: • Problem description: Include a step-by-step description of what the problem is and how to reproduce it. Specify your workflow. Use simple English. Refer to the Naming Convention for Components when describing the affected parts of the system. • Expected behavior: Describe what you expected to happen. • Actual behavior: Describe what actually happened. • Screenshots, illustrations and videos: Use these to augment the message. • Software configuration: Add exact versions of software (-build) used. • System locale: Specify the Region and Language settings of the system, and also the Time Zone setting on the servers and PCs, as this might be different from local time (some global stations using UTC/GMT setting).

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• System log files: Send the system log files (see Take Snapshot). • Crash log files: Send the error report and crash log files. • System Config file: Send the system configuration files. • Hardware configuration: Add exact versions of hardware used . Optional:

• System setup: Describe differences in the installation, if any, from the recommended setup. • Windows event log files: Add these log files if deemed necessary or requested by Vizrt. • System Network: Add a description of how the network, bandwidth, routers, and switches are configured.

Always refer to your Vizrt Service Level Agreement document.

To submit a Support Request: 1. On the www.vizrt.com page, click on Support. 2. Click on Report a case. 3. Click on LOG IN to login to the Customer and Partner portal. 4. At the top of the Case Management page, click on Report a Case. 5. In the online form complete the required minimum information (shown by a red ) and click SAVE. 6. In the saved Support Case that opens, complete the various text boxes and upload any required documents, files, etc. (see Submitting a Support Request). To track the status of open support tickets, login to the Customer and Partner portal. Add information or communicate about the cases directly with the support team.

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2 Viz Opus Overview This section contains the following topics

• Main Features • Typical Use Cases • Basic Workflow • Newsroom Control System

2.1 Main Features Viz Opus contains the following main features: • Viz Engine video and graphics compositing • Audio mixing • Video switching • Template-based control • Transition effects • Integration with all major newsroom control systems • Expansion options available

2.2 Typical Use Cases • Viz Opus used as a simple and easily deployed solution in multi-channel TV stations where a new channel is being started • No need for a whole new physical control room • Graphics and videos can be reused

• Smaller TV stations with limited resources, Houses of worship, smaller sport clubs, various events like E-games or similar • From idea to production fast. If you need to, you can later grow into a complete Vizrt and Mosart suite with virtually no limitations on size or creative flexibility.

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2.3 Basic Workflow

1. Create a rundown in the Newsroom Control System, containing graphics and video information, and automation templates. Alternatively, use Viz Showmaker to create a rundown.

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2. Use the Viz Opus User Interface to mix real-time graphics and video playout with external video and audio to create ready-to-air output. 3. Execute the rundown.

2.4 Newsroom Control System The Viz Opus system works with many Newsroom Control Systems (NRCS) including ENPS, iNEWS, Octopus, Dalet News, Annova’s OpenMedia, and NorCom. Rundowns created in these systems are used by Viz Opus to create a rundown that will be executed using the internal systems. If you don't have, or don't need, a complete newsroom system you can use the bundled Showmaker to create rundowns. Viz Opus also supports Viz Pilot and Viz Trio workflows. The workflow in traditional NRCS is the same as that being used with the Viz Mosart’s ActiveX.

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3 Viz Opus Requirements This section contains the following topics:

• Application bundle installer • Software Required for the Viz Opus Setup • Other Software Required for Viz Opus Setup

• Viz Opus Hardware Requirements • Viz Engine • Audio Mixer • Matrox PCI Card • Supported Input Devices

• Supported Formats • Supported Output formats: • Supported Clip Formats

• Viz Opus limitations

 Release Notes You should always consult the Release Notes for any given release of Viz Opus. The Release Notes are distributed with the installers and information in the Release Notes take precedence if there are differences between the Admin Guide and the Release Notes.

3.1 Application Bundle Installer Starting with Viz Opus 1.3 all required software can be installed from a single Bundle installer, for details see the Viz Opus Installation and Configuration chapter.

3.1.1 Software Required for the Viz Opus Setup The Viz Opus server is delivered pre-installed. Starting with Opus 1.3 it is strongly recommended to use the Bundle Installer to install or upgrade software components as there can be version dependencies. The Bundle Installer will install, or upgrade if required, the following software components:

Component Vers Short Description / Function ion

Viz Mosart backend 3.8.1 The main server components. Various server processes that (automation server) should be kept running at all times at the Viz Opus server.

Viz Mosart frontend 3.8.1 The user interface. Commonly used on the Viz Opus server, but (Viz Opus client) can be run on another PC.

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Showmaker 1.0.0 A windows program for creating rundowns if you don't connect to an existing newsroom system.

Viz Engine/Viz Artist 3.9.1 Viz Engine is the main render (output) engine, Viz Artist is the user interface for the engine used by designers to create scenes and graphics.

Graphic Hub 3.0.3 A specialized storage database that stores resources such as scenes, graphics and more used by the Viz Engine.

Graphic Hub REST 2.0.3 A REST (API) interface for the Graphic Hub

Media Service 2.3.2 A service component that generates preview of video-clips and images stored on the local drive of the actual Viz Opus server.

Coder 2.3.2 A service component used by Media Service to trans-code low resolution clips.

Media Sequencer 5.0.0 A service component used by many of the other Viz Opus programs. Handles and control media playout and much more.

Audio Player 3.8.1 A service component and user interface for playing out audio files.

Forensic 1.0.0 A utility for collecting system information and configuration settings. Mostly used if you need to contact Vizrt service.

3rd party libraries

OpenSLP 2.0.0 An implementation of Service Location Protocol used to discover services in a local area network.

Sentinel Runtime 7.41. Licensing solution. Used to verify the Viz Engine license. 1

Microsoft Visual ++ 10.0. Run-time components required to run applications. 2010 x86 4021 Resdistributable 9

Microsoft Visual C++ 10.0. Run-time components required to run applications. 2010 x64 4021 Resdistributable 9

Microsoft Visual C++ 14.0. Run-time components required to run applications. 2015 x86 2302 Resdistributable 6

Microsoft Visual C++ 14.0. Run-time components required to run applications. 2015 x64 2302 Resdistributable 6

On the Newsroom Control System (NCRS) PC, the following software is required: Viz Mosart’s ActiveX 3.8.1, or later

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3.1.2 Other Software Required for Viz Opus Setup In addition to the Vizrt software, the Viz Engine must have the following software installed: • • Windows 7 Professional 64-bit, or • Pro 64-bit, or • Windows server 2016. • In general, you should use the Windows operating system that is pre-installed on the Viz Opus server.

• Microsoft .NET Framework 4.6 • Windows PowerShell 5.1 • NVIDIA graphics drivers required by the specific Viz Engine version in use. For details see the Viz Engine release notes. You should not change pre-installed NVIDIA drivers unless required to do so by Vizrt professional services. • Matrox PCI Card software: Matrox DSX.utils You should not change pre-installed Matrox drivers unless required to do so by Vizrt professional services. • Yamaha Audio Mixer software: Yamaha 01V96i drivers

3.2 Viz Opus Hardware Requirements The Viz Opus package consists of the following preinstalled hardware components: • HP Z840 Viz Engine: • 5U rack mountable server system • 1 NVIDIA Quadro P6000_ graphics card • 1 NVIDIA Quadro P2000_ graphics card • 1 Matrox PCI Card (Matrox X. Audio mio3 + AES Audio) • Viz License dongle

• Yamaha 01V96i Audio Mixer

Or alternatively:

• Dell R7910 Viz Engine: • 2U rack mountable server system, including: • 1 NVIDIA Quadro P6000_graphics card • 1 NVIDIA Quadro P2000_graphics card • 1 Matrox PCI Card (Matrox X. Audio mio3 + AES Audio) • Viz License dongle • Yamaha 01V96i Audio Mixer

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 Note: With extra licensing, Viz Opus can control external equipment such as camera robotics, routers, video wall mixers, multiple Viz Engines, and so on. However Viz Opus is designed to be a simple setup, so if you want to control a lot of existing equipment, Viz Mosart is usually the preferred solution.

3.2.1 Viz Engine The Viz Engine works as a video server, and is the core of a Viz Opus package, with all the Viz Opus applications installed on it. • In a Matrox X.mio2 Plus setup, the Viz Engine has 4 HD/SDI inputs, 2 HD/SDI outputs and one Multi-View output available from the Viz Opus GUI. • In a Matrox X.mio3 setup, the Viz Engine has 8 HD/SDI inputs, 4 HD/SDI outputs and one Multi-View output available from the Viz Opus GUI. In a normal Viz Opus setup, the Viz Engine is physically connected to all the devices in a TV station’s production control room. The system only needs a camera or other external inputs, graphics and video content to facilitate content production and distribution. Input is received from a Newsroom Control System, such as iNEWS or ENPS. One person can then control a full production for television, i.e. playout clips, run graphics, and cut between various camera sources.

3.2.2 Audio Mixer The Viz Engine in a Viz Opus system comes bundled together with a Yamaha 01V96i . This mixing console has 32 mono and 4 stereo mixing channels. It comes with a MY8AEB interface card and a rack mount kit. This audio mixer can be manually controlled through the Viz Mosart Audio Panel software (not included in the standard Viz Opus setup), or the operator can make adjustments directly on the mixing console.

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3.2.3 Matrox PCI Card In a Viz Opus setup, the Viz Engine comes preinstalled with either a Matrox X.mio2 Plus or Matrox X.mio3 PCI card. From Viz Opus, it is possible to change the inputs on the router, and then switch them into inputs on the Matrox card. For more information see the Matrox X.mio Series section of the Viz Engine Administrator’s Guide. If using X.mio2 Plus, a Breakout Box (see picture below) is also included in the package, in order for all the relevant cabling to be connected to the card. On the Matrox X.mio2 Plus card, the number of inputs is limited to four. To increase the number of inputs, it is possible to control the (licensed) router in front of the Viz Engine.

3.2.4 Supported Input Devices Viz Opus can be operated from standard Windows keyboards or touchscreens. Other input devices are also supported, including Intolect, JLCooper, and X-keys.

3.3 Supported Formats

3.3.1 Supported Output formats: • 720p 50 Hz • 720p 59.94 Hz • 1080i 50 Hz • 1080i 59.94 Hz

3.3.2 Supported Clip Formats Clip formats are the ones supported by Viz Engine, and other relevant applications. For a complete list of supported , see Supported Codecs in the Viz Artist user guide.

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The formats listed below have been tested to work with Opus: • MXF wrapped XDCAM35 • MXF wrapped XDCAM50 • MXF wrapped DNxHD • MXF wrapped DV100 • MXF wrapped MPEG2 IFrame • MXF wrapped MPEG2 IFrame with alpha • MOV wrapped Animation with alpha • MOV wrapped ProRes • MOV wrapped ProRes with alpha

3.4 Viz Opus Limitations Per default 4 Live Inputs are set to active. Any further Input needs to be activated within the Viz Engines configuration file. Using Viz Artist is not supported on dual GPU setups, since the UI needs to be displayed by the smaller GPU which is not meant to handle the output rendering. Scenes can be designed via the Artist on the Opus machine but the full performance for playout can only be tested on the main GPU (default Opus engine).

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4 Viz Opus Installation And Configuration At the core of a Viz Opus package is a Viz Engine, with the Viz Mosart server and other applications installed and hardware components attached. All applications, including the Viz Opus User Interface, are installed on the Viz Engine machine. Separate machines are typically used to run the Newsroom Control System software and Viz Mosart’s ActiveX component. The main Opus GUI can be run on another PC using a network connection to control the server.

 Note: A new Viz Opus system is delivered with all relevant software preinstalled. The following installation procedure is not required and is provided for reference purposes only. For Viz Opus 1.3 and higher, you are strongly recommended to use the bundle installer that will install all the required software components. It is recommended to only change site-specific parameters (such as addresses to a newsroom-server for example) starting from a default setup.

• Preparations before installing and configuring Viz Opus • To install Viz Opus using the Bundle Installer • To configure Viz Opus using the Configuration tool • Enable write lock for switcher scene • To install Viz Opus using individual installers • To upgrade Viz Opus from previous versions

4.1 Preparations Before Installing And Configuring Viz Opus Running the Opus Configuration will change existing configuration files. See the section describing all configuration files for details. Opus Configuration tries to preserve existing settings and only overwrite specific settings that are required. It is recommended to backup all configuration files before running Opus Configuration. Forensic can help to perform this task. Opus Configuration will overwrite the switcher scene in the Graphic Hub. It is strongly recommended to backup this scene before running Opus Configuration using Graphic Hub Manager or similar.

4.2 To Install Viz Opus Using The Bundle Installer

Download the bundle installer from ftp.vizrt.com, from the products/VizOpus/Latest Version/ directory using your customer credentials. Note that the Bundle Installer, a single .MSI installer, is relatively large (700/800MB) since it contains all the required software components. It is suggested to check the MD5 signature to make sure the ftp download had no errors before you install.

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Start the Bundle Installer by double-clicking Viz_Opus-.msi and you will be presented with the main selection screen:

Normally you will leave all components selected for install. Press install and follow the on-screen instructions, if any. When the installation has finished you will be given the option to run the Configuration Tool. This is recommended,

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If you run the Bundle Installer on a system that already has parts or the whole Opus suite installed you will have the option to re-install, upgrade or de-install components.

 Firewall ports The first time you run Opus on a system with firewall active you could be asked to allow traffic on certain ports. You should answer yes to those questions as many components require specific network ports to be open.

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4.3 To Configure Viz Opus Using The Configuration Tool The Opus configuration tool can be used to install a known, default configuration. The tool will normally be installed to C:\Program Files (x86)\vizrt\Viz Opus ConfigurationTool\VizOpus.ConfigurationTool.exe. • Click to start the application and you will be presented this screen:

• Select the required encoding: PAL or NTSC. • It's recommended to allow autoconfigure. This will install a default configuration for all components listed. This default configuration is a good starting point for further on-site specific settings, such as the address to the newsroom server and more. • If you run the configuration tool a second time and have introduced site-specific settings, you should keep a backup of your site-specific files before applying. • Click Apply to write the configuration files to disk. • The Opus applications should not be running when applying. If any applications are running you will be given the opportunity to either close them manually or let the Configuration tool close them in order to apply new setting files.

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A log file containing possible errors will be written to %ProgramData%\vizrt\Logs\Opus Configuration\.

4.4 Enable Write Lock For Switcher Scene The switcher scene for Opus 1.3 needs to be write locked so that customers cannot change or modify the scene by themselves. Therefore the scenes user-rights need to be changed after installation. • Install Graphic Hub Manager • Log in with the same user account used for importing the scene (usually Guest) • Right-click on the switcher scene and select attributes

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• Change the Owner to Admin • Remove Group and World rights and Apply The scene can only be altered by users with Graphic Hub admin rights after that.

 Note: Switcher scene that was modified at a customer site, will not be covered under Support . Please use the common procedures for Feature Request for any needed changes.

4.5 To Install Viz Opus Using Individual Installers

 Info: Individual installation of Opus components should be avoided unless instructed to do so by Vizrt.

1. Install the Viz Engine software. • For version requirements, see Vizrt Software Required for Viz Opus Setup. 2. Add the Viz license dongle, and activate the license. For more details, see Install the Viz License section of the Viz Engine Administrator’s Guide 3. On the Viz Engine, install Media Sequencer and Graphic Hub. 4. On the Viz Engine, install the Mosart Server* and Mosart GUI*:

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• MosartServerInstaller..msi • MosartGUIInstaller..msi 5. Optional: Install other Viz Mosart applications. In most cases these are installed on separate machines. For example: • MosartAudioPanelInstaller..msi (Audio Panel) • MosartAudioPlayerInstaller..msi (Audio Player PC) • MosartTimingDisplay2Installer..msi (Timing Display PC) 6. Optional: On your NRCS client PCs, install the Viz Mosart’s ActiveX: • MosartActiveXInstaller..msi 7. Install the following hardware: • Install the Yamaha Audio Mixer and related drivers. • Install the Matrox PCI Card and related drivers and breakout box. 8. Import the default Viz Opus Static System Scenes. • Download the archive from: ftp.vizrt.com/products/VizOpus/Latest Version/Demo package • Default Graphic Hub path: Vizrt/VizOpus/ControlScenes 9. Configure your graphics: Use the Viz Opus Graphics Scenes as templates. 10. Customize your Keyboard Shortcuts layout to execute the Viz Opus rundown.

4.6 To Upgrade Viz Opus From Previous Versions • It is advised to make a backup of the previously installed system before running the upgrade. • Viz Graphics Hub (GH) content. • Configuration files. See list. • In general, all SW packages can be upgraded using the bundle installer. • Running the Opus Configuration will change configuration files and overwrite the switcher scene in the Graphic Hub. It is recommended to create a backup before running Opus Configuration. • Previously customized features are now included in the switcher scene of this release in a standard way. Please verify in the switcher scene section that features that you use, and may have been manually added to the switcher scene by local support, are covered by the new official scene, before attempting to use new switcher scene.

 Info: Remember to always have a full and verified backup of all critical applications and data files before changing, upgrading or installing.

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5 Viz Opus Default Setup The essential components are available on the Windows desktop after installing the Viz Opus bundle and applying the Viz Opus configuration. They can be used to either launch or monitor the running state of the components.

5.1 Forensic And Opus Configuration Forensic can be started to report an incident when needed. The Opus Configuration tool can at any time be re-run e.g. to restore the Viz Opus default system configuration.

5.2 Showmaker, Media Sequencer, Media Service And Coder In order to use Showmaker the components Media Sequencer, Media Service and Coder have to run. These components run as services in the background and their running state can be checked. For Media Service and Coder status open the Media Service Monitor on the Windows taskbar.

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The Media Sequencer status can be viewed by running the Media Sequencer Launcher.

If these components are up and running Showmaker can be started from the desktop.

5.3 Viz Engine And Graphic Hub The Graphic Hub can be started automatically with the system or manually by the Graphic Hub Terminal when needed. See the Graphic Hub Administrator Guide to configure that behavior.

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When the Graphic Hub is running the Viz Engine can be started.

 Note: On a Viz Opus system, the Windows desktop link and the Windows start menu link of the Viz Engine is adjusted to start on the 2nd output channel (-u2) and without user interface (- x). Also, the Viz Config links are adjusted to apply to the 2nd output channel (-u2). If the Viz Engine is started in a different way (e.g. by script) it has to be assured to provide the same startup parameters.

5.4 Viz Opus, Audio Player And Mosart Server Components The Viz Mosart server components; AV Automation, Manus Administrator, Media Administrator and Graphics Interface can be started in arbitrary order. Their running state is required to launch the Viz Opus user interface or the Audio Player.

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5.5 Demo Rundown The Viz Opus configuration tool provides an option to deploy a demo rundown and its content on the system. This rundown serves as technical proof of concept of the basic functionality of the system. It provides stories with camera input, live input, audio, video and full-screen graphic items.

5.5.1 Import in Showmaker In order to be able to open the demo rundown in Viz Opus it has to be imported by Showmaker in a preliminary step. 1. Open Showmaker 2. Choose Rundown > Import from the main menu. 3. The file browser should open in the C:\Manus folder. Select the OpusDemoRundown.xml file and press OK. 4. Choose a name for the rundown as it should be visible in the Viz Opus user interface (defaults to OpusDemoRundown).

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5.5.2 Playout from Viz Opus Once the demo rundown has been imported in Showmaker it can be loaded into the Viz Opus user interface. 1. Open Viz Opus 2. Choose Rundowns > NCS active > OpusDemoRundown (the name of the rundown has been specified under the import step in Showmaker). 3. Start the rundown by pressing F12 and advance through it item by item by consecutively pressing F12.

As a result audio, video and graphic samples should be observable on the output SDI signal. Camera and live input signals should be shown as they are connected to the input of the machine. Audio faders on the physical Yamaha mixer should be moved according to the Viz Mosart templates in the rundown.

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6 Getting Started With Viz Opus This chapter outlines the stages that should be performed to get your Viz Opus system into production. The stages defined are detailed in other chapters of the Viz Opus Administrator Guide. Use these steps as a checklist when setting up the system.

 Info: Additional steps may be needed depending on the existing environment, and on the specific requirements from the system.

If the Viz Opus machine is already pre-installed, go to stage 4.

1. Getting system ready When setting up a new Viz Opus system, make sure that Windows automatic updates are turned off, as they can interrupt the system playout. The PC must comply with the hardware and software requirements in Viz Opus Requirements. Make sure that there is an available D drive on the system for clip storage (could also be a virtual drive).

2. Install and autoconfigure the Viz Opus software Use the Bundle Installer and Configuration tool described in Viz Opus Installation and Configuration.

3. Import the Demo content The final stage of the configuration tool, that is run when using the bundle installer, will offer to import the demo content. See the Viz Opus Default Setup chapter. Remember also to import the demo rundown though Showmaker as described in the above link.

4. Connect Video Cables Make sure the cabling is correct and that the Viz Engine license dongle is in place. Connect VideoIn (if relevant), Sync and VideoOut. If using a clean/dirty configuration, follow cabling described in Viz Opus Clean Feed chapter. If using a single instance setup, set up the main engine video in/out cables.

Viz Engine setup for Clean/Dirty feed setup:

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Matrox setup:

5. Configure Audio Connect Coax for audio between Opus/Yamaha. See Viz Mosart User Guide.

6. Start all Viz Opus software components

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7. Run the demo rundown to verify that the setup is correct See Viz Opus Default Setup chapter.

8. Connect to an existing Viz Pilot system See the Connecting to a Viz Pilot system chapter. Make sure the Viz Engine connects to the proper Graphic Hub database. Additional information on setting up Viz Mosart AVAutomation Graphics and Viz Mosart Overlay Graphics can be found in the Viz Mosart Adminstrator Guide.

9. Connect to an existing Newsroom Control System See the Connecting to Newsroom Systems chapter.

10. Connect to an existing MAM system: Viz One integration See the Viz One Integration chapter. For other MAM system setups, please see the Viz Mosart documentation on Media Administrator Properties Editor.

11. Optionally, set up a redundant Opus system Make a backup and configure filesync apps to keep the configuration files synchronized. See the Redundant Opus system setup chapter.

Additional information on customizing Viz Opus, and achieving various workflows, are described in Viz Opus Workflows. Please see the Troubleshooting and Known Issues for description of how to troubleshoot the Viz Opus if needed.

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7 Using Viz Opus This section contains the following topics

• Viz Opus User Interface • Additional Functions • Media Preview • Disabling Unused Video/clip Sources

7.1 Viz Opus User Interface

Viz Opus uses the Viz Mosart User Interface (identical to that used in a Viz Mosart setup). The user interface runs on the same PC as the Viz Engine (optionally it can be run on a different PC). The interface can easily be configured. Story elements such as cameras, clips, and graphics can be assigned to buttons, allowing easy and quick access. Story scripts from the NRCS are shown directly in the user interface, and Viz Opus operators can store clips and graphical elements in a pool ready for execution on request. A Quick Access Panel allows any element in the rundown to be executable at any time, in any story. A range of interface overviews can also be assigned to buttons, making the GUI a shot box for touch screens and adaptable for any TV production.

7.2 Additional Functions Although Viz Opus uses the Viz Mosart User Interface for most functions, some Viz Opus-specific features can be enabled, as follows:

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7.3 Media Preview

The Media Preview window is hosted by Viz Engine, and provides live preview of video and clip inputs. To use this feature, Multiview must be enabled in Viz Engine and the GUI needs to run on the same PC as the Viz Engine. Once enabled, open the Media Preview Window from the Main menu > View > Floating Windows > Preview window.

7.4 Disabling Unused Video/Clip Sources By default, the Media Preview window shows the video and clip sources from the Viz Engine. By disabling sources that are not used, only active sources will be visible in this window.

In the user.config file, navigate to PreviewUnusedVideoSources and PreviewUnusedClipSources, and type in the sources that should be disabled (1 based list, from 1 to n sources). For adding multiple values, the following separators are allowed: space, comma and semicolon.

 Note: This feature requires Viz Engine 3.8.1, or later.

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8 Viz Opus Workflows This chapter details certain workflow tasks and contains the following sections: • Running Opus GUI on a separate workstation • Connecting to a Viz Pilot system • Connecting to Newsroom Systems • Redundant Opus system setup • Viz Opus Clean Feed • Viz One Integration To follow these workflows the default bundle should be installed and the basic configuration should be applied.

8.1 Running Opus GUI On A Separate Workstation For a video tutorial on this topic, please go to: https://vimeo.com/260942760 There can be several reasons for remotely controlling an Opus system. This section will describe how to set up and control an Opus system from a separate machine.

8.1.1 Server setup • Make sure the Opus GUI and server are connected to the same network. • Make sure to have the IP address or the machine name of the server that will be controlled.

 Note:

This can be found by using the ipconfig command in the command prompt, or asking an IT administrator.

8.1.2 GUI setup • Install the Opus GUI application on the desired machine: • Set up a new connection: • From the top menu, go to Tools > General Settings. • Go to the Server section. • Set up a new connection by clicking Add. • Give the new connection a suitable name and enter the correct IP address for the server machine.

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• To be able to switch between different connections, go to User interface > General and select Show the connections menu.

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• Going back to the main window the two connections can now be found in the top menu under Connections() which allows you to switch between your connections.

• Observe that the server status on the lower left side of the user interface updates according to the selected connection:

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8.1.3 Synchronize keyboard shortcuts It is possible to synchronize the keyboard settings between the server and the GUI machine: • Go to Tools > Keyboard shortcuts > Keyboard shortcuts editor to set up your desired keyboard shortcuts on the server machine. • Click Save. • Go to Layout (Default) in the top menu of the Keyboard shortcuts window and click Export.

• Close the Keyboard shortcut editor window.

• Over to the GUI machine, import the keyboard shortcuts from the server machine by selecting Tools > Keyboard shortcuts > Import shortcuts from server.

8.2 Connecting To A Viz Pilot System For a video tutorial on this topic, please go to: https://vimeo.com/260941525

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Using either full-screen graphics or overlay graphics, Opus needs to be configured with a system providing the graphics, like for example Viz Pilot. This section explains how to connect the Opus system to an existing Pilot system, hence the Pilot system should already be installed. In addition, an NCS working with Pilot Edge should also be set up. Existing Pilot graphics or the demographics following the installation will be used in this guide.

8.2.1 Graphics in Viz Artist Graphics scenes are usually created by a scene designer in Viz Artist. As a prerequisite for this workflow, the graphics scenes that are going to be used must be available in Viz Artist. Here they will be imported from a saved archive into Viz Artist. To import your own archive in Viz Artist: • Click Import located at the top right toolbar. • Browse to the location of the archive ( .via ) from the folder structure. • Click Import Archive.

8.2.2 Importing graphics into the Pilot system After the graphics scenes are available in Viz Artist, they need to be imported into a graphics workflow in order to be exposed to the end users. The templates corresponding to the graphics imported into Viz Artist above can be imported from an .xml file that contains all the Pilot templates. The .xml based template files are generated when exporting the templates from Pilot. If you do not already have pre-made templates they have to be created in Template Wizard. To use the templates in Opus or Mosart they must support the overlay graphics classification of when to take and take out the graphics. For more information on how to create templates, please see the section about Template Wizard in the Viz Pilot User Guide. To import the templates in Pilot: • Open Director and click on Tools in the toolbar.

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• Click Import. • In the Pilot Importer dialog, browse to the .xml file that contains your Pilot templates.

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• Once imported, the templates are listed in the Templates tab in Director.

8.2.3 Configuration of Full-screen Graphics in Opus The full-screen graphics engines for the full-screen graphics are defined in the AVAutomation application in Viz Opus: • Click Devices and select Preferences.

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• Select the Graphics tab. The graphics engines are defined in the top part of the Graphics tab. To the bottom right under Miscellaneous is where the MOS playlist is found, which is the playlist Opus/Mosart use in Pilot. If the playlist does not already exist the user will be prompted with a question to create it. This section also contains settings about how the graphics are built. This is where the system gets information about if Concept Override has been used or how to handle Transition Logic elements.

8.2.4 Configuration of Overlay Graphics in Opus The settings for overlay graphics are found in the Mosart Graphics Interface application. This is where the connection to the lower third graphics are defined. Various graphics profiles in Mosart and e.g. their corresponding concepts in Viz Pilot are defined here. To define your lower third graphics: • Click Settings and Properties

The overlay graphics can be configured to be part of the clean feed or dirty feed by assigning the graphics destination to the Viz Engine running on port 6100 or 6800 respectively. This is done on the left side of the Overlay Graphics Configuration dialog below. Here, the configuration defines the overlay graphics to be part of the dirty feed of the Opus system by assigning the DSK destination to the Viz Engine running on port 6800. The DSK graphics destination is the default destination.

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On the right side of the dialog, it is possible to configure multiple graphics destinations. For Opus, it should be sufficient with one or two destinations to distinguish between graphics targeted for clean or dirty feed. Properties related to concept override and graphics profiles are defined by selecting the VIZRT MSE button.

For more information about the clean and dirty feed, please see the Viz Opus Clean Feed section.

8.2.5 Newsroom system Viz Pilot Edge can be used as a newsroom component in newsroom systems like for example iNEWS. To get Pilot Edge into iNEWS, the ShowEdge installer must be run, please see the Viz Pilot Edge documentation. For other newsroom systems that support HTML plugin applications simply use the URL to access Pilot Edge. Pilot Edge now contains the graphics that were imported into Pilot above. In the Pilot Edge interface embedded in the newsroom system (for iNEWS go to Tools, Plugins, and select Pilot Edge), select the desired graphic, fill it with content, save it and drag it into the rundown.

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Now the graphics are ready to be played out on air.

8.3 Connecting To Newsroom Systems The main Viz Opus user interface (UI) is not used to create rundowns. Instead, Viz Opus is used to execute or run a list of stories that make up a rundown. You can change, add or delete stories in a rundown, if required, but the actual rundown is always planned and created in another system. The master, so to speak, is always the system used to create rundowns while Opus is used to run or execute the show. Traditionally, in a broadcast environment, the rundown with stories are created by journalists using a Newsroom System, commonly referred to as an NRCS (NewsRoom Control System) or NCS. There are many such systems from various vendors and Viz Opus can connect and interface with most major vendors. Examples include iNEWS, ENPS, Dalet and more. Most NRCS are quite large and complex systems that have many functions and capabilities in addition to the core task of creating rundowns. If you don't have, or don't need, all the functionality in an NRCS you can use the Showmaker application that is part of the Viz Opus solution to create rundowns. Showmaker is targeted for one task: to create rundowns in a simple and efficient manner.

8.3.1 Connecting the newsroom system to Opus Manus Administrator is used to connect the NRCS and the Viz Opus server backend.

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There are two versions of the Manus Administrator. The specific one to use depends on your newsroom system in use:

• MMConsoleAdmin_2007.exe For iNEWS (with ftp) workflow, and for Showmaker (for showmaker append -MSE hostname) • MMConsoleAdmin_MOS.exe For newsroom systems with MOS workflow. Basically all systems except iNEWS with ftp workflow, including iNEWS with MOS workflow. Only one Manus Administrator can be active at any given time. The remainder of this chapter will describe how to connect Viz Opus to various newsroom systems. • Using iNEWS as a Newsroom System • Using MOS-based Newsroom Systems • Using Showmaker as a Newsroom System

8.3.2 Using iNEWS as a Newsroom System For a video tutorial on this topic, please go to: https://vimeo.com/260939255 Avid's iNEWS can use the ftp protocol to deliver MOS-based rundowns to Viz Opus. In order to use iNEWS with ftp transfer make sure to: • Upon Opus server start: Execute and keep running the Manus Administrator MMConsoleAdmin_2007.exe console application. This application is responsible for connecting to iNEWS and feeding data to the Opus server backend. MMConsoleAdmin_2007.exe will normally be installed to and started from C:\Program Files (x86)\Mosart Medialab\Mosart Server\MMConsoleAdmin_2007.exe • Enter the command settings in the Manus Admin console window to open the settings dialog. Make sure to provide minimum the iNEWS user/password and server address (hostname or ip-address). See the illustrative screenshot below. These details are site- specific and you can get them from your site administrator. You only have to do this once (or change if server details change). The next time you start MMConsoleAdmin_2007.exe the previously configured settings will be read from storage and used.

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 Info: After changing the settings, restart the Manus Administrator application.

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 Info: for FTP workflow of iNews, use MMConsoleAdmin_2007.exe for MOS workflow of iNews, use MMConsoleAdmin_MOS.exe

8.3.3 Using MOS-based Newsroom Systems For a video tutorial on this topic, please go to: https://vimeo.com/260938634 MOS-based newsroom systems can use a direct network connection to deliver rundowns to Viz Opus. Examples of such systems include ENPS, Octopus, Dalet News, Annova’s OpenMedia, and NorCom. In order to use a MOS-based NRCS with Viz Opus make sure to: • Upon Opus server start: Execute and keep running the Manus Administrator MMConsoleAdmin_MOS.exe console application. This application is responsible for connecting to and feeding data to the Opus server backend. MMConsoleAdmin_MOS.exe will normally be installed to and started from C: \Program Files (x86)\Mosart Medialab\Mosart Server\MMConsoleAdmin_MOS.exe • Enter the command settings in the Manus Admin console window to open the settings dialog. Open the NCS section in the configuration dialog and insert the NCS type and other required information. See the illustrative screenshot below. These details are site-specific and you can get them from your site administrator. You only have to do this once (or change if server details change). The next time you start MMConsoleAdmin_MOS.exe the previously configured settings will be read from storage and used. In the screenshot below we are using AP's ENPS as an example. Before you start you should collect the required ENPS server details from your ENPS server administrator.

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For ENPS you will need to specify minimum: • NCS-type ENPS (select from drop-down menu by clicking the item-line, see screenshot above) • Servername (hostname or ip-address) • NCS-Id - a unique Id created by the ENPS server administrator. • MosId - a unique Id created by the ENPS server administrator.

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 Info: After changing the settings, restart the Manus Administrator application.

 Info: for MOS-based NRCS, use MMConsoleAdmin_MOS.exe

8.3.4 Using Showmaker as a Newsroom System In this case Showmaker will be used to create rundows and these rundows, or collection of stories, will automatically be available in the Opus UI for playout. Shomaker is a Windows application that normally runs on the main Opus server, but it can run on another PC as long as you have network connectivity to the central Media Sequencer (MSE) that is used by the Opus system. This chapter will give a quick introduction to installing and configuring Showmaker. For more details consult the separate Showmaker and Media Sequencer documentation.

This section provides more information about:

• Prerequisite Media Sequencer • Connecting Showmaker to the Media Sequencer

Prerequisite Media Sequencer Showmaker uses the Media Sequencer (MSE) as a near real-time back-end datastore. All rundowns and most configuration settings are stored in the Media Sequencer. The Media Sequencer is a framework for defining and executing media elements. Normally the MSE will run on the main Opus server, but if you have an existing MSE server you could instruct Showmaker to use that existing server.

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The MSE is installed and set to autostart upon Windows start as part of the Opus bundle installer and requires no extra configuration, so normally there are no installations required. If, for some reason, you need to re-install the MSE follow these steps: 1. Download the required MSE with ftp from download.vizrt.com using your customer credentials. Normally grab the latest version from the directory ftp://ftp.vizrt.com/products/ VizMediaSequencer/LatestVersion/ 2. Install the MSE using the downloaded .msi, for example MediaSequencer- x64-4.0.1.16594.msi and double-click the installer to start the installation. Follow the on- screen instructions, normally this is a simple next-next-finish operation where defaults are fine as they are. Note that the MSE is only shipped as a 64-bit program and hence requires a 64-bit operating system to run. 3. At the end of the installation make sure that the MSE is running and that it is configured to start upon server restart as illustrated in the picture below. If not, start the MSE and tick the Launch on system startup toggle.

• After installation, you can read the complete MSE documentation by browsing to http:// localhost:8580 on the MSE host. • You now have a running Media Sequencer. • If you would like to confirm the running status from the command line you could use curl or do something like this in Powershell:

PS C:\Users\bva.VIZRTINT> Invoke-WebRequest -Uri http://localhost:8580

StatusCode : 200 StatusDescription : OK

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Connecting Showmaker to the Media Sequencer Upon installation, Showmaker will ask which Media Sequencer to connect to. Normally this will be localhost and is pre-configured.

If you, for some reason, later need to switch to another MSE, select Edit > Settings > Media Sequencer Host in the main Showmaker menu and edit the hostname as required. On the bottom left of the Showmaker screen, there are icons showing the status of connected services. Green is status OK, Red or Orange indicates that corrective measures are needed as illustrated in the picture below:

You are now ready to use Showmaker to create rundowns.

 Info: For using Showmaker MMConsoleAdmin_2007.exe should be launched with -MSE {hostname} flag

8.4 Redundant Opus System Setup Traditional hot-swap or main/backup is not possible in Viz Opus, so in order to have a backup feature, it is required to set up Opus system(s) with the same settings as the "main" Opus system. There are two ways of doing this, but it is recommended to use the first option:

• Setting up Vis Opus backup system (recommended) • Setting up Viz Opus backup system using configuration files

8.4.1 Setting up Vis Opus backup system (recommended) • Set up the machines using the Configuration tool which provides a default Opus setup. • Do the customer-specific setup for the Opus system. This can include creating another graphics setup, set up an integration towards a newsroom system etc. • Manually perform the same setup on each machine.

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• Alternatively, there is an option to set up one Opus system on a machine and afterwards manually copy all of the configuration files that have been changed over to another machine. However, this is a time consuming and cumbersome workflow and thus not recommended. To still use this workflow, follow the description in the next section - Setting up Viz Opus backup system using configuration files. • A common router needs to be configured on both main & backup AVA.

8.4.2 Setting up Viz Opus backup system using configuration files • Set up a machine with the desired Opus system and its settings. • Manually copy all the edited configuration files and place them on another machine. • It is important to place these configuration files in the correct folders. See the list of the files that are affected by the default Opus setup and their respective paths to correct folders below - Relevant configuration files for backup.

 Note:

Remember that the files listed below are only the ones affected by a default Opus setup. Other files may also be affected if manual changes are performed on the system.

The Forensic tool can be used to backup Opus configuration files and logs. Launch the Forensic tool and make a Backup current configuration file. Forensic selects specific files including the configuration files which can be used to backup the Opus machine. It only picks out Opus/Mosart specific configuration files which means that configuration files for the other applications (Viz Engine, Showmaker, Media Service etc.) must be backed up manually.

Configuring AVAutomation for Opus backup • Create two DirectTake templates for switching the switcher on both main and backup system to the correct crosspoint for each. • Then type in the DirectTake on both main and backup. To do this: • Open the AVAutomation application. • Under Devices select Preferences. • The Mosart Device Properties panel opens. • Go to the General tab. • Under Directtakes fill in the Directtake On Become Active. • Use the same value for Directtake On Reload.

• The client GUI (on the main or on a 3rd machine) must be configured to use the Opus backup as the backup server. If the user switches in the client GUI to the Opus it will tell the switcher to change to its crosspoint, i.e. setting the backup signal to air.

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• The backup could have its own GUI but this should not be running (being open). If the GUI is open it would take the backup server out of idle mode and thus to air. The Opus backup GUI should only have localhost (backup pc) configured as main and only used in emergency situations where the main Opus gets disconnected\becomes unavailable. • To set up an internal preview workflow and get a more seamless switching, please contact Professional Services. • To set up mirrored functionality for two Opus systems running in parallel, please contact Professional Services.

Relevant configuration files for backup Place/replace the following files in the following locations: The files are the ones that are affected by a default Opus setup. Note that other files may be affected depending on additional manual changes performed on the system.

• Viz Opus (the files in this section can be retrieved using the Forensic tool): • Folder c:\channeltemplates Files avconfig.xml channeltemplates.xml keyboard_shortcuts.xml VizEngineSwitcherConfig.xml VizrtUserMacros.xml

• Folder c:\ProgramData\Mosart Medialab\ConfigurationFiles Files ClipServerVizEngine.xml graphic_settings.xml VSettings.xml

• Folder c:\manus Files OpusDemoRundown.xml

• Folder %localappdata%\vizrt\.exe_Url_\

Files user.config

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• Viz Engine

• Folder %ProgramData%\Vizrt\viz3\ Files -1-0.cfg -3-0.cfg opus_config.cfg

• Media Service

• Folder %ProgramData%\vizrt\Media Service Files config.json

• Graphic Hub

• Folder (in GH) \Vizrt\VizOpus\ControlScenes Files opus.via • Folder \Vizrt\VizOpus\scenes

Files OpusDefaultGraphicScenes.via

• Video clips/files

• Folder .mxf Files D:\Clips

• Yamaha configuration file • Files OpusYamaha.YSM

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8.5 Viz Opus Clean Feed Viz Opus is by default set up to only show a combined dirty feed output. The clean feed configuration needs to be set up manually.

 Clean and dirty feed • A video signal that does not have any graphics or effects embedded is called a clean feed. • A video signal that has graphics or effects enabled is called a dirty feed.

Configuring clean feed for an Opus system is achieved by running two Viz Engine instances on the Viz Opus server; one that produces the clean feed signal, and one that produces the dirty feed signal. For this, the clean feed signal is routed back into Viz Opus through the Matrox video card using one of the video inputs. All overlay graphics and transition effects are then added on the clean feed signal, producing the dirty feed, which in turn is sent out on two program out channels. The clean signal is routed to the engine using the zero-frame delay of the input, preventing any additional delay to the final program signal. This setup will use one program output on the clean feed and one video input on the dirty feed.

 Info: Clean and Dirty feed are rendered by 2 instances running on the same GPU which means that resources are shared. Creating a heavy load on one instance might affect the performance of the second one.

8.5.1 Definition within Opus The clean feed will provide the following • Fullscreen Video live sources • Fullscreen clip sources • Fullscreen GFX elements • Butterfly effects (PiP effects) The dirty feed adds overlay graphics on top of the clean feed output.

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Clean Feed Engine Dirty Feed Engine

Front Layer Transition Effects Overlay scenes

Main Layer Fullscreen GFX Overlay scenes

Back Layer Switcher Scene

Example showing the output of clean and dirty feed.

 Info: Overlay elements which contain live or clip sources should be handled within the clean feed since the two engine instances cannot share the same live sources. Having live sources active on both instances might affect the overall perfomance of the system.

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 Info: Templates marked with “DSK” tag are played on port 6800 and will be part of the Dirty Feed. Templates marked with “FULL” tag are played on port 6100 and will be part of the Clean Feed.

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8.5.2 Hardware Configuration The current clean feed solution needs a hardware wiring using a short SDI cable from the SDI OUT D (pin 8 on the X.mio3) to SDI IN A (Pin 1). Opus 1.3.0 is using the "Zero Frame Delay" option within Engine 3.9.1. This will provide a direct signal copy from Input A to Output A without introducing an additional delay. Therefore there is no need to load a keyer scene to the dirty feed engine anymore. Matrox Pin Out for Opus 1.3 clean and dirty feed setup (Zero Frame delay):

Routing of video signal on the Matrox board.

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8.5.3 Software Configuration Configure the Viz Engine as per dual channel mode: 1. Install Viz Artist and select Dual Channel mode. Dual Channel installs and adds these icons to the desktop:

2. replace the default configuration files with the ones provided on the FTP. Rename them properly according to the computers name. • files can be found in the folder /Product/VizOpus/Additional Files/ • Engine 1 - clean feed -> -1-0.cfg • Engine 2 - dirty feed -> -3-0.cfg

Modifying the dual channel shortcuts For Media Preview to work in Opus the clean feed instance needs to run in console mode (no VizArtist).

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Configure the desktop shortcuts properly by adding parameters: • -x (no UI, mandatory) • -u2 or u4 depending on the graphics board used, • -u2 points to the first engine on the second GPU (P6000) • -u4 points to the second engine on the second GPU

• -n for engine mode • -c config mode • -u2 or -u4 for config shortcut of engine 1 or 2

Port configuration Make sure that the ports are set correctly. This should be set when using the • Clean feed runs on port 6100 • Dirty feed runs on port 6800

Setting correct output format Please note that the video format needs to be changed for those config files manually. The default is set to 1080i50.

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Changing the format can be done easily by loading the correct configuration profiles: 1. Start the configuration tool for the clean feed engine 2. click on "Load ..." and choose "Installed Profile" • browse to C:\Program Files\vizrt\Viz3\Configuration Profiles and choose the correct option

• video-resolution-1080i50-audio-xmio3.cfg • video-resolution-1080i60-audio-xmio3.cfg • video-resolution-720p50-audio-xmio3.cfg

• video-resolution-720p60-audio-xmio3.cfg

3. Save configuration and close the tool 4. Start the configuration tool for the dirty feed engine and repeat steps 2-3.

Set up Overlay graphics configuration The Overlay Graphics applications configuration needs to be adjusted in order to send Overlay scenes to the dirty feed on Port 6800 instead of the default port 6100.

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Restart the applications so that changes are saved.

Clean Feed Engine Configuration The above description should be used to set the system for clean/dirty feed using the official sample files. A detailed description on how to set up the clean feed engine from scratch can be found in the Clean Feed chapter of the deployment guide.

Dirty Feed Engine Configuration The above description should be used to set the system for clean/dirty feed using the official sample files. A detailed description on how to set up the dirty feed engine from scratch can be found in the Clean Feed chapter of the deployment guide.

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8.6 Viz One Integration This section presents how to connect a Viz Automation system/Opus to a Viz One. Viz One in this integration performs simply as a 'clip store' to Opus. This means that it presents itself as a fully- searchable archive of video assets (video clips, films, images and anything that has been archived) for the Opus user. There is some initial, one-off setup to do on the Viz One side that will require Administrator credentials when logging-in to Viz One. You log-in to Viz One (a server) by entering its address in a standard web browser. Then navigate to the Viz One Administration Console (only displayed to Admins) and tell Viz One about the Viz engine that Opus is using. When the handshake between the two is established, the two systems are connected. There are a couple of utilities that needs to be added; (1) fsmon, a file system monitorer and (2) mediaftp, a pseudo ftp connector that can handle 'growing files' (files that are getting bigger as they arrive in Viz One from, say, a stream). Beware that these utilities may still have legacy naming (ardfsmon, ardftp respectively). This is described in the Viz One Administrators Guide, in the section "Configure a Viz Engine as a Video Server", and summarized below.

On the Viz One Side: Create server handle (called publishing point on the Opus side) that points to the Opus workstation file share. • Log-in to Viz One by entering its address in a web browser. Logging-in to Viz One requires Administrator credentials. • From the Administration panel, navigate to Video Servers under SERVICES. • Add a server by selecting Add and Viz Engine.

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• Server Handle is the name of the publishing point. • Verify the state of the server via Servers under SETTINGS. • The Server Handle name can be changed in the same location.

On the Viz Engine Side: Ensure that the fsmon and mediaftp services are configured and running in order for clips to migrate from Viz One to Opus. • In Artist, go to the Viz Configuration by clicking the Config button from the top right toolbar. • In the Viz One tab, enter the host name for Opus (as it is configured in Viz One) and the message queue on Viz One. • Click Install.

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For more information see the Viz Engine Administrator's Guide.

On the Media Administrator Side in Opus: Ensure that the connection string for Viz One is configured correctly (see Viz Mosart documentation Video Server and MAM Connection Strings) : Name=VizEngine;Type=VizOne;Server=localhost;Port=21099;UserName=admin;Password=admin;Publ ishingPoints=MEDIASERVICE;Config=ClipServerVizEngine.xml

• Verify Viz One connectivity (servername,user+password) • Verify publishing_point name • Verify AutoTransfer = true

Testing the integration: • Search for the clips in the asset window that is in the Viz One. • Add a clip to a story. • Adding a clip will trigger a transfer in Viz One. The transfer can be monitored from the Viz One studio transfer page. • After a successful transfer, you should see the clip added to your story and be ready to take.

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9 Viz Opus Graphics Scenes Viz Engine is used in Viz Opus to display graphics, as well as combine live videos, clips and transition effects between them. In order to use these assets within the production, it makes sense to understand the logic and structure of the Viz scenes. This chapter will outline the various scenes that can be used with Viz Opus. It will also differentiate between scenes that are built-in with the system, scenes that come as sample graphics, and scenes that may be created or edited by the user. This section contains the following topics: • Introduction to Opus Scene Structure • Viz Opus Static System Scenes • Switcher Scene

• Building Scenes for Viz Opus • Digital Video Effects (DVE) Scenes • Transition Effects Scenes • Full-Screen Graphics • Overlay Graphics

9.1 Introduction To Opus Scene Structure Any design package for Viz Opus must be able to run on one Viz Engine. That means that all clip playout, live streams, butterfly video effect and overlay graphics must fit into the three layers in Viz Engine in a certain manner. It is advisable that the way it is done in the default scene set is followed. The scenes are set up as follows: • Back layer: The back layer contains the Switcher Scene, provided by Vizrt. This scene switches between full-screen sources for clips, live videos, and streams. • Middle layer: The middle layer runs all regular graphics like lower thirds, banners, fullscreen bullets and butterfly graphics and so forth.

 Note: The middle layer is the only layer where your customized graphics can be added.

• Front layer: The front layer is used for the Transition Effects Scenes and is controlled by the back layer.

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9.1.1 Back layer The back layer will hold the built-in Switcher scene.

9.1.2 Middle layer Once graphics are used, the middle layer is filled with the graphics, including potentially their content. Graphics may include: • Overlay Graphics • Full-Screen Graphics Each of the above may be: • transition logic scenes OR non-transition logics scenes • Only Graphics OR Graphics with Media aka Digital Video Effects (DVE) Scenes • Pages filled in Pilot/Trio and inserted into the rundown in a newsroom system OR static graphics with no content entered All graphics - full-screens, lower thirds, clocks and logos, live flags etc need to run together on the middle layer and must, therefore, be structured in Z space correctly. When designing your graphics, either base them on the Viz Opus Sample Graphics or create/use your own. When creating your own graphics, you will need to add some special scripts to video windows like the ones you find in the full-screen layer for butterflies. These scripts can be copied from the default scene of the Viz Opus Static System Scenes and applied to your own set (these scripts work in conjunction with the switcher scene in the back layer and video switching in the middle layer).

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For more details regarding designing graphics to be used by Viz Opus, see Building Scenes for Viz Opus.

9.1.3 Front layer The front layer will display the Effects scene during a transition. Effects may include any type of graphics, but will also include a placeholder for the actual sources to be transitioned. Some guidelines should be followed when designing the Transition Effects Scenes.

9.1.4 Composition of the layers The Switcher scene always remains in the back layer and is responsible for displaying and switching sources within Viz Engine. When there are graphics being displayed in the middle layer, these will be displayed in front ( i.e over) the back layer in Z space. This means that if these graphics are lower thirds, OTS (Over The Shoulder), Clock, etc, the video sources will be displayed behind them. If the graphics are full- screen graphics, they will obscure the back layer and will cover the entire viewport. The front layer will have graphics ONLY during the transition effects.

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9.1.5 Using Media Sources (Video-In, Clips, Live, Streams) Various numbers of media sources can be used in Opus. The exact number depends on the hardware used, and the specific setup. The default hardware provided with Opus has 8 inputs. Clips & Streams may be used depending on the specific setup. Sources, i.e Video-In, Clips, Live, Streams, may be used in various ways in Opus: • By default, they will be displayed as full-screen within the Switcher scene (i.e the back layer). This layer is visible when no graphics are displayed, or when graphics have key. • Sources may show in the middle layer when overlay/fullscreen graphics are displayed (e.g Butterfly). • Sources are shown in the front layer during wipes (transition effects).

9.2 Viz Opus Static System Scenes This section contains the following topics • Switcher Scene • Switcher scene - configuration file

A specific set of Viz Artist scenes is needed in order for the Viz Opus setup to work properly. There is usually no need to modify these scenes.

All scenes are imported from the opus.via archive.

Default Graphic Hub path: Vizrt/VizOpus/ControlScenes The Switcher Scene sends cross-point information to the Digital Video Effects (DVE) Scenes, and receives background transition timing from the Transition Effects Scenes. There is full support for Transition Logic.

 Note: For more information on the graphics scenes, which can be modified according to the specific show settings, see Viz Opus Graphics Scenes.

9.2.1 Switcher Scene The Switcher scene runs in the back layer and provides video switcher capabilities. Viz Opus communicates with this scene to set cross points and run dissolve effects.

The scene is provided by Vizrt in the opus.via archive, and is located on the Graphic Hub: Vizrt/ VizOpus/ControlScenes/switcher. This section contains information about the following topics:

• Architecture • Configuration File

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• Functionality • Sources • Video Mode • Controlling resources • Hard cuts • Soft cuts/cross dissolve • Transition effects • GPO triggering • Internal Audio • Playing multiple audio tracks within clips • External Preview • Program Mirror • Chroma Key • Debugging • Script UI • Changes done

Architecture The scene contains 8 live video sources, 4 clip channel sources and 1 stream source either mapped as texture to a rectangle or directly via fullscreen DVE in the scene. Depending on which source gets chosen via the Opus UI the corresponding source within the switcher scene gets animated from Alpha 0.0 to 100.0 while all other sources get fades to 0.0. Certain director animations are used to fade or cut between the various sources.

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A script within the scene control the various states of the certain sources and executes the control commands coming from Viz Opus. It also takes care of handling the control effect scenes loaded into the front layer.

 Warning! The architecture of the scene must not be changed. Modifying the scene will lead to unpredictable behavior and is not supported in any way. The scene script must not be modified to guarantee the product's stability and described workflow.

Configuration File In order to prevent the switcher scene from being edited or deleted, a write lock will be set. Changes within the script UI will not have any permanent effect on the scenes behavior since they cannot be saved. Changing or configuring the scenes behavior is done via a separate config file opus_config.cfg located in C:\Program Files\Vizrt\Viz3\ and requires a full reload if the scene is already on air.

Functionality The Viz Opus switcher scene supports various functionalities which, in some cases, need to be configured via the configuration file separately.

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Sources Per design, the switcher scene will only show one source at a time on the output. Depending on the configuration this can either be: • one of 8 live sources connected to the Matrox video board • a clip • a live stream which source needs to be defined in the Viz Engine Configuration Clip playback is done in an A-B Mode, which means that a second clip will be preloaded while the other one is still playing. Common clip pairs are usually Clip 1 and 2 or Clip 3 and 4, which is defined in the AV Automation configuration. Sources which are not needed for playout should be disabled in the Viz Engine configuration in order to improve performance.

Video Mode Video sources can either be texture or DVE based. Depending if sources need to be used in other scenes in the layers above at the same time the correct setup needs to be defined. While DVE will provide the better rendering performance and therefore leaves more resources for other tasks, texture based sources will allow the usage of the same source on multiple scenes (layers) at the same time and provide more flexibility when it comes to scene design.

The video mode has to be defined within the opus_config.cfg. • TEXTUREDVE

Controlling resources In order to save as many resources as possible, starting with Viz Opus 1.3, the switcher scene will automatically deactivate sources which haven't been used for a while. This avoids having all the inputs active all the time which does lead to decreasing the overall performance of the engine. The scripts define how many inputs that can be active at the same time and will activate those which will be needed soon, and disable those who are not used. The maximum number of active inputs can be defined in the configuration file. To avoid performance issues the maximum number of active DVE inputs should never be higher than 6. For texture based sources it can be set to up to 8. • 6

Hard cuts Switching between 2 fullscreen video sources is supported without any further configuration. The scene will change the video sources alpha attributes within 1 field which will end in a hard cut.

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Soft cuts/cross dissolve The transparency of a video source can be timed within the Opus UI, which makes it possible to create soft cuts or dissolve between 2 sources. The length of such a fade is defined in the Viz Opus rundown.

Transition effects Custom made effect scenes can be used to cover a switch between 2 sources. Therefore the switcher scene will automatically load a chosen effect scene into the front layer which will then trigger the switch at a defined point in its scene animation. Preloading those scenes is essential which will be done by the switcher script automatically. The amount of effects scenes needed to be preloaded needs to be defined in the configuration file. The maximum amount is set to 99, having a high number of effects scenes will also result in having longer preloading times. • 12

GPO triggering The switcher scene supports sending a GPO during a fullscreen switch. Therefore a GPI/O board needs to be installed within the Viz Engine. The pin for the first source (Live 1) needs to be defined in the configuration file. GPO bits follow the order starting from Live 1 to 8, CliP 1 to 4 and Stream input. GPO triggering is only supported for switches within the switcher scene itself. Any use of video sources in another layer does not get recognized and a "high" will stay on the currently active video source within the back layer. • 01

Internal Audio If audio needs to be handled internally due to the absence of an audio mixer, the switcher scene can handle audio cuts and crossfades between audio sources as well. Depending on the configuration the audio can follow the currently used video source or can be controlled via AV Automation manually. Internal audio handling is not the default behavior and needs to be activated via the opus_config.cfg file. • 11

Playing multiple audio tracks within clips The engine typically reads all the available audio tracks within a single clip. If it is needed to mute certain audio tracks, this can be configured in the .cfg file. The maximum number of trackings for one clip is defined with 16. The number defines which track will be set to active, starting with the first one (Track 1). Multiple tracks can be activated by using a comma (",") as separator. The default is set to track 1 and 2. • 1,2

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External Preview The switcher scene can forward any incoming preview commands directly to another engine for creating a separate preview channel. The second engine needs to have the switcher scene loaded which gets configured to set incoming preview commands to program. This feature needs to be activated via the configuration file. • 1Hostname6100

Program Mirror Similar to the external preview feature, the switcher scene can forward its program commands to another switcher scene on a separate instance in the network. The result will be having the same output on 2 different engines at the same time. Like the external preview, this feature needs to be activated specifically. • 1Hostname6100

Chroma Key If there is a need to have a chroma key on a live or clip source, the chroma option on a specific input can be turned on to be controlled via an external application for color picking. The input name needs to be set in the config file and a valid license for Chroma FX is needed on the engines dongle. While there is no limitation on the amount of sources to be chroma keyed, this option must only be turned on on sources that definitely need this feature. Having it activated on multiple sources will decrease the engine's performance due to the need for image processing.

Debugging In case of experiencing issues with the switcher scene, it can be set to debugging mode which will print advanced information on every switch to the console. This information can be essential for finding the cause of the issue and a proper solution. • 1

Script UI The script provides a simple user interface for temporary debugging. Please note that changing those settings will not have any permanent effect on the scenes behaviour since all settings are being set by the external config file.

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 Warning: Productive tests should only be done via the original workflow through a valid Opus rundown since the scene script might behave differently on certain functions when not being in OnAir mode. Transition effects, for example, cannot be triggered in Artist mode. Using the scripts UI for testing, debugging should only be done after consulting the local support.

 Note: The switcher scene for Opus 1.3 is based on the original distributed scene for Opus 1.2 with added functionality and improvements. The scene works with the current Opus commands, no changes in the API are needed.

Changes done • Fixed the scene regarding DVE usage of LIVE 4 • Cleaned up scene tree, removed unneeded containers • Created config file for external adjustments of settings • Added new features: • GPO triggering for tally lights • Audio mixing capabilities for embedded signals • Dynamic deactivating of unused sources • Deactivating of unused audio tracks within clips • External preview • External program

• Scene will be file locked, no changes allowed anymore inside the script • Various other changes to increase efficiency inside the script

Switcher scene - configuration file

The configuration file opus_config.cfg will be located in C:/ProgramData/Vizrt/Viz3/ along with the engines config file. The switcher scenes script will load this file on startup and sets its attributes accordingly.

Current configuration settings 6 • amount of source inputs active at the same time • the script is storing the currently used source in a list, if a source has not been used within the last X switches, it will get deactivated. This is done to improve performance when a lot of sources are used.

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35 • time the crossfade between sources should take

4 • amount of active audio tracks within clips • the volume of any other existing audio track within the clip will be set to 0

TEXTURE • TEXTURE or DVE sources • this will configure the video sources as either DVE or TEXTURE. A routine will move the sources automatically

1 • audio is mixed internally • requires sdi embedded audio signals

0 • control internal audio on main layer scenes

1 • audio follows video • if set to 1 the audio will behave in the same way the video does, if the video source is not switched on program, the audio gets turned to 0% • if set to 0 all live sources are set to 100% (old behavior, for external mixing purposes only)

2 • audio fade in time • defines how long the fading animation will be

6 • audio fade out time • defines how long the fading animation will be

0 • activating GPO commands for tally lights (hardcuts within switcher scene only) • make sure that "EnableGPI" is set to 1 in Viz Engines configuration file.

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1 • first GPO bit • defines on what Pin on the board LIVE1 is defined. All other sources follow.

12 • amount of effect scenes for preloading • scenes called effect_x will be loaded into memory for immediate playout in the front layer

6100 • port number of local transition engine (for dual instance setup with clean or dirty channel)

0 • clip gets set to program as soon as it is loaded

0 • clip gets set to program as soon as a play command is send

0 • live switching enabled (all textures sources are set to active) • this will deactivate the automatic source deactivation in TEXTURE mode

• turning on chroma key on inputs

0 • activating external preview

localhost • external preview hostname

6100 • external preview port

0 • activating external program mirror

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localhost • external program mirror hostname

6100 • external program mirror port

0 • show commands in console window

9.3 Building Scenes For Viz Opus This chapter will highlight the main guidelines when building scenes to be used with Viz Opus. Some types of graphics require specific scene-design or scripts to be used, while others are designed using the same guidelines as for any other Vizrt application. When designing scenes for Viz Opus, the following points should be kept in mind: • All graphics should be rendered in the Middle layer - Z space should be considered • All graphics are rendered by a single viz instance - performance should be monitored.

This chapter has the following sections: • Digital Video Effects (DVE) Scenes • Transition Effects Scenes • Full-Screen Graphics • Overlay Graphics

9.3.1 Digital Video Effects (DVE) Scenes Digital Video Effects Scenes or DVE scenes are graphic scenes that contain placeholders for media. During production, these placeholders will be filled with an actual source that is selected in Viz Opus. Below are a butterfly and 2Box example of DVE scenes:

The DVE scenes should run in the middle layer. They can be part of the Transition Logic scenes. A sample 2Box scene is provided by Vizrt in the default configuration (scene name is Liveboxes).

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Additional samples can be found which are located on the Graphic Hub: Vizrt/VizOpus/Concepts/ concept=ConceptX Each “box” has to be called windowX (where X is a number) together with a specific script. The script can be copied from the provided Liveboxes scene (see containers window1, window2).

Designing DVE scenes The following guidelines should be followed when designing a scene that should hold media content (DVE scene): • Put script FollowVideoSource on Window containers (in Default scene) • Window containers MUST be called windowX e.g Window1, Window2 • Switcher scene will update windowX source via shared memory

 Note: Within DVE scenes, transition effects are not supported inside the windows. Switching from one source to another is always a CUT when source switching is done live

 Note: When using DVE scenes, the sources within the media objects, may change when the next line in the rundown containing the same logic name is used and taken to Preview. Make sure to use A/B type switching when wishing to use back-2-back DVE effects. E,g - if both rundown items use window1, the media source that is NEXT may affect the CURRENT.

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 Note: TL elements using the same window number (ie, an OTS uses window4 for clip playback and the lower 3rd video bug uses window4 as well, both windows will display the same content regardless of scene tree structure

Configuring DVE Effects in Opus DVE-based graphics are configured and taken to air with the AV Automation module, similar to other full-screen graphics. See Mosart user guide.

9.3.2 Transition Effects Scenes The Transition Effects Scenes run in the front layer and are used for video effects. The scenes run as soon as they are called and each scene contains an element, which at some point covers the whole screen. The front layer is remotely controlled by the Switcher Scene in the back layer.

The effects scenes are provided by Vizrt in the opus.via archive and are located on the Graphic Hub: Vizrt/VizOpus/ControlScenes/effect_90, effect_91, effect_92.

To create a new effect, you may copy one of the sample effects and name it effect_X (where X is a number between 1 and 99). Remember also to configure the effects in AVAutomation. The scene must contain the script EffectTriggerAutoTrans.txt a sample of this script can be found in \VizArtistFiles\Viz Artist scenescripts\EffectTriggerAutoTrans.txt When designing an effect scene, the following guidelines should be followed: • Scenes must be called effect_X and be placed in folder Vizrt/VizOpus/ControlScenes. • Start with full screen on first source, end with full screen on the 2nd source. In between - anything can be done. • Place an animation keyframe in stage with triggering autotransback to signal where in the timeline the sources will be switched.

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 Note: Within the effects scene, no graphics/texts editing is possible - i.e no entry of content is possible

Configuring Transition Effects in Opus Transition Effects are configured in the AV Automation module. See Mosart user guide. The effects are called by AVAutomation by its number, e.g. effect_1 will be recalled by EMEM 1 in AVAutomation.

9.3.3 Full-Screen Graphics Full-screen graphics, as the name implies, are graphics that cover the whole render output of Viz. As such, they are not placed as overlays on top of other media such as clips, live or video. Full-screen graphics may have various content - they can contain just graphics, or graphics combined with media sources (such as 2box, 3box etc..). These graphics can be static graphics from the Viz database or filled with content from the newsroom system or other Viz content tools such as Pilot or Trio. Below are some examples of Full-screen graphics:

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 Note: All full-screen graphics and overlay graphics will be rendered in the Middle layer of Viz, and should be designed accordingly

Configuring Full-Screen Graphics in Opus Full-screen graphics are configured and taken to air with the AV Automation module. See Mosart user guide. The Full-screen graphics use port 6100 (first Viz Engine).

 Note: Handler name in AVAutomation and Overlay Graphics must not be identical as they will overwrite the already created handler in Media Sequencer.

9.3.4 Overlay Graphics Overlay graphics, as the name implies, are graphics that are overlaid on top of other layers. Beneath these graphics are usually media sources that are part of the back layer, and displayed with the Switcher scene. Overlay graphics may have various content - they can contain only graphics (such as a logo), or various types of titles, lower thirds, etc - anything that does not cover the entire Viz viewport. These graphics can be static graphics from the Viz database or filled with content from the newsroom system or other Viz content tools such as Pilot or Trio. Some samples of overlay graphics:

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There are no special design guidelines for overlay graphics in Opus. It is done like any other graphics for Vizrt tools. See Vizrt graphics design guidelines.

 Note: All full-screen graphics and overlay graphics will be rendered in the Middle layer of Viz, and should be designed accordingly.

Configuring Overlay Graphics in Opus Overlay graphics are configured and taken to air with the Overlay Graphics module. See Mosart user guide. The Overlay Interface uses port 6800 (second Viz Engine).

 Note: Handler name in AVAutomation and Overlay Graphics must not be identical as they will overwrite the already created handler in Media Sequencer.

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10 Viz Opus Sample Graphics This chapter describes the sample graphics provided by Vizrt. The Opus Sample Default Graphics Package is a set of graphics that can be used to test the basic behavior of the system. It includes a sample of each typical graphics type. The package does not assume a specific graphics system (e.g Pilot, Pilot Edge or Trio). The graphics are used by the default rundown provided with the Opus bundle installer. The Viz Pilot Sample Graphics Package is a set of graphics, and their corresponding Pilot templates and additional files needed in order to have a fully functional production, with a pre-configured Pilot system. The graphics can be used as-is or they can be branded and customized according to the customer's need. Instructions on typical ways to re-brand this set of graphics are provided as well. The following Viz archives are included with an Opus installation:

Archive Content Bundled with Deployed by

opus.via Official Vizrt Switcher Viz Opus bundle Opus Configuration - scene installer - Opus Autoconfigure Configuration installer

OpusSample Sample graphics used in Vizrt.Opus.DemoConte Opus Configuration - Graphics.via demo rundown nt.zip Import demo content Sample Effects scenes

concept1.via Viz Pilot sample package Stand-alone (FTP) Manually

This chapter includes the following sections: • Opus Sample Default Graphics Package • Viz Pilot Sample Graphics • How to rebrand the Viz Pilot Sample Graphics

10.1 Opus Sample Default Graphics Package

The opus default graphics are provided in the archive OpusSampleGraphics.via. This archive is imported into the Viz Graphics Hub during the auto-configure stage of the configuration tool, that is included in the bundle installer. The package includes: 1. A fullscreen graphic with an image and text (scene named image-message). 2. A fullscreen graphic with bullets (scene named Win-Bullets). 3. A 2BOX/DVE with pre-set source inputs Live1 and Live2 (scene named Liveboxes). 4. A lowerthird (scene named Vizrt_lower_2014).

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 Note: The sample graphics set does not assume a specific graphics system connected - thus content cannot be entered into the graphics. The graphics are used to test the functionality of the system, excluding the content editing part.

The graphics can be played out using the demo rundown that is included in the Opus bundle installer. See details in Viz Opus Default Setup chapter.

10.2 Viz Pilot Sample Graphics A sample set of scenes and templates that can be used with Pilot and Pilot Edge, is provided on the FTP. After importing, a full set of graphics that can be used as-is or changed/branded is available. Instructions for branding the graphics is given here.

Graphics are imported into folder Concept1 in the Graphics Hub: Vizrt/VizOpus/Concepts/ concept=Concept1/

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The Viz Opus Graphics Package is designed with texture video, so during the design phase in Viz Artist, you can see the video windows filled with content. Notes on the default graphics package: • The video windows only exist in the default background scene (called default) and not in the branch scenes such as Win-2w. • The branch scene only contains overlay information such as the text with location and some simple banners connected to these. • In some cases placing video windows in branch scenes are useful. Apply the scripts from the scene gfx/gfx-fullscreen/windows/video-windows-3/window3 to your branch scene where you want the video. The Viz Opus graphics package is built up as a transition logic set. There are ten different layers. All branch scenes use the scene named “default” as their master. You can add more branch scenes to the set. Start by saving a copy of the Bullets template with a new name. This will ensure that the scene settings will be correct (e.g. the scenes use a camera in Z1200 with a 20-degree zoom, rather than the default settings). The layers are as follows:

• Logo Corner • Live • Title • Lower • Clock • Icon • OTS • Banner • Fullscreen

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• Simple ticker • Making more branch scenes

10.2.1 Logo Corner

This layer has two states, IN or OUT. It can be used together with any other graphics or video and will always stay in the same position. It will always be in front of all other elements. Changing this graphic is done by updating the logo scene in the ref container. The scene is used by a graphics channel and can have an In animation or Out animation, triggered by keyframes, or looping animations. Viz Pilot Templates: Logo corner has no control fields. Can control two states, In and Out.

10.2.2 Live

The Live layer has two states, IN or OUT. The foreground scene has two text fields. The background plates will grow according to the length of text and if the text is very long it will extend into the Title area. The background plates will fade in and out when updating the text. The layer will be in front of all other graphics. It will be next to the Logo Corner and move to the left when that is animated in.

Viz Pilot Templates: Live has two text fields, 01-LIVE-status, 02-LIVE-location. Can control two states, In and Out.

10.2.3 Title

This layer has two states, IN or OUT. It is positioned on the line between the Live and Logo Corner area. It can be used together with any other graphics, for example in front of a video, together with a headline, together with a breaking news and so forth. The foreground scene has one text field but it can be built with more if necessary. In some cases the title moves slightly to fit with other graphics (e.g. full screen graphics and some butterflies). A title cannot be used together with an upper third.

Viz Pilot Templates: Has one text field 01-TITLE-text. Can control two states, In and Out.

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10.2.4 Lower

This layer has the typical lower third straps and has four states: • OUT • Lower third with two lines • Lower third with double line on second line • Upper third The Lower third with two lines can be used with all graphics and can be filled out with one or two lines. In some cases of butterfly video windows (Fullscreen) there will not be space to use both Breaking News/Theme and lower third at the same time (this restriction applies to both Lower third with two lines and Lower third with double line on second line). The upper third can be used when there is closed captioning in the lower area. The upper third cannot be used together with a Title.

Viz Pilot Templates: Lower third has two text fields, 01-LOWER-name (one line only) and 02-LOWER- designation (multi-line). Can control four states, Out, Normal, Upper, Double. The template will have 3 variants: Lower third, Two liner, Upper third.

10.2.5 Clock

This layer has two states, IN or OUT. It can be used with all types of graphics and will appear next to the lower third. The Clock automatically disappears when running a headline graphic. The clock displays the system time of the Viz Engine. To change the clock to emulate another time zone, go to the Windows settings on the Viz Engine. Viz Pilot Templates: Clock has no control fields. Can control two states, In and Out.

10.2.6 Icon

This layer has two states, IN or OUT.

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It appears next to the Lower third or between the lower third and the Clock. The Icon automatically disappears when you run a headline graphic. The image/icon that you select in the foreground scene is typically 512 x 512 pixels and must be square. The image can contain transparency and is best imported as PNG format. Viz Pilot Templates: Icon has one control field, that is a control image, designed for square images with transparency, 01-ICON-image. Can control two states, In and Out.

10.2.7 OTS

The OTS (Over the shoulder) layer has three states: OUT, Left, Right. Both Left and Right work well together with Icon, Clock, Banner (Theme or Breaking News), Lower (Lower third), Title, Live and Logo Corner. Left and Right cannot be used at the same time, and they can not be used with full screen graphics or any of the butterfly windows. The image field is designed for use with square images but portrait and landscape will also fit in. The image can contain transparency and is best imported as PNG format. If the image is too tall, the text under it will be pushed down. There are two text fields, and long text will be scaled down, so consider using short headings. The text field under the image has multiple lines. More text will fit if there is no image. The Right OTS is better for longer text/lists as it will not collide with Icon and Clock.

Viz Pilot Templates: Over the shoulder has 3 control fields, 01-OTS-title, 02-OTS-image, 03-OTS- text. OTS has three states. Out, Left, Right. The template will have two variants: Left, Right.

10.2.8 Banner The banner layer has four states and operates in the same area as the Lower layer: • OUT • Breaking News • Theme

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• Headline

Breaking News has two text fields. It works well together with Icon and Clock, but if used together with Lower Third, it will be added above the lower third. If using a butterfly (Fullscreen), you can not use Breaking News and Lower Third simultaneously.

Theme works in the same way as Breaking News. It is intended to be used to tag theme lines “Climate change”, “War on terror” and so on.

Headline will push out Clock and Icon and cannot be used with a Lower Third. The various types of Banner use the same transition logic layer, so only one can be used at a time. Viz Pilot Templates

• Banner has two text fields, 01-BANNER-title and 02-BANNER-text. Banner has three states, Out, Breaking News, Theme. The template will have two variants: Breaking News, Theme. • Headline has one text field 03-BANNER-title and has only one variant. It technically operates on the same logical layer as Banner, but is separated out into a different template.

10.2.9 Fullscreen The full screen layer has seven states: • OUT • Fullscreen gfx (includes fullscreen graphics such as Bullets, Portrait, and Stock) • Video 2x 16x9 • Video 3x 4x3 • Video Small and Large • Video 2x Portrait full screen • Video Portrait and 16x9

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Fullscreen Gfx works well together with Lower Third, Icon, Clock, Banner (Theme or Breaking News), Live and Logo Corner. Do not use it together with an OTS.

In the five different combinations of video windows (butterfly states), the video windows appear as Portrait, 4x3 and so on, but they are actually a 16x9 image that is cropped on each side. The background image behind any full-screen graphics or butterfly is a 1920x1080 still image (PNG). Change the image by creating a new image which has the same name as the current image, and then import it, this will override the current image. This image usually doesn’t have transparency as everything behind it is black. Background animation can also be added in Viz Artist and should be done between -Z1000 to -Z10.000. When using any of the butterfly states, do not use Breaking News or Theme together with Lower third. Viz Pilot Templates:

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• Butterfly has three text fields to control but most of the butterflies will control only two of them: 01-FULLSCREEN-B-text1, 02-FULLSCREEN-B-text2, 03-FULLSCREEN-B-text3. It will control six states: • Out • 2x 16/9 • 3x 3/4 • Small and Big • Portrait and 16/9 • 2x big portrait The template will have 5 variants: • 2x 16/9 • 3x 3/4 • Small and Big • Portrait and 16/9 • 2x big portrait

• Full screens and butterflies are technically operating on the same logical layer but are divided into different templates. The set can be expanded by making more full-screen graphics. Do this by saving an existing full screen (e.g. Bullets) with a new name. • Bullets will control text and image. You can use multiple lines on a bullet. • Portrait will control texts and image.

10.2.10 Simple ticker This layer will have two states, IN and OUT. This layer is not implemented yet but will come. Can be used with anything including used together with a headline. It will be a simple crawl text, white on semi-transparent black background.

 Note: The Switcher Scene must be present on your Graphic Hub in order for video playout for fullscreen and butterflies to work correctly. The Transition Effects Scene is also needed, in order to have a graphics effect when going from one video to another.

10.2.11 Making more branch scenes You can easily make more branch scenes to the set. For example, if you want a different type of full-screen graphics that is not covered by the bullets or portrait template a Viz Artist graphics designer can start by saving the bullets template down with a new name. This is a better way than taking a new scene because the scenes have a camera setting that differs somewhat from the default setting. The scenes use a camera in Z1200 with a 20-degree zoom. Just start by using one of the old scenes and it will all be correct.

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10.3 How To Rebrand The Viz Pilot Sample Graphics This chapter describes how the default Viz Pilot Sample Graphics package (concept1) can be re- branded to fit your needs and design. It assumes that the archive and templates have been imported and work as expected, and shows the needed steps to design the look of the graphics.

 IMPORTANT! Before making any changes to the scenes, take a backup of all of the scenes and textures in the Concept 1 folder.

The basic steps for rebranding the package are:

• Changing the corner logo • Changing still images used in the scenes • Changing color palette

 Note: More advanced changes to the set can also be made, and can be done by a Viz Artist designer experienced in Transition Logic.

10.3.1 Changing the corner logo Simple changes can be made to the Logo Corner, such as: • Change to another letter by typing it in the scene. • Import your own logo image, with transparency, typically a PNG in 1024x1024 pixels. For example, take a simple outline of your logo and save it in Illustrator 8 format, then exchange it with the outline in the current scene. Make sure your logo fits inside the “square” part of the 16/9 scene, otherwise you will get conflicts with the Live layer. The Logo scene can have In animation, Out animation and looping animations

10.3.2 Changing still images used in the scenes There are about 10 different textures that are easy to update with your branding. These images are in the folder Concept 1/Design images. In the default design the images are pure white, with their size and all other values set as required. Export these images out of Viz Artist, being careful to maintain the exact size and names. When you import them again, overwrite the existing images, so the new ones will appear in the default scene the next time it is loaded. The Banner (Theme or Breaking News), Lower Third and so on are also textures that can be updated with the colors and shapes of your brand. Remember to keep pixel size and names consistent, and override when importing.

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10.3.3 Changing color palette

To change scene colors, update the MASTER-COLORS node so that they will be updated everywhere they are used, including branch scenes:

1. Open up the MASTER-COLORS node at the top of the scene tree in the default scene. 2. Choose your color profile and set to design mode. 3. Change your colors and take off design mode again. If you change the background image or other textures to something colorful you typically set the color of the container to pure white. Remember to set the color of the fonts to a color that contrasts the colors in your texture. COLORS:

TYPE ID

MAIN-COLOR ID 10

FONTS-ON-MAIN-COLOR ID 20

CONTRAST-COLOR ID 30

FONTS-ON CONTRAST-COLOR ID 40

LIVE-FLAG ID 50

FONTS-ON-LIVE-FLAG ID 60

OTS-COLOR ID 70

FONTS-ON-OTS ID 80

BACKGROUND-COLOR ID 90

FONTS-ON-BACKGROUND ID 100

BREAKINGNEWS-COLOR ID 110

FONTS-ON-BREAKINGNEWS ID 120

THEME-TOP-COLOR ID 130

FONTS-ON-THEME-TOP ID 140

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TYPE ID

THEME-BOTTOM-COLOR ID 150

FONTS-ON-THEME-BOTTOM ID 160

CLOCK-COLOR ID 170

FONTS-ON-CLOCK ID 180

ICON-PLATE-COLOR ID 190

TITLE-COLOR ID 200

FONTS-ON-TITLE-COLOR ID 210

SCROLLER-COLOR ID 220

By updating the color under this node it will be updated all places it is used including branch scenes. If you change the background image to something colorful or the same with textures for OTS or any banner you typically set the color of this container to pure white. Remember to set the color of the fonts to a color that is contrasting the colors in your texture. It is certainly not a goal to have all these in different colors. In fact, many of them will be the same color in most cases, but some necessarily need to be different and contrast each other like a font color and its background and so forth.

10.3.4 Advanced redesign A more advanced approach to changing the set can also be done and it is an excellent starting point for doing so, but this should be done by a Viz Artist designer experienced in transition logic. These resources are available from many design houses around the world and by the many experienced Viz Artist designers in the TV stations that are Vizrt´s customers.

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11 Forensic - Incident Reporting Tool Forensic is a tool shipped with Viz Opus. Its main purpose is to collect information from the system into a compressed archive making it easy to send system and configuration settings for support and debug purposes. The archives created by Forensic can also be used as a simple backup utility. Since Forensic only collects configuration settings relevant for Viz Opus and Viz Mosart it cannot be relied upon as a proper backup tool.

Forensic is normally installed to C:\Program Files (x86)\vizrt\Forensic\Forensic.exe. It is advised to launch Forensic with elevated (Admin) privileges, otherwise Forensic cannot get access to some required information. Run elevated by selecting the application in Windows Explorer, right-click and select Run As Administrator.

11.1 Usage The first step is to select from the three options under section 1 What do you want to do?. Think of these three options as different levels: Level 1 - Backup current configuration: This is a basic backup of current configuration and only backs up configuration files. Level 2 - Report a general issue: This backs up the configuration files, but also adds Vizrt software logs such as Media Sequencer, Mosart, Viz Engine and Windows event logs. Level 3 - Report a system/app issue: This includes everything in Level 1 & 2, but adds dump files of the three most recent crashes or any currently running/“frozen” Vizrt processes, and complete system information. Next, use section 2 to fill out what went wrong. The right half of the window appears when you press the expander button in the What went wrong section. Add as much information as you think is suitable. When you press Save to Desktop the application will gather its information and then save a 7-zip archive on the desktop. The archive will be named with the convention - -.7z. The archive can be extracted with the free 7-zip utility (http://www.7-zip.org/) to inspect the content. No user or private information is collected.

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11.2 Silent Backup Command Line Parameter Forensic can be used for automated backups using timed intervals with Windows' Task Scheduler. This would be the equivalent of selecting Backup current configuration in step 1. Forensic.exe -backup

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12 Troubleshooting And Known Issues The troubleshooting items are sorted according to the following topics: • Topic: Installation Issues • Topic: HW and Drivers • Topic: GUI & Keyboard • Topic: Audio • Topic: Clips • Topic: Graphics • Topic: Media Preview • Topic: Performance

12.1 Troubleshooting Tips • Check for known issues or documented symptoms separated to topics in this chapter • Follow the Steps to Reproduce or solve listed as bullet points below the symptom. • Before opening a support ticket, you are advised to use Forensic to collect system status and configuration settings and add the archive Forensic creates to the support ticket.

12.2 Known Issues • No external switcher control is supported in Viz Opus, the Viz Engine functions as an internal mixer. For more details, see the Viz Opus Release Notes.

• Using the GPU direct feature for improving engines performance may result in output jitters when Media Preview option in Opus is active. • Turned off by default.

• Using Viz Artist is not supported on dual GPU setups, since the UI needs to be displayed by the smaller GPU which is not meant to handle the output rendering. • The Artist will run on the smaller GPU resulting in weaker performance during scene design. • Please make sure Artist is started with an extra parameter "-u1".

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• Playout has to be tested on the final Opus system running on the bigger Nvidia P6000

12.3 Topic: Installation Issues This section lists different problems that may occur using Viz Opus, that are related to the installation of Viz Opus:

• Symptom: The bundle installer fails with the error message "Restarting MediaService timed out" • Symptom: Starting/stopping Media Service from the Service Manager fails with the error message "The service cannot accept control messages at this time" • Symptom: The bundle installer fails with the error message "3010 ERROR_SUCCESS_REBOOT_REQUIRED" • Symptom: The bundle installer fails to upgrade Coder when an older version is previously installed. • Symptom: The bundle installer fails to upgrade Media Service when an older version is previously installed.

12.3.1 Symptom: The bundle installer fails with the error message "Restarting MediaService timed out" Possible Cause: Bundle installer failed to run Post install after installing Media Service Media Service can sometimes hang during startup after being installed from the Viz Opus bundle installer unless its prerequisites are in order. This startup happens automatically as a part of the installation process. • Ensure Coder is installed and running • Ensure that a D:\ drive exists and that Media Service has write access to it • Try to stop Media Service from the Service Manager • If/when that fails, kill the Media Service process • Start Media Service from the Service Manager

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• The installation can be continued by rerunning the bundle installer. Media Service should now be properly installed and not selected from the bundle installer.

12.3.2 Symptom: Starting/stopping Media Service from the Service Manager fails with the error message "The service cannot accept control messages at this time" • See Previous steps

12.3.3 Symptom: The bundle installer fails with the error message "3010 ERROR_SUCCESS_REBOOT_REQUIRED" Possible Cause: One of the components requires a reboot after installation. • Manually reboot the machine after bundle installation and before running Opus Configuration.

12.3.4 Symptom: The bundle installer fails to upgrade Coder when an older version is previously installed. • Manually uninstall Coder and rerun the Viz Opus bundle installer.

12.3.5 Symptom: The bundle installer fails to upgrade Media Service when an older version is previously installed. • Close the bundle installer and do the following steps: • Locate the Media Service in Task Manager and choose end task • Locate the bundle installer exe file • Run the exe file with the argument -msi (the included msi files are extracted) • Browse to the folder with the extracted msi files (sub folder to the folder where the exe files is located) • Run the Media Service msi • Choose remove and press ok • Re-run the bundle installer

12.4 Topic: HW And Drivers This section lists different problems that may occur using Viz Opus, that are related to the Hardware and Drivers:

• Symptom: Matrox related error messages

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• Symptom: Sentinel HASP dongle driver error messages • Symptom: Engine output shows flickering fields

12.4.1 Symptom: Matrox related error messages Possible Cause: Driver needs to be updated • Check your codecs version: http://www.matrox.com/video/en/support/windows/ vfw_software_codecs/downloads/softwares/version1.0/

12.4.2 Symptom: Sentinel HASP dongle driver error messages Possible Cause: Driver needs to be updated • Refer to the Viz Engine 3.9.1 release notes for troubleshooting

12.4.3 Symptom: Engine output shows flickering fields Possible Cause: GPU direct option interfers with Media Preview • deactivate either GPU direct option or disable Media Preview

12.5 Topic: GUI & Keyboard This section lists different problems that may occur using Viz Opus, that are related to the User Interface of Viz Opus:

• Symptom: The Viz Opus UI is not able to connect to the automation server • Symptom: The Viz Opus UI does not respond when I press a key • Symptom: Keyboard not responding • Symptom: Viz Opus UI becomes slow or unresponsive. • Symptom: The Viz Opus UI displays an internal error message when running for the first time and a video clip got dropped on a key button. • Symptom: The Viz Opus UI displays an internal error message when saving the keyboard short-cuts (access denied). • Symptom: Changing a rundown name in Showmaker is not reflected in the Viz Opus UI.

12.5.1 Symptom: The Viz Opus UI is not able to connect to the automation server Refer to Status Bar Documentation Possible Cause: Remote control service on the server is not running or is unreachable

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• Check the color of the Main server icon on the bottom left of the GUI. If it is red - there is no Remote Control Service started • Restart the Mosart remote control service on the automation server. Possible Cause: Manus Administrator is not running • Check the color of the Main server icon on the bottom left of the GUI. If it is gray - the mosart Manus Administrator is unreachable • Start\Restart Manus Administrator Possible Cause: Network connection to main server is broken and GUI is unresponsive. • Try to switch to Backup server - If the GUI is still unresponsive the connection from the GUI to the servers may be broken. Open Viz Opus backup desktop and start a local version of the Viz Opus GUI. • This GUI should be configured to only connect to the backup Viz Opus and not to the main. • Restart the main Viz Opus PC while continuing broadcast from the backup Viz Opus. Check network settings.

12.5.2 Symptom: The Viz Opus UI does not respond when I press a key Possible Cause: By design Viz Opus (and Viz Mosart) acts on key release • For this reason, we normally don't recommend using KVMs to control the Viz Opus UI as many KVMs have unpredictable keyboard handling.

12.5.3 Symptom: Keyboard not responding Possible Cause: The Viz Opus GUI is not in focus • Check if a red horizontal stripe is shown in the Viz Opus User Interface • Only the active application receives keyboard events. • Set focus to GUI

12.5.4 Symptom: Viz Opus UI becomes slow or unresponsive. Possible Cause: Internal unknown error. • Restart Opus UI or start a new Opus UI instance. • Make sure the first unresponsive MosartMultiGui.exe process is killed from the Task Manager.

12.5.5 Symptom: The Viz Opus UI displays an internal error message when running for the first time and a video clip got dropped on a key button. Possible Cause: At the very first run of a fresh system Viz Opus has not yet loaded its template set.

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• Restart the Viz Opus client.

12.5.6 Symptom: The Viz Opus UI displays an internal error message when saving the keyboard short-cuts (access denied).

Possible Cause: The keyboard_shortcuts.xml file is only stored under the Viz Opus installation folder which requires administrator rights to access. • Run Viz Opus as administrator. • Manually copy keyboard_shortcuts.xml from the installation folder to C:\channeltemplates.

12.5.7 Symptom: Changing a rundown name in Showmaker is not reflected in the Viz Opus UI. Possible Cause: Manus Administrator does not listen properly to rundown changes made in Showmaker. • Restart Manus Administrator.

12.6 Topic: Audio This section lists different problems that may occur using Viz Opus, that are related to Audio:

• Symptom: Audio mixer control stops working with USB • Symptom: AV Automation cannot connect to Audio Player • Symptom: Yamaha audio faders are exhibiting errant behavior (faders not opening, fluttering levels, etc)

12.6.1 Symptom: Audio mixer control stops working with USB Possible Cause: MIDI over USB losing connection • Reselect MIDI out device in AV Automation preferences

12.6.2 Symptom: AV Automation cannot connect to Audio Player Possible Cause: Default port 8084 has not been opened in the Windows Firewall settings. • Startup Audio Player once with administrator rights. • Manually open the port 8084 in the Windows Firewall settings: netsh.exe http add urlacl url=http://+:8084/LiveSoundService.svc /user=\all

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12.6.3 Symptom: Yamaha audio faders are exhibiting errant behavior (faders not opening, fluttering levels, etc) Possible Cause: wrong driver version • Check if the problem persists with an older Yamaha driver • Check if teh problem persists using the general MIDI driver and a KissBox

12.7 Topic: Clips This section lists different problems that may occur using Viz Opus, that are related to Clips:

• Symptom: Clips won’t play and/or appear offline in the GUI (red& whilte checkerboard in GUI) • Symptom: Clips won’t Cue (vertical stripes in GUI) • Symptom: Clip mark-in set in Pilot Edge is not honored • Symptom: Searching for clips in Showmaker does not yield any results despite of a correct Pilot Edge setup.

12.7.1 Symptom: Clips won’t play and/or appear offline in the GUI (red& whilte checkerboard in GUI) Possible Cause: Wrong drive/folder configured

• Make sure the ClipServerVizEngine.xml is configured correctly.

The ClipServerVizEngine.xml file in C:\ProgramData\Mosart Medialab\ConfigurationFiles now overrules the same file in C:\channeltemplates. • Make sure the MediaAdmin settings point to the correct file location Possible Cause: Connection to AV Automation is broken • check if connection to AV automation is marked RED • if the connection to AVA is red, reinitialize AVA by pressing CTRL+SHIFT+V. See AV Automation in Mosart Guide

12.7.2 Symptom: Clips won’t Cue (vertical stripes in GUI) Possible Cause: Connection to AV Automation is broken • check if connection to AV automation is marked RED • if the connection to AVA is red, reinitialize AVA by pressing CTRL+SHIFT+V. See AV Automation in Mosart Guide

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12.7.3 Symptom: Clip mark-in set in Pilot Edge is not honored Possible cause: Clip metadata is fetched from clip and not from playlist • Make sure Manus Administrator uses metadata from the newsroom system. The setting MetaData creator policy should be set to NCS MetaDataCreatorPriority=NCS

12.7.4 Symptom: Searching for clips in Showmaker does not yield any results despite of a correct Pilot Edge setup. Possible cause: The security settings do not allow cross domain data access. • Open Internet Explorer • Select Tools > Internet Options > Security > Custom Level • Browse down to Miscellaneous, click Enable for Access data sources across domains.

12.8 Topic: Graphics This section lists different problems that may occur using Viz Opus, that are related to Graphics:

• Symptom: DVE sources come up with ‘default’ inputs, even though new sources have been selected in NRCS • Symptom: Effect transitions sometimes do not play • Symptom: Black dropouts in playout • Symptom: Output performance is bad • Symptom: Not possible to perform effect transition into full-frame graphics • Symptom: Overlay Graphics not visible in the rundown if the clips are from Media Service

12.8.1 Symptom: DVE sources come up with ‘default’ inputs, even though new sources have been selected in NRCS Possible Cause: Template design issue • Check the DVE Mosart template Possible Cause : Scene design issue • Check the DVE graphic scene • Make sure the container names are windowX, and that a script is present on the container • Check scene design guide

12.8.2 Symptom: Effect transitions sometimes do not play Possible Cause: Wrong script in switcher scene, that doesn’t track correctly Switcher scene location ( on-air or artist)

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• Verify script in Effects scene is similar to the provided Effect samples ( effect_90, effect_91, effect_92) Possible Cause: Wrong port set for Transition Effects • Check the value Transition Engine IP port in Switcher scene • If only one engine is in use, change the value to 6100 • For Viz Opus version 1.3 and above, this should be changed in the Switcher scene configuration file; opus_config.cfg located in C:\ProgramData\Vizrt\Viz3\ for the configuration setting:

6100

• For Viz Opus versions < 1.3, set Transition Engine IP Port in the Switcher scene script

12.8.3 Symptom: Black dropouts in playout Possible Cause: Engine being used for an additional purpose • Check if the preview server service is running. If it is, close it and set startup to manual • Verify that no other app is communicating with the same engine

12.8.4 Symptom: Output performance is bad Possible Cause: Viz Artist is running on the same machine • Turn artist output off

Symptom: Opus shows black before full-frame graphics

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Possible Cause: Template used contains an invalid xpoint (e.g. G_RIP) • Remove the Switcher crosspoint from the template. Opus always keys the full frame graphics, it should not have any xpoint set in the template. If Opus doesn’t recognize the xpoint it will put black on-air. Please note that you should not use G_RIP as a substitute for BLACK as this behavior may change (it is not a feature)

12.8.5 Symptom: Not possible to perform effect transition into full- frame graphics Possible Cause: System limitation • The workaround is to create a take in animation which does an effect. Opus will always key on the full frame graphics. Xpoint should not be used in this template type.

12.8.6 Symptom: Overlay Graphics not visible in the rundown if the clips are from Media Service • You get clips with overlay graphics from NRCS via the MOS objects. This is working fine and overlay graphics appear as they should. • As soon as MediaAdminstrator returns information regarding the clips, i.e. validating the clips, the overlay graphics disappear.

Possible Cause: There are parameters in the newsroomsettings.xml which need to be added/ edited.

• Open the newsroomsettings.xml add the default values to the mmConstants/inewstags/ properties element: Explanation: When connected to a MediaService/VizOne via MediaAdminstator, Mosart assumes that there are overlay graphics attached to the clip. Therefore any existing overlay graphics with owner=”MEDIA” is removed from the original object and replaced with the content as received from MediaAdmin. In this case, MediaAdmin returns nothing, i.e. the original overlay graphics are deleted. The solution to this is to set the DefaultLowerThirdOwnerMedia property to something else than “MEDIA”. Say “NRCS” to identify the origin as received from “NRCS”.

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The MediaAdmin will still show the errors because there are no overlay graphics attached to the clip asset. This is what you expect from MediaService, but the issue is resolved.

12.9 Topic: Media Preview This section lists different problems that may occur using Viz Opus, that are related to the Media Preview:

• Symptom: Media preview doesn't start • Symptom: Media Preview does not display all sources or some sources are not wanted

12.9.1 Symptom: Media preview doesn't start Possible Cause: The Viz Engine instance that is creating the Media Preview is not sending the preview • Close and open the preview windows. This might be caused by starting Viz Engine after Opus GUI or Viz Engine has been restarted while the preview windows are still active. • Check the configuration in Viz Engine if the Media Preview config has been enabled or not. • Follow the guidelines for enabling Media Preview. Possible Cause: Initialization problem • Restart Viz Engine and Opus GUI

12.9.2 Symptom: Media Preview does not display all sources or some sources are not wanted

Possible Cause: The user.config file located in the GUI folder under %localappdata%/ Mosart_Medialab is not configured Steps to reproduce/solve:

• Edit the user.config file of the GUI and add/edit the following:

The value can be a number between 0 and 7. In VideoSource the value equals the live input with an offset of -1, e.g. PreviewUnusedVideoSources with value "0" will not display LIVE1 in the Media Preview. PreviewUnusedClipSources with value “1” will not display CLIP2. The MediaPreview will automatically adjust the size of the windows to fit all into one view. Please note that it is currently not possible to adjust size and position on your own.

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Also note that there is always two rows, top row is for LIVE (it will be empty if the value is set to 0,1,2,3,4,5,6,7) and bottom row which is for CLIPS.

Possible Cause: Initialization issue • Restart Viz Engine.

12.10 Topic: Performance

This section lists different problems that may occur using Viz Opus, that are related to Performance:

• Symptom: Video-out signal jitters • Symptom: New Graphics or Videos are frozen or have performance issues • Symptom: Viz Artist performance or behavior is not stable

12.10.1 Symptom: Video-out signal jitters Possible Cause: wrong configuration in Viz Engine when using Media Preview on Engine machine • "GPU direct" option in Viz Engine cfg file should be set to OFF when running the Media Preview

12.10.2 Symptom: New Graphics or Videos are frozen or have performance issues Possible Cause: graphics have not been initialized • Play once through the rundown, to initialize all elements • Force preload of rundown elements, in Opus . • see Fullscreen graphics section in Control Commands chapter in Mosart User guide • Use the command "MACRO" with parameter "INITIALIZE"

Possible Cause: Performance configuration in Viz Engine is not optimized • verify Viz settings as described in Viz Opus configuration files chapter in Deployment Guide → please consult with VIZRT PS before changing any setting in Viz cfg file

Possible Cause: Too many commands are attempted to be process by Viz Engine at once (usually happens in Transition Logic type graphics) • The number of commands to be processed per field can be limited in viz cfg file max_commands_per_field Possible Cause:

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Possible Cause: Too many graphics elements in the scenes. Scene is too "heavy". All graphics and video sources are rendered within a single Viz Engine instance. • Try to optimize scene design • Consider splitting rendering to dual-instance configuration . To achieve the optimal performance, GFX elements should be rendered on the dirty feed engine while the clean feed engine handles the actual signal switching. See Clean Feed setup. Please note that changing to this setup will require new setup and cabling of the whole system. PS assistance may be needed.

12.10.3 Symptom: Viz Artist performance or behavior is not stable

Possible Cause: Viz Artist starts in the wrong configuration

• make sure the desktop shortcut for Viz Artist runs with the parameter "-u1"

Possible Cause: Viz Artist runs on the 1st GPU on Opus machine, which is configured as the smaller GPU • Run Viz Artist on a separate machine, and not the Opus box

Possible Cause: After initial installation, the configuration file for Viz Artist uses the default viz cfg file

• Copy the viz cfg file of Viz Engine C:\ProgramData\Vizrt\viz3\-1-0.cfg to -0-0.cfg so that the same settings used by Viz Engine, will be used by Viz Artist.

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