Skip to content

What export produces ​

Export .riv writes two files side by side: the graphic, which the playout server plays, and bindings.json, a list of everything the graphic lets someone change.

File › Export .riv… in the File menu, or Ctrl+E. Choose where to save and a name. When it is done:

Exported lower-third.riv and its bindings.json to D:\Graphics.

with Show in folder.

Export straight after picking a scanned look and its pictures may still be getting ready: the status then reads "Preparing pictures… (2 of 3)" and counts up, and the editor stays usable while it does.

The graphic: lower-third.riv ​

The whole graphic in one file: every artboard, timeline, Animation States and view model, the fonts and pictures it uses, and its scripts. Nothing else is needed to play it.

  • It is what you see. The editor's stage shows this same file, so what plays on air matches the stage.
  • It opens on the artboard marked Default. That artboard's view model is what the control system fills, and its default Animation States are the ones that runs. See Artboard › Default.
  • It is a standard .riv file. Other players that read the format open it too. Where they cannot do what airZ Engine does, such as play a live source in a slot, they show the placeholder.
  • It is not the document. Keep the .airz document to go on working. File › Import .riv file… can read an exported file back, but not everything the editor keeps for you, such as undo or the default source of a slot.

The list: lower-third.bindings.json ​

A plain text file for the controller and for anyone wiring the graphic into a newsroom or a data feed. It says:

WhatFor each one
PropertiesEvery property marked Visible to controller: its name (nested ones as home/name), its type, and what it starts as
EnumsThe values an enum property can take
Image slotsThe placeholder size, the default source, and for live slots the role, label, sound, what shows when the source stops, and the colour space
ListsThe item view model, which artboards can draw a row, and the items it starts with
Animation StatesTheir names, the default one first, and any trigger, boolean or number inputs
TimelinesTheir names
EventsEach event the graphic can report, with its properties

A short one:

json
{
  "artboard": "Lower third",
  "viewModel": "Lower third",
  "bindings": [
    { "name": "name",  "type": "string",  "default": "Jane Doe" },
    { "name": "role",  "type": "string",  "default": "Presenter" },
    { "name": "onAir", "type": "boolean", "default": false },
    { "name": "accent", "type": "color",  "default": "#2F6BD8" }
  ],
  "stateMachines": [ { "name": "Main", "default": true, "inputs": [] } ],
  "timelines": [ "In", "Out" ],
  "events": []
}

A property that is not Visible to controller is left out. See Naming properties.

Where the files go ​

A playout server plays graphics from its template folder. Copy both files there, or let Sync to controllers do it: a sync sends the same graphic and the same list, and the controller files them where its engines find them.

Export or sync? ​

UseWhen
Sync to controllersThe graphic goes to a gallery that runs a controller. It updates a template that is already there, keeping its place in the rundown
Export .rivEverything else: a server you copy files to by hand, a colleague, an archive, a test in another player

Before you export ​

Look at the preflight chip. It lists what would go wrong on air. Export works whatever it says, and so does sync.

See also ​

airZ Editor manual