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2 creating an offside animation, 1 remote menu with offside feature active, 2 how to validate the playfield limits – EVS EPSIO Version 1.63 - May 2011 User's Manual User Manual

Page 69: Introduction, Creating an offside animation, Remote menu with offside feature active, How to validate the playfield limits, N 3.2.2 ‘how to validate the, Playfield limits, Emote

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Epsio Version 1.63 – User’s Manual

EVS Broadcast Equipment – May 2011

Issue 1.63.C

63

3.2 CREATING AN OFFSIDE ANIMATION

3.2.1 R

EMOTE

M

ENU WITH

O

FFSIDE

F

EATURE

A

CTIVE

If you want to create an offside line, you need to do the following before you enter

the Epsio menu:

Position on the frame where you want to create an offside line animation.

From the main operational menu, press SHIFT+D to enter the Epsio menu:

Offside

Arrow

Circle

Graphics



ChromaK

OSD

Graph

<-- Calib Calib -->

The Epsio menu is displayed with the Offside tool active.
If the Offside tool is not active, you can activate it as you activate a live tool (See

section 3.3.1 ‘How to Activate a Live Tool‘, on page 66.
The Graph feature is active by default.
The Mark key is blinking red on the LSM Remote Panel.
The virtual playfield is displayed on the operator’s PGM.

Note
If the playfield limits are automatically detected, the virtual playfield

lines are red. Otherwise, the virtual playfield lines will be white. In this

case, you first need to validate the playfield limits manually.

3.2.2 H

OW TO

V

ALIDATE THE

P

LAYFIELD

L

IMITS

I

NTRODUCTION

Based on the calibration performed, the playfield limits are automatically detected

and matched to the virtual playfield when you enter the offside line mode. In this

case, the virtual playfield lines are displayed in red.
If the image on which you want to create your offside line is slightly blurred, or

does not display enough lines on the playfield for the automatic detection to work

properly, the virtual playfield will be made of white lines.
If the auto-detection of the playfield does not work (white lines) or if the virtual

playfield lines are not perfectly matched to the real playfield, you first have to

validate the playfield limits. This action consists of repositioning the virtual

playfield limits onto the real playfield limits.