Appearance
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.
takeInbrings it on;takeOutsends 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.