Appearance
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
.rivfile. 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
.airzdocument 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:
| What | For each one |
|---|---|
| Properties | Every property marked Visible to controller: its name (nested ones as home/name), its type, and what it starts as |
| Enums | The values an enum property can take |
| Image slots | The placeholder size, the default source, and for live slots the role, label, sound, what shows when the source stops, and the colour space |
| Lists | The item view model, which artboards can draw a row, and the items it starts with |
| Animation States | Their names, the default one first, and any trigger, boolean or number inputs |
| Timelines | Their names |
| Events | Each 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?
| Use | When |
|---|---|
| Sync to controllers | The graphic goes to a gallery that runs a controller. It updates a template that is already there, keeping its place in the rundown |
| Export .riv | Everything 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.