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Handover checklist ​

Everything to check before a graphic leaves your hands, on one page. Print it, or go down it on screen. Each line links to where it is explained.

Prepare a scene for air walks through the same ground step by step. This is the list to tick.

The graphic ​

  • The preflight report has no red findings, and you have read every amber one.
  • The artboard that should play is marked Default (Opens first in its inspector).
  • The Animation States that should run are marked Default in the Animations panel.
  • Each timeline runs at the channel's frame rate (Timeline settings).
  • Text and movement sit inside the safe areas.
  • You have seen it on a broadcast monitor, if you can (Monitor out).

In and out ​

  • Before the take, nothing shows.
  • takeIn brings it on; takeOut sends it away; it can come on again after that.
  • Only the way off air has out in its name (Triggers and events).
  • A graphic with pages has a trigger next, and each page waits for it.
  • Press play in the Animation States and go through it all, watching the State changes log.

The data ​

  • Every property the operator fills in has a name they understand (Naming properties).
  • What the operator should not touch has Visible to controller unticked.
  • Anything the operator changes on air is a String, Number, Boolean, Colour, Trigger, Enum or Image property. Fonts and artboards cannot be set from air (Sending values).
  • Each enum's values are what the operator will type: short, and spelt the way they will be sent.
  • You have typed the worst values: the longest name, the biggest number, an empty field.
  • Every list has at least one item.

Live slots ​

  • Each slot is input1, video1, … and says what it plays, or None if the rundown decides (Live video slots).
  • Each slot sits in a layout, or fills a shape, so the live picture is fitted to its box.
  • When the source stops says what you want the audience to see.
  • Audio is on only for slots whose sound should be heard.

Fonts and pictures ​

  • Every typeface may go to the playout servers under its licence (Licensing).
  • Pictures are the size they are shown at, not far bigger.

Sending it ​

  • A version is kept, named for what it is: "sent to Gallery 1".
  • Sync to controllers: Plays as is right, the engines under PLAYS OUT ON are ticked, the name and folder over there are what the operator will look for.
  • Or, for another route: Export .riv writes the graphic and its bindings.json (What export produces).

Tell the operator ​

A graphic goes further with a line of notes. Say:

  • what each field is for, and the longest value that fits;
  • which trigger takes it in and which takes it out;
  • what each live slot expects: which camera, which clip;
  • what changed since the last version, if it replaces one.

See also ​

airZ Editor manual